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/**
* @file scrollrt.cpp
*
* Implementation of functionality for rendering the dungeons, monsters and calling other render routines.
*/
#include "automap.h"
#include "controls/touch/renderers.h"
#include "cursor.h"
#include "dead.h"
#include "doom.h"
#include "dx.h"
#include "engine/render/cel_render.hpp"
#include "engine/render/cl2_render.hpp"
#include "engine/render/dun_render.hpp"
#include "engine/render/text_render.hpp"
#include "panels/charpanel.hpp"
#include "error.h"
#include "gmenu.h"
#include "help.h"
#include "hwcursor.hpp"
#include "init.h"
#include "inv.h"
#include "lighting.h"
#include "minitext.h"
#include "missiles.h"
#include "nthread.h"
#include "plrmsg.h"
#include "qol/itemlabels.h"
#include "qol/monhealthbar.h"
#include "qol/xpbar.h"
#include "stores.h"
#include "towners.h"
#include "utils/display.h"
#include "utils/endian.hpp"
#include "utils/log.hpp"
#ifdef _DEBUG
#include "debug.h"
#endif
namespace devilution {
/**
* Specifies the current light entry.
*/
int LightTableIndex;
/**
* Specifies the current MIN block of the level CEL file, as used during rendering of the level tiles.
*
* frameNum := block & 0x0FFF
* frameType := block & 0x7000 >> 12
*/
uint32_t level_cel_block;
bool AutoMapShowItems;
/**
* Specifies the type of arches to render.
*/
char arch_draw_type;
/**
* Specifies whether transparency is active for the current CEL file being decoded.
*/
bool cel_transparency_active;
/**
* Specifies whether foliage (tile has extra content that overlaps previous tile) being rendered.
*/
bool cel_foliage_active = false;
/**
* Specifies the current dungeon piece ID of the level, as used during rendering of the level tiles.
*/
int level_piece_id;
// DevilutionX extension.
extern void DrawControllerModifierHints(const Surface &out);
namespace {
/**
* @brief Hash algorithm for point
*/
struct PointHash {
std::size_t operator()(Point const &s) const noexcept
{
return s.x ^ (s.y << 1);
}
};
/**
* @brief Contains all Missile at rendering position
*/
std::unordered_multimap<Point, Missile *, PointHash> MissilesAtRenderingTile;
/**
* @brief Could the missile (at the next game tick) collide? This method is a simplified version of CheckMissileCol (for example without random).
*/
bool CouldMissileCollide(Point tile, bool checkPlayerAndMonster)
{
if (!InDungeonBounds(tile))
return true;
if (checkPlayerAndMonster) {
if (dMonster[tile.x][tile.y] > 0)
return true;
if (dPlayer[tile.x][tile.y] > 0)
return true;
}
int oid = dObject[tile.x][tile.y];
if (oid != 0) {
oid = oid > 0 ? oid - 1 : -(oid + 1);
if (!Objects[oid]._oMissFlag)
return true;
}
return nMissileTable[dPiece[tile.x][tile.y]];
}
void UpdateMissileRendererData(Missile &m)
{
m.position.tileForRendering = m.position.tile;
m.position.offsetForRendering = m.position.offset;
const MissileMovementDistrubution missileMovement = MissilesData[m._mitype].MovementDistribution;
// don't calculate missile position if they don't move
if (missileMovement == MissileMovementDistrubution::Disabled || m.position.velocity == Displacement {})
return;
float fProgress = gfProgressToNextGameTick;
Displacement velocity = m.position.velocity * fProgress;
Displacement traveled = m.position.traveled + velocity;
int mx = traveled.deltaX >> 16;
int my = traveled.deltaY >> 16;
int dx = (mx + 2 * my) / 64;
int dy = (2 * my - mx) / 64;
// calculcate the future missile position
m.position.tileForRendering = m.position.start + Displacement { dx, dy };
m.position.offsetForRendering = { mx + (dy * 32) - (dx * 32), my - (dx * 16) - (dy * 16) };
// In some cases this calculcated position is invalid.
// For example a missile shouldn't move inside a wall.
// In this case the game logic don't advance the missile position and removes the missile or shows an explosion animation at the old position.
// For the animation distribution logic this means we are not allowed to move to a tile where the missile could collide, cause this could be a invalid position.
