devilutionX/Source/scrollrt.cpp
Anders Jenbo 8a7ec56d3a Player by reference part 2
This mostly change player to be by reference instead of by index.
But additionally it does stript checks for gold in the belt, move some
value types to the initialization and short circute a few functiongs.
2021-05-24 21:00:32 +02:00

1606 lines
41 KiB
C++

/**
* @file plrmsg.cpp
*
* Implementation of functionality for rendering the dungeons, monsters and calling other render routines.
*/
#include "automap.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 "error.h"
#include "gmenu.h"
#include "help.h"
#include "init.h"
#include "inv.h"
#include "lighting.h"
#include "minitext.h"
#include "missiles.h"
#include "nthread.h"
#include "plrmsg.h"
#include "qol/monhealthbar.h"
#include "qol/xpbar.h"
#include "stores.h"
#include "towners.h"
#include "utils/log.hpp"
#ifdef _DEBUG
#include "debug.h"
#endif
namespace devilution {
/**
* Specifies the current light entry.
*/
int light_table_index;
uint32_t sgdwCursWdtOld;
int sgdwCursX;
int sgdwCursY;
/**
* Lower bound of back buffer.
*/
uint32_t sgdwCursHgt;
/**
* 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;
int sgdwCursXOld;
int sgdwCursYOld;
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;
uint32_t sgdwCursWdt;
void (*DrawPlrProc)(int, int, int, int, int, BYTE *, int, int, int, int);
BYTE sgSaveBack[8192];
uint32_t sgdwCursHgtOld;
bool dRendered[MAXDUNX][MAXDUNY];
int frames;
bool frameflag;
int frameend;
int framerate;
int framestart;
/* data */
const char *const szMonModeAssert[] = {
"standing",
"walking (1)",
"walking (2)",
"walking (3)",
"attacking",
"getting hit",
"dying",
"attacking (special)",
"fading in",
"fading out",
"attacking (ranged)",
"standing (special)",
"attacking (special ranged)",
"delaying",
"charging",
"stoned",
"healing",
"talking"
};
const char *const szPlrModeAssert[] = {
"standing",
"walking (1)",
"walking (2)",
"walking (3)",
"attacking (melee)",
"attacking (ranged)",
"blocking",
"getting hit",
"dying",
"casting a spell",
"changing levels",
"quitting"
};
Point GetOffsetForWalking(const AnimationInfo &animationInfo, const Direction dir, bool cameraMode /*= false*/)
{
// clang-format off
// DIR_S, DIR_SW, DIR_W, DIR_NW, DIR_N, DIR_NE, DIR_E, DIR_SE,
constexpr Point startOffset[8] = { { 0, -32 }, { 32, -16 }, { 32, -16 }, { 0, 0 }, { 0, 0 }, { 0, 0 }, { -32, -16 }, { -32, -16 } };
constexpr Point movingOffset[8] = { { 0, 32 }, { -32, 16 }, { -64, 0 }, { -32, -16 }, { 0, -32 }, { 32, -16 }, { 64, 0 }, { 32, 16 } };
constexpr bool isDiagionalWalk[8] = { false, true, false, true, false, true, false, true };
// clang-format on
float fAnimationProgress = animationInfo.GetAnimationProgress();
Point offset = movingOffset[dir];
offset *= fAnimationProgress;
// In diagonal walks the offset for y is smaller than x.
// This means that sometimes x is updated but y not.
// That results in a small stuttering.
// To fix this we disallow odd x as this is the only case where y is not updated.
if (isDiagionalWalk[dir] && ((offset.x % 2) != 0)) {
offset.x -= offset.x > 0 ? 1 : -1;
}
if (cameraMode) {
offset = -offset;
} else {
offset += startOffset[dir];
}
return offset;
}
/**
* @brief Clear cursor state
*/
void ClearCursor() // CODE_FIX: this was supposed to be in cursor.cpp
{
sgdwCursWdt = 0;
sgdwCursWdtOld = 0;
}
static void BlitCursor(BYTE *dst, int dst_pitch, BYTE *src, int src_pitch)
{
for (uint32_t i = 0; i < sgdwCursHgt; ++i, src += src_pitch, dst += dst_pitch) {
memcpy(dst, src, sgdwCursWdt);
}
}
/**
* @brief Remove the cursor from the buffer
*/
static void UndrawCursor(const CelOutputBuffer &out)
{
if (sgdwCursWdt == 0) {
return;
}
BlitCursor(out.at(sgdwCursX, sgdwCursY), out.pitch(), sgSaveBack, sgdwCursWdt);
sgdwCursXOld = sgdwCursX;
sgdwCursYOld = sgdwCursY;
sgdwCursWdtOld = sgdwCursWdt;
sgdwCursHgtOld = sgdwCursHgt;
sgdwCursWdt = 0;
}
/**
* @brief Save the content behind the cursor to a temporary buffer, then draw the cursor.
