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1756 lines
50 KiB
1756 lines
50 KiB
/** |
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* @file scrollrt.cpp |
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* |
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* Implementation of functionality for rendering the dungeons, monsters and calling other render routines. |
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*/ |
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#include "engine/render/scrollrt.h" |
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|
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#include "DiabloUI/ui_flags.hpp" |
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#include "automap.h" |
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#include "controls/plrctrls.h" |
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#include "controls/touch/renderers.h" |
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#include "cursor.h" |
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#include "dead.h" |
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#include "doom.h" |
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#include "engine/dx.h" |
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#include "engine/render/cel_render.hpp" |
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#include "engine/render/cl2_render.hpp" |
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#include "engine/render/dun_render.hpp" |
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#include "engine/render/text_render.hpp" |
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#include "engine/trn.hpp" |
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#include "error.h" |
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#include "gmenu.h" |
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#include "help.h" |
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#include "hwcursor.hpp" |
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#include "init.h" |
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#include "inv.h" |
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#include "lighting.h" |
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#include "minitext.h" |
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#ifdef _DEBUG |
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#include "miniwin/misc_msg.h" |
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#endif |
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#include "missiles.h" |
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#include "nthread.h" |
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#include "options.h" |
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#include "panels/charpanel.hpp" |
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#include "plrmsg.h" |
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#include "qol/chatlog.h" |
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#include "qol/itemlabels.h" |
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#include "qol/monhealthbar.h" |
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#include "qol/stash.h" |
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#include "qol/xpbar.h" |
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#include "stores.h" |
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#include "towners.h" |
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#include "utils/bitset2d.hpp" |
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#include "utils/display.h" |
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#include "utils/endian.hpp" |
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#include "utils/log.hpp" |
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#include "utils/str_cat.hpp" |
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#ifdef _DEBUG |
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#include "debug.h" |
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#endif |
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namespace devilution { |
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|
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/** |
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* Specifies the current light entry. |
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*/ |
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int LightTableIndex; |
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/** |
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* Specifies the current MIN block of the level CEL file, as used during rendering of the level tiles. |
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* |
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* frameNum := block & 0x0FFF |
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* frameType := block & 0x7000 >> 12 |
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*/ |
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uint32_t level_cel_block; |
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bool AutoMapShowItems; |
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/** |
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* Specifies the type of arches to render. |
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*/ |
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char arch_draw_type; |
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/** |
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* Specifies whether transparency is active for the current CEL file being decoded. |
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*/ |
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bool cel_transparency_active; |
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/** |
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* Specifies whether foliage (tile has extra content that overlaps previous tile) being rendered. |
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*/ |
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bool cel_foliage_active = false; |
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/** |
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* Specifies the current dungeon piece ID of the level, as used during rendering of the level tiles. |
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*/ |
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int level_piece_id; |
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// DevilutionX extension. |
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extern void DrawControllerModifierHints(const Surface &out); |
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bool frameflag; |
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namespace { |
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/** |
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* @brief Hash algorithm for point |
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*/ |
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struct PointHash { |
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std::size_t operator()(Point const &s) const noexcept |
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{ |
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return s.x ^ (s.y << 1); |
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} |
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}; |
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/** |
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* @brief Contains all Missile at rendering position |
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*/ |
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std::unordered_multimap<Point, Missile *, PointHash> MissilesAtRenderingTile; |
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|
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/** |
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* @brief Could the missile (at the next game tick) collide? This method is a simplified version of CheckMissileCol (for example without random). |
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*/ |
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bool CouldMissileCollide(Point tile, bool checkPlayerAndMonster) |
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{ |
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if (!InDungeonBounds(tile)) |
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return true; |
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if (checkPlayerAndMonster) { |
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if (dMonster[tile.x][tile.y] > 0) |
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return true; |
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if (dPlayer[tile.x][tile.y] > 0) |
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return true; |
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} |
