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/**
* @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.
*/
BYTE *gpBufEnd;
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;
}
/**
* @brief Remove the cursor from the back buffer
*/
static void scrollrt_draw_cursor_back_buffer()
{
int i;
BYTE *src, *dst;
if (sgdwCursWdt == 0) {
return;
}
assert(gpBuffer);
src = sgSaveBack;
dst = &gpBuffer[SCREENXY(sgdwCursX, sgdwCursY)];
i = sgdwCursHgt;
if (sgdwCursHgt != 0) {
while (i--) {
memcpy(dst, src, sgdwCursWdt);
src += sgdwCursWdt;
dst += BUFFER_WIDTH;
}
}
sgdwCursXOld = sgdwCursX;
sgdwCursYOld = sgdwCursY;
sgdwCursWdtOld = sgdwCursWdt;
sgdwCursHgtOld = sgdwCursHgt;
sgdwCursWdt = 0;
}
/**
* @brief Draw the cursor on the back buffer
*/
static void scrollrt_draw_cursor_item()
{
int i, mx, my;
BYTE *src, *dst;
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++;
assert(sgdwCursWdt * sgdwCursHgt < sizeof sgSaveBack);
assert(gpBuffer);
dst = sgSaveBack;
src = &gpBuffer[SCREENXY(sgdwCursX, sgdwCursY)];
for (i = sgdwCursHgt; i != 0; i--, dst += sgdwCursWdt, src += BUFFER_WIDTH) {
memcpy(dst, src, sgdwCursWdt);
}
mx++;
my++;
gpBufEnd = &gpBuffer[BUFFER_WIDTH * (gnScreenHeight + SCREEN_Y) - cursW - 2];
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) {
CelBlitOutline(col, mx + SCREEN_X, my + cursH + SCREEN_Y - 1, pCursCels, pcurs, cursW);
if (col != PAL16_RED + 5) {
CelClippedDrawSafe(mx + SCREEN_X, my + cursH + SCREEN_Y - 1, pCursCels, pcurs, cursW);
} else {
CelDrawLightRedSafe(mx + SCREEN_X, my + cursH + SCREEN_Y - 1, pCursCels, pcurs, cursW, 1);
}
} else {
CelBlitOutline(col, mx + SCREEN_X, my + cursH + SCREEN_Y - 1, pCursCels2, pcurs - 179, cursW);
if (col != PAL16_RED + 5) {
CelClippedDrawSafe(mx + SCREEN_X, my + cursH + SCREEN_Y - 1, pCursCels2, pcurs - 179, cursW);
} else {
CelDrawLightRedSafe(mx + SCREEN_X, my + cursH + SCREEN_Y - 1, pCursCels2, pcurs - 179, cursW, 0);
}
}
} else {
CelClippedDrawSafe(mx + SCREEN_X, my + cursH + SCREEN_Y - 1, pCursCels, pcurs, cursW);
}
}
/**
* @brief Render a missile sprite
* @param m Pointer to MissileStruct struct
* @param sx Back buffer coordinate
* @param sy Back buffer coordinate
* @param pre Is the sprite in the background
*/
void DrawMissilePrivate(MissileStruct *m, int sx, int sy, BOOL pre)
{
int mx, my, nCel, frames;
BYTE *pCelBuff;
if (m->_miPreFlag != pre || !m->_miDrawFlag)
return;
pCelBuff = m->_miAnimData;
if (pCelBuff == NULL) {
SDL_Log("Draw Missile 2 type %d: NULL Cel Buffer", m->_mitype);
return;
}
nCel = m->_miAnimFrame;
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;
}
mx = sx + m->_mixoff - m->_miAnimWidth2;
my = sy + m->_miyoff;
if (m->_miUniqTrans)
Cl2DrawLightTbl(mx, my, m->_miAnimData, m->_miAnimFrame, m->_miAnimWidth, m->_miUniqTrans + 3);
else if (m->_miLightFlag)
Cl2DrawLight(mx, my, m->_miAnimData, m->_miAnimFrame, m->_miAnimWidth);
else
Cl2Draw(mx, my, m->_miAnimData, m->_miAnimFrame, m->_miAnimWidth);
}
/**
* @brief Render a missile sprites for a given tile
* @param x dPiece coordinate
* @param y dPiece coordinate
* @param sx Back buffer coordinate
* @param sy Back buffer coordinate
* @param pre Is the sprite in the background
*/
void DrawMissile(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(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(m, sx, sy, pre);