*/
static void DrawCursor(const CelOutputBuffer &out)
{
if (pcurs <= CURSOR_NONE || cursW == 0 || cursH == 0) {
return;
}
if (sgbControllerActive && !IsMovingMouseCursorWithController() && pcurs != CURSOR_TELEPORT && !invflag && (!chrflag || plr[myplr]._pStatPts <= 0)) {
return;
}
// Copy the buffer before the item cursor and its 1px outline are drawn to a temporary buffer.
if (MouseX < -cursW - 1 || MouseX > out.w() || MouseY < -cursH - 1 || MouseY > out.h())
return;
sgdwCursX = std::max(MouseX - 1, 0);
sgdwCursWdt = MouseX < 0 ? cursW + MouseX + 1 : std::min(MouseX + cursW + 1, out.w()) - MouseX;
sgdwCursY = std::max(MouseY - 1, 0);
sgdwCursHgt = MouseY < 0 ? cursH + MouseY + 1 : std::min(MouseY + cursH + 1, out.h()) - MouseY;
BlitCursor(sgSaveBack, sgdwCursWdt, out.at(sgdwCursX, sgdwCursY), out.pitch());
const auto &sprite = GetInvItemSprite(pcurs);
const int frame = GetInvItemFrame(pcurs);
bool usable = true;
if (pcurs >= CURSOR_FIRSTITEM) {
const auto &heldItem = plr[myplr].HoldItem;
CelBlitOutlineTo(out, GetOutlineColor(heldItem, true), MouseX, MouseY + cursH - 1, sprite, frame, false);
usable = heldItem._iStatFlag;
}
CelDrawItem(usable, out, MouseX, MouseY + cursH - 1, sprite, frame);
}
/**
* @brief Render a missile sprite
* @param out Output buffer
* @param m Pointer to MissileStruct struct
* @param sx Output buffer coordinate
* @param sy Output buffer coordinate
* @param pre Is the sprite in the background
*/
void DrawMissilePrivate(const CelOutputBuffer &out, MissileStruct *m, int sx, int sy, bool pre)
{
if (m->_miPreFlag != pre || !m->_miDrawFlag)
return;
if (m->_miAnimData == nullptr) {
Log("Draw Missile 2 type {}: NULL Cel Buffer", m->_mitype);
return;
}
int nCel = m->_miAnimFrame;
auto frameTable = reinterpret_cast<const uint32_t *>(m->_miAnimData);
int frames = SDL_SwapLE32(frameTable[0]);
if (nCel < 1 || frames > 50 || nCel > frames) {
Log("Draw Missile 2: frame {} of {}, missile type=={}", nCel, frames, m->_mitype);
return;
}
int mx = sx + m->position.offset.x - m->_miAnimWidth2;
int my = sy + m->position.offset.y;
CelSprite cel { m->_miAnimData, m->_miAnimWidth };
if (m->_miUniqTrans)
Cl2DrawLightTbl(out, mx, my, cel, m->_miAnimFrame, m->_miUniqTrans + 3);
else if (m->_miLightFlag)
Cl2DrawLight(out, mx, my, cel, m->_miAnimFrame);
else
Cl2Draw(out, mx, my, cel, m->_miAnimFrame);
}
/**
* @brief Render a missile sprites for a given tile
* @param out Output buffer
* @param x dPiece coordinate
* @param y dPiece coordinate
* @param sx Output buffer coordinate
* @param sy Output buffer coordinate
* @param pre Is the sprite in the background
*/
void DrawMissile(const CelOutputBuffer &out, int x, int y, int sx, int sy, bool pre)
{
int i;
MissileStruct *m;
if ((dFlags[x][y] & BFLAG_MISSILE) == 0)
return;
if (dMissile[x][y] != -1) {
m = &missile[dMissile[x][y] - 1];
DrawMissilePrivate(out, m, sx, sy, pre);
return;
}
for (i = 0; i < nummissiles; i++) {
assert(missileactive[i] < MAXMISSILES);
m = &missile[missileactive[i]];
if (m->position.tile.x != x || m->position.tile.y != y)
continue;
DrawMissilePrivate(out, m, sx, sy, pre);
}
}
/**
* @brief Render a monster sprite
* @param out Output buffer
* @param x dPiece coordinate
* @param y dPiece coordinate
* @param mx Output buffer coordinate