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return IsMissileBlockedByTile(tile); |
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} |
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void UpdateMissileRendererData(Missile &m) |
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{ |
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m.position.tileForRendering = m.position.tile; |
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m.position.offsetForRendering = m.position.offset; |
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const MissileMovementDistrubution missileMovement = MissilesData[m._mitype].MovementDistribution; |
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// don't calculate missile position if they don't move |
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if (missileMovement == MissileMovementDistrubution::Disabled || m.position.velocity == Displacement {}) |
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return; |
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float fProgress = gfProgressToNextGameTick; |
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Displacement velocity = m.position.velocity * fProgress; |
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Displacement traveled = m.position.traveled + velocity; |
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int mx = traveled.deltaX >> 16; |
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int my = traveled.deltaY >> 16; |
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int dx = (mx + 2 * my) / 64; |
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int dy = (2 * my - mx) / 64; |
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// calculcate the future missile position |
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m.position.tileForRendering = m.position.start + Displacement { dx, dy }; |
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m.position.offsetForRendering = { mx + (dy * 32) - (dx * 32), my - (dx * 16) - (dy * 16) }; |
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// In some cases this calculcated position is invalid. |
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// For example a missile shouldn't move inside a wall. |
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// 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. |
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// 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. |
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// If we are still at the current tile, this tile was already checked and is a valid tile |
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if (m.position.tileForRendering == m.position.tile) |
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return; |
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// If no collision can happen at the new tile we can advance |
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if (!CouldMissileCollide(m.position.tileForRendering, missileMovement == MissileMovementDistrubution::Blockable)) |
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return; |
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// The new tile could be invalid, so don't advance to it. |
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// We search the last offset that is in the old (valid) tile. |
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// Implementation note: If someone knows the correct math to calculate this without the loop, I would really appreciate it. |
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while (m.position.tile != m.position.tileForRendering) { |
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fProgress -= 0.01F; |
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|
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if (fProgress <= 0.0F) { |
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m.position.tileForRendering = m.position.tile; |
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m.position.offsetForRendering = m.position.offset; |
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return; |
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} |
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velocity = m.position.velocity * fProgress; |
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traveled = m.position.traveled + velocity; |
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mx = traveled.deltaX >> 16; |
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my = traveled.deltaY >> 16; |
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dx = (mx + 2 * my) / 64; |
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dy = (2 * my - mx) / 64; |
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m.position.tileForRendering = m.position.start + Displacement { dx, dy }; |
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m.position.offsetForRendering = { mx + (dy * 32) - (dx * 32), my - (dx * 16) - (dy * 16) }; |
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} |
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} |
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void UpdateMissilesRendererData() |
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{ |
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MissilesAtRenderingTile.clear(); |
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for (auto &m : Missiles) { |
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UpdateMissileRendererData(m); |
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MissilesAtRenderingTile.insert(std::make_pair(m.position.tileForRendering, &m)); |
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} |
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} |
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uint32_t sgdwCursWdtOld; |
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int sgdwCursX; |
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int sgdwCursY; |
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/** |
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* Lower bound of back buffer. |
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*/ |
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uint32_t sgdwCursHgt; |
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int sgdwCursXOld; |
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int sgdwCursYOld; |
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uint32_t sgdwCursWdt; |
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uint8_t sgSaveBack[8192]; |
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uint32_t sgdwCursHgtOld; |
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|
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/** |
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* @brief Keeps track of which tiles have been rendered already. |
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*/ |
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Bitset2d<MAXDUNX, MAXDUNY> dRendered; |
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int lastFpsUpdateInMs; |
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const char *const PlayerModeNames[] = { |
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"standing", |
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"walking (1)", |
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"walking (2)", |
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"walking (3)", |
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"attacking (melee)", |
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"attacking (ranged)", |
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"blocking", |
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"getting hit", |
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"dying", |
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"casting a spell", |
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"changing levels", |
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"quitting" |
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}; |
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void BlitCursor(uint8_t *dst, std::uint32_t dstPitch, uint8_t *src, std::uint32_t srcPitch) |
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{ |
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for (std::uint32_t i = 0; i < sgdwCursHgt; ++i, src += srcPitch, dst += dstPitch) { |
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memcpy(dst, src, sgdwCursWdt); |
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} |
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} |
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/** |
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* @brief Remove the cursor from the buffer |
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*/ |
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void UndrawCursor(const Surface &out) |
