/** * @file scrollrt.cpp * * Implementation of functionality for rendering the dungeons, monsters and calling other render routines. */ #include "engine/render/scrollrt.h" #include #include #include #include "DiabloUI/ui_flags.hpp" #include "automap.h" #include "controls/plrctrls.h" #include "cursor.h" #include "dead.h" #include "diablo_msg.hpp" #include "doom.h" #include "engine/backbuffer_state.hpp" #include "engine/displacement.hpp" #include "engine/dx.h" #include "engine/point.hpp" #include "engine/render/clx_render.hpp" #include "engine/render/dun_render.hpp" #include "engine/render/text_render.hpp" #include "engine/trn.hpp" #include "engine/world_tile.hpp" #include "gmenu.h" #include "help.h" #include "hwcursor.hpp" #include "init.h" #include "inv.h" #include "levels/dun_tile.hpp" #include "levels/gendung.h" #include "lighting.h" #include "lua/lua.hpp" #include "minitext.h" #include "missiles.h" #include "nthread.h" #include "options.h" #include "panels/charpanel.hpp" #include "panels/console.hpp" #include "panels/spell_list.hpp" #include "plrmsg.h" #include "qol/chatlog.h" #include "qol/floatingnumbers.h" #include "qol/itemlabels.h" #include "qol/monhealthbar.h" #include "qol/stash.h" #include "qol/xpbar.h" #include "stores.h" #include "towners.h" #include "utils/attributes.h" #include "utils/display.h" #include "utils/log.hpp" #include "utils/str_cat.hpp" #ifndef USE_SDL1 #include "controls/touch/renderers.h" #endif #ifdef _DEBUG #include "debug.h" #endif #ifdef DUN_RENDER_STATS #include "utils/format_int.hpp" #endif namespace devilution { bool AutoMapShowItems; // DevilutionX extension. extern void DrawControllerModifierHints(const Surface &out); bool frameflag; namespace { constexpr auto RightFrameDisplacement = Displacement { DunFrameWidth, 0 }; [[nodiscard]] DVL_ALWAYS_INLINE bool IsFloor(Point tilePosition) { return !TileHasAny(tilePosition, TileProperties::Solid); } [[nodiscard]] DVL_ALWAYS_INLINE bool IsWall(Point tilePosition) { return !IsFloor(tilePosition) || dSpecial[tilePosition.x][tilePosition.y] != 0; } /** * @brief Contains all Missile at rendering position */ ankerl::unordered_dense::map> MissilesAtRenderingTile; /** * @brief Could the missile (at the next game tick) collide? This method is a simplified version of CheckMissileCol (for example without random). */ bool CouldMissileCollide(Point tile, bool checkPlayerAndMonster) { if (!InDungeonBounds(tile)) return true; if (checkPlayerAndMonster) { if (dMonster[tile.x][tile.y] > 0) return true; if (dPlayer[tile.x][tile.y] > 0) return true; } return IsMissileBlockedByTile(tile); } void UpdateMissilePositionForRendering(Missile &m, int progress) { DisplacementOf velocity = m.position.velocity; velocity *= progress; velocity /= AnimationInfo::baseValueFraction; Displacement pixelsTravelled = (m.position.traveled + Displacement { static_cast(velocity.deltaX), static_cast(velocity.deltaY) }) >> 16; Displacement tileOffset = pixelsTravelled.screenToMissile(); // calculate the future missile position m.position.tileForRendering = m.position.start + tileOffset; m.position.offsetForRendering = pixelsTravelled + tileOffset.worldToScreen(); } void UpdateMissileRendererData(Missile &m) { m.position.tileForRendering = m.position.tile; m.position.offsetForRendering = m.position.offset; const MissileMovementDistribution missileMovement = GetMissileData(m._mitype).movementDistribution; // don't calculate missile position if they don't move if (missileMovement == MissileMovementDistribution::Disabled || m.position.velocity == Displacement {}) return; int progress = ProgressToNextGameTick; UpdateMissilePositionForRendering(m, progress); // In some cases this calculated position is invalid. // For example a missile shouldn't move inside a wall. // In this case the game logic don't advance the missile position and removes the missile or shows an explosion animation at the old position. // For the animation distribution logic this means we are not allowed to move to a tile where the missile could collide, because this could be a invalid position. // If we are still at the current tile, this tile was already checked and is a valid tile if (m.position.tileForRendering == m.position.tile) return; // If no collision can happen at the new tile we can advance if (!CouldMissileCollide(m.position.tileForRendering, missileMovement == MissileMovementDistribution::Blockable)) return; // The new tile could be invalid, so don't advance to it. // We search the last offset that is in the old (valid) tile. // Implementation note: If someone knows the correct math to calculate this without the loop, I would really appreciate it. while (m.position.tile != m.position.tileForRendering) { progress -= 1; if (progress <= 0) { m.position.tileForRendering = m.position.tile; m.position.offsetForRendering = m.position.offset; return; } UpdateMissilePositionForRendering(m, progress); } } void UpdateMissilesRendererData() { MissilesAtRenderingTile.clear(); for (auto &m : Missiles) { UpdateMissileRendererData(m); MissilesAtRenderingTile[m.position.tileForRendering].push_back(&m); } } uint32_t lastFpsUpdateInMs; Rectangle PrevCursorRect; void BlitCursor(uint8_t *dst, uint32_t dstPitch, uint8_t *src, uint32_t srcPitch, uint32_t srcWidth, uint32_t srcHeight) { for (std::uint32_t i = 0; i < srcHeight; ++i, src += srcPitch, dst += dstPitch) { memcpy(dst, src, srcWidth); } } /** * @brief Remove the cursor from the buffer */ void UndrawCursor(const Surface &out) { DrawnCursor &cursor = GetDrawnCursor(); BlitCursor(&out[cursor.rect.position], out.pitch(), cursor.behindBuffer, cursor.rect.size.width, cursor.rect.size.width, cursor.rect.size.height); PrevCursorRect = cursor.rect; } bool ShouldShowCursor() { if (ControlMode == ControlTypes::KeyboardAndMouse) return true; if (pcurs == CURSOR_TELEPORT) return true; if (invflag) return true; if (chrflag && MyPlayer->_pStatPts > 0) return true; return false; } /** * @brief Save the content behind the cursor to a temporary buffer, then draw the cursor. */ void DrawCursor(const Surface &out) { DrawnCursor &cursor = GetDrawnCursor(); if (IsHardwareCursor()) { SetHardwareCursorVisible(ShouldShowCursor()); cursor.rect.size = { 0, 0 }; return; } if (pcurs <= CURSOR_NONE || !ShouldShowCursor()) { cursor.rect.size = { 0, 0 }; return; } Size cursSize = GetInvItemSize(pcurs); if (cursSize.width == 0 || cursSize.height == 0) { cursor.rect.size = { 0, 0 }; return; } constexpr auto Clip = [](int &pos, int &length, int posEnd) { if (pos + length <= 0 || pos >= posEnd) { pos = 0; length = 0; } else if (pos < 0) { length += pos; pos = 0; } else if (pos + length > posEnd) { length = posEnd - pos; } }; // Copy the buffer before the item cursor and its 1px outline are drawn to a temporary buffer. const int outlineWidth = !MyPlayer->HoldItem.isEmpty() ? 