/** * @file engine.h * * of basic engine helper functions: * - Sprite blitting * - Drawing * - Angle calculation * - RNG * - Memory allocation * - File loading * - Video playback */ #ifndef __ENGINE_H__ #define __ENGINE_H__ #ifdef __cplusplus #include #endif DEVILUTION_BEGIN_NAMESPACE #ifdef __cplusplus extern "C" { #endif inline BYTE *CelGetFrameStart(BYTE *pCelBuff, int nCel) { DWORD *pFrameTable; pFrameTable = (DWORD *)pCelBuff; return pCelBuff + SwapLE32(pFrameTable[nCel]); } #define LOAD_LE32(b) (((DWORD)(b)[3] << 24) | ((DWORD)(b)[2] << 16) | ((DWORD)(b)[1] << 8) | (DWORD)(b)[0]) #define LOAD_BE32(b) (((DWORD)(b)[0] << 24) | ((DWORD)(b)[1] << 16) | ((DWORD)(b)[2] << 8) | (DWORD)(b)[3]) inline BYTE *CelGetFrame(BYTE *pCelBuff, int nCel, int *nDataSize) { DWORD nCellStart; nCellStart = LOAD_LE32(&pCelBuff[nCel * 4]); *nDataSize = LOAD_LE32(&pCelBuff[(nCel + 1) * 4]) - nCellStart; return pCelBuff + nCellStart; } inline BYTE *CelGetFrameClipped(BYTE *pCelBuff, int nCel, int *nDataSize) { DWORD nDataStart; BYTE *pRLEBytes = CelGetFrame(pCelBuff, nCel, nDataSize); nDataStart = pRLEBytes[1] << 8 | pRLEBytes[0]; *nDataSize -= nDataStart; return pRLEBytes + nDataStart; } struct CelOutputBuffer { BYTE *begin; BYTE *end; int line_width; #ifdef __cplusplus BYTE *at(int x, int y) const { return &begin[x + line_width * y]; } bool in_bounds(int x, int y) const { return x >= 0 && y >= 0 && begin + x + line_width * y < end; } CelOutputBuffer subregion(int x0, int y0, int x1, int y1) const { return CelOutputBuffer { at(x0, y0), std::min(at(x1, y1), end), line_width }; } #endif }; inline CelOutputBuffer GlobalBackBuffer() { extern BYTE *gpBuffer; extern BYTE *gpBufEnd; return CelOutputBuffer { gpBuffer, gpBufEnd, BUFFER_WIDTH }; } /** * @brief Blit CEL sprite to the back buffer at the given coordinates * @param out Target buffer * @param sx Target buffer coordinate * @param sy Target buffer coordinate * @param pCelBuff Cel data * @param nCel CEL frame number * @param nWidth Width of sprite */ void CelDrawTo(CelOutputBuffer out, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth); inline void CelDraw(int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth) { CelDrawTo(GlobalBackBuffer(), sx, sy, pCelBuff, nCel, nWidth); } /** * @briefBlit CEL sprite to the given buffer, does not perform bounds-checking. * @param out Target buffer * @param x Cordinate in the target buffer * @param y Cordinate in the target buffer * @param pCelBuff Cel data * @param nCel CEL frame number * @param nWidth Width of cel */ void CelDrawUnsafeTo(CelOutputBuffer out, int x, int y, BYTE *pCelBuff, int nCel, int nWidth); /** * @brief Same as CelDrawTo but with the option to skip parts of the top and bottom of the sprite * @param out Target buffer * @param sx Target buffer coordinate * @param sy Target buffer coordinate * @param pCelBuff Cel data * @param nCel CEL frame number * @param nWidth Width of sprite */ void CelClippedDrawTo(CelOutputBuffer out, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth); inline void CelClippedDraw(int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth) { CelClippedDrawTo(GlobalBackBuffer(), sx, sy, pCelBuff, nCel, nWidth); } /** * @brief Blit CEL sprite, and apply lighting, to the back buffer at the given coordinates * @param out Target buffer * @param sx Target buffer coordinate * @param sy Target buffer coordinate * @param pCelBuff Cel data * @param nCel CEL frame number * @param nWidth Width of sprite */ void CelDrawLightTo(CelOutputBuffer out, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth, BYTE *tbl); inline void CelDrawLight(int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth, BYTE *tbl) { CelDrawLightTo(GlobalBackBuffer(), sx, sy, pCelBuff, nCel, nWidth, tbl); } /** * @brief Same as CelDrawLightTo but with the option to skip parts of the top and bottom of the sprite * @param out Target buffer * @param sx Target buffer coordinate * @param sy Target buffer coordinate * @param pCelBuff Cel data * @param nCel CEL frame number * @param