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1613 lines
39 KiB
1613 lines
39 KiB
/** |
|
* @file plrmsg.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 "control.h" |
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#include "cursor.h" |
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#include "dead.h" |
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#ifdef _DEBUG |
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#include "debug.h" |
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#endif |
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#include "doom.h" |
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#include "dx.h" |
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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 "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.h" |
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#include "qol/xpbar.h" |
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#include "render.h" |
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#include "stores.h" |
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#include "towners.h" |
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|
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namespace devilution { |
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|
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/** |
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* Specifies the current light entry. |
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*/ |
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int light_table_index; |
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DWORD 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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/** |
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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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DWORD 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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int 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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int 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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|
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bool dRendered[MAXDUNX][MAXDUNY]; |
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|
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int frames; |
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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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|
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/* data */ |
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|
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const char *const szMonModeAssert[] = { |
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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 szPlrModeAssert[] = { |
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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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/** |
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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, int dst_pitch, BYTE *src, int src_pitch) |
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{ |
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for (uint32_t i = 0; i < sgdwCursHgt; ++i, src += src_pitch, dst += dst_pitch) { |
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memcpy(dst, src, sgdwCursWdt); |
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} |
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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 scrollrt_draw_cursor_back_buffer(CelOutputBuffer 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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|
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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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|
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/** |
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* @brief Draw the cursor on the given buffer |
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*/ |
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static void scrollrt_draw_cursor_item(CelOutputBuffer out) |
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{ |
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int mx, my; |
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BYTE col; |
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|
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assert(!sgdwCursWdt); |
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|
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if (pcurs <= CURSOR_NONE || cursW == 0 || cursH == 0) { |
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return; |
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} |
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|
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if (sgbControllerActive && !IsMovingMouseCursorWithController() && pcurs != CURSOR_TELEPORT && !invflag && (!chrflag || plr[myplr]._pStatPts <= 0)) { |