}
}
/**
* @brief Render a monster sprite
* @param x dPiece coordinate
* @param y dPiece coordinate
* @param mx Back buffer coordinate
* @param my Back buffer coordinate
* @param m Id of monster
*/
static void DrawMonster(int x, int y, int mx, int my, int m)
{
int nCel, frames;
char trans;
BYTE *pCelBuff;
if (m < 0 || m >= MAXMONSTERS) {
SDL_Log("Draw Monster: tried to draw illegal monster %d", m);
return;
}
pCelBuff = monster[m]._mAnimData;
if (pCelBuff == NULL) {
SDL_Log("Draw Monster \"%s\": NULL Cel Buffer", monster[m].mName);
return;
}
nCel = monster[m]._mAnimFrame;
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(mx, my, monster[m]._mAnimData, monster[m]._mAnimFrame, monster[m].MType->width, 1);
} else {
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(mx, my, monster[m]._mAnimData, monster[m]._mAnimFrame, monster[m].MType->width, trans);
else
Cl2DrawLight(mx, my, monster[m]._mAnimData, monster[m]._mAnimFrame, monster[m].MType->width);
}
}
/**
* @brief Helper for rendering player a Mana Shield
* @param pnum Player id
* @param sx Back buffer coordinate
* @param sy Back buffer coordinate
* @param lighting Should lighting be applied
*/
static void DrawManaShield(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(x, y, pCelBuff, 1, width);
return;
}
if (lighting) {
Cl2DrawLightTbl(x, y, pCelBuff, 1, width, 1);
return;
}
Cl2DrawLight(x, y, pCelBuff, 1, width);
}
/**
* @brief Render a player sprite
* @param pnum Player id
* @param x dPiece coordinate
* @param y dPiece coordinate
* @param px Back buffer coordinate
* @param py Back buffer coordinate
* @param pCelBuff sprite buffer
* @param nCel frame
* @param nWidth width
*/
static void DrawPlayer(int pnum, int x, int y, int px, int py, BYTE *pCelBuff, int nCel, int nWidth)
{
int l;
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;
}
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(165, px, py, pCelBuff, nCel, nWidth);
if (pnum == myplr) {
Cl2Draw(px, py, pCelBuff, nCel, nWidth);
DrawManaShield(pnum, px, py, true);
return;
}
if (!(dFlags[x][y] & BFLAG_LIT) || plr[myplr]._pInfraFlag && light_table_index > 8) {
Cl2DrawLightTbl(px, py, pCelBuff, nCel, nWidth, 1);
DrawManaShield(pnum, px, py, true);
return;
}
l = light_table_index;
if (light_table_index < 5)
light_table_index = 0;
else
light_table_index -= 5;
Cl2DrawLight(px, py, pCelBuff, nCel, nWidth);
DrawManaShield(pnum, px, py, false);
light_table_index = l;
}
/**
* @brief Render a player sprite
* @param x dPiece coordinate
* @param y dPiece coordinate
* @param sx Back buffer coordinate
* @param sy Back buffer coordinate
*/
void DrawDeadPlayer(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(i, x, y, px, py, p->_pAnimData, p->_pAnimFrame, p->_pAnimWidth);
}
}
}
/**
* @brief Render an object sprite
* @param x dPiece coordinate
* @param y dPiece coordinate
* @param ox Back buffer coordinate
* @param oy Back buffer coordinate
* @param pre Is the sprite in the background
*/
static void DrawObject(int x, int y, int ox, int oy, BOOL pre)
{
int sx, sy, xx, yy, nCel, frames;
char bv;
BYTE *pCelBuff;
if (dObject[x][y] == 0 || light_table_index >= lightmax)
return;
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;
xx = object[bv]._ox - x;
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);
