/** * @file scrollrt.cpp * * Implementation of functionality for rendering the dungeons, monsters and calling other render routines. */ #include "engine/render/scrollrt.h" #include "DiabloUI/ui_flags.hpp" #include "automap.h" #include "controls/plrctrls.h" #include "cursor.h" #include "dead.h" #include "doom.h" #include "engine/backbuffer_state.hpp" #include "engine/dx.h" #include "engine/render/clx_render.hpp" #include "engine/render/dun_render.hpp" #include "engine/render/text_render.hpp" #include "engine/trn.hpp" #include "error.h" #include "gmenu.h" #include "help.h" #include "hwcursor.hpp" #include "init.h" #include "inv.h" #include "lighting.h" #include "minitext.h" #ifdef _DEBUG #include "miniwin/misc_msg.h" #endif #include "missiles.h" #include "nthread.h" #include "options.h" #include "panels/charpanel.hpp" #include "plrmsg.h" #include "qol/chatlog.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/bitset2d.hpp" #include "utils/display.h" #include "utils/endian.hpp" #include "utils/log.hpp" #include "utils/str_cat.hpp" #ifndef USE_SDL1 #include "controls/touch/renderers.h" #endif #ifdef _DEBUG #include "debug.h" #endif namespace devilution { /** * Specifies the current light entry. */ int LightTableIndex; /** * Specifies the current MIN block of the level CEL file, as used during rendering of the level tiles. * * frameNum := block & 0x0FFF * frameType := block & 0x7000 >> 12 */ uint32_t level_cel_block; bool AutoMapShowItems; /** * Specifies the type of arches to render. */ char arch_draw_type; /** * Specifies whether transparency is active for the current CEL file being decoded. */ bool cel_transparency_active; /** * Specifies whether foliage (tile has extra content that overlaps previous tile) being rendered. */ bool cel_foliage_active = false; /** * Specifies the current dungeon piece ID of the level, as used during rendering of the level tiles. */ int level_piece_id; // DevilutionX extension. extern void DrawControllerModifierHints(const Surface &out); bool frameflag; namespace { /** * @brief Hash algorithm for point */ struct PointHash { std::size_t operator()(Point const &s) const noexcept { return s.x ^ (s.y << 1); } }; /** * @brief Contains all Missile at rendering position */ std::unordered_multimap 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(); // calculcate 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 = MissilesData[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 calculcated 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, cause 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.insert(std::make_pair(m.position.tileForRendering, &m)); } } /** * @brief Keeps track of which tiles have been rendered already. */ Bitset2d dRendered; int lastFpsUpdateInMs; const char *const PlayerModeNames[] = { "standing", "walking (1)", "walking (2)", "walking (3)", "attacking (melee)", "attacking (ranged)", "blocking", "getting hit", "dying", "casting a spell", "changing levels", "quitting" }; 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 (pcurs <= CURSOR_NONE || !ShouldShowCursor()) { cursor.rect.size.width = 0; return; } Size cursSize = GetInvItemSize(pcurs); if (cursSize.width == 0 || cursSize.height == 0) { cursor.rect.size.width = 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; Rectangle &rect = cursor.rect; rect.position.x = MousePosition.x - outlineWidth; rect.size.width = cursSize.width + 2 * outlineWidth; Clip(rect.position.x, rect.size.width, out.w()); rect.position.y = MousePosition.