* @param my Output buffer coordinate
* @param m Id of monster
*/
static void DrawMonster(const CelOutputBuffer &out, int x, int y, int mx, int my, int m)
{
if (m < 0 || m >= MAXMONSTERS) {
Log("Draw Monster: tried to draw illegal monster {}", m);
return;
}
if (monster[m]._mAnimData == nullptr) {
Log("Draw Monster \"{}\": NULL Cel Buffer", monster[m].mName);
return;
}
int nCel = monster[m]._mAnimFrame;
auto frameTable = reinterpret_cast<const uint32_t *>(monster[m]._mAnimData);
int frames = SDL_SwapLE32(frameTable[0]);
if (nCel < 1 || frames > 50 || nCel > frames) {
const char *szMode = "unknown action";
if (monster[m]._mmode <= 17)
szMode = szMonModeAssert[monster[m]._mmode];
Log(
"Draw Monster \"{}\" {}: facing {}, frame {} of {}",
monster[m].mName,
szMode,
monster[m]._mdir,
nCel,
frames);
return;
}
CelSprite cel { monster[m]._mAnimData, monster[m].MType->width };
if ((dFlags[x][y] & BFLAG_LIT) == 0) {
Cl2DrawLightTbl(out, mx, my, cel, monster[m]._mAnimFrame, 1);
return;
}
char trans = 0;
if (monster[m]._uniqtype)
trans = monster[m]._uniqtrans + 4;
if (monster[m]._mmode == MM_STONE)
trans = 2;
if (plr[myplr]._pInfraFlag && light_table_index > 8)
trans = 1;
if (trans)
Cl2DrawLightTbl(out, mx, my, cel, monster[m]._mAnimFrame, trans);
else
Cl2DrawLight(out, mx, my, cel, monster[m]._mAnimFrame);
}
/**
* @brief Helper for rendering a specific player icon (Mana Shield or Reflect)
*/
static void DrawPlayerIconHelper(const CelOutputBuffer &out, int pnum, missile_graphic_id missileGraphicId, int x, int y, bool lighting)
{
x += CalculateWidth2(plr[pnum].AnimInfo.pCelSprite->Width()) - misfiledata[missileGraphicId].mAnimWidth2[0];
int width = misfiledata[missileGraphicId].mAnimWidth[0];
byte *pCelBuff = misfiledata[missileGraphicId].mAnimData[0];
CelSprite cel { pCelBuff, width };
if (pnum == myplr) {
Cl2Draw(out, x, y, cel, 1);
return;
}
if (lighting) {
Cl2DrawLightTbl(out, x, y, cel, 1, 1);
return;
}
Cl2DrawLight(out, x, y, cel, 1);
}
/**
* @brief Helper for rendering player icons (Mana Shield and Reflect)
* @param out Output buffer
* @param pnum Player id
* @param sx Output buffer coordinate
* @param sy Output buffer coordinate
* @param lighting Should lighting be applied
*/
static void DrawPlayerIcons(const CelOutputBuffer &out, int pnum, int x, int y, bool lighting)
{
if (plr[pnum].pManaShield)
DrawPlayerIconHelper(out, pnum, MFILE_MANASHLD, x, y, lighting);
if (plr[pnum].wReflections > 0)
DrawPlayerIconHelper(out, pnum, MFILE_REFLECT, x, y + 16, lighting);
}
/**
* @brief Render a player sprite
* @param out Output buffer
* @param pnum Player id
* @param x dPiece coordinate
* @param y dPiece coordinate
* @param px Output buffer coordinate
* @param py Output buffer coordinate
* @param pCelBuff sprite buffer
* @param nCel frame
* @param nWidth width
*/
static void DrawPlayer(const CelOutputBuffer &out, int pnum, int x, int y, int px, int py)
{
if ((dFlags[x][y] & BFLAG_LIT) == 0 && !plr[myplr]._pInfraFlag && leveltype != DTYPE_TOWN) {
return;
}
auto &player = plr[pnum];
auto *pCelSprite = player.AnimInfo.pCelSprite;
int nCel = player.AnimInfo.GetFrameToUseForRendering();
if (pCelSprite == nullptr) {
Log("Drawing player {} \"{}\": NULL CelSprite", pnum, plr[pnum]._pName);
return;
}
