/** * @file scrollrt.cpp * * Implementation of functionality for rendering the dungeons, monsters and calling other render routines. */ #include "automap.h" #include "cursor.h" #include "dead.h" #include "doom.h" #include "dx.h" #include "engine/render/cel_render.hpp" #include "engine/render/cl2_render.hpp" #include "engine/render/dun_render.hpp" #include "engine/render/text_render.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" #include "missiles.h" #include "nthread.h" #include "plrmsg.h" #include "qol/itemlabels.h" #include "qol/monhealthbar.h" #include "qol/xpbar.h" #include "stores.h" #include "towners.h" #include "utils/endian.hpp" #include "utils/log.hpp" #ifdef _DEBUG #include "debug.h" #endif namespace devilution { 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 (tile.x >= MAXDUNX || tile.x < 0) return true; if (tile.y >= MAXDUNY || tile.y < 0) return true; if (checkPlayerAndMonster) { if (dMonster[tile.x][tile.y] > 0) return true; if (dPlayer[tile.x][tile.y] > 0) return true; } int oid = dObject[tile.x][tile.y]; if (oid != 0) { oid = oid > 0 ? oid - 1 : -(oid + 1); if (!Objects[oid]._oMissFlag) return true; } return nMissileTable[dPiece[tile.x][tile.y]]; } void UpdateMissileRendererData(MissileStruct &m) { m.position.tileForRendering = m.position.tile; m.position.offsetForRendering = m.position.offset; const MissileMovementDistrubution missileMovement = MissileData[m._mitype].MovementDistribution; // don't calculate missile position if they don't move if (missileMovement == MissileMovementDistrubution::Disabled || m.position.velocity == Displacement {}) return; float fProgress = gfProgressToNextGameTick; Displacement velocity = m.position.velocity * fProgress; Displacement traveled = m.position.traveled + velocity; int mx = traveled.deltaX >> 16; int my = traveled.deltaY >> 16; int dx = (mx + 2 * my) / 64; int dy = (2 * my - mx) / 64; // calculcate the future missile position m.position.tileForRendering = m.position.start + Displacement { dx, dy }; m.position.offsetForRendering = { mx + (dy * 32) - (dx * 32), my - (dx * 16) - (dy * 16) }; // 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 == MissileMovementDistrubution::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) { fProgress -= 0.01F; if (fProgress <= 0.0F) { m.position.tileForRendering = m.position.tile; m.position.offsetForRendering = m.position.offset; return; } velocity = m.position.velocity * fProgress; traveled = m.position.traveled + velocity; mx = traveled.deltaX >> 16; my = traveled.deltaY >> 16; dx = (mx + 2 * my) / 64; dy = (2 * my - mx) / 64; m.position.tileForRendering = m.position.start + Displacement { dx, dy }; m.position.offsetForRendering = { mx + (dy * 32) - (dx * 32), my - (dx * 16) - (dy * 16) }; } } void UpdateMissilesRendererData() { MissilesAtRenderingTile.clear(); for (int i = 0; i < ActiveMissileCount; i++) { assert(ActiveMissiles[i] < MAXMISSILES); MissileStruct &m = Missiles[ActiveMissiles[i]]; UpdateMissileRendererData(m); MissilesAtRenderingTile.insert(std::make_pair(m.position.tileForRendering, &m)); } } } // namespace /** * Specifies the current light entry. */ int LightTableIndex; uint32_t sgdwCursWdtOld; int sgdwCursX; int sgdwCursY; /** * Lower bound of back buffer. */ uint32_t sgdwCursHgt; /** * 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; int sgdwCursXOld; int sgdwCursYOld; 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; uint32_t sgdwCursWdt; void (*DrawPlrProc)(int, int, int, int, int, BYTE *, int, int, int, int); BYTE sgSaveBack[8192]; uint32_t sgdwCursHgtOld; bool dRendered[MAXDUNX][MAXDUNY]; bool frameflag; int frameend; int framerate; int framestart; /* data */ const char *const MonsterModeNames[] = { "standing", "walking (1)", "walking (2)", "walking (3)", "attacking", "getting hit", "dying", "attacking (special)", "fading in", "fading out", "attacking (ranged)", "standing (special)", "attacking (special ranged)", "delaying", "charging", "stoned", "healing", "talking" }; 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" }; Displacement GetOffsetForWalking(const AnimationInfo &animationInfo, const Direction dir, bool cameraMode /*= false*/) { // clang-format off // DIR_S, DIR_SW, DIR_W, DIR_NW, DIR_N, DIR_NE, DIR_E, DIR_SE, constexpr Displacement StartOffset[8] = { { 0, -32 }, { 32, -16 }, { 32, -16 }, { 0, 0 }, { 0, 0 }, { 0, 0 }, { -32, -16 }, { -32, -16 } }; constexpr Displacement MovingOffset[8] = { { 0, 32 }, { -32, 16 }, { -64, 0 }, { -32, -16 }, { 0, -32 }, { 32, -16 }, { 64, 0 }, { 32, 16 } }; constexpr bool IsDiagionalWalk[8] = { false, true, false, true, false, true, false, true }; // clang-format on float fAnimationProgress = animationInfo.GetAnimationProgress(); Displacement offset = MovingOffset[dir]; offset *= fAnimationProgress; // In diagonal walks the offset for y is smaller than x. // This means that sometimes x is updated but y not. // That results in a small stuttering. // To fix this we disallow odd x as this is the only case where y is not updated. if (IsDiagionalWalk[dir] && ((offset.deltaX % 2) != 0)) { offset.deltaX -= offset.deltaX > 0 ? 