/** * @file engine.cpp * * Implementation of basic engine helper functions: * - Sprite blitting * - Drawing * - Angle calculation * - RNG * - Memory allocation * - File loading * - Video playback */ #include #include "engine/render/common_impl.h" #include "lighting.h" #include "movie.h" #include "options.h" #include "storm/storm.h" namespace devilution { /** Seed value before the most recent call to SetRndSeed() */ int32_t orgseed; /** Current game seed */ int32_t sglGameSeed; /** * Specifies the increment used in the Borland C/C++ pseudo-random. */ const uint32_t RndInc = 1; /** * Specifies the multiplier used in the Borland C/C++ pseudo-random number generator algorithm. */ const uint32_t RndMult = 0x015A4E35; CelSprite LoadCel(const char *pszName, int width) { return CelSprite(LoadFileInMem(pszName), width); } CelSprite LoadCel(const char *pszName, const int *widths) { return CelSprite(LoadFileInMem(pszName), widths); } void DrawHorizontalLine(const CelOutputBuffer &out, Point from, int width, std::uint8_t colorIndex) { if (from.y < 0 || from.y >= out.h() || from.x >= out.w() || width <= 0 || from.x + width <= 0) return; if (from.x < 0) { width += from.x; from.x = 0; } if (from.x + width > out.w()) width = (from.x + width) - out.w(); return UnsafeDrawHorizontalLine(out, from, width, colorIndex); } void UnsafeDrawHorizontalLine(const CelOutputBuffer &out, Point from, int width, std::uint8_t colorIndex) { std::memset(&out[from], colorIndex, width); } void DrawVerticalLine(const CelOutputBuffer &out, Point from, int height, std::uint8_t colorIndex) { if (from.x < 0 || from.x >= out.w() || from.y >= out.h() || height <= 0 || from.y + height <= 0) return; if (from.y < 0) { height += from.y; from.y = 0; } if (from.y + height > out.h()) height = (from.y + height) - out.h(); return UnsafeDrawVerticalLine(out, from, height, colorIndex); } void UnsafeDrawVerticalLine(const CelOutputBuffer &out, Point from, int height, std::uint8_t colorIndex) { auto *dst = &out[from]; const auto pitch = out.pitch(); while (height-- > 0) { *dst = colorIndex; dst += pitch; } } static void DrawHalfTransparentBlendedRectTo(const CelOutputBuffer &out, int sx, int sy, int width, int height) { BYTE *pix = out.at(sx, sy); for (int row = 0; row < height; row++) { for (int col = 0; col < width; col++) { *pix = paletteTransparencyLookup[0][*pix]; pix++; } pix += out.pitch() - width; } } static void DrawHalfTransparentStippledRectTo(const CelOutputBuffer &out, int sx, int sy, int width, int height) { BYTE *pix = out.at(sx, sy); for (int row = 0; row < height; row++) { for (int col = 0; col < width; col++) { if (((row & 1) != 0 && (col & 1) != 0) || ((row & 1) == 0 && (col & 1) == 0)) *pix = 0; pix++; } pix += out.pitch() - width; } } void DrawHalfTransparentRectTo(const CelOutputBuffer &out, int sx, int sy, int width, int height) { if (sgOptions.Graphics.bBlendedTransparancy) { DrawHalfTransparentBlendedRectTo(out, sx, sy, width, height); } else { DrawHalfTransparentStippledRectTo(out, sx, sy, width, height); } } /** * @brief Returns the direction a vector from p1(x1, y1) to p2(x2, y2) is pointing to. * * W SW S * ^ * | * NW ----+---> SE * | * | * N NE E * * @param x1 the x coordinate of p1 * @param y1 the y coordinate of p1 * @param x2 the x coordinate of p2 * @param y2 the y coordinate of p2 * @return the direction of the p1->p2 vector */ Direction GetDirection(Point start, Point destination) { Direction md = DIR_S; int mx = destination.x - start.x; int my = destination.y - start.y; if (mx >= 0) { if (my >= 0) { if (5 * mx <= (my * 2)) // mx/my <= 0.4, approximation of tan(22.5) return DIR_SW; md = DIR_S; } else { my = -my; if (5 * mx <= (my * 2)) return DIR_NE; md = DIR_E; } if (5 * my <= (mx * 2)) // my/mx <= 0.4 md = DIR_SE; } else { mx = -mx; if (my >= 0) { if (5 * mx <= (my * 2)) return DIR_SW; md = DIR_W; } else { my = -my; if (5 * mx <= (my * 2)) return DIR_NE; md = DIR_N; } if (5 * my <= (mx * 2)) md = DIR_NW; } return md; } int CalculateWidth2(int width) { return (width - 64) / 2; } /** * @brief Set the RNG seed * @param s RNG seed */ void SetRndSeed(int32_t s) { sglGameSeed = s; orgseed = s; } /** * @brief Advance the internal RNG seed and return the new value * @return RNG seed */ int32_t AdvanceRndSeed() { sglGameSeed = (RndMult * static_cast(sglGameSeed)) + RndInc; return abs(sglGameSeed); } /** * @brief Get the current RNG seed * @return RNG seed */ int32_t GetRndSeed() { return abs(sglGameSeed); } /** * @brief Main RNG function * @param v The upper limit for the return value * @return A random number from 0 to (v-1) */ int32_t GenerateRnd(int32_t v) { if (v <= 0) return 0; if (v < 0xFFFF) return (AdvanceRndSeed() >> 16) % v; return AdvanceRndSeed() % v; } size_t GetFileSize(const char *pszName) { HANDLE file; SFileOpenFile(pszName, &file); const size_t fileLen = SFileGetFileSize(file); SFileCloseFileThreadSafe(file); return fileLen; } void LoadFileData(const char *pszName, byte *buffer, size_t fileLen) { HANDLE file; SFileOpenFile(pszName, &file); if (fileLen == 0) app_fatal("Zero length SFILE:\n%s", pszName); SFileReadFileThreadSafe(file, buffer, fileLen); SFileCloseFileThreadSafe(file); } /** * @brief Fade to black and play a video * @param pszMovie file path of movie */ void PlayInGameMovie(const char *pszMovie) { PaletteFadeOut(8); play_movie(pszMovie, false); ClearScreenBuffer(); force_redraw = 255; scrollrt_draw_game_screen(true); PaletteFadeIn(8); force_redraw = 255; } } // namespace devilution