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{ |
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if (sgdwCursWdt == 0) { |
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return; |
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} |
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BlitCursor(out.at(sgdwCursX, sgdwCursY), out.pitch(), sgSaveBack, sgdwCursWdt); |
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sgdwCursXOld = sgdwCursX; |
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sgdwCursYOld = sgdwCursY; |
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sgdwCursWdtOld = sgdwCursWdt; |
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sgdwCursHgtOld = sgdwCursHgt; |
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sgdwCursWdt = 0; |
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} |
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bool ShouldShowCursor() |
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{ |
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if (ControlMode == ControlTypes::KeyboardAndMouse) |
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return true; |
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if (pcurs == CURSOR_TELEPORT) |
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return true; |
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if (invflag) |
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return true; |
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if (chrflag && MyPlayer->_pStatPts > 0) |
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return true; |
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return false; |
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} |
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/** |
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* @brief Save the content behind the cursor to a temporary buffer, then draw the cursor. |
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*/ |
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void DrawCursor(const Surface &out) |
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{ |
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if (pcurs <= CURSOR_NONE || !ShouldShowCursor()) { |
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return; |
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} |
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Size cursSize = GetInvItemSize(pcurs); |
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if (cursSize.width == 0 || cursSize.height == 0) { |
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return; |
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} |
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// Copy the buffer before the item cursor and its 1px outline are drawn to a temporary buffer. |
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const int outlineWidth = !MyPlayer->HoldItem.isEmpty() ? 1 : 0; |
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|
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if (MousePosition.x < -cursSize.width - outlineWidth || MousePosition.x - outlineWidth >= out.w() || MousePosition.y < -cursSize.height - outlineWidth || MousePosition.y - outlineWidth >= out.h()) |
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return; |
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|
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constexpr auto Clip = [](int &pos, std::uint32_t &length, std::uint32_t posEnd) { |
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if (pos < 0) { |
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length += pos; |
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pos = 0; |
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} else if (pos + length > posEnd) { |
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length = posEnd - pos; |
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} |
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}; |
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|
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sgdwCursX = MousePosition.x - outlineWidth; |
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sgdwCursWdt = cursSize.width + 2 * outlineWidth; |
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Clip(sgdwCursX, sgdwCursWdt, out.w()); |
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|
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sgdwCursY = MousePosition.y - outlineWidth; |
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sgdwCursHgt = cursSize.height + 2 * outlineWidth; |
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Clip(sgdwCursY, sgdwCursHgt, out.h()); |
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|
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BlitCursor(sgSaveBack, sgdwCursWdt, out.at(sgdwCursX, sgdwCursY), out.pitch()); |
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CelDrawCursor(out, MousePosition + Displacement { 0, cursSize.height - 1 }, pcurs); |
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} |
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/** |
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* @brief Render a missile sprite |
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* @param out Output buffer |
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* @param missile Pointer to Missile struct |
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* @param targetBufferPosition Output buffer coordinate |
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* @param pre Is the sprite in the background |
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*/ |
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void DrawMissilePrivate(const Surface &out, const Missile &missile, Point targetBufferPosition, bool pre) |
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{ |
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if (missile._miPreFlag != pre || !missile._miDrawFlag) |
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return; |
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|
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if (missile._miAnimData == nullptr) { |
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Log("Draw Missile 2 type {}: NULL Cel Buffer", missile._mitype); |
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return; |
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} |
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int nCel = missile._miAnimFrame - 1; |
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const uint32_t frames = LoadLE32(missile._miAnimData); |
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if (nCel < 0 || frames > 50 || nCel >= static_cast<int>(frames)) { |
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Log("Draw Missile 2: frame {} of {}, missile type=={}", nCel, frames, missile._mitype); |
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return; |
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} |
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|
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const Point missileRenderPosition { targetBufferPosition + missile.position.offsetForRendering - Displacement { missile._miAnimWidth2, 0 } }; |
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CelSprite cel { missile._miAnimData, missile._miAnimWidth }; |
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if (missile._miUniqTrans != 0) |
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Cl2DrawTRN(out, missileRenderPosition.x, missileRenderPosition.y, cel, nCel, Monsters[missile._misource].uniqueMonsterTRN.get()); |
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else if (missile._miLightFlag) |
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Cl2DrawLight(out, missileRenderPosition.x, missileRenderPosition.y, cel, nCel); |
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else |
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Cl2Draw(out, missileRenderPosition.x, missileRenderPosition.y, cel, nCel); |
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} |
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|
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/** |
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* @brief Render a missile sprites for a given tile |
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* @param out Output buffer |
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* @param tilePosition dPiece coordinates |
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* @param targetBufferPosition Output buffer coordinates |
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* @param pre Is the sprite in the background |
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*/ |
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void DrawMissile(const Surface &out, Point tilePosition, Point targetBufferPosition, bool pre) |
