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1773 lines
57 KiB
1773 lines
57 KiB
/** |
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* @file scrollrt.cpp |
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* |
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* Implementation of functionality for rendering the dungeons, monsters and calling other render routines. |
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*/ |
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#include "engine/render/scrollrt.h" |
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#include <cmath> |
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#include <cstddef> |
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#include <cstdint> |
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#include <ankerl/unordered_dense.h> |
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#include "DiabloUI/ui_flags.hpp" |
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#include "automap.h" |
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#include "controls/control_mode.hpp" |
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#include "controls/plrctrls.h" |
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#include "cursor.h" |
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#include "dead.h" |
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#include "diablo_msg.hpp" |
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#include "doom.h" |
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#include "engine/backbuffer_state.hpp" |
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#include "engine/displacement.hpp" |
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#include "engine/dx.h" |
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#include "engine/point.hpp" |
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#include "engine/render/clx_render.hpp" |
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#include "engine/render/dun_render.hpp" |
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#include "engine/render/light_render.hpp" |
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#include "engine/render/text_render.hpp" |
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#include "engine/trn.hpp" |
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#include "engine/world_tile.hpp" |
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#include "gmenu.h" |
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#include "headless_mode.hpp" |
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#include "help.h" |
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#include "hwcursor.hpp" |
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#include "init.h" |
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#include "inv.h" |
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#include "levels/dun_tile.hpp" |
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#include "levels/gendung.h" |
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#include "levels/tile_properties.hpp" |
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#include "lighting.h" |
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#include "lua/lua.hpp" |
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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 "options.h" |
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#include "panels/charpanel.hpp" |
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#include "panels/console.hpp" |
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#include "panels/spell_list.hpp" |
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#include "plrmsg.h" |
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#include "qol/chatlog.h" |
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#include "qol/floatingnumbers.h" |
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#include "qol/itemlabels.h" |
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#include "qol/monhealthbar.h" |
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#include "qol/stash.h" |
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#include "qol/xpbar.h" |
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#include "stores.h" |
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#include "towners.h" |
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#include "utils/attributes.h" |
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#include "utils/display.h" |
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#include "utils/is_of.hpp" |
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#include "utils/log.hpp" |
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#include "utils/str_cat.hpp" |
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#ifndef USE_SDL1 |
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#include "controls/touch/renderers.h" |
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#endif |
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#ifdef _DEBUG |
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#include "debug.h" |
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#endif |
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#ifdef DUN_RENDER_STATS |
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#include "utils/format_int.hpp" |
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#endif |
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namespace devilution { |
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bool AutoMapShowItems; |
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// DevilutionX extension. |
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extern void DrawControllerModifierHints(const Surface &out); |
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bool frameflag; |
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namespace { |
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constexpr auto RightFrameDisplacement = Displacement { DunFrameWidth, 0 }; |
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[[nodiscard]] DVL_ALWAYS_INLINE bool IsFloor(Point tilePosition) |
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{ |
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return !TileHasAny(tilePosition, TileProperties::Solid | TileProperties::BlockMissile); |
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} |
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[[nodiscard]] DVL_ALWAYS_INLINE bool IsWall(Point tilePosition) |
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{ |
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return !IsFloor(tilePosition) || dSpecial[tilePosition.x][tilePosition.y] != 0; |
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} |
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/** |
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* @brief Contains all Missile at rendering position |
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*/ |
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ankerl::unordered_dense::map<WorldTilePosition, std::vector<Missile *>> MissilesAtRenderingTile; |
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/** |
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* @brief Could the missile (at the next game tick) collide? This method is a simplified version of CheckMissileCol (for example without random). |
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*/ |
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bool CouldMissileCollide(Point tile, bool checkPlayerAndMonster) |
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{ |
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if (!InDungeonBounds(tile)) |
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return true; |
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if (checkPlayerAndMonster) { |
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if (dMonster[tile.x][tile.y] > 0) |
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return true; |
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if (dPlayer[tile.x][tile.y] > 0) |
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return true; |
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} |
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return IsMissileBlockedByTile(tile); |
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} |
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void UpdateMissilePositionForRendering(Missile &m, int progress) |
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{ |
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DisplacementOf<int64_t> velocity = m.position.velocity; |
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velocity *= progress; |
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velocity /= AnimationInfo::baseValueFraction; |
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Displacement pixelsTravelled = (m.position.traveled + Displacement { static_cast<int>(velocity.deltaX), static_cast<int>(velocity.deltaY) }) >> 16; |
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Displacement tileOffset = pixelsTravelled.screenToMissile(); |
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// calculate the future missile position |
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m.position.tileForRendering = m.position.start + tileOffset; |
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m.position.offsetForRendering = pixelsTravelled + tileOffset.worldToScreen(); |
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} |
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void UpdateMissileRendererData(Missile &m) |
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{ |
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m.position.tileForRendering = m.position.tile; |
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m.position.offsetForRendering = m.position.offset; |
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const MissileMovementDistribution missileMovement = GetMissileData(m._mitype).movementDistribution; |
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// don't calculate missile position if they don't move |
