Files
devilutionX/Source/scrollrt.cpp
T
Anders Jenbo dc706e8ed5 Use HoldItem for determining if an item is held
This cleans up a bit of code and solves a few edge cases where an item
could be lost, the game be unresponsive, or miss fire an event during
lag cause of the cursor not reflecting the currently held item.
2022-04-18 11:27:07 +02:00

1764 lines
50 KiB
C++

/**
* @file scrollrt.cpp
*
* Implementation of functionality for rendering the dungeons, monsters and calling other render routines.
*/
#include "DiabloUI/ui_flags.hpp"
#include "automap.h"
#include "controls/plrctrls.h"
#include "controls/touch/renderers.h"
#include "cursor.h"
#include "dead.h"
#include "doom.h"
#include "dx.h"
#include "engine/render/cel_render.hpp"
#include "engine/render/cl2_render.hpp"
#include "engine/render/dun_render.hpp"
#include "engine/render/text_render.hpp"
#include "engine/trn.hpp"
#include "error.h"
#include "gmenu.h"
#include "help.h"
#include "hwcursor.hpp"
#include "init.h"
#include "inv.h"
#include "lighting.h"
#include "minitext.h"
#include "missiles.h"
#include "nthread.h"
#include "panels/charpanel.hpp"
#include "plrmsg.h"
#include "qol/chatlog.h"
#include "qol/itemlabels.h"
#include "qol/monhealthbar.h"
#include "qol/stash.h"
#include "qol/xpbar.h"
#include "stores.h"
#include "towners.h"
#include "utils/display.h"
#include "utils/endian.hpp"
#include "utils/log.hpp"
#ifdef _DEBUG
#include "debug.h"
#endif
namespace devilution {
/**
* Specifies the current light entry.
*/
int LightTableIndex;
/**
* Specifies the current MIN block of the level CEL file, as used during rendering of the level tiles.
*
* frameNum := block & 0x0FFF
* frameType := block & 0x7000 >> 12
*/
uint32_t level_cel_block;
bool AutoMapShowItems;
/**
* Specifies the type of arches to render.
*/
char arch_draw_type;
/**
* Specifies whether transparency is active for the current CEL file being decoded.
*/
bool cel_transparency_active;
/**
* Specifies whether foliage (tile has extra content that overlaps previous tile) being rendered.
*/
bool cel_foliage_active = false;
/**
* Specifies the current dungeon piece ID of the level, as used during rendering of the level tiles.
*/
int level_piece_id;
// DevilutionX extension.
extern void DrawControllerModifierHints(const Surface &out);
bool frameflag;
namespace {
/**
* @brief Hash algorithm for point
*/
struct PointHash {
std::size_t operator()(Point const &s) const noexcept
{
return s.x ^ (s.y << 1);
}
};
/**
* @brief Contains all Missile at rendering position
*/
std::unordered_multimap<Point, Missile *, PointHash> MissilesAtRenderingTile;
/**
* @brief Could the missile (at the next game tick) collide? This method is a simplified version of CheckMissileCol (for example without random).
*/
bool CouldMissileCollide(Point tile, bool checkPlayerAndMonster)
{
if (!InDungeonBounds(tile))
return true;
if (checkPlayerAndMonster) {
if (dMonster[tile.x][tile.y] > 0)
return true;
if (dPlayer[tile.x][tile.y] > 0)
return true;
}
return IsMissileBlockedByTile(tile);
}
void UpdateMissileRendererData(Missile &m)
{
m.position.tileForRendering = m.position.tile;
m.position.offsetForRendering = m.position.offset;
const MissileMovementDistrubution missileMovement = MissilesData[m._mitype].MovementDistribution;
// don't calculate missile position if they don't move
if (missileMovement == MissileMovementDistrubution::Disabled || m.position.velocity == Displacement {})
return;
float fProgress = gfProgressToNextGameTick;
Displacement velocity = m.position.velocity * fProgress;
Displacement traveled = m.position.traveled + velocity;
int mx = traveled.deltaX >> 16;
int my = traveled.deltaY >> 16;
int dx = (mx + 2 * my) / 64;
int dy = (2 * my - mx) / 64;
// calculcate the future missile position
m.position.tileForRendering = m.position.start + Displacement { dx, dy };
m.position.offsetForRendering = { mx + (dy * 32) - (dx * 32), my - (dx * 16) - (dy * 16) };
// In some cases this calculcated position is invalid.
// For example a missile shouldn't move inside a wall.
// 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.
// For the animation distribution logic this means we are not allowed to move to a tile where the missile could collide, cause this could be a invalid position.
// If we are still at the current tile, this tile was already checked and is a valid tile
if (m.position.tileForRendering == m.position.tile)
return;
// If no collision can happen at the new tile we can advance
if (!CouldMissileCollide(m.position.tileForRendering, missileMovement == MissileMovementDistrubution::Blockable))
return;
// The new tile could be invalid, so don't advance to it.
// We search the last offset that is in the old (valid) tile.
// Implementation note: If someone knows the correct math to calculate this without the loop, I would really appreciate it.
while (m.position.tile != m.position.tileForRendering) {
fProgress -= 0.01F;
if (fProgress <= 0.0F) {
m.position.tileForRendering = m.position.tile;
m.position.offsetForRendering = m.position.offset;
return;
}
velocity = m.position.velocity * fProgress;
traveled = m.position.traveled + velocity;
mx = traveled.deltaX >> 16;
my = traveled.deltaY >> 16;
dx = (mx + 2 * my) / 64;
dy = (2 * my - mx) / 64;
m.position.tileForRendering = m.position.start + Displacement { dx, dy };
m.position.offsetForRendering = { mx + (dy * 32) - (dx * 32), my - (dx * 16) - (dy * 16) };
}
}
void UpdateMissilesRendererData()
{
MissilesAtRenderingTile.clear();
for (auto &m : Missiles) {
UpdateMissileRendererData(m);
MissilesAtRenderingTile.insert(std::make_pair(m.position.tileForRendering, &m));
}
}
uint32_t sgdwCursWdtOld;
int sgdwCursX;
int sgdwCursY;
/**
* Lower bound of back buffer.