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{ |
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const auto range = MissilesAtRenderingTile.equal_range(tilePosition); |
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for (auto it = range.first; it != range.second; it++) { |
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DrawMissilePrivate(out, *it->second, targetBufferPosition, pre); |
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} |
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} |
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|
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/** |
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* @brief Render a monster sprite |
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* @param out Output buffer |
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* @param tilePosition dPiece coordinates |
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* @param targetBufferPosition Output buffer coordinates |
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* @param monster Monster reference |
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*/ |
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void DrawMonster(const Surface &out, Point tilePosition, Point targetBufferPosition, const Monster &monster) |
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{ |
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if (!monster.animInfo.celSprite) { |
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Log("Draw Monster \"{}\": NULL Cel Buffer", monster.name); |
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return; |
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} |
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|
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constexpr auto getMonsterModeDisplayName = [](MonsterMode monsterMode) { |
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switch (monsterMode) { |
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case MonsterMode::Stand: |
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return "standing"; |
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|
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case MonsterMode::MoveNorthwards: |
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return "moving (northwards)"; |
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|
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case MonsterMode::MoveSouthwards: |
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return "moving (southwards)"; |
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|
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case MonsterMode::MoveSideways: |
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return "moving (sideways)"; |
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|
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case MonsterMode::MeleeAttack: |
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return "attacking (melee)"; |
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|
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case MonsterMode::HitRecovery: |
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return "getting hit"; |
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|
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case MonsterMode::Death: |
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return "dying"; |
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|
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case MonsterMode::SpecialMeleeAttack: |
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return "attacking (special melee)"; |
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|
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case MonsterMode::FadeIn: |
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return "fading in"; |
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|
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case MonsterMode::FadeOut: |
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return "fading out"; |
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|
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case MonsterMode::RangedAttack: |
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return "attacking (ranged)"; |
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|
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case MonsterMode::SpecialStand: |
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return "standing (special)"; |
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|
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case MonsterMode::SpecialRangedAttack: |
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return "attacking (special ranged)"; |
|
|
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case MonsterMode::Delay: |
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return "delaying"; |
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|
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case MonsterMode::Charge: |
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return "charging"; |
|
|
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case MonsterMode::Petrified: |
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return "petrified"; |
|
|
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case MonsterMode::Heal: |
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return "healing"; |
|
|
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case MonsterMode::Talk: |
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return "talking"; |
|
|
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default: |
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app_fatal("Invalid monster mode."); |
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} |
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}; |
|
|
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int nCel = monster.animInfo.getFrameToUseForRendering(); |
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const uint32_t frames = LoadLE32(monster.animInfo.celSprite->Data()); |
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if (nCel < 0 || frames > 50 || nCel >= static_cast<int>(frames)) { |
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Log( |
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"Draw Monster \"{}\" {}: facing {}, frame {} of {}", |
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monster.name, |
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getMonsterModeDisplayName(monster.mode), |
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DirectionToString(monster.direction), |
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nCel, |
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frames); |
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return; |
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} |
|
|
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const auto &cel = *monster.animInfo.celSprite; |
|
|
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if (!IsTileLit(tilePosition)) { |
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Cl2DrawTRN(out, targetBufferPosition.x, targetBufferPosition.y, cel, nCel, GetInfravisionTRN()); |
|
return; |
|
} |
|
uint8_t *trn = nullptr; |
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if (monster.uniqType != 0) |
|
trn = monster.uniqueMonsterTRN.get(); |
|
if (monster.mode == MonsterMode::Petrified) |
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trn = GetStoneTRN(); |
|
if (MyPlayer->_pInfraFlag && LightTableIndex > 8) |
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trn = GetInfravisionTRN(); |
|
if (trn != nullptr) |
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Cl2DrawTRN(out, targetBufferPosition.x, targetBufferPosition.y, cel, nCel, trn); |
|
else |
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Cl2DrawLight(out, targetBufferPosition.x, targetBufferPosition.y, cel, nCel); |
|
} |
|
|
|
/** |
|
* @brief Helper for rendering a specific player icon (Mana Shield or Reflect) |
|
*/ |
|
void DrawPlayerIconHelper(const Surface &out, missile_graphic_id missileGraphicId, Point position, bool lighting, bool infraVision) |
|
{ |
|
position.x -= MissileSpriteData[missileGraphicId].animWidth2; |
|
|
|
const CelSprite cel = MissileSpriteData[missileGraphicId].Sprite(); |
|
|
|
if (!lighting) { |
|
Cl2Draw(out, position.x, position.y, cel, 0); |
|
return; |
|
} |
|
|
|
if (infraVision) { |
|
Cl2DrawTRN(out, position.x, position.y, cel, 0, GetInfravisionTRN()); |
|
return; |
|
} |
|
|
|
Cl2DrawLight(out, position.x, position.y, cel, 0); |
|
} |
|
|
|
/** |
|
* @brief Helper for rendering player icons (Mana Shield and Reflect) |
|
* @param out Output buffer |
|
* @param player Player reference |
|
