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/**
* @file engine.h
*
* of basic engine helper functions:
* - Sprite blitting
* - Drawing
* - Angle calculation
* - RNG
* - Memory allocation
* - File loading
* - Video playback
*/
#pragma once
#include <algorithm>
#include <cstddef>
#include <cstdlib>
#include <SDL.h>
#include <cstdint>
#ifdef USE_SDL1
#include "utils/sdl2_to_1_2_backports.h"
#endif
#include "appfat.h"
#include "miniwin/miniwin.h"
namespace devilution {
#if defined(__cpp_lib_clamp)
using std::clamp;
#else
template <typename T>
constexpr const T &clamp(const T &x, const T &lower, const T &upper)
{
return std::min(std::max(x, lower), upper);
}
#endif
#define MemFreeDbg(p) \
{ \
void *p__p; \
p__p = p; \
p = NULL; \
mem_free_dbg(p__p); \
}
enum direction : uint8_t {
DIR_S,
DIR_SW,
DIR_W,
DIR_NW,
DIR_N,
DIR_NE,
DIR_E,
DIR_SE,
DIR_OMNI,
};
struct Point {
int x;
int y;
};
struct ActorPosition {
Point tile;
/** Future tile position. Set at start of walking animation. */
Point future;
/** Tile position of player. Set via network on player input. */
Point last;
/** Most recent position in dPlayer. */
Point old;
/** Pixel offset from tile. */
Point offset;
/** Same as offset but contains the value in a higher range */
Point offset2;
/** Pixel velocity while walking. Indirectly applied to offset via _pvar6/7 */
Point velocity;
/** Used for referring to position of player when finishing moving one tile (also used to define target coordinates for spells and ranged attacks) */
Point temp;
};
// `malloc` that returns a user-friendly error on OOM.
//
// Defined as a macro so that:
// 1. We provide the correct location for the OOM error.
// 2. Get better attribution from memory profilers.
#define DiabloAllocPtr(NUM_BYTES) \
[](std::size_t num_bytes) { \
BYTE *ptr = static_cast<BYTE *>(std::malloc(num_bytes)); \
constexpr char kMesage[] = "System memory exhausted.\n" \
"Make sure you have at least 64MB of free system memory before running the game"; \
if (ptr == NULL) \
ErrDlg("Out of Memory Error", kMesage, __FILE__, __LINE__); \
return ptr; \
}(NUM_BYTES)
#define mem_free_dbg(PTR) \
std::free(PTR)
inline BYTE *CelGetFrameStart(BYTE *pCelBuff, int nCel)
{
DWORD *pFrameTable;
pFrameTable = (DWORD *)pCelBuff;
return pCelBuff + SDL_SwapLE32(pFrameTable[nCel]);
}
#define LOAD_LE32(b) (((DWORD)(b)[3] << 24) | ((DWORD)(b)[2] << 16) | ((DWORD)(b)[1] << 8) | (DWORD)(b)[0])
#define LOAD_BE32(b) (((DWORD)(b)[0] << 24) | ((DWORD)(b)[1] << 16) | ((DWORD)(b)[2] << 8) | (DWORD)(b)[3])
inline BYTE *CelGetFrame(BYTE *pCelBuff, int nCel, int *nDataSize)
{
DWORD nCellStart;
nCellStart = LOAD_LE32(&pCelBuff[nCel * 4]);
*nDataSize = LOAD_LE32(&pCelBuff[(nCel + 1) * 4]) - nCellStart;
return pCelBuff + nCellStart;
}
inline BYTE *CelGetFrameClipped(BYTE *pCelBuff, int nCel, int *nDataSize)
{
DWORD nDataStart;
BYTE *pRLEBytes = CelGetFrame(pCelBuff, nCel, nDataSize);
nDataStart = pRLEBytes[1] << 8 | pRLEBytes[0];
*nDataSize -= nDataStart;
return pRLEBytes + nDataStart;
}
struct CelOutputBuffer {
// 8-bit palletized surface.