nWidth Width of sprite */ void CelClippedDrawLightTo(CelOutputBuffer out, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth); inline void CelClippedDrawLight(int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth) { return CelClippedDrawLightTo(GlobalBackBuffer(), sx, sy, pCelBuff, nCel, nWidth); } /** * @brief Same as CelBlitLightTransSafeTo * @param out Target buffer * @param sx Target buffer coordinate * @param sy Target buffer coordinate * @param pCelBuff Cel data * @param nCel CEL frame number * @param nWidth Width of sprite */ void CelClippedBlitLightTransTo(CelOutputBuffer out, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth); inline void CelClippedBlitLightTrans(int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth) { return CelClippedBlitLightTransTo(GlobalBackBuffer(), sx, sy, pCelBuff, nCel, nWidth); } /** * @brief Blit CEL sprite, and apply lighting, to the back buffer at the given coordinates, translated to a red hue * @param out Target buffer * @param sx Target buffer coordinate * @param sy Target buffer coordinate * @param pCelBuff Cel data * @param nCel CEL frame number * @param nWidth Width of sprite * @param light Light shade to use */ void CelDrawLightRedTo(CelOutputBuffer out, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth, char light); inline void CelDrawLightRed(int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth, char light) { return CelDrawLightRedTo(GlobalBackBuffer(), sx, sy, pCelBuff, nCel, nWidth, light); } /** * @brief Blit CEL sprite to the given buffer, checks for drawing outside the buffer. * @param out Target buffer * @param sx Target buffer coordinate * @param sy Target buffer coordinate * @param pRLEBytes CEL pixel stream (run-length encoded) * @param nDataSize Size of CEL in bytes * @param nWidth Width of sprite */ void CelBlitSafeTo(CelOutputBuffer out, int sx, int sy, BYTE *pRLEBytes, int nDataSize, int nWidth); inline void CelBlitSafe(int sx, int sy, BYTE *pRLEBytes, int nDataSize, int nWidth) { return CelBlitSafeTo(GlobalBackBuffer(), sx, sy, pRLEBytes, nDataSize, nWidth); } /** * @brief Same as CelClippedDrawTo but checks for drawing outside the buffer * @param out Target buffer * @param sx Target buffer coordinate * @param sy Target buffer coordinate * @param pCelBuff Cel data * @param nCel CEL frame number * @param nWidth Width of sprite */ void CelClippedDrawSafeTo(CelOutputBuffer out, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth); inline void CelClippedDrawSafe(int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth) { return CelClippedDrawSafeTo(GlobalBackBuffer(), sx, sy, pCelBuff, nCel, nWidth); } /** * @brief Blit CEL sprite, and apply lighting, to the given buffer, checks for drawing outside the buffer * @param out Target buffer * @param sx Target buffer coordinate * @param sy Target buffer coordinate * @param pRLEBytes CEL pixel stream (run-length encoded) * @param nDataSize Size of CEL in bytes * @param nWidth Width of sprite * @param tbl Palette translation table */ void CelBlitLightSafeTo(CelOutputBuffer out, int sx, int sy, BYTE *pRLEBytes, int nDataSize, int nWidth, BYTE *tbl); inline void CelBlitLightSafe(int sx, int sy, BYTE *pRLEBytes, int nDataSize, int nWidth, BYTE *tbl) { return CelBlitLightSafeTo(GlobalBackBuffer(), sx, sy, pRLEBytes, nDataSize, nWidth, tbl); } /** * @brief Same as CelBlitLightSafeTo but with stippled transparancy applied * @param out Target buffer * @param sx Target buffer coordinate * @param sy Target buffer coordinate * @param pRLEBytes CEL pixel stream (run-length encoded) * @param nDataSize Size of CEL in bytes * @param nWidth Width of sprite */ void CelBlitLightTransSafeTo(CelOutputBuffer out, int sx, int sy, BYTE *pRLEBytes, int nDataSize, int nWidth); inline void CelBlitLightTransSafe(int sx, int sy, BYTE *pRLEBytes, int nDataSize, int nWidth) { return CelBlitLightTransSafeTo(GlobalBackBuffer(), sx, sy, pRLEBytes, nDataSize, nWidth); } /** * @brief Same as CelDrawLightRedTo but checks for drawing outside the buffer * @param