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if (missileMovement == MissileMovementDistribution::Disabled || m.position.velocity == Displacement {}) |
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return; |
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int progress = ProgressToNextGameTick; |
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UpdateMissilePositionForRendering(m, progress); |
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// In some cases this calculated position is invalid. |
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// For example a missile shouldn't move inside a wall. |
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// In this case the game logic don't advance the missile position and removes the missile or shows an explosion animation at the old position. |
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// For the animation distribution logic this means we are not allowed to move to a tile where the missile could collide, because this could be a invalid position. |
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// If we are still at the current tile, this tile was already checked and is a valid tile |
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if (m.position.tileForRendering == m.position.tile) |
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return; |
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// If no collision can happen at the new tile we can advance |
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if (!CouldMissileCollide(m.position.tileForRendering, missileMovement == MissileMovementDistribution::Blockable)) |
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return; |
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// The new tile could be invalid, so don't advance to it. |
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// We search the last offset that is in the old (valid) tile. |
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// Implementation note: If someone knows the correct math to calculate this without the loop, I would really appreciate it. |
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while (m.position.tile != m.position.tileForRendering) { |
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progress -= 1; |
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if (progress <= 0) { |
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m.position.tileForRendering = m.position.tile; |
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m.position.offsetForRendering = m.position.offset; |
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return; |
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} |
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UpdateMissilePositionForRendering(m, progress); |
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} |
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} |
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void UpdateMissilesRendererData() |
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{ |
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MissilesAtRenderingTile.clear(); |
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for (auto &m : Missiles) { |
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UpdateMissileRendererData(m); |
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MissilesAtRenderingTile[m.position.tileForRendering].push_back(&m); |
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} |
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} |
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uint32_t lastFpsUpdateInMs; |
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Rectangle PrevCursorRect; |
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void BlitCursor(uint8_t *dst, uint32_t dstPitch, uint8_t *src, uint32_t srcPitch, uint32_t srcWidth, uint32_t srcHeight) |
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{ |
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for (std::uint32_t i = 0; i < srcHeight; ++i, src += srcPitch, dst += dstPitch) { |
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memcpy(dst, src, srcWidth); |
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} |
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} |
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/** |
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* @brief Remove the cursor from the buffer |
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*/ |
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void UndrawCursor(const Surface &out) |
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{ |
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DrawnCursor &cursor = GetDrawnCursor(); |
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BlitCursor(&out[cursor.rect.position], out.pitch(), cursor.behindBuffer, cursor.rect.size.width, cursor.rect.size.width, cursor.rect.size.height); |
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PrevCursorRect = cursor.rect; |
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} |
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bool ShouldShowCursor() |
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{ |
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if (ControlMode == ControlTypes::KeyboardAndMouse) |
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return true; |
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if (pcurs == CURSOR_TELEPORT) |
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return true; |
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if (invflag) |
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return true; |
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if (CharFlag && MyPlayer->_pStatPts > 0) |
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return true; |
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return false; |
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} |
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/** |
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* @brief Save the content behind the cursor to a temporary buffer, then draw the cursor. |
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*/ |
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void DrawCursor(const Surface &out) |
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{ |
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DrawnCursor &cursor = GetDrawnCursor(); |
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if (IsHardwareCursor()) { |
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SetHardwareCursorVisible(ShouldShowCursor()); |
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cursor.rect.size = { 0, 0 }; |
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return; |
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} |
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if (pcurs <= CURSOR_NONE || !ShouldShowCursor()) { |
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cursor.rect.size = { 0, 0 }; |
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return; |
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} |
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Size cursSize = GetInvItemSize(pcurs); |
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if (cursSize.width == 0 || cursSize.height == 0) { |
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cursor.rect.size = { 0, 0 }; |
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return; |
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} |
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constexpr auto Clip = [](int &pos, int &length, int posEnd) { |
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if (pos + length <= 0 || pos >= posEnd) { |
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pos = 0; |
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length = 0; |
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} else if (pos < 0) { |
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length += pos; |
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pos = 0; |
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} else if (pos + length > posEnd) { |
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length = posEnd - pos; |
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} |
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}; |
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// Copy the buffer before the item cursor and its 1px outline are drawn to a temporary buffer. |
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const int outlineWidth = !MyPlayer->HoldItem.isEmpty() ? 1 : 0; |
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Displacement offset = !MyPlayer->HoldItem.isEmpty() ? Displacement { cursSize / 2 } : Displacement { 0 }; |
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Point cursPosition = MousePosition - offset; |
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Rectangle &rect = cursor.rect; |
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rect.position.x = cursPosition.x - outlineWidth; |
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rect.size.width = cursSize.width + 2 * outlineWidth; |
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Clip(rect.position.x, rect.size.width, out.w()); |
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rect.position.y = cursPosition.y - outlineWidth; |
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rect.size.height = cursSize.height + 2 * outlineWidth; |
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Clip(rect.position.y, rect.size.height, out.h()); |
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if (rect.size.width == 0 || rect.size.height == 0) |
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return; |
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BlitCursor(cursor.behindBuffer, rect.size.width, &out[rect.position], out.pitch(), rect.size.width, rect.size.height); |
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DrawSoftwareCursor(out, cursPosition + Displacement { 0, cursSize.height - 1 }, pcurs); |
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} |