* @param position Output buffer coordinates |
|
* @param infraVision Should infravision be applied |
|
*/ |
|
void DrawPlayerIcons(const Surface &out, const Player &player, Point position, bool infraVision) |
|
{ |
|
if (player.pManaShield) |
|
DrawPlayerIconHelper(out, MFILE_MANASHLD, position, &player != MyPlayer, infraVision); |
|
if (player.wReflections > 0) |
|
DrawPlayerIconHelper(out, MFILE_REFLECT, position + Displacement { 0, 16 }, &player != MyPlayer, infraVision); |
|
} |
|
|
|
/** |
|
* @brief Render a player sprite |
|
* @param out Output buffer |
|
* @param player Player reference |
|
* @param tilePosition dPiece coordinates |
|
* @param targetBufferPosition Output buffer coordinates |
|
*/ |
|
void DrawPlayer(const Surface &out, const Player &player, Point tilePosition, Point targetBufferPosition) |
|
{ |
|
if (!IsTileLit(tilePosition) && !MyPlayer->_pInfraFlag && leveltype != DTYPE_TOWN) { |
|
return; |
|
} |
|
|
|
OptionalCelSprite sprite = player.AnimInfo.celSprite; |
|
int nCel = player.AnimInfo.getFrameToUseForRendering(); |
|
|
|
if (player.previewCelSprite) { |
|
sprite = player.previewCelSprite; |
|
nCel = 0; |
|
} |
|
|
|
if (!sprite) { |
|
Log("Drawing player {} \"{}\": NULL CelSprite", std::distance(const_cast<const Player *>(&Players[0]), &player), player._pName); |
|
return; |
|
} |
|
|
|
Point spriteBufferPosition = targetBufferPosition - Displacement { CalculateWidth2(sprite ? sprite->Width() : 96), 0 }; |
|
|
|
const uint32_t frames = LoadLE32(sprite->Data()); |
|
if (nCel < 0 || frames > 50 || nCel >= static_cast<int>(frames)) { |
|
const char *szMode = "unknown action"; |
|
if (player._pmode <= PM_QUIT) |
|
szMode = PlayerModeNames[player._pmode]; |
|
Log( |
|
"Drawing player {} \"{}\" {}: facing {}, frame {} of {}", |
|
std::distance(const_cast<const Player *>(&Players[0]), &player), |
|
player._pName, |
|
szMode, |
|
DirectionToString(player._pdir), |
|
nCel, |
|
frames); |
|
return; |
|
} |
|
|
|
if (pcursplr >= 0 && pcursplr < MAX_PLRS && &player == &Players[pcursplr]) |
|
Cl2DrawOutline(out, 165, spriteBufferPosition.x, spriteBufferPosition.y, *sprite, nCel); |
|
|
|
if (&player == MyPlayer) { |
|
Cl2Draw(out, spriteBufferPosition.x, spriteBufferPosition.y, *sprite, nCel); |
|
DrawPlayerIcons(out, player, targetBufferPosition, false); |
|
return; |
|
} |
|
|
|
if (!IsTileLit(tilePosition) || (MyPlayer->_pInfraFlag && LightTableIndex > 8)) { |
|
Cl2DrawTRN(out, spriteBufferPosition.x, spriteBufferPosition.y, *sprite, nCel, GetInfravisionTRN()); |
|
DrawPlayerIcons(out, player, targetBufferPosition, true); |
|
return; |
|
} |
|
|
|
int l = LightTableIndex; |
|
if (LightTableIndex < 5) |
|
LightTableIndex = 0; |
|
else |
|
LightTableIndex -= 5; |
|
|
|
Cl2DrawLight(out, spriteBufferPosition.x, spriteBufferPosition.y, *sprite, nCel); |
|
DrawPlayerIcons(out, player, targetBufferPosition, false); |
|
|
|
LightTableIndex = l; |
|
} |
|
|
|
/** |
|
* @brief Render a player sprite |
|
* @param out Output buffer |
|
* @param tilePosition dPiece coordinates |
|
* @param targetBufferPosition Output buffer coordinates |
|
*/ |
|
void DrawDeadPlayer(const Surface &out, Point tilePosition, Point targetBufferPosition) |
|
{ |
|
dFlags[tilePosition.x][tilePosition.y] &= ~DungeonFlag::DeadPlayer; |
|
|
|
for (Player &player : Players) { |
|
if (player.plractive && player._pHitPoints == 0 && player.isOnActiveLevel() && player.position.tile == tilePosition) { |
|
dFlags[tilePosition.x][tilePosition.y] |= DungeonFlag::DeadPlayer; |
|
const Point playerRenderPosition { targetBufferPosition + player.position.offset }; |
|
DrawPlayer(out, player, tilePosition, playerRenderPosition); |
|
} |
|
} |
|
} |
|
|
|
/** |
|
* @brief Render an object sprite |
|
* @param out Output buffer |
|
* @param tilePosition dPiece coordinates |
|
* @param targetBufferPosition Output buffer coordinates |
|
* @param pre Is the sprite in the background |
|
*/ |
|
void DrawObject(const Surface &out, Point tilePosition, Point targetBufferPosition, bool pre) |
|
{ |
|
if (LightTableIndex >= LightsMax) { |
|
return; |
|
} |
|
|
|
Object *object = ObjectAtPosition(tilePosition); |
|
if (object == nullptr) { |
|
return; |
|
} |
|
|
|
const Object &objectToDraw = *object; |
|
if (objectToDraw._oPreFlag != pre) { |
|
return; |
|
} |
|
|
|
Point screenPosition = targetBufferPosition - Displacement { CalculateWidth2(objectToDraw._oAnimWidth), 0 }; |
|
if (objectToDraw.position != tilePosition) { |
|
// drawing a large or offset object, calculate the correct position for the center of the sprite |
|
Displacement worldOffset = objectToDraw.position - tilePosition; |
|
screenPosition -= worldOffset.worldToScreen(); |
|
} |
|
|
|
byte *pCelBuff = objectToDraw._oAnimData; |
|
if (pCelBuff == nullptr) { |
|
Log("Draw Object type {}: NULL Cel Buffer", objectToDraw._otype); |
|
return; |
|
} |
|
|
|
const uint32_t nCel = objectToDraw._oAnimFrame - 1; |
|
const uint32_t frames = LoadLE32(pCelBuff); |
|
if (nCel == static_cast<uint32_t>(-1) || frames > 50 || nCel >= frames) { |
|
Log("Draw Object: frame {} of {}, object type=={}", nCel, frames, objectToDraw._otype); |
|
return; |
|
} |
|
|
|
CelSprite cel { objectToDraw._oAnimData, objectToDraw._oAnimWidth }; |
|
if (pcursobj != -1 && &objectToDraw == &Objects[pcursobj]) { |
|
CelBlitOutlineTo(out, 194, screenPosition, cel, nCel); |
|
} |
|
if (objectToDraw._oLight) { |
|
CelClippedDrawLightTo(out, screenPosition, cel, nCel); |
|
} else { |
|
CelClippedDrawTo(out, screenPosition, cel, nCel); |
|
} |
|
} |
|
|
|
static void DrawDungeon(const Surface & /*out*/, Point /*tilePosition*/, Point /*targetBufferPosition*/); |
|
|
|
/** |
|
* @brief Render a cell |
|
* @param out Target buffer |
|
* @param tilePosition dPiece coordinates |
|
* @param targetBufferPosition Target buffer coordinates |
|
*/ |
|
void DrawCell(const Surface &out, Point tilePosition, Point targetBufferPosition) |
|
{ |
|
level_piece_id = dPiece[tilePosition.x][tilePosition.y]; |
|
MICROS *pMap = &DPieceMicros[level_piece_id]; |
|
cel_transparency_active = TileHasAny(level_piece_id, TileProperties::Transparent) && TransList[dTransVal[tilePosition.x][tilePosition.y]]; |
|
cel_foliage_active = !TileHasAny(level_piece_id, TileProperties::Solid); |
|
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, targetBufferPosition); |
|
} |
|
level_cel_block = pMap->mt[2 * i + 1]; |
|
if (level_cel_block != 0) { |
|
arch_draw_type = i == 0 ? 2 : 0; |
|
RenderTile(out, targetBufferPosition + Displacement { TILE_WIDTH / 2, 0 }); |
|
} |
|
targetBufferPosition.y -= TILE_HEIGHT; |
|
} |
|
cel_foliage_active = false; |
|
} |
|
|
|
/** |
|
* @brief Render a floor tiles |
|
* @param out Target buffer |
|
* @param tilePosition dPiece coordinates |
|
* @param targetBufferPosition Target buffer coordinate |
|
*/ |
|
void DrawFloor(const Surface &out, Point tilePosition, Point targetBufferPosition) |
|
{ |
|
cel_transparency_active = false; |
|
LightTableIndex = dLight[tilePosition.x][tilePosition.y]; |
|
|
|
arch_draw_type = 1; // Left |
|
int pn = dPiece[tilePosition.x][tilePosition.y]; |
|
level_cel_block = DPieceMicros[pn].mt[0]; |
|
if (level_cel_block != 0) { |
|
RenderTile(out, targetBufferPosition); |
|
} |
|
arch_draw_type = 2; // Right |
|
level_cel_block = DPieceMicros[pn].mt[1]; |
|
if (level_cel_block != 0) { |
|
RenderTile(out, targetBufferPosition + Displacement { TILE_WIDTH / 2, 0 }); |
|
} |
|
} |
|
|
|
/** |
|
* @brief Draw item for a given tile |
|
* @param out Output buffer |
|
* @param tilePosition dPiece coordinates |
|
* @param targetBufferPosition Output buffer coordinates |
|
* @param pre Is the sprite in the background |
|
*/ |
|
void DrawItem(const Surface &out, Point tilePosition, Point targetBufferPosition, bool pre) |
|
{ |
|
int8_t bItem = dItem[tilePosition.x][tilePosition.y]; |
|
|
|
if (bItem <= 0) |
|
return; |
|
|
|
auto &item = Items[bItem - 1]; |
|
if (item._iPostDraw == pre) |
|
return; |
|
|
|
OptionalCelSprite cel = item.AnimInfo.celSprite; |
|
if (!cel) { |
|
Log("Draw Item \"{}\" 1: NULL CelSprite", item._iIName); |
|
return; |
|
} |
|
|
|
int nCel = item.AnimInfo.getFrameToUseForRendering(); |
|
const uint32_t frames = LoadLE32(cel->Data()); |
|
if (nCel < 0 || frames > 50 || nCel >= static_cast<int>(frames)) { |
|
Log("Draw \"{}\" Item 1: frame {} of {}, item type=={}", item._iIName, nCel, frames, ItemTypeToString(item._itype)); |
|
return; |
|
} |
|
|
|
int px = targetBufferPosition.x - CalculateWidth2(cel->Width()); |
|
const Point position { px, targetBufferPosition.y }; |
|
if (bItem - 1 == pcursitem || AutoMapShowItems) { |
|
CelBlitOutlineTo(out, GetOutlineColor(item, false), position, *cel, nCel); |
|
} |
|
CelClippedDrawLightTo(out, position, *cel, nCel); |
|
if (item.AnimInfo.currentFrame == item.AnimInfo.numberOfFrames - 1 || item._iCurs == ICURS_MAGIC_ROCK) |
|
AddItemToLabelQueue(bItem - 1, px, targetBufferPosition.y); |
|
} |
|
|
|
/** |
|
* @brief Check if and how a monster should be rendered |