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, MousePosition + 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) { 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); 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, Point tilePosition, Point targetBufferPosition, bool pre) { const auto range = MissilesAtRenderingTile.equal_range(tilePosition); for (auto it = range.first; it != range.second; it++) { DrawMissilePrivate(out, *it->second, targetBufferPosition, pre); } } /** * @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) { 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); } /** * @brief Helper for rendering a specific player icon (Mana Shield or Reflect) */ void DrawPlayerIconHelper(const Surface &out, missile_graphic_id missileGraphicId, Point position, bool lighting, bool infraVision) { position.x -= MissileSpriteData[missileGraphicId].animWidth2; const ClxSprite sprite = (*MissileSpriteData[missileGraphicId].sprites).list()[0]; if (!lighting) { ClxDraw(out, position, sprite); return; } if (infraVision) { ClxDrawTRN(out, position, sprite, GetInfravisionTRN()); return; } ClxDrawLight(out, position, sprite); } /** * @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) { if (player.pManaShield) DrawPlayerIconHelper(out, MFILE_MANASHLD, position, &player != MyPlayer, infraVision); if (player.wReflections > 0) DrawPlayerIconHelper(out, MFILE_REFLECT, position + Displacement { 0, 16 }, &player != MyPlayer, infraVision); } /** * @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) { if (!IsTileLit(tilePosition) && !MyPlayer->_pInfraFlag && leveltype != DTYPE_TOWN) { return; } const ClxSprite sprite = player.previewCelSprite ? *player.previewCelSprite : player.AnimInfo.currentSprite(); Point spriteBufferPosition = targetBufferPosition - Displacement { CalculateWidth2(sprite.width()), 0 }; if (static_cast(pcursplr) < Players.size() && &player == &Players[pcursplr]) ClxDrawOutlineSkipColorZero(out, 165, spriteBufferPosition, sprite); if (&player == MyPlayer) { ClxDraw(out, spriteBufferPosition, sprite); DrawPlayerIcons(out, player, targetBufferPosition, false); return; } if (!IsTileLit(tilePosition) || (MyPlayer->_pInfraFlag && LightTableIndex > 8)) { ClxDrawTRN(out, spriteBufferPosition, sprite, GetInfravisionTRN()); DrawPlayerIcons(out, player, targetBufferPosition, true); return; } int l = LightTableIndex; if (LightTableIndex < 5) LightTableIndex = 0; else LightTableIndex -= 5; ClxDrawLight(out, spriteBufferPosition, sprite); DrawPlayerIcons(out, player, targetBufferPosition, false); LightTableIndex = l; } /** * @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) { 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); } } } /** * @brief Render an object sprite * @param out Output buffer * @param tilePosition dPiece coordinates * @param targetBufferPosition Output buffer coordinates * @param pre Is the sprite in the background */ void DrawObject(const Surface &out, Point tilePosition, Point targetBufferPosition, bool pre) { if (LightTableIndex >= LightsMax) { return; } Object *object = FindObjectAtPosition(tilePosition); if (object == nullptr) { return; } const Object &objectToDraw = *object; if (objectToDraw._oPreFlag != pre) { return; } const ClxSprite sprite = (*objectToDraw._oAnimData)[objectToDraw._oAnimFrame - 1]; Point screenPosition = targetBufferPosition - Displacement { CalculateWidth2(sprite.width()), 0 }; if (objectToDraw.position != tilePosition) { // drawing a large or offset object, calculate the correct position for the center of the sprite Displacement worldOffset = objectToDraw.position - tilePosition; screenPosition -= worldOffset.worldToScreen(); } if (&objectToDraw == ObjectUnderCursor) { ClxDrawOutlineSkipColorZero(out, 194, screenPosition, sprite); } if (objectToDraw._oLight) { ClxDrawLight(out, screenPosition, sprite); } 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) { level_piece_id = dPiece[tilePosition.x][tilePosition.y]; MICROS *pMap = &DPieceMicros[level_piece_id]; cel_transparency_active = TileHasAny(level_piece_id, TileProperties::Transparent) && TransList[dTransVal[tilePosition.x][tilePosition.y]]; cel_foliage_active = !TileHasAny(level_piece_id, TileProperties::Solid); for (int i = 0; i < (MicroTileLen / 2); i++) { level_cel_block = pMap->mt[2 * i]; if (level_cel_block != 0) { arch_draw_type = i == 0 ? 