SDL_Surface *surface;
SDL_Rect region;
CelOutputBuffer()
: surface(NULL)
, region(SDL_Rect { 0, 0, 0, 0 })
{
}
explicit CelOutputBuffer(SDL_Surface *surface)
: surface(surface)
, region(SDL_Rect { 0, 0, (Uint16)surface->w, (Uint16)surface->h })
{
}
CelOutputBuffer(SDL_Surface *surface, SDL_Rect region)
: surface(surface)
, region(region)
{
}
CelOutputBuffer(const CelOutputBuffer &other)
: surface(other.surface)
, region(other.region)
{
}
void operator=(const CelOutputBuffer &other)
{
surface = other.surface;
region = other.region;
}
/**
* @brief Allocate a buffer that owns its underlying data.
*/
static CelOutputBuffer Alloc(std::size_t width, std::size_t height)
{
return CelOutputBuffer(SDL_CreateRGBSurfaceWithFormat(0, width, height, 8, SDL_PIXELFORMAT_INDEX8));
}
/**
* @brief Free the underlying data.
*
* Only use this if the buffer owns its data.
*/
void Free()
{
SDL_FreeSurface(this->surface);
this->surface = NULL;
}
int w() const
{
return region.w;
}
int h() const
{
return region.h;
}
BYTE *at(int x, int y) const
{
return static_cast<BYTE *>(surface->pixels) + region.x + x + surface->pitch * (region.y + y);
}
BYTE *begin() const
{
return at(0, 0);
}
BYTE *end() const
{
return at(0, region.h);
}
/**
* @brief Line width of the raw underlying byte buffer.
* May be wider than its logical width (for power-of-2 alignment).
*/
int pitch()
{
return surface->pitch;
}
bool in_bounds(Sint16 x, Sint16 y) const
{
return x >= 0 && y >= 0 && x < region.w && y < region.h;
}
/**
* @brief Returns a subregion of the given buffer.
*/
CelOutputBuffer subregion(Sint16 x, Sint16 y, Uint16 w, Uint16 h) const
{
// In SDL1 SDL_Rect x and y are Sint16. Cast explicitly to avoid a compiler warning.
using CoordType = decltype(SDL_Rect {}.x);
return CelOutputBuffer(
surface,
SDL_Rect {
static_cast<CoordType>(region.x + x),
static_cast<CoordType>(region.y + y),
w, h });
}
/**
* @brief Returns a buffer that starts at `y` of height `h`.
*/
CelOutputBuffer subregionY(Sint16 y, Sint16 h) const
{
SDL_Rect subregion = region;
subregion.y += y;
subregion.h = h;
return CelOutputBuffer(surface, subregion);
}
};
/**
* @brief Blit CEL sprite to the back buffer at the given coordinates
* @param out Target buffer
* @param sx Target buffer coordinate
* @param sy Target buffer coordinate
* @param pCelBuff Cel data
* @param nCel CEL frame number
* @param nWidth Width of sprite
*/
void CelDrawTo(const CelOutputBuffer &out, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth);
/**
* @briefBlit CEL sprite to the given buffer, does not perform bounds-checking.