1 : 0; Displacement offset = !MyPlayer->HoldItem.isEmpty() ? Displacement { cursSize / 2 } : Displacement { 0 }; Point cursPosition = MousePosition - offset; Rectangle &rect = cursor.rect; rect.position.x = cursPosition.x - outlineWidth; rect.size.width = cursSize.width + 2 * outlineWidth; Clip(rect.position.x, rect.size.width, out.w()); rect.position.y = cursPosition.y - outlineWidth; rect.size.height = cursSize.height + 2 * outlineWidth; Clip(rect.position.y, rect.size.height, out.h()); if (rect.size.width == 0 || rect.size.height == 0) return; BlitCursor(cursor.behindBuffer, rect.size.width, &out[rect.position], out.pitch(), rect.size.width, rect.size.height); DrawSoftwareCursor(out, cursPosition + Displacement { 0, cursSize.height - 1 }, pcurs); } /** * @brief Render a missile sprite * @param out Output buffer * @param missile Pointer to Missile struct * @param targetBufferPosition Output buffer coordinate * @param pre Is the sprite in the background */ void DrawMissilePrivate(const Surface &out, const Missile &missile, Point targetBufferPosition, bool pre, int lightTableIndex) { if (missile._miPreFlag != pre || !missile._miDrawFlag) return; const Point missileRenderPosition { targetBufferPosition + missile.position.offsetForRendering - Displacement { missile._miAnimWidth2, 0 } }; const ClxSprite sprite = (*missile._miAnimData)[missile._miAnimFrame - 1]; if (missile._miUniqTrans != 0) { ClxDrawTRN(out, missileRenderPosition, sprite, Monsters[missile._misource].uniqueMonsterTRN.get()); } else if (missile._miLightFlag) { ClxDrawLight(out, missileRenderPosition, sprite, lightTableIndex); } else { ClxDraw(out, missileRenderPosition, sprite); } } /** * @brief Render a missile sprites for a given tile * @param out Output buffer * @param tilePosition dPiece coordinates * @param targetBufferPosition Output buffer coordinates * @param pre Is the sprite in the background */ void DrawMissile(const Surface &out, WorldTilePosition tilePosition, Point targetBufferPosition, bool pre, int lightTableIndex) { const auto it = MissilesAtRenderingTile.find(tilePosition); if (it == MissilesAtRenderingTile.end()) return; for (Missile *missile : it->second) { DrawMissilePrivate(out, *missile, targetBufferPosition, pre, lightTableIndex); } } /** * @brief Render a monster sprite * @param out Output buffer * @param tilePosition dPiece coordinates * @param targetBufferPosition Output buffer coordinates * @param monster Monster reference */ void DrawMonster(const Surface &out, Point tilePosition, Point targetBufferPosition, const Monster &monster, int lightTableIndex) { if (!monster.animInfo.sprites) { Log("Draw Monster \"{}\": NULL Cel Buffer", monster.name()); return; } const ClxSprite sprite = monster.animInfo.currentSprite(); if (!IsTileLit(tilePosition)) { ClxDrawTRN(out, targetBufferPosition, sprite, GetInfravisionTRN()); return; } uint8_t *trn = nullptr; if (monster.isUnique()) trn = monster.uniqueMonsterTRN.get(); if (monster.mode == MonsterMode::Petrified) trn = GetStoneTRN(); if (MyPlayer->_pInfraFlag && lightTableIndex > 8) trn = GetInfravisionTRN(); if (trn != nullptr) ClxDrawTRN(out, targetBufferPosition, sprite, trn); else ClxDrawLight(out, targetBufferPosition, sprite, lightTableIndex); } /** * @brief Helper for rendering a specific player icon (Mana Shield or Reflect) */ void DrawPlayerIconHelper(const Surface &out, MissileGraphicID missileGraphicId, Point position, const Player &player, bool infraVision, int lightTableIndex) { const bool lighting = &player != MyPlayer; if (player.isWalking()) position += GetOffsetForWalking(player.AnimInfo, player._pdir); position.x -= GetMissileSpriteData(missileGraphicId).animWidth2; const ClxSprite sprite = (*GetMissileSpriteData(missileGraphicId).sprites).list()[0]; if (!lighting) { ClxDraw(out, position, sprite); return; } if (infraVision) { ClxDrawTRN(out, position, sprite, GetInfravisionTRN()); return; } ClxDrawLight(out, position, sprite, lightTableIndex); } /** * @brief Helper for rendering player icons (Mana Shield and Reflect) * @param out Output buffer * @param player Player reference * @param position Output buffer coordinates * @param infraVision Should infravision be applied */ void DrawPlayerIcons(const Surface &out, const Player &player, Point position, bool infraVision, int lightTableIndex) { if (player.pManaShield) DrawPlayerIconHelper(out, MissileGraphicID::ManaShield, position, player, infraVision, lightTableIndex); if (player.wReflections > 0) DrawPlayerIconHelper(out, MissileGraphicID::Reflect, position + Displacement { 0, 16 }, player, infraVision, lightTableIndex); } /** * @brief Render a player sprite * @param out Output buffer * @param player Player reference * @param tilePosition dPiece coordinates * @param targetBufferPosition Output buffer coordinates */ void DrawPlayer(const Surface &out, const Player &player, Point tilePosition, Point targetBufferPosition, int lightTableIndex) { if (!IsTileLit(tilePosition) && !MyPlayer->_pInfraFlag && !MyPlayer->isOnArenaLevel() && leveltype != DTYPE_TOWN) { return; } const ClxSprite sprite = player.currentSprite(); Point spriteBufferPosition = targetBufferPosition + player.getRenderingOffset(sprite); if (&player == PlayerUnderCursor) ClxDrawOutlineSkipColorZero(out, 165, spriteBufferPosition, sprite); if (&player == MyPlayer && IsNoneOf(leveltype, DTYPE_NEST, DTYPE_CRYPT)) { ClxDraw(out, spriteBufferPosition, sprite); DrawPlayerIcons(out, player, targetBufferPosition, /*infraVision=*/false, lightTableIndex); return; } if (!IsTileLit(tilePosition) || ((MyPlayer->_pInfraFlag || MyPlayer->isOnArenaLevel()) && lightTableIndex > 8)) { ClxDrawTRN(out, spriteBufferPosition, sprite, GetInfravisionTRN()); DrawPlayerIcons(out, player, targetBufferPosition, /*infraVision=*/true, lightTableIndex); return; } lightTableIndex = std::max(lightTableIndex - 5, 0); ClxDrawLight(out, spriteBufferPosition, sprite, lightTableIndex); DrawPlayerIcons(out, player, targetBufferPosition, /*infraVision=*/false, lightTableIndex); } /** * @brief Render a player sprite * @param out Output buffer * @param tilePosition dPiece coordinates * @param targetBufferPosition Output buffer coordinates */ void DrawDeadPlayer(const Surface &out, Point tilePosition, Point targetBufferPosition, int lightTableIndex) { dFlags[tilePosition.x][tilePosition.y] &= ~DungeonFlag::DeadPlayer; for (Player &player : Players) { if (player.plractive && player._pHitPoints == 0 && player.isOnActiveLevel() && player.position.tile == tilePosition) { dFlags[tilePosition.x][tilePosition.y] |= DungeonFlag::DeadPlayer; const Point playerRenderPosition { targetBufferPosition }; DrawPlayer(out, player, tilePosition, playerRenderPosition, lightTableIndex); } } } /** * @brief Render an object sprite * @param out Output buffer * @param objectToDraw Dungeone object to draw * @param tilePosition dPiece coordinates * @param targetBufferPosition Output buffer coordinates * @param pre Is the sprite in the background */ void DrawObject(const Surface &out, const Object &objectToDraw, Point tilePosition, Point targetBufferPosition, int lightTableIndex) { const ClxSprite sprite = objectToDraw.currentSprite(); const Point screenPosition = targetBufferPosition + objectToDraw.getRenderingOffset(sprite, tilePosition); if (&objectToDraw == ObjectUnderCursor) { ClxDrawOutlineSkipColorZero(out, 194, screenPosition, sprite); } if (objectToDraw.applyLighting) { ClxDrawLight(out, screenPosition, sprite, lightTableIndex); } else { ClxDraw(out, screenPosition, sprite); } } static void DrawDungeon(const Surface & /*out*/, Point /*tilePosition*/, Point /*targetBufferPosition*/); /** * @brief Render a cell * @param out Target buffer * @param tilePosition dPiece coordinates * @param targetBufferPosition Target buffer coordinates */ void DrawCell(const Surface &out, Point tilePosition, Point targetBufferPosition, int lightTableIndex) { const uint16_t levelPieceId = dPiece[tilePosition.x][tilePosition.y]; const MICROS *pMap = &DPieceMicros[levelPieceId]; const uint8_t *tbl = LightTables[lightTableIndex].data(); #ifdef _DEBUG if (DebugPath && MyPlayer->IsPositionInPath(tilePosition)) tbl = GetPauseTRN(); #endif bool transparency = TileHasAny(tilePosition, TileProperties::Transparent) && TransList[dTransVal[tilePosition.x][tilePosition.y]]; #ifdef _DEBUG if ((SDL_GetModState() & KMOD_ALT) != 0) transparency = false; #endif const auto getFirstTileMaskLeft = [=](TileType tile) -> MaskType { if (transparency) { switch (tile) { case TileType::LeftTrapezoid: case TileType::TransparentSquare: return TileHasAny(tilePosition, TileProperties::TransparentLeft) ? MaskType::Left : MaskType::Solid; case TileType::LeftTriangle: return MaskType::Solid; default: return MaskType::Transparent; } } return MaskType::Solid; }; const auto getFirstTileMaskRight = [=](TileType tile) -> MaskType { if (transparency) { switch (tile) { case TileType::RightTrapezoid: case TileType::TransparentSquare: return TileHasAny(tilePosition, TileProperties::TransparentRight) ? MaskType::Right : MaskType::Solid; case TileType::RightTriangle: return MaskType::Solid; default: return MaskType::Transparent; } } return MaskType::Solid; }; // If the first micro tile is a floor tile, it may be followed // by foliage which should be rendered now. const bool isFloor = IsFloor(tilePosition); if (const LevelCelBlock levelCelBlock { pMap->mt[0] }; levelCelBlock.hasValue()) { const TileType tileType = levelCelBlock.type(); if (!isFloor || tileType == TileType::TransparentSquare) { if (isFloor && tileType == TileType::TransparentSquare) { RenderTileFoliage(out, targetBufferPosition, levelCelBlock, tbl); } else { RenderTile(out, targetBufferPosition, levelCelBlock, getFirstTileMaskLeft(tileType), tbl); } } } if (const LevelCelBlock levelCelBlock { pMap->mt[1] }; levelCelBlock.hasValue()) { const TileType tileType = levelCelBlock.type(); if (!isFloor || tileType == TileType::TransparentSquare) { if (isFloor && tileType == TileType::TransparentSquare) { RenderTileFoliage(out, targetBufferPosition + RightFrameDisplacement, levelCelBlock, tbl); } else { RenderTile(out, targetBufferPosition + RightFrameDisplacement, levelCelBlock, getFirstTileMaskRight(tileType), tbl); } } } targetBufferPosition.y -= TILE_HEIGHT; for (uint_fast8_t i = 2, n = MicroTileLen; i < n; i += 2) { { const LevelCelBlock levelCelBlock { pMap->mt[i] }; if (levelCelBlock.hasValue()) { RenderTile(out, targetBufferPosition, levelCelBlock, transparency ? MaskType::Transparent : MaskType::Solid, tbl); } } { const LevelCelBlock levelCelBlock { pMap->mt[i + 1] }; if (levelCelBlock.hasValue()) { RenderTile(out, targetBufferPosition + RightFrameDisplacement, levelCelBlock, transparency ? MaskType::Transparent : MaskType::Solid, tbl); } } targetBufferPosition.y -= TILE_HEIGHT; } } /** * @brief Render a floor tile. * @param out Target buffer * @param tilePosition dPiece coordinates * @param targetBufferPosition Target buffer coordinate */ void DrawFloorTile(const Surface &out, Point tilePosition, Point targetBufferPosition) { const int lightTableIndex = dLight[tilePosition.x][tilePosition.y]; const uint8_t *tbl = LightTables[lightTableIndex].data(); #ifdef _DEBUG if (DebugPath && MyPlayer->IsPositionInPath(tilePosition)) tbl = GetPauseTRN(); #endif const uint16_t levelPieceId = dPiece[tilePosition.x][tilePosition.y]; { const LevelCelBlock levelCelBlock { DPieceMicros[levelPieceId].mt[0] }; if (levelCelBlock.hasValue()) { RenderTileFrame(out, targetBufferPosition, TileType::LeftTriangle, GetDunFrame(levelCelBlock.frame()), DunFrameTriangleHeight, MaskType::Solid, tbl); } } { const LevelCelBlock levelCelBlock { DPieceMicros[levelPieceId].mt[1] }; if (levelCelBlock.hasValue()) { RenderTileFrame(out, targetBufferPosition + RightFrameDisplacement, TileType::RightTriangle, GetDunFrame(levelCelBlock.frame()), DunFrameTriangleHeight, MaskType::Solid, tbl); } } } /** * @brief Draw item for a given tile * @param out Output buffer * @param tilePosition dPiece coordinates * @param targetBufferPosition Output buffer coordinates * @param pre Is the sprite in the background */ void DrawItem(const Surface &out, int8_t itemIndex, Point targetBufferPosition, int