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return; |
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} |
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mx = MouseX - 1; |
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if (mx < 0 - cursW - 1) { |
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return; |
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} else if (mx > gnScreenWidth - 1) { |
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return; |
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} |
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my = MouseY - 1; |
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if (my < 0 - cursH - 1) { |
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return; |
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} else if (my > gnScreenHeight - 1) { |
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return; |
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} |
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sgdwCursX = mx; |
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sgdwCursWdt = std::min(sgdwCursX + cursW + 1, gnScreenWidth - 1); |
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sgdwCursX &= ~3; |
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sgdwCursWdt |= 3; |
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sgdwCursWdt -= sgdwCursX; |
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sgdwCursWdt++; |
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|
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sgdwCursY = my; |
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sgdwCursHgt = std::min(sgdwCursY + cursH + 1, gnScreenHeight - 1); |
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sgdwCursHgt -= sgdwCursY; |
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sgdwCursHgt++; |
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|
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if (sgdwCursX < 0) { |
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sgdwCursWdt -= sgdwCursX; |
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sgdwCursX = 0; |
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} |
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if (sgdwCursY < 0) { |
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sgdwCursHgt -= sgdwCursY; |
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sgdwCursY = 0; |
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} |
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BlitCursor(sgSaveBack, sgdwCursWdt, out.at(sgdwCursX, sgdwCursY), out.pitch()); |
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mx++; |
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my++; |
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|
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out = out.subregion(0, 0, out.w() - 2, out.h()); |
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if (pcurs >= CURSOR_FIRSTITEM) { |
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col = PAL16_YELLOW + 5; |
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if (plr[myplr].HoldItem._iMagical != 0) { |
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col = PAL16_BLUE + 5; |
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} |
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if (!plr[myplr].HoldItem._iStatFlag) { |
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col = PAL16_RED + 5; |
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} |
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if (pcurs <= 179) { |
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CelBlitOutlineTo(out, col, mx, my + cursH - 1, pCursCels, pcurs, cursW, false); |
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if (col != PAL16_RED + 5) { |
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CelClippedDrawSafeTo(out, mx, my + cursH - 1, pCursCels, pcurs, cursW); |
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} else { |
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CelDrawLightRedSafeTo(out, mx, my + cursH - 1, pCursCels, pcurs, cursW, 1); |
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} |
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} else { |
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CelBlitOutlineTo(out, col, mx, my + cursH - 1, pCursCels2, pcurs - 179, cursW, false); |
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if (col != PAL16_RED + 5) { |
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CelClippedDrawSafeTo(out, mx, my + cursH - 1, pCursCels2, pcurs - 179, cursW); |
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} else { |
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CelDrawLightRedSafeTo(out, mx, my + cursH - 1, pCursCels2, pcurs - 179, cursW, 0); |
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} |
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} |
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} else { |
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CelClippedDrawSafeTo(out, mx, my + cursH - 1, pCursCels, pcurs, cursW); |