1 : 0; RenderTile(out, targetBufferPosition); } level_cel_block = pMap->mt[2 * i + 1]; if (level_cel_block != 0) { arch_draw_type = i == 0 ? 2 : 0; RenderTile(out, targetBufferPosition + Displacement { TILE_WIDTH / 2, 0 }); } targetBufferPosition.y -= TILE_HEIGHT; } cel_foliage_active = false; } /** * @brief Render a floor tiles * @param out Target buffer * @param tilePosition dPiece coordinates * @param targetBufferPosition Target buffer coordinate */ void DrawFloor(const Surface &out, Point tilePosition, Point targetBufferPosition) { cel_transparency_active = false; LightTableIndex = dLight[tilePosition.x][tilePosition.y]; arch_draw_type = 1; // Left int pn = dPiece[tilePosition.x][tilePosition.y]; level_cel_block = DPieceMicros[pn].mt[0]; if (level_cel_block != 0) { RenderTile(out, targetBufferPosition); } arch_draw_type = 2; // Right level_cel_block = DPieceMicros[pn].mt[1]; if (level_cel_block != 0) { RenderTile(out, targetBufferPosition + Displacement { TILE_WIDTH / 2, 0 }); } } /** * @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, Point tilePosition, Point targetBufferPosition, bool pre) { int8_t bItem = dItem[tilePosition.x][tilePosition.y]; if (bItem <= 0) return; auto &item = Items[bItem - 1]; if (item._iPostDraw == pre) return; const ClxSprite sprite = item.AnimInfo.currentSprite(); int px = targetBufferPosition.x - CalculateWidth2(sprite.width()); const Point position { px, targetBufferPosition.y }; if (bItem - 1 == pcursitem || AutoMapShowItems) { ClxDrawOutlineSkipColorZero(out, GetOutlineColor(item, false), position, sprite); } ClxDrawLight(out, position, sprite); if (item.AnimInfo.isLastFrame() || item._iCurs == ICURS_MAGIC_ROCK) AddItemToLabelQueue(bItem - 1, px, targetBufferPosition.y); } /** * @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 mi = dMonster[tilePosition.x][tilePosition.y]; bool isNegativeMonster = mi < 0; mi = abs(mi) - 1; if (leveltype == DTYPE_TOWN) { if (isNegativeMonster) return; auto &towner = Towners[mi]; int px = targetBufferPosition.x - CalculateWidth2(towner._tAnimWidth); const Point position { px, targetBufferPosition.y }; const ClxSprite sprite = towner.currentSprite(); if (mi == pcursmonst) { ClxDrawOutlineSkipColorZero(out, 166, position, sprite); } ClxDraw(out, position, sprite); return; } if (!IsTileLit(tilePosition) && !MyPlayer->_pInfraFlag) 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 = {}; if (monster.isWalking()) { bool isSideWalkingToLeft = monster.mode == MonsterMode::MoveSideways && monster.direction == Direction::West; if (isNegativeMonster && !isSideWalkingToLeft) return; if (!isNegativeMonster && isSideWalkingToLeft) return; offset = GetOffsetForWalking(monster.animInfo, monster.direction); if (isSideWalkingToLeft) offset -= Displacement { 64, 0 }; } else if (isNegativeMonster) { return; } const Point monsterRenderPosition { targetBufferPosition + offset - Displacement { CalculateWidth2(sprite.width()), 0 } }; if (mi == pcursmonst) { ClxDrawOutlineSkipColorZero(out, 233, monsterRenderPosition, sprite); } DrawMonster(out, tilePosition, monsterRenderPosition, monster); } /** * @brief Check if and how a player should be rendered * @param out Output buffer * @param player Player reference * @param tilePosition dPiece coordinates * @param targetBufferPosition