1 : -1; } if (cameraMode) { offset = -offset; } else { offset += StartOffset[dir]; } return offset; } /** * @brief Clear cursor state */ void ClearCursor() // CODE_FIX: this was supposed to be in cursor.cpp { sgdwCursWdt = 0; sgdwCursWdtOld = 0; } static void BlitCursor(BYTE *dst, std::uint32_t dstPitch, BYTE *src, std::uint32_t srcPitch) { for (std::uint32_t i = 0; i < sgdwCursHgt; ++i, src += srcPitch, dst += dstPitch) { memcpy(dst, src, sgdwCursWdt); } } /** * @brief Remove the cursor from the buffer */ static void UndrawCursor(const Surface &out) { if (sgdwCursWdt == 0) { return; } BlitCursor(out.at(sgdwCursX, sgdwCursY), out.pitch(), sgSaveBack, sgdwCursWdt); sgdwCursXOld = sgdwCursX; sgdwCursYOld = sgdwCursY; sgdwCursWdtOld = sgdwCursWdt; sgdwCursHgtOld = sgdwCursHgt; sgdwCursWdt = 0; } static bool ShouldShowCursor() { return !(sgbControllerActive && !IsMovingMouseCursorWithController() && pcurs != CURSOR_TELEPORT && !invflag && (!chrflag || Players[MyPlayerId]._pStatPts <= 0)); } /** * @brief Save the content behind the cursor to a temporary buffer, then draw the cursor. */ static void DrawCursor(const Surface &out) { if (pcurs <= CURSOR_NONE || cursW == 0 || cursH == 0 || !ShouldShowCursor()) { return; } // Copy the buffer before the item cursor and its 1px outline are drawn to a temporary buffer. const int outlineWidth = IsItemSprite(pcurs) ? 1 : 0; if (MousePosition.x < -cursW - outlineWidth || MousePosition.x - outlineWidth >= out.w() || MousePosition.y < -cursH - outlineWidth || MousePosition.y - outlineWidth >= out.h()) return; constexpr auto Clip = [](int &pos, std::uint32_t &length, std::uint32_t posEnd) { if (pos < 0) { length += pos; pos = 0; } else if (pos + length > posEnd) { length = posEnd - pos; } }; sgdwCursX = MousePosition.x - outlineWidth; sgdwCursWdt = cursW + 2 * outlineWidth; Clip(sgdwCursX, sgdwCursWdt, out.w()); sgdwCursY = MousePosition.y - outlineWidth; sgdwCursHgt = cursH + 2 * outlineWidth; Clip(sgdwCursY, sgdwCursHgt, out.h()); BlitCursor(sgSaveBack, sgdwCursWdt, out.at(sgdwCursX, sgdwCursY), out.pitch()); CelDrawCursor(out, MousePosition + Displacement { 0, cursH - 1 }, pcurs); } /** * @brief Render a missile sprite * @param out Output buffer * @param m Pointer to MissileStruct struct * @param sx Output buffer coordinate * @param sy Output buffer coordinate * @param pre Is the sprite in the background */ void DrawMissilePrivate(const Surface &out, const MissileStruct *m, int sx, int sy, bool pre) { if (m->_miPreFlag != pre || !m->_miDrawFlag) return; if (m->_miAnimData == nullptr) { Log("Draw Missile 2 type {}: NULL Cel Buffer", m->_mitype); return; } int nCel = m->_miAnimFrame; const auto *frameTable = reinterpret_cast(m->_miAnimData); int frames = SDL_SwapLE32(frameTable[0]); if (nCel < 1 || frames > 50 || nCel > frames) { Log("Draw Missile 2: frame {} of {}, missile type=={}", nCel, frames, m->_mitype); return; } int mx = sx + m->position.offsetForRendering.deltaX - m->_miAnimWidth2; int my = sy + m->position.offsetForRendering.deltaY; CelSprite cel { m->_miAnimData, m->_miAnimWidth }; if (m->_miUniqTrans != 0) Cl2DrawLightTbl(out, mx, my, cel, m->_miAnimFrame, m->_miUniqTrans + 3); else if (m->_miLightFlag) Cl2DrawLight(out, mx, my, cel, m->_miAnimFrame); else Cl2Draw(out, mx, my, cel, m->_miAnimFrame); } /** * @brief Render a missile sprites for a given tile * @param out Output buffer * @param x dPiece coordinate * @param y dPiece coordinate * @param sx Output buffer coordinate * @param sy Output buffer coordinate * @param pre Is the sprite in the background */ void DrawMissile(const Surface &out, int x, int y, int sx, int sy, bool pre) { const auto range = MissilesAtRenderingTile.equal_range(Point { x, y }); for (auto it = range.first; it != range.second; it++) { DrawMissilePrivate(out, it->second, sx, sy, pre); } } /** * @brief Render a monster sprite * @param out Output buffer * @param x dPiece coordinate * @param y dPiece coordinate * @param mx Output buffer coordinate * @param my Output buffer coordinate * @param m Id of monster */ static void DrawMonster(const Surface &out, int x, int y, int mx, int