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} |
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} |
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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(CelOutputBuffer out, 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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BYTE *pCelBuff = m->_miAnimData; |
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if (pCelBuff == NULL) { |
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SDL_Log("Draw Missile 2 type %d: 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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int frames = SDL_SwapLE32(*(DWORD *)pCelBuff); |
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if (nCel < 1 || frames > 50 || nCel > frames) { |
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SDL_Log("Draw Missile 2: frame %d of %d, missile type==%d", nCel, frames, m->_mitype); |
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return; |
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} |
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int mx = sx + m->_mixoff - m->_miAnimWidth2; |
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int my = sy + m->_miyoff; |
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if (m->_miUniqTrans) |
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Cl2DrawLightTbl(out, mx, my, m->_miAnimData, m->_miAnimFrame, m->_miAnimWidth, m->_miUniqTrans + 3); |
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else if (m->_miLightFlag) |
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Cl2DrawLight(out, mx, my, m->_miAnimData, m->_miAnimFrame, m->_miAnimWidth); |
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else |
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Cl2Draw(out, mx, my, m->_miAnimData, m->_miAnimFrame, m->_miAnimWidth); |
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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(CelOutputBuffer out, int x, int y, int sx, int sy, bool pre) |
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{ |
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int i; |
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MissileStruct *m; |
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|
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if (!(dFlags[x][y] & BFLAG_MISSILE)) |
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return; |
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|
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if (dMissile[x][y] != -1) { |
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m = &missile[dMissile[x][y] - 1]; |
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DrawMissilePrivate(out, m, sx, sy, pre); |
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return; |
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} |
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for (i = 0; i < nummissiles; i++) { |
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assert(missileactive[i] < MAXMISSILES); |
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m = &missile[missileactive[i]]; |
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if (m->_mix != x || m->_miy != y) |
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continue; |
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DrawMissilePrivate(out, m, 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(CelOutputBuffer out, int x, int y, int mx, int my, int m) |
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{ |
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if (m < 0 || m >= MAXMONSTERS) { |
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SDL_Log("Draw Monster: tried to draw illegal monster %d", m); |
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return; |
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} |
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|
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BYTE *pCelBuff = monster[m]._mAnimData; |
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if (pCelBuff == NULL) { |
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SDL_Log("Draw Monster \"%s\": NULL Cel Buffer", monster[m].mName); |
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return; |
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} |
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|
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int nCel = monster[m]._mAnimFrame; |
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int frames = SDL_SwapLE32(*(DWORD *)pCelBuff); |
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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[m]._mmode <= 17) |
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szMode = szMonModeAssert[monster[m]._mmode]; |
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SDL_Log( |
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"Draw Monster \"%s\" %s: facing %d, frame %d of %d", |
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monster[m].mName, |
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szMode, |