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/** |
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* @brief Render a missile sprite |
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* @param out Output buffer |
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* @param missile Pointer to Missile struct |
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* @param targetBufferPosition Output buffer coordinate |
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* @param pre Is the sprite in the background |
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*/ |
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void DrawMissilePrivate(const Surface &out, const Missile &missile, Point targetBufferPosition, bool pre, int lightTableIndex) |
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{ |
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if (missile._miPreFlag != pre || !missile._miDrawFlag) |
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return; |
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const Point missileRenderPosition { targetBufferPosition + missile.position.offsetForRendering - Displacement { missile._miAnimWidth2, 0 } }; |
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const ClxSprite sprite = (*missile._miAnimData)[missile._miAnimFrame - 1]; |
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if (missile._miUniqTrans != 0) { |
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ClxDrawTRN(out, missileRenderPosition, sprite, Monsters[missile._misource].uniqueMonsterTRN.get()); |
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} else if (missile._miLightFlag) { |
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ClxDrawLight(out, missileRenderPosition, sprite, lightTableIndex); |
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} else { |
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ClxDraw(out, missileRenderPosition, sprite); |
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} |
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} |
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/** |
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* @brief Render a missile sprites for a given tile |
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* @param out Output buffer |
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* @param tilePosition dPiece coordinates |
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* @param targetBufferPosition Output buffer coordinates |
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* @param pre Is the sprite in the background |
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*/ |
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void DrawMissile(const Surface &out, WorldTilePosition tilePosition, Point targetBufferPosition, bool pre, int lightTableIndex) |
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{ |
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const auto it = MissilesAtRenderingTile.find(tilePosition); |
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if (it == MissilesAtRenderingTile.end()) return; |
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for (Missile *missile : it->second) { |
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DrawMissilePrivate(out, *missile, targetBufferPosition, pre, lightTableIndex); |
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} |
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} |
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/** |
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* @brief Render a monster sprite |
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* @param out Output buffer |
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* @param tilePosition dPiece coordinates |
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* @param targetBufferPosition Output buffer coordinates |
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* @param monster Monster reference |
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*/ |
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void DrawMonster(const Surface &out, Point tilePosition, Point targetBufferPosition, const Monster &monster, int lightTableIndex) |
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{ |
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if (!monster.animInfo.sprites) { |
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Log("Draw Monster \"{}\": NULL Cel Buffer", monster.name()); |
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return; |
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} |
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const ClxSprite sprite = monster.animInfo.currentSprite(); |
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if (!IsTileLit(tilePosition)) { |
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ClxDrawTRN(out, targetBufferPosition, sprite, GetInfravisionTRN()); |
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return; |
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} |
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uint8_t *trn = nullptr; |
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if (monster.isUnique()) |
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trn = monster.uniqueMonsterTRN.get(); |
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if (monster.mode == MonsterMode::Petrified) |
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trn = GetStoneTRN(); |
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if (MyPlayer->_pInfraFlag && lightTableIndex > 8) |
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trn = GetInfravisionTRN(); |
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if (trn != nullptr) |
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ClxDrawTRN(out, targetBufferPosition, sprite, trn); |
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else |
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ClxDrawLight(out, targetBufferPosition, sprite, lightTableIndex); |
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} |
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/** |
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* @brief Helper for rendering a specific player icon (Mana Shield or Reflect) |
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*/ |
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void DrawPlayerIconHelper(const Surface &out, MissileGraphicID missileGraphicId, Point position, const Player &player, bool infraVision, int lightTableIndex) |
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{ |
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const bool lighting = &player != MyPlayer; |
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if (player.isWalking()) |
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position += GetOffsetForWalking(player.AnimInfo, player._pdir); |
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position.x -= GetMissileSpriteData(missileGraphicId).animWidth2; |
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const ClxSprite sprite = (*GetMissileSpriteData(missileGraphicId).sprites).list()[0]; |
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if (!lighting) { |
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ClxDraw(out, position, sprite); |
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return; |
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} |
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if (infraVision) { |
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ClxDrawTRN(out, position, sprite, GetInfravisionTRN()); |
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return; |
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} |
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ClxDrawLight(out, position, sprite, lightTableIndex); |
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} |
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/** |
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* @brief Helper for rendering player icons (Mana Shield and Reflect) |
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* @param out Output buffer |
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* @param player Player reference |
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* @param position Output buffer coordinates |
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* @param infraVision Should infravision be applied |
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*/ |
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void DrawPlayerIcons(const Surface &out, const Player &player, Point position, bool infraVision, int lightTableIndex) |
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{ |
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if (player.pManaShield) |
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DrawPlayerIconHelper(out, MissileGraphicID::ManaShield, position, player, infraVision, lightTableIndex); |
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if (player.wReflections > 0) |
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DrawPlayerIconHelper(out, MissileGraphicID::Reflect, position + Displacement { 0, 16 }, player, infraVision, lightTableIndex); |
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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 player Player reference |
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* @param tilePosition dPiece coordinates |
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* @param targetBufferPosition Output buffer coordinates |
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*/ |
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void DrawPlayer(const Surface &out, const Player &player, Point tilePosition, Point targetBufferPosition, int lightTableIndex) |
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{ |
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if (!IsTileLit(tilePosition) && !MyPlayer->_pInfraFlag && !MyPlayer->isOnArenaLevel() && leveltype != DTYPE_TOWN) { |
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return; |
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} |