*/
uint32_t sgdwCursHgt;
int sgdwCursXOld;
int sgdwCursYOld;
uint32_t sgdwCursWdt;
BYTE sgSaveBack[8192];
uint32_t sgdwCursHgtOld;
bool dRendered[MAXDUNX][MAXDUNY];
int frameend;
int framerate;
int framestart;
const char *const PlayerModeNames[] = {
"standing",
"walking (1)",
"walking (2)",
"walking (3)",
"attacking (melee)",
"attacking (ranged)",
"blocking",
"getting hit",
"dying",
"casting a spell",
"changing levels",
"quitting"
};
void BlitCursor(BYTE *dst, std::uint32_t dstPitch, BYTE *src, std::uint32_t srcPitch)
{
for (std::uint32_t i = 0; i < sgdwCursHgt; ++i, src += srcPitch, dst += dstPitch) {
memcpy(dst, src, sgdwCursWdt);
}
}
/**
* @brief Remove the cursor from the buffer
*/
void UndrawCursor(const Surface &out)
{
if (sgdwCursWdt == 0) {
return;
}
BlitCursor(out.at(sgdwCursX, sgdwCursY), out.pitch(), sgSaveBack, sgdwCursWdt);
sgdwCursXOld = sgdwCursX;
sgdwCursYOld = sgdwCursY;
sgdwCursWdtOld = sgdwCursWdt;
sgdwCursHgtOld = sgdwCursHgt;
sgdwCursWdt = 0;
}
bool ShouldShowCursor()
{
if (ControlMode == ControlTypes::KeyboardAndMouse)
return true;
if (pcurs == CURSOR_TELEPORT)
return true;
if (invflag)
return true;
if (chrflag && Players[MyPlayerId]._pStatPts > 0)
return true;
return false;
}
/**
* @brief Save the content behind the cursor to a temporary buffer, then draw the cursor.
*/
void DrawCursor(const Surface &out)
{
if (pcurs <= CURSOR_NONE || !ShouldShowCursor()) {
return;
}
Size cursSize = GetInvItemSize(pcurs);
if (cursSize.width == 0 || cursSize.height == 0) {
return;
}
// Copy the buffer before the item cursor and its 1px outline are drawn to a temporary buffer.
const int outlineWidth = !MyPlayer->HoldItem.isEmpty() ? 1 : 0;
if (MousePosition.x < -cursSize.width - outlineWidth || MousePosition.x - outlineWidth >= out.w() || MousePosition.y < -cursSize.height - outlineWidth || MousePosition.y - outlineWidth >= out.h())
return;
constexpr auto Clip = [](int &pos, std::uint32_t &length, std::uint32_t posEnd) {
if (pos < 0) {
length += pos;
pos = 0;
} else if (pos + length > posEnd) {
length = posEnd - pos;
}
};
sgdwCursX = MousePosition.x - outlineWidth;
sgdwCursWdt = cursSize.width + 2 * outlineWidth;
Clip(sgdwCursX, sgdwCursWdt, out.w());
sgdwCursY = MousePosition.y - outlineWidth;
sgdwCursHgt = cursSize.height + 2 * outlineWidth;
Clip(sgdwCursY, sgdwCursHgt, out.h());
BlitCursor(sgSaveBack, sgdwCursWdt, out.at(sgdwCursX, sgdwCursY), out.pitch());
CelDrawCursor(out, MousePosition + Displacement { 0, cursSize.height - 1 }, pcurs);
}
/**
* @brief Render a missile sprite
* @param out Output buffer
* @param m Pointer to Missile struct
* @param targetBufferPosition Output buffer coordinate
* @param pre Is the sprite in the background
*/
void DrawMissilePrivate(const Surface &out, const Missile &missile, Point targetBufferPosition, bool pre)
{
if (missile._miPreFlag != pre || !missile._miDrawFlag)
return;
if (missile._miAnimData == nullptr) {
Log("Draw Missile 2 type {}: NULL Cel Buffer", missile._mitype);
return;
}
int nCel = missile._miAnimFrame - 1;
const uint32_t frames = LoadLE32(missile._miAnimData);
if (nCel < 0 || frames > 50 || nCel >= static_cast<int>(frames)) {
Log("Draw Missile 2: frame {} of {}, missile type=={}", nCel, frames, missile._mitype);
return;
}
const Point missileRenderPosition { targetBufferPosition + missile.position.offsetForRendering - Displacement { missile._miAnimWidth2, 0 } };
CelSprite cel { missile._miAnimData, missile._miAnimWidth };
if (missile._miUniqTrans != 0)
Cl2DrawTRN(out, missileRenderPosition.x, missileRenderPosition.y, cel, nCel, Monsters[missile._misource].uniqueTRN.get());
else if (missile._miLightFlag)
Cl2DrawLight(out, missileRenderPosition.x, missileRenderPosition.y, cel, nCel);
else
Cl2Draw(out, missileRenderPosition.x, missileRenderPosition.y, cel, nCel);
}
/**
* @brief Render a missile sprites 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 DrawMissile(const Surface &out, Point tilePosition, Point targetBufferPosition, bool pre)
{
const auto range = MissilesAtRenderingTile.equal_range(tilePosition);
for (auto it = range.first; it != range.second; it++) {
DrawMissilePrivate(out, *it->second, targetBufferPosition, pre);
}
}
/**
* @brief Render a monster sprite
* @param out Output buffer
* @param tilePosition dPiece coordinates
* @param targetBufferPosition Output buffer coordinates
* @param m Id of monster
*/
void DrawMonster(const Surface &out, Point tilePosition, Point targetBufferPosition, const Monster &monster)
{
if (!monster.AnimInfo.celSprite) {
Log("Draw Monster \"{}\": NULL Cel Buffer", monster.mName);
return;
}
constexpr auto getMonsterModeDisplayName = [](MonsterMode monsterMode) {
switch (monsterMode) {
case MonsterMode::Stand:
return "standing";
case MonsterMode::MoveNorthwards:
return "moving (northwards)";
case MonsterMode::MoveSouthwards:
return "moving (southwards)";
case MonsterMode::MoveSideways:
return "moving (sideways)";
case MonsterMode::MeleeAttack:
return "attacking (melee)";
case MonsterMode::HitRecovery:
return "getting hit";
case MonsterMode::Death:
return "dying";
case MonsterMode::SpecialMeleeAttack:
return "attacking (special melee)";
case MonsterMode::FadeIn:
return "fading in";
case MonsterMode::FadeOut:
return "fading out";
case MonsterMode::RangedAttack:
return "attacking (ranged)";
case MonsterMode::SpecialStand:
return "standing (special)";
case MonsterMode::SpecialRangedAttack:
return "attacking (special ranged)";
case MonsterMode::Delay:
return "delaying";
case MonsterMode::Charge:
return "charging";
case MonsterMode::Petrified:
return "petrified";
case MonsterMode::Heal:
return "healing";
case MonsterMode::Talk:
return "talking";
default:
app_fatal("Invalid monster mode.");
}
};
int nCel = monster.AnimInfo.GetFrameToUseForRendering();