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monster[m]._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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if (!(dFlags[x][y] & BFLAG_LIT)) { |
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Cl2DrawLightTbl(out, mx, my, monster[m]._mAnimData, monster[m]._mAnimFrame, monster[m].MType->width, 1); |
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return; |
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} |
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|
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char trans = 0; |
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if (monster[m]._uniqtype) |
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trans = monster[m]._uniqtrans + 4; |
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if (monster[m]._mmode == MM_STONE) |
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trans = 2; |
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if (plr[myplr]._pInfraFlag && light_table_index > 8) |
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trans = 1; |
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if (trans) |
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Cl2DrawLightTbl(out, mx, my, monster[m]._mAnimData, monster[m]._mAnimFrame, monster[m].MType->width, trans); |
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else |
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Cl2DrawLight(out, mx, my, monster[m]._mAnimData, monster[m]._mAnimFrame, monster[m].MType->width); |
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} |
|
|
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/** |
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* @brief Helper for rendering player a Mana Shield |
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* @param out Output buffer |
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* @param pnum Player id |
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* @param sx Output buffer coordinate |
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* @param sy Output buffer coordinate |
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* @param lighting Should lighting be applied |
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*/ |
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static void DrawManaShield(CelOutputBuffer out, int pnum, int x, int y, bool lighting) |
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{ |
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if (!plr[pnum].pManaShield) |
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return; |
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|
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x += plr[pnum]._pAnimWidth2 - misfiledata[MFILE_MANASHLD].mAnimWidth2[0]; |
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|
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int width = misfiledata[MFILE_MANASHLD].mAnimWidth[0]; |
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BYTE *pCelBuff = misfiledata[MFILE_MANASHLD].mAnimData[0]; |
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|
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if (pnum == myplr) { |
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Cl2Draw(out, x, y, pCelBuff, 1, width); |
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return; |
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} |
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|
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if (lighting) { |
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Cl2DrawLightTbl(out, x, y, pCelBuff, 1, width, 1); |
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return; |
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} |
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|
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Cl2DrawLight(out, x, y, pCelBuff, 1, width); |
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} |
|
|
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/** |
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* @brief Render a player sprite |
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* @param out Output buffer |
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* @param pnum Player id |
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* @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 |
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* @param pCelBuff sprite buffer |
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* @param nCel frame |
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* @param nWidth width |
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*/ |
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static void DrawPlayer(CelOutputBuffer out, int pnum, int x, int y, int px, int py) |
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{ |
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if ((dFlags[x][y] & BFLAG_LIT) == 0 && !plr[myplr]._pInfraFlag && leveltype != DTYPE_TOWN) { |
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return; |
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} |
|
|
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PlayerStruct *pPlayer = &plr[pnum]; |