pCelBuff = object[bv]._oAnimData;
if (pCelBuff == NULL) {
SDL_Log("Draw Object type %d: NULL Cel Buffer", object[bv]._otype);
return;
}
nCel = object[bv]._oAnimFrame;
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)
CelBlitOutline(194, sx, sy, object[bv]._oAnimData, object[bv]._oAnimFrame, object[bv]._oAnimWidth);
if (object[bv]._oLight) {
CelClippedDrawLight(sx, sy, object[bv]._oAnimData, object[bv]._oAnimFrame, object[bv]._oAnimWidth);
} else {
CelClippedDraw(sx, sy, object[bv]._oAnimData, object[bv]._oAnimFrame, object[bv]._oAnimWidth);
}
}
static void scrollrt_draw_dungeon(CelOutputBuffer out, int sx, int sy, int dx, int dy);
/**
* @brief Render a cell
* @param x dPiece coordinate
* @param y dPiece coordinate
* @param sx Back buffer coordinate
* @param sy Back buffer coordinate
*/
static void drawCell(int x, int y, int sx, int sy)
{
BYTE *dst;
MICROS *pMap;
dst = &gpBuffer[sx + sy * BUFFER_WIDTH];
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(dst);
}
level_cel_block = pMap->mt[2 * i + 1];
if (level_cel_block != 0) {
arch_draw_type = i == 0 ? 2 : 0;
RenderTile(dst + TILE_WIDTH / 2);
}
dst -= BUFFER_WIDTH * TILE_HEIGHT;
}
cel_foliage_active = false;
}
/**
* @brief Render a floor tiles
* @param x dPiece coordinate
* @param y dPiece coordinate
* @param sx Back buffer coordinate
* @param sy Back buffer coordinate
*/
static void drawFloor(int x, int y, int sx, int sy)
{
cel_transparency_active = 0;
light_table_index = dLight[x][y];
BYTE *dst = &gpBuffer[sx + sy * BUFFER_WIDTH];
arch_draw_type = 1; // Left
level_cel_block = dpiece_defs_map_2[x][y].mt[0];
if (level_cel_block != 0) {
RenderTile(dst);
}
arch_draw_type = 2; // Right
level_cel_block = dpiece_defs_map_2[x][y].mt[1];
if (level_cel_block != 0) {
RenderTile(dst + TILE_WIDTH / 2);
}
}
/**
* @brief Draw item for a given tile
* @param y dPiece coordinate
* @param x dPiece coordinate
* @param sx Back buffer coordinate
* @param sy Back buffer coordinate
* @param pre Is the sprite in the background
*/
static void DrawItem(int x, int y, int sx, int sy, BOOL pre)
{
int nCel;
char bItem = dItem[x][y];
ItemStruct *pItem;
BYTE *pCelBuff;
DWORD *pFrameTable;
assert((unsigned char)bItem <= MAXITEMS);
if (bItem > MAXITEMS || bItem <= 0)
return;
pItem = &item[bItem - 1];
if (pItem->_iPostDraw == pre)
return;
pCelBuff = pItem->_iAnimData;
if (pCelBuff == NULL) {
SDL_Log("Draw Item \"%s\" 1: NULL Cel Buffer", pItem->_iIName);
return;
}
nCel = pItem->_iAnimFrame;
pFrameTable = (DWORD *)pCelBuff;
if (nCel < 1 || pFrameTable[0] > 50 || nCel > (int)pFrameTable[0]) {
SDL_Log("Draw \"%s\" Item 1: frame %d of %d, item type==%d", pItem->_iIName, nCel, pFrameTable[0], pItem->_itype);
return;
}
int px = sx - pItem->_iAnimWidth2;
if (bItem - 1 == pcursitem || AutoMapShowItems) {
CelBlitOutline(181, px, sy, pCelBuff, nCel, pItem->_iAnimWidth);
}
CelClippedDrawLight(px, sy, pCelBuff, nCel, pItem->_iAnimWidth);
}
/**
* @brief Check if and how a monster should be rendered
* @param y dPiece coordinate
* @param x dPiece coordinate
* @param oy dPiece Y offset
* @param sx Back buffer coordinate
* @param sy Back buffer coordinate
*/
static void DrawMonsterHelper(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) {
CelBlitOutline(166, px, sy, towner[mi]._tAnimData, towner[mi]._tAnimFrame, towner[mi]._tAnimWidth);