const uint32_t frames = LoadLE32(monster.AnimInfo.celSprite->Data());
if (nCel < 0 || frames > 50 || nCel >= static_cast<int>(frames)) {
Log(
"Draw Monster \"{}\" {}: facing {}, frame {} of {}",
monster.mName,
getMonsterModeDisplayName(monster._mmode),
DirectionToString(monster._mdir),
nCel,
frames);
return;
}
const auto &cel = *monster.AnimInfo.celSprite;
if (!IsTileLit(tilePosition)) {
Cl2DrawTRN(out, targetBufferPosition.x, targetBufferPosition.y, cel, nCel, GetInfravisionTRN());
return;
}
uint8_t *trn = nullptr;
if (monster._uniqtype != 0)
trn = monster.uniqueTRN.get();
if (monster._mmode == MonsterMode::Petrified)
trn = GetStoneTRN();
if (Players[MyPlayerId]._pInfraFlag && LightTableIndex > 8)
trn = GetInfravisionTRN();
if (trn != nullptr)
Cl2DrawTRN(out, targetBufferPosition.x, targetBufferPosition.y, cel, nCel, trn);
else
Cl2DrawLight(out, targetBufferPosition.x, targetBufferPosition.y, cel, nCel);
}
/**
* @brief Helper for rendering a specific player icon (Mana Shield or Reflect)
*/
void DrawPlayerIconHelper(const Surface &out, int pnum, missile_graphic_id missileGraphicId, Point position, bool lighting)
{
position.x -= MissileSpriteData[missileGraphicId].animWidth2;
const CelSprite cel = MissileSpriteData[missileGraphicId].Sprite();
if (pnum == MyPlayerId) {
Cl2Draw(out, position.x, position.y, cel, 0);
return;
}
if (lighting) {
Cl2DrawTRN(out, position.x, position.y, cel, 0, GetInfravisionTRN());
return;
}
Cl2DrawLight(out, position.x, position.y, cel, 0);
}
/**
* @brief Helper for rendering player icons (Mana Shield and Reflect)
* @param out Output buffer
* @param pnum Player id
* @param position Output buffer coordinates
* @param lighting Should lighting be applied
*/
void DrawPlayerIcons(const Surface &out, int pnum, Point position, bool lighting)
{
auto &player = Players[pnum];
if (player.pManaShield)
DrawPlayerIconHelper(out, pnum, MFILE_MANASHLD, position, lighting);
if (player.wReflections > 0)
DrawPlayerIconHelper(out, pnum, MFILE_REFLECT, position + Displacement { 0, 16 }, lighting);
}
/**
* @brief Render a player sprite
* @param out Output buffer
* @param pnum Player id
* @param tilePosition dPiece coordinates
* @param targetBufferPosition Output buffer coordinates
* @param pCelBuff sprite buffer
* @param nCel frame
* @param nWidth width
*/
void DrawPlayer(const Surface &out, int pnum, Point tilePosition, Point targetBufferPosition)
{
if (!IsTileLit(tilePosition) && !Players[MyPlayerId]._pInfraFlag && leveltype != DTYPE_TOWN) {
return;
}
auto &player = Players[pnum];
std::optional<CelSprite> sprite = player.AnimInfo.celSprite;
int nCel = player.AnimInfo.GetFrameToUseForRendering();
if (player.previewCelSprite) {
sprite = player.previewCelSprite;
nCel = 0;
}
if (!sprite) {
Log("Drawing player {} \"{}\": NULL CelSprite", pnum, player._pName);
return;
}
Point spriteBufferPosition = targetBufferPosition - Displacement { CalculateWidth2(sprite ? sprite->Width() : 96), 0 };
const uint32_t frames = LoadLE32(sprite->Data());
if (nCel < 0 || frames > 50 || nCel >= static_cast<int>(frames)) {
const char *szMode = "unknown action";
if (player._pmode <= PM_QUIT)
szMode = PlayerModeNames[player._pmode];
Log(
"Drawing player {} \"{}\" {}: facing {}, frame {} of {}",
pnum,
player._pName,
szMode,
DirectionToString(player._pdir),
nCel,
frames);
return;
}
if (pnum == pcursplr)
Cl2DrawOutline(out, 165, spriteBufferPosition.x, spriteBufferPosition.y, *sprite, nCel);
if (pnum == MyPlayerId) {
Cl2Draw(out, spriteBufferPosition.x, spriteBufferPosition.y, *sprite, nCel);
DrawPlayerIcons(out, pnum, targetBufferPosition, true);
return;
}
if (!IsTileLit(tilePosition) || (Players[MyPlayerId]._pInfraFlag && LightTableIndex > 8)) {
Cl2DrawTRN(out, spriteBufferPosition.x, spriteBufferPosition.y, *sprite, nCel, GetInfravisionTRN());
DrawPlayerIcons(out, pnum, targetBufferPosition, true);
return;
}
int l = LightTableIndex;
if (LightTableIndex < 5)
LightTableIndex = 0;
else
LightTableIndex -= 5;
Cl2DrawLight(out, spriteBufferPosition.x, spriteBufferPosition.y, *sprite, nCel);
DrawPlayerIcons(out, pnum, targetBufferPosition, false);
LightTableIndex = l;
}
/**
* @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)
{
dFlags[tilePosition.x][tilePosition.y] &= ~DungeonFlag::DeadPlayer;
for (int i = 0; i < MAX_PLRS; i++) {
auto &player = Players[i];
if (player.plractive && player._pHitPoints == 0 && player.plrlevel == (BYTE)currlevel && player.position.tile == tilePosition) {
dFlags[tilePosition.x][tilePosition.y] |= DungeonFlag::DeadPlayer;
const Displacement center { CalculateWidth2(player.AnimInfo.celSprite ? player.AnimInfo.celSprite->Width() : 96), 0 };
const Point playerRenderPosition { targetBufferPosition + player.position.offset - center };
DrawPlayer(out, i, tilePosition, playerRenderPosition);
}
}
}
/**
* @brief Render an object sprite
* @param out Output buffer
* @param tilePosition dPiece coordinates
* @param targetBufferPosition Output buffer coordinates
* @param pre Is the sprite in the background
*/
void DrawObject(const Surface &out, Point tilePosition, Point targetBufferPosition, bool pre)
{
if (LightTableIndex >= LightsMax) {
return;
}
Object *object = ObjectAtPosition(tilePosition);
if (object == nullptr) {
return;
}
const Object &objectToDraw = *object;
if (objectToDraw._oPreFlag != pre) {
return;
}
Point screenPosition = targetBufferPosition - Displacement { CalculateWidth2(objectToDraw._oAnimWidth), 0 };
if (objectToDraw.position != tilePosition) {
// drawing a large or offset object, calculate the correct position for the center of the sprite
Displacement screenOffset = objectToDraw.position - tilePosition;
screenPosition -= screenOffset.WorldToScreen();
}
byte *pCelBuff = objectToDraw._oAnimData;
if (pCelBuff == nullptr) {
Log("Draw Object type {}: NULL Cel Buffer", objectToDraw._otype);