|
|
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BYTE *pCelBuff = pPlayer->_pAnimData; |
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int nCel = GetFrameToUseForPlayerRendering(pPlayer); |
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int nWidth = pPlayer->_pAnimWidth; |
|
|
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if (pCelBuff == NULL) { |
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SDL_Log("Drawing player %d \"%s\": NULL Cel Buffer", pnum, plr[pnum]._pName); |
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return; |
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} |
|
|
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int frames = SDL_SwapLE32(*(DWORD *)pCelBuff); |
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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 (plr[pnum]._pmode <= PM_QUIT) |
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szMode = szPlrModeAssert[plr[pnum]._pmode]; |
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SDL_Log( |
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"Drawing player %d \"%s\" %s: facing %d, frame %d of %d", |
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pnum, |
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plr[pnum]._pName, |
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szMode, |
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plr[pnum]._pdir, |
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nCel, |
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frames); |
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return; |
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} |
|
|
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if (pnum == pcursplr) |
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Cl2DrawOutline(out, 165, px, py, pCelBuff, nCel, nWidth); |
|
|
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if (pnum == myplr) { |
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Cl2Draw(out, px, py, pCelBuff, nCel, nWidth); |
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DrawManaShield(out, pnum, px, py, true); |
|
return; |
|
} |
|
|
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if (!(dFlags[x][y] & BFLAG_LIT) || (plr[myplr]._pInfraFlag && light_table_index > 8)) { |
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Cl2DrawLightTbl(out, px, py, pCelBuff, nCel, nWidth, 1); |
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DrawManaShield(out, pnum, px, py, true); |
|
return; |
|
} |
|
|
|
int l = light_table_index; |
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if (light_table_index < 5) |
|
light_table_index = 0; |
|
else |
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light_table_index -= 5; |
|
|
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Cl2DrawLight(out, px, py, pCelBuff, nCel, nWidth); |
|
DrawManaShield(out, pnum, px, py, false); |
|
|
|
light_table_index = 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(CelOutputBuffer out, int x, int y, int sx, int sy) |
|
{ |
|
int i, px, py; |
|
PlayerStruct *p; |
|
|
|
dFlags[x][y] &= ~BFLAG_DEAD_PLAYER; |
|
|
|
for (i = 0; i < MAX_PLRS; i++) { |
|
p = &plr[i]; |
|
if (p->plractive && p->_pHitPoints == 0 && p->plrlevel == (BYTE)currlevel && p->_px == x && p->_py == y) { |
|
dFlags[x][y] |= BFLAG_DEAD_PLAYER; |
|
px = sx + p->_pxoff - p->_pAnimWidth2; |
|
py = sy + p->_pyoff; |
|
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(CelOutputBuffer out, int x, int y, int ox, int oy, bool pre) |
|
{ |
|
if (dObject[x][y] == 0 || light_table_index >= lightmax) |
|
return; |
|
|
|
int sx, sy; |
|
int8_t bv; |
|
if (dObject[x][y] > 0) { |
|
bv = dObject[x][y] - 1; |
|
if (object[bv]._oPreFlag != pre) |
|
return; |
|
sx = ox - object[bv]._oAnimWidth2; |
|
sy = oy; |
|
} else { |
|
bv = -(dObject[x][y] + 1); |
|
if (object[bv]._oPreFlag != pre) |
|
return; |
|
int xx = object[bv]._ox - x; |
|
int yy = object[bv]._oy - y; |
|
sx = (xx << 5) + ox - object[bv]._oAnimWidth2 - (yy << 5); |
|
sy = oy + (yy << 4) + (xx << 4); |
|
} |
|
|
|
assert(bv >= 0 && bv < MAXOBJECTS); |
|
|
|
BYTE *pCelBuff = object[bv]._oAnimData; |
|
if (pCelBuff == NULL) { |
|
SDL_Log("Draw Object type %d: NULL Cel Buffer", object[bv]._otype); |
|
return; |
|
} |
|
|
|
int nCel = object[bv]._oAnimFrame; |
|
int frames = SDL_SwapLE32(*(DWORD *)pCelBuff); |
|
if (nCel < 1 || frames > 50 || nCel > frames) { |
|
SDL_Log("Draw Object: frame %d of %d, object type==%d", nCel, frames, object[bv]._otype); |
|
return; |
|
} |
|
|
|
if (bv == pcursobj) |
|
CelBlitOutlineTo(out, 194, sx, sy, object[bv]._oAnimData, object[bv]._oAnimFrame, object[bv]._oAnimWidth); |
|
if (object[bv]._oLight) { |
|
CelClippedDrawLightTo(out, sx, sy, object[bv]._oAnimData, object[bv]._oAnimFrame, object[bv]._oAnimWidth); |
|
} else { |
|
CelClippedDrawTo(out, sx, sy, object[bv]._oAnimData, object[bv]._oAnimFrame, object[bv]._oAnimWidth); |
|
} |
|
} |
|
|
|
static void scrollrt_draw_dungeon(CelOutputBuffer, int, int, int, int); |
|
|
|
/** |
|
* @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(CelOutputBuffer 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 = (BYTE)(nTransTable[level_piece_id] & TransList[dTransVal[x][y]]); |
