/** * @file engine.h * * of basic engine helper functions: * - Sprite blitting * - Drawing * - Angle calculation * - RNG * - Memory allocation * - File loading * - Video playback */ #pragma once #include #include #include #include #include #ifdef USE_SDL1 #include "utils/sdl2_to_1_2_backports.h" #endif #include "appfat.h" #include "miniwin/miniwin.h" namespace devilution { #if defined(__cpp_lib_clamp) using std::clamp; #else template constexpr const T &clamp(const T &x, const T &lower, const T &upper) { return std::min(std::max(x, lower), upper); } #endif #define MemFreeDbg(p) \ { \ void *p__p; \ p__p = p; \ p = NULL; \ mem_free_dbg(p__p); \ } enum direction : uint8_t { DIR_S, DIR_SW, DIR_W, DIR_NW, DIR_N, DIR_NE, DIR_E, DIR_SE, DIR_OMNI, }; struct Point { int x; int y; }; struct ActorPosition { Point tile; /** Future tile position. Set at start of walking animation. */ Point future; /** Tile position of player. Set via network on player input. */ Point last; /** Most recent position in dPlayer. */ Point old; /** Pixel offset from tile. */ Point offset; /** Same as offset but contains the value in a higher range */ Point offset2; /** Pixel velocity while walking. Indirectly applied to offset via _pvar6/7 */ Point velocity; /** Used for referring to position of player when finishing moving one tile (also used to define target coordinates for spells and ranged attacks) */ Point temp; }; // `malloc` that returns a user-friendly error on OOM. // // Defined as a macro so that: // 1. We provide the correct location for the OOM error. // 2. Get better attribution from memory profilers. #define DiabloAllocPtr(NUM_BYTES) \ [](std::size_t num_bytes) { \ BYTE *ptr = static_cast(std::malloc(num_bytes)); \ constexpr char kMesage[] = "System memory exhausted.\n" \ "Make sure you have at least 64MB of free system memory before running the game"; \ if (ptr == NULL) \ ErrDlg("Out of Memory Error", kMesage, __FILE__, __LINE__); \ return ptr; \ }(NUM_BYTES) #define mem_free_dbg(PTR) \ std::free(PTR) inline BYTE *CelGetFrameStart(BYTE *pCelBuff, int nCel) { DWORD *pFrameTable; pFrameTable = (DWORD *)pCelBuff; return pCelBuff + SDL_SwapLE32(pFrameTable[nCel]); } #define LOAD_LE32(b) (((DWORD)(b)[3] << 24) | ((DWORD)(b)[2] << 16) | ((DWORD)(b)[1] << 8) | (DWORD)(b)[0]) #define LOAD_BE32(b) (((DWORD)(b)[0] << 24) | ((DWORD)(b)[1] << 16) | ((DWORD)(b)[2] << 8) | (DWORD)(b)[3]) inline BYTE *CelGetFrame(BYTE *pCelBuff, int nCel, int *nDataSize) { DWORD nCellStart; nCellStart = LOAD_LE32(&pCelBuff[nCel * 4]); *nDataSize = LOAD_LE32(&pCelBuff[(nCel + 1) * 4]) - nCellStart; return pCelBuff + nCellStart; } inline BYTE *CelGetFrameClipped(BYTE *pCelBuff, int nCel, int *nDataSize) { DWORD nDataStart; BYTE *pRLEBytes = CelGetFrame(pCelBuff, nCel, nDataSize); nDataStart = pRLEBytes[1] << 8 | pRLEBytes[0]; *nDataSize -= nDataStart; return pRLEBytes + nDataStart; } struct CelOutputBuffer { // 8-bit palletized surface. SDL_Surface *surface; SDL_Rect region; CelOutputBuffer() : surface(NULL) , region(SDL_Rect { 0, 0, 0, 0 }) { } explicit CelOutputBuffer(SDL_Surface *surface) : surface(surface) , region(SDL_Rect { 0, 0, (Uint16)surface->w, (Uint16)surface->h }) { } CelOutputBuffer(SDL_Surface *surface, SDL_Rect region) : surface(surface) , region(region) { } CelOutputBuffer(const CelOutputBuffer &other) : surface(other.surface) , region(other.region) { } void operator=(const CelOutputBuffer &other) { surface = other.surface; region = other.region; } /** * @brief Allocate a buffer that owns its underlying data. */ static CelOutputBuffer Alloc(std::size_t width, std::size_t height) { return CelOutputBuffer(SDL_CreateRGBSurfaceWithFormat(0, width, height, 8, SDL_PIXELFORMAT_INDEX8)); } /** * @brief Free the underlying data. * * Only use this if the buffer owns its data. */ void Free() { SDL_FreeSurface(this->surface); this->surface = NULL; } int w() const { return region.w; } int h() const { return region.h; } BYTE *at(int x, int y) const { return static_cast(surface->pixels) + region.x + x + surface->pitch * (region.y + y); } BYTE *begin() const { return at(0, 0); } BYTE *end() const { return at(0, region.h); } /** * @brief Line width of the raw underlying byte buffer. * May be wider than its logical width (for power-of-2 alignment). */ int pitch() const { return surface->pitch; } bool in_bounds(Sint16 x, Sint16 y) const { return x >= 0 && y >= 0 && x < region.w && y < region.h; } /** * @brief Returns a subregion of the given buffer. */ CelOutputBuffer subregion(Sint16 x, Sint16 y, Uint16 w, Uint16 h) const { // In SDL1 SDL_Rect x and y are Sint16. Cast explicitly to avoid a compiler warning. using CoordType = decltype(SDL_Rect {}.x); return CelOutputBuffer( surface, SDL_Rect { static_cast(region.x + x), static_cast(region.y + y), w, h }); } /** * @brief Returns a buffer that starts at `y` of height `h`. */ CelOutputBuffer subregionY(Sint16 y, Sint16 h) const { SDL_Rect subregion = region; subregion.y += y; subregion.h = h; return CelOutputBuffer(surface, subregion); } }; /** * @brief Blit CEL sprite to the back buffer at the given coordinates * @param out Target buffer * @param sx Target buffer coordinate * @param sy Target buffer coordinate * @param pCelBuff Cel data * @param nCel CEL frame number * @param nWidth Width of sprite */ void CelDrawTo(const CelOutputBuffer &out, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth); /** * @briefBlit CEL sprite to the given buffer, does not perform bounds-checking. * @param out Target buffer * @param x Cordinate in the target buffer * @param y Cordinate in the target buffer * @param pCelBuff Cel data * @param nCel CEL frame number * @param nWidth Width of cel */ void CelDrawUnsafeTo(const CelOutputBuffer &out, int x, int y, BYTE *pCelBuff, int nCel, int nWidth); /** * @brief Same as CelDrawTo but with the option to skip parts of the top and bottom of the sprite * @param out Target buffer * @param sx Target buffer coordinate * @param sy Target buffer coordinate * @param pCelBuff Cel data * @param nCel CEL frame number * @param nWidth Width of sprite */ void CelClippedDrawTo(const CelOutputBuffer &out, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth); /** * @brief Blit CEL sprite, and apply lighting, to the back buffer at the given coordinates * @param out Target buffer * @param sx Target buffer coordinate * @param sy Target buffer coordinate * @param pCelBuff Cel data * @param nCel CEL frame number * @param nWidth Width of sprite */ void CelDrawLightTo(const CelOutputBuffer &out, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth, BYTE *tbl); /** * @brief Same as CelDrawLightTo but with the option to skip parts of the top and bottom of the sprite * @param out Target buffer * @param sx Target buffer coordinate * @param sy Target buffer coordinate * @param pCelBuff Cel data * @param nCel CEL frame number * @param nWidth Width of sprite */ void CelClippedDrawLightTo(const CelOutputBuffer &out, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth); /** * @brief Same as CelBlitLightTransSafeTo * @param out Target buffer * @param sx Target buffer coordinate * @param sy Target buffer coordinate * @param pCelBuff Cel data * @param nCel CEL frame number * @param nWidth Width of sprite */ void CelClippedBlitLightTransTo(const CelOutputBuffer &out, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth); /** * @brief Blit CEL sprite, and apply lighting, to the back buffer at the given coordinates, translated to a red hue * @param out Target buffer * @param sx Target buffer coordinate * @param sy Target buffer coordinate * @param pCelBuff Cel data * @param nCel CEL frame number * @param nWidth Width of sprite * @param light Light shade to use */ void CelDrawLightRedTo(const CelOutputBuffer &out, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth, char light); /** * @brief Blit CEL sprite to the given buffer, checks for drawing outside the buffer. * @param out Target buffer * @param sx Target buffer coordinate * @param sy Target buffer coordinate * @param pRLEBytes CEL pixel stream (run-length encoded) * @param nDataSize Size of CEL in bytes * @param nWidth Width of sprite */ void CelBlitSafeTo(const CelOutputBuffer &out, int sx, int sy, BYTE *pRLEBytes, int nDataSize, int nWidth); /** * @brief Same as CelClippedDrawTo but checks for drawing outside the buffer * @param out Target buffer * @param sx Target buffer coordinate * @param sy Target buffer coordinate * @param pCelBuff Cel data * @param nCel CEL frame number * @param nWidth Width of sprite */ void CelClippedDrawSafeTo(const CelOutputBuffer &out, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth); /** * @brief Blit CEL sprite, and apply lighting, to the given buffer, checks for drawing outside the buffer * @param out Target buffer * @param sx Target buffer coordinate * @param sy Target buffer coordinate * @param pRLEBytes CEL pixel stream (run-length encoded) * @param nDataSize Size of CEL in bytes * @param nWidth Width of sprite * @param tbl Palette translation table */ void CelBlitLightSafeTo(const CelOutputBuffer &out, int sx, int sy, BYTE *pRLEBytes, int nDataSize, int nWidth, BYTE *tbl); /** * @brief Same as CelBlitLightSafeTo but with stippled transparancy applied * @param out Target buffer * @param sx Target buffer coordinate * @param sy Target buffer coordinate * @param pRLEBytes CEL pixel stream (run-length encoded) * @param nDataSize Size of CEL in bytes * @param nWidth Width of sprite */ void