return;
}
const uint32_t nCel = objectToDraw._oAnimFrame - 1;
const uint32_t frames = LoadLE32(pCelBuff);
if (nCel == static_cast<uint32_t>(-1) || frames > 50 || nCel >= frames) {
Log("Draw Object: frame {} of {}, object type=={}", nCel, frames, objectToDraw._otype);
return;
}
CelSprite cel { objectToDraw._oAnimData, objectToDraw._oAnimWidth };
if (pcursobj != -1 && &objectToDraw == &Objects[pcursobj]) {
CelBlitOutlineTo(out, 194, screenPosition, cel, nCel);
}
if (objectToDraw._oLight) {
CelClippedDrawLightTo(out, screenPosition, cel, nCel);
} else {
CelClippedDrawTo(out, screenPosition, cel, nCel);
}
}
static void DrawDungeon(const Surface & /*out*/, Point /*tilePosition*/, Point /*targetBufferPosition*/);
/**
* @brief Render a cell
* @param out Target buffer
* @param tilePosition dPiece coordinates
* @param targetBufferPosition Target buffer coordinates
*/
void DrawCell(const Surface &out, Point tilePosition, Point targetBufferPosition)
{
MICROS *pMap = &dpiece_defs_map_2[tilePosition.x][tilePosition.y];
level_piece_id = dPiece[tilePosition.x][tilePosition.y];
cel_transparency_active = nTransTable[level_piece_id] && TransList[dTransVal[tilePosition.x][tilePosition.y]];
cel_foliage_active = !nSolidTable[level_piece_id];
for (int i = 0; i < (MicroTileLen / 2); i++) {
level_cel_block = pMap->mt[2 * i];
if (level_cel_block != 0) {
arch_draw_type = i == 0 ? 1 : 0;
RenderTile(out, targetBufferPosition);
}
level_cel_block = pMap->mt[2 * i + 1];
if (level_cel_block != 0) {
arch_draw_type = i == 0 ? 2 : 0;
RenderTile(out, targetBufferPosition + Displacement { TILE_WIDTH / 2, 0 });
}
targetBufferPosition.y -= TILE_HEIGHT;
}
cel_foliage_active = false;
}
/**
* @brief Render a floor tiles
* @param out Target buffer
* @param tilePosition dPiece coordinates
* @param targetBufferPosition Target buffer coordinate
*/
void DrawFloor(const Surface &out, Point tilePosition, Point targetBufferPosition)
{
cel_transparency_active = false;
LightTableIndex = dLight[tilePosition.x][tilePosition.y];
arch_draw_type = 1; // Left
level_cel_block = dpiece_defs_map_2[tilePosition.x][tilePosition.y].mt[0];
if (level_cel_block != 0) {
RenderTile(out, targetBufferPosition);
}
arch_draw_type = 2; // Right
level_cel_block = dpiece_defs_map_2[tilePosition.x][tilePosition.y].mt[1];
if (level_cel_block != 0) {
RenderTile(out, targetBufferPosition + Displacement { TILE_WIDTH / 2, 0 });
}
}
/**
* @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, Point tilePosition, Point targetBufferPosition, bool pre)
{
int8_t bItem = dItem[tilePosition.x][tilePosition.y];
if (bItem <= 0)
return;
auto &item = Items[bItem - 1];
if (item._iPostDraw == pre)
return;
std::optional<CelSprite> cel = item.AnimInfo.celSprite;
if (!cel) {
Log("Draw Item \"{}\" 1: NULL CelSprite", item._iIName);
return;
}
int nCel = item.AnimInfo.GetFrameToUseForRendering();
const uint32_t frames = LoadLE32(cel->Data());
if (nCel < 0 || frames > 50 || nCel >= static_cast<int>(frames)) {
Log("Draw \"{}\" Item 1: frame {} of {}, item type=={}", item._iIName, nCel, frames, ItemTypeToString(item._itype));
return;
}
int px = targetBufferPosition.x - CalculateWidth2(cel->Width());
const Point position { px, targetBufferPosition.y };
if (bItem - 1 == pcursitem || AutoMapShowItems) {
CelBlitOutlineTo(out, GetOutlineColor(item, false), position, *cel, nCel);
}
CelClippedDrawLightTo(out, position, *cel, nCel);
if (item.AnimInfo.CurrentFrame == item.AnimInfo.NumberOfFrames - 1 || item._iCurs == ICURS_MAGIC_ROCK)
AddItemToLabelQueue(bItem - 1, px, targetBufferPosition.y);
}
/**
* @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 mi = abs(dMonster[tilePosition.x][tilePosition.y]) - 1;
if (leveltype == DTYPE_TOWN) {
auto &towner = Towners[mi];
int px = targetBufferPosition.x - CalculateWidth2(towner._tAnimWidth);
const Point position { px, targetBufferPosition.y };
const CelSprite sprite = towner.Sprite();
if (mi == pcursmonst) {
CelBlitOutlineTo(out, 166, position, sprite, towner._tAnimFrame);
}
assert(towner._tAnimData);
CelClippedDrawTo(out, position, sprite, towner._tAnimFrame);
return;
}
if (!IsTileLit(tilePosition) && !Players[MyPlayerId]._pInfraFlag)
return;
if (mi < 0 || mi >= MAXMONSTERS) {
Log("Draw Monster: tried to draw illegal monster {}", mi);
return;
}
const auto &monster = Monsters[mi];
if ((monster._mFlags & MFLAG_HIDDEN) != 0) {
return;
}
if (monster.MType == nullptr) {
Log("Draw Monster \"{}\": uninitialized monster", monster.mName);
return;
}
CelSprite cel = *monster.AnimInfo.celSprite;
Displacement offset = monster.position.offset;
if (monster.IsWalking()) {
offset = GetOffsetForWalking(monster.AnimInfo, monster._mdir);
}
const Point monsterRenderPosition { targetBufferPosition + offset - Displacement { CalculateWidth2(cel.Width()), 0 } };
if (mi == pcursmonst) {
Cl2DrawOutline(out, 233, monsterRenderPosition.x, monsterRenderPosition.y, cel, monster.AnimInfo.GetFrameToUseForRendering());
}
DrawMonster(out, tilePosition, monsterRenderPosition, monster);
}
/**
* @brief Check if and how a player should be rendered
* @param out Output buffer
* @param tilePosition dPiece coordinates
* @param targetBufferPosition Output buffer coordinates
*/
void DrawPlayerHelper(const Surface &out, Point tilePosition, Point targetBufferPosition)
{
int8_t p = abs(dPlayer[tilePosition.x][tilePosition.y]) - 1;
if (p < 0 || p >= MAX_PLRS) {
Log("draw player: tried to draw illegal player {}", p);
return;
}
auto &player = Players[p];
Displacement offset = player.position.offset;
if (player.IsWalking()) {
offset = GetOffsetForWalking(player.AnimInfo, player._pdir);
}
const Point playerRenderPosition { targetBufferPosition + offset };
DrawPlayer(out, p, tilePosition, playerRenderPosition);
}
/**
* @brief Render object sprites