// If we are still at the current tile, this tile was already checked and is a valid tile
if (m.position.tileForRendering == m.position.tile)
return;
// If no collision can happen at the new tile we can advance
if (!CouldMissileCollide(m.position.tileForRendering, missileMovement == MissileMovementDistrubution::Blockable))
return;
// The new tile could be invalid, so don't advance to it.
// We search the last offset that is in the old (valid) tile.
// Implementation note: If someone knows the correct math to calculate this without the loop, I would really appreciate it.
while (m.position.tile != m.position.tileForRendering) {
fProgress -= 0.01F;
if (fProgress <= 0.0F) {
m.position.tileForRendering = m.position.tile;
m.position.offsetForRendering = m.position.offset;
return;
}
velocity = m.position.velocity * fProgress;
traveled = m.position.traveled + velocity;
mx = traveled.deltaX >> 16;
my = traveled.deltaY >> 16;
dx = (mx + 2 * my) / 64;
dy = (2 * my - mx) / 64;
m.position.tileForRendering = m.position.start + Displacement { dx, dy };
m.position.offsetForRendering = { mx + (dy * 32) - (dx * 32), my - (dx * 16) - (dy * 16) };
}
}
void UpdateMissilesRendererData()
{
MissilesAtRenderingTile.clear();
for (int i = 0; i < ActiveMissileCount; i++) {
assert(ActiveMissiles[i] < MAXMISSILES);
Missile &m = Missiles[ActiveMissiles[i]];
UpdateMissileRendererData(m);
MissilesAtRenderingTile.insert(std::make_pair(m.position.tileForRendering, &m));
}
}
uint32_t sgdwCursWdtOld;
int sgdwCursX;
int sgdwCursY;
/**
* Lower bound of back buffer.
*/
uint32_t sgdwCursHgt;
int sgdwCursXOld;
int sgdwCursYOld;
uint32_t sgdwCursWdt;
BYTE sgSaveBack[8192];
uint32_t sgdwCursHgtOld;
bool dRendered[MAXDUNX][MAXDUNY];
bool frameflag;
int frameend;
int framerate;
int framestart;
const char *const PlayerModeNames[] = {
"standing",
"walking (1)",
"walking (2)",
"walking (3)",
"attacking (melee)",
"attacking (ranged)",
"blocking",
"getting hit",
"dying",
"casting a spell",
"changing levels",
"quitting"
};
void BlitCursor(BYTE *dst, std::uint32_t dstPitch, BYTE *src, std::uint32_t srcPitch)
{
for (std::uint32_t i = 0; i < sgdwCursHgt; ++i, src += srcPitch, dst += dstPitch) {
memcpy(dst, src, sgdwCursWdt);
}
}
/**
* @brief Remove the cursor from the buffer
*/
void UndrawCursor(const Surface &out)
{
if (sgdwCursWdt == 0) {
return;
}
BlitCursor(out.at(sgdwCursX, sgdwCursY), out.pitch(), sgSaveBack, sgdwCursWdt);
sgdwCursXOld = sgdwCursX;
sgdwCursYOld = sgdwCursY;
sgdwCursWdtOld = sgdwCursWdt;
sgdwCursHgtOld = sgdwCursHgt;
sgdwCursWdt = 0;
}
bool ShouldShowCursor()
{
if (!sgbControllerActive && !sgbTouchActive)
return true;
if (IsMovingMouseCursorWithController())
return true;
if (pcurs == CURSOR_TELEPORT)
return true;
if (invflag)
return true;
if (chrflag && Players[MyPlayerId]._pStatPts > 0)
return true;
return false;
}
/**
* @brief Save the content behind the cursor to a temporary buffer, then draw the cursor.
*/
void DrawCursor(const Surface &out)
{
if (pcurs <= CURSOR_NONE || cursSize.width == 0 || cursSize.height == 0 || !ShouldShowCursor()) {
return;
}
// Copy the buffer before the item cursor and its 1px outline are drawn to a temporary buffer.