my, const MonsterStruct &monster) { if (monster.AnimInfo.pCelSprite == nullptr) { Log("Draw Monster \"{}\": NULL Cel Buffer", monster.mName); return; } int nCel = monster.AnimInfo.GetFrameToUseForRendering(); const auto *frameTable = reinterpret_cast(monster.AnimInfo.pCelSprite->Data()); int frames = SDL_SwapLE32(frameTable[0]); if (nCel < 1 || frames > 50 || nCel > frames) { const char *szMode = "unknown action"; if (monster._mmode <= 17) szMode = MonsterModeNames[monster._mmode]; Log( "Draw Monster \"{}\" {}: facing {}, frame {} of {}", monster.mName, szMode, monster._mdir, nCel, frames); return; } const auto &cel = *monster.AnimInfo.pCelSprite; if ((dFlags[x][y] & BFLAG_LIT) == 0) { Cl2DrawLightTbl(out, mx, my, cel, nCel, 1); return; } int trans = 0; if (monster._uniqtype != 0) trans = monster._uniqtrans + 4; if (monster._mmode == MM_STONE) trans = 2; if (Players[MyPlayerId]._pInfraFlag && LightTableIndex > 8) trans = 1; if (trans != 0) Cl2DrawLightTbl(out, mx, my, cel, nCel, trans); else Cl2DrawLight(out, mx, my, cel, nCel); } /** * @brief Helper for rendering a specific player icon (Mana Shield or Reflect) */ static void DrawPlayerIconHelper(const Surface &out, int pnum, missile_graphic_id missileGraphicId, int x, int y, bool lighting) { x += CalculateWidth2(Players[pnum].AnimInfo.pCelSprite->Width()) - MissileSpriteData[missileGraphicId].mAnimWidth2[0]; int width = MissileSpriteData[missileGraphicId].mAnimWidth[0]; byte *pCelBuff = MissileSpriteData[missileGraphicId].mAnimData[0]; CelSprite cel { pCelBuff, width }; if (pnum == MyPlayerId) { Cl2Draw(out, x, y, cel, 1); return; } if (lighting) { Cl2DrawLightTbl(out, x, y, cel, 1, 1); return; } Cl2DrawLight(out, x, y, cel, 1); } /** * @brief Helper for rendering player icons (Mana Shield and Reflect) * @param out Output buffer * @param pnum Player id * @param sx Output buffer coordinate * @param sy Output buffer coordinate * @param lighting Should lighting be applied */ static void DrawPlayerIcons(const Surface &out, int pnum, int x, int y, bool lighting) { auto &player = Players[pnum]; if (player.pManaShield) DrawPlayerIconHelper(out, pnum, MFILE_MANASHLD, x, y, lighting); if (player.wReflections > 0) DrawPlayerIconHelper(out, pnum, MFILE_REFLECT, x, y + 16, lighting); } /** * @brief Render a player sprite * @param out Output buffer * @param pnum Player id * @param x dPiece coordinate * @param y dPiece coordinate * @param px Output buffer coordinate * @param py Output buffer coordinate * @param pCelBuff sprite buffer * @param nCel frame * @param nWidth width */ static void DrawPlayer(const Surface &out, int pnum, int x, int y, int px, int py) { if ((dFlags[x][y] & BFLAG_LIT) == 0 && !Players[MyPlayerId]._pInfraFlag && leveltype != DTYPE_TOWN) { return; } auto &player = Players[pnum]; const auto *pCelSprite = player.AnimInfo.pCelSprite; int nCel = player.AnimInfo.GetFrameToUseForRendering(); if (pCelSprite == nullptr) { Log("Drawing player {} \"{}\": NULL CelSprite", pnum, player._pName); return; } int frames = SDL_SwapLE32(*reinterpret_cast(pCelSprite->Data())); if (nCel < 1 || frames > 50 || nCel > frames) { const char *szMode = "unknown action"; if (player._pmode <= PM_QUIT) szMode = PlayerModeNames[player._pmode]; Log( "Drawing player {} \"{}\" {}: facing {}, frame {} of {}", pnum, player._pName, szMode, player._pdir, nCel, frames); return; } if (pnum == pcursplr) Cl2DrawOutline(out, 165, px, py, *pCelSprite, nCel); if (pnum == MyPlayerId) { Cl2Draw(out, px, py, *pCelSprite, nCel); DrawPlayerIcons(out, pnum, px, py, true); return; } if ((dFlags[x][y] & BFLAG_LIT) == 0 || (Players[MyPlayerId]._pInfraFlag && LightTableIndex > 8)) { Cl2DrawLightTbl(out, px, py, *pCelSprite, nCel, 1); DrawPlayerIcons(out, pnum, px, py, true); return; } int l = LightTableIndex; if (LightTableIndex < 5) LightTableIndex = 0; else LightTableIndex -= 5; Cl2DrawLight(out, px, py, *pCelSprite, nCel); DrawPlayerIcons(out, pnum, px, py, false); LightTableIndex = l; } /** * @brief Render a player sprite * @param out Output buffer * @param x dPiece coordinate * @param y dPiece coordinate * @param sx Output buffer coordinate * @param sy Output buffer coordinate */ void DrawDeadPlayer(const Surface &out, int x, int y, int sx, int sy) { dFlags[x][y] &= ~BFLAG_DEAD_PLAYER; for (int i = 0; i < MAX_PLRS; i++) { auto &player = Players[i]; if (player.plractive && player._pHitPoints == 0 && player.plrlevel == (BYTE)currlevel && player.position.tile.x == x && player.position.tile.y == y) { dFlags[x][y] |= BFLAG_DEAD_PLAYER; int px = sx + player.position.offset.deltaX - CalculateWidth2(player.AnimInfo.pCelSprite == nullptr ? 