out Target buffer * @param sx Target buffer coordinate * @param sy Target buffer coordinate * @param pCelBuff Cel data * @param nCel CEL frame number * @param nWidth Width of cel * @param light Light shade to use */ void CelDrawLightRedSafeTo(CelOutputBuffer out, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth, char light); inline void CelDrawLightRedSafe(int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth, char light) { return CelDrawLightRedSafeTo(GlobalBackBuffer(), sx, sy, pCelBuff, nCel, nWidth, light); } /** * @brief Blit a solid colder shape one pixel larger then the given sprite shape, to the target buffer at the given coordianates * @param out Target buffer * @param col Color index from current palette * @param sx Target buffer coordinate * @param sy Target buffer coordinate * @param pCelBuff CEL buffer * @param nCel CEL frame number * @param nWidth Width of sprite */ void CelBlitOutlineTo(CelOutputBuffer out, BYTE col, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth); inline void CelBlitOutline(BYTE col, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth) { return CelBlitOutlineTo(GlobalBackBuffer(), col, sx, sy, pCelBuff, nCel, nWidth); } /** * @brief Set the value of a single pixel in the back buffer, checks bounds * @param out Target buffer * @param sx Target buffer coordinate * @param sy Target buffer coordinate * @param col Color index from current palette */ void SetPixel(CelOutputBuffer out, int sx, int sy, BYTE col); /** * @brief Blit CL2 sprite, to the back buffer at the given coordianates * @param sx Back buffer coordinate * @param sy Back buffer coordinate * @param pCelBuff CL2 buffer * @param nCel CL2 frame number * @param nWidth Width of sprite */ void Cl2Draw(int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth); /** * @brief Blit a solid colder shape one pixel larger then the given sprite shape, to the back buffer at the given coordianates * @param col Color index from current palette * @param sx Back buffer coordinate * @param sy Back buffer coordinate * @param pCelBuff CL2 buffer * @param nCel CL2 frame number * @param nWidth Width of sprite */ void Cl2DrawOutline(BYTE col, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth); /** * @brief Blit CL2 sprite, and apply a given lighting, to the back buffer at the given coordianates * @param sx Back buffer coordinate * @param sy Back buffer coordinate * @param pCelBuff CL2 buffer * @param nCel CL2 frame number * @param nWidth Width of sprite * @param light Light shade to use */ void Cl2DrawLightTbl(int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth, char light); /** * @brief Blit CL2 sprite, and apply lighting, to the back buffer at the given coordinates * @param sx Back buffer coordinate * @param sy Back buffer coordinate * @param pCelBuff CL2 buffer * @param nCel CL2 frame number * @param nWidth Width of sprite */ void Cl2DrawLight(int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth); /** * @brief Draw a line in the target buffer * @param out Target buffer * @param x0 Back buffer coordinate * @param y0 Back buffer coordinate * @param x1 Back buffer coordinate * @param y1 Back buffer coordinate * @param color_index Color index from current palette */ void DrawLineTo(CelOutputBuffer out, int x0, int y0, int x1, int y1, BYTE color_index); /** * @brief Calculate the best fit direction between two points * @param x1 Tile coordinate * @param y1 Tile coordinate * @param x2 Tile coordinate * @param y2 Tile coordinate * @return A value from the direction enum */ int GetDirection(int x1, int y1, int x2, int y2); void SetRndSeed(int s); int AdvanceRndSeed(); int GetRndSeed(); int random_(BYTE idx, int v); BYTE *DiabloAllocPtr(DWORD dwBytes); void mem_free_dbg(void *p); BYTE *LoadFileInMem(const char *pszName, DWORD *pdwFileLen); DWORD LoadFileWithMem(const char *pszName, BYTE *p); void Cl2ApplyTrans(BYTE *p, BYTE *ttbl, int nCel); void PlayInGameMovie(const char *pszMovie); #ifdef __cplusplus } #endif DEVILUTION_END_NAMESPACE #endif /* __ENGINE_H__ */