mirror of
https://github.com/diasurgical/DevilutionX.git
synced 2026-10-12 02:13:06 +00:00
1925 lines
62 KiB
C++
1925 lines
62 KiB
C++
/**
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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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#ifdef USE_SDL3
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#include <SDL3/SDL_keyboard.h>
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#include <SDL3/SDL_rect.h>
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#include <SDL3/SDL_timer.h>
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#else
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#include <SDL.h>
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#endif
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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 "game_mode.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.hpp"
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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_event.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/partypanel.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/visual_store.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/sdl_compat.h"
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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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enum OutlineColors : uint8_t {
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OutlineColorsPlayer1 = (PAL16_ORANGE + 7),
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OutlineColorsPlayer2 = (PAL16_YELLOW + 7),
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OutlineColorsPlayer3 = (PAL16_RED + 7),
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OutlineColorsPlayer4 = (PAL16_BLUE + 7),
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OutlineColorsObject = (PAL16_YELLOW + 2),
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OutlineColorsTowner = (PAL16_BEIGE + 6),
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OutlineColorsMonster = (PAL16_RED + 9),
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};
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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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const Displacement pixelsTravelled = (m.position.traveled + Displacement { static_cast<int>(velocity.deltaX), static_cast<int>(velocity.deltaY) }) >> 16;
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const 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 Blit CL2 sprite, and apply lighting, to the given buffer at the given coordinates
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* @param out Output buffer
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* @param position Target buffer coordinate
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* @param clx CLX frame
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*/
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inline void ClxDrawLight(const Surface &out, Point position, ClxSprite clx, int lightTableIndex)
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{
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if (lightTableIndex != 0) {
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ClxDrawTRN(out, position, clx, LightTables[lightTableIndex].data());
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} else {
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ClxDraw(out, position, clx);
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}
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}
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/**
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* @brief Blit CL2 sprite, and apply lighting and transparency blending, to the given buffer at the given coordinates
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* @param out Output buffer
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* @param position Target buffer coordinate
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* @param clx CLX frame
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*/
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inline void ClxDrawLightBlended(const Surface &out, Point position, ClxSprite clx, int lightTableIndex)
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{
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if (lightTableIndex != 0) {
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ClxDrawBlendedTRN(out, position, clx, LightTables[lightTableIndex].data());
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} else {
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ClxDrawBlended(out, position, clx);
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}
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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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const 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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const Displacement offset = !MyPlayer->HoldItem.isEmpty() ? Displacement { cursSize / 2 } : Displacement { 0 };
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const 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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uint8_t GetPlayerOutlineColor(int id)
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{
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static constexpr uint8_t PlayerOutlineColors[] = {
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OutlineColorsPlayer1,