int frames = SDL_SwapLE32(*reinterpret_cast<const DWORD *>(pCelSprite->Data()));
if (nCel < 1 || frames > 50 || nCel > frames) {
const char *szMode = "unknown action";
if (plr[pnum]._pmode <= PM_QUIT)
szMode = szPlrModeAssert[plr[pnum]._pmode];
Log(
"Drawing player {} \"{}\" {}: facing {}, frame {} of {}",
pnum,
plr[pnum]._pName,
szMode,
plr[pnum]._pdir,
nCel,
frames);
return;
}
if (pnum == pcursplr)
Cl2DrawOutline(out, 165, px, py, *pCelSprite, nCel);
if (pnum == myplr) {
Cl2Draw(out, px, py, *pCelSprite, nCel);
DrawPlayerIcons(out, pnum, px, py, true);
return;
}
if (!(dFlags[x][y] & BFLAG_LIT) || (plr[myplr]._pInfraFlag && light_table_index > 8)) {
Cl2DrawLightTbl(out, px, py, *pCelSprite, nCel, 1);
DrawPlayerIcons(out, pnum, px, py, true);
return;
}
int l = light_table_index;
if (light_table_index < 5)
light_table_index = 0;
else
light_table_index -= 5;
Cl2DrawLight(out, px, py, *pCelSprite, nCel);
DrawPlayerIcons(out, pnum, px, py, false);
light_table_index = l;
}
/**
* @brief Render a player sprite
* @param out Output buffer
* @param x dPiece coordinate
* @param y dPiece coordinate
* @param sx Output buffer coordinate
* @param sy Output buffer coordinate
*/
void DrawDeadPlayer(const CelOutputBuffer &out, int x, int y, int sx, int sy)
{
dFlags[x][y] &= ~BFLAG_DEAD_PLAYER;
for (int i = 0; i < MAX_PLRS; i++) {
auto &player = plr[i];
if (player.plractive && player._pHitPoints == 0 && player.plrlevel == (BYTE)currlevel && player.position.tile.x == x && player.position.tile.y == y) {
dFlags[x][y] |= BFLAG_DEAD_PLAYER;
int px = sx + player.position.offset.x - CalculateWidth2(player.AnimInfo.pCelSprite == nullptr ? 96 : player.AnimInfo.pCelSprite->Width());
int py = sy + player.position.offset.y;
DrawPlayer(out, i, x, y, px, py);
}
}
}
/**
* @brief Render an object sprite
* @param out Output buffer
* @param x dPiece coordinate
* @param y dPiece coordinate
* @param ox Output buffer coordinate
* @param oy Output buffer coordinate
* @param pre Is the sprite in the background
*/
static void DrawObject(const CelOutputBuffer &out, int x, int y, int ox, int oy, bool pre)
{
if (dObject[x][y] == 0 || light_table_index >= lightmax)
return;
int sx, sy;
int8_t bv;
if (dObject[x][y] > 0) {
bv = dObject[x][y] - 1;
if (object[bv]._oPreFlag != pre)
return;
sx = ox - CalculateWidth2(object[bv]._oAnimWidth);
sy = oy;
} else {
bv = -(dObject[x][y] + 1);
if (object[bv]._oPreFlag != pre)
return;
int xx = object[bv].position.x - x;
int yy = object[bv].position.y - y;
sx = (xx * TILE_WIDTH / 2) + ox - CalculateWidth2(object[bv]._oAnimWidth) - (yy * TILE_WIDTH / 2);
sy = oy + (yy * TILE_HEIGHT / 2) + (xx * TILE_HEIGHT / 2);
}
assert(bv >= 0 && bv < MAXOBJECTS);
byte *pCelBuff = object[bv]._oAnimData;
if (pCelBuff == nullptr) {
Log("Draw Object type {}: NULL Cel Buffer", object[bv]._otype);
return;
}
uint32_t nCel = object[bv]._oAnimFrame;
uint32_t frames = LoadLE32(pCelBuff);
if (nCel < 1 || frames > 50 || nCel > frames) {
Log("Draw Object: frame {} of {}, object type=={}", nCel, frames, object[bv]._otype);
return;
}
CelSprite cel { object[bv]._oAnimData, object[bv]._oAnimWidth };
if (bv == pcursobj)
CelBlitOutlineTo(out, 194, sx, sy, cel, object[bv]._oAnimFrame);
if (object[bv]._oLight) {
CelClippedDrawLightTo(out, sx, sy, cel, object[bv]._oAnimFrame);