const int outlineWidth = IsItemSprite(pcurs) ? 1 : 0;
if (MousePosition.x < -cursSize.width - outlineWidth || MousePosition.x - outlineWidth >= out.w() || MousePosition.y < -cursSize.height - outlineWidth || MousePosition.y - outlineWidth >= out.h())
return;
constexpr auto Clip = [](int &pos, std::uint32_t &length, std::uint32_t posEnd) {
if (pos < 0) {
length += pos;
pos = 0;
} else if (pos + length > posEnd) {
length = posEnd - pos;
}
};
sgdwCursX = MousePosition.x - outlineWidth;
sgdwCursWdt = cursSize.width + 2 * outlineWidth;
Clip(sgdwCursX, sgdwCursWdt, out.w());
sgdwCursY = MousePosition.y - outlineWidth;
sgdwCursHgt = cursSize.height + 2 * outlineWidth;
Clip(sgdwCursY, sgdwCursHgt, out.h());
BlitCursor(sgSaveBack, sgdwCursWdt, out.at(sgdwCursX, sgdwCursY), out.pitch());
CelDrawCursor(out, MousePosition + Displacement { 0, cursSize.height - 1 }, pcurs);
}
/**
* @brief Render a missile sprite
* @param out Output buffer
* @param m Pointer to Missile struct
* @param targetBufferPosition Output buffer coordinate
* @param pre Is the sprite in the background
*/
void DrawMissilePrivate(const Surface &out, const Missile &missile, Point targetBufferPosition, bool pre)
{
if (missile._miPreFlag != pre || !missile._miDrawFlag)
return;
if (missile._miAnimData == nullptr) {
Log("Draw Missile 2 type {}: NULL Cel Buffer", missile._mitype);
return;
}
int nCel = missile._miAnimFrame;
const auto *frameTable = reinterpret_cast<const uint32_t *>(missile._miAnimData);
int frames = SDL_SwapLE32(frameTable[0]);
if (nCel < 1 || frames > 50 || nCel > frames) {
Log("Draw Missile 2: frame {} of {}, missile type=={}", nCel, frames, missile._mitype);
return;
}
const Point missileRenderPosition { targetBufferPosition + missile.position.offsetForRendering - Displacement { missile._miAnimWidth2, 0 } };
CelSprite cel { missile._miAnimData, missile._miAnimWidth };
if (missile._miUniqTrans != 0)
Cl2DrawLightTbl(out, missileRenderPosition.x, missileRenderPosition.y, cel, missile._miAnimFrame, missile._miUniqTrans + 3);
else if (missile._miLightFlag)
Cl2DrawLight(out, missileRenderPosition.x, missileRenderPosition.y, cel, missile._miAnimFrame);
else
Cl2Draw(out, missileRenderPosition.x, missileRenderPosition.y, cel, missile._miAnimFrame);
}
/**
* @brief Render a missile sprites 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 DrawMissile(const Surface &out, Point tilePosition, Point targetBufferPosition, bool pre)
{
const auto range = MissilesAtRenderingTile.equal_range(tilePosition);
for (auto it = range.first; it != range.second; it++) {
DrawMissilePrivate(out, *it->second, targetBufferPosition, pre);
}
}
/**
* @brief Render a monster sprite
* @param out Output buffer
* @param tilePosition dPiece coordinates
* @param targetBufferPosition Output buffer coordinates
* @param m Id of monster
*/
void DrawMonster(const Surface &out, Point tilePosition, Point targetBufferPosition, const Monster &monster)
{
if (monster.AnimInfo.pCelSprite == nullptr) {
Log("Draw Monster \"{}\": NULL Cel Buffer", monster.mName);
return;
}
constexpr auto getMonsterModeDisplayName = [](MonsterMode monsterMode) {
switch (monsterMode) {
case MonsterMode::Stand:
return "standing";
case MonsterMode::MoveNorthwards:
return "moving (northwards)";
case MonsterMode::MoveSouthwards:
return "moving (southwards)";
case MonsterMode::MoveSideways:
return "moving (sideways)";
case MonsterMode::MeleeAttack:
return "attacking (melee)";
case MonsterMode::HitRecovery:
return "getting hit";
case MonsterMode::Death:
return "dying";
case MonsterMode::SpecialMeleeAttack:
return "attacking (special melee)";
case MonsterMode::FadeIn:
return "fading in";
case MonsterMode::FadeOut:
return "fading out";
case MonsterMode::RangedAttack:
return "attacking (ranged)";
case MonsterMode::SpecialStand:
return "standing (special)";
case MonsterMode::SpecialRangedAttack:
return "attacking (special ranged)";
case MonsterMode::Delay:
return "delaying";
case MonsterMode::Charge:
return "charging";
case MonsterMode::Petrified:
return "petrified";
case MonsterMode::Heal:
return "healing";
case MonsterMode::Talk:
return "talking";
default:
app_fatal("Invalid monster mode.");
}
};