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OutlineColorsPlayer2,
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OutlineColorsPlayer3,
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OutlineColorsPlayer4,
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};
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if (id < 0 || id >= static_cast<int>(SDL_arraysize(PlayerOutlineColors)))
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return OutlineColorsPlayer1;
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return PlayerOutlineColors[id];
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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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const Point spriteBufferPosition = targetBufferPosition + player.getRenderingOffset(sprite);
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if (&player == PlayerUnderCursor)
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ClxDrawOutlineSkipColorZero(out, GetPlayerOutlineColor(player.getId()), 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);
|
||
DrawPlayerIcons(out, player, targetBufferPosition, /*infraVision=*/false, lightTableIndex);
|
||
}
|
||
|
||
/**
|
||
* @brief Render a player sprite
|
||
* @param out Output buffer
|
||
* @param tilePosition dPiece coordinates
|
||
* @param targetBufferPosition Output buffer coordinates
|
||
*/
|
||
void DrawDeadPlayer(const Surface &out, Point tilePosition, Point targetBufferPosition, int lightTableIndex)
|
||
{
|
||
dFlags[tilePosition.x][tilePosition.y] &= ~DungeonFlag::DeadPlayer;
|
||
|
||
for (const Player &player : Players) {
|
||
if (player.plractive && player.hasNoLife() && player.isOnActiveLevel() && player.position.tile == tilePosition) {
|
||
dFlags[tilePosition.x][tilePosition.y] |= DungeonFlag::DeadPlayer;
|
||
const Point playerRenderPosition { targetBufferPosition };
|
||
DrawPlayer(out, player, tilePosition, playerRenderPosition, lightTableIndex);
|
||
}
|
||
}
|
||
}
|
||
|
||
/**
|
||
* @brief Render an object sprite
|
||
* @param out Output buffer
|
||
* @param objectToDraw Dungeone object to draw
|
||
* @param tilePosition dPiece coordinates
|
||
* @param targetBufferPosition Output buffer coordinates
|
||
* @param pre Is the sprite in the background
|
||
*/
|
||
void DrawObject(const Surface &out, const Object &objectToDraw, Point tilePosition, Point targetBufferPosition, int lightTableIndex)
|
||
{
|
||
const ClxSprite sprite = objectToDraw.currentSprite();
|
||
|
||
const Point screenPosition = targetBufferPosition + objectToDraw.getRenderingOffset(sprite, tilePosition);
|
||
|
||
if (&objectToDraw == ObjectUnderCursor) {
|
||
ClxDrawOutlineSkipColorZero(out, OutlineColorsObject, screenPosition, sprite);
|
||
}
|
||
if (objectToDraw.applyLighting) {
|
||
ClxDrawLight(out, screenPosition, sprite, lightTableIndex);
|
||
} else {
|
||
ClxDraw(out, screenPosition, sprite);
|
||
}
|
||
}
|
||
|
||
static void DrawDungeon(const Surface & /*out*/, const Lightmap & /*lightmap*/, Point /*tilePosition*/, Point /*targetBufferPosition*/);
|
||
|
||
/**
|
||
* @brief Render a cell
|
||
* @param out Target buffer
|
||
* @param lightmap Per-pixel light buffer
|
||
* @param tilePosition dPiece coordinates
|
||
* @param targetBufferPosition Target buffer coordinates
|
||
*/
|
||
void DrawCell(const Surface &out, const Lightmap lightmap, Point tilePosition, Point targetBufferPosition, int lightTableIndex)
|
||
{
|
||
const uint16_t levelPieceId = dPiece[tilePosition.x][tilePosition.y];
|
||
const MICROS *pMap = &DPieceMicros[levelPieceId];
|
||
|
||
const uint8_t *tbl = LightTables[lightTableIndex].data();
|
||
const uint8_t *foliageTbl = tbl;
|
||
#ifdef _DEBUG
|
||
int walkpathIdx = -1;
|
||
Point originalTargetBufferPosition;
|
||
if (DebugPath) {
|
||
walkpathIdx = MyPlayer->GetPositionPathIndex(tilePosition);
|
||
if (walkpathIdx != -1) {
|
||
originalTargetBufferPosition = targetBufferPosition;
|
||
tbl = GetPauseTRN();
|
||
}
|
||
}
|
||
#endif
|
||
|
||
bool transparency = TileHasAny(tilePosition, TileProperties::Transparent) && TransList[dTransVal[tilePosition.x][tilePosition.y]];
|
||
#ifdef _DEBUG
|
||
if ((SDL_GetModState() & SDL_KMOD_ALT) != 0) {
|
||
transparency = false;
|
||
}
|
||
#endif
|
||
|
||
const auto getFirstTileMaskLeft = [=](TileType tile) -> MaskType {
|
||
if (transparency) {
|
||
switch (tile) {
|
||
case TileType::LeftTrapezoid:
|
||
case TileType::TransparentSquare:
|
||
return TileHasAny(tilePosition, TileProperties::TransparentLeft)
|
||
? MaskType::Left
|
||
: MaskType::Solid;
|
||
case TileType::LeftTriangle:
|
||
return MaskType::Solid;
|
||
default:
|
||
return MaskType::Transparent;
|
||
}
|
||
}
|
||
return MaskType::Solid;
|
||
};
|
||
|
||
const auto getFirstTileMaskRight = [=](TileType tile) -> MaskType {
|
||
if (transparency) {
|
||
switch (tile) {
|
||
case TileType::RightTrapezoid:
|
||
case TileType::TransparentSquare:
|
||
return TileHasAny(tilePosition, TileProperties::TransparentRight)
|
||
? MaskType::Right
|
||
: MaskType::Solid;
|
||
case TileType::RightTriangle:
|
||
return MaskType::Solid;
|
||
default:
|
||
return MaskType::Transparent;
|
||
}
|
||
}
|
||
return MaskType::Solid;
|
||
};
|
||
|
||
// Create a special lightmap buffer to bleed light up walls
|
||
uint8_t lightmapBuffer[TILE_WIDTH * TILE_HEIGHT];
|
||
const Lightmap bleedLightmap = Lightmap::bleedUp(*GetOptions().Graphics.perPixelLighting, lightmap, targetBufferPosition, lightmapBuffer);
|
||
|
||
// If the first micro tile is a floor tile, it may be followed
|
||
// by foliage which should be rendered now.