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const ClxSprite sprite = player.currentSprite(); |
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Point spriteBufferPosition = targetBufferPosition + player.getRenderingOffset(sprite); |
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if (&player == PlayerUnderCursor) |
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ClxDrawOutlineSkipColorZero(out, 165, spriteBufferPosition, sprite); |
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if (&player == MyPlayer && IsNoneOf(leveltype, DTYPE_NEST, DTYPE_CRYPT)) { |
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ClxDraw(out, spriteBufferPosition, sprite); |
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DrawPlayerIcons(out, player, targetBufferPosition, /*infraVision=*/false, lightTableIndex); |
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return; |
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} |
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if (!IsTileLit(tilePosition) || ((MyPlayer->_pInfraFlag || MyPlayer->isOnArenaLevel()) && lightTableIndex > 8)) { |
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ClxDrawTRN(out, spriteBufferPosition, sprite, GetInfravisionTRN()); |
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DrawPlayerIcons(out, player, targetBufferPosition, /*infraVision=*/true, lightTableIndex); |
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return; |
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} |
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lightTableIndex = std::max(lightTableIndex - 5, 0); |
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ClxDrawLight(out, spriteBufferPosition, sprite, lightTableIndex); |
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DrawPlayerIcons(out, player, targetBufferPosition, /*infraVision=*/false, lightTableIndex); |
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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 tilePosition dPiece coordinates |
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* @param targetBufferPosition Output buffer coordinates |
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*/ |
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void DrawDeadPlayer(const Surface &out, Point tilePosition, Point targetBufferPosition, int lightTableIndex) |
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{ |
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dFlags[tilePosition.x][tilePosition.y] &= ~DungeonFlag::DeadPlayer; |
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for (Player &player : Players) { |
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if (player.plractive && player._pHitPoints == 0 && player.isOnActiveLevel() && player.position.tile == tilePosition) { |
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dFlags[tilePosition.x][tilePosition.y] |= DungeonFlag::DeadPlayer; |
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const Point playerRenderPosition { targetBufferPosition }; |
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DrawPlayer(out, player, tilePosition, playerRenderPosition, lightTableIndex); |
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} |
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} |
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} |
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/** |
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* @brief Render an object sprite |
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* @param out Output buffer |
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* @param objectToDraw Dungeone object to draw |
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* @param tilePosition dPiece coordinates |
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* @param targetBufferPosition Output buffer coordinates |
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* @param pre Is the sprite in the background |
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*/ |
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void DrawObject(const Surface &out, const Object &objectToDraw, Point tilePosition, Point targetBufferPosition, int lightTableIndex) |
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{ |
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const ClxSprite sprite = objectToDraw.currentSprite(); |
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const Point screenPosition = targetBufferPosition + objectToDraw.getRenderingOffset(sprite, tilePosition); |
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if (&objectToDraw == ObjectUnderCursor) { |
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ClxDrawOutlineSkipColorZero(out, 194, screenPosition, sprite); |
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} |
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if (objectToDraw.applyLighting) { |
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ClxDrawLight(out, screenPosition, sprite, lightTableIndex); |
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} else { |
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ClxDraw(out, screenPosition, sprite); |
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} |
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} |
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static void DrawDungeon(const Surface & /*out*/, const Lightmap & /*lightmap*/, Point /*tilePosition*/, Point /*targetBufferPosition*/); |
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/** |
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* @brief Render a cell |
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* @param out Target buffer |
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* @param lightmap Per-pixel light buffer |
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* @param tilePosition dPiece coordinates |
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* @param targetBufferPosition Target buffer coordinates |
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*/ |
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void DrawCell(const Surface &out, const Lightmap lightmap, Point tilePosition, Point targetBufferPosition, int lightTableIndex) |
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{ |
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const uint16_t levelPieceId = dPiece[tilePosition.x][tilePosition.y]; |
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const MICROS *pMap = &DPieceMicros[levelPieceId]; |
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const uint8_t *tbl = LightTables[lightTableIndex].data(); |
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const uint8_t *foliageTbl = tbl; |
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#ifdef _DEBUG |
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int walkpathIdx = -1; |
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Point originalTargetBufferPosition; |
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if (DebugPath) { |
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walkpathIdx = MyPlayer->GetPositionPathIndex(tilePosition); |
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if (walkpathIdx != -1) { |
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originalTargetBufferPosition = targetBufferPosition; |
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tbl = GetPauseTRN(); |
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} |
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} |
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#endif |
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|
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bool transparency = TileHasAny(tilePosition, TileProperties::Transparent) && TransList[dTransVal[tilePosition.x][tilePosition.y]]; |
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#ifdef _DEBUG |
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if ((SDL_GetModState() & KMOD_ALT) != 0) |
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transparency = false; |
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#endif |
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|
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const auto getFirstTileMaskLeft = [=](TileType tile) -> MaskType { |
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if (transparency) { |
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switch (tile) { |
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case TileType::LeftTrapezoid: |
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case TileType::TransparentSquare: |
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return TileHasAny(tilePosition, TileProperties::TransparentLeft) |
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? MaskType::Left |
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: MaskType::Solid; |
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case TileType::LeftTriangle: |
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return MaskType::Solid; |
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default: |
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return MaskType::Transparent; |
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} |
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} |
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return MaskType::Solid; |
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}; |
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|
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const auto getFirstTileMaskRight = [=](TileType tile) -> MaskType { |
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if (transparency) { |
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switch (tile) { |
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case TileType::RightTrapezoid: |
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case TileType::TransparentSquare: |
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return TileHasAny(tilePosition, TileProperties::TransparentRight) |
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? MaskType::Right |
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: MaskType::Solid; |
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case TileType::RightTriangle: |