lightTableIndex) { const Item &item = Items[itemIndex]; const ClxSprite sprite = item.AnimInfo.currentSprite(); const Point position = targetBufferPosition + item.getRenderingOffset(sprite); if (stextflag == TalkID::None && (itemIndex == pcursitem || AutoMapShowItems)) { ClxDrawOutlineSkipColorZero(out, GetOutlineColor(item, false), position, sprite); } ClxDrawLight(out, position, sprite, lightTableIndex); if (item.AnimInfo.isLastFrame() || item._iCurs == ICURS_MAGIC_ROCK) AddItemToLabelQueue(itemIndex, position); } /** * @brief Check if and how a monster should be rendered * @param out Output buffer * @param tilePosition dPiece coordinates * @param targetBufferPosition Output buffer coordinates */ void DrawMonsterHelper(const Surface &out, Point tilePosition, Point targetBufferPosition, int lightTableIndex) { int mi = dMonster[tilePosition.x][tilePosition.y]; mi = std::abs(mi) - 1; if (leveltype == DTYPE_TOWN) { auto &towner = Towners[mi]; const Point position = targetBufferPosition + towner.getRenderingOffset(); const ClxSprite sprite = towner.currentSprite(); if (mi == pcursmonst) { ClxDrawOutlineSkipColorZero(out, 166, position, sprite); } ClxDraw(out, position, sprite); return; } if (!IsTileLit(tilePosition) && !(MyPlayer->_pInfraFlag && IsFloor(tilePosition))) { return; } if (static_cast(mi) >= MaxMonsters) { Log("Draw Monster: tried to draw illegal monster {}", mi); return; } const auto &monster = Monsters[mi]; if ((monster.flags & MFLAG_HIDDEN) != 0) { return; } const ClxSprite sprite = monster.animInfo.currentSprite(); Displacement offset = monster.getRenderingOffset(sprite); const Point monsterRenderPosition = targetBufferPosition + offset; if (mi == pcursmonst) { ClxDrawOutlineSkipColorZero(out, 233, monsterRenderPosition, sprite); } DrawMonster(out, tilePosition, monsterRenderPosition, monster, lightTableIndex); } /** * @brief Render object sprites * @param out Target buffer * @param tilePosition dPiece coordinates * @param targetBufferPosition Target buffer coordinates */ void DrawDungeon(const Surface &out, Point tilePosition, Point targetBufferPosition) { assert(InDungeonBounds(tilePosition)); const int lightTableIndex = dLight[tilePosition.x][tilePosition.y]; DrawCell(out, tilePosition, targetBufferPosition, lightTableIndex); const int8_t bDead = dCorpse[tilePosition.x][tilePosition.y]; const int8_t bMap = dTransVal[tilePosition.x][tilePosition.y]; #ifdef _DEBUG if (DebugVision && IsTileLit(tilePosition)) { ClxDraw(out, targetBufferPosition, (*pSquareCel)[0]); } #endif if (MissilePreFlag) { DrawMissile(out, tilePosition, targetBufferPosition, true, lightTableIndex); } if (lightTableIndex < LightsMax && bDead != 0) { const Corpse &corpse = Corpses[(bDead & 0x1F) - 1]; const Point position { targetBufferPosition.x - CalculateWidth2(corpse.width), targetBufferPosition.y }; const ClxSprite sprite = corpse.spritesForDirection(static_cast((bDead >> 5) & 7))[corpse.frame]; if (corpse.translationPaletteIndex != 0) { const uint8_t *trn = Monsters[corpse.translationPaletteIndex - 1].uniqueMonsterTRN.get(); ClxDrawTRN(out, position, sprite, trn); } else { ClxDrawLight(out, position, sprite, lightTableIndex); } } const int8_t bItem = dItem[tilePosition.x][tilePosition.y]; const Object *object = lightTableIndex < LightsMax ? FindObjectAtPosition(tilePosition) : nullptr; if (object != nullptr && object->_oPreFlag) { DrawObject(out, *object, tilePosition, targetBufferPosition, lightTableIndex); } if (bItem > 0 && !Items[bItem - 1]._iPostDraw) { DrawItem(out, static_cast(bItem - 1), targetBufferPosition, lightTableIndex); } if (TileContainsDeadPlayer(tilePosition)) { DrawDeadPlayer(out, tilePosition, targetBufferPosition, lightTableIndex); } Player *player = PlayerAtPosition(tilePosition); if (player != nullptr) { uint8_t pid = player->getId(); assert(pid < MAX_PLRS); int playerId = static_cast(pid) + 1; // If sprite is moving southwards or east, we want to draw it offset from the tile it's moving to, so we need negative ID // This respests the order that tiles are drawn. By using the negative id, we ensure that the sprite is drawn with priority if (player->_pmode == PM_WALK_SOUTHWARDS || (player->_pmode == PM_WALK_SIDEWAYS && player->_pdir == Direction::East)) playerId = -playerId; if (dPlayer[tilePosition.x][tilePosition.y] == playerId) { auto tempTilePosition = tilePosition; auto tempTargetBufferPosition = targetBufferPosition; // Offset the sprite to the tile it's moving from if (player->_pmode == PM_WALK_SOUTHWARDS) { switch (player->_pdir) { case Direction::SouthWest: tempTargetBufferPosition += { TILE_WIDTH / 2, -TILE_HEIGHT / 2 }; break; case Direction::South: tempTargetBufferPosition += { 0, -TILE_HEIGHT }; break; case Direction::SouthEast: tempTargetBufferPosition += { -TILE_WIDTH / 2, -TILE_HEIGHT / 2 }; break; default: DVL_UNREACHABLE(); } tempTilePosition += Opposite(player->_pdir); } else if (player->_pmode == PM_WALK_SIDEWAYS && player->_pdir == Direction::East) { tempTargetBufferPosition += { -TILE_WIDTH, 0 }; tempTilePosition += Opposite(player->_pdir); } DrawPlayer(out, *player, tempTilePosition, tempTargetBufferPosition, lightTableIndex); } } Monster *monster = FindMonsterAtPosition(tilePosition); if (monster != nullptr) { auto mid = monster->getId(); assert(mid < MaxMonsters); int monsterId = static_cast(mid) + 1; // If sprite is moving southwards or east, we want to draw it offset from the tile it's moving to, so we need negative ID // This respests the order that tiles are drawn. By using the negative id, we ensure that the sprite is drawn with priority if (monster->mode == MonsterMode::MoveSouthwards || (monster->mode == MonsterMode::MoveSideways && monster->direction == Direction::East)) monsterId = -monsterId; if (dMonster[tilePosition.x][tilePosition.y] == monsterId) { auto tempTilePosition = tilePosition; auto tempTargetBufferPosition = targetBufferPosition; // Offset the sprite to the tile it's moving from if (monster->mode == MonsterMode::MoveSouthwards) { switch (monster->direction) { case Direction::SouthWest: tempTargetBufferPosition += { TILE_WIDTH / 2, -TILE_HEIGHT / 2 }; break; case Direction::South: tempTargetBufferPosition += { 0, -TILE_HEIGHT }; break; case Direction::SouthEast: tempTargetBufferPosition += { -TILE_WIDTH / 2, -TILE_HEIGHT / 2 }; break; default: DVL_UNREACHABLE(); } tempTilePosition += Opposite(monster->direction); } else if (monster->mode == MonsterMode::MoveSideways && monster->direction == Direction::East) { tempTargetBufferPosition += { -TILE_WIDTH, 0 }; tempTilePosition += Opposite(monster->direction); } DrawMonsterHelper(out, tempTilePosition, tempTargetBufferPosition, lightTableIndex); } } DrawMissile(out, tilePosition, targetBufferPosition, false, lightTableIndex); if (object != nullptr && !object->_oPreFlag) { DrawObject(out, *object, tilePosition, targetBufferPosition, lightTableIndex); } if (bItem > 0 && Items[bItem - 1]._iPostDraw) { DrawItem(out, static_cast(bItem - 1), targetBufferPosition, lightTableIndex); } if (leveltype != DTYPE_TOWN) { int8_t bArch = dSpecial[tilePosition.x][tilePosition.y] - 1; if (bArch >= 0) { bool transparency = TransList[bMap]; #ifdef _DEBUG // Turn transparency off here for debugging transparency = transparency && (SDL_GetModState() & KMOD_ALT) == 0; #endif if (transparency) { ClxDrawLightBlended(out, targetBufferPosition, (*pSpecialCels)[bArch], lightTableIndex); } else { ClxDrawLight(out, targetBufferPosition, (*pSpecialCels)[bArch], lightTableIndex); } } } else { // Tree leaves should always cover player when entering or leaving the tile, // So delay the rendering until after the next row is being drawn. // This could probably have been better solved by sprites in screen space. if (tilePosition.x > 0 && tilePosition.y > 0 && targetBufferPosition.y > TILE_HEIGHT) { int8_t bArch = dSpecial[tilePosition.x - 1][tilePosition.y - 1] - 1; if (bArch >= 0) ClxDraw(out, targetBufferPosition + Displacement { 0, -TILE_HEIGHT }, (*pSpecialCels)[bArch]); } } } /** * @brief Render a row of tiles * @param out Buffer to render to * @param tilePosition dPiece coordinates * @param targetBufferPosition Target buffer coordinates * @param rows Number of rows * @param columns Tile in a row */ void DrawFloor(const Surface &out, Point tilePosition, Point targetBufferPosition, int rows, int columns) { for (int i = 0; i < rows; i++) { for (int j = 0; j < columns; j++, tilePosition += Direction::East, targetBufferPosition.x += TILE_WIDTH) { if (!InDungeonBounds(tilePosition)) { world_draw_black_tile(out, targetBufferPosition.x, targetBufferPosition.y); continue; } if (IsFloor(tilePosition)) { DrawFloorTile(out, tilePosition, targetBufferPosition); } } // Return to start of row tilePosition += Displacement(Direction::West) * columns; targetBufferPosition.x -= columns * TILE_WIDTH; // Jump to next row targetBufferPosition.y += TILE_HEIGHT / 2; if ((i & 1) != 0) { tilePosition.x++; columns--; targetBufferPosition.x += TILE_WIDTH / 2; } else { tilePosition.y++; columns++; targetBufferPosition.x -= TILE_WIDTH / 2; } } } /** * @brief Renders the floor tiles * @param out Output buffer * @param tilePosition dPiece coordinates * @param targetBufferPosition Buffer coordinates * @param rows Number of rows * @param columns Tile in a row */ void DrawTileContent(const Surface &out, Point tilePosition, Point targetBufferPosition, int rows, int columns) { // Keep evaluating until MicroTiles can't affect screen rows += MicroTileLen; #ifdef _DEBUG DebugCoordsMap.reserve(rows * columns); #endif for (int i = 0; i < rows; i++) { bool skip = false; for (int j = 0; j < columns; j++) { if (InDungeonBounds(tilePosition)) { bool skipNext = false; #ifdef _DEBUG DebugCoordsMap[tilePosition.x + tilePosition.y * MAXDUNX] = targetBufferPosition; #endif if (tilePosition.x + 1 < MAXDUNX && tilePosition.y - 1 >= 0 && targetBufferPosition.x + TILE_WIDTH <= gnScreenWidth) { // Render objects behind walls first to prevent sprites, that are moving // between tiles, from poking through the walls as they exceed the tile bounds. // A proper fix for this would probably be to layout the scene and render by // sprite screen position rather than tile position. if (IsWall(tilePosition) && (IsWall(tilePosition + Displacement { 1, 0 }) || (tilePosition.x > 0 && IsWall(tilePosition + Displacement { -1, 0 })))) { // Part of a wall aligned on the x-axis if (IsTileNotSolid(tilePosition + Displacement { 1, -1 }) && IsTileNotSolid(tilePosition + Displacement { 0, -1 })) { // Has walkable area behind it DrawDungeon(out, tilePosition + Direction::East, { targetBufferPosition.x + TILE_WIDTH, targetBufferPosition.y }); skipNext = true; } } } if (!skip) { DrawDungeon(out, tilePosition, targetBufferPosition); } skip = skipNext; } tilePosition += Direction::East; targetBufferPosition.x += TILE_WIDTH; } // Return to start of row tilePosition += Displacement(Direction::West) * columns; targetBufferPosition.x -= columns * TILE_WIDTH; // Jump to next row targetBufferPosition.y += TILE_HEIGHT / 2; if ((i & 1) != 0) { tilePosition.x++; columns--; targetBufferPosition.x += TILE_WIDTH / 2; } else { tilePosition.y++; columns++; targetBufferPosition.x -= TILE_WIDTH / 2; } } } /** * @brief Scale up the top left part of the buffer 2x. */ void Zoom(const Surface &out) { int viewportWidth = out.w(); int viewportOffsetX = 0; if (CanPanelsCoverView()) { if (IsLeftPanelOpen()) { viewportWidth -= SidePanelSize.width; viewportOffsetX = SidePanelSize.width; } else if (IsRightPanelOpen()) { viewportWidth -= SidePanelSize.width; } } // We round to even for the source width and height. // If the width / height was odd, we copy just one extra pixel / row later on. const int srcWidth = (viewportWidth + 1) / 2; const int doubleableWidth = viewportWidth / 2; const int srcHeight = (out.h() + 1) / 2; const int doubleableHeight = out.h() / 2; uint8_t *src = out.at(srcWidth - 1, srcHeight - 1); uint8_t *dst = out.at(viewportOffsetX + viewportWidth - 1, out.h() - 1); const bool oddViewportWidth = (viewportWidth % 2) == 1; for (int hgt = 0; hgt < doubleableHeight; hgt++) { // Double the pixels in the line. for (int i = 0; i < doubleableWidth; i++) { *dst-- = *src; *dst-- = *src; --src; } // Copy a single extra pixel if the output width is odd. if (oddViewportWidth) { *dst-- = *src; --src; } // Skip the rest of the source line. src -= (out.pitch() - srcWidth); // Double the line. memcpy(dst - out.pitch() + 1, dst + 1, viewportWidth); // Skip the rest of the destination line. dst -= 2 * out.pitch() - viewportWidth; } if ((out.h() % 2) == 1) { memcpy(dst - out.pitch() + 1, dst + 1, viewportWidth); } } Displacement tileOffset; Displacement tileShift; int tileColumns; int tileRows; void CalcFirstTilePosition(Point &position, Displacement &offset) { // Adjust by player offset and tile grid alignment Player &myPlayer = *MyPlayer; offset = tileOffset; if (myPlayer.isWalking()) offset += GetOffsetForWalking(myPlayer.AnimInfo, myPlayer._pdir, true); position += tileShift; // Skip rendering parts covered by the panels if (CanPanelsCoverView() && (IsLeftPanelOpen() || IsRightPanelOpen())) { int multiplier = (*sgOptions.Graphics.zoom) ? 