CelBlitLightTransSafeTo(const CelOutputBuffer &out, int sx, int sy, BYTE *pRLEBytes, int nDataSize, int nWidth); /** * @brief Same as CelDrawLightRedTo but checks for drawing outside the buffer * @param out Target buffer * @param sx Target buffer coordinate * @param sy Target buffer coordinate * @param pCelBuff Cel data * @param nCel CEL frame number * @param nWidth Width of cel * @param light Light shade to use */ void CelDrawLightRedSafeTo(const CelOutputBuffer &out, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth, char light); /** * @brief Blit a solid colder shape one pixel larger then the given sprite shape, to the target buffer at the given coordianates * @param out Target buffer * @param col Color index from current palette * @param sx Target buffer coordinate * @param sy Target buffer coordinate * @param pCelBuff CEL buffer * @param nCel CEL frame number * @param nWidth Width of sprite * @param skipColorIndexZero If true, color in index 0 will be treated as transparent (these are typically used for shadows in sprites) */ void CelBlitOutlineTo(const CelOutputBuffer &out, BYTE col, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth, bool skipColorIndexZero = true); /** * @brief Set the value of a single pixel in the back buffer, checks bounds * @param out Target buffer * @param sx Target buffer coordinate * @param sy Target buffer coordinate * @param col Color index from current palette */ void SetPixel(const CelOutputBuffer &out, int sx, int sy, BYTE col); /** * @brief Blit CL2 sprite, to the back buffer at the given coordianates * @param out Output buffer * @param sx Output buffer coordinate * @param sy Output buffer coordinate * @param pCelBuff CL2 buffer * @param nCel CL2 frame number * @param nWidth Width of sprite */ void Cl2Draw(const CelOutputBuffer &out, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth); /** * @brief Blit a solid colder shape one pixel larger then the given sprite shape, to the given buffer at the given coordianates * @param col Color index from current palette * @param out Output buffer * @param sx Output buffer coordinate * @param sy Output buffer coordinate * @param pCelBuff CL2 buffer * @param nCel CL2 frame number * @param nWidth Width of sprite */ void Cl2DrawOutline(const CelOutputBuffer &out, BYTE col, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth); /** * @brief Blit CL2 sprite, and apply a given lighting, to the given buffer at the given coordianates * @param out Output buffer * @param sx Output buffer coordinate * @param sy Output buffer coordinate * @param pCelBuff CL2 buffer * @param nCel CL2 frame number * @param nWidth Width of sprite * @param light Light shade to use */ void Cl2DrawLightTbl(const CelOutputBuffer &out, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth, char light); /** * @brief Blit CL2 sprite, and apply lighting, to the given buffer at the given coordinates * @param out Output buffer * @param sx Output buffer coordinate * @param sy Output buffer coordinate * @param pCelBuff CL2 buffer * @param nCel CL2 frame number * @param nWidth Width of sprite */ void Cl2DrawLight(const CelOutputBuffer &out, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth); /** * @brief Draw a line in the target buffer * @param out Target buffer * @param x0 Back buffer coordinate * @param y0 Back buffer coordinate * @param x1 Back buffer coordinate * @param y1 Back buffer coordinate * @param color_index Color index from current palette */ void DrawLineTo(const CelOutputBuffer &out, int x0, int y0, int x1, int y1, BYTE color_index); /** * Draws a half-transparent rectangle by blacking out odd pixels on odd lines, * even pixels on even lines. * * @brief Render a transparent black rectangle * @param out Target buffer * @param sx Screen coordinate * @param sy Screen coordinate * @param width Rectangle width * @param height Rectangle height */ void DrawHalfTransparentRectTo(const CelOutputBuffer &out, int sx, int sy, int width, int height); /** * @brief Calculate the best fit direction between two points * @param start Tile coordinate * @param destination Tile coordinate * @return A value from the direction enum */ direction GetDirection(Point start, Point destination); /** * @brief Calculate Width2 from the orginal Width * Width2 is needed for savegame compatiblity and to render animations centered * @return Returns Width2 */ int CalculateWidth2(int width); void SetRndSeed(int32_t s); int32_t AdvanceRndSeed(); int32_t GetRndSeed(); int32_t GenerateRnd(int32_t v); BYTE *LoadFileInMem(const char *pszName, DWORD *pdwFileLen); DWORD LoadFileWithMem(const char *pszName, BYTE *p); void Cl2ApplyTrans(BYTE *p, BYTE *ttbl, int nCel); void PlayInGameMovie(const char *pszMovie); } // namespace devilution