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return MaskType::Solid; |
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default: |
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return MaskType::Transparent; |
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} |
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} |
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return MaskType::Solid; |
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}; |
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|
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// Create a special lightmap buffer to bleed light up walls |
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uint8_t lightmapBuffer[TILE_WIDTH * TILE_HEIGHT]; |
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Lightmap bleedLightmap = Lightmap::bleedUp(lightmap, targetBufferPosition, lightmapBuffer); |
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|
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// If the first micro tile is a floor tile, it may be followed |
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// by foliage which should be rendered now. |
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const bool isFloor = IsFloor(tilePosition); |
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if (const LevelCelBlock levelCelBlock { pMap->mt[0] }; levelCelBlock.hasValue()) { |
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const TileType tileType = levelCelBlock.type(); |
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if (!isFloor || tileType == TileType::TransparentSquare) { |
|
if (isFloor && tileType == TileType::TransparentSquare) { |
|
RenderTileFoliage(out, bleedLightmap, targetBufferPosition, levelCelBlock, foliageTbl); |
|
} else { |
|
RenderTile(out, bleedLightmap, targetBufferPosition, levelCelBlock, getFirstTileMaskLeft(tileType), tbl); |
|
} |
|
} |
|
} |
|
if (const LevelCelBlock levelCelBlock { pMap->mt[1] }; levelCelBlock.hasValue()) { |
|
const TileType tileType = levelCelBlock.type(); |
|
if (!isFloor || tileType == TileType::TransparentSquare) { |
|
if (isFloor && tileType == TileType::TransparentSquare) { |
|
RenderTileFoliage(out, bleedLightmap, targetBufferPosition + RightFrameDisplacement, levelCelBlock, foliageTbl); |
|
} else { |
|
RenderTile(out, bleedLightmap, targetBufferPosition + RightFrameDisplacement, |
|
levelCelBlock, getFirstTileMaskRight(tileType), tbl); |
|
} |
|
} |
|
} |
|
targetBufferPosition.y -= TILE_HEIGHT; |
|
|
|
for (uint_fast8_t i = 2, n = MicroTileLen; i < n; i += 2) { |
|
{ |
|
const LevelCelBlock levelCelBlock { pMap->mt[i] }; |
|
if (levelCelBlock.hasValue()) { |
|
RenderTile(out, bleedLightmap, targetBufferPosition, |
|
levelCelBlock, |
|
transparency ? MaskType::Transparent : MaskType::Solid, foliageTbl); |
|
} |
|
} |
|
{ |
|
const LevelCelBlock levelCelBlock { pMap->mt[i + 1] }; |
|
if (levelCelBlock.hasValue()) { |
|
RenderTile(out, bleedLightmap, targetBufferPosition + RightFrameDisplacement, |
|
levelCelBlock, |
|
transparency ? MaskType::Transparent : MaskType::Solid, foliageTbl); |
|
} |
|
} |
|
targetBufferPosition.y -= TILE_HEIGHT; |
|
} |
|
|
|
#ifdef _DEBUG |
|
if (DebugPath && walkpathIdx != -1) { |
|
DrawString(out, StrCat(walkpathIdx), |
|
Rectangle(originalTargetBufferPosition + Displacement { 0, -TILE_HEIGHT }, Size { TILE_WIDTH, TILE_HEIGHT }), |
|
TextRenderOptions { |
|
.flags = UiFlags::AlignCenter | UiFlags::VerticalCenter |
|
| (IsTileSolid(tilePosition) ? UiFlags::ColorYellow : UiFlags::ColorWhite) }); |
|
} |
|
#endif |
|
} |
|
|
|
/** |
|
* @brief Render a floor tile. |
|
* @param out Target buffer |
|
* @param lightmap Per-pixel light buffer |
|
* @param tilePosition dPiece coordinates |
|
* @param targetBufferPosition Target buffer coordinate |
|
*/ |
|
void DrawFloorTile(const Surface &out, const Lightmap &lightmap, Point tilePosition, Point targetBufferPosition) |
|
{ |
|
const int lightTableIndex = dLight[tilePosition.x][tilePosition.y]; |
|
|
|
const uint8_t *tbl = LightTables[lightTableIndex].data(); |
|
#ifdef _DEBUG |
|
if (DebugPath && MyPlayer->GetPositionPathIndex(tilePosition) != -1) |
|
tbl = GetPauseTRN(); |
|
#endif |
|
|
|
const uint16_t levelPieceId = dPiece[tilePosition.x][tilePosition.y]; |
|
{ |
|
const LevelCelBlock levelCelBlock { DPieceMicros[levelPieceId].mt[0] }; |
|
if (levelCelBlock.hasValue()) { |
|
RenderTileFrame(out, lightmap, targetBufferPosition, TileType::LeftTriangle, |
|
GetDunFrame(levelCelBlock.frame()), DunFrameTriangleHeight, MaskType::Solid, tbl); |
|
} |
|
} |
|
{ |
|
const LevelCelBlock levelCelBlock { DPieceMicros[levelPieceId].mt[1] }; |
|
if (levelCelBlock.hasValue()) { |
|
RenderTileFrame(out, lightmap, targetBufferPosition + RightFrameDisplacement, TileType::RightTriangle, |
|
GetDunFrame(levelCelBlock.frame()), DunFrameTriangleHeight, MaskType::Solid, tbl); |
|
} |
|
} |
|
} |
|
|
|
/** |
|
* @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, int8_t itemIndex, Point targetBufferPosition, int lightTableIndex) |
|
{ |
|
const Item &item = Items[itemIndex]; |
|
const ClxSprite sprite = item.AnimInfo.currentSprite(); |
|
const Point position = targetBufferPosition + item.getRenderingOffset(sprite); |
|
if (!IsPlayerInStore() && (itemIndex == pcursitem || AutoMapShowItems)) { |
|
ClxDrawOutlineSkipColorZero(out, GetOutlineColor(item, false), position, sprite); |
|
} |
|
ClxDrawLight(out, position, sprite, lightTableIndex); |
|
if (item.AnimInfo.isLastFrame() || item._iCurs == ICURS_MAGIC_ROCK) |
|
AddItemToLabelQueue(itemIndex, position); |
|
} |
|
|
|
/** |
|
* @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 lightTableIndex) |
|
{ |
|
int mi = dMonster[tilePosition.x][tilePosition.y]; |
|
|
|
mi = std::abs(mi) - 1; |
|
|
|
if (leveltype == DTYPE_TOWN) { |
|
auto &towner = Towners[mi]; |
|
const Point position = targetBufferPosition + towner.getRenderingOffset(); |
|
const ClxSprite sprite = towner.currentSprite(); |
|
if (mi == pcursmonst) { |
|
ClxDrawOutlineSkipColorZero(out, 166, position, sprite); |
|
} |
|
ClxDraw(out, position, sprite); |
|
return; |
|
} |
|
|
|
if (!IsTileLit(tilePosition) && !(MyPlayer->_pInfraFlag && IsFloor(tilePosition))) { |
|
return; |
|
} |
|
|
|
if (static_cast<size_t>(mi) >= MaxMonsters) { |
|
Log("Draw Monster: tried to draw illegal monster {}", mi); |
|
return; |
|
} |
|
|
|
const auto &monster = Monsters[mi]; |
|
if ((monster.flags & MFLAG_HIDDEN) != 0) { |
|
return; |
|
} |
|
|
|
const ClxSprite sprite = monster.animInfo.currentSprite(); |
|
Displacement offset = monster.getRenderingOffset(sprite); |
|
|
|
const Point monsterRenderPosition = targetBufferPosition + offset; |
|
if (mi == pcursmonst) { |
|
ClxDrawOutlineSkipColorZero(out, 233, monsterRenderPosition, sprite); |
|
} |
|
DrawMonster(out, tilePosition, monsterRenderPosition, monster, lightTableIndex); |
|
} |
|
|
|
/** |
|
* @brief Render object sprites |
|
* @param out Target buffer |
|
* @param lightmap Per-pixel light buffer |
|
* @param tilePosition dPiece coordinates |
|
* @param targetBufferPosition Target buffer coordinates |
|
*/ |
|
void DrawDungeon(const Surface &out, const Lightmap &lightmap, Point tilePosition, Point targetBufferPosition) |
|
{ |
|
assert(InDungeonBounds(tilePosition)); |
|
const int lightTableIndex = dLight[tilePosition.x][tilePosition.y]; |
|
|
|
DrawCell(out, lightmap, tilePosition, targetBufferPosition, lightTableIndex); |
|
|
|
const int8_t bDead = dCorpse[tilePosition.x][tilePosition.y]; |
|
const int8_t bMap = dTransVal[tilePosition.x][tilePosition.y]; |
|
|
|
#ifdef _DEBUG |
|
if (DebugVision && IsTileLit(tilePosition)) { |
|
ClxDraw(out, targetBufferPosition, (*pSquareCel)[0]); |
|
} |
|
#endif |
|
|
|
if (MissilePreFlag) { |
|
DrawMissile(out, tilePosition, targetBufferPosition, true, lightTableIndex); |
|
} |
|
|
|
if (lightTableIndex < LightsMax && bDead != 0) { |
|
const Corpse &corpse = Corpses[(bDead & 0x1F) - 1]; |
|
const Point position { targetBufferPosition.x - CalculateSpriteTileCenterX(corpse.width), targetBufferPosition.y }; |
|
const ClxSprite sprite = corpse.spritesForDirection(static_cast<Direction>((bDead >> 5) & 7))[corpse.frame]; |
|
if (corpse.translationPaletteIndex != 0) { |
|
const uint8_t *trn = Monsters[corpse.translationPaletteIndex - 1].uniqueMonsterTRN.get(); |
|
ClxDrawTRN(out, position, sprite, trn); |
|
} else { |
|
ClxDrawLight(out, position, sprite, lightTableIndex); |
|
} |
|
} |
|
|
|
const int8_t bItem = dItem[tilePosition.x][tilePosition.y]; |
|
const Object *object = lightTableIndex < LightsMax |
|
? FindObjectAtPosition(tilePosition) |
|
: nullptr; |
|
if (object != nullptr && object->_oPreFlag) { |
|
DrawObject(out, *object, tilePosition, targetBufferPosition, lightTableIndex); |
|
} |
|
if (bItem > 0 && !Items[bItem - 1]._iPostDraw) { |
|
DrawItem(out, static_cast<int8_t>(bItem - 1), targetBufferPosition, lightTableIndex); |
|
} |
|
|
|
if (TileContainsDeadPlayer(tilePosition)) { |
|
DrawDeadPlayer(out, tilePosition, targetBufferPosition, lightTableIndex); |
|
} |
|
Player *player = PlayerAtPosition(tilePosition); |
|
if (player != nullptr) { |
|
uint8_t pid = player->getId(); |
|
assert(pid < MAX_PLRS); |
|
int playerId = static_cast<int>(pid) + 1; |
|
// If sprite is moving southwards or east, we want to draw it offset from the tile it's moving to, so we need negative ID |
|
// This respests the order that tiles are drawn. By using the negative id, we ensure that the sprite is drawn with priority |
|
if (player->_pmode == PM_WALK_SOUTHWARDS || (player->_pmode == PM_WALK_SIDEWAYS && player->_pdir == Direction::East)) |
|
playerId = -playerId; |
|
if (dPlayer[tilePosition.x][tilePosition.y] == playerId) { |
|
auto tempTilePosition = tilePosition; |
|
auto tempTargetBufferPosition = targetBufferPosition; |
|
|
|
// Offset the sprite to the tile it's moving from |
|
if (player->_pmode == PM_WALK_SOUTHWARDS) { |
|
switch (player->_pdir) { |
|
case Direction::SouthWest: |
|
tempTargetBufferPosition += { TILE_WIDTH / 2, -TILE_HEIGHT / 2 }; |
|
break; |
|
case Direction::South: |
|
tempTargetBufferPosition += { 0, -TILE_HEIGHT }; |
|
break; |
|
case Direction::SouthEast: |
|