1 : 2; position += Displacement(Direction::East) * multiplier; offset.deltaX += -TILE_WIDTH * multiplier / 2 / 2; if (IsLeftPanelOpen() && !*sgOptions.Graphics.zoom) { offset.deltaX += SidePanelSize.width; // SidePanelSize.width accounted for in Zoom() } } // Draw areas moving in and out of the screen if (myPlayer.isWalking()) { switch (myPlayer._pdir) { case Direction::North: case Direction::NorthEast: offset.deltaY -= TILE_HEIGHT; position += Direction::North; break; case Direction::SouthWest: case Direction::West: offset.deltaX -= TILE_WIDTH; position += Direction::West; break; case Direction::NorthWest: offset.deltaX -= TILE_WIDTH / 2; offset.deltaY -= TILE_HEIGHT / 2; position += Direction::NorthWest; default: break; } } } /** * @brief Configure render and process screen rows * @param fullOut Buffer to render to * @param position First tile of view in dPiece coordinate * @param offset Amount to offset the rendering in screen space */ void DrawGame(const Surface &fullOut, Point position, Displacement offset) { // Limit rendering to the view area const Surface &out = !*sgOptions.Graphics.zoom ? fullOut.subregionY(0, gnViewportHeight) : fullOut.subregionY(0, (gnViewportHeight + 1) / 2); int columns = tileColumns; int rows = tileRows; // Skip rendering parts covered by the panels if (CanPanelsCoverView() && (IsLeftPanelOpen() || IsRightPanelOpen())) { columns -= (*sgOptions.Graphics.zoom) ? 2 : 4; } UpdateMissilesRendererData(); // Draw areas moving in and out of the screen if (MyPlayer->isWalking()) { switch (MyPlayer->_pdir) { case Direction::NoDirection: break; case Direction::North: case Direction::South: rows += 2; break; case Direction::NorthEast: columns++; rows += 2; break; case Direction::East: case Direction::West: columns++; break; case Direction::SouthEast: case Direction::SouthWest: case Direction::NorthWest: columns++; rows++; break; } } #ifdef DUN_RENDER_STATS DunRenderStats.clear(); #endif DrawFloor(out, position, Point {} + offset, rows, columns); DrawTileContent(out, position, Point {} + offset, rows, columns); if (*sgOptions.Graphics.zoom) { Zoom(fullOut.subregionY(0, gnViewportHeight)); } #ifdef DUN_RENDER_STATS std::vector> sortedStats(DunRenderStats.begin(), DunRenderStats.end()); c_sort(sortedStats, [](const std::pair &a, const std::pair &b) { return a.first.maskType == b.first.maskType ? static_cast(a.first.tileType) < static_cast(b.first.tileType) : static_cast(a.first.maskType) < static_cast(b.first.maskType); }); Point pos { 100, 20 }; for (size_t i = 0; i < sortedStats.size(); ++i) { const auto &stat = sortedStats[i]; DrawString(out, StrCat(i, "."), Rectangle(pos, Size { 20, 16 }), { .flags = UiFlags::AlignRight }); DrawString(out, MaskTypeToString(stat.first.maskType), { pos.x + 24, pos.y }); DrawString(out, TileTypeToString(stat.first.tileType), { pos.x + 184, pos.y }); DrawString(out, FormatInteger(stat.second), Rectangle({ pos.x + 354, pos.y }, Size(40, 16)), { .flags = UiFlags::AlignRight }); pos.y += 16; } #endif } /** * @brief Start rendering of screen, town variation * @param out Buffer to render to * @param startPosition Center of view in dPiece coordinates */ void DrawView(const Surface &out, Point startPosition) { #ifdef _DEBUG DebugCoordsMap.clear(); #endif Displacement offset = {}; CalcFirstTilePosition(startPosition, offset); DrawGame(out, startPosition, offset); if (AutomapActive) { DrawAutomap(out.subregionY(0, gnViewportHeight)); } #ifdef _DEBUG bool debugGridTextNeeded = IsDebugGridTextNeeded(); if (debugGridTextNeeded || DebugGrid) { // force redrawing or debug stuff stays on panel on 640x480 resolution RedrawEverything(); char debugGridTextBuffer[10]; bool megaTiles = IsDebugGridInMegatiles(); for (auto [dunCoordVal, pixelCoords] : DebugCoordsMap) { Point dunCoords = { dunCoordVal % MAXDUNX, dunCoordVal / MAXDUNX }; if (megaTiles && (dunCoords.x % 2 == 1 || dunCoords.y % 2 == 1)) continue; if (megaTiles) pixelCoords += Displacement { 0, TILE_HEIGHT / 2 }; if (*sgOptions.Graphics.zoom) pixelCoords *= 2; if (debugGridTextNeeded && GetDebugGridText(dunCoords, debugGridTextBuffer)) { Size tileSize = { TILE_WIDTH, TILE_HEIGHT }; if (*sgOptions.Graphics.zoom) tileSize *= 2; DrawString(out, debugGridTextBuffer, { pixelCoords - Displacement { 0, tileSize.height }, tileSize }, { .flags = UiFlags::ColorRed | UiFlags::AlignCenter | UiFlags::VerticalCenter }); } if (DebugGrid) { auto drawDebugSquare = [&out](Point center, Displacement hor, Displacement ver, uint8_t col) { auto drawLine = [&out](Point from, Point to, uint8_t col) { int dx = to.x - from.x; int dy = to.y - from.y; int steps = std::abs(dx) > std::abs(dy) ? std::abs(dx) : std::abs(dy); auto ix = static_cast(dx) / static_cast(steps); auto iy = static_cast(dy) / static_cast(steps); auto sx = static_cast(from.x); auto sy = static_cast(from.y); for (int i = 0; i <= steps; i++, sx += ix, sy += iy) out.SetPixel({ static_cast(sx), static_cast(sy) }, col); }; drawLine(center - hor, center + ver, col); drawLine(center + hor, center + ver, col); drawLine(center - hor, center - ver, col); drawLine(center + hor, center - ver, col); }; Displacement hor = { TILE_WIDTH / 2, 0 }; Displacement ver = { 0, TILE_HEIGHT / 2 }; if (*sgOptions.Graphics.zoom) { hor *= 2; ver *= 2; } Point center = pixelCoords + hor - ver; if (megaTiles) { hor *= 2; ver *= 2; } uint8_t col = PAL16_BEIGE; drawDebugSquare(center, hor, ver, col); } } } #endif DrawItemNameLabels(out); DrawMonsterHealthBar(out); DrawFloatingNumbers(out, startPosition, offset); if (stextflag != TalkID::None && !qtextflag) DrawSText(out); if (invflag) { DrawInv(out); } else if (sbookflag) { DrawSpellBook(out); } DrawDurIcon(out); if (chrflag) { DrawChr(out); } else if (QuestLogIsOpen) { DrawQuestLog(out); } else if (IsStashOpen) { DrawStash(out); } DrawLevelUpIcon(out); if (ShowUniqueItemInfoBox) { DrawUniqueInfo(out); } if (qtextflag) { DrawQText(out); } if (spselflag) { DrawSpellList(out); } if (dropGoldFlag) { DrawGoldSplit(out); } DrawGoldWithdraw(out); if (HelpFlag) { DrawHelp(out); } if (ChatLogFlag) { DrawChatLog(out); } if (IsDiabloMsgAvailable()) { DrawDiabloMsg(out.subregionY(0, out.h() - GetMainPanel().size.height)); } if (MyPlayerIsDead) { RedBack(out); } else if (PauseMode != 0) { gmenu_draw_pause(out); } DrawControllerModifierHints(out); DrawPlrMsg(out); gmenu_draw(out); doom_draw(out); DrawInfoBox(out); control_update_life_mana(); // Update life/mana totals before rendering any portion of the flask. DrawLifeFlaskUpper(out); DrawManaFlaskUpper(out); } /** * @brief Display the current average FPS over 1 sec */ void DrawFPS(const Surface &out) { static int framesSinceLastUpdate = 0; static std::string_view formatted {}; if (!frameflag || !gbActive) { return; } framesSinceLastUpdate++; uint32_t runtimeInMs = SDL_GetTicks(); uint32_t msSinceLastUpdate = runtimeInMs - lastFpsUpdateInMs; if (msSinceLastUpdate >= 1000) { lastFpsUpdateInMs = runtimeInMs; constexpr int FpsPow10 = 10; const uint32_t fps = 1000 * FpsPow10 * framesSinceLastUpdate / msSinceLastUpdate; framesSinceLastUpdate = 0; static char buf[15] {}; const char *end = fps >= 100 * FpsPow10 ? BufCopy(buf, fps / FpsPow10, " FPS") : BufCopy(buf, fps / FpsPow10, ".", fps % FpsPow10, " FPS"); formatted = { buf, static_cast(end - buf) }; }; DrawString(out, formatted, Point { 8, 68 }, { .flags = UiFlags::ColorRed }); } /** * @brief Update part of the screen from the back buffer * @param x Back buffer coordinate * @param y Back buffer coordinate * @param w Back buffer coordinate * @param h Back buffer coordinate */ void DoBlitScreen(int x, int y, int w, int h) { #ifdef DEBUG_DO_BLIT_SCREEN const Surface &out = GlobalBackBuffer(); const uint8_t debugColor = PAL8_RED; DrawHorizontalLine(out, Point(x, y), w, debugColor); DrawHorizontalLine(out, Point(x, y + h - 1), w, debugColor); DrawVerticalLine(out, Point(x, y), h, debugColor); DrawVerticalLine(out, Point(x + w - 1, y), h, debugColor); #endif SDL_Rect srcRect = MakeSdlRect(x, y, w, h); SDL_Rect dstRect = MakeSdlRect(x, y, w, h); BltFast(&srcRect, &dstRect); } /** * @brief Check render pipeline and update individual screen parts * @param out Output surface. * @param dwHgt Section of screen to update from top to bottom * @param drawDesc Render info box * @param drawHp Render health bar * @param drawMana Render mana bar * @param drawSbar Render belt * @param drawBtn Render panel buttons */ void DrawMain(int dwHgt, bool drawDesc, bool drawHp, bool drawMana, bool drawSbar, bool drawBtn) { if (!gbActive || RenderDirectlyToOutputSurface) { return; } assert(dwHgt >= 0 && dwHgt <= gnScreenHeight); if (dwHgt > 0) { DoBlitScreen(0, 0, gnScreenWidth, dwHgt); } if (dwHgt < gnScreenHeight) { const Point mainPanelPosition = GetMainPanel().position; if (drawSbar) { DoBlitScreen(mainPanelPosition.x + 204, mainPanelPosition.y + 5, 232, 28); } if (drawDesc) { if (talkflag) { // When chat input is displayed, the belt is hidden and the chat moves up. DoBlitScreen(mainPanelPosition.x + 171, mainPanelPosition.y + 6, 298, 116); } else { DoBlitScreen(mainPanelPosition.x + InfoBoxTopLeft.deltaX, mainPanelPosition.y + InfoBoxTopLeft.deltaY, InfoBoxSize.width, InfoBoxSize.height); } } if (drawMana) { DoBlitScreen(mainPanelPosition.x + 460, mainPanelPosition.y, 88, 72); DoBlitScreen(mainPanelPosition.x + 564, mainPanelPosition.y + 64, 56, 56); } if (drawHp) { DoBlitScreen(mainPanelPosition.x + 96, mainPanelPosition.y, 88, 72); } if (drawBtn) { DoBlitScreen(mainPanelPosition.x + 8, mainPanelPosition.y + 7, 74, 114); DoBlitScreen(mainPanelPosition.x + 559, mainPanelPosition.y + 7, 74, 48); if (gbIsMultiplayer) { DoBlitScreen(mainPanelPosition.x + 86, mainPanelPosition.y + 91, 34, 32); DoBlitScreen(mainPanelPosition.x + 526, mainPanelPosition.y + 91, 34, 32); } } if (PrevCursorRect.size.width != 0 && PrevCursorRect.size.height != 0) { DoBlitScreen(PrevCursorRect.position.x, PrevCursorRect.position.y, PrevCursorRect.size.width, PrevCursorRect.size.height); } Rectangle &cursorRect = GetDrawnCursor().rect; if (cursorRect.size.width != 0 && cursorRect.size.height != 0) { DoBlitScreen(cursorRect.position.x, cursorRect.position.y, cursorRect.size.width, cursorRect.size.height); } } } } // namespace Displacement GetOffsetForWalking(const AnimationInfo &animationInfo, const Direction dir, bool cameraMode /*= false*/) { // clang-format off // South, SouthWest, West, NorthWest, North, NorthEast, East, SouthEast, constexpr Displacement MovingOffset[8] = { { 0, 32 }, { -32, 16 }, { -64, 0 }, { -32, -16 }, { 0, -32 }, { 32, -16 }, { 64, 0 }, { 32, 16 } }; // clang-format on uint8_t animationProgress = animationInfo.getAnimationProgress(); Displacement offset = MovingOffset[static_cast(dir)]; offset *= animationProgress; offset /= AnimationInfo::baseValueFraction; if (cameraMode) { offset = -offset; } return offset; } void ClearCursor() // CODE_FIX: this was supposed to be in cursor.cpp { PrevCursorRect = {}; } void ShiftGrid(int *x, int *y, int horizontal, int vertical) { *x += vertical + horizontal; *y += vertical - horizontal; } int RowsCoveredByPanel() { auto &mainPanelSize = GetMainPanel().size; if (GetScreenWidth() <= mainPanelSize.width) { return 0; } int rows = mainPanelSize.height / TILE_HEIGHT; if (*sgOptions.Graphics.zoom) { rows /= 2; } return rows; } void CalcTileOffset(int *offsetX, int *offsetY) { uint16_t screenWidth = GetScreenWidth(); uint16_t viewportHeight = GetViewportHeight(); int x; int y; if (!*sgOptions.Graphics.zoom) { x = screenWidth % TILE_WIDTH; y = viewportHeight % TILE_HEIGHT; } else { x = (screenWidth / 2) % TILE_WIDTH; y = (viewportHeight / 2) % TILE_HEIGHT; } if (x != 0) x = (TILE_WIDTH - x) / 2; if (y != 0) y = (TILE_HEIGHT - y) / 2; *offsetX = x; *offsetY = y; } void TilesInView(int *rcolumns, int *rrows) { uint16_t screenWidth = GetScreenWidth(); uint16_t viewportHeight = GetViewportHeight(); int columns = screenWidth / TILE_WIDTH; if ((screenWidth % TILE_WIDTH) != 0) { columns++; } int rows = viewportHeight / TILE_HEIGHT; if ((viewportHeight % TILE_HEIGHT) != 0) { rows++; } if (*sgOptions.Graphics.zoom) { // Half the number of tiles, rounded up if ((columns & 1) != 0) { columns++; } columns /= 2; if ((rows & 1) != 0) { rows++; } rows /= 2; } *rcolumns = columns; *rrows = rows; } void CalcViewportGeometry() { const int zoomFactor = *sgOptions.Graphics.zoom ? 