* @param out Target buffer
* @param x Cordinate in the target buffer
* @param y Cordinate in the target buffer
* @param pCelBuff Cel data
* @param nCel CEL frame number
* @param nWidth Width of cel
*/
void CelDrawUnsafeTo(CelOutputBuffer out, int x, int y, BYTE *pCelBuff, int nCel, int nWidth);
/**
* @brief Same as CelDrawTo but with the option to skip parts of the top and bottom of the sprite
* @param out Target buffer
* @param sx Target buffer coordinate
* @param sy Target buffer coordinate
* @param pCelBuff Cel data
* @param nCel CEL frame number
* @param nWidth Width of sprite
*/
void CelClippedDrawTo(const CelOutputBuffer &out, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth);
/**
* @brief Blit CEL sprite, and apply lighting, to the back buffer at the given coordinates
* @param out Target buffer
* @param sx Target buffer coordinate
* @param sy Target buffer coordinate
* @param pCelBuff Cel data
* @param nCel CEL frame number
* @param nWidth Width of sprite
*/
void CelDrawLightTo(const CelOutputBuffer &out, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth, BYTE *tbl);
/**
* @brief Same as CelDrawLightTo but with the option to skip parts of the top and bottom of the sprite
* @param out Target buffer
* @param sx Target buffer coordinate
* @param sy Target buffer coordinate
* @param pCelBuff Cel data
* @param nCel CEL frame number
* @param nWidth Width of sprite
*/
void CelClippedDrawLightTo(const CelOutputBuffer &out, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth);
/**
* @brief Same as CelBlitLightTransSafeTo
* @param out Target buffer
* @param sx Target buffer coordinate
* @param sy Target buffer coordinate
* @param pCelBuff Cel data
* @param nCel CEL frame number
* @param nWidth Width of sprite
*/
void CelClippedBlitLightTransTo(const CelOutputBuffer &out, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth);
/**
* @brief Blit CEL sprite, and apply lighting, to the back buffer at the given coordinates, translated to a red hue
* @param out Target buffer
* @param sx Target buffer coordinate
* @param sy Target buffer coordinate
* @param pCelBuff Cel data
* @param nCel CEL frame number
* @param nWidth Width of sprite
* @param light Light shade to use
*/
void CelDrawLightRedTo(CelOutputBuffer out, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth, char light);
/**
* @brief Blit CEL sprite to the given buffer, checks for drawing outside the buffer.
* @param out Target buffer
* @param sx Target buffer coordinate
* @param sy Target buffer coordinate
* @param pRLEBytes CEL pixel stream (run-length encoded)
* @param nDataSize Size of CEL in bytes
* @param nWidth Width of sprite
*/
void CelBlitSafeTo(CelOutputBuffer out, int sx, int sy, BYTE *pRLEBytes, int nDataSize, int nWidth);
/**
* @brief Same as CelClippedDrawTo but checks for drawing outside the buffer
* @param out Target buffer
* @param sx Target buffer coordinate
* @param sy Target buffer coordinate
* @param pCelBuff Cel data
* @param nCel CEL frame number
* @param nWidth Width of sprite
*/
void CelClippedDrawSafeTo(const CelOutputBuffer &out, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth);
/**
* @brief Blit CEL sprite, and apply lighting, to the given buffer, checks for drawing outside the buffer
* @param out Target buffer
* @param sx Target buffer coordinate
* @param sy Target buffer coordinate
* @param pRLEBytes CEL pixel stream (run-length encoded)
* @param nDataSize Size of CEL in bytes
* @param nWidth Width of sprite
* @param tbl Palette translation table
*/
void CelBlitLightSafeTo(CelOutputBuffer out, int sx, int sy, BYTE *pRLEBytes, int nDataSize, int nWidth, BYTE *tbl);
/**
* @brief Same as CelBlitLightSafeTo but with stippled transparancy applied
* @param out Target buffer
* @param sx Target buffer coordinate
* @param sy Target buffer coordinate
* @param pRLEBytes CEL pixel stream (run-length encoded)
* @param nDataSize Size of CEL in bytes
* @param nWidth Width of sprite
*/
void CelBlitLightTransSafeTo(CelOutputBuffer out, int sx, int sy, BYTE *pRLEBytes, int nDataSize, int nWidth);
/**
* @brief Same as CelDrawLightRedTo but checks for drawing outside the buffer
* @param out Target buffer
* @param sx Target buffer coordinate
* @param sy Target buffer coordinate