}
assert(towner[mi]._tAnimData);
CelClippedDraw(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(233, px, py, pMonster->_mAnimData, pMonster->_mAnimFrame, pMonster->MType->width);
}
DrawMonster(x, y, px, py, mi);
}
/**
* @brief Check if and how a player should be rendered
* @param y dPiece coordinate
* @param x dPiece coordinate
* @param sx Back buffer coordinate
* @param sy Back buffer coordinate
*/
static void DrawPlayerHelper(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(p, x, y, px, py, pPlayer->_pAnimData, pPlayer->_pAnimFrame, pPlayer->_pAnimWidth);
}
/**
* @brief Render object sprites
* @param out Buffer to render to
* @param sx dPiece coordinate
* @param sy dPiece coordinate
* @param dx Buffer coordinate
* @param dy Buffer coordinate
*/
static void scrollrt_draw_dungeon(CelOutputBuffer out, int sx, int sy, int dx, int dy)
{
int mi, px, py, nCel, nMon, negMon, frames;
char bFlag, bDead, bObj, bItem, bPlr, bArch, bMap, negPlr, dd;
DeadStruct *pDeadGuy;
BYTE *pCelBuff;
DWORD *pFrameTable;
assert((DWORD)sx < MAXDUNX);
assert((DWORD)sy < MAXDUNY);
if (dRendered[sx][sy])
return;
dRendered[sx][sy] = true;
light_table_index = dLight[sx][sy];
drawCell(sx, sy, dx, dy);
bFlag = dFlags[sx][sy];
bDead = dDead[sx][sy];
bMap = dTransVal[sx][sy];
negMon = 0;
if (sy > 0) // check for OOB
negMon = dMonster[sx][sy - 1];
#ifdef _DEBUG
if (visiondebug && bFlag & BFLAG_LIT) {
CelClippedDraw(dx, dy, pSquareCel, 1, 64);
}
#endif
if (MissilePreFlag) {
DrawMissile(sx, sy, dx, dy, TRUE);
}
if (light_table_index < lightmax && bDead != 0) {
do {
pDeadGuy = &dead[(bDead & 0x1F) - 1];
dd = (bDead >> 5) & 7;
px = dx - pDeadGuy->_deadWidth2;
pCelBuff = pDeadGuy->_deadData[dd];
assert(pCelBuff != NULL);
if (pCelBuff == NULL)
break;
pFrameTable = (DWORD *)pCelBuff;
nCel = pDeadGuy->_deadFrame;
if (nCel < 1 || pFrameTable[0] > 50 || nCel > (int)pFrameTable[0]) {
SDL_Log("Unclipped dead: frame %d of %d, deadnum==%d", nCel, pFrameTable[0], (bDead & 0x1F) - 1);
break;
}
if (pDeadGuy->_deadtrans != 0) {
Cl2DrawLightTbl(px, dy, pCelBuff, nCel, pDeadGuy->_deadWidth, pDeadGuy->_deadtrans);
} else {
Cl2DrawLight(px, dy, pCelBuff, nCel, pDeadGuy->_deadWidth);
}
} while (0);
}
DrawObject(sx, sy, dx, dy, 1);
DrawItem(sx, sy, dx, dy, 1);
if (bFlag & BFLAG_PLAYERLR) {
assert((DWORD)(sy - 1) < MAXDUNY);
DrawPlayerHelper(sx, sy - 1, dx, dy);
}
if (bFlag & BFLAG_MONSTLR && negMon < 0) {
DrawMonsterHelper(sx, sy, -1, dx, dy);
}
if (bFlag & BFLAG_DEAD_PLAYER) {
DrawDeadPlayer(sx, sy, dx, dy);
}
if (dPlayer[sx][sy] > 0) {
DrawPlayerHelper(sx, sy, dx, dy);
}
if (dMonster[sx][sy] > 0) {
DrawMonsterHelper(sx, sy, 0, dx, dy);
}
DrawMissile(sx, sy, dx, dy, FALSE);
DrawObject(sx, sy, dx, dy, 0);
DrawItem(sx, sy, dx, dy, 0);
if (leveltype != DTYPE_TOWN) {
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
CelClippedBlitLightTrans(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 + SCREEN_Y) {
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 x dPiece coordinate
* @param y dPiece coordinate
* @param sx Back buffer coordinate
* @param sy Back buffer coordinate
* @param rows Number of rows
* @param columns Tile in a row
*/
static void scrollrt_drawFloor(int x, int y, int sx, int sy, int rows, int columns)
{
assert(gpBuffer);