* @param out Target buffer
* @param tilePosition dPiece coordinates
* @param targetBufferPosition Target buffer coordinates
*/
void DrawDungeon(const Surface &out, Point tilePosition, Point targetBufferPosition)
{
assert(InDungeonBounds(tilePosition));
if (dRendered[tilePosition.x][tilePosition.y])
return;
dRendered[tilePosition.x][tilePosition.y] = true;
LightTableIndex = dLight[tilePosition.x][tilePosition.y];
DrawCell(out, tilePosition, targetBufferPosition);
int8_t bDead = dCorpse[tilePosition.x][tilePosition.y];
int8_t bMap = dTransVal[tilePosition.x][tilePosition.y];
#ifdef _DEBUG
if (DebugVision && IsTileLit(tilePosition)) {
CelClippedDrawTo(out, targetBufferPosition, *pSquareCel, 1);
}
#endif
if (MissilePreFlag) {
DrawMissile(out, tilePosition, targetBufferPosition, true);
}
if (LightTableIndex < LightsMax && bDead != 0) {
do {
Corpse *pDeadGuy = &Corpses[(bDead & 0x1F) - 1];
int px = targetBufferPosition.x - CalculateWidth2(pDeadGuy->width);
const byte *pCelBuff = pDeadGuy->data[(bDead >> 5) & 7];
assert(pCelBuff != nullptr);
const uint32_t frames = LoadLE32(pCelBuff);
const int nCel = pDeadGuy->frame;
if (nCel < 0 || frames >= 50 || nCel > static_cast<int>(frames)) {
Log("Unclipped dead: frame {} of {}, deadnum=={}", nCel, frames, (bDead & 0x1F) - 1);
break;
}
if (pDeadGuy->translationPaletteIndex != 0) {
uint8_t *trn = Monsters[pDeadGuy->translationPaletteIndex - 1].uniqueTRN.get();
Cl2DrawTRN(out, px, targetBufferPosition.y, CelSprite(pCelBuff, pDeadGuy->width), nCel, trn);
} else {
Cl2DrawLight(out, px, targetBufferPosition.y, CelSprite(pCelBuff, pDeadGuy->width), nCel);
}
} while (false);
}
DrawObject(out, tilePosition, targetBufferPosition, true);
DrawItem(out, tilePosition, targetBufferPosition, true);
if (TileContainsDeadPlayer(tilePosition)) {
DrawDeadPlayer(out, tilePosition, targetBufferPosition);
}
if (dPlayer[tilePosition.x][tilePosition.y] > 0) {
DrawPlayerHelper(out, tilePosition, targetBufferPosition);
}
if (dMonster[tilePosition.x][tilePosition.y] > 0) {
DrawMonsterHelper(out, tilePosition, targetBufferPosition);
}
DrawMissile(out, tilePosition, targetBufferPosition, false);
DrawObject(out, tilePosition, targetBufferPosition, false);
DrawItem(out, tilePosition, targetBufferPosition, false);
if (leveltype != DTYPE_TOWN) {
char bArch = dSpecial[tilePosition.x][tilePosition.y];
if (bArch != 0) {
cel_transparency_active = TransList[bMap];
#ifdef _DEBUG
if (GetAsyncKeyState(DVL_VK_MENU)) {
cel_transparency_active = false; // Turn transparency off here for debugging
}
#endif
CelClippedBlitLightTransTo(out, targetBufferPosition, *pSpecialCels, bArch - 1);
#ifdef _DEBUG
if (GetAsyncKeyState(DVL_VK_MENU)) {
cel_transparency_active = TransList[bMap]; // Turn transparency back to its normal state
}
#endif
}
} else {
// Tree leaves should always cover player when entering or leaving the tile,
// So delay the rendering until after the next row is being drawn.
// This could probably have been better solved by sprites in screen space.
if (tilePosition.x > 0 && tilePosition.y > 0 && targetBufferPosition.y > TILE_HEIGHT) {
char bArch = dSpecial[tilePosition.x - 1][tilePosition.y - 1];
if (bArch != 0) {
CelDrawTo(out, targetBufferPosition + Displacement { 0, -TILE_HEIGHT }, *pSpecialCels, bArch - 1);
}
}
}
}
/**
* @brief Render a row of tiles
* @param out Buffer to render to
* @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, Point tilePosition, Point targetBufferPosition, int rows, int columns)
{
for (int i = 0; i < rows; i++) {
for (int j = 0; j < columns; j++) {
if (InDungeonBounds(tilePosition)) {
level_piece_id = dPiece[tilePosition.x][tilePosition.y];
if (level_piece_id != 0) {
if (!nSolidTable[level_piece_id])
DrawFloor(out, tilePosition, targetBufferPosition);
} else {
world_draw_black_tile(out, targetBufferPosition.x, targetBufferPosition.y);
}
} else {
world_draw_black_tile(out, targetBufferPosition.x, targetBufferPosition.y);
}
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;
}
}
}
#define IsWall(x, y) (dPiece[x][y] == 0 || nSolidTable[dPiece[x][y]] || dSpecial[x][y] != 0)
#define IsWalkable(x, y) (dPiece[x][y] != 0 && IsTileNotSolid({ x, y }))
/**
* @brief Render a row of tile
* @param out Output 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, Point tilePosition, Point targetBufferPosition, int rows, int columns)
{
// Keep evaluating until MicroTiles can't affect screen
rows += MicroTileLen;
memset(dRendered, 0, sizeof(dRendered));
for (int i = 0; i < rows; i++) {
for (int j = 0; j < columns; j++) {
if (InDungeonBounds(tilePosition)) {
#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 sceen and render by
// sprite screen position rather than tile position.
if (IsWall(tilePosition.x, tilePosition.y) && (IsWall(tilePosition.x + 1, tilePosition.y) || (tilePosition.x > 0 && IsWall(tilePosition.x - 1, tilePosition.y)))) { // Part of a wall aligned on the x-axis
if (IsWalkable(tilePosition.x + 1, tilePosition.y - 1) && IsWalkable(tilePosition.x, tilePosition.y - 1)) { // Has walkable area behind it
DrawDungeon(out, tilePosition + Direction::East, { targetBufferPosition.x + TILE_WIDTH, targetBufferPosition.y });
}
}
}
if (dPiece[tilePosition.x][tilePosition.y] != 0) {
DrawDungeon(out, tilePosition, targetBufferPosition);
}
}
tilePosition += Direction::East;
targetBufferPosition.x += TILE_WIDTH;
}
// Return to start of row
tilePosition += Displacement(Direction::West) * columns;
targetBufferPosition.x -= columns * TILE_WIDTH;
// Jump to next row
targetBufferPosition.y += TILE_HEIGHT / 2;
if ((i & 1) != 0) {
tilePosition.x++;
columns--;
targetBufferPosition.x += TILE_WIDTH / 2;
} else {
tilePosition.y++;
columns++;
targetBufferPosition.x -= TILE_WIDTH / 2;
}
}
}
/**
* @brief Scale up the top left part of the buffer 2x.