Output buffer coordinates */ void DrawPlayerHelper(const Surface &out, const Player &player, Point tilePosition, Point targetBufferPosition) { Displacement offset = {}; if (player.IsWalking()) { offset = GetOffsetForWalking(player.AnimInfo, player._pdir); } const Point playerRenderPosition { targetBufferPosition + offset }; DrawPlayer(out, player, tilePosition, playerRenderPosition); } /** * @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)); if (dRendered.test(tilePosition.x, tilePosition.y)) return; dRendered.set(tilePosition.x, tilePosition.y); LightTableIndex = dLight[tilePosition.x][tilePosition.y]; DrawCell(out, tilePosition, targetBufferPosition); int8_t bDead = dCorpse[tilePosition.x][tilePosition.y]; 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); } if (LightTableIndex < LightsMax && bDead != 0) { do { 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); } } while (false); } DrawObject(out, tilePosition, targetBufferPosition, true); DrawItem(out, tilePosition, targetBufferPosition, true); if (TileContainsDeadPlayer(tilePosition)) { DrawDeadPlayer(out, tilePosition, targetBufferPosition); } int8_t playerId = dPlayer[tilePosition.x][tilePosition.y]; if (static_cast(playerId - 1) < Players.size()) { DrawPlayerHelper(out, Players[playerId - 1], tilePosition, targetBufferPosition); } if (dMonster[tilePosition.x][tilePosition.y] != 0) { DrawMonsterHelper(out, tilePosition, targetBufferPosition); } DrawMissile(out, tilePosition, targetBufferPosition, false); DrawObject(out, tilePosition, targetBufferPosition, false); DrawItem(out, tilePosition, targetBufferPosition, false); if (leveltype != DTYPE_TOWN) { char bArch = dSpecial[tilePosition.x][tilePosition.y]; if (bArch != 0) { cel_transparency_active = TransList[bMap]; #ifdef _DEBUG if ((SDL_GetModState() & KMOD_ALT) != 0) { cel_transparency_active = false; // Turn transparency off here for debugging } #endif if (cel_transparency_active) { ClxDrawLightBlended(out, targetBufferPosition, (*pSpecialCels)[bArch - 1]); } else { ClxDrawLight(out, targetBufferPosition, (*pSpecialCels)[bArch - 1]); } #ifdef _DEBUG if ((SDL_GetModState() & KMOD_ALT) != 0) { cel_transparency_active = TransList[bMap]; // Turn transparency back to its normal state } #endif } } 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) { char bArch = dSpecial[tilePosition.x - 1][tilePosition.y - 1]; if (bArch != 0) { ClxDraw(out, targetBufferPosition + Displacement { 0, -TILE_HEIGHT }, (*pSpecialCels)[bArch - 1]); } } } } /** * @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++) { if (InDungeonBounds(tilePosition)) { if (!TileHasAny(dPiece[tilePosition.x][tilePosition.y], TileProperties::Solid)) DrawFloor(out, tilePosition, targetBufferPosition); } else { world_draw_black_tile(out, targetBufferPosition.x, targetBufferPosition.y); } 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; } } } bool IsWall(Point position) { return TileHasAny(dPiece[position.x][position.y], TileProperties::Solid) || dSpecial[position.x][position.y] != 0; } /** * @brief Render a row of tile * @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; dRendered.reset(); for (int i = 0; i < rows; i++) { for (int j = 0; j < columns; j++) { if (InDungeonBounds(tilePosition)) { #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 sceen 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 }); } } } DrawDungeon(out, tilePosition, targetBufferPosition); } 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 tileColums; int tileRows; /** * @brief Configure render and process screen rows * @param fullOut Buffer to render to * @param position Center of view in dPiece coordinate */ void DrawGame(const Surface &fullOut, Point position) { // Limit rendering to the view area const Surface &out = !