|
||
const bool isFloor = IsFloor(tilePosition);
|
||
if (const LevelCelBlock levelCelBlock { pMap->mt[0] }; levelCelBlock.hasValue()) {
|
||
const TileType tileType = levelCelBlock.type();
|
||
if (!isFloor || tileType == TileType::TransparentSquare) {
|
||
if (isFloor && tileType == TileType::TransparentSquare) {
|
||
RenderTileFoliage(out, bleedLightmap, targetBufferPosition,
|
||
pDungeonCels.get(), levelCelBlock, foliageTbl);
|
||
} else {
|
||
RenderTile(out, bleedLightmap, targetBufferPosition,
|
||
pDungeonCels.get(), 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,
|
||
pDungeonCels.get(), levelCelBlock, foliageTbl);
|
||
} else {
|
||
RenderTile(out, bleedLightmap, targetBufferPosition + RightFrameDisplacement,
|
||
pDungeonCels.get(), 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,
|
||
pDungeonCels.get(), levelCelBlock,
|
||
transparency ? MaskType::Transparent : MaskType::Solid, foliageTbl);
|
||
}
|
||
}
|
||
{
|
||
const LevelCelBlock levelCelBlock { pMap->mt[i + 1] };
|
||
if (levelCelBlock.hasValue()) {
|
||
RenderTile(out, bleedLightmap, targetBufferPosition + RightFrameDisplacement,
|
||
pDungeonCels.get(), 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(pDungeonCels.get(), levelCelBlock.frame()), DunFrameTriangleHeight, MaskType::Solid, tbl);
|
||
}
|
||
}
|
||
{
|
||
const LevelCelBlock levelCelBlock { DPieceMicros[levelPieceId].mt[1] };
|
||
if (levelCelBlock.hasValue()) {
|
||
RenderTileFrame(out, lightmap, targetBufferPosition + RightFrameDisplacement, TileType::RightTriangle,
|
||
GetDunFrame(pDungeonCels.get(), 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, OutlineColorsTowner, 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();
|
||
const Displacement offset = monster.getRenderingOffset(sprite);
|
||
|
||
const Point monsterRenderPosition = targetBufferPosition + offset;
|
||
if (mi == pcursmonst) {
|
||
ClxDrawOutlineSkipColorZero(out, OutlineColorsMonster, 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) {
|
||
const 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) {
|
||
const bool perPixelLighting = *GetOptions().Graphics.perPixelLighting;
|
||
const 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() & SDL_KMOD_ALT) == 0;
|
||
#endif
|
||
if (perPixelLighting) {
|
||
// Create a special lightmap buffer to bleed light up walls
|
||
uint8_t lightmapBuffer[TILE_WIDTH * TILE_HEIGHT];
|
||
const Lightmap bleedLightmap = Lightmap::bleedUp(*GetOptions().Graphics.perPixelLighting, 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) {
|
||
const 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))
|
||
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;
|
||
}
|
||
}
|
||
}
|
||
|
||
void DrawDirtTile(const Surface &out, const Lightmap &lightmap, Point tilePosition, Point targetBufferPosition)
|
||
{
|
||
// This should be the *top-left* of the 2×2 dirt pattern in the actual dungeon.
|
||
// You might need to tweak these to where your dirt patch actually lives.
|
||
constexpr Point base { 0, 0 };
|
||
|
||
// Decide which of the 4 tiles of the 2×2 block to use,
|
||
// based on where this OOB tile is in the world grid.