* @param pCelBuff Cel data
* @param nCel CEL frame number
* @param nWidth Width of cel
* @param light Light shade to use
*/
void CelDrawLightRedSafeTo(CelOutputBuffer out, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth, char light);
/**
* @brief Blit a solid colder shape one pixel larger then the given sprite shape, to the target buffer at the given coordianates
* @param out Target buffer
* @param col Color index from current palette
* @param sx Target buffer coordinate
* @param sy Target buffer coordinate
* @param pCelBuff CEL buffer
* @param nCel CEL frame number
* @param nWidth Width of sprite
* @param skipColorIndexZero If true, color in index 0 will be treated as transparent (these are typically used for shadows in sprites)
*/
void CelBlitOutlineTo(CelOutputBuffer out, BYTE col, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth, bool skipColorIndexZero = true);
/**
* @brief Set the value of a single pixel in the back buffer, checks bounds
* @param out Target buffer
* @param sx Target buffer coordinate
* @param sy Target buffer coordinate
* @param col Color index from current palette
*/
void SetPixel(const CelOutputBuffer &out, int sx, int sy, BYTE col);
/**
* @brief Blit CL2 sprite, to the back buffer at the given coordianates
* @param out Output buffer
* @param sx Output buffer coordinate
* @param sy Output buffer coordinate
* @param pCelBuff CL2 buffer
* @param nCel CL2 frame number
* @param nWidth Width of sprite
*/
void Cl2Draw(const CelOutputBuffer &out, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth);
/**
* @brief Blit a solid colder shape one pixel larger then the given sprite shape, to the given buffer at the given coordianates
* @param col Color index from current palette
* @param out Output buffer
* @param sx Output buffer coordinate
* @param sy Output buffer coordinate
* @param pCelBuff CL2 buffer
* @param nCel CL2 frame number
* @param nWidth Width of sprite
*/
void Cl2DrawOutline(CelOutputBuffer out, BYTE col, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth);
/**
* @brief Blit CL2 sprite, and apply a given lighting, to the given buffer at the given coordianates
* @param out Output buffer
* @param sx Output buffer coordinate
* @param sy Output buffer coordinate
* @param pCelBuff CL2 buffer
* @param nCel CL2 frame number
* @param nWidth Width of sprite
* @param light Light shade to use
*/
void Cl2DrawLightTbl(const CelOutputBuffer &out, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth, char light);
/**
* @brief Blit CL2 sprite, and apply lighting, to the given buffer at the given coordinates
* @param out Output buffer
* @param sx Output buffer coordinate
* @param sy Output buffer coordinate
* @param pCelBuff CL2 buffer
* @param nCel CL2 frame number
* @param nWidth Width of sprite
*/
void Cl2DrawLight(const CelOutputBuffer &out, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth);
/**
* @brief Draw a line in the target buffer
* @param out Target buffer
* @param x0 Back buffer coordinate
* @param y0 Back buffer coordinate
* @param x1 Back buffer coordinate
* @param y1 Back buffer coordinate
* @param color_index Color index from current palette
*/
void DrawLineTo(const CelOutputBuffer &out, int x0, int y0, int x1, int y1, BYTE color_index);
/**
* Draws a half-transparent rectangle by blacking out odd pixels on odd lines,
* even pixels on even lines.
*
* @brief Render a transparent black rectangle
* @param out Target buffer
* @param sx Screen coordinate
* @param sy Screen coordinate
* @param width Rectangle width
* @param height Rectangle height
*/
void DrawHalfTransparentRectTo(const CelOutputBuffer &out, int sx, int sy, int width, int height);
/**
* @brief Calculate the best fit direction between two points
* @param start Tile coordinate
* @param destination Tile coordinate
* @return A value from the direction enum
*/
direction GetDirection(Point start, Point destination);
void SetRndSeed(int32_t s);
int32_t AdvanceRndSeed();
int32_t GetRndSeed();
int32_t GenerateRnd(int32_t v);
BYTE *LoadFileInMem(const char *pszName, DWORD *pdwFileLen);
DWORD LoadFileWithMem(const char *pszName, BYTE *p);
void Cl2ApplyTrans(BYTE *p, BYTE *ttbl, int nCel);
void PlayInGameMovie(const char *pszMovie);
} // namespace devilution