|
* @param out Output buffer |
|
* @param tilePosition dPiece coordinates |
|
* @param targetBufferPosition Output buffer coordinates |
|
*/ |
|
void DrawMonsterHelper(const Surface &out, Point tilePosition, Point targetBufferPosition) |
|
{ |
|
int mi = abs(dMonster[tilePosition.x][tilePosition.y]) - 1; |
|
|
|
if (leveltype == DTYPE_TOWN) { |
|
auto &towner = Towners[mi]; |
|
int px = targetBufferPosition.x - CalculateWidth2(towner._tAnimWidth); |
|
const Point position { px, targetBufferPosition.y }; |
|
const CelSprite sprite = towner.Sprite(); |
|
if (mi == pcursmonst) { |
|
CelBlitOutlineTo(out, 166, position, sprite, towner._tAnimFrame); |
|
} |
|
assert(towner._tAnimData); |
|
CelClippedDrawTo(out, position, sprite, towner._tAnimFrame); |
|
return; |
|
} |
|
|
|
if (!IsTileLit(tilePosition) && !MyPlayer->_pInfraFlag) |
|
return; |
|
|
|
if (static_cast<size_t>(mi) >= MaxMonsters) { |
|
Log("Draw Monster: tried to draw illegal monster {}", mi); |
|
return; |
|
} |
|
|
|
const auto &monster = Monsters[mi]; |
|
if ((monster.flags & MFLAG_HIDDEN) != 0) { |
|
return; |
|
} |
|
|
|
CelSprite cel = *monster.animInfo.celSprite; |
|
|
|
Displacement offset = monster.position.offset; |
|
if (monster.isWalking()) { |
|
offset = GetOffsetForWalking(monster.animInfo, monster.direction); |
|
} |
|
|
|
const Point monsterRenderPosition { targetBufferPosition + offset - Displacement { CalculateWidth2(cel.Width()), 0 } }; |
|
if (mi == pcursmonst) { |
|
Cl2DrawOutline(out, 233, monsterRenderPosition.x, monsterRenderPosition.y, cel, monster.animInfo.getFrameToUseForRendering()); |
|
} |
|
DrawMonster(out, tilePosition, monsterRenderPosition, monster); |
|
} |
|
|
|
/** |
|
* @brief Check if and how a player should be rendered |
|
* @param out Output buffer |
|
* @param player Player reference |
|
* @param tilePosition dPiece coordinates |
|
* @param targetBufferPosition Output buffer coordinates |
|
*/ |
|
void DrawPlayerHelper(const Surface &out, const Player &player, Point tilePosition, Point targetBufferPosition) |
|
{ |
|
Displacement offset = player.position.offset; |
|
if (player.IsWalking()) { |
|
offset = GetOffsetForWalking(player.AnimInfo, player._pdir); |
|
} |
|
|
|
const Point playerRenderPosition { targetBufferPosition + offset }; |
|
|
|
DrawPlayer(out, player, tilePosition, playerRenderPosition); |
|
} |
|
|
|
/** |
|
* @brief Render object sprites |
|
* @param out Target buffer |
|
* @param tilePosition dPiece coordinates |
|
* @param targetBufferPosition Target buffer coordinates |
|
*/ |
|
void DrawDungeon(const Surface &out, Point tilePosition, Point targetBufferPosition) |
|
{ |
|
assert(InDungeonBounds(tilePosition)); |
|
|
|
if (dRendered.test(tilePosition.x, tilePosition.y)) |
|
return; |
|
dRendered.set(tilePosition.x, tilePosition.y); |
|
|
|
LightTableIndex = dLight[tilePosition.x][tilePosition.y]; |
|
|
|
DrawCell(out, tilePosition, targetBufferPosition); |
|
|
|
int8_t bDead = dCorpse[tilePosition.x][tilePosition.y]; |
|
int8_t bMap = dTransVal[tilePosition.x][tilePosition.y]; |
|
|
|
#ifdef _DEBUG |
|
if (DebugVision && IsTileLit(tilePosition)) { |
|
CelClippedDrawTo(out, targetBufferPosition, CelSprite { *pSquareCel }, 1); |
|
} |
|
#endif |
|
|
|
if (MissilePreFlag) { |
|
DrawMissile(out, tilePosition, targetBufferPosition, true); |
|
} |
|
|
|
if (LightTableIndex < LightsMax && bDead != 0) { |
|
do { |
|
Corpse *pDeadGuy = &Corpses[(bDead & 0x1F) - 1]; |
|
int px = targetBufferPosition.x - CalculateWidth2(pDeadGuy->width); |
|
const byte *pCelBuff = pDeadGuy->data[(bDead >> 5) & 7]; |
|
assert(pCelBuff != nullptr); |
|
const uint32_t frames = LoadLE32(pCelBuff); |
|
const int nCel = pDeadGuy->frame; |
|
if (nCel < 0 || frames >= 50 || nCel > static_cast<int>(frames)) { |
|
Log("Unclipped dead: frame {} of {}, deadnum=={}", nCel, frames, (bDead & 0x1F) - 1); |
|
break; |
|
} |
|
if (pDeadGuy->translationPaletteIndex != 0) { |
|
uint8_t *trn = Monsters[pDeadGuy->translationPaletteIndex - 1].uniqueMonsterTRN.get(); |
|
Cl2DrawTRN(out, px, targetBufferPosition.y, CelSprite(pCelBuff, pDeadGuy->width), nCel, trn); |
|
} else { |
|
Cl2DrawLight(out, px, targetBufferPosition.y, CelSprite(pCelBuff, pDeadGuy->width), nCel); |
|
} |
|
} while (false); |
|
} |
|
DrawObject(out, tilePosition, targetBufferPosition, true); |
|
DrawItem(out, tilePosition, targetBufferPosition, true); |
|
|
|
if (TileContainsDeadPlayer(tilePosition)) { |
|
DrawDeadPlayer(out, tilePosition, targetBufferPosition); |
|
} |
|
int8_t playerId = dPlayer[tilePosition.x][tilePosition.y]; |
|
if (playerId > 0 && playerId <= MAX_PLRS) { |
|
DrawPlayerHelper(out, Players[playerId - 1], tilePosition, targetBufferPosition); |
|
} |
|
if (dMonster[tilePosition.x][tilePosition.y] > 0) { |
|
DrawMonsterHelper(out, tilePosition, targetBufferPosition); |
|
} |
|
DrawMissile(out, tilePosition, targetBufferPosition, false); |
|
DrawObject(out, tilePosition, targetBufferPosition, false); |
|
DrawItem(out, tilePosition, targetBufferPosition, false); |
|
|
|
if (leveltype != DTYPE_TOWN) { |
|
char bArch = dSpecial[tilePosition.x][tilePosition.y]; |
|
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, targetBufferPosition, CelSprite { *pSpecialCels }, bArch - 1); |
|
#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 (tilePosition.x > 0 && tilePosition.y > 0 && targetBufferPosition.y > TILE_HEIGHT) { |
|
char bArch = dSpecial[tilePosition.x - 1][tilePosition.y - 1]; |
|
if (bArch != 0) { |
|
CelDrawTo(out, targetBufferPosition + Displacement { 0, -TILE_HEIGHT }, CelSprite { *pSpecialCels }, bArch - 1); |
|
} |
|
} |
|
} |
|
} |
|
|
|
/** |
|
* @brief Render a row of tiles |
|
* @param out Buffer to render to |
|
* @param tilePosition dPiece coordinates |
|
* @param targetBufferPosition Target buffer coordinates |
|
* @param rows Number of rows |
|
* @param columns Tile in a row |
|
*/ |
|
void DrawFloor(const Surface &out, Point tilePosition, Point targetBufferPosition, int rows, int columns) |
|
{ |
|
for (int i = 0; i < rows; i++) { |
|
for (int j = 0; j < columns; j++) { |
|
if (InDungeonBounds(tilePosition)) { |
|
if (!TileHasAny(dPiece[tilePosition.x][tilePosition.y], TileProperties::Solid)) |
|
DrawFloor(out, tilePosition, targetBufferPosition); |
|
} else { |
|
world_draw_black_tile(out, targetBufferPosition.x, targetBufferPosition.y); |
|
} |
|
tilePosition += Direction::East; |
|
targetBufferPosition.x += TILE_WIDTH; |
|
} |
|
// Return to start of row |
|
tilePosition += Displacement(Direction::West) * columns; |
|
targetBufferPosition.x -= columns * TILE_WIDTH; |
|
|
|
// Jump to next row |
|
targetBufferPosition.y += TILE_HEIGHT / 2; |
|
if ((i & 1) != 0) { |
|
tilePosition.x++; |
|
columns--; |
|
targetBufferPosition.x += TILE_WIDTH / 2; |
|
} else { |
|
tilePosition.y++; |
|
columns++; |
|
targetBufferPosition.x -= TILE_WIDTH / 2; |
|
} |
|
} |
|
} |
|
|
|
bool IsWall(Point position) |
|
{ |
|
return TileHasAny(dPiece[position.x][position.y], TileProperties::Solid) || dSpecial[position.x][position.y] != 0; |
|
} |
|
|
|
/** |
|
* @brief Render a row of tile |
|
* @param out Output buffer |
|
* @param tilePosition dPiece coordinates |
|
* @param targetBufferPosition Buffer coordinates |
|
* @param rows Number of rows |
|
* @param columns Tile in a row |
|
*/ |
|
void DrawTileContent(const Surface &out, Point tilePosition, Point targetBufferPosition, int rows, int columns) |
|
{ |
|
// Keep evaluating until MicroTiles can't affect screen |
|
rows += MicroTileLen; |
|
dRendered.reset(); |
|
|
|
for (int i = 0; i < rows; i++) { |
|
for (int j = 0; j < columns; j++) { |
|
if (InDungeonBounds(tilePosition)) { |
|
#ifdef _DEBUG |
|
DebugCoordsMap[tilePosition.x + tilePosition.y * MAXDUNX] = targetBufferPosition; |
|
#endif |
|
if (tilePosition.x + 1 < MAXDUNX && tilePosition.y - 1 >= 0 && targetBufferPosition.x + 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(tilePosition) && (IsWall(tilePosition + Displacement { 1, 0 }) || (tilePosition.x > 0 && IsWall(tilePosition + Displacement { -1, 0 })))) { // Part of a wall aligned on the x-axis |
|
if (IsTileNotSolid(tilePosition + Displacement { 1, -1 }) && IsTileNotSolid(tilePosition + Displacement { 0, -1 })) { // Has walkable area behind it |
|
DrawDungeon(out, tilePosition + Direction::East, { targetBufferPosition.x + TILE_WIDTH, targetBufferPosition.y }); |
|
} |
|
} |
|
} |
|
DrawDungeon(out, tilePosition, targetBufferPosition); |
|
} |
|
tilePosition += Direction::East; |
|
targetBufferPosition.x += TILE_WIDTH; |
|
} |
|
// Return to start of row |
|
tilePosition += Displacement(Direction::West) * columns; |
|
targetBufferPosition.x -= columns * TILE_WIDTH; |
|
|
|
// Jump to next row |
|
targetBufferPosition.y += TILE_HEIGHT / 2; |
|
if ((i & 1) != 0) { |
|
tilePosition.x++; |
|
columns--; |
|
targetBufferPosition.x += TILE_WIDTH / 2; |
|
} else { |
|
tilePosition.y++; |
|
columns++; |
|
targetBufferPosition.x -= TILE_WIDTH / 2; |