tempTargetBufferPosition += { -TILE_WIDTH / 2, -TILE_HEIGHT / 2 }; |
|
break; |
|
default: |
|
DVL_UNREACHABLE(); |
|
} |
|
tempTilePosition += Opposite(player->_pdir); |
|
} else if (player->_pmode == PM_WALK_SIDEWAYS && player->_pdir == Direction::East) { |
|
tempTargetBufferPosition += { -TILE_WIDTH, 0 }; |
|
tempTilePosition += Opposite(player->_pdir); |
|
} |
|
DrawPlayer(out, *player, tempTilePosition, tempTargetBufferPosition, lightTableIndex); |
|
} |
|
} |
|
|
|
Monster *monster = FindMonsterAtPosition(tilePosition); |
|
if (monster != nullptr) { |
|
auto mid = monster->getId(); |
|
assert(mid < MaxMonsters); |
|
int monsterId = static_cast<int>(mid) + 1; |
|
// If sprite is moving southwards or east, we want to draw it offset from the tile it's moving to, so we need negative ID |
|
// This respests the order that tiles are drawn. By using the negative id, we ensure that the sprite is drawn with priority |
|
if (monster->mode == MonsterMode::MoveSouthwards || (monster->mode == MonsterMode::MoveSideways && monster->direction == Direction::East)) |
|
monsterId = -monsterId; |
|
if (dMonster[tilePosition.x][tilePosition.y] == monsterId) { |
|
auto tempTilePosition = tilePosition; |
|
auto tempTargetBufferPosition = targetBufferPosition; |
|
|
|
// Offset the sprite to the tile it's moving from |
|
if (monster->mode == MonsterMode::MoveSouthwards) { |
|
switch (monster->direction) { |
|
case Direction::SouthWest: |
|
tempTargetBufferPosition += { TILE_WIDTH / 2, -TILE_HEIGHT / 2 }; |
|
break; |
|
case Direction::South: |
|
tempTargetBufferPosition += { 0, -TILE_HEIGHT }; |
|
break; |
|
case Direction::SouthEast: |
|
tempTargetBufferPosition += { -TILE_WIDTH / 2, -TILE_HEIGHT / 2 }; |
|
break; |
|
default: |
|
DVL_UNREACHABLE(); |
|
} |
|
tempTilePosition += Opposite(monster->direction); |
|
} else if (monster->mode == MonsterMode::MoveSideways && monster->direction == Direction::East) { |
|
tempTargetBufferPosition += { -TILE_WIDTH, 0 }; |
|
tempTilePosition += Opposite(monster->direction); |
|
} |
|
DrawMonsterHelper(out, tempTilePosition, tempTargetBufferPosition, lightTableIndex); |
|
} |
|
} |
|
|
|
DrawMissile(out, tilePosition, targetBufferPosition, false, lightTableIndex); |
|
|
|
if (object != nullptr && !object->_oPreFlag) { |
|
DrawObject(out, *object, tilePosition, targetBufferPosition, lightTableIndex); |
|
} |
|
if (bItem > 0 && Items[bItem - 1]._iPostDraw) { |
|
DrawItem(out, static_cast<int8_t>(bItem - 1), targetBufferPosition, lightTableIndex); |
|
} |
|
|
|
if (leveltype != DTYPE_TOWN) { |
|
bool perPixelLighting = *GetOptions().Graphics.perPixelLighting; |
|
int8_t bArch = dSpecial[tilePosition.x][tilePosition.y] - 1; |
|
if (bArch >= 0) { |
|
bool transparency = TransList[bMap]; |
|
#ifdef _DEBUG |
|
// Turn transparency off here for debugging |
|
transparency = transparency && (SDL_GetModState() & KMOD_ALT) == 0; |
|
#endif |
|
if (perPixelLighting) { |
|
// Create a special lightmap buffer to bleed light up walls |
|
uint8_t lightmapBuffer[TILE_WIDTH * TILE_HEIGHT]; |
|
Lightmap bleedLightmap = Lightmap::bleedUp(lightmap, targetBufferPosition, lightmapBuffer); |
|
|
|
if (transparency) |
|
ClxDrawBlendedWithLightmap(out, targetBufferPosition, (*pSpecialCels)[bArch], bleedLightmap); |
|
else |
|
ClxDrawWithLightmap(out, targetBufferPosition, (*pSpecialCels)[bArch], bleedLightmap); |
|
} else if (transparency) { |
|
ClxDrawLightBlended(out, targetBufferPosition, (*pSpecialCels)[bArch], lightTableIndex); |
|
} else { |
|
ClxDrawLight(out, targetBufferPosition, (*pSpecialCels)[bArch], lightTableIndex); |
|
} |
|
} |
|
} 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) { |
|
int8_t bArch = dSpecial[tilePosition.x - 1][tilePosition.y - 1] - 1; |
|
if (bArch >= 0) |
|
ClxDraw(out, targetBufferPosition + Displacement { 0, -TILE_HEIGHT }, (*pSpecialCels)[bArch]); |
|
} |
|
} |
|
} |
|
|
|
/** |
|
* @brief Render a row of tiles |
|
* @param out Buffer to render to |
|
* @param lightmap Per-pixel light buffer |
|
* @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, const Lightmap &lightmap, Point tilePosition, Point targetBufferPosition, int rows, int columns) |
|
{ |
|
for (int i = 0; i < rows; i++) { |
|
for (int j = 0; j < columns; j++, tilePosition += Direction::East, targetBufferPosition.x += TILE_WIDTH) { |
|
if (!InDungeonBounds(tilePosition)) { |
|
world_draw_black_tile(out, targetBufferPosition.x, targetBufferPosition.y); |
|
continue; |
|
} |
|
if (IsFloor(tilePosition)) { |
|
DrawFloorTile(out, lightmap, tilePosition, targetBufferPosition); |
|
} |
|
} |
|
// 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 Renders the floor tiles |
|
* @param out Output buffer |
|
* @param lightmap Per-pixel light 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, const Lightmap &lightmap, Point tilePosition, Point targetBufferPosition, int rows, int columns) |
|
{ |
|
// Keep evaluating until MicroTiles can't affect screen |
|
rows += MicroTileLen; |
|
|
|
#ifdef _DEBUG |
|
DebugCoordsMap.reserve(rows * columns); |
|
#endif |
|
|
|
for (int i = 0; i < rows; i++) { |
|
bool skip = false; |
|
for (int j = 0; j < columns; j++) { |
|
if (InDungeonBounds(tilePosition)) { |
|
bool skipNext = false; |
|
#ifdef _DEBUG |
|
DebugCoordsMap[tilePosition.x + tilePosition.y * MAXDUNX] = targetBufferPosition; |
|
#endif |
|
if (tilePosition.x + 1 < MAXDUNX && tilePosition.y - 1 >= 0 && targetBufferPosition.x + TILE_WIDTH <= gnScreenWidth) { |
|
// Render objects behind walls first to prevent sprites, that are moving |
|
// between tiles, from poking through the walls as they exceed the tile bounds. |
|
// A proper fix for this would probably be to layout the scene and render by |
|
// sprite screen position rather than tile position. |
|
if (IsWall(tilePosition) && (IsWall(tilePosition + Displacement { 1, 0 }) || (tilePosition.x > 0 && IsWall(tilePosition + Displacement { -1, 0 })))) { // Part of a wall aligned on the x-axis |
|
if (IsTileNotSolid(tilePosition + Displacement { 1, -1 }) && IsTileNotSolid(tilePosition + Displacement { 0, -1 })) { // Has walkable area behind it |
|
DrawDungeon(out, lightmap, tilePosition + Direction::East, { targetBufferPosition.x + TILE_WIDTH, targetBufferPosition.y }); |
|
skipNext = true; |
|
} |
|
} |
|
} |
|
if (!skip) { |
|
DrawDungeon(out, lightmap, tilePosition, targetBufferPosition); |
|
} |
|
skip = skipNext; |
|
} |
|
tilePosition += Direction::East; |
|
targetBufferPosition.x += TILE_WIDTH; |
|
} |
|
// Return to start of row |
|
tilePosition += Displacement(Direction::West) * columns; |
|
targetBufferPosition.x -= columns * TILE_WIDTH; |
|
|
|
// Jump to next row |
|
targetBufferPosition.y += TILE_HEIGHT / 2; |
|
if ((i & 1) != 0) { |
|
tilePosition.x++; |
|
columns--; |
|
targetBufferPosition.x += TILE_WIDTH / 2; |
|
} else { |
|
tilePosition.y++; |
|
columns++; |
|
targetBufferPosition.x -= TILE_WIDTH / 2; |
|
} |
|
} |
|
} |
|
|
|
/** |
|
* @brief Scale up the top left part of the buffer 2x. |
|
*/ |
|
void Zoom(const Surface &out) |
|
{ |
|
int viewportWidth = out.w(); |
|
int viewportOffsetX = 0; |
|
if (CanPanelsCoverView()) { |
|
if (IsLeftPanelOpen()) { |
|
viewportWidth -= SidePanelSize.width; |
|
viewportOffsetX = SidePanelSize.width; |
|
} else if (IsRightPanelOpen()) { |
|
viewportWidth -= SidePanelSize.width; |
|
} |
|
} |
|
|
|
// We round to even for the source width and height. |
|
// If the width / height was odd, we copy just one extra pixel / row later on. |
|
const int srcWidth = (viewportWidth + 1) / 2; |
|
const int doubleableWidth = viewportWidth / 2; |
|
const int srcHeight = (out.h() + 1) / 2; |
|
const int doubleableHeight = out.h() / 2; |
|
|
|
uint8_t *src = out.at(srcWidth - 1, srcHeight - 1); |
|
uint8_t *dst = out.at(viewportOffsetX + viewportWidth - 1, out.h() - 1); |
|
const bool oddViewportWidth = (viewportWidth % 2) == 1; |
|
|
|
for (int hgt = 0; hgt < doubleableHeight; hgt++) { |
|
// Double the pixels in the line. |
|
for (int i = 0; i < doubleableWidth; i++) { |
|
*dst-- = *src; |
|
*dst-- = *src; |
|
--src; |
|
} |
|
|
|
// Copy a single extra pixel if the output width is odd. |
|
if (oddViewportWidth) { |
|
*dst-- = *src; |
|
--src; |
|
} |
|
|
|
// Skip the rest of the source line. |
|
src -= (out.pitch() - srcWidth); |
|
|
|
// Double the line. |
|
memcpy(dst - out.pitch() + 1, dst + 1, viewportWidth); |
|
|
|
// Skip the rest of the destination line. |
|
dst -= 2 * out.pitch() - viewportWidth; |
|
} |
|
if ((out.h() % 2) == 1) { |
|
memcpy(dst - out.pitch() + 1, dst + 1, viewportWidth); |
|
} |
|
} |
|
|
|
Displacement tileOffset; |
|
Displacement tileShift; |
|
int tileColumns; |
|
int tileRows; |
|
|
|
void CalcFirstTilePosition(Point &position, Displacement &offset) |
|
{ |
|
// Adjust by player offset and tile grid alignment |
|
Player &myPlayer = *MyPlayer; |
|
offset = tileOffset; |
|
if (myPlayer.isWalking()) |
|
offset += GetOffsetForWalking(myPlayer.AnimInfo, myPlayer._pdir, true); |
|
|
|
position += tileShift; |
|
|
|
// Skip rendering parts covered by the panels |
|
if (CanPanelsCoverView() && (IsLeftPanelOpen() || IsRightPanelOpen())) { |
|
int multiplier = (*GetOptions().Graphics.zoom) ? 1 : 2; |
|
position += Displacement(Direction::East) * multiplier; |
|
offset.deltaX += -TILE_WIDTH * multiplier / 2 / 2; |
|
|
|
if (IsLeftPanelOpen() && !*GetOptions().Graphics.zoom) { |
|
offset.deltaX += SidePanelSize.width; |
|
// SidePanelSize.width accounted for in Zoom() |
|
} |
|
} |
|
|
|
// Draw areas moving in and out of the screen |
|
if (myPlayer.isWalking()) { |
|
switch (myPlayer._pdir) { |
|
case Direction::North: |
|
case Direction::NorthEast: |
|
offset.deltaY -= TILE_HEIGHT; |
|
position += Direction::North; |
|
break; |
|
case Direction::SouthWest: |
|
case Direction::West: |
|
offset.deltaX -= TILE_WIDTH; |
|
position += Direction::West; |
|
break; |
|
case Direction::NorthWest: |
|
offset.deltaX -= TILE_WIDTH / 2; |
|
offset.deltaY -= TILE_HEIGHT / 2; |
|
position += Direction::NorthWest; |
|
default: |
|
break; |
|
} |
|
} |
|
} |
|
|
|
/** |
|
* @brief Configure render and process screen rows |
|
* @param fullOut Buffer to render to |
|
* @param position First tile of view in dPiece coordinate |
|
* @param offset Amount to offset the rendering in screen space |