int nCel = monster.AnimInfo.GetFrameToUseForRendering();
const auto *frameTable = reinterpret_cast<const uint32_t *>(monster.AnimInfo.pCelSprite->Data());
int frames = SDL_SwapLE32(frameTable[0]);
if (nCel < 1 || frames > 50 || nCel > frames) {
Log(
"Draw Monster \"{}\" {}: facing {}, frame {} of {}",
monster.mName,
getMonsterModeDisplayName(monster._mmode),
monster._mdir,
nCel,
frames);
return;
}
const auto &cel = *monster.AnimInfo.pCelSprite;
if ((dFlags[tilePosition.x][tilePosition.y] & BFLAG_LIT) == 0) {
Cl2DrawLightTbl(out, targetBufferPosition.x, targetBufferPosition.y, cel, nCel, 1);
return;
}
int trans = 0;
if (monster._uniqtype != 0)
trans = monster._uniqtrans + 4;
if (monster._mmode == MonsterMode::Petrified)
trans = 2;
if (Players[MyPlayerId]._pInfraFlag && LightTableIndex > 8)
trans = 1;
if (trans != 0)
Cl2DrawLightTbl(out, targetBufferPosition.x, targetBufferPosition.y, cel, nCel, trans);
else
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, int pnum, missile_graphic_id missileGraphicId, Point position, bool lighting)
{
position.x += CalculateWidth2(Players[pnum].AnimInfo.pCelSprite->Width()) - MissileSpriteData[missileGraphicId].animWidth2;
int width = MissileSpriteData[missileGraphicId].animWidth;
byte *pCelBuff = MissileSpriteData[missileGraphicId].animData[0].get();
CelSprite cel { pCelBuff, width };
if (pnum == MyPlayerId) {
Cl2Draw(out, position.x, position.y, cel, 1);
return;
}
if (lighting) {
Cl2DrawLightTbl(out, position.x, position.y, cel, 1, 1);
return;
}
Cl2DrawLight(out, position.x, position.y, cel, 1);
}
/**
* @brief Helper for rendering player icons (Mana Shield and Reflect)
* @param out Output buffer
* @param pnum Player id
* @param position Output buffer coordinates
* @param lighting Should lighting be applied
*/
void DrawPlayerIcons(const Surface &out, int pnum, Point position, bool lighting)
{
auto &player = Players[pnum];
if (player.pManaShield)
DrawPlayerIconHelper(out, pnum, MFILE_MANASHLD, position, lighting);
if (player.wReflections > 0)
DrawPlayerIconHelper(out, pnum, MFILE_REFLECT, position + Displacement { 0, 16 }, lighting);
}
/**
* @brief Render a player sprite
* @param out Output buffer
* @param pnum Player id
* @param tilePosition dPiece coordinates
* @param targetBufferPosition Output buffer coordinates
* @param pCelBuff sprite buffer
* @param nCel frame
* @param nWidth width
*/
void DrawPlayer(const Surface &out, int pnum, Point tilePosition, Point targetBufferPosition)
{
if ((dFlags[tilePosition.x][tilePosition.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, targetBufferPosition.x, targetBufferPosition.y, *pCelSprite, nCel);
if (pnum == MyPlayerId) {
Cl2Draw(out, targetBufferPosition.x, targetBufferPosition.y, *pCelSprite, nCel);
DrawPlayerIcons(out, pnum, targetBufferPosition, true);
return;
}
if ((dFlags[tilePosition.x][tilePosition.y] & BFLAG_LIT) == 0 || (Players[MyPlayerId]._pInfraFlag && LightTableIndex > 8)) {
Cl2DrawLightTbl(out, targetBufferPosition.x, targetBufferPosition.y, *pCelSprite, nCel, 1);
DrawPlayerIcons(out, pnum, targetBufferPosition, true);
return;
}
int l = LightTableIndex;
if (LightTableIndex < 5)
LightTableIndex = 0;
else
LightTableIndex -= 5;
Cl2DrawLight(out, targetBufferPosition.x, targetBufferPosition.y, *pCelSprite, nCel);
DrawPlayerIcons(out, pnum, 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] &= ~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 == tilePosition) {
dFlags[tilePosition.x][tilePosition.y] |= BFLAG_DEAD_PLAYER;
const Displacement center { CalculateWidth2(player.AnimInfo.pCelSprite == nullptr ? 96 : player.AnimInfo.pCelSprite->Width()), 0 };
const Point playerRenderPosition { targetBufferPosition + player.position.offset - center };
DrawPlayer(out, i, 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;
}
auto objectId = abs(dObject[tilePosition.x][tilePosition.y]) - 1;
if (objectId < 0) {
return;
}
Object &objectToDraw = Objects[objectId];
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 screenOffset = objectToDraw.position - tilePosition;
screenPosition -= screenOffset.WorldToScreen();
}
byte *pCelBuff = objectToDraw._oAnimData;
if (pCelBuff == nullptr) {
