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/**
* @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<Point, MissileStruct *, PointHash> 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)
{
if (m.position.renderingIsFixed)
return;
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)
return;
// when some missiles hit, they change there animation to a explosion and the explosion shouldn't move (for example fireball)
if (MissileData[m._mitype].mFileNum != m._miAnimType)
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<const uint32_t *>(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<const uint32_t *>(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)
{
if (Players[pnum].pManaShield)
DrawPlayerIconHelper(out, pnum, MFILE_MANASHLD, x, y, lighting);
if (Players[pnum].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<const DWORD *>(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((DWORD)sx < MAXDUNX);
assert((DWORD)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<Direction>((bDead >> 5) & 7);
int px = dx - CalculateWidth2(pDeadGuy->width);
const byte *pCelBuff = pDeadGuy->data[dd];
assert(pCelBuff != nullptr);
const auto *frameTable = reinterpret_cast<const uint32_t *>(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) {
assert((DWORD)(sy - 1) < MAXDUNY);
DrawPlayerHelper(out, sx, sy - 1, 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 && !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 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<CoordType>(dwX),
static_cast<CoordType>(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