|
*/ |
|
void DrawGame(const Surface &fullOut, Point position, Displacement offset) |
|
{ |
|
// Limit rendering to the view area |
|
const Surface &out = !*GetOptions().Graphics.zoom |
|
? fullOut.subregionY(0, gnViewportHeight) |
|
: fullOut.subregionY(0, (gnViewportHeight + 1) / 2); |
|
|
|
int columns = tileColumns; |
|
int rows = tileRows; |
|
|
|
// Skip rendering parts covered by the panels |
|
if (CanPanelsCoverView() && (IsLeftPanelOpen() || IsRightPanelOpen())) { |
|
columns -= (*GetOptions().Graphics.zoom) ? 2 : 4; |
|
} |
|
|
|
UpdateMissilesRendererData(); |
|
|
|
// Draw areas moving in and out of the screen |
|
if (MyPlayer->isWalking()) { |
|
switch (MyPlayer->_pdir) { |
|
case Direction::NoDirection: |
|
break; |
|
case Direction::North: |
|
case Direction::South: |
|
rows += 2; |
|
break; |
|
case Direction::NorthEast: |
|
columns++; |
|
rows += 2; |
|
break; |
|
case Direction::East: |
|
case Direction::West: |
|
columns++; |
|
break; |
|
case Direction::SouthEast: |
|
case Direction::SouthWest: |
|
case Direction::NorthWest: |
|
columns++; |
|
rows++; |
|
break; |
|
} |
|
} |
|
|
|
#ifdef DUN_RENDER_STATS |
|
DunRenderStats.clear(); |
|
#endif |
|
|
|
Lightmap lightmap = Lightmap::build(position, Point {} + offset, |
|
gnScreenWidth, gnViewportHeight, rows, columns, |
|
out.at(0, 0), out.pitch(), LightTables[0].data(), LightTables[0].size()); |
|
|
|
DrawFloor(out, lightmap, position, Point {} + offset, rows, columns); |
|
DrawTileContent(out, lightmap, position, Point {} + offset, rows, columns); |
|
|
|
if (*GetOptions().Graphics.zoom) { |
|
Zoom(fullOut.subregionY(0, gnViewportHeight)); |
|
} |
|
|
|
#ifdef DUN_RENDER_STATS |
|
std::vector<std::pair<DunRenderType, size_t>> sortedStats(DunRenderStats.begin(), DunRenderStats.end()); |
|
c_sort(sortedStats, [](const std::pair<DunRenderType, size_t> &a, const std::pair<DunRenderType, size_t> &b) { |
|
return a.first.maskType == b.first.maskType |
|
? static_cast<uint8_t>(a.first.tileType) < static_cast<uint8_t>(b.first.tileType) |
|
: static_cast<uint8_t>(a.first.maskType) < static_cast<uint8_t>(b.first.maskType); |
|
}); |
|
Point pos { 100, 20 }; |
|
for (size_t i = 0; i < sortedStats.size(); ++i) { |
|
const auto &stat = sortedStats[i]; |
|
DrawString(out, StrCat(i, "."), Rectangle(pos, Size { 20, 16 }), { .flags = UiFlags::AlignRight }); |
|
DrawString(out, MaskTypeToString(stat.first.maskType), { pos.x + 24, pos.y }); |
|
DrawString(out, TileTypeToString(stat.first.tileType), { pos.x + 184, pos.y }); |
|
DrawString(out, FormatInteger(stat.second), Rectangle({ pos.x + 354, pos.y }, Size(40, 16)), { .flags = UiFlags::AlignRight }); |
|
pos.y += 16; |
|
} |
|
#endif |
|
} |
|
|
|
/** |
|
* @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 |
|
Displacement offset = {}; |
|
CalcFirstTilePosition(startPosition, offset); |
|
DrawGame(out, startPosition, offset); |
|
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 |
|
RedrawEverything(); |
|
std::string debugGridText; |
|
bool megaTiles = IsDebugGridInMegatiles(); |
|
|
|
for (auto [dunCoordVal, pixelCoords] : DebugCoordsMap) { |
|
Point dunCoords = { dunCoordVal % MAXDUNX, dunCoordVal / MAXDUNX }; |
|
if (megaTiles && (dunCoords.x % 2 == 1 || dunCoords.y % 2 == 1)) |
|
continue; |
|
if (megaTiles) |
|
pixelCoords += Displacement { 0, TILE_HEIGHT / 2 }; |
|
if (*GetOptions().Graphics.zoom) |
|
pixelCoords *= 2; |
|
if (debugGridTextNeeded && GetDebugGridText(dunCoords, debugGridText)) { |
|
Size tileSize = { TILE_WIDTH, TILE_HEIGHT }; |
|
if (*GetOptions().Graphics.zoom) |
|
tileSize *= 2; |
|
DrawString(out, debugGridText, { pixelCoords - Displacement { 0, tileSize.height }, tileSize }, |
|
{ .flags = UiFlags::ColorRed | UiFlags::AlignCenter | UiFlags::VerticalCenter }); |
|
} |
|
if (DebugGrid) { |
|
int halfTileWidth = TILE_WIDTH / 2; |
|
int halfTileHeight = TILE_HEIGHT / 2; |
|
if (*GetOptions().Graphics.zoom) { |
|
halfTileWidth *= 2; |
|
halfTileHeight *= 2; |
|
} |
|
const Point center { pixelCoords.x + halfTileWidth, pixelCoords.y - halfTileHeight }; |
|
|
|
if (megaTiles) { |
|
halfTileWidth *= 2; |
|
halfTileHeight *= 2; |
|
} |
|
|
|
const uint8_t col = PAL16_BEIGE; |
|
for (const auto &[originX, dx] : { std::pair(center.x - halfTileWidth, 1), std::pair(center.x + halfTileWidth, -1) }) { |
|
// We only need to draw half of the grid cell boundaries (one triangle). |
|
// The other triangle will be drawn when drawing the adjacent grid cells. |
|
const int dy = 1; |
|
Point from { originX, center.y }; |
|
int height = halfTileHeight; |
|
if (out.InBounds(from) && out.InBounds(from + Displacement { 2 * dx * height, dy * height })) { |
|
uint8_t *dst = out.at(from.x, from.y); |
|
const int pitch = out.pitch(); |
|
while (height-- > 0) { |
|
*dst = col; |
|
dst += dx; |
|
*dst = col; |
|
dst += dx; |
|
dst += static_cast<ptrdiff_t>(dy * pitch); |
|
} |
|
} else { |
|
while (height-- > 0) { |
|
out.SetPixel(from, col); |
|
from.x += dx; |
|
out.SetPixel(from, col); |
|
from.x += dx; |
|
from.y += dy; |
|
} |
|
} |
|
} |
|
} |
|
} |
|
} |
|
#endif |
|
DrawItemNameLabels(out); |
|
DrawMonsterHealthBar(out); |
|
DrawFloatingNumbers(out, startPosition, offset); |
|
|
|
if (IsPlayerInStore() && !qtextflag) |
|
DrawSText(out); |
|
if (invflag) { |
|
DrawInv(out); |
|
} else if (SpellbookFlag) { |
|
DrawSpellBook(out); |
|
} |
|
|
|
DrawDurIcon(out); |
|
|
|
if (CharFlag) { |
|
DrawChr(out); |
|
} else if (QuestLogIsOpen) { |
|
DrawQuestLog(out); |
|
} else if (IsStashOpen) { |
|
DrawStash(out); |
|
} |
|
DrawLevelButton(out); |
|
if (ShowUniqueItemInfoBox) { |
|
DrawUniqueInfo(out); |
|
} |
|
if (qtextflag) { |
|
DrawQText(out); |
|
} |
|
if (SpellSelectFlag) { |
|
DrawSpellList(out); |
|
} |
|
if (DropGoldFlag) { |
|
DrawGoldSplit(out); |
|
} |
|
DrawGoldWithdraw(out); |
|
if (HelpFlag) { |
|
DrawHelp(out); |
|
} |
|
if (ChatLogFlag) { |
|
DrawChatLog(out); |
|
} |
|
if (MyPlayerIsDead) { |
|
RedBack(out); |
|
DrawDeathText(out); |
|
} else if (PauseMode != 0) { |
|
gmenu_draw_pause(out); |
|
} |
|
if (IsDiabloMsgAvailable()) { |
|
DrawDiabloMsg(out.subregionY(0, out.h() - GetMainPanel().size.height)); |
|
} |
|
|
|
DrawControllerModifierHints(out); |
|
DrawPlrMsg(out); |
|
gmenu_draw(out); |
|
doom_draw(out); |
|
DrawInfoBox(out); |
|
UpdateLifeManaPercent(); // Update life/mana totals before rendering any portion of the flask. |
|
DrawLifeFlaskUpper(out); |
|
DrawManaFlaskUpper(out); |
|
} |
|
|
|
/** |
|
* @brief Display the current average FPS over 1 sec |
|
*/ |
|
void DrawFPS(const Surface &out) |
|
{ |
|
static int framesSinceLastUpdate = 0; |
|
static std::string_view formatted {}; |
|
|
|
if (!frameflag || !gbActive) { |
|
return; |
|
} |
|
|
|
framesSinceLastUpdate++; |
|
uint32_t runtimeInMs = SDL_GetTicks(); |
|
uint32_t msSinceLastUpdate = runtimeInMs - lastFpsUpdateInMs; |
|
if (msSinceLastUpdate >= 1000) { |
|
lastFpsUpdateInMs = runtimeInMs; |
|
constexpr int FpsPow10 = 10; |
|
const uint32_t fps = 1000 * FpsPow10 * framesSinceLastUpdate / msSinceLastUpdate; |
|
framesSinceLastUpdate = 0; |
|
|
|
static char buf[15] {}; |
|
const char *end = fps >= 100 * FpsPow10 |
|
? BufCopy(buf, fps / FpsPow10, " FPS") |
|
: BufCopy(buf, fps / FpsPow10, ".", fps % FpsPow10, " FPS"); |
|
formatted = { buf, static_cast<std::string_view::size_type>(end - buf) }; |
|
}; |
|
DrawString(out, formatted, Point { 8, 68 }, { .flags = UiFlags::ColorRed }); |
|
} |
|
|
|
/** |
|
* @brief Update part of the screen from the back buffer |
|
*/ |
|
void DoBlitScreen(Rectangle area) |
|
{ |
|
#ifdef DEBUG_DO_BLIT_SCREEN |
|
const Surface &out = GlobalBackBuffer(); |
|
const uint8_t debugColor = PAL8_RED; |
|
DrawHorizontalLine(out, area.position, area.size.width, debugColor); |
|
DrawHorizontalLine(out, area.position + Displacement { 0, area.size.height - 1 }, area.size.width, debugColor); |
|
DrawVerticalLine(out, area.position, area.size.height, debugColor); |
|
DrawVerticalLine(out, area.position + Displacement { area.size.width - 1, 0 }, area.size.height, debugColor); |
|
#endif |
|
SDL_Rect srcRect = MakeSdlRect(area); |
|
SDL_Rect dstRect = MakeSdlRect(area); |
|
BltFast(&srcRect, &dstRect); |
|
} |
|
|
|
/** |
|
* @brief Check render pipeline and update individual screen parts |
|
* @param out Output surface. |
|
* @param dwHgt Section of screen to update from top to bottom |
|
* @param drawDesc Render info box |
|
* @param drawHp Render health bar |
|
* @param drawMana Render mana bar |
|
* @param drawSbar Render belt |
|
* @param drawBtn Render panel buttons |
|
*/ |
|
void DrawMain(int dwHgt, bool drawDesc, bool drawHp, bool drawMana, bool drawSbar, bool drawBtn) |
|
{ |
|
if (!gbActive || RenderDirectlyToOutputSurface) { |
|
return; |
|
} |
|
|
|
assert(dwHgt >= 0 && dwHgt <= gnScreenHeight); |
|
|
|
if (dwHgt > 0) { |
|
DoBlitScreen({ { 0, 0 }, { gnScreenWidth, dwHgt } }); |
|
} |
|
if (dwHgt < gnScreenHeight) { |
|
const Point mainPanelPosition = GetMainPanel().position; |
|
if (drawSbar) { |
|
DoBlitScreen({ mainPanelPosition + Displacement { 204, 5 }, { 232, 28 } }); |
|
} |
|
if (drawDesc) { |
|
if (ChatFlag) { |
|
// When chat input is displayed, the belt is hidden and the chat moves up. |
|
DoBlitScreen({ mainPanelPosition + Displacement { 171, 6 }, { 298, 116 } }); |
|
} else { |
|
DoBlitScreen({ mainPanelPosition + Displacement { InfoBoxRect.position.x, InfoBoxRect.position.y }, { InfoBoxRect.size } }); |
|
} |
|
} |
|
if (drawMana) { |
|
DoBlitScreen({ mainPanelPosition + Displacement { 460, 0 }, { 88, 72 } }); |
|
DoBlitScreen({ mainPanelPosition + Displacement { 564, 64 }, { 56, 56 } }); |
|
} |
|
if (drawHp) { |
|
DoBlitScreen({ mainPanelPosition + Displacement { 96, 0 }, { 88, 72 } }); |
|
} |
|
if (drawBtn) { |
|
DoBlitScreen({ mainPanelPosition + Displacement { 8, 7 }, { 74, 114 } }); |
|
DoBlitScreen({ mainPanelPosition + Displacement { 559, 7 }, { 74, 48 } }); |
|
if (gbIsMultiplayer) { |
|
DoBlitScreen({ mainPanelPosition + Displacement { 86, 91 }, { 34, 32 } }); |
|
DoBlitScreen({ mainPanelPosition + Displacement { 526, 91 }, { 34, 32 } }); |
|
} |
|
} |
|
if (PrevCursorRect.size.width != 0 && PrevCursorRect.size.height != 0) { |
|
DoBlitScreen(PrevCursorRect); |
|
} |
|