Log("Draw Object type {}: NULL Cel Buffer", objectToDraw._otype);
return;
}
uint32_t nCel = objectToDraw._oAnimFrame;
uint32_t frames = LoadLE32(pCelBuff);
if (nCel < 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, objectToDraw._oAnimFrame);
}
if (objectToDraw._oLight) {
CelClippedDrawLightTo(out, screenPosition, cel, objectToDraw._oAnimFrame);
} else {
CelClippedDrawTo(out, screenPosition, cel, objectToDraw._oAnimFrame);
}
}
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)
{
MICROS *pMap = &dpiece_defs_map_2[tilePosition.x][tilePosition.y];
level_piece_id = dPiece[tilePosition.x][tilePosition.y];
cel_transparency_active = nTransTable[level_piece_id] && TransList[dTransVal[tilePosition.x][tilePosition.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, 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
level_cel_block = dpiece_defs_map_2[tilePosition.x][tilePosition.y].mt[0];
if (level_cel_block != 0) {
RenderTile(out, targetBufferPosition);
}
arch_draw_type = 2; // Right
level_cel_block = dpiece_defs_map_2[tilePosition.x][tilePosition.y].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;
const auto *cel = item.AnimInfo.pCelSprite;
if (cel == nullptr) {
Log("Draw Item \"{}\" 1: NULL CelSprite", item._iIName);
return;
}
int nCel = item.AnimInfo.GetFrameToUseForRendering();
int frames = SDL_SwapLE32(*(DWORD *)cel->Data());
if (nCel < 1 || frames > 50 || nCel > frames) {
Log("Draw \"{}\" Item 1: frame {} of {}, item type=={}", item._iIName, nCel, frames, 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 || 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 = dMonster[tilePosition.x][tilePosition.y];
mi = mi > 0 ? mi - 1 : -(mi + 1);
if (leveltype == DTYPE_TOWN) {
auto &towner = Towners[mi];
int px = targetBufferPosition.x - CalculateWidth2(towner._tAnimWidth);
const Point position { px, targetBufferPosition.y };
if (mi == pcursmonst) {
CelBlitOutlineTo(out, 166, position, CelSprite(towner._tAnimData, towner._tAnimWidth), towner._tAnimFrame);
}
assert(towner._tAnimData);
CelClippedDrawTo(out, position, CelSprite(towner._tAnimData, towner._tAnimWidth), towner._tAnimFrame);
return;
}
if ((dFlags[tilePosition.x][tilePosition.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);
}
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 tilePosition dPiece coordinates
* @param targetBufferPosition Output buffer coordinates
*/
void DrawPlayerHelper(const Surface &out, Point tilePosition, Point targetBufferPosition)
{
int8_t p = dPlayer[tilePosition.x][tilePosition.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);
}
const Displacement center { CalculateWidth2(player.AnimInfo.pCelSprite == nullptr ? 96 : player.AnimInfo.pCelSprite->Width()), 0 };
const Point playerRenderPosition { targetBufferPosition + offset - center };
DrawPlayer(out, p, 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[tilePosition.x][tilePosition.y])
return;
dRendered[tilePosition.x][tilePosition.y] = true;
LightTableIndex = dLight[tilePosition.x][tilePosition.y];
DrawCell(out, tilePosition, targetBufferPosition);
int8_t bFlag = dFlags[tilePosition.x][tilePosition.y];
int8_t bDead = dCorpse[tilePosition.x][tilePosition.y];
int8_t bMap = dTransVal[tilePosition.x][tilePosition.y];
#ifdef _DEBUG
if (DebugVision && (bFlag & BFLAG_LIT) != 0) {
CelClippedDrawTo(out, targetBufferPosition, *pSquareCel, 1);
}
DebugCoordsMap[tilePosition.x + tilePosition.y * MAXDUNX] = targetBufferPosition;
#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 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, targetBufferPosition.y, CelSprite(pCelBuff, pDeadGuy->width), nCel, pDeadGuy->translationPaletteIndex);
} else {
Cl2DrawLight(out, px, targetBufferPosition.y, CelSprite(pCelBuff, pDeadGuy->width), nCel);
}
} while (false);
}
DrawObject(out, tilePosition, targetBufferPosition, true);
DrawItem(out, tilePosition, targetBufferPosition, true);
if ((bFlag & BFLAG_DEAD_PLAYER) != 0) {
DrawDeadPlayer(out, tilePosition, targetBufferPosition);
}
if (dPlayer[tilePosition.x][tilePosition.y] > 0) {
DrawPlayerHelper(out, 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, *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 (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 }, *pSpecialCels, bArch);