|
cel_foliage_active = !nSolidTable[level_piece_id]; |
|
for (int i = 0; i < (MicroTileLen >> 1); 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(CelOutputBuffer out, int x, int y, int sx, int sy) |
|
{ |
|
cel_transparency_active = 0; |
|
light_table_index = 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(CelOutputBuffer 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; |
|
|
|
BYTE *pCelBuff = pItem->_iAnimData; |
|
if (pCelBuff == NULL) { |
|
SDL_Log("Draw Item \"%s\" 1: NULL Cel Buffer", pItem->_iIName); |
|
return; |
|
} |
|
|
|
int nCel = pItem->_iAnimFrame; |
|
int frames = SDL_SwapLE32(*(DWORD *)pCelBuff); |
|
if (nCel < 1 || frames > 50 || nCel > frames) { |
|
SDL_Log("Draw \"%s\" Item 1: frame %d of %d, item type==%d", pItem->_iIName, nCel, frames, pItem->_itype); |
|
return; |
|
} |
|
|
|
int px = sx - pItem->_iAnimWidth2; |
|
if (bItem - 1 == pcursitem || AutoMapShowItems) { |
|
CelBlitOutlineTo(out, GetOutlineColor(*pItem, false), px, sy, pCelBuff, nCel, pItem->_iAnimWidth); |
|
} |
|
CelClippedDrawLightTo(out, px, sy, pCelBuff, nCel, pItem->_iAnimWidth); |
|
} |
|
|
|
/** |
|
* @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(CelOutputBuffer out, int x, int y, int oy, int sx, int sy) |
|
{ |
|
int mi, px, py; |
|
MonsterStruct *pMonster; |
|
|
|
mi = dMonster[x][y + oy]; |
|
mi = mi > 0 ? mi - 1 : -(mi + 1); |
|
|
|
if (leveltype == DTYPE_TOWN) { |
|
px = sx - towner[mi]._tAnimWidth2; |
|
if (mi == pcursmonst) { |
|
CelBlitOutlineTo(out, 166, px, sy, towner[mi]._tAnimData, towner[mi]._tAnimFrame, towner[mi]._tAnimWidth); |
|
} |
|
assert(towner[mi]._tAnimData); |
|
CelClippedDrawTo(out, px, sy, towner[mi]._tAnimData, towner[mi]._tAnimFrame, towner[mi]._tAnimWidth); |
|
return; |
|
} |
|
|
|
if (!(dFlags[x][y] & BFLAG_LIT) && !plr[myplr]._pInfraFlag) |
|
return; |
|
|
|
if (mi < 0 || mi >= MAXMONSTERS) { |
|
SDL_Log("Draw Monster: tried to draw illegal monster %d", mi); |
|
return; |
|
} |
|
|
|
pMonster = &monster[mi]; |
|
if (pMonster->_mFlags & MFLAG_HIDDEN) { |
|
return; |
|
} |
|
|
|
if (pMonster->MType == NULL) { |
|
SDL_Log("Draw Monster \"%s\": uninitialized monster", pMonster->mName); |
|
return; |
|
} |
|
|
|
px = sx + pMonster->_mxoff - pMonster->MType->width2; |
|
py = sy + pMonster->_myoff; |
|
if (mi == pcursmonst) { |
|
Cl2DrawOutline(out, 233, px, py, pMonster->_mAnimData, pMonster->_mAnimFrame, pMonster->MType->width); |
|
} |
|
DrawMonster(out, x, y, px, py, mi); |
|
} |
|
|
|
/** |
|
* @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(CelOutputBuffer out, int x, int y, int sx, int sy) |
|
{ |
|
int p = dPlayer[x][y]; |
|
p = p > 0 ? p - 1 : -(p + 1); |
|
|
|
if (p < 0 || p >= MAX_PLRS) { |
|
SDL_Log("draw player: tried to draw illegal player %d", p); |
|
return; |
|
} |
|
|
|
PlayerStruct *pPlayer = &plr[p]; |
|
int px = sx + pPlayer->_pxoff - pPlayer->_pAnimWidth2; |
|
int py = sy + pPlayer->_pyoff; |
|
|
|
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 scrollrt_draw_dungeon(CelOutputBuffer out, int sx, int sy, int dx, int dy) |
|
{ |
|
assert((DWORD)sx < MAXDUNX); |
|
assert((DWORD)sy < MAXDUNY); |
|
|
|
if (dRendered[sx][sy]) |
|
return; |
|
dRendered[sx][sy] = true; |
|
|
|
light_table_index = 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) { |
|
CelClippedDrawTo(out, dx, dy, pSquareCel, 1, 64); |
|
} |
|
#endif |
|
|
|
if (MissilePreFlag) { |
|
DrawMissile(out, sx, sy, dx, dy, true); |
|
} |
|
|
|
if (light_table_index < lightmax && bDead != 0) { |
|
do { |
|
DeadStruct *pDeadGuy = &dead[(bDead & 0x1F) - 1]; |
|
direction dd = static_cast<direction>((bDead >> 5) & 7); |
|
int px = dx - pDeadGuy->_deadWidth2; |
|
BYTE *pCelBuff = pDeadGuy->_deadData[dd]; |
|
assert(pCelBuff != NULL); |
|
if (pCelBuff == NULL) |
|
break; |
|
int frames = SDL_SwapLE32(*(DWORD *)pCelBuff); |
|
int nCel = pDeadGuy->_deadFrame; |
|
if (nCel < 1 || frames > 50 || nCel > frames) { |
|
SDL_Log("Unclipped dead: frame %d of %d, deadnum==%d", nCel, frames, (bDead & 0x1F) - 1); |
|
break; |
|
} |
|
if (pDeadGuy->_deadtrans != 0) { |
|
Cl2DrawLightTbl(out, px, dy, pCelBuff, nCel, pDeadGuy->_deadWidth, pDeadGuy->_deadtrans); |
|
} else { |
|
Cl2DrawLight(out, px, dy, pCelBuff, nCel, pDeadGuy->_deadWidth); |
|
} |
|
} while (0); |
|
} |
|
DrawObject(out, sx, sy, dx, dy, 1); |
|
DrawItem(out, sx, sy, dx, dy, 1); |
|
if (bFlag & BFLAG_PLAYERLR) { |
|
assert((DWORD)(sy - 1) < MAXDUNY); |
|
DrawPlayerHelper(out, sx, sy - 1, dx, dy); |
|
} |
|
if (bFlag & BFLAG_MONSTLR && negMon < 0) { |
|
DrawMonsterHelper(out, sx, sy, -1, dx, dy); |
|
} |
|
if (bFlag & BFLAG_DEAD_PLAYER) { |
|
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, 0); |
|
DrawItem(out, sx, sy, dx, dy, 0); |
|
|
|
if (leveltype != DTYPE_TOWN) { |
|
char bArch = dSpecial[sx][sy]; |
|
if (bArch != 0) { |
|
cel_transparency_active = TransList[bMap]; |
|
#ifdef _DEBUG |
|
if (GetAsyncKeyState(DVL_VK_MENU) & 0x8000) { |
|
cel_transparency_active = 0; // Turn transparency off here for debugging |
|
} |
|
#endif |
|
CelClippedBlitLightTransTo(out, dx, dy, pSpecialCels, bArch, 64); |
|
#ifdef _DEBUG |
|
if (GetAsyncKeyState(DVL_VK_MENU) & 0x8000) { |