*/
void Zoom(const Surface &out)
{
int viewportWidth = out.w();
int viewportOffsetX = 0;
if (CanPanelsCoverView()) {
if (chrflag || QuestLogIsOpen || IsStashOpen) {
viewportWidth -= SPANEL_WIDTH;
viewportOffsetX = SPANEL_WIDTH;
} else if (invflag || sbookflag) {
viewportWidth -= SPANEL_WIDTH;
}
}
// We round to even for the source width and height.
// If the width / height was odd, we copy just one extra pixel / row later on.
const int srcWidth = (viewportWidth + 1) / 2;
const int doubleableWidth = viewportWidth / 2;
const int srcHeight = (out.h() + 1) / 2;
const int doubleableHeight = out.h() / 2;
BYTE *src = out.at(srcWidth - 1, srcHeight - 1);
BYTE *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 tileColums;
int tileRows;
/**
* @brief Configure render and process screen rows
* @param full_out Buffer to render to
* @param position Center of view in dPiece coordinate
*/
void DrawGame(const Surface &fullOut, Point position)
{
// Limit rendering to the view area
const Surface &out = zoomflag
? fullOut.subregionY(0, gnViewportHeight)
: fullOut.subregionY(0, (gnViewportHeight + 1) / 2);
// Adjust by player offset and tile grid alignment
auto &myPlayer = Players[MyPlayerId];
Displacement offset = ScrollInfo.offset;
if (myPlayer.IsWalking())
offset = GetOffsetForWalking(myPlayer.AnimInfo, myPlayer._pdir, true);
int sx = offset.deltaX + tileOffset.deltaX;
int sy = offset.deltaY + tileOffset.deltaY;
int columns = tileColums;
int rows = tileRows;
position += tileShift;
// Skip rendering parts covered by the panels
if (CanPanelsCoverView()) {
if (zoomflag) {
if (chrflag || QuestLogIsOpen || IsStashOpen) {
position += Displacement(Direction::East) * 2;
columns -= 4;
sx += SPANEL_WIDTH - TILE_WIDTH / 2;
}
if (invflag || sbookflag) {
position += Displacement(Direction::East) * 2;
columns -= 4;
sx += -TILE_WIDTH / 2;
}
} else {
if (chrflag || QuestLogIsOpen || IsStashOpen) {
position += Direction::East;
columns -= 2;
sx += -TILE_WIDTH / 2 / 2; // SPANEL_WIDTH accounted for in Zoom()
}
if (invflag || sbookflag) {
position += Direction::East;
columns -= 2;
sx += -TILE_WIDTH / 2 / 2;
}
}
}
UpdateMissilesRendererData();
// Draw areas moving in and out of the screen
switch (ScrollInfo._sdir) {
case ScrollDirection::North:
sy -= TILE_HEIGHT;
position += Direction::North;
rows += 2;
break;
case ScrollDirection::NorthEast:
sy -= TILE_HEIGHT;
position += Direction::North;
columns++;
rows += 2;
break;
case ScrollDirection::East:
columns++;
break;
case ScrollDirection::SouthEast:
columns++;
rows++;
break;
case ScrollDirection::South:
rows += 2;
break;
case ScrollDirection::SouthWest:
sx -= TILE_WIDTH;
position += Direction::West;
columns++;
rows++;
break;
case ScrollDirection::West:
sx -= TILE_WIDTH;
position += Direction::West;
columns++;
break;
case ScrollDirection::NorthWest:
sx -= TILE_WIDTH / 2;
sy -= TILE_HEIGHT / 2;
position += Direction::NorthWest;
columns++;
rows++;
break;
case ScrollDirection::None:
break;
}
DrawFloor(out, position, { sx, sy }, rows, columns);
DrawTileContent(out, position, { sx, sy }, rows, columns);
if (!zoomflag) {
Zoom(fullOut.subregionY(0, gnViewportHeight));
}
}
/**
* @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
DrawGame(out, startPosition);
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
force_redraw = 255;
char debugGridTextBuffer[10];
bool megaTiles = IsDebugGridInMegatiles();
for (auto m : DebugCoordsMap) {
Point dunCoords = { m.first % MAXDUNX, m.first / MAXDUNX };
if (megaTiles && (dunCoords.x % 2 == 1 || dunCoords.y % 2 == 1))
continue;
Point pixelCoords = m.second;
if (megaTiles)
pixelCoords += Displacement { 0, TILE_HEIGHT / 2 };
if (!zoomflag)
pixelCoords *= 2;
if (debugGridTextNeeded && GetDebugGridText(dunCoords, debugGridTextBuffer)) {
Size tileSize = { TILE_WIDTH, TILE_HEIGHT };
if (!zoomflag)
tileSize *= 2;
DrawString(out, debugGridTextBuffer, { pixelCoords - Displacement { 0, tileSize.height }, tileSize }, UiFlags::ColorRed | UiFlags::AlignCenter | UiFlags::VerticalCenter);
}
if (DebugGrid) {
auto DrawDebugSquare = [&out](Point center, Displacement hor, Displacement ver, uint8_t col) {
auto DrawLine = [&out](Point from, Point to, uint8_t col) {
int dx = to.x - from.x;
int dy = to.y - from.y;
int steps = abs(dx) > abs(dy) ? abs(dx) : abs(dy);
float ix = dx / (float)steps;
float iy = dy / (float)steps;
float sx = from.x;
float sy = from.y;
for (int i = 0; i <= steps; i++, sx += ix, sy += iy)
out.SetPixel({ (int)sx, (int)sy }, col);
};
DrawLine(center - hor, center + ver, col);
DrawLine(center + hor, center + ver, col);
DrawLine(center - hor, center - ver, col);
DrawLine(center + hor, center - ver, col);
};
Displacement hor = { TILE_WIDTH / 2, 0 };
Displacement ver = { 0, TILE_HEIGHT / 2 };
if (!zoomflag) {
hor *= 2;
ver *= 2;
}
Point center = pixelCoords + hor - ver;
if (megaTiles) {
hor *= 2;
ver *= 2;
}