Rectangle &cursorRect = GetDrawnCursor().rect; |
|
if (cursorRect.size.width != 0 && cursorRect.size.height != 0) { |
|
DoBlitScreen(cursorRect); |
|
} |
|
} |
|
} |
|
|
|
void OptionShowFPSChanged() |
|
{ |
|
if (*GetOptions().Graphics.showFPS) |
|
EnableFrameCount(); |
|
else |
|
frameflag = false; |
|
} |
|
const auto OptionChangeHandlerShowFPS = (GetOptions().Graphics.showFPS.SetValueChangedCallback(OptionShowFPSChanged), true); |
|
|
|
} // 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 MovingOffset[8] = { { 0, 32 }, { -32, 16 }, { -64, 0 }, { -32, -16 }, { 0, -32 }, { 32, -16 }, { 64, 0 }, { 32, 16 } }; |
|
// clang-format on |
|
|
|
uint8_t animationProgress = animationInfo.getAnimationProgress(); |
|
Displacement offset = MovingOffset[static_cast<size_t>(dir)]; |
|
offset *= animationProgress; |
|
offset /= AnimationInfo::baseValueFraction; |
|
|
|
if (cameraMode) { |
|
offset = -offset; |
|
} |
|
|
|
return offset; |
|
} |
|
|
|
void ClearCursor() // CODE_FIX: this was supposed to be in cursor.cpp |
|
{ |
|
PrevCursorRect = {}; |
|
} |
|
|
|
void ShiftGrid(Point *offset, int horizontal, int vertical) |
|
{ |
|
offset->x += vertical + horizontal; |
|
offset->y += vertical - horizontal; |
|
} |
|
|
|
int RowsCoveredByPanel() |
|
{ |
|
auto &mainPanelSize = GetMainPanel().size; |
|
if (GetScreenWidth() <= mainPanelSize.width) { |
|
return 0; |
|
} |
|
|
|
int rows = mainPanelSize.height / TILE_HEIGHT; |
|
if (*GetOptions().Graphics.zoom) { |
|
rows /= 2; |
|
} |
|
|
|
return rows; |
|
} |
|
|
|
void CalcTileOffset(int *offsetX, int *offsetY) |
|
{ |
|
uint16_t screenWidth = GetScreenWidth(); |
|
uint16_t viewportHeight = GetViewportHeight(); |
|
|
|
int x; |
|
int y; |
|
|
|
if (!*GetOptions().Graphics.zoom) { |
|
x = screenWidth % TILE_WIDTH; |
|
y = viewportHeight % TILE_HEIGHT; |
|
} else { |
|
x = (screenWidth / 2) % TILE_WIDTH; |
|
y = (viewportHeight / 2) % TILE_HEIGHT; |
|
} |
|
|
|
if (x != 0) |
|
x = (TILE_WIDTH - x) / 2; |
|
if (y != 0) |
|
y = (TILE_HEIGHT - y) / 2; |
|
|
|
*offsetX = x; |
|
*offsetY = y; |
|
} |
|
|
|
void TilesInView(int *rcolumns, int *rrows) |
|
{ |
|
uint16_t screenWidth = GetScreenWidth(); |
|
uint16_t viewportHeight = GetViewportHeight(); |
|
|
|
int columns = screenWidth / TILE_WIDTH; |
|
if ((screenWidth % TILE_WIDTH) != 0) { |
|
columns++; |
|
} |
|
int rows = viewportHeight / TILE_HEIGHT; |
|
if ((viewportHeight % TILE_HEIGHT) != 0) { |
|
rows++; |
|
} |
|
|
|
if (*GetOptions().Graphics.zoom) { |
|
// Half the number of tiles, rounded up |
|
if ((columns & 1) != 0) { |
|
columns++; |
|
} |
|
columns /= 2; |
|
if ((rows & 1) != 0) { |
|
rows++; |
|
} |
|
rows /= 2; |
|
} |
|
|
|
*rcolumns = columns; |
|
*rrows = rows; |
|
} |
|
|
|
void CalcViewportGeometry() |
|
{ |
|
const int zoomFactor = *GetOptions().Graphics.zoom ? 2 : 1; |
|
const int screenWidth = GetScreenWidth() / zoomFactor; |
|
const int screenHeight = GetScreenHeight() / zoomFactor; |
|
const int panelHeight = GetMainPanel().size.height / zoomFactor; |
|
const int pixelsToPanel = screenHeight - panelHeight; |
|
Point playerPosition { screenWidth / 2, pixelsToPanel / 2 }; |
|
|
|
if (*GetOptions().Graphics.zoom) |
|
playerPosition.y += TILE_HEIGHT / 4; |
|
|
|
const int tilesToTop = (playerPosition.y + TILE_HEIGHT - 1) / TILE_HEIGHT; |
|
const int tilesToLeft = (playerPosition.x + TILE_WIDTH - 1) / TILE_WIDTH; |
|
|
|
// Location of the center of the tile from which to start rendering, relative to the viewport origin |
|
Point startPosition = playerPosition - Displacement { tilesToLeft * TILE_WIDTH, tilesToTop * TILE_HEIGHT }; |
|
|
|
// Position of the tile from which to start rendering in tile space, |
|
// relative to the tile the player character occupies |
|
tileShift = { 0, 0 }; |
|
tileShift += Displacement(Direction::North) * tilesToTop; |
|
tileShift += Displacement(Direction::West) * tilesToLeft; |
|
|
|
// The rendering loop expects to start on a row with fewer columns |
|
if (tilesToLeft * TILE_WIDTH >= playerPosition.x) { |
|
startPosition += Displacement { TILE_WIDTH / 2, -TILE_HEIGHT / 2 }; |
|
tileShift += Displacement(Direction::NorthEast); |
|
} else if (tilesToTop * TILE_HEIGHT < playerPosition.y) { |
|
// There is one row above the current row that needs to be rendered, |
|
// but we skip to the row above it because it has too many columns |
|
startPosition += Displacement { 0, -TILE_HEIGHT }; |
|
tileShift += Displacement(Direction::North); |
|
} |
|
|
|
// Location of the bottom-left corner of the bounding box around the |
|
// tile from which to start rendering, relative to the viewport origin |
|
tileOffset = { startPosition.x - TILE_WIDTH / 2, startPosition.y + TILE_HEIGHT / 2 - 1 }; |
|
|
|
// Compute the number of rows to be rendered as well as |
|
// the number of columns to be rendered in the first row |
|
const int viewportHeight = GetViewportHeight() / zoomFactor; |
|
const Point renderStart = startPosition - Displacement { TILE_WIDTH / 2, TILE_HEIGHT / 2 }; |
|
tileRows = (viewportHeight - renderStart.y + TILE_HEIGHT / 2 - 1) / (TILE_HEIGHT / 2); |
|
tileColumns = (screenWidth - renderStart.x + TILE_WIDTH - 1) / TILE_WIDTH; |
|
} |
|
|
|
Point GetScreenPosition(Point tile) |
|
{ |
|
Point firstTile = ViewPosition; |
|
Displacement offset = {}; |
|
CalcFirstTilePosition(firstTile, offset); |
|
|
|
Displacement delta = firstTile - tile; |
|
|
|
Point position {}; |
|
position += delta.worldToScreen(); |
|
position += offset; |
|
return position; |
|
} |
|
|
|
extern SDL_Surface *PalSurface; |
|
|
|
void ClearScreenBuffer() |
|
{ |
|
if (HeadlessMode) |
|
return; |
|
|
|
assert(PalSurface != nullptr); |
|
SDL_FillRect(PalSurface, nullptr, 0); |
|
} |
|
|
|
#ifdef _DEBUG |
|
void ScrollView() |
|
{ |
|
if (!MyPlayer->HoldItem.isEmpty()) |
|
return; |
|
|
|
if (MousePosition.x < 20) { |
|
if (dmaxPosition.y - 1 <= ViewPosition.y || dminPosition.x >= ViewPosition.x) { |
|
if (dmaxPosition.y - 1 > ViewPosition.y) { |
|
ViewPosition.y++; |
|
} |
|
if (dminPosition.x < ViewPosition.x) { |
|
ViewPosition.x--; |
|
} |
|
} else { |
|
ViewPosition.y++; |
|
ViewPosition.x--; |
|
} |
|
} |
|
if (MousePosition.x > gnScreenWidth - 20) { |
|
if (dmaxPosition.x - 1 <= ViewPosition.x || dminPosition.y >= ViewPosition.y) { |
|
if (dmaxPosition.x - 1 > ViewPosition.x) { |
|
ViewPosition.x++; |
|
} |
|
if (dminPosition.y < ViewPosition.y) { |
|
ViewPosition.y--; |
|
} |
|
} else { |
|
ViewPosition.y--; |
|
ViewPosition.x++; |
|
} |
|
} |
|
if (MousePosition.y < 20) { |
|
if (dminPosition.y >= ViewPosition.y || dminPosition.x >= ViewPosition.x) { |
|
if (dminPosition.y < ViewPosition.y) { |
|
ViewPosition.y--; |
|
} |
|
if (dminPosition.x < ViewPosition.x) { |
|
ViewPosition.x--; |
|
} |
|
} else { |
|
ViewPosition.x--; |
|
ViewPosition.y--; |
|
} |
|
} |
|
if (MousePosition.y > gnScreenHeight - 20) { |
|
if (dmaxPosition.y - 1 <= ViewPosition.y || dmaxPosition.x - 1 <= ViewPosition.x) { |
|
if (dmaxPosition.y - 1 > ViewPosition.y) { |
|
ViewPosition.y++; |
|
} |
|
if (dmaxPosition.x - 1 > ViewPosition.x) { |
|
ViewPosition.x++; |
|
} |
|
} else { |
|
ViewPosition.x++; |
|
ViewPosition.y++; |
|
} |
|
} |
|
} |
|
#endif |
|
|
|
void EnableFrameCount() |
|
{ |
|
frameflag = true; |
|
lastFpsUpdateInMs = SDL_GetTicks(); |
|
} |
|
|
|
void scrollrt_draw_game_screen() |
|
{ |
|
if (HeadlessMode) |
|
return; |
|
|
|
int hgt = 0; |
|
|
|
if (IsRedrawEverything()) { |
|
RedrawComplete(); |
|
hgt = gnScreenHeight; |
|
} |
|
|
|
const Surface &out = GlobalBackBuffer(); |
|
UndrawCursor(out); |
|
DrawCursor(out); |
|
DrawMain(hgt, false, false, false, false, false); |
|
|
|
RenderPresent(); |
|
} |
|
|
|
void DrawAndBlit() |
|
{ |
|
if (!gbRunGame || HeadlessMode) { |
|
return; |
|
} |
|
|
|
int hgt = 0; |
|
bool drawHealth = IsRedrawComponent(PanelDrawComponent::Health); |
|
bool drawMana = IsRedrawComponent(PanelDrawComponent::Mana); |
|
bool drawControlButtons = IsRedrawComponent(PanelDrawComponent::ControlButtons); |
|
bool drawBelt = IsRedrawComponent(PanelDrawComponent::Belt); |
|
bool drawChatInput = ChatFlag; |
|
bool drawInfoBox = false; |
|
bool drawCtrlPan = false; |
|
|
|
const Rectangle &mainPanel = GetMainPanel(); |
|
|
|
if (gnScreenWidth > mainPanel.size.width || IsRedrawEverything() || *GetOptions().Gameplay.enableFloatingNumbers != FloatingNumbers::Off) { |
|
drawHealth = true; |
|
drawMana = true; |
|
drawControlButtons = true; |
|
drawBelt = true; |
|
drawInfoBox = false; |
|
drawCtrlPan = true; |
|
hgt = gnScreenHeight; |
|
} else if (IsRedrawViewport()) { |
|
drawInfoBox = true; |
|
drawCtrlPan = false; |
|
hgt = gnViewportHeight; |
|
} |
|
|
|
const Surface &out = GlobalBackBuffer(); |
|
UndrawCursor(out); |
|
|
|
nthread_UpdateProgressToNextGameTick(); |
|
|
|
DrawView(out, ViewPosition); |
|
if (drawCtrlPan) { |
|
DrawMainPanel(out); |
|
} |
|
if (drawHealth) { |
|
DrawLifeFlaskLower(out, !drawCtrlPan); |
|
} |
|
if (drawMana) { |
|
DrawManaFlaskLower(out, !drawCtrlPan); |
|
|
|
DrawSpell(out); |
|
} |
|
if (drawControlButtons) { |
|
DrawMainPanelButtons(out); |
|
} |
|
if (drawBelt) { |
|
DrawInvBelt(out); |
|
} |
|
if (drawChatInput) { |
|
DrawChatBox(out); |
|
} |
|
DrawXPBar(out); |
|
if (*GetOptions().Gameplay.showHealthValues) |
|
DrawFlaskValues(out, { mainPanel.position.x + 134, mainPanel.position.y + 28 }, MyPlayer->_pHitPoints >> 6, MyPlayer->_pMaxHP >> 6); |
|
if (*GetOptions().Gameplay.showManaValues) |
|
DrawFlaskValues(out, { mainPanel.position.x + mainPanel.size.width - 138, mainPanel.position.y + 28 }, |
|
(HasAnyOf(InspectPlayer->_pIFlags, ItemSpecialEffect::NoMana) || (MyPlayer->_pMana >> 6) <= 0) ? 0 : MyPlayer->_pMana >> 6, |
|
HasAnyOf(InspectPlayer->_pIFlags, ItemSpecialEffect::NoMana) ? 0 : MyPlayer->_pMaxMana >> 6); |
|
|
|
DrawCursor(out); |
|
|
|
DrawFPS(out); |
|
|
|
LuaEvent("GameDrawComplete"); |
|
|
|
DrawMain(hgt, drawInfoBox, drawHealth, drawMana, drawBelt, drawControlButtons); |
|
|
|
#ifdef _DEBUG |
|
DrawConsole(out); |
|
#endif |
|
|
|
RedrawComplete(); |
|
for (PanelDrawComponent component : enum_values<PanelDrawComponent>()) { |
|
if (IsRedrawComponent(component)) { |
|
RedrawComponentComplete(component); |
|
} |
|
} |
|
|
|
RenderPresent(); |
|
} |
|
|
|
} // namespace devilution
|
|
|