96 : player.AnimInfo.pCelSprite->Width()); int py = sy + player.position.offset.deltaY; DrawPlayer(out, i, x, y, px, py); } } } /** * @brief Render an object sprite * @param out Output buffer * @param x dPiece coordinate * @param y dPiece coordinate * @param ox Output buffer coordinate * @param oy Output buffer coordinate * @param pre Is the sprite in the background */ static void DrawObject(const Surface &out, int x, int y, int ox, int oy, bool pre) { int8_t bv = dObject[x][y]; if (bv == 0 || LightTableIndex >= LightsMax) return; Point objectPosition {}; if (bv > 0) { bv = bv - 1; if (Objects[bv]._oPreFlag != pre) return; objectPosition.x = ox - CalculateWidth2(Objects[bv]._oAnimWidth); objectPosition.y = oy; } else { bv = -(bv + 1); if (Objects[bv]._oPreFlag != pre) return; int xx = Objects[bv].position.x - x; int yy = Objects[bv].position.y - y; objectPosition.x = (xx * TILE_WIDTH / 2) + ox - CalculateWidth2(Objects[bv]._oAnimWidth) - (yy * TILE_WIDTH / 2); objectPosition.y = oy + (yy * TILE_HEIGHT / 2) + (xx * TILE_HEIGHT / 2); } assert(bv >= 0 && bv < MAXOBJECTS); byte *pCelBuff = Objects[bv]._oAnimData; if (pCelBuff == nullptr) { Log("Draw Object type {}: NULL Cel Buffer", Objects[bv]._otype); return; } uint32_t nCel = Objects[bv]._oAnimFrame; uint32_t frames = LoadLE32(pCelBuff); if (nCel < 1 || frames > 50 || nCel > frames) { Log("Draw Object: frame {} of {}, object type=={}", nCel, frames, Objects[bv]._otype); return; } CelSprite cel { Objects[bv]._oAnimData, Objects[bv]._oAnimWidth }; if (bv == pcursobj) CelBlitOutlineTo(out, 194, objectPosition, cel, Objects[bv]._oAnimFrame); if (Objects[bv]._oLight) { CelClippedDrawLightTo(out, objectPosition, cel, Objects[bv]._oAnimFrame); } else { CelClippedDrawTo(out, objectPosition, cel, Objects[bv]._oAnimFrame); } } static void DrawDungeon(const Surface & /*out*/, int /*sx*/, int /*sy*/, int /*dx*/, int /*dy*/); /** * @brief Render a cell * @param out Target buffer * @param x dPiece coordinate * @param y dPiece coordinate * @param sx Target buffer coordinate * @param sy Target buffer coordinate */ static void DrawCell(const Surface &out, int x, int y, int sx, int sy) { MICROS *pMap = &dpiece_defs_map_2[x][y]; level_piece_id = dPiece[x][y]; cel_transparency_active = nTransTable[level_piece_id] && TransList[dTransVal[x][y]]; cel_foliage_active = !nSolidTable[level_piece_id]; 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, sx, sy); } level_cel_block = pMap->mt[2 * i + 1]; if (level_cel_block != 0) { arch_draw_type = i == 0 ? 2 : 0; RenderTile(out, sx + TILE_WIDTH / 2, sy); } sy -= TILE_HEIGHT; } cel_foliage_active = false; } /** * @brief Render a floor tiles * @param out Target buffer * @param x dPiece coordinate * @param y dPiece coordinate * @param sx Target buffer coordinate * @param sy Target buffer coordinate */ static void DrawFloor(const Surface &out, int x, int y, int sx, int sy) { cel_transparency_active = false; LightTableIndex = dLight[x][y]; arch_draw_type = 1; // Left level_cel_block = dpiece_defs_map_2[x][y].mt[0]; if (level_cel_block != 0) { RenderTile(out, sx, sy); } arch_draw_type = 2; // Right level_cel_block = dpiece_defs_map_2[x][y].mt[1]; if (level_cel_block != 0) { RenderTile(out, sx + TILE_WIDTH / 2, sy); } } /** * @brief Draw item for a given tile * @param out Output buffer * @param y dPiece coordinate * @param x dPiece coordinate * @param sx Output buffer coordinate * @param sy Output buffer coordinate * @param pre Is the sprite in the background */ static void DrawItem(const Surface &out, int x, int y, int sx, int sy, bool pre) { int8_t bItem = dItem[x][y]; if (bItem <= 0) return; ItemStruct *pItem = &Items[bItem - 1]; if (pItem->_iPostDraw == pre) return; const auto *cel = pItem->AnimInfo.pCelSprite; if (cel == nullptr) { Log("Draw Item \"{}\" 1: NULL CelSprite", pItem->_iIName); return; } int nCel = pItem->AnimInfo.GetFrameToUseForRendering(); int frames = SDL_SwapLE32(*(DWORD *)cel->Data()); if (nCel < 1 || frames > 50 || nCel > frames) { Log("Draw \"{}\" Item 1: frame {} of {}, item type=={}", pItem->_iIName, nCel, frames, pItem->_itype); return; } int px = sx - CalculateWidth2(cel->Width()); const Point position { px, sy }; if (bItem - 1 == pcursitem || AutoMapShowItems) { CelBlitOutlineTo(out, GetOutlineColor(*pItem, false), position, *cel, nCel); } CelClippedDrawLightTo(out, position, *cel, nCel); if (pItem->AnimInfo.CurrentFrame == pItem->AnimInfo.NumberOfFrames || pItem->_iCurs == ICURS_MAGIC_ROCK) AddItemToLabelQueue(bItem - 1, px, sy); } /** * @brief Check if and how a monster should be rendered * @param out Output buffer * @param y