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1731 lines
46 KiB
1731 lines
46 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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|
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#include "automap.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 "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 "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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#include "missiles.h" |
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#include "nthread.h" |
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#include "plrmsg.h" |
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#include "qol/itemlabels.h" |
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#include "qol/monhealthbar.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/endian.hpp" |
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#include "utils/log.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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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, MissileStruct *, 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 (tile.x >= MAXDUNX || tile.x < 0) |
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return true; |
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if (tile.y >= MAXDUNY || tile.y < 0) |
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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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int oid = dObject[tile.x][tile.y]; |
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if (oid != 0) { |
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oid = oid > 0 ? oid - 1 : -(oid + 1); |
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if (!Objects[oid]._oMissFlag) |
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return true; |
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} |
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return nMissileTable[dPiece[tile.x][tile.y]]; |
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} |
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void UpdateMissileRendererData(MissileStruct &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 = MissileData[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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|
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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 (int i = 0; i < ActiveMissileCount; i++) { |
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assert(ActiveMissiles[i] < MAXMISSILES); |
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MissileStruct &m = Missiles[ActiveMissiles[i]]; |
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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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} // namespace |
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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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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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/** |
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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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int sgdwCursXOld; |
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int sgdwCursYOld; |
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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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uint32_t sgdwCursWdt; |
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void (*DrawPlrProc)(int, int, int, int, int, BYTE *, int, int, int, int); |
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BYTE sgSaveBack[8192]; |
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uint32_t sgdwCursHgtOld; |
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bool dRendered[MAXDUNX][MAXDUNY]; |
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bool frameflag; |
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int frameend; |
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int framerate; |
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int framestart; |
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/* data */ |
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const char *const MonsterModeNames[] = { |
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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", |
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"getting hit", |
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"dying", |
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"attacking (special)", |
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"fading in", |
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"fading out", |
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"attacking (ranged)", |
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"standing (special)", |
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"attacking (special ranged)", |
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"delaying", |
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"charging", |
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"stoned", |
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"healing", |
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"talking" |
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}; |
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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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Displacement GetOffsetForWalking(const AnimationInfo &animationInfo, const Direction dir, bool cameraMode /*= false*/) |
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{ |
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// clang-format off |
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// DIR_S, DIR_SW, DIR_W, DIR_NW, DIR_N, DIR_NE, DIR_E, DIR_SE, |
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constexpr Displacement StartOffset[8] = { { 0, -32 }, { 32, -16 }, { 32, -16 }, { 0, 0 }, { 0, 0 }, { 0, 0 }, { -32, -16 }, { -32, -16 } }; |
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constexpr Displacement MovingOffset[8] = { { 0, 32 }, { -32, 16 }, { -64, 0 }, { -32, -16 }, { 0, -32 }, { 32, -16 }, { 64, 0 }, { 32, 16 } }; |
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constexpr bool IsDiagionalWalk[8] = { false, true, false, true, false, true, false, true }; |
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// clang-format on |
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float fAnimationProgress = animationInfo.GetAnimationProgress(); |
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Displacement offset = MovingOffset[dir]; |
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offset *= fAnimationProgress; |
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// In diagonal walks the offset for y is smaller than x. |
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// This means that sometimes x is updated but y not. |
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// That results in a small stuttering. |
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// To fix this we disallow odd x as this is the only case where y is not updated. |
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if (IsDiagionalWalk[dir] && ((offset.deltaX % 2) != 0)) { |
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offset.deltaX -= offset.deltaX > 0 ? 1 : -1; |
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} |
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if (cameraMode) { |
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offset = -offset; |
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} else { |
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offset += StartOffset[dir]; |
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} |
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return offset; |
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} |
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/** |
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* @brief Clear cursor state |
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*/ |
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void ClearCursor() // CODE_FIX: this was supposed to be in cursor.cpp |
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{ |
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sgdwCursWdt = 0; |
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sgdwCursWdtOld = 0; |
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} |
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|
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static void BlitCursor(BYTE *dst, std::uint32_t dstPitch, BYTE *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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static 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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static bool ShouldShowCursor() |
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{ |
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return !(sgbControllerActive && !IsMovingMouseCursorWithController() && pcurs != CURSOR_TELEPORT && !invflag && (!chrflag || Players[MyPlayerId]._pStatPts <= 0)); |
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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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static void DrawCursor(const Surface &out) |
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{ |
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if (pcurs <= CURSOR_NONE || cursW == 0 || cursH == 0 || !ShouldShowCursor()) { |
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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 = IsItemSprite(pcurs) ? 1 : 0; |
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|
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if (MousePosition.x < -cursW - outlineWidth || MousePosition.x - outlineWidth >= out.w() || MousePosition.y < -cursH - outlineWidth || MousePosition.y - outlineWidth >= out.h()) |