*sgOptions.Graphics.zoom ? fullOut.subregionY(0, gnViewportHeight) : fullOut.subregionY(0, (gnViewportHeight + 1) / 2); // Adjust by player offset and tile grid alignment Player &myPlayer = *MyPlayer; Displacement offset = {}; if (myPlayer.IsWalking()) offset = GetOffsetForWalking(myPlayer.AnimInfo, myPlayer._pdir, true); int sx = offset.deltaX + tileOffset.deltaX; int sy = offset.deltaY + tileOffset.deltaY; int columns = tileColums; int rows = tileRows; position += tileShift; // Skip rendering parts covered by the panels if (CanPanelsCoverView()) { if (!*sgOptions.Graphics.zoom) { if (IsLeftPanelOpen()) { position += Displacement(Direction::East) * 2; columns -= 4; sx += SidePanelSize.width - TILE_WIDTH / 2; } if (IsRightPanelOpen()) { position += Displacement(Direction::East) * 2; columns -= 4; sx += -TILE_WIDTH / 2; } } else { if (IsLeftPanelOpen()) { position += Direction::East; columns -= 2; sx += -TILE_WIDTH / 2 / 2; // SPANEL_WIDTH accounted for in Zoom() } if (IsRightPanelOpen()) { position += Direction::East; columns -= 2; sx += -TILE_WIDTH / 2 / 2; } } } UpdateMissilesRendererData(); // Draw areas moving in and out of the screen if (myPlayer.IsWalking()) { switch (myPlayer._pdir) { case Direction::NoDirection: break; case Direction::North: sy -= TILE_HEIGHT; position += Direction::North; rows += 2; break; case Direction::NorthEast: sy -= TILE_HEIGHT; position += Direction::North; columns++; rows += 2; break; case Direction::East: columns++; break; case Direction::SouthEast: columns++; rows++; break; case Direction::South: rows += 2; break; case Direction::SouthWest: sx -= TILE_WIDTH; position += Direction::West; columns++; rows++; break; case Direction::West: sx -= TILE_WIDTH; position += Direction::West; columns++; break; case Direction::NorthWest: sx -= TILE_WIDTH / 2; sy -= TILE_HEIGHT / 2; position += Direction::NorthWest; columns++; rows++; break; } } DrawFloor(out, position, { sx, sy }, rows, columns); DrawTileContent(out, position, { sx, sy }, rows, columns); if (*sgOptions.Graphics.zoom) { Zoom(fullOut.subregionY(0, gnViewportHeight)); } } /** * @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 DrawGame(out, startPosition); 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 m : DebugCoordsMap) { Point dunCoords = { m.first % MAXDUNX, m.first / MAXDUNX }; if (megaTiles && (dunCoords.x % 2 == 1 || dunCoords.y % 2 == 1)) continue; Point pixelCoords = m.second; 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 }, 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 = abs(dx) > abs(dy) ? abs(dx) : abs(dy); float ix = dx / (float)steps; float iy = dy / (float)steps; float sx = from.x; float sy = from.y; for (int i = 0; i <= steps; i++, sx += ix, sy += iy) out.SetPixel({ (int)sx, (int)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 DrawMonsterHealthBar(out); DrawItemNameLabels(out); if (stextflag != STORE_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, dropGoldValue); } DrawGoldWithdraw(out, WithdrawGoldValue); if (HelpFlag) { DrawHelp(out); } if (ChatLogFlag) { DrawChatLog(out); } if (IsDiabloMsgAvailable()) { DrawDiabloMsg(out); } 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 string_view formatted {}; if (!frameflag || !gbActive) { return; } framesSinceLastUpdate++; uint32_t runtimeInMs = SDL_GetTicks(); uint32_t msSinceLastUpdate = runtimeInMs - lastFpsUpdateInMs; if (msSinceLastUpdate >= 1000) { lastFpsUpdateInMs = runtimeInMs; int framerate = 1000 * framesSinceLastUpdate / msSinceLastUpdate; framesSinceLastUpdate = 0; static char buf[12] {}; const char *end = BufCopy(buf, framerate, " FPS"); formatted = { buf, static_cast(end - buf) }; }; DrawString(out, formatted, Point { 8, 68 }, UiFlags::ColorRed); } /** * @brief Update part of the screen from the back buffer * @param dwX Back buffer coordinate * @param dwY Back buffer coordinate * @param dwWdt Back buffer coordinate * @param dwHgt Back buffer coordinate */ void DoBlitScreen(Sint16 dwX, Sint16 dwY, Uint16 dwWdt, Uint16 dwHgt) { // In SDL1 SDL_Rect x and y are Sint16. Cast explicitly to avoid a compiler warning. using CoordType = decltype(SDL_Rect {}.x); SDL_Rect srcRect { static_cast(dwX), static_cast(dwY), dwWdt, dwHgt }; SDL_Rect dstRect { dwX, dwY, dwWdt, dwHgt }; 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(const Surface &out, 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) { DoBlitScreen(mainPanelPosition.x + 176, mainPanelPosition.y + 46, 288, 63); } 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 + 5, 72, 119); DoBlitScreen(mainPanelPosition.x + 556, mainPanelPosition.y + 5, 72, 48); if (gbIsMultiplayer) { DoBlitScreen(mainPanelPosition.x + 84, mainPanelPosition.y + 91, 36, 32); DoBlitScreen(mainPanelPosition.x + 524, mainPanelPosition.y + 91, 36, 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 StartOffset[8] = { { 0, -32 }, { 32, -16 }, { 64, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 }, { -64, 0 }, { -32, -16 } }; 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; } else { offset += StartOffset[static_cast(dir)]; } 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() { tileShift = { 0, 0 }; // Adjust by player offset and tile grid alignment int xo = 0; int yo = 0; CalcTileOffset(&xo, &yo); tileOffset = { -xo, -yo - 1 + TILE_HEIGHT / 2 }; TilesInView(&tileColums, &tileRows); int lrow = tileRows - RowsCoveredByPanel(); // Center player tile on screen tileShift += Displacement(Direction::West) * (tileColums / 2); tileShift += Displacement(Direction::North) * (lrow / 2); tileRows *= 2; // Align grid if ((tileColums & 1) == 0) { tileShift.deltaY--; // Shift player row to one that can be centered with out pixel offset if ((lrow & 1) == 0) { // Offset tile to vertically align the player when both rows and colums are even tileRows++; tileOffset.deltaY -= TILE_HEIGHT / 2; } } else if ((tileColums & 1) != 0 && (lrow & 1) != 0) { // Offset tile to vertically align the player when both rows and colums are odd tileShift += Displacement(Direction::North); tileRows++; tileOffset.deltaY -= TILE_HEIGHT / 2; } // Slightly lower the zoomed view if (*sgOptions.Graphics.zoom) { tileOffset.deltaY += TILE_HEIGHT / 4; if (yo < TILE_HEIGHT / 4) tileRows++; } tileRows++; // Cover lower edge saw tooth, right edge accounted for in scrollrt_draw() } 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); DrawMain(out, hgt, false, false, false, false, false); if (IsHardwareCursor()) { SetHardwareCursorVisible(ShouldShowCursor()); } else { DrawCursor(out); } 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() || IsHighlightingLabelsEnabled()) { 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.Graphics.showHealthValues) DrawFlaskValues(out, { mainPanel.position.x + 134, mainPanel.position.y + 28 }, MyPlayer->_pHitPoints >> 6, MyPlayer->_pMaxHP >> 6); if (*sgOptions.Graphics.showManaValues) DrawFlaskValues(out, { mainPanel.position.x + mainPanel.size.width - 138, mainPanel.position.y + 28 }, MyPlayer->_pMana >> 6, MyPlayer->_pMaxMana >> 6); if (IsHardwareCursor()) { SetHardwareCursorVisible(ShouldShowCursor()); } else { DrawCursor(out); } DrawFPS(out); DrawMain(out, hgt, drawInfoBox, drawHealth, drawMana, drawBelt, drawControlButtons); RedrawComplete(); for (PanelDrawComponent component : enum_values()) { if (IsRedrawComponent(component)) { RedrawComponentComplete(component); } } RenderPresent(); } } // namespace devilution