uint8_t col = PAL16_BEIGE;
DrawDebugSquare(center, hor, ver, col);
}
}
}
#endif
DrawMonsterHealthBar(out);
DrawItemNameLabels(out);
if (stextflag != STORE_NONE && !qtextflag)
DrawSText(out);
if (invflag) {
DrawInv(out);
} else if (sbookflag) {
DrawSpellBook(out);
}
DrawDurIcon(out);
if (chrflag) {
DrawChr(out);
} else if (QuestLogIsOpen) {
DrawQuestLog(out);
} else if (IsStashOpen) {
DrawStash(out);
}
DrawLevelUpIcon(out);
if (ShowUniqueItemInfoBox) {
DrawUniqueInfo(out);
}
if (qtextflag) {
DrawQText(out);
}
if (spselflag) {
DrawSpellList(out);
}
if (dropGoldFlag) {
DrawGoldSplit(out, dropGoldValue);
}
DrawGoldWithdraw(out, WithdrawGoldValue);
if (HelpFlag) {
DrawHelp(out);
}
if (ChatLogFlag) {
DrawChatLog(out);
}
if (IsDiabloMsgAvailable()) {
DrawDiabloMsg(out);
}
if (MyPlayerIsDead) {
RedBack(out);
} else if (PauseMode != 0) {
gmenu_draw_pause(out);
}
DrawControllerModifierHints(out);
DrawPlrMsg(out);
gmenu_draw(out);
doom_draw(out);
DrawInfoBox(out);
control_update_life_mana(); // 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)
{
char string[12];
if (!frameflag || !gbActive) {
return;
}
frameend++;
uint32_t tc = SDL_GetTicks();
uint32_t frames = tc - framestart;
if (tc - framestart >= 1000) {
framestart = tc;
framerate = 1000 * frameend / frames;
frameend = 0;
}
snprintf(string, 12, "%i FPS", framerate);
DrawString(out, string, Point { 8, 68 }, UiFlags::ColorRed);
}
/**
* @brief Update part of the screen from the back buffer
* @param dwX Back buffer coordinate
* @param dwY Back buffer coordinate
* @param dwWdt Back buffer coordinate
* @param dwHgt Back buffer coordinate
*/
void DoBlitScreen(Sint16 dwX, Sint16 dwY, Uint16 dwWdt, Uint16 dwHgt)
{
// In SDL1 SDL_Rect x and y are Sint16. Cast explicitly to avoid a compiler warning.
using CoordType = decltype(SDL_Rect {}.x);
SDL_Rect srcRect {
static_cast<CoordType>(dwX),
static_cast<CoordType>(dwY),
dwWdt, dwHgt
};
SDL_Rect dstRect { dwX, dwY, dwWdt, dwHgt };
BltFast(&srcRect, &dstRect);
}
/**
* @brief Check render pipeline and blit individual screen parts
* @param dwHgt Section of screen to update from top to bottom
* @param draw_desc Render info box
* @param draw_hp Render health bar
* @param draw_mana Render mana bar
* @param draw_sbar Render belt
* @param draw_btn Render panel buttons
*/
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) {
if (drawSbar) {
DoBlitScreen(PANEL_LEFT + 204, PANEL_TOP + 5, 232, 28);
}
if (drawDesc) {
DoBlitScreen(PANEL_LEFT + 176, PANEL_TOP + 46, 288, 60);
}
if (drawMana) {
DoBlitScreen(PANEL_LEFT + 460, PANEL_TOP, 88, 72);
DoBlitScreen(PANEL_LEFT + 564, PANEL_TOP + 64, 56, 56);
}
if (drawHp) {
DoBlitScreen(PANEL_LEFT + 96, PANEL_TOP, 88, 72);
}
if (drawBtn) {
DoBlitScreen(PANEL_LEFT + 8, PANEL_TOP + 5, 72, 119);
DoBlitScreen(PANEL_LEFT + 556, PANEL_TOP + 5, 72, 48);
if (gbIsMultiplayer) {
DoBlitScreen(PANEL_LEFT + 84, PANEL_TOP + 91, 36, 32);
DoBlitScreen(PANEL_LEFT + 524, PANEL_TOP + 91, 36, 32);
}
}
if (sgdwCursWdtOld != 0) {
DoBlitScreen(sgdwCursXOld, sgdwCursYOld, sgdwCursWdtOld, sgdwCursHgtOld);
}
if (sgdwCursWdt != 0) {
DoBlitScreen(sgdwCursX, sgdwCursY, sgdwCursWdt, sgdwCursHgt);
}
}
}
} // 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 StartOffset[8] = { { 0, -32 }, { 32, -16 }, { 64, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 }, { -64, 0 }, { -32, -16 } };
constexpr Displacement MovingOffset[8] = { { 0, 32 }, { -32, 16 }, { -64, 0 }, { -32, -16 }, { 0, -32 }, { 32, -16 }, { 64, 0 }, { 32, 16 } };
// clang-format on
float fAnimationProgress = animationInfo.GetAnimationProgress();
Displacement offset = MovingOffset[static_cast<size_t>(dir)];
offset *= fAnimationProgress;
if (cameraMode) {
offset = -offset;
} else {
offset += StartOffset[static_cast<size_t>(dir)];
}
return offset;
}
void ClearCursor() // CODE_FIX: this was supposed to be in cursor.cpp
{
sgdwCursWdt = 0;
sgdwCursWdtOld = 0;
}
void ShiftGrid(int *x, int *y, int horizontal, int vertical)
{
*x += vertical + horizontal;
*y += vertical - horizontal;
}
int RowsCoveredByPanel()
{
if (GetScreenWidth() <= PANEL_WIDTH) {
return 0;
}
int rows = PANEL_HEIGHT / TILE_HEIGHT;
if (!zoomflag) {
rows /= 2;
}
return rows;
}
void CalcTileOffset(int *offsetX, int *offsetY)
{
uint16_t screenWidth = GetScreenWidth();
uint16_t viewportHeight = GetViewportHeight();
int x;
int y;
if (zoomflag) {
x = screenWidth % TILE_WIDTH;
y = viewportHeight % TILE_HEIGHT;
} else {
x = (screenWidth / 2) % TILE_WIDTH;
y = (viewportHeight / 2) % TILE_HEIGHT;
}
if (x != 0)
x = (TILE_WIDTH - x) / 2;
if (y != 0)
y = (TILE_HEIGHT - y) / 2;
*offsetX = x;
*offsetY = y;
}
void TilesInView(int *rcolumns, int *rrows)
{
uint16_t screenWidth = GetScreenWidth();
uint16_t viewportHeight = GetViewportHeight();
int columns = screenWidth / TILE_WIDTH;
if ((screenWidth % TILE_WIDTH) != 0) {
columns++;
}
int rows = viewportHeight / TILE_HEIGHT;
