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/**
* @file engine.cpp
*
* Implementation of basic engine helper functions:
* - Sprite blitting
* - Drawing
* - Angle calculation
* - RNG
* - Memory allocation
* - File loading
* - Video playback
*/
#include <array>
#include "engine/render/common_impl.h"
#include "lighting.h"
#include "movie.h"
#include "options.h"
#include "storm/storm.h"
namespace devilution {
/** Seed value before the most recent call to SetRndSeed() */
int32_t orgseed;
/** Current game seed */
int32_t sglGameSeed;
/**
* Specifies the increment used in the Borland C/C++ pseudo-random.
*/
const uint32_t RndInc = 1;
/**
* Specifies the multiplier used in the Borland C/C++ pseudo-random number generator algorithm.
*/
const uint32_t RndMult = 0x015A4E35;
CelSprite LoadCel(const char *pszName, int width)
{
return CelSprite(LoadFileInMem(pszName), width);
}
CelSprite LoadCel(const char *pszName, const int *widths)
{
return CelSprite(LoadFileInMem(pszName), widths);
}
void DrawHorizontalLine(const CelOutputBuffer &out, Point from, int width, std::uint8_t colorIndex)
{
if (from.y < 0 || from.y >= out.h() || from.x >= out.w() || width <= 0 || from.x + width <= 0)
return;
if (from.x < 0) {
width += from.x;
from.x = 0;
}
if (from.x + width > out.w())
width = (from.x + width) - out.w();
return UnsafeDrawHorizontalLine(out, from, width, colorIndex);
}
void UnsafeDrawHorizontalLine(const CelOutputBuffer &out, Point from, int width, std::uint8_t colorIndex)
{
std::memset(&out[from], colorIndex, width);
}
void DrawVerticalLine(const CelOutputBuffer &out, Point from, int height, std::uint8_t colorIndex)
{
if (from.x < 0 || from.x >= out.w() || from.y >= out.h() || height <= 0 || from.y + height <= 0)
return;
if (from.y < 0) {
height += from.y;
from.y = 0;
}
if (from.y + height > out.h())
height = (from.y + height) - out.h();
return UnsafeDrawVerticalLine(out, from, height, colorIndex);
}
void UnsafeDrawVerticalLine(const CelOutputBuffer &out, Point from, int height, std::uint8_t colorIndex)
{
auto *dst = &out[from];
const auto pitch = out.pitch();
while (height-- > 0) {
*dst = colorIndex;
dst += pitch;
}
}
static void DrawHalfTransparentBlendedRectTo(const CelOutputBuffer &out, int sx, int sy, int width, int height)
{
BYTE *pix = out.at(sx, sy);
for (int row = 0; row < height; row++) {
for (int col = 0; col < width; col++) {
*pix = paletteTransparencyLookup[0][*pix];
pix++;
}
pix += out.pitch() - width;
}
}
static void DrawHalfTransparentStippledRectTo(const CelOutputBuffer &out, int sx, int sy, int width, int height)
{
BYTE *pix = out.at(sx, sy);
for (int row = 0; row < height; row++) {
for (int col = 0; col < width; col++) {
if (((row & 1) != 0 && (col & 1) != 0) || ((row & 1) == 0 && (col & 1) == 0))
*pix = 0;
pix++;
}
pix += out.pitch() - width;
}
}
void DrawHalfTransparentRectTo(const CelOutputBuffer &out, int sx, int sy, int width, int height)
{
if (sgOptions.Graphics.bBlendedTransparancy) {
DrawHalfTransparentBlendedRectTo(out, sx, sy, width, height);
} else {
DrawHalfTransparentStippledRectTo(out, sx, sy, width, height);
}
}
/**
* @brief Returns the direction a vector from p1(x1, y1) to p2(x2, y2) is pointing to.
*
* W SW S
* ^
* |
* NW ----+---> SE
* |
* |
* N NE E
*
* @param x1 the x coordinate of p1
* @param y1 the y coordinate of p1
* @param x2 the x coordinate of p2
* @param y2 the y coordinate of p2
* @return the direction of the p1->p2 vector
*/
direction GetDirection(Point start, Point destination)
{
direction md = DIR_S;
int mx = destination.x - start.x;
int my = destination.y - start.y;
if (mx >= 0) {
if (my >= 0) {
if (5 * mx <= (my * 2)) // mx/my <= 0.4, approximation of tan(22.5)
return DIR_SW;
md = DIR_S;
} else {
my = -my;
if (5 * mx <= (my * 2))
return DIR_NE;
md = DIR_E;
}
if (5 * my <= (mx * 2)) // my/mx <= 0.4
md = DIR_SE;
} else {
mx = -mx;
if (my >= 0) {
if (5 * mx <= (my * 2))
return DIR_SW;
md = DIR_W;
} else {
my = -my;
if (5 * mx <= (my * 2))
return DIR_NE;
md = DIR_N;
}
if (5 * my <= (mx * 2))
md = DIR_NW;
}
return md;
}
int CalculateWidth2(int width)
{
return (width - 64) / 2;
}
/**
* @brief Set the RNG seed
* @param s RNG seed
*/
void SetRndSeed(int32_t s)
{
sglGameSeed = s;
orgseed = s;
}
/**
* @brief Advance the internal RNG seed and return the new value
* @return RNG seed
*/
int32_t AdvanceRndSeed()
{
sglGameSeed = (RndMult * static_cast<uint32_t>(sglGameSeed)) + RndInc;
return abs(sglGameSeed);
}
/**
* @brief Get the current RNG seed
* @return RNG seed
*/
int32_t GetRndSeed()
{
return abs(sglGameSeed);
}
/**
* @brief Main RNG function
* @param v The upper limit for the return value
* @return A random number from 0 to (v-1)
*/
int32_t GenerateRnd(int32_t v)
{
if (v <= 0)
return 0;
if (v < 0xFFFF)
return (AdvanceRndSeed() >> 16) % v;
return AdvanceRndSeed() % v;
}
size_t GetFileSize(const char *pszName)
{
HANDLE file;
SFileOpenFile(pszName, &file);
const size_t fileLen = SFileGetFileSize(file);
SFileCloseFileThreadSafe(file);
return fileLen;
}
void LoadFileData(const char *pszName, byte *buffer, size_t fileLen)
{
HANDLE file;
SFileOpenFile(pszName, &file);
if (fileLen == 0)
app_fatal("Zero length SFILE:\n%s", pszName);
SFileReadFileThreadSafe(file, buffer, fileLen);
SFileCloseFileThreadSafe(file);
}
/**
* @brief Fade to black and play a video
* @param pszMovie file path of movie
*/
void PlayInGameMovie(const char *pszMovie)
{
PaletteFadeOut(8);
play_movie(pszMovie, false);
ClearScreenBuffer();
force_redraw = 255;
scrollrt_draw_game_screen(true);
PaletteFadeIn(8);
force_redraw = 255;
}
} // namespace devilution