} else {
CelClippedDrawTo(out, sx, sy, cel, object[bv]._oAnimFrame);
}
}
static void scrollrt_draw_dungeon(const CelOutputBuffer &, int, int, int, int);
/**
* @brief Render a cell
* @param out Target buffer
* @param x dPiece coordinate
* @param y dPiece coordinate
* @param sx Target buffer coordinate
* @param sy Target buffer coordinate
*/
static void drawCell(const CelOutputBuffer &out, int x, int y, int sx, int sy)
{
MICROS *pMap = &dpiece_defs_map_2[x][y];
level_piece_id = dPiece[x][y];
cel_transparency_active = (BYTE)(nTransTable[level_piece_id] & TransList[dTransVal[x][y]]);
cel_foliage_active = !nSolidTable[level_piece_id];
for (int i = 0; i < (MicroTileLen / 2); i++) {
level_cel_block = pMap->mt[2 * i];
if (level_cel_block != 0) {
arch_draw_type = i == 0 ? 1 : 0;
RenderTile(out, sx, sy);
}
level_cel_block = pMap->mt[2 * i + 1];
if (level_cel_block != 0) {
arch_draw_type = i == 0 ? 2 : 0;
RenderTile(out, sx + TILE_WIDTH / 2, sy);
}
sy -= TILE_HEIGHT;
}
cel_foliage_active = false;
}
/**
* @brief Render a floor tiles
* @param out Target buffer
* @param x dPiece coordinate
* @param y dPiece coordinate
* @param sx Target buffer coordinate
* @param sy Target buffer coordinate
*/
static void drawFloor(const CelOutputBuffer &out, int x, int y, int sx, int sy)
{
cel_transparency_active = false;
light_table_index = dLight[x][y];
arch_draw_type = 1; // Left
level_cel_block = dpiece_defs_map_2[x][y].mt[0];
if (level_cel_block != 0) {
RenderTile(out, sx, sy);
}
arch_draw_type = 2; // Right
level_cel_block = dpiece_defs_map_2[x][y].mt[1];
if (level_cel_block != 0) {
RenderTile(out, sx + TILE_WIDTH / 2, sy);
}
}
/**
* @brief Draw item for a given tile
* @param out Output buffer
* @param y dPiece coordinate
* @param x dPiece coordinate
* @param sx Output buffer coordinate
* @param sy Output buffer coordinate
* @param pre Is the sprite in the background
*/
static void DrawItem(const CelOutputBuffer &out, int x, int y, int sx, int sy, bool pre)
{
int8_t bItem = dItem[x][y];
if (bItem <= 0)
return;
ItemStruct *pItem = &items[bItem - 1];
if (pItem->_iPostDraw == pre)
return;
auto *cel = pItem->_iAnimData;
if (cel == nullptr) {
Log("Draw Item \"{}\" 1: NULL CelSprite", pItem->_iIName);
return;
}
int nCel = pItem->_iAnimFrame;
int frames = SDL_SwapLE32(*(DWORD *)cel->Data());
if (nCel < 1 || frames > 50 || nCel > frames) {
Log("Draw \"{}\" Item 1: frame {} of {}, item type=={}", pItem->_iIName, nCel, frames, pItem->_itype);
return;
}
int px = sx - CalculateWidth2(cel->Width());
if (bItem - 1 == pcursitem || AutoMapShowItems) {
CelBlitOutlineTo(out, GetOutlineColor(*pItem, false), px, sy, *cel, nCel);
}
CelClippedDrawLightTo(out, px, sy, *cel, nCel);
}
/**
* @brief Check if and how a monster should be rendered
* @param out Output buffer
* @param y dPiece coordinate
* @param x dPiece coordinate
* @param oy dPiece Y offset
* @param sx Output buffer coordinate
* @param sy Output buffer coordinate
*/
static void DrawMonsterHelper(const CelOutputBuffer &out, int x, int y, int oy, int sx, int sy)
{
int mi, px, py;
MonsterStruct *pMonster;
mi = dMonster[x][y + oy];
mi = mi > 0 ? mi - 1 : -(mi + 1);
if (leveltype == DTYPE_TOWN) {
px = sx - CalculateWidth2(towners[mi]._tAnimWidth);
if (mi == pcursmonst) