/** * @file plrmsg.cpp * * Implementation of functionality for rendering the dungeons, monsters and calling other render routines. */ #include "all.h" DEVILUTION_BEGIN_NAMESPACE /** * Specifies the current light entry. */ int light_table_index; DWORD sgdwCursWdtOld; DWORD sgdwCursX; DWORD sgdwCursY; /** * Lower bound of back buffer. */ DWORD 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 */ DWORD level_cel_block; DWORD sgdwCursXOld; DWORD sgdwCursYOld; BOOLEAN AutoMapShowItems; /** * Specifies the type of arches to render. */ char arch_draw_type; /** * Specifies whether transparency is active for the current CEL file being decoded. */ int cel_transparency_active; /** * Specifies whether foliage (tile has extra content that overlaps previous tile) being rendered. */ int 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; DWORD sgdwCursWdt; void (*DrawPlrProc)(int, int, int, int, int, BYTE *, int, int, int, int); BYTE sgSaveBack[8192]; DWORD sgdwCursHgtOld; bool dRendered[MAXDUNX][MAXDUNY]; int frames; BOOL frameflag; int frameend; int framerate; int framestart; /* data */ const char *const szMonModeAssert[] = { "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 szPlrModeAssert[] = { "standing", "walking (1)", "walking (2)", "walking (3)", "attacking (melee)", "attacking (ranged)", "blocking", "getting hit", "dying", "casting a spell", "changing levels", "quitting" }; /** * @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, int dst_pitch, BYTE *src, int src_pitch) { const int h = std::min(sgdwCursY + 1, sgdwCursHgt); for (int i = 0; i < h; ++i, src += src_pitch, dst += dst_pitch) { memcpy(dst, src, sgdwCursWdt); } } /** * @brief Remove the cursor from the buffer */ static void scrollrt_draw_cursor_back_buffer(CelOutputBuffer out) { if (sgdwCursWdt == 0) { return; } BlitCursor(out.at(sgdwCursX, sgdwCursY), out.pitch(), sgSaveBack, sgdwCursWdt); sgdwCursXOld = sgdwCursX; sgdwCursYOld = sgdwCursY; sgdwCursWdtOld = sgdwCursWdt; sgdwCursHgtOld = sgdwCursHgt; sgdwCursWdt = 0; } /** * @brief Draw the cursor on the given buffer */ static void scrollrt_draw_cursor_item(CelOutputBuffer out) { int i, mx, my; BYTE col; assert(!sgdwCursWdt); if (pcurs <= CURSOR_NONE || cursW == 0 || cursH == 0) { return; } if (sgbControllerActive && !IsMovingMouseCursorWithController() && pcurs != CURSOR_TELEPORT && !invflag && (!chrflag || plr[myplr]._pStatPts <= 0)) { return; } mx = MouseX - 1; if (mx < 0 - cursW - 1) { return; } else if (mx > gnScreenWidth - 1) { return; } my = MouseY - 1; if (my < 0 - cursH - 1) { return; } else if (my > gnScreenHeight - 1) { return; } sgdwCursX = mx; sgdwCursWdt = sgdwCursX + cursW + 1; if (sgdwCursWdt > gnScreenWidth - 1) { sgdwCursWdt = gnScreenWidth - 1; } sgdwCursX &= ~3; sgdwCursWdt |= 3; sgdwCursWdt -= sgdwCursX; sgdwCursWdt++; sgdwCursY = my; sgdwCursHgt = sgdwCursY + cursH + 1; if (sgdwCursHgt > gnScreenHeight - 1) { sgdwCursHgt = gnScreenHeight - 1; } sgdwCursHgt -= sgdwCursY; sgdwCursHgt++; BlitCursor(sgSaveBack, sgdwCursWdt, out.at(sgdwCursX, sgdwCursY), out.pitch()); mx++; my++; out = out.subregion(0, 0, out.w() - 2, out.h()); if (pcurs >= CURSOR_FIRSTITEM) { col = PAL16_YELLOW + 5; if (plr[myplr].HoldItem._iMagical != 0) { col = PAL16_BLUE + 5; } if (!plr[myplr].HoldItem._iStatFlag) { col = PAL16_RED + 5; } if (pcurs <= 179) { CelBlitOutlineTo(out, col, mx, my + cursH - 1, pCursCels, pcurs, cursW, false); if (col != PAL16_RED + 5) { CelClippedDrawSafeTo(out, mx, my + cursH - 1, pCursCels, pcurs, cursW); } else { CelDrawLightRedSafeTo(out, mx, my + cursH - 1, pCursCels, pcurs, cursW, 1); } } else { CelBlitOutlineTo(out, col, mx, my + cursH - 1, pCursCels2, pcurs - 179, cursW, false); if (col != PAL16_RED + 5) { CelClippedDrawSafeTo(out, mx, my + cursH - 1, pCursCels2, pcurs - 179, cursW); } else { CelDrawLightRedSafeTo(out, mx, my + cursH - 1, pCursCels2, pcurs - 179, cursW, 0); } } } else { CelClippedDrawSafeTo(out, mx, my + cursH - 1, pCursCels, pcurs, cursW); } } /** * @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(CelOutputBuffer out, MissileStruct *m, int sx, int sy, BOOL pre) { if (m->_miPreFlag != pre || !m->_miDrawFlag) return; BYTE *pCelBuff = m->_miAnimData; if (pCelBuff == NULL) { SDL_Log("Draw Missile 2 type %d: NULL Cel Buffer", m->_mitype); return; } int nCel = m->_miAnimFrame; int frames = SDL_SwapLE32(*(DWORD *)pCelBuff); if (nCel < 1 || frames > 50 || nCel > frames) { SDL_Log("Draw Missile 2: frame %d of %d, missile type==%d", nCel, frames, m->_mitype); return; } int mx = sx + m->_mixoff - m->_miAnimWidth2; int my = sy + m->_miyoff; if (m->_miUniqTrans) Cl2DrawLightTbl(out, mx, my, m->_miAnimData, m->_miAnimFrame, m->_miAnimWidth, m->_miUniqTrans + 3); else if (m->_miLightFlag) Cl2DrawLight(out, mx, my, m->_miAnimData, m->_miAnimFrame, m->_miAnimWidth); else Cl2Draw(out, mx, my, m->_miAnimData, m->_miAnimFrame, m->_miAnimWidth); } /** * @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(CelOutputBuffer out, int x, int y, int sx, int sy, BOOL pre) { int i; MissileStruct *m; if (!(dFlags[x][y] & BFLAG_MISSILE)) return; if (dMissile[x][y] != -1) { m = &missile[dMissile[x][y] - 1]; DrawMissilePrivate(out, m, sx, sy, pre); return; } for (i = 0; i < nummissiles; i++) { assert(missileactive[i] < MAXMISSILES); m = &missile[missileactive[i]]; if (m->_mix != x || m->_miy != y) continue; DrawMissilePrivate(out, m, 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(CelOutputBuffer out, int x, int y, int mx, int my, int m) { if (m < 0 || m >= MAXMONSTERS) { SDL_Log("Draw Monster: tried to draw illegal monster %d", m); return; } BYTE *pCelBuff = monster[m]._mAnimData; if (pCelBuff == NULL) { SDL_Log("Draw Monster \"%s\": NULL Cel Buffer", monster[m].mName); return; } int nCel = monster[m]._mAnimFrame; int frames = SDL_SwapLE32(*(DWORD *)pCelBuff); if (nCel < 1 || frames > 50 || nCel > frames) { const char *szMode = "unknown action"; if (monster[m]._mmode <= 17) szMode = szMonModeAssert[monster[m]._mmode]; SDL_Log( "Draw Monster \"%s\" %s: facing %d, frame %d of %d", monster[m].mName, szMode, monster[m]._mdir, nCel, frames); return; } if (!(dFlags[x][y] & BFLAG_LIT)) { Cl2DrawLightTbl(out, mx, my, monster[m]._mAnimData, monster[m]._mAnimFrame, monster[m].MType->width, 1); return; } char trans = 0; if (monster[m]._uniqtype) trans = monster[m]._uniqtrans + 4; if (monster[m]._mmode == MM_STONE) trans = 2; if (plr[myplr]._pInfraFlag && light_table_index > 8) trans = 1; if (trans) Cl2DrawLightTbl(out, mx, my, monster[m]._mAnimData, monster[m]._mAnimFrame, monster[m].MType->width, trans); else Cl2DrawLight(out, mx, my, monster[m]._mAnimData, monster[m]._mAnimFrame, monster[m].MType->width); } /** * @brief Helper for rendering player a Mana Shield * @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 DrawManaShield(CelOutputBuffer out, int pnum, int x, int y, bool lighting) { if (!plr[pnum].pManaShield) return; x += plr[pnum]._pAnimWidth2 - misfiledata[MFILE_MANASHLD].mAnimWidth2[0]; int width = misfiledata[MFILE_MANASHLD].mAnimWidth[0]; BYTE *pCelBuff = misfiledata[MFILE_MANASHLD].mAnimData[0]; if (pnum == myplr) { Cl2Draw(out, x, y, pCelBuff, 1, width); return; } if (lighting) { Cl2DrawLightTbl(out, x, y, pCelBuff, 1, width, 1); return; } Cl2DrawLight(out, x, y, pCelBuff, 1, width); } /** * @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(CelOutputBuffer out, int pnum, int x, int y, int px, int py, BYTE *pCelBuff, int nCel, int nWidth) { if ((dFlags[x][y] & BFLAG_LIT) == 0 && !plr[myplr]._pInfraFlag && leveltype != DTYPE_TOWN) { return; } if (pCelBuff == NULL) { SDL_Log("Drawing player %d \"%s\": NULL Cel Buffer", pnum, plr[pnum]._pName); return; } int frames = SDL_SwapLE32(*(DWORD *)pCelBuff); if (nCel < 1 || frames > 50 || nCel > frames) { const char *szMode = "unknown action"; if (plr[pnum]._pmode <= PM_QUIT) szMode = szPlrModeAssert[plr[pnum]._pmode]; SDL_Log( "Drawing player %d \"%s\" %s: facing %d, frame %d of %d", pnum, plr[pnum]._pName, szMode, plr[pnum]._pdir, nCel, frames); return; } if (pnum == pcursplr) Cl2DrawOutline(out, 165, px, py, pCelBuff, nCel, nWidth); if (pnum == myplr) { Cl2Draw(out, px, py, pCelBuff, nCel, nWidth); DrawManaShield(out, pnum, px, py, true); return; } if (!(dFlags[x][y] & BFLAG_LIT) || (plr[myplr]._pInfraFlag && light_table_index > 8)) { Cl2DrawLightTbl(out, px, py, pCelBuff, nCel, nWidth, 1); DrawManaShield(out, pnum, px, py, true); return; } int l = light_table_index; if (light_table_index < 5) light_table_index = 0; else light_table_index -= 5; Cl2DrawLight(out, px, py, pCelBuff, nCel, nWidth); DrawManaShield(out, pnum, px, py, false); light_table_index = 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(CelOutputBuffer out, int x, int y, int sx, int sy) { int i, px, py; PlayerStruct *p; dFlags[x][y] &= ~BFLAG_DEAD_PLAYER; for (i = 0; i < MAX_PLRS; i++) { p = &plr[i]; if (p->plractive && p->_pHitPoints == 0 && p->plrlevel == (BYTE)currlevel && p->_px == x && p->_py == y) { dFlags[x][y] |= BFLAG_DEAD_PLAYER; px = sx + p->_pxoff - p->_pAnimWidth2; py = sy + p->_pyoff; DrawPlayer(out, i, x, y, px, py, p->_pAnimData, p->_pAnimFrame, p->_pAnimWidth); } } } /** * @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(CelOutputBuffer out, int x, int y, int ox, int oy, BOOL pre) { if (dObject[x][y] == 0 || light_table_index >= lightmax) return; int sx, sy; char bv; if (dObject[x][y] > 0) { bv = dObject[x][y] - 1; if (object[bv]._oPreFlag != pre) return; sx = ox - object[bv]._oAnimWidth2; sy = oy; } else { bv = -(dObject[x][y] + 1); if (object[bv]._oPreFlag != pre) return; int xx = object[bv]._ox - x; int yy = object[bv]._oy - y; sx = (xx << 5) + ox - object[bv]._oAnimWidth2 - (yy << 5); sy = oy + (yy << 4) + (xx << 4); } assert(bv >= 0 && bv < MAXOBJECTS); BYTE *pCelBuff = object[bv]._oAnimData; if (pCelBuff == NULL) { SDL_Log("Draw Object type %d: NULL Cel Buffer", object[bv]._otype); return; } int nCel = object[bv]._oAnimFrame; int frames = SDL_SwapLE32(*(DWORD *)pCelBuff); if (nCel < 1 || frames > 50 || nCel > frames) { SDL_Log("Draw Object: frame %d of %d, object type==%d", nCel, frames, object[bv]._otype); return; } if (bv == pcursobj) CelBlitOutlineTo(out, 194, sx, sy, object[bv]._oAnimData, object[bv]._oAnimFrame, object[bv]._oAnimWidth); if (object[bv]._oLight) { CelClippedDrawLightTo(out, sx, sy, object[bv]._oAnimData, object[bv]._oAnimFrame, object[bv]._oAnimWidth); } else { CelClippedDrawTo(out, sx, sy, object[bv]._oAnimData, object[bv]._oAnimFrame, object[bv]._oAnimWidth); } } static void scrollrt_draw_dungeon(CelOutputBuffer, int, int, int, int); /** * @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(CelOutputBuffer 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 = (BYTE)(nTransTable[level_piece_id] & TransList[dTransVal[x][y]]); cel_foliage_active = !nSolidTable[level_piece_id]; for (int i = 0; i < (MicroTileLen >> 1); 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(CelOutputBuffer out, int x, int y, int sx, int sy) { cel_transparency_active = 0; light_table_index = 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(CelOutputBuffer out, int x, int y, int sx, int sy, BOOL pre) { char bItem = dItem[x][y]; assert((unsigned char)bItem <= MAXITEMS); if (bItem > MAXITEMS || bItem <= 0) return; ItemStruct *pItem = &item[bItem - 1]; if (pItem->_iPostDraw == pre) return; BYTE *pCelBuff = pItem->_iAnimData; if (pCelBuff == NULL) { SDL_Log("Draw Item \"%s\" 1: NULL Cel Buffer", pItem->_iIName); return; } int nCel = pItem->_iAnimFrame; int frames = SDL_SwapLE32(*(DWORD *)pCelBuff); if (nCel < 1 || frames > 50 || nCel > frames) { SDL_Log("Draw \"%s\" Item 1: frame %d of %d, item type==%d", pItem->_iIName, nCel, frames, pItem->_itype); return; } int px = sx - pItem->_iAnimWidth2; if (bItem - 1 == pcursitem || AutoMapShowItems) { CelBlitOutlineTo(out, 181, px, sy, pCelBuff, nCel, pItem->_iAnimWidth); } CelClippedDrawLightTo(out, px, sy, pCelBuff, nCel, pItem->_iAnimWidth); } /** * @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(CelOutputBuffer out, int x, int y, int oy, int sx, int sy) { int mi, px, py; MonsterStruct *pMonster; mi = dMonster[x][y + oy]; mi = mi > 0 ? mi - 1 : -(mi + 1); if (leveltype == DTYPE_TOWN) { px = sx - towner[mi]._tAnimWidth2; if (mi == pcursmonst) { CelBlitOutlineTo(out, 166, px, sy, towner[mi]._tAnimData, towner[mi]._tAnimFrame, towner[mi]._tAnimWidth); } assert(towner[mi]._tAnimData); CelClippedDrawTo(out, px, sy, towner[mi]._tAnimData, towner[mi]._tAnimFrame, towner[mi]._tAnimWidth); return; } if (!(dFlags[x][y] & BFLAG_LIT) && !plr[myplr]._pInfraFlag) return; if (mi < 0 || mi >= MAXMONSTERS) { SDL_Log("Draw Monster: tried to draw illegal monster %d", mi); return; } pMonster = &monster[mi]; if (pMonster->_mFlags & MFLAG_HIDDEN) { return; } if (pMonster->MType == NULL) { SDL_Log("Draw Monster \"%s\": uninitialized monster", pMonster->mName); return; } px = sx + pMonster->_mxoff - pMonster->MType->width2; py = sy + pMonster->_myoff; if (mi == pcursmonst) { Cl2DrawOutline(out, 233, px, py, pMonster->_mAnimData, pMonster->_mAnimFrame, pMonster->MType->width); } DrawMonster(out, x, y, px, py, mi); } /** * @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(CelOutputBuffer out, int x, int y, int sx, int sy) { int p = dPlayer[x][y]; p = p > 0 ? p - 1 : -(p + 1); if (p < 0 || p >= MAX_PLRS) { SDL_Log("draw player: tried to draw illegal player %d", p); return; } PlayerStruct *pPlayer = &plr[p]; int px = sx + pPlayer->_pxoff - pPlayer->_pAnimWidth2; int py = sy + pPlayer->_pyoff; DrawPlayer(out, p, x, y, px, py, pPlayer->_pAnimData, pPlayer->_pAnimFrame, pPlayer->_pAnimWidth); } /** * @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 scrollrt_draw_dungeon(CelOutputBuffer out, int sx, int sy, int dx, int dy) { assert((DWORD)sx < MAXDUNX); assert((DWORD)sy < MAXDUNY); if (dRendered[sx][sy]) return; dRendered[sx][sy] = true; light_table_index = dLight[sx][sy]; drawCell(out, sx, sy, dx, dy); char bFlag = dFlags[sx][sy]; char bDead = dDead[sx][sy]; char 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) { CelClippedDrawTo(out, dx, dy, pSquareCel, 1, 64); } #endif if (MissilePreFlag) { DrawMissile(out, sx, sy, dx, dy, TRUE); } if (light_table_index < lightmax && bDead != 0) { do { DeadStruct *pDeadGuy = &dead[(bDead & 0x1F) - 1]; char dd = (bDead >> 5) & 7; int px = dx - pDeadGuy->_deadWidth2; BYTE *pCelBuff = pDeadGuy->_deadData[dd]; assert(pCelBuff != NULL); if (pCelBuff == NULL) break; int frames = SDL_SwapLE32(*(DWORD *)pCelBuff); int nCel = pDeadGuy->_deadFrame; if (nCel < 1 || frames > 50 || nCel > frames) { SDL_Log("Unclipped dead: frame %d of %d, deadnum==%d", nCel, frames, (bDead & 0x1F) - 1); break; } if (pDeadGuy->_deadtrans != 0) { Cl2DrawLightTbl(out, px, dy, pCelBuff, nCel, pDeadGuy->_deadWidth, pDeadGuy->_deadtrans); } else { Cl2DrawLight(out, px, dy, pCelBuff, nCel, pDeadGuy->_deadWidth); } } while (0); } DrawObject(out, sx, sy, dx, dy, 1); DrawItem(out, sx, sy, dx, dy, 1); if (bFlag & BFLAG_PLAYERLR) { assert((DWORD)(sy - 1) < MAXDUNY); DrawPlayerHelper(out, sx, sy - 1, dx, dy); } if (bFlag & BFLAG_MONSTLR && negMon < 0) { DrawMonsterHelper(out, sx, sy, -1, dx, dy); } if (bFlag & BFLAG_DEAD_PLAYER) { 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, 0); DrawItem(out, sx, sy, dx, dy, 0); if (leveltype != DTYPE_TOWN) { char bArch = dSpecial[sx][sy]; if (bArch != 0) { cel_transparency_active = TransList[bMap]; #ifdef _DEBUG if (GetAsyncKeyState(DVL_VK_MENU) & 0x8000) { cel_transparency_active = 0; // Turn transparency off here for debugging } #endif CelClippedBlitLightTransTo(out, dx, dy, pSpecialCels, bArch, 64); #ifdef _DEBUG if (GetAsyncKeyState(DVL_VK_MENU) & 0x8000) { 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, 64); } } } } /** * @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 scrollrt_drawFloor(CelOutputBuffer 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) { 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 && !nSolidTable[dPiece[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 scrollrt_draw(CelOutputBuffer 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 scrollrt_draw_dungeon(out, x + 1, y - 1, sx + TILE_WIDTH, sy); } } } if (dPiece[x][y] != 0) { scrollrt_draw_dungeon(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) { x++; columns--; sx += TILE_WIDTH / 2; } else { y++; columns++; sx -= TILE_WIDTH / 2; } } } /** * @brief Scale up the rendered part of the back buffer to take up the full view */ static void Zoom(CelOutputBuffer out) { int wdt = gnScreenWidth / 2; int src_x = gnScreenWidth / 2 - 1; int dst_x = gnScreenWidth - 1; if (PANELS_COVER) { if (chrflag || questlog) { wdt >>= 1; src_x -= wdt; } else if (invflag || sbookflag) { wdt >>= 1; src_x -= wdt; dst_x -= SPANEL_WIDTH; } } BYTE *src = out.at(src_x, gnViewportHeight / 2 - 1); BYTE *dst = out.at(dst_x, gnViewportHeight - 1); for (int hgt = 0; hgt < gnViewportHeight / 2; hgt++) { for (int i = 0; i < wdt; i++) { *dst-- = *src; *dst-- = *src; src--; } memcpy(dst - out.pitch(), dst, wdt * 2 + 1); src -= out.pitch() - wdt; dst -= 2 * (out.pitch() - wdt); } } /** * @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, y; if (zoomflag) { x = gnScreenWidth % TILE_WIDTH; y = gnViewportHeight % TILE_HEIGHT; } else { x = (gnScreenWidth / 2) % TILE_WIDTH; y = (gnViewportHeight / 2) % TILE_HEIGHT; } if (x) x = (TILE_WIDTH - x) / 2; if (y) 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) { columns++; } int rows = gnViewportHeight / TILE_HEIGHT; if (gnViewportHeight % TILE_HEIGHT) { rows++; } if (!zoomflag) { // Half the number of tiles, rounded up if (columns & 1) { columns++; } columns /= 2; if (rows & 1) { rows++; } rows /= 2; } *rcolumns = columns; *rrows = rows; } int tileOffsetX; int tileOffsetY; int tileShiftX; int tileShiftY; int tileColums; int tileRows; void CalcViewportGeometry() { int xo, yo; tileShiftX = 0; tileShiftY = 0; // Adjust by player offset and tile grid alignment 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 && lrow & 1) { // 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(CelOutputBuffer full_out, int x, int y) { int sx, sy, columns, rows; // Limit rendering to the view area CelOutputBuffer out = zoomflag ? full_out.subregionY(0, gnViewportHeight) : full_out.subregionY(0, gnViewportHeight / 2); // Adjust by player offset and tile grid alignment sx = ScrollInfo._sxoff + tileOffsetX; sy = ScrollInfo._syoff + tileOffsetY; columns = tileColums; rows = tileRows; x += tileShiftX; y += tileShiftY; // Skip rendering parts covered by the panels if (PANELS_COVER) { if (zoomflag) { if (chrflag || questlog) { 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 || questlog) { 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; } } } // 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; } scrollrt_drawFloor(out, x, y, sx, sy, rows, columns); scrollrt_draw(out, x, y, sx, sy, rows, columns); if (!zoomflag) { Zoom(full_out.subregionY(0, gnScreenHeight)); } } // DevilutionX extension. extern void DrawControllerModifierHints(CelOutputBuffer out); void DrawView(CelOutputBuffer out, int StartX, int StartY) { DrawGame(out, StartX, StartY); if (automapflag) { DrawAutomap(out.subregionY(0, gnViewportHeight)); } DrawMonsterHealthBar(out); if (stextflag && !qtextflag) DrawSText(out); if (invflag) { DrawInv(out); } else if (sbookflag) { DrawSpellBook(out); } DrawDurIcon(out); if (chrflag) { DrawChr(out); } else if (questlog) { DrawQuestLog(out); } if (!chrflag && plr[myplr]._pStatPts != 0 && !spselflag && (!questlog || gnScreenHeight >= SPANEL_HEIGHT + PANEL_HEIGHT + 74 || gnScreenWidth >= 4 * SPANEL_WIDTH)) { DrawLevelUpIcon(out); } if (uitemflag) { DrawUniqueInfo(out); } if (qtextflag) { DrawQText(out); } if (spselflag) { DrawSpellList(out); } if (dropGoldFlag) { DrawGoldSplit(out, dropGoldValue); } if (helpflag) { DrawHelp(out); } if (msgflag) { DrawDiabloMsg(out); } if (deathflag) { RedBack(out); } else if (PauseMode != 0) { gmenu_draw_pause(out); } DrawControllerModifierHints(out); DrawPlrMsg(out); gmenu_draw(out); doom_draw(out); DrawInfoBox(out); DrawLifeFlask(out); DrawManaFlask(out); } extern SDL_Surface *pal_surface; /** * @brief Render the whole screen black */ void ClearScreenBuffer() { lock_buf(3); assert(pal_surface != NULL); SDL_Rect SrcRect = { BUFFER_BORDER_LEFT, BUFFER_BORDER_TOP, gnScreenWidth, gnScreenHeight, }; SDL_FillRect(pal_surface, &SrcRect, 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 (MouseX < 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 (MouseX > 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 (MouseY < 20) { if (dminy >= ViewY || dminx >= ViewX) { if (dminy < ViewY) { ViewY--; scroll = TRUE; } if (dminx < ViewX) { ViewX--; scroll = TRUE; } } else { ViewX--; ViewY--; scroll = TRUE; } } if (MouseY > 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 == 0; framestart = SDL_GetTicks(); } /** * @brief Display the current average FPS over 1 sec */ static void DrawFPS(CelOutputBuffer out) { DWORD tc, frames; char String[12]; if (frameflag && gbActive && pPanelText) { frameend++; tc = SDL_GetTicks(); frames = tc - framestart; if (tc - framestart >= 1000) { framestart = tc; framerate = 1000 * frameend / frames; frameend = 0; } snprintf(String, 12, "%d FPS", framerate); PrintGameStr(out, 8, 65, String, COL_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 src_rect { static_cast(BUFFER_BORDER_LEFT + dwX), static_cast(BUFFER_BORDER_TOP + dwY), dwWdt, dwHgt }; SDL_Rect dst_rect { dwX, dwY, dwWdt, dwHgt }; BltFast(&src_rect, &dst_rect); } /** * @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 draw_desc, BOOL draw_hp, BOOL draw_mana, BOOL draw_sbar, BOOL draw_btn) { if (!gbActive) { return; } assert(dwHgt >= 0 && dwHgt <= gnScreenHeight); if (dwHgt > 0) { DoBlitScreen(0, 0, gnScreenWidth, dwHgt); } if (dwHgt < gnScreenHeight) { if (draw_sbar) { DoBlitScreen(PANEL_LEFT + 204, PANEL_TOP + 5, 232, 28); } if (draw_desc) { DoBlitScreen(PANEL_LEFT + 176, PANEL_TOP + 46, 288, 60); } if (draw_mana) { DoBlitScreen(PANEL_LEFT + 460, PANEL_TOP, 88, 72); DoBlitScreen(PANEL_LEFT + 564, PANEL_TOP + 64, 56, 56); } if (draw_hp) { DoBlitScreen(PANEL_LEFT + 96, PANEL_TOP, 88, 72); } if (draw_btn) { 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 * @param draw_cursor */ void scrollrt_draw_game_screen(BOOL draw_cursor) { int hgt = 0; if (force_redraw == 255) { force_redraw = 0; hgt = gnScreenHeight; } if (draw_cursor) { lock_buf(0); scrollrt_draw_cursor_item(GlobalBackBuffer()); unlock_buf(0); } DrawMain(hgt, FALSE, FALSE, FALSE, FALSE, FALSE); if (draw_cursor) { lock_buf(0); scrollrt_draw_cursor_back_buffer(GlobalBackBuffer()); unlock_buf(0); } RenderPresent(); } /** * @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) { 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); CelOutputBuffer out = GlobalBackBuffer(); DrawView(out, ViewX, ViewY); if (ctrlPan) { DrawCtrlPan(out); } if (drawhpflag) { UpdateLifeFlask(out); } if (drawmanaflag) { UpdateManaFlask(out); } if (drawbtnflag) { DrawCtrlBtns(out); } if (drawsbarflag) { DrawInvBelt(out); } if (talkflag) { DrawTalkPan(out); hgt = gnScreenHeight; } DrawXPBar(out); scrollrt_draw_cursor_item(out); DrawFPS(out); unlock_buf(0); DrawMain(hgt, ddsdesc, drawhpflag, drawmanaflag, drawsbarflag, drawbtnflag); lock_buf(0); scrollrt_draw_cursor_back_buffer(GlobalBackBuffer()); unlock_buf(0); RenderPresent(); drawhpflag = FALSE; drawmanaflag = FALSE; drawbtnflag = FALSE; drawsbarflag = FALSE; } DEVILUTION_END_NAMESPACE