|
} |
|
} |
|
} |
|
|
|
/** |
|
* @brief Scale up the top left part of the buffer 2x. |
|
*/ |
|
void Zoom(const Surface &out) |
|
{ |
|
int viewportWidth = out.w(); |
|
int viewportOffsetX = 0; |
|
if (CanPanelsCoverView()) { |
|
if (IsLeftPanelOpen()) { |
|
viewportWidth -= SidePanelSize.width; |
|
viewportOffsetX = SidePanelSize.width; |
|
} else if (IsRightPanelOpen()) { |
|
viewportWidth -= SidePanelSize.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; |
|
|
|
uint8_t *src = out.at(srcWidth - 1, srcHeight - 1); |
|
uint8_t *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); |
|
} |
|
} |
|
|
|
Displacement tileOffset; |
|
Displacement tileShift; |
|
int tileColums; |
|
int tileRows; |
|
|
|
/** |
|
* @brief Configure render and process screen rows |
|
* @param fullOut Buffer to render to |
|
* @param position Center of view in dPiece coordinate |
|
*/ |
|
void DrawGame(const Surface &fullOut, Point position) |
|
{ |
|
// Limit rendering to the view area |
|
const Surface &out = !*sgOptions.Graphics.zoom |
|
? fullOut.subregionY(0, gnViewportHeight) |
|
: fullOut.subregionY(0, (gnViewportHeight + 1) / 2); |
|
|
|
// Adjust by player offset and tile grid alignment |
|
Player &myPlayer = *MyPlayer; |
|
Displacement offset = ScrollInfo.offset; |
|
if (myPlayer.IsWalking()) |
|
offset = GetOffsetForWalking(myPlayer.AnimInfo, myPlayer._pdir, true); |
|
int sx = offset.deltaX + tileOffset.deltaX; |
|
int sy = offset.deltaY + tileOffset.deltaY; |
|
|
|
int columns = tileColums; |
|
int rows = tileRows; |
|
|
|
position += tileShift; |
|
|
|
// Skip rendering parts covered by the panels |
|
if (CanPanelsCoverView()) { |
|
if (!*sgOptions.Graphics.zoom) { |
|
if (IsLeftPanelOpen()) { |
|
position += Displacement(Direction::East) * 2; |
|
columns -= 4; |
|
sx += SidePanelSize.width - TILE_WIDTH / 2; |
|
} |
|
if (IsRightPanelOpen()) { |
|
position += Displacement(Direction::East) * 2; |
|
columns -= 4; |
|
sx += -TILE_WIDTH / 2; |
|
} |
|
} else { |
|
if (IsLeftPanelOpen()) { |
|
position += Direction::East; |
|
columns -= 2; |
|
sx += -TILE_WIDTH / 2 / 2; // SPANEL_WIDTH accounted for in Zoom() |
|
} |
|
if (IsRightPanelOpen()) { |
|
position += Direction::East; |
|
columns -= 2; |
|
sx += -TILE_WIDTH / 2 / 2; |
|
} |
|
} |
|
} |
|
|
|
UpdateMissilesRendererData(); |
|
|
|
// Draw areas moving in and out of the screen |
|
switch (ScrollInfo._sdir) { |
|
case ScrollDirection::North: |
|
sy -= TILE_HEIGHT; |
|
position += Direction::North; |
|
rows += 2; |
|
break; |
|
case ScrollDirection::NorthEast: |
|
sy -= TILE_HEIGHT; |
|
position += Direction::North; |
|
columns++; |
|
rows += 2; |
|
break; |
|
case ScrollDirection::East: |
|
columns++; |
|
break; |
|
case ScrollDirection::SouthEast: |
|
columns++; |
|
rows++; |
|
break; |
|
case ScrollDirection::South: |
|
rows += 2; |
|
break; |
|
case ScrollDirection::SouthWest: |
|
sx -= TILE_WIDTH; |
|
position += Direction::West; |
|
columns++; |
|
rows++; |
|
break; |
|
case ScrollDirection::West: |
|
sx -= TILE_WIDTH; |
|
position += Direction::West; |
|
columns++; |
|
break; |
|
case ScrollDirection::NorthWest: |
|
sx -= TILE_WIDTH / 2; |
|
sy -= TILE_HEIGHT / 2; |
|
position += Direction::NorthWest; |
|
columns++; |
|
rows++; |
|
break; |
|
case ScrollDirection::None: |
|
break; |
|
} |
|
|
|
DrawFloor(out, position, { sx, sy }, rows, columns); |
|
DrawTileContent(out, position, { sx, sy }, rows, columns); |
|
|
|
if (*sgOptions.Graphics.zoom) { |
|
Zoom(fullOut.subregionY(0, gnViewportHeight)); |
|
} |
|
} |
|
|
|
/** |
|
* @brief Start rendering of screen, town variation |
|
* @param out Buffer to render to |
|
* @param startPosition Center of view in dPiece coordinates |
|
*/ |
|
void DrawView(const Surface &out, Point startPosition) |
|
{ |
|
#ifdef _DEBUG |
|
DebugCoordsMap.clear(); |
|
#endif |
|
DrawGame(out, startPosition); |
|
if (AutomapActive) { |
|
DrawAutomap(out.subregionY(0, gnViewportHeight)); |
|
} |
|
#ifdef _DEBUG |
|
bool debugGridTextNeeded = IsDebugGridTextNeeded(); |
|
if (debugGridTextNeeded || DebugGrid) { |
|
// force redrawing or debug stuff stays on panel on 640x480 resolution |
|
force_redraw = 255; |
|
char debugGridTextBuffer[10]; |
|
bool megaTiles = IsDebugGridInMegatiles(); |
|
|
|
for (auto m : DebugCoordsMap) { |
|
Point dunCoords = { m.first % MAXDUNX, m.first / MAXDUNX }; |
|
if (megaTiles && (dunCoords.x % 2 == 1 || dunCoords.y % 2 == 1)) |
|
continue; |
|
Point pixelCoords = m.second; |
|
if (megaTiles) |
|
pixelCoords += Displacement { 0, TILE_HEIGHT / 2 }; |
|
if (*sgOptions.Graphics.zoom) |
|
pixelCoords *= 2; |
|
if (debugGridTextNeeded && GetDebugGridText(dunCoords, debugGridTextBuffer)) { |
|
Size tileSize = { TILE_WIDTH, TILE_HEIGHT }; |
|
if (*sgOptions.Graphics.zoom) |
|
tileSize *= 2; |
|
DrawString(out, debugGridTextBuffer, { pixelCoords - Displacement { 0, tileSize.height }, tileSize }, UiFlags::ColorRed | UiFlags::AlignCenter | UiFlags::VerticalCenter); |
|
} |
|
if (DebugGrid) { |
|
auto DrawDebugSquare = [&out](Point center, Displacement hor, Displacement ver, uint8_t col) { |
|
auto DrawLine = [&out](Point from, Point to, uint8_t col) { |
|
int dx = to.x - from.x; |
|
int dy = to.y - from.y; |
|
int steps = abs(dx) > abs(dy) ? abs(dx) : abs(dy); |
|
float ix = dx / (float)steps; |
|
float iy = dy / (float)steps; |
|
float sx = from.x; |
|
float sy = from.y; |
|
|
|
for (int i = 0; i <= steps; i++, sx += ix, sy += iy) |
|
out.SetPixel({ (int)sx, (int)sy }, col); |
|
}; |
|
DrawLine(center - hor, center + ver, col); |
|
DrawLine(center + hor, center + ver, col); |
|
DrawLine(center - hor, center - ver, col); |
|
DrawLine(center + hor, center - ver, col); |
|
}; |
|
|
|
Displacement hor = { TILE_WIDTH / 2, 0 }; |
|
Displacement ver = { 0, TILE_HEIGHT / 2 }; |
|
if (*sgOptions.Graphics.zoom) { |
|
hor *= 2; |
|
ver *= 2; |
|
} |
|
Point center = pixelCoords + hor - ver; |
|
|
|
if (megaTiles) { |
|
hor *= 2; |
|
ver *= 2; |
|
} |
|
|
|
uint8_t col = PAL16_BEIGE; |
|
|
|
DrawDebugSquare(center, hor, ver, col); |
|
} |
|
} |
|
} |
|
#endif |
|
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); |
|
} else if (IsStashOpen) { |
|
DrawStash(out); |
|
} |
|
DrawLevelUpIcon(out); |
|
if (ShowUniqueItemInfoBox) { |
|
DrawUniqueInfo(out); |
|
} |
|
if (qtextflag) { |
|
DrawQText(out); |
|
} |
|
if (spselflag) { |
|
DrawSpellList(out); |
|
} |
|
if (dropGoldFlag) { |
|
DrawGoldSplit(out, dropGoldValue); |
|
} |
|
DrawGoldWithdraw(out, WithdrawGoldValue); |
|
if (HelpFlag) { |
|
DrawHelp(out); |
|
} |
|
if (ChatLogFlag) { |
|
DrawChatLog(out); |
|
} |
|
if (IsDiabloMsgAvailable()) { |
|
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); |
|
} |
|
|
|
/** |
|
* @brief Display the current average FPS over 1 sec |
|
*/ |
|
void DrawFPS(const Surface &out) |
|
{ |
|
static int framesSinceLastUpdate = 0; |
|
static string_view formatted {}; |
|
|
|
if (!frameflag || !gbActive) { |
|
return; |
|
} |
|
|
|
framesSinceLastUpdate++; |
|
uint32_t runtimeInMs = SDL_GetTicks(); |
|
uint32_t msSinceLastUpdate = runtimeInMs - lastFpsUpdateInMs; |
|
if (msSinceLastUpdate >= 1000) { |
|
lastFpsUpdateInMs = runtimeInMs; |
|
int framerate = 1000 * framesSinceLastUpdate / msSinceLastUpdate; |
|
framesSinceLastUpdate = 0; |
|
|
|
static char buf[12] {}; |
|
const char *end = BufCopy(buf, framerate, " FPS"); |
|
formatted = { buf, static_cast<string_view::size_type>(end - buf) }; |
|
}; |
|
DrawString(out, formatted, Point { 8, 68 }, UiFlags::ColorRed); |
|
} |
|
|
|
/** |
|
* @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 |
|
*/ |
|
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 drawDesc Render info box |
|
* @param drawHp Render health bar |
|
* @param drawMana Render mana bar |
|
* @param drawSbar Render belt |
|
* @param drawBtn Render panel buttons |
|
*/ |
|
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) { |
|
const Point mainPanelPosition = GetMainPanel().position; |
|
if (drawSbar) { |
|
DoBlitScreen(mainPanelPosition.x + 204, mainPanelPosition.y + 5, 232, 28); |
|
} |
|
if (drawDesc) { |
|
DoBlitScreen(mainPanelPosition.x + 176, mainPanelPosition.y + 46, 288, 63); |
|
} |
|
if (drawMana) { |
|
DoBlitScreen(mainPanelPosition.x + 460, mainPanelPosition.y, 88, 72); |
|
DoBlitScreen(mainPanelPosition.x + 564, mainPanelPosition.y + 64, 56, 56); |
|
} |
|
if (drawHp) { |
|
DoBlitScreen(mainPanelPosition.x + 96, mainPanelPosition.y, 88, 72); |
|
} |
|
if (drawBtn) { |
|
DoBlitScreen(mainPanelPosition.x + 8, mainPanelPosition.y + 5, 72, 119); |
|
DoBlitScreen(mainPanelPosition.x + 556, mainPanelPosition.y + 5, 72, 48); |
|
if (gbIsMultiplayer) { |
|
DoBlitScreen(mainPanelPosition.x + 84, mainPanelPosition.y + 91, 36, 32); |
|
DoBlitScreen(mainPanelPosition.x + 524, mainPanelPosition.y + 91, 36, 32); |
|
} |
|
} |
|
if (sgdwCursWdtOld != 0) { |
|
DoBlitScreen(sgdwCursXOld, sgdwCursYOld, sgdwCursWdtOld, sgdwCursHgtOld); |
|
} |
|
if (sgdwCursWdt != 0) { |
|