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return; |
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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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sgdwCursX = MousePosition.x - outlineWidth; |
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sgdwCursWdt = cursW + 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 = cursH + 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, cursH - 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 m Pointer to MissileStruct struct |
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* @param sx Output buffer coordinate |
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* @param sy 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 MissileStruct *m, int sx, int sy, bool pre) |
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{ |
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if (m->_miPreFlag != pre || !m->_miDrawFlag) |
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return; |
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|
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if (m->_miAnimData == nullptr) { |
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Log("Draw Missile 2 type {}: NULL Cel Buffer", m->_mitype); |
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return; |
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} |
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int nCel = m->_miAnimFrame; |
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const auto *frameTable = reinterpret_cast<const uint32_t *>(m->_miAnimData); |
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int frames = SDL_SwapLE32(frameTable[0]); |
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if (nCel < 1 || frames > 50 || nCel > frames) { |
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Log("Draw Missile 2: frame {} of {}, missile type=={}", nCel, frames, m->_mitype); |
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return; |
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} |
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int mx = sx + m->position.offsetForRendering.deltaX - m->_miAnimWidth2; |
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int my = sy + m->position.offsetForRendering.deltaY; |
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CelSprite cel { m->_miAnimData, m->_miAnimWidth }; |
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if (m->_miUniqTrans != 0) |
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Cl2DrawLightTbl(out, mx, my, cel, m->_miAnimFrame, m->_miUniqTrans + 3); |
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else if (m->_miLightFlag) |
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Cl2DrawLight(out, mx, my, cel, m->_miAnimFrame); |
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else |
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Cl2Draw(out, mx, my, cel, m->_miAnimFrame); |
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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 x dPiece coordinate |
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* @param y dPiece coordinate |
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* @param sx Output buffer coordinate |
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* @param sy Output buffer coordinate |
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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, int x, int y, int sx, int sy, bool pre) |
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{ |
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const auto range = MissilesAtRenderingTile.equal_range(Point { x, y }); |
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for (auto it = range.first; it != range.second; it++) { |
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DrawMissilePrivate(out, it->second, sx, sy, 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 x dPiece coordinate |
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* @param y dPiece coordinate |
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* @param mx Output buffer coordinate |
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* @param my Output buffer coordinate |
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* @param m Id of monster |
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*/ |
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static void DrawMonster(const Surface &out, int x, int y, int mx, int my, const MonsterStruct &monster) |
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{ |
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if (monster.AnimInfo.pCelSprite == nullptr) { |
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Log("Draw Monster \"{}\": NULL Cel Buffer", monster.mName); |
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return; |
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} |
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|
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int nCel = monster.AnimInfo.GetFrameToUseForRendering(); |
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const auto *frameTable = reinterpret_cast<const uint32_t *>(monster.AnimInfo.pCelSprite->Data()); |
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int frames = SDL_SwapLE32(frameTable[0]); |
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if (nCel < 1 || frames > 50 || nCel > frames) { |
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const char *szMode = "unknown action"; |
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if (monster._mmode <= 17) |
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szMode = MonsterModeNames[monster._mmode]; |
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Log( |
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"Draw Monster \"{}\" {}: facing {}, frame {} of {}", |
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monster.mName, |
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szMode, |
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monster._mdir, |
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nCel, |
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frames); |
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return; |
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} |
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|
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const auto &cel = *monster.AnimInfo.pCelSprite; |
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|
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if ((dFlags[x][y] & BFLAG_LIT) == 0) { |
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Cl2DrawLightTbl(out, mx, my, cel, nCel, 1); |
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return; |
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} |
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int trans = 0; |
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if (monster._uniqtype != 0) |
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trans = monster._uniqtrans + 4; |
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if (monster._mmode == MM_STONE) |
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trans = 2; |
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if (Players[MyPlayerId]._pInfraFlag && LightTableIndex > 8) |
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trans = 1; |
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if (trans != 0) |
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Cl2DrawLightTbl(out, mx, my, cel, nCel, trans); |
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else |
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Cl2DrawLight(out, mx, my, cel, nCel); |
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} |
|
|
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/** |
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* @brief Helper for rendering a specific player icon (Mana Shield or Reflect) |
|
*/ |
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static void DrawPlayerIconHelper(const Surface &out, int pnum, missile_graphic_id missileGraphicId, int x, int y, bool lighting) |
|
{ |
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x += CalculateWidth2(Players[pnum].AnimInfo.pCelSprite->Width()) - MissileSpriteData[missileGraphicId].mAnimWidth2[0]; |
|
|
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int width = MissileSpriteData[missileGraphicId].mAnimWidth[0]; |
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byte *pCelBuff = MissileSpriteData[missileGraphicId].mAnimData[0]; |
|
|
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CelSprite cel { pCelBuff, width }; |
|
|
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if (pnum == MyPlayerId) { |
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Cl2Draw(out, x, y, cel, 1); |
|
return; |
|
} |
|
|
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if (lighting) { |
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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 |
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* @param lighting Should lighting be applied |
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*/ |
|
static void DrawPlayerIcons(const Surface &out, int pnum, int x, int y, bool lighting) |
|
{ |
|
auto &player = Players[pnum]; |
|
if (player.pManaShield) |
|
DrawPlayerIconHelper(out, pnum, MFILE_MANASHLD, x, y, lighting); |
|
if (player.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 |
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* @param y dPiece coordinate |
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* @param px Output buffer coordinate |
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* @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(sx >= 0 && sx < MAXDUNX); |
|
assert(sy >= 0 && 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) { |
|
int syy = sy - 1; |
|
assert(syy >= 0 && syy < MAXDUNY); |
|
DrawPlayerHelper(out, sx, syy, 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 && IsTileNotSolid({ 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
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