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(x, y, sx, sy);
} else {
world_draw_black_tile(sx, sy);
}
} else {
world_draw_black_tile(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)
{
assert(gpBuffer);
// 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 <= SCREEN_X + 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()
{
int wdt = gnScreenWidth / 2;
int nSrcOff = SCREENXY(gnScreenWidth / 2 - 1, gnViewportHeight / 2 - 1);
int nDstOff = SCREENXY(gnScreenWidth - 1, gnViewportHeight - 1);
if (PANELS_COVER) {
if (chrflag || questlog) {
wdt >>= 1;
nSrcOff -= wdt;
} else if (invflag || sbookflag) {
wdt >>= 1;
nSrcOff -= wdt;
nDstOff -= SPANEL_WIDTH;
}
}
BYTE *src = &gpBuffer[nSrcOff];
BYTE *dst = &gpBuffer[nDstOff];
for (int hgt = 0; hgt < gnViewportHeight / 2; hgt++) {
for (int i = 0; i < wdt; i++) {
*dst-- = *src;
*dst-- = *src;
src--;
}
memcpy(dst - BUFFER_WIDTH, dst, wdt * 2 + 1);
src -= BUFFER_WIDTH - wdt;
dst -= 2 * (BUFFER_WIDTH - 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 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 out, int x, int y)
{
int sx, sy, columns, rows;
// Limit rendering to the view area
if (zoomflag)
gpBufEnd = &gpBuffer[BUFFER_WIDTH * (gnViewportHeight + SCREEN_Y)];
else
gpBufEnd = &gpBuffer[BUFFER_WIDTH * (gnViewportHeight / 2 + SCREEN_Y)];
out.end = gpBufEnd;
// Adjust by player offset and tile grid alignment
sx = ScrollInfo._sxoff + tileOffsetX + SCREEN_X;
sy = ScrollInfo._syoff + tileOffsetY + SCREEN_Y;
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(x, y, sx, sy, rows, columns);
scrollrt_draw(out, x, y, sx, sy, rows, columns);
// Allow rendering to the whole screen
gpBufEnd = &gpBuffer[BUFFER_WIDTH * (gnScreenHeight + SCREEN_Y)];
if (!zoomflag) {
Zoom();
}
}
// DevilutionX extension.
extern void DrawControllerModifierHints(CelOutputBuffer out);
void DrawView(CelOutputBuffer out, int StartX, int StartY)
{
DrawGame(out, StartX, StartY);
if (automapflag) {
DrawAutomap(out.subregion(0, 0, out.line_width, SCREEN_Y + gnViewportHeight));
}
DrawMonsterHealthBar();
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();
} else if (PauseMode != 0) {
gmenu_draw_pause(out);
}
DrawControllerModifierHints(out);
DrawPlrMsg(out);
gmenu_draw(out);
doom_draw(out);
DrawInfoBox(out);
DrawLifeFlask();
DrawManaFlask();
}
extern SDL_Surface *pal_surface;
/**
* @brief Render the whole screen black
*/
void ClearScreenBuffer()
{
lock_buf(3);
assert(pal_surface != NULL);
SDL_Rect SrcRect = {
SCREEN_X,
SCREEN_Y,
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)
{
SDL_Rect SrcRect = { dwX, dwY, dwWdt, dwHgt };
SrcRect.x += SCREEN_X;
SrcRect.y += SCREEN_Y;
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 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();
unlock_buf(0);
}
DrawMain(hgt, FALSE, FALSE, FALSE, FALSE, FALSE);
if (draw_cursor) {
lock_buf(0);
scrollrt_draw_cursor_back_buffer();
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();
scrollrt_draw_cursor_item();
DrawFPS(out);
unlock_buf(0);
DrawMain(hgt, ddsdesc, drawhpflag, drawmanaflag, drawsbarflag, drawbtnflag);
lock_buf(0);
scrollrt_draw_cursor_back_buffer();
unlock_buf(0);
RenderPresent();
drawhpflag = FALSE;
drawmanaflag = FALSE;
drawbtnflag = FALSE;
drawsbarflag = FALSE;
}
DEVILUTION_END_NAMESPACE