2 : 1; const int screenWidth = GetScreenWidth() / zoomFactor; const int screenHeight = GetScreenHeight() / zoomFactor; const int panelHeight = GetMainPanel().size.height / zoomFactor; const int pixelsToPanel = screenHeight - panelHeight; Point playerPosition { screenWidth / 2, pixelsToPanel / 2 }; if (*sgOptions.Graphics.zoom) playerPosition.y += TILE_HEIGHT / 4; const int tilesToTop = (playerPosition.y + TILE_HEIGHT - 1) / TILE_HEIGHT; const int tilesToLeft = (playerPosition.x + TILE_WIDTH - 1) / TILE_WIDTH; // Location of the center of the tile from which to start rendering, relative to the viewport origin Point startPosition = playerPosition - Displacement { tilesToLeft * TILE_WIDTH, tilesToTop * TILE_HEIGHT }; // Position of the tile from which to start rendering in tile space, // relative to the tile the player character occupies tileShift = { 0, 0 }; tileShift += Displacement(Direction::North) * tilesToTop; tileShift += Displacement(Direction::West) * tilesToLeft; // The rendering loop expects to start on a row with fewer columns if (tilesToLeft * TILE_WIDTH >= playerPosition.x) { startPosition += Displacement { TILE_WIDTH / 2, -TILE_HEIGHT / 2 }; tileShift += Displacement(Direction::NorthEast); } else if (tilesToTop * TILE_HEIGHT < playerPosition.y) { // There is one row above the current row that needs to be rendered, // but we skip to the row above it because it has too many columns startPosition += Displacement { 0, -TILE_HEIGHT }; tileShift += Displacement(Direction::North); } // Location of the bottom-left corner of the bounding box around the // tile from which to start rendering, relative to the viewport origin tileOffset = { startPosition.x - TILE_WIDTH / 2, startPosition.y + TILE_HEIGHT / 2 - 1 }; // Compute the number of rows to be rendered as well as // the number of columns to be rendered in the first row const int viewportHeight = GetViewportHeight() / zoomFactor; const Point renderStart = startPosition - Displacement { TILE_WIDTH / 2, TILE_HEIGHT / 2 }; tileRows = (viewportHeight - renderStart.y + TILE_HEIGHT / 2 - 1) / (TILE_HEIGHT / 2); tileColumns = (screenWidth - renderStart.x + TILE_WIDTH - 1) / TILE_WIDTH; } Point GetScreenPosition(Point tile) { Point firstTile = ViewPosition; Displacement offset = {}; CalcFirstTilePosition(firstTile, offset); Displacement delta = firstTile - tile; Point position {}; position += delta.worldToScreen(); position += offset; return position; } extern SDL_Surface *PalSurface; void ClearScreenBuffer() { if (HeadlessMode) return; assert(PalSurface != nullptr); SDL_FillRect(PalSurface, nullptr, 0); } #ifdef _DEBUG void ScrollView() { if (!MyPlayer->HoldItem.isEmpty()) return; if (MousePosition.x < 20) { if (dmaxPosition.y - 1 <= ViewPosition.y || dminPosition.x >= ViewPosition.x) { if (dmaxPosition.y - 1 > ViewPosition.y) { ViewPosition.y++; } if (dminPosition.x < ViewPosition.x) { ViewPosition.x--; } } else { ViewPosition.y++; ViewPosition.x--; } } if (MousePosition.x > gnScreenWidth - 20) { if (dmaxPosition.x - 1 <= ViewPosition.x || dminPosition.y >= ViewPosition.y) { if (dmaxPosition.x - 1 > ViewPosition.x) { ViewPosition.x++; } if (dminPosition.y < ViewPosition.y) { ViewPosition.y--; } } else { ViewPosition.y--; ViewPosition.x++; } } if (MousePosition.y < 20) { if (dminPosition.y >= ViewPosition.y || dminPosition.x >= ViewPosition.x) { if (dminPosition.y < ViewPosition.y) { ViewPosition.y--; } if (dminPosition.x < ViewPosition.x) { ViewPosition.x--; } } else { ViewPosition.x--; ViewPosition.y--; } } if (MousePosition.y > gnScreenHeight - 20) { if (dmaxPosition.y - 1 <= ViewPosition.y || dmaxPosition.x - 1 <= ViewPosition.x) { if (dmaxPosition.y - 1 > ViewPosition.y) { ViewPosition.y++; } if (dmaxPosition.x - 1 > ViewPosition.x) { ViewPosition.x++; } } else { ViewPosition.x++; ViewPosition.y++; } } } #endif void EnableFrameCount() { frameflag = true; lastFpsUpdateInMs = SDL_GetTicks(); } void scrollrt_draw_game_screen() { if (HeadlessMode) return; int hgt = 0; if (IsRedrawEverything()) { RedrawComplete(); hgt = gnScreenHeight; } const Surface &out = GlobalBackBuffer(); UndrawCursor(out); DrawCursor(out); DrawMain(hgt, false, false, false, false, false); RenderPresent(); } void DrawAndBlit() { if (!gbRunGame || HeadlessMode) { return; } int hgt = 0; bool drawHealth = IsRedrawComponent(PanelDrawComponent::Health); bool drawMana = IsRedrawComponent(PanelDrawComponent::Mana); bool drawControlButtons = IsRedrawComponent(PanelDrawComponent::ControlButtons); bool drawBelt = IsRedrawComponent(PanelDrawComponent::Belt); bool drawChatInput = talkflag; bool drawInfoBox = false; bool drawCtrlPan = false; const Rectangle &mainPanel = GetMainPanel(); if (gnScreenWidth > mainPanel.size.width || IsRedrawEverything()) { drawHealth = true; drawMana = true; drawControlButtons = true; drawBelt = true; drawInfoBox = false; drawCtrlPan = true; hgt = gnScreenHeight; } else if (IsRedrawViewport()) { drawInfoBox = true; drawCtrlPan = false; hgt = gnViewportHeight; } const Surface &out = GlobalBackBuffer(); UndrawCursor(out); nthread_UpdateProgressToNextGameTick(); DrawView(out, ViewPosition); if (drawCtrlPan) { DrawCtrlPan(out); } if (drawHealth) { DrawLifeFlaskLower(out); } if (drawMana) { DrawManaFlaskLower(out); DrawSpell(out); } if (drawControlButtons) { DrawCtrlBtns(out); } if (drawBelt) { DrawInvBelt(out); } if (drawChatInput) { DrawTalkPan(out); } DrawXPBar(out); if (*sgOptions.Gameplay.showHealthValues) DrawFlaskValues(out, { mainPanel.position.x + 134, mainPanel.position.y + 28 }, MyPlayer->_pHitPoints >> 6, MyPlayer->_pMaxHP >> 6); if (*sgOptions.Gameplay.showManaValues) DrawFlaskValues(out, { mainPanel.position.x + mainPanel.size.width - 138, mainPanel.position.y + 28 }, MyPlayer->_pMana >> 6, MyPlayer->_pMaxMana >> 6); DrawCursor(out); DrawFPS(out); LuaEvent("GameDrawComplete"); DrawMain(hgt, drawInfoBox, drawHealth, drawMana, drawBelt, drawControlButtons); #ifdef _DEBUG DrawConsole(out); #endif RedrawComplete(); for (PanelDrawComponent component : enum_values()) { if (IsRedrawComponent(component)) { RedrawComponentComplete(component); } } RenderPresent(); } } // namespace devilution