DoBlitScreen(sgdwCursX, sgdwCursY, sgdwCursWdt, sgdwCursHgt); |
|
} |
|
} |
|
} |
|
|
|
} // namespace |
|
|
|
Displacement GetOffsetForWalking(const AnimationInfo &animationInfo, const Direction dir, bool cameraMode /*= false*/) |
|
{ |
|
// clang-format off |
|
// South, SouthWest, West, NorthWest, North, NorthEast, East, SouthEast, |
|
constexpr Displacement StartOffset[8] = { { 0, -32 }, { 32, -16 }, { 64, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 }, { -64, 0 }, { -32, -16 } }; |
|
constexpr Displacement MovingOffset[8] = { { 0, 32 }, { -32, 16 }, { -64, 0 }, { -32, -16 }, { 0, -32 }, { 32, -16 }, { 64, 0 }, { 32, 16 } }; |
|
// clang-format on |
|
|
|
float fAnimationProgress = animationInfo.getAnimationProgress(); |
|
Displacement offset = MovingOffset[static_cast<size_t>(dir)]; |
|
offset *= fAnimationProgress; |
|
|
|
if (cameraMode) { |
|
offset = -offset; |
|
} else { |
|
offset += StartOffset[static_cast<size_t>(dir)]; |
|
} |
|
|
|
return offset; |
|
} |
|
|
|
void ClearCursor() // CODE_FIX: this was supposed to be in cursor.cpp |
|
{ |
|
sgdwCursWdt = 0; |
|
sgdwCursWdtOld = 0; |
|
} |
|
|
|
void ShiftGrid(int *x, int *y, int horizontal, int vertical) |
|
{ |
|
*x += vertical + horizontal; |
|
*y += vertical - horizontal; |
|
} |
|
|
|
int RowsCoveredByPanel() |
|
{ |
|
auto &mainPanelSize = GetMainPanel().size; |
|
if (GetScreenWidth() <= mainPanelSize.width) { |
|
return 0; |
|
} |
|
|
|
int rows = mainPanelSize.height / TILE_HEIGHT; |
|
if (*sgOptions.Graphics.zoom) { |
|
rows /= 2; |
|
} |
|
|
|
return rows; |
|
} |
|
|
|
void CalcTileOffset(int *offsetX, int *offsetY) |
|
{ |
|
uint16_t screenWidth = GetScreenWidth(); |
|
uint16_t viewportHeight = GetViewportHeight(); |
|
|
|
int x; |
|
int y; |
|
|
|
if (!*sgOptions.Graphics.zoom) { |
|
x = screenWidth % TILE_WIDTH; |
|
y = viewportHeight % TILE_HEIGHT; |
|
} else { |
|
x = (screenWidth / 2) % TILE_WIDTH; |
|
y = (viewportHeight / 2) % TILE_HEIGHT; |
|
} |
|
|
|
if (x != 0) |
|
x = (TILE_WIDTH - x) / 2; |
|
if (y != 0) |
|
y = (TILE_HEIGHT - y) / 2; |
|
|
|
*offsetX = x; |
|
*offsetY = y; |
|
} |
|
|
|
void TilesInView(int *rcolumns, int *rrows) |
|
{ |
|
uint16_t screenWidth = GetScreenWidth(); |
|
uint16_t viewportHeight = GetViewportHeight(); |
|
|
|
int columns = screenWidth / TILE_WIDTH; |
|
if ((screenWidth % TILE_WIDTH) != 0) { |
|
columns++; |
|
} |
|
int rows = viewportHeight / TILE_HEIGHT; |
|
if ((viewportHeight % TILE_HEIGHT) != 0) { |
|
rows++; |
|
} |
|
|
|
if (*sgOptions.Graphics.zoom) { |
|
// 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; |
|
} |
|
|
|
void CalcViewportGeometry() |
|
{ |
|
tileShift = { 0, 0 }; |
|
|
|
// Adjust by player offset and tile grid alignment |
|
int xo = 0; |
|
int yo = 0; |
|
CalcTileOffset(&xo, &yo); |
|
tileOffset = { -xo, -yo - 1 + TILE_HEIGHT / 2 }; |
|
|
|
TilesInView(&tileColums, &tileRows); |
|
int lrow = tileRows - RowsCoveredByPanel(); |
|
|
|
// Center player tile on screen |
|
tileShift += Displacement(Direction::West) * (tileColums / 2); |
|
tileShift += Displacement(Direction::North) * (lrow / 2); |
|
|
|
tileRows *= 2; |
|
|
|
// Align grid |
|
if ((tileColums & 1) == 0) { |
|
tileShift.deltaY--; // 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++; |
|
tileOffset.deltaY -= 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 |
|
tileShift += Displacement(Direction::North); |
|
tileRows++; |
|
tileOffset.deltaY -= TILE_HEIGHT / 2; |
|
} |
|
|
|
// Slightly lower the zoomed view |
|
if (*sgOptions.Graphics.zoom) { |
|
tileOffset.deltaY += TILE_HEIGHT / 4; |
|
if (yo < TILE_HEIGHT / 4) |
|
tileRows++; |
|
} |
|
|
|
tileRows++; // Cover lower edge saw tooth, right edge accounted for in scrollrt_draw() |
|
} |
|
|
|
extern SDL_Surface *PalSurface; |
|
|
|
void ClearScreenBuffer() |
|
{ |
|
assert(PalSurface != nullptr); |
|
SDL_FillRect(PalSurface, nullptr, 0); |
|
} |
|
|
|
#ifdef _DEBUG |
|
void ScrollView() |
|
{ |
|
bool scroll; |
|
|
|
if (!MyPlayer->HoldItem.isEmpty()) |
|
return; |
|
|
|
scroll = false; |
|
|
|
if (MousePosition.x < 20) { |
|
if (dmaxPosition.y - 1 <= ViewPosition.y || dminPosition.x >= ViewPosition.x) { |
|
if (dmaxPosition.y - 1 > ViewPosition.y) { |
|
ViewPosition.y++; |
|
scroll = true; |
|
} |
|
if (dminPosition.x < ViewPosition.x) { |
|
ViewPosition.x--; |
|
scroll = true; |
|
} |
|
} else { |
|
ViewPosition.y++; |
|
ViewPosition.x--; |
|
scroll = true; |
|
} |
|
} |
|
if (MousePosition.x > gnScreenWidth - 20) { |
|
if (dmaxPosition.x - 1 <= ViewPosition.x || dminPosition.y >= ViewPosition.y) { |
|
if (dmaxPosition.x - 1 > ViewPosition.x) { |
|
ViewPosition.x++; |
|
scroll = true; |
|
} |
|
if (dminPosition.y < ViewPosition.y) { |
|
ViewPosition.y--; |
|
scroll = true; |
|
} |
|
} else { |
|
ViewPosition.y--; |
|
ViewPosition.x++; |
|
scroll = true; |
|
} |
|
} |
|
if (MousePosition.y < 20) { |
|
if (dminPosition.y >= ViewPosition.y || dminPosition.x >= ViewPosition.x) { |
|
if (dminPosition.y < ViewPosition.y) { |
|
ViewPosition.y--; |
|
scroll = true; |
|
} |
|
if (dminPosition.x < ViewPosition.x) { |
|
ViewPosition.x--; |
|
scroll = true; |
|
} |
|
} else { |
|
ViewPosition.x--; |
|
ViewPosition.y--; |
|
scroll = true; |
|
} |
|
} |
|
if (MousePosition.y > gnScreenHeight - 20) { |
|
if (dmaxPosition.y - 1 <= ViewPosition.y || dmaxPosition.x - 1 <= ViewPosition.x) { |
|
if (dmaxPosition.y - 1 > ViewPosition.y) { |
|
ViewPosition.y++; |
|
scroll = true; |
|
} |
|
if (dmaxPosition.x - 1 > ViewPosition.x) { |
|
ViewPosition.x++; |
|
scroll = true; |
|
} |
|
} else { |
|
ViewPosition.x++; |
|
ViewPosition.y++; |
|
scroll = true; |
|
} |
|
} |
|
|
|
if (scroll) |
|
ScrollInfo._sdir = ScrollDirection::None; |
|
} |
|
#endif |
|
|
|
void EnableFrameCount() |
|
{ |
|
frameflag = true; |
|
lastFpsUpdateInMs = SDL_GetTicks(); |
|
} |
|
|
|
void scrollrt_draw_game_screen() |
|
{ |
|
int hgt = 0; |
|
|
|
if (force_redraw == 255) { |
|
force_redraw = 0; |
|
hgt = gnScreenHeight; |
|
} |
|
|
|
if (IsHardwareCursor()) { |
|
SetHardwareCursorVisible(ShouldShowCursor()); |
|
} else { |
|
DrawCursor(GlobalBackBuffer()); |
|
} |
|
|
|
DrawMain(hgt, false, false, false, false, false); |
|
|
|
RenderPresent(); |
|
|
|
if (!IsHardwareCursor()) { |
|
UndrawCursor(GlobalBackBuffer()); |
|
} |
|
} |
|
|
|
void DrawAndBlit() |
|
{ |
|
if (!gbRunGame) { |
|
return; |
|
} |
|
|
|
int hgt = 0; |
|
bool ddsdesc = false; |
|
bool ctrlPan = false; |
|
|
|
const Rectangle &mainPanel = GetMainPanel(); |
|
|
|
if (gnScreenWidth > mainPanel.size.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; |
|
|
|
const Surface &out = GlobalBackBuffer(); |
|
UndrawCursor(out); |
|
|
|
nthread_UpdateProgressToNextGameTick(); |
|
|
|
DrawView(out, ViewPosition); |
|
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; |
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} |
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DrawXPBar(out); |
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if (*sgOptions.Graphics.showHealthValues) |
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DrawFlaskValues(out, { mainPanel.position.x + 134, mainPanel.position.y + 28 }, MyPlayer->_pHitPoints >> 6, MyPlayer->_pMaxHP >> 6); |
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if (*sgOptions.Graphics.showManaValues) |
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DrawFlaskValues(out, { mainPanel.position.x + mainPanel.size.width - 138, mainPanel.position.y + 28 }, MyPlayer->_pMana >> 6, MyPlayer->_pMaxMana >> 6); |
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|
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if (IsHardwareCursor()) { |
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SetHardwareCursorVisible(ShouldShowCursor()); |
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} else { |
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DrawCursor(out); |
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} |
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|
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DrawFPS(out); |
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|
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DrawMain(hgt, ddsdesc, drawhpflag, drawmanaflag, drawsbarflag, drawbtnflag); |
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|
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RenderPresent(); |
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|
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drawhpflag = false; |
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drawmanaflag = false; |
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drawbtnflag = false; |
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drawsbarflag = false; |
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} |
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|
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} // namespace devilution
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