if ((viewportHeight % TILE_HEIGHT) != 0) {
rows++;
}
if (!zoomflag) {
// 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()
{
tileShift = { 0, 0 };
// Adjust by player offset and tile grid alignment
int xo = 0;
int yo = 0;
CalcTileOffset(&xo, &yo);
tileOffset = { -xo, -yo - 1 + TILE_HEIGHT / 2 };
TilesInView(&tileColums, &tileRows);
int lrow = tileRows - RowsCoveredByPanel();
// Center player tile on screen
tileShift += Displacement(Direction::West) * (tileColums / 2);
tileShift += Displacement(Direction::North) * (lrow / 2);
tileRows *= 2;
// Align grid
if ((tileColums & 1) == 0) {
tileShift.deltaY--; // Shift player row to one that can be centered with out pixel offset
if ((lrow & 1) == 0) {
// Offset tile to vertically align the player when both rows and colums are even
tileRows++;
tileOffset.deltaY -= TILE_HEIGHT / 2;
}
} else if ((tileColums & 1) != 0 && (lrow & 1) != 0) {
// Offset tile to vertically align the player when both rows and colums are odd
tileShift += Displacement(Direction::North);
tileRows++;
tileOffset.deltaY -= TILE_HEIGHT / 2;
}
// Slightly lower the zoomed view
if (!zoomflag) {
tileOffset.deltaY += TILE_HEIGHT / 4;
if (yo < TILE_HEIGHT / 4)
tileRows++;
}
tileRows++; // Cover lower edge saw tooth, right edge accounted for in scrollrt_draw()
}
extern SDL_Surface *PalSurface;
void ClearScreenBuffer()
{
assert(PalSurface != nullptr);
SDL_FillRect(PalSurface, nullptr, 0);
}
#ifdef _DEBUG
void ScrollView()
{
bool scroll;
if (!MyPlayer->HoldItem.isEmpty())
return;
scroll = false;
if (MousePosition.x < 20) {
if (dmaxPosition.y - 1 <= ViewPosition.y || dminPosition.x >= ViewPosition.x) {
if (dmaxPosition.y - 1 > ViewPosition.y) {
ViewPosition.y++;
scroll = true;
}
if (dminPosition.x < ViewPosition.x) {
ViewPosition.x--;
scroll = true;
}
} else {
ViewPosition.y++;
ViewPosition.x--;
scroll = true;
}
}
if (MousePosition.x > gnScreenWidth - 20) {
if (dmaxPosition.x - 1 <= ViewPosition.x || dminPosition.y >= ViewPosition.y) {
if (dmaxPosition.x - 1 > ViewPosition.x) {
ViewPosition.x++;
scroll = true;
}
if (dminPosition.y < ViewPosition.y) {
ViewPosition.y--;
scroll = true;
}
} else {
ViewPosition.y--;
ViewPosition.x++;
scroll = true;
}
}
if (MousePosition.y < 20) {
if (dminPosition.y >= ViewPosition.y || dminPosition.x >= ViewPosition.x) {
if (dminPosition.y < ViewPosition.y) {
ViewPosition.y--;
scroll = true;
}
if (dminPosition.x < ViewPosition.x) {
ViewPosition.x--;
scroll = true;
}
} else {
ViewPosition.x--;
ViewPosition.y--;
scroll = true;
}
}
if (MousePosition.y > gnScreenHeight - 20) {
if (dmaxPosition.y - 1 <= ViewPosition.y || dmaxPosition.x - 1 <= ViewPosition.x) {
if (dmaxPosition.y - 1 > ViewPosition.y) {
ViewPosition.y++;
scroll = true;
}
if (dmaxPosition.x - 1 > ViewPosition.x) {
ViewPosition.x++;
scroll = true;
}
} else {
ViewPosition.x++;
ViewPosition.y++;
scroll = true;
}
}
if (scroll)
ScrollInfo._sdir = ScrollDirection::None;
}
#endif
void EnableFrameCount()
{
frameflag = true;
framestart = SDL_GetTicks();
}
void scrollrt_draw_game_screen()
{
int hgt = 0;
if (force_redraw == 255) {
force_redraw = 0;
hgt = gnScreenHeight;
}
if (IsHardwareCursor()) {
SetHardwareCursorVisible(ShouldShowCursor());
} else {
DrawCursor(GlobalBackBuffer());
}
DrawMain(hgt, false, false, false, false, false);
RenderPresent();
if (!IsHardwareCursor()) {
UndrawCursor(GlobalBackBuffer());
}
}
void DrawAndBlit()
{
if (!gbRunGame) {
return;
}
int hgt = 0;
bool ddsdesc = false;
bool ctrlPan = false;
if (gnScreenWidth > PANEL_WIDTH || force_redraw == 255 || IsHighlightingLabelsEnabled()) {
drawhpflag = true;
drawmanaflag = true;
drawbtnflag = true;
drawsbarflag = true;
ddsdesc = false;
ctrlPan = true;
hgt = gnScreenHeight;
} else if (force_redraw == 1) {
ddsdesc = true;
ctrlPan = false;
hgt = gnViewportHeight;
}
force_redraw = 0;
const Surface &out = GlobalBackBuffer();
UndrawCursor(out);
nthread_UpdateProgressToNextGameTick();
DrawView(out, ViewPosition);
if (ctrlPan) {
DrawCtrlPan(out);
}
if (drawhpflag) {
DrawLifeFlaskLower(out);
}
if (drawmanaflag) {
DrawManaFlaskLower(out);
DrawSpell(out);
}
if (drawbtnflag) {
DrawCtrlBtns(out);
}
if (drawsbarflag) {
DrawInvBelt(out);
}
if (talkflag) {
DrawTalkPan(out);
hgt = gnScreenHeight;
}
DrawXPBar(out);
if (*sgOptions.Graphics.showHealthValues)
DrawFlaskValues(out, { PANEL_X + 134, PANEL_Y + 28 }, MyPlayer->_pHitPoints >> 6, MyPlayer->_pMaxHP >> 6);
if (*sgOptions.Graphics.showManaValues)
DrawFlaskValues(out, { PANEL_X + PANEL_WIDTH - 138, PANEL_Y + 28 }, MyPlayer->_pMana >> 6, MyPlayer->_pMaxMana >> 6);
if (IsHardwareCursor()) {
SetHardwareCursorVisible(ShouldShowCursor());
} else {
DrawCursor(out);
}
DrawFPS(out);
DrawMain(hgt, ddsdesc, drawhpflag, drawmanaflag, drawsbarflag, drawbtnflag);
RenderPresent();
drawhpflag = false;
drawmanaflag = false;
drawbtnflag = false;
drawsbarflag = false;
}
} // namespace devilution