dPiece coordinate * @param x dPiece coordinate * @param oy dPiece Y offset * @param sx Output buffer coordinate * @param sy Output buffer coordinate */ static void DrawMonsterHelper(const Surface &out, int x, int y, int oy, int sx, int sy) { int mi = dMonster[x][y + oy]; mi = mi > 0 ? mi - 1 : -(mi + 1); if (leveltype == DTYPE_TOWN) { int px = sx - CalculateWidth2(Towners[mi]._tAnimWidth); const Point position { px, sy }; if (mi == pcursmonst) { CelBlitOutlineTo(out, 166, position, CelSprite(Towners[mi]._tAnimData, Towners[mi]._tAnimWidth), Towners[mi]._tAnimFrame); } assert(Towners[mi]._tAnimData); CelClippedDrawTo(out, position, CelSprite(Towners[mi]._tAnimData, Towners[mi]._tAnimWidth), Towners[mi]._tAnimFrame); return; } if ((dFlags[x][y] & BFLAG_LIT) == 0 && !Players[MyPlayerId]._pInfraFlag) return; if (mi < 0 || mi >= MAXMONSTERS) { Log("Draw Monster: tried to draw illegal monster {}", mi); return; } const auto &monster = Monsters[mi]; if ((monster._mFlags & MFLAG_HIDDEN) != 0) { return; } if (monster.MType == nullptr) { Log("Draw Monster \"{}\": uninitialized monster", monster.mName); return; } const CelSprite &cel = *monster.AnimInfo.pCelSprite; Displacement offset = monster.position.offset; if (monster.IsWalking()) { offset = GetOffsetForWalking(monster.AnimInfo, monster._mdir); } int px = sx + offset.deltaX - CalculateWidth2(cel.Width()); int py = sy + offset.deltaY; if (mi == pcursmonst) { Cl2DrawOutline(out, 233, px, py, cel, monster.AnimInfo.GetFrameToUseForRendering()); } DrawMonster(out, x, y, px, py, monster); } /** * @brief Check if and how a player should be rendered * @param out Output buffer * @param y dPiece coordinate * @param x dPiece coordinate * @param sx Output buffer coordinate * @param sy Output buffer coordinate */ static void DrawPlayerHelper(const Surface &out, int x, int y, int sx, int sy) { int8_t p = dPlayer[x][y]; p = p > 0 ? p - 1 : -(p + 1); if (p < 0 || p >= MAX_PLRS) { Log("draw player: tried to draw illegal player {}", p); return; } auto &player = Players[p]; Displacement offset = player.position.offset; if (player.IsWalking()) { offset = GetOffsetForWalking(player.AnimInfo, player._pdir); } int px = sx + offset.deltaX - CalculateWidth2(player.AnimInfo.pCelSprite == nullptr ? 96 : player.AnimInfo.pCelSprite->Width()); int py = sy + offset.deltaY; DrawPlayer(out, p, x, y, px, py); } /** * @brief Render object sprites * @param out Target buffer * @param sx dPiece coordinate * @param sy dPiece coordinate * @param dx Target buffer coordinate * @param dy Target buffer coordinate */ static void DrawDungeon(const Surface &out, int sx, int sy, int dx, int dy) { assert(sx >= 0 && sx < MAXDUNX); assert(sy >= 0 && sy < MAXDUNY); if (dRendered[sx][sy]) return; dRendered[sx][sy] = true; LightTableIndex = dLight[sx][sy]; DrawCell(out, sx, sy, dx, dy); int8_t bFlag = dFlags[sx][sy]; int8_t bDead = dDead[sx][sy]; int8_t bMap = dTransVal[sx][sy]; int negMon = 0; if (sy > 0) // check for OOB negMon = dMonster[sx][sy - 1]; #ifdef _DEBUG if (visiondebug && (bFlag & BFLAG_LIT) != 0) { CelClippedDrawTo(out, { dx, dy }, *pSquareCel, 1); } #endif if (MissilePreFlag) { DrawMissile(out, sx, sy, dx, dy, true); } if (LightTableIndex < LightsMax && bDead != 0) { do { DeadStruct *pDeadGuy = &Dead[(bDead & 0x1F) - 1]; auto dd = static_cast((bDead >> 5) & 7); int px = dx - CalculateWidth2(pDeadGuy->width); const byte *pCelBuff = pDeadGuy->data[dd]; assert(pCelBuff != nullptr); const auto *frameTable = reinterpret_cast(pCelBuff); int frames = SDL_SwapLE32(frameTable[0]); int nCel = pDeadGuy->frame; if (nCel < 1 || frames > 50 || nCel > frames) { Log("Unclipped dead: frame {} of {}, deadnum=={}", nCel, frames, (bDead & 0x1F) - 1); break; } if (pDeadGuy->translationPaletteIndex != 0) { Cl2DrawLightTbl(out, px, dy, CelSprite(pCelBuff, pDeadGuy->width), nCel, pDeadGuy->translationPaletteIndex); } else { Cl2DrawLight(out, px, dy, CelSprite(pCelBuff, pDeadGuy->width), nCel); } } while (false); } DrawObject(out, sx, sy, dx, dy, true); DrawItem(out, sx, sy, dx, dy, true); if ((bFlag & BFLAG_PLAYERLR) != 0) { int syy = sy - 1; assert(syy >= 0 && syy < MAXDUNY); DrawPlayerHelper(out, sx, syy, dx, dy); } if ((bFlag & BFLAG_MONSTLR) != 0 && negMon < 0) { DrawMonsterHelper(out, sx, sy, -1, dx, dy); } if ((bFlag & BFLAG_DEAD_PLAYER) != 0) { DrawDeadPlayer(out, sx, sy, dx, dy); } if (dPlayer[sx][sy] > 0) { DrawPlayerHelper(out, sx, sy, dx, dy); } if (dMonster[sx][sy] > 0) { DrawMonsterHelper(out, sx, sy, 0, dx, dy); } DrawMissile(out, sx, sy, dx, dy, false); DrawObject(out, sx, sy, dx, dy, false); DrawItem(out, sx, sy, dx, dy, false); if (leveltype != DTYPE_TOWN) { char bArch = dSpecial[sx][sy]; if (bArch != 0) { cel_transparency_active = TransList[bMap]; #ifdef _DEBUG if (GetAsyncKeyState(DVL_VK_MENU)) { cel_transparency_active = false; // Turn transparency off here for debugging } #endif CelClippedBlitLightTransTo(out, { dx, dy }, *pSpecialCels, bArch); #ifdef _DEBUG if (GetAsyncKeyState(DVL_VK_MENU)) { 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 (sx > 0 && sy > 0 && dy > TILE_HEIGHT) { char bArch = dSpecial[sx - 1][sy - 1]; if (bArch != 0) { CelDrawTo(out, { dx, dy - TILE_HEIGHT }, *pSpecialCels, bArch); } } } } /** * @brief Render a row of tiles * @param out Buffer to render to * @param x dPiece coordinate * @param y dPiece coordinate * @param sx Target buffer coordinate * @param sy Target buffer coordinate * @param rows Number of rows * @param columns Tile in a row */ static void DrawFloor(const Surface &out, int x, int y, int sx, int sy, int rows, int columns) { for (int i = 0; i < rows; i++) { for (int j = 0; j < columns; j++) { if (x >= 0 && x < MAXDUNX && y >= 0 && y < MAXDUNY) { level_piece_id = dPiece[x][y]; if (level_piece_id != 0) { if (!nSolidTable[level_piece_id]) DrawFloor(out, x, y, sx, sy); } else { world_draw_black_tile(out, sx, sy); } } else { world_draw_black_tile(out, sx, sy); } ShiftGrid(&x, &y, 1, 0); sx += TILE_WIDTH; } // Return to start of row ShiftGrid(&x, &y, -columns, 0); sx -= columns * TILE_WIDTH; // Jump to next row sy += TILE_HEIGHT / 2; if ((i & 1) != 0) { x++; columns--; sx += TILE_WIDTH / 2; } else { y++; columns++; sx -= TILE_WIDTH / 2; } } } #define IsWall(x, y) (dPiece[x][y] == 0 || nSolidTable[dPiece[x][y]] || dSpecial[x][y] != 0) #define IsWalkable(x, y) (dPiece[x][y] != 0 && IsTileNotSolid({ x, y })) /** * @brief Render a row of tile * @param out Output buffer * @param x dPiece coordinate * @param y dPiece coordinate * @param sx Buffer coordinate * @param sy Buffer coordinate * @param rows Number of rows * @param columns Tile in a row */ static void DrawTileContent(const Surface &out, int x, int y, int sx, int sy, int rows, int columns) { // Keep evaluating until MicroTiles can't affect screen rows += MicroTileLen; memset(dRendered, 0, sizeof(dRendered)); for (int i = 0; i < rows; i++) { for (int j = 0; j < columns; j++) { if (x >= 0 && x < MAXDUNX && y >= 0 && y < MAXDUNY) { if (x + 1 < MAXDUNX && y - 1 >= 0 && sx + 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(x, y) && (IsWall(x + 1, y) || (x > 0 && IsWall(x - 1, y)))) { // Part of a wall aligned on the x-axis if (IsWalkable(x + 1, y - 1) && IsWalkable(x, y - 1)) { // Has walkable area behind it DrawDungeon(out, x + 1, y - 1, sx + TILE_WIDTH, sy); } } } if (dPiece[x][y] != 0) { DrawDungeon(out, x, y, sx, sy); } } ShiftGrid(&x, &y, 1, 0); sx += TILE_WIDTH; } // Return to start of row ShiftGrid(&x, &y, -columns, 0); sx -= columns * TILE_WIDTH; // Jump to next row sy += TILE_HEIGHT / 2; if ((i & 1) != 0) { x++; columns--; sx += TILE_WIDTH / 2; } else { y++; columns++; sx -= TILE_WIDTH / 2; } } } /** * @brief Scale up the top left part of the buffer 2x. */ static void Zoom(const Surface &out) { int viewportWidth = out.w(); int viewportOffsetX = 0; if (CanPanelsCoverView()) { if (chrflag || QuestLogIsOpen) { viewportWidth -= SPANEL_WIDTH; viewportOffsetX = SPANEL_WIDTH; } else if (invflag || sbookflag) { viewportWidth -= SPANEL_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; BYTE *src = out.at(srcWidth - 1, srcHeight - 1); BYTE *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); } } /** * @brief Shifting the view area along the logical grid * Note: this won't allow you to shift between even and odd rows * @param horizontal Shift the screen left or right * @param vertical Shift the screen up or down */ void ShiftGrid(int *x, int *y, int horizontal, int vertical) { *x += vertical + horizontal; *y += vertical - horizontal; } /** * @brief Gets the number of rows covered by the main panel */ int RowsCoveredByPanel() { if (gnScreenWidth <= PANEL_WIDTH) { return 0; } int rows = PANEL_HEIGHT / TILE_HEIGHT; if (!zoomflag) { rows /= 2; } return rows; } /** * @brief Calculate the offset needed for centering tiles in view area * @param offsetX Offset in pixels * @param offsetY Offset in pixels */ void CalcTileOffset(int *offsetX, int *offsetY) { int x; int y; if (zoomflag) { x = gnScreenWidth % TILE_WIDTH; y = gnViewportHeight % TILE_HEIGHT; } else { x = (gnScreenWidth / 2) % TILE_WIDTH; y = (gnViewportHeight / 2) % TILE_HEIGHT; } if (x != 0) x = (TILE_WIDTH - x) / 2; if (y != 0) y = (TILE_HEIGHT - y) / 2; *offsetX = x; *offsetY = y; } /** * @brief Calculate the