}
}
}
}
/**
* @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)) {
level_piece_id = dPiece[tilePosition.x][tilePosition.y];
if (level_piece_id != 0) {
if (!nSolidTable[level_piece_id])
DrawFloor(out, tilePosition, targetBufferPosition);
} else {
world_draw_black_tile(out, targetBufferPosition.x, targetBufferPosition.y);
}
} 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;
}
}
}
#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 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;
memset(dRendered, 0, sizeof(dRendered));
for (int i = 0; i < rows; i++) {
for (int j = 0; j < columns; j++) {
if (InDungeonBounds(tilePosition)) {
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.x, tilePosition.y) && (IsWall(tilePosition.x + 1, tilePosition.y) || (tilePosition.x > 0 && IsWall(tilePosition.x - 1, tilePosition.y)))) { // Part of a wall aligned on the x-axis
if (IsWalkable(tilePosition.x + 1, tilePosition.y - 1) && IsWalkable(tilePosition.x, tilePosition.y - 1)) { // Has walkable area behind it
DrawDungeon(out, tilePosition + Direction::East, { targetBufferPosition.x + TILE_WIDTH, targetBufferPosition.y });
}
}
}
if (dPiece[tilePosition.x][tilePosition.y] != 0) {
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 (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);
}
}
Displacement tileOffset;
Displacement tileShift;
int tileColums;
int tileRows;
/**
* @brief Configure render and process screen rows
* @param full_out 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 = 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 + 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 (zoomflag) {
if (chrflag || QuestLogIsOpen) {
position += Displacement(Direction::East) * 2;
columns -= 4;
sx += SPANEL_WIDTH - TILE_WIDTH / 2;
}
if (invflag || sbookflag) {
position += Displacement(Direction::East) * 2;
columns -= 4;
sx += -TILE_WIDTH / 2;
}
} else {
if (chrflag || QuestLogIsOpen) {
position += Direction::East;
columns -= 2;
sx += -TILE_WIDTH / 2 / 2; // SPANEL_WIDTH accounted for in Zoom()
}
if (invflag || sbookflag) {
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 (!zoomflag) {
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 (!zoomflag)
pixelCoords *= 2;
if (debugGridTextNeeded && GetDebugGridText(dunCoords, debugGridTextBuffer)) {
Size tileSize = { TILE_WIDTH, TILE_HEIGHT };
if (!zoomflag)
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 (!zoomflag) {
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);
}
#ifndef VIRTUAL_GAMEPAD
if (!chrflag && Players[MyPlayerId]._pStatPts != 0 && !spselflag
&& (!QuestLogIsOpen || !LeftPanel.Contains(MainPanel.position + Displacement { 0, -74 }))) {
DrawLevelUpIcon(out);
}
#endif
if (ShowUniqueItemInfoBox) {
DrawUniqueInfo(out);
}
if (qtextflag) {
DrawQText(out);
}
if (spselflag) {
DrawSpellList(out);
}
if (dropGoldFlag) {
DrawGoldSplit(out, dropGoldValue);
}
if (HelpFlag) {
DrawHelp(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)
{
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, 53 }, 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 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
*/
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);
}
}
}
} // 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()
{
if (gnScreenWidth <= PANEL_WIDTH) {
return 0;
}
int rows = PANEL_HEIGHT / TILE_HEIGHT;
if (!zoomflag) {
rows /= 2;
}
return rows;
}
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;
}
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;
}
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 (!zoomflag) {
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()
{
lock_buf(3);
assert(PalSurface != nullptr);
SDL_FillRect(PalSurface, nullptr, 0);
unlock_buf(3);
}
#ifdef _DEBUG
void ScrollView()
{
bool scroll;
if (pcurs >= CURSOR_FIRSTITEM)
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;
framestart = SDL_GetTicks();
}
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);
}
}
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, 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;
}
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