|
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, 64); |
|
} |
|
} |
|
} |
|
} |
|
|
|
/** |
|
* @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 scrollrt_drawFloor(CelOutputBuffer 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) { |
|
x++; |
|
columns--; |
|
sx += TILE_WIDTH / 2; |
|
} else { |
|
y++; |
|
columns++; |
|
sx -= TILE_WIDTH / 2; |
|
} |
|
} |
|
} |
|
|
|
#define IsWall(x, y) (dPiece[x][y] == 0 || nSolidTable[dPiece[x][y]] || dSpecial[x][y] != 0) |
|
#define IsWalkable(x, y) (dPiece[x][y] != 0 && !nSolidTable[dPiece[x][y]]) |
|
|
|
/** |
|
* @brief Render a row of tile |
|
* @param out Output buffer |
|
* @param x dPiece coordinate |
|
* @param y dPiece coordinate |
|
* @param sx Buffer coordinate |
|
* @param sy Buffer coordinate |
|
* @param rows Number of rows |
|
* @param columns Tile in a row |
|
*/ |
|
static void scrollrt_draw(CelOutputBuffer 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 |
|
scrollrt_draw_dungeon(out, x + 1, y - 1, sx + TILE_WIDTH, sy); |
|
} |
|
} |
|
} |
|
if (dPiece[x][y] != 0) { |
|
scrollrt_draw_dungeon(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) { |
|
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(CelOutputBuffer out) |
|
{ |
|
int viewport_width = out.w(); |
|
int viewport_offset_x = 0; |
|
if (PANELS_COVER) { |
|
if (chrflag || questlog) { |
|
viewport_width -= SPANEL_WIDTH; |
|
viewport_offset_x = SPANEL_WIDTH; |
|
} else if (invflag || sbookflag) { |
|
viewport_width -= 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 src_width = (viewport_width + 1) / 2; |
|
const int doubleable_width = viewport_width / 2; |
|
const int src_height = (out.h() + 1) / 2; |
|
const int doubleable_height = out.h() / 2; |
|
|
|
BYTE *src = out.at(src_width - 1, src_height - 1); |
|
BYTE *dst = out.at(viewport_offset_x + viewport_width - 1, out.h() - 1); |
|
const bool odd_viewport_width = (viewport_width % 2) == 1; |
|
|
|
for (int hgt = 0; hgt < doubleable_height; hgt++) { |
|
// Double the pixels in the line. |
|
for (int i = 0; i < doubleable_width; i++) { |
|
*dst-- = *src; |
|
*dst-- = *src; |
|
--src; |
|
} |
|
|
|
// Copy a single extra pixel if the output width is odd. |
|
if (odd_viewport_width) { |
|
*dst-- = *src; |
|
--src; |
|
} |
|
|
|
// Skip the rest of the source line. |
|
src -= (out.pitch() - src_width); |
|
|
|
// Double the line. |
|
memcpy(dst - out.pitch() + 1, dst + 1, viewport_width); |
|
|
|
// Skip the rest of the destination line. |
|
dst -= 2 * out.pitch() - viewport_width; |
|
} |
|
if ((out.h() % 2) == 1) { |
|
memcpy(dst - out.pitch() + 1, dst + 1, viewport_width); |
|
} |
|
} |
|
|
|
/** |
|
* @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, y; |
|
|
|
if (zoomflag) { |
|
x = gnScreenWidth % TILE_WIDTH; |
|
y = gnViewportHeight % TILE_HEIGHT; |
|
} else { |
|
x = (gnScreenWidth / 2) % TILE_WIDTH; |
|
y = (gnViewportHeight / 2) % TILE_HEIGHT; |
|
} |
|
|
|
if (x) |
|
x = (TILE_WIDTH - x) / 2; |
|
if (y) |
|
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) { |
|
columns++; |
|
} |
|
int rows = gnViewportHeight / TILE_HEIGHT; |
|
if (gnViewportHeight % TILE_HEIGHT) { |
|
rows++; |
|
} |
|
|
|
if (!zoomflag) { |
|
// Half the number of tiles, rounded up |
|
if (columns & 1) { |
|
columns++; |
|
} |
|
columns /= 2; |
|
if (rows & 1) { |
|
rows++; |
|
} |
|
rows /= 2; |
|
} |
|
|
|
*rcolumns = columns; |
|
*rrows = rows; |
|
} |
|
|
|
int tileOffsetX; |
|
int tileOffsetY; |
|
int tileShiftX; |
|
int tileShiftY; |
|
int tileColums; |
|
int tileRows; |
|
|
|
void CalcViewportGeometry() |
|
{ |
|
int xo, yo; |
|
tileShiftX = 0; |
|
tileShiftY = 0; |
|
|
|
// Adjust by player offset and tile grid alignment |
|
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 && lrow & 1) { |
|
// 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(CelOutputBuffer full_out, int x, int y) |
|
{ |
|
int sx, sy, columns, rows; |
|
|
|
// Limit rendering to the view area |
|
CelOutputBuffer out = zoomflag |
|
? full_out.subregionY(0, gnViewportHeight) |
|
: full_out.subregionY(0, (gnViewportHeight + 1) / 2); |
|
|
|
// Adjust by player offset and tile grid alignment |
|
sx = ScrollInfo._sxoff + tileOffsetX; |
|
sy = ScrollInfo._syoff + tileOffsetY; |
|
|
|
columns = tileColums; |
|
rows = tileRows; |
|
|
|
x += tileShiftX; |
|
y += tileShiftY; |
|
|
|
// Skip rendering parts covered by the panels |
|
if (PANELS_COVER) { |
|
if (zoomflag) { |
|
if (chrflag || questlog) { |
|
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 || questlog) { |
|
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; |
|
} |
|
} |
|
} |
|
|
|
// 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; |
|
} |
|
|
|
scrollrt_drawFloor(out, x, y, sx, sy, rows, columns); |
|
scrollrt_draw(out, x, y, sx, sy, rows, columns); |
|
|
|
if (!zoomflag) { |
|
Zoom(full_out.subregionY(0, gnViewportHeight)); |
|
} |
|
} |
|
|
|
// DevilutionX extension. |
|
extern void DrawControllerModifierHints(CelOutputBuffer out); |
|
|
|
void DrawView(CelOutputBuffer out, int StartX, int StartY) |
|
{ |
|
DrawGame(out, StartX, StartY); |
|
if (automapflag) { |
|
DrawAutomap(out.subregionY(0, gnViewportHeight)); |
|
} |
|
DrawMonsterHealthBar(out); |