needed diamond tile to cover the view area * @param columns Tiles needed per row * @param rows Both even and odd rows */ void TilesInView(int *rcolumns, int *rrows) { int columns = gnScreenWidth / TILE_WIDTH; if ((gnScreenWidth % TILE_WIDTH) != 0) { columns++; } int rows = gnViewportHeight / TILE_HEIGHT; if ((gnViewportHeight % TILE_HEIGHT) != 0) { rows++; } if (!zoomflag) { // 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; } int tileOffsetX; int tileOffsetY; int tileShiftX; int tileShiftY; int tileColums; int tileRows; void CalcViewportGeometry() { tileShiftX = 0; tileShiftY = 0; // Adjust by player offset and tile grid alignment int xo = 0; int yo = 0; CalcTileOffset(&xo, &yo); tileOffsetX = 0 - xo; tileOffsetY = 0 - yo - 1 + TILE_HEIGHT / 2; TilesInView(&tileColums, &tileRows); int lrow = tileRows - RowsCoveredByPanel(); // Center player tile on screen ShiftGrid(&tileShiftX, &tileShiftY, -tileColums / 2, -lrow / 2); tileRows *= 2; // Align grid if ((tileColums & 1) == 0) { tileShiftY--; // 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++; tileOffsetY -= 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 ShiftGrid(&tileShiftX, &tileShiftY, 0, -1); tileRows++; tileOffsetY -= TILE_HEIGHT / 2; } // Slightly lower the zoomed view if (!zoomflag) { tileOffsetY += TILE_HEIGHT / 4; if (yo < TILE_HEIGHT / 4) tileRows++; } tileRows++; // Cover lower edge saw tooth, right edge accounted for in scrollrt_draw() } /** * @brief Configure render and process screen rows * @param full_out Buffer to render to * @param x Center of view in dPiece coordinate * @param y Center of view in dPiece coordinate */ static void DrawGame(const Surface &fullOut, int x, int y) { // Limit rendering to the view area const Surface &out = zoomflag ? fullOut.subregionY(0, gnViewportHeight) : fullOut.subregionY(0, (gnViewportHeight + 1) / 2); // Adjust by player offset and tile grid alignment auto &myPlayer = Players[MyPlayerId]; Displacement offset = ScrollInfo.offset; if (myPlayer.IsWalking()) offset = GetOffsetForWalking(myPlayer.AnimInfo, myPlayer._pdir, true); int sx = offset.deltaX + tileOffsetX; int sy = offset.deltaY + tileOffsetY; int columns = tileColums; int rows = tileRows; x += tileShiftX; y += tileShiftY; // Skip rendering parts covered by the panels if (CanPanelsCoverView()) { if (zoomflag) { if (chrflag || QuestLogIsOpen) { ShiftGrid(&x, &y, 2, 0); columns -= 4; sx += SPANEL_WIDTH - TILE_WIDTH / 2; } if (invflag || sbookflag) { ShiftGrid(&x, &y, 2, 0); columns -= 4; sx += -TILE_WIDTH / 2; } } else { if (chrflag || QuestLogIsOpen) { ShiftGrid(&x, &y, 1, 0); columns -= 2; sx += -TILE_WIDTH / 2 / 2; // SPANEL_WIDTH accounted for in Zoom() } if (invflag || sbookflag) { ShiftGrid(&x, &y, 1, 0); columns -= 2; sx += -TILE_WIDTH / 2 / 2; } } } UpdateMissilesRendererData(); // Draw areas moving in and out of the screen switch (ScrollInfo._sdir) { case SDIR_N: sy -= TILE_HEIGHT; ShiftGrid(&x, &y, 0, -1); rows += 2; break; case SDIR_NE: sy -= TILE_HEIGHT; ShiftGrid(&x, &y, 0, -1); columns++; rows += 2; break; case SDIR_E: columns++; break; case SDIR_SE: columns++; rows++; break; case SDIR_S: rows += 2; break; case SDIR_SW: sx -= TILE_WIDTH; ShiftGrid(&x, &y, -1, 0); columns++; rows++; break; case SDIR_W: sx -= TILE_WIDTH; ShiftGrid(&x, &y, -1, 0); columns++; break; case SDIR_NW: sx -= TILE_WIDTH / 2; sy -= TILE_HEIGHT / 2; x--; columns++; rows++; break; case SDIR_NONE: break; } DrawFloor(out, x, y, sx, sy, rows, columns); DrawTileContent(out, x, y, sx, sy, rows, columns); if (!zoomflag) { Zoom(fullOut.subregionY(0, gnViewportHeight)); } } // DevilutionX extension. extern void DrawControllerModifierHints(const Surface &out); void DrawView(const Surface &out, int startX, int startY) { DrawGame(out, startX, startY); if (AutomapActive) { DrawAutomap(out.subregionY(0, gnViewportHeight)); } 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); } if (!chrflag && Players[MyPlayerId]._pStatPts != 0 && !spselflag && (!QuestLogIsOpen || gnScreenHeight >= SPANEL_HEIGHT + PANEL_HEIGHT + 74 || gnScreenWidth >= 4 * SPANEL_WIDTH)) { DrawLevelUpIcon(out); } if (ShowUniqueItemInfoBox) { DrawUniqueInfo(out); } if (qtextflag) { DrawQText(out); } if (spselflag) { DrawSpellList(out); } if (dropGoldFlag) { DrawGoldSplit(out, dropGoldValue); } if (HelpFlag) { DrawHelp(out); } if (msgflag != EMSG_NONE) { 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); } extern SDL_Surface *pal_surface; /** * @brief Render the whole screen black */ void ClearScreenBuffer() { lock_buf(3); assert(pal_surface != nullptr); SDL_FillRect(pal_surface, nullptr, 0); unlock_buf(3); } #ifdef _DEBUG /** * @brief Scroll the screen when mouse is close to the edge */ void ScrollView() { bool scroll; if (pcurs >= CURSOR_FIRSTITEM) return; scroll = false; if (MousePosition.x < 20) { if (dmaxy - 1 <= ViewY || dminx >= ViewX) { if (dmaxy - 1 > ViewY) { ViewY++; scroll = true; } if (dminx < ViewX) { ViewX--; scroll = true; } } else { ViewY++; ViewX--; scroll = true; } } if (MousePosition.x > gnScreenWidth - 20) { if (dmaxx - 1 <= ViewX || dminy >= ViewY) { if (dmaxx - 1 > ViewX) { ViewX++; scroll = true; } if (dminy < ViewY) { ViewY--; scroll = true; } } else { ViewY--; ViewX++; scroll = true; } } if (MousePosition.y < 20) { if (dminy >= ViewY || dminx >= ViewX) { if (dminy < ViewY) { ViewY--; scroll = true; } if (dminx < ViewX) { ViewX--; scroll = true; } } else { ViewX--; ViewY--; scroll = true; } } if (MousePosition.y > gnScreenHeight - 20) { if (dmaxy - 1 <= ViewY || dmaxx - 1 <= ViewX) { if (dmaxy - 1 > ViewY) { ViewY++; scroll = true; } if (dmaxx - 1 > ViewX) { ViewX++; scroll = true; } } else { ViewX++; ViewY++; scroll = true; } } if (scroll) ScrollInfo._sdir = SDIR_NONE; } #endif /** * @brief Initialize the FPS meter */ void EnableFrameCount() { frameflag = !frameflag; framestart = SDL_GetTicks(); } /** * @brief Display the current average FPS over 1 sec */ static void DrawFPS(const Surface &out) { char string[12]; if (!frameflag || !gbActive) { return; } frameend++; uint32_t tc = SDL_GetTicks(); uint32_t frames = tc - framestart; if (tc - framestart >= 1000) { framestart = tc; framerate = 1000 * frameend / frames; frameend = 0; } snprintf(string, 12, "%i FPS", framerate); DrawString(out, string, Point { 8, 65 }, UIS_RED); } /** * @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 */ static 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 blit individual screen parts * @param dwHgt Section of screen to update from top to bottom * @param draw_desc Render info box * @param draw_hp Render health bar * @param draw_mana Render mana bar * @param draw_sbar Render belt * @param draw_btn Render panel buttons */ static 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) { if (drawSbar) { DoBlitScreen(PANEL_LEFT + 204, PANEL_TOP + 5, 232, 28); } if (drawDesc) { DoBlitScreen(PANEL_LEFT + 176, PANEL_TOP + 46, 288, 60); } if (drawMana) { DoBlitScreen(PANEL_LEFT + 460, PANEL_TOP, 88, 72); DoBlitScreen(PANEL_LEFT + 564, PANEL_TOP + 64, 56, 56); } if (drawHp) { DoBlitScreen(PANEL_LEFT + 96, PANEL_TOP, 88, 72); } if (drawBtn) { DoBlitScreen(PANEL_LEFT + 8, PANEL_TOP + 5, 72, 119); DoBlitScreen(PANEL_LEFT + 556, PANEL_TOP + 5, 72, 48); if (gbIsMultiplayer) { DoBlitScreen(PANEL_LEFT + 84, PANEL_TOP + 91, 36, 32); DoBlitScreen(PANEL_LEFT + 524, PANEL_TOP + 91, 36, 32); } } if (sgdwCursWdtOld != 0) { DoBlitScreen(sgdwCursXOld, sgdwCursYOld, sgdwCursWdtOld, sgdwCursHgtOld); } if (sgdwCursWdt != 0) { DoBlitScreen(sgdwCursX, sgdwCursY, sgdwCursWdt, sgdwCursHgt); } } } /** * @brief Redraw screen */ void scrollrt_draw_game_screen() { int hgt = 0; if (force_redraw == 255) { force_redraw = 0; hgt = gnScreenHeight; } if (IsHardwareCursor()) { SetHardwareCursorVisible(ShouldShowCursor()); } else { lock_buf(0); DrawCursor(GlobalBackBuffer()); unlock_buf(0); } DrawMain(hgt, false, false, false, false, false); RenderPresent(); if (!IsHardwareCursor()) { lock_buf(0); UndrawCursor(GlobalBackBuffer()); unlock_buf(0); } } /** * @brief Render the game */ void DrawAndBlit() { if (!gbRunGame) { return; } int hgt = 0; bool ddsdesc = false; bool ctrlPan = false; if (gnScreenWidth > PANEL_WIDTH || force_redraw == 255 || IsHighlightingLabelsEnabled()) { drawhpflag = true; drawmanaflag = true; drawbtnflag = true; drawsbarflag = true; ddsdesc = false; ctrlPan = true; hgt = gnScreenHeight; } else if (force_redraw == 1) { ddsdesc = true; ctrlPan = false; hgt = gnViewportHeight; } force_redraw = 0; lock_buf(0); const Surface &out = GlobalBackBuffer(); UndrawCursor(out); nthread_UpdateProgressToNextGameTick(); DrawView(out, ViewX, ViewY); if (ctrlPan) { DrawCtrlPan(out); } if (drawhpflag) { DrawLifeFlaskLower(out); } if (drawmanaflag) { DrawManaFlaskLower(out); DrawSpell(out); } if (drawbtnflag) { DrawCtrlBtns(out); } if (drawsbarflag) { DrawInvBelt(out); } if (talkflag) { DrawTalkPan(out); hgt = gnScreenHeight; } DrawXPBar(out); if (IsHardwareCursor()) { SetHardwareCursorVisible(ShouldShowCursor()); } else { DrawCursor(out); } DrawFPS(out); unlock_buf(0); DrawMain(hgt, ddsdesc, drawhpflag, drawmanaflag, drawsbarflag, drawbtnflag); RenderPresent(); drawhpflag = false; drawmanaflag = false; drawbtnflag = false; drawsbarflag = false; } } // namespace devilution