|
||
const int ox = (tilePosition.x & 1); // 0 or 1
|
||
const int oy = (tilePosition.y & 1); // 0 or 1
|
||
|
||
Point sample {
|
||
base.x + ox,
|
||
base.y + oy,
|
||
};
|
||
|
||
// Safety: clamp in case tilePosition is wildly outside and base+offset ever escapes
|
||
sample.x = std::clamp(sample.x, 0, MAXDUNX - 1);
|
||
sample.y = std::clamp(sample.y, 0, MAXDUNY - 1);
|
||
|
||
if (!InDungeonBounds(sample) || dPiece[sample.x][sample.y] == 0) {
|
||
// Failsafe: if our sample somehow isn't valid, fall back to black
|
||
world_draw_black_tile(out, targetBufferPosition.x, targetBufferPosition.y);
|
||
return;
|
||
}
|
||
|
||
const int lightTableIndex = dLight[sample.x][sample.y];
|
||
|
||
// Let the normal dungeon tile renderer compose the full tile
|
||
DrawCell(out, lightmap, sample, targetBufferPosition, lightTableIndex);
|
||
}
|
||
|
||
/**
|
||
* @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 DrawOOB(const Surface &out, const Lightmap &lightmap, Point tilePosition, Point targetBufferPosition, int rows, int columns)
|
||
{
|
||
for (int i = 0; i < rows + 5; i++) { // 5 extra rows needed to make sure everything gets rendered at the bottom half of the screen
|
||
for (int j = 0; j < columns; j++, tilePosition += Direction::East, targetBufferPosition.x += TILE_WIDTH) {
|
||
if (!InDungeonBounds(tilePosition)) {
|
||
if (leveltype == DTYPE_TOWN) {
|
||
world_draw_black_tile(out, targetBufferPosition.x, targetBufferPosition.y);
|
||
} else {
|
||
DrawDirtTile(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 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
|
||
const 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())) {
|
||
const 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(*GetOptions().Graphics.perPixelLighting, position, Point {} + offset,
|
||
gnScreenWidth, gnViewportHeight, rows, columns,
|
||
out.at(0, 0), out.pitch(), LightTables, FullyLitLightTable, FullyDarkLightTable,
|
||
dLight, MicroTileLen);
|
||
|
||
DrawFloor(out, lightmap, position, Point {} + offset, rows, columns);
|
||
DrawTileContent(out, lightmap, position, Point {} + offset, rows, columns);
|
||
DrawOOB(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);
|
||
|
||
DrawLevelButton(out);
|
||
|
||
if (CharFlag) {
|
||
DrawChr(out);
|
||
} else if (QuestLogIsOpen) {
|
||
DrawQuestLog(out);
|
||
} else if (IsStashOpen) {
|
||
DrawStash(out);
|
||
} else if (IsVisualStoreOpen) {
|
||
DrawVisualStore(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++;
|
||
const uint32_t runtimeInMs = SDL_GetTicks();
|
||
const 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, 8 }, { .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);
|
||
}
|
||
const 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
|
||
|
||
const 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()
|
||
{
|
||
const 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)
|
||
{
|
||
const uint16_t screenWidth = GetScreenWidth();
|
||
const 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)
|
||
{
|
||
const uint16_t screenWidth = GetScreenWidth();
|
||
const 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);
|
||
|
||
const 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_FillSurfaceRect(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);
|
||
const bool drawChatInput = ChatFlag;
|
||
bool drawInfoBox = false;
|
||
bool drawCtrlPan = false;
|
||
|
||
const Rectangle &mainPanel = GetMainPanel();
|
||
|
||
if (gnScreenWidth > mainPanel.size.width || IsRedrawEverything()) {
|
||
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->hasNoMana()) ? 0 : MyPlayer->_pMana >> 6,
|
||
HasAnyOf(InspectPlayer->_pIFlags, ItemSpecialEffect::NoMana) ? 0 : MyPlayer->_pMaxMana >> 6);
|
||
if (*GetOptions().Gameplay.floatingInfoBox)
|
||
DrawFloatingInfoBox(out);
|
||
|
||
if (*GetOptions().Gameplay.showMultiplayerPartyInfo && PartySidePanelOpen)
|
||
DrawPartyMemberInfoPanel(out);
|
||
|
||
DrawCursor(out);
|
||
|
||
DrawFPS(out);
|
||
|
||
lua::GameDrawComplete();
|
||
|
||
DrawMain(hgt, drawInfoBox, drawHealth, drawMana, drawBelt, drawControlButtons);
|
||
|
||
#ifdef _DEBUG
|
||
DrawConsole(out);
|
||
#endif
|
||
|
||
RedrawComplete();
|
||
for (const PanelDrawComponent component : enum_values<PanelDrawComponent>()) {
|
||
if (IsRedrawComponent(component)) {
|
||
RedrawComponentComplete(component);
|
||
}
|
||
}
|
||
|
||
RenderPresent();
|
||
}
|
||
|
||
} // namespace devilution
|