|
|
|
if (stextflag && !qtextflag) |
|
DrawSText(out); |
|
if (invflag) { |
|
DrawInv(out); |
|
} else if (sbookflag) { |
|
DrawSpellBook(out); |
|
} |
|
|
|
DrawDurIcon(out); |
|
|
|
if (chrflag) { |
|
DrawChr(out); |
|
} else if (questlog) { |
|
DrawQuestLog(out); |
|
} |
|
if (!chrflag && plr[myplr]._pStatPts != 0 && !spselflag |
|
&& (!questlog || gnScreenHeight >= SPANEL_HEIGHT + PANEL_HEIGHT + 74 || gnScreenWidth >= 4 * SPANEL_WIDTH)) { |
|
DrawLevelUpIcon(out); |
|
} |
|
if (uitemflag) { |
|
DrawUniqueInfo(out); |
|
} |
|
if (qtextflag) { |
|
DrawQText(out); |
|
} |
|
if (spselflag) { |
|
DrawSpellList(out); |
|
} |
|
if (dropGoldFlag) { |
|
DrawGoldSplit(out, dropGoldValue); |
|
} |
|
if (helpflag) { |
|
DrawHelp(out); |
|
} |
|
if (msgflag) { |
|
DrawDiabloMsg(out); |
|
} |
|
if (deathflag) { |
|
RedBack(out); |
|
} else if (PauseMode != 0) { |
|
gmenu_draw_pause(out); |
|
} |
|
|
|
DrawControllerModifierHints(out); |
|
DrawPlrMsg(out); |
|
gmenu_draw(out); |
|
doom_draw(out); |
|
DrawInfoBox(out); |
|
DrawLifeFlask(out); |
|
DrawManaFlask(out); |
|
} |
|
|
|
extern SDL_Surface *pal_surface; |
|
|
|
/** |
|
* @brief Render the whole screen black |
|
*/ |
|
void ClearScreenBuffer() |
|
{ |
|
lock_buf(3); |
|
|
|
assert(pal_surface != NULL); |
|
|
|
SDL_Rect SrcRect = { |
|
BUFFER_BORDER_LEFT, |
|
BUFFER_BORDER_TOP, |
|
gnScreenWidth, |
|
gnScreenHeight, |
|
}; |
|
SDL_FillRect(pal_surface, &SrcRect, 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 (MouseX < 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 (MouseX > 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 (MouseY < 20) { |
|
if (dminy >= ViewY || dminx >= ViewX) { |
|
if (dminy < ViewY) { |
|
ViewY--; |
|
scroll = true; |
|
} |
|
if (dminx < ViewX) { |
|
ViewX--; |
|
scroll = true; |
|
} |
|
} else { |
|
ViewX--; |
|
ViewY--; |
|
scroll = true; |
|
} |
|
} |
|
if (MouseY > 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 == 0; |
|
framestart = SDL_GetTicks(); |
|
} |
|
|
|
/** |
|
* @brief Display the current average FPS over 1 sec |
|
*/ |
|
static void DrawFPS(CelOutputBuffer out) |
|
{ |
|
DWORD tc, frames; |
|
char String[12]; |
|
|
|
if (frameflag && gbActive && pPanelText) { |
|
frameend++; |
|
tc = SDL_GetTicks(); |
|
frames = tc - framestart; |
|
if (tc - framestart >= 1000) { |
|
framestart = tc; |
|
framerate = 1000 * frameend / frames; |
|
frameend = 0; |
|
} |
|
snprintf(String, 12, "%d FPS", framerate); |
|
PrintGameStr(out, 8, 65, String, COL_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 src_rect { |
|
static_cast<CoordType>(BUFFER_BORDER_LEFT + dwX), |
|
static_cast<CoordType>(BUFFER_BORDER_TOP + dwY), |
|
dwWdt, dwHgt |
|
}; |
|
SDL_Rect dst_rect { dwX, dwY, dwWdt, dwHgt }; |
|
|
|
BltFast(&src_rect, &dst_rect); |
|
} |
|
|
|
/** |
|
* @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 draw_desc, bool draw_hp, bool draw_mana, bool draw_sbar, bool draw_btn) |
|
{ |
|
if (!gbActive) { |
|
return; |
|
} |
|
|
|
assert(dwHgt >= 0 && dwHgt <= gnScreenHeight); |
|
|
|
if (dwHgt > 0) { |
|
DoBlitScreen(0, 0, gnScreenWidth, dwHgt); |
|
} |
|
if (dwHgt < gnScreenHeight) { |
|
if (draw_sbar) { |
|
DoBlitScreen(PANEL_LEFT + 204, PANEL_TOP + 5, 232, 28); |
|
} |
|
if (draw_desc) { |
|
DoBlitScreen(PANEL_LEFT + 176, PANEL_TOP + 46, 288, 60); |
|
} |
|
if (draw_mana) { |
|
DoBlitScreen(PANEL_LEFT + 460, PANEL_TOP, 88, 72); |
|
DoBlitScreen(PANEL_LEFT + 564, PANEL_TOP + 64, 56, 56); |
|
} |
|
if (draw_hp) { |
|
DoBlitScreen(PANEL_LEFT + 96, PANEL_TOP, 88, 72); |
|
} |
|
if (draw_btn) { |
|
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 |
|
* @param draw_cursor |
|
*/ |
|
void scrollrt_draw_game_screen(bool draw_cursor) |
|
{ |
|
int hgt = 0; |
|
|
|
if (force_redraw == 255) { |
|
force_redraw = 0; |
|
hgt = gnScreenHeight; |
|
} |
|
|
|
if (draw_cursor) { |
|
lock_buf(0); |
|
scrollrt_draw_cursor_item(GlobalBackBuffer()); |
|
unlock_buf(0); |
|
} |
|
|
|
DrawMain(hgt, false, false, false, false, false); |
|
|
|
if (draw_cursor) { |
|
lock_buf(0); |
|
scrollrt_draw_cursor_back_buffer(GlobalBackBuffer()); |
|
unlock_buf(0); |
|
} |
|
RenderPresent(); |
|
} |
|
|
|
/** |
|
* @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) { |
|
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); |
|
CelOutputBuffer out = GlobalBackBuffer(); |
|
|
|
nthread_UpdateProgressToNextGameTick(); |
|
|
|
DrawView(out, ViewX, ViewY); |
|
if (ctrlPan) { |
|
DrawCtrlPan(out); |
|
} |
|
if (drawhpflag) { |
|
UpdateLifeFlask(out); |
|
} |
|
if (drawmanaflag) { |
|
UpdateManaFlask(out); |
|
} |
|
if (drawbtnflag) { |
|
DrawCtrlBtns(out); |
|
} |
|
if (drawsbarflag) { |
|
DrawInvBelt(out); |
|
} |
|
if (talkflag) { |
|
DrawTalkPan(out); |
|
hgt = gnScreenHeight; |
|
} |
|
DrawXPBar(out); |
|
scrollrt_draw_cursor_item(out); |
|
|
|
DrawFPS(out); |
|
|
|
unlock_buf(0); |
|
|
|
DrawMain(hgt, ddsdesc, drawhpflag, drawmanaflag, drawsbarflag, drawbtnflag); |
|
|
|
lock_buf(0); |
|
scrollrt_draw_cursor_back_buffer(GlobalBackBuffer()); |
|
unlock_buf(0); |
|
RenderPresent(); |
|
|
|
drawhpflag = false; |
|
drawmanaflag = false; |
|
drawbtnflag = false; |
|
drawsbarflag = false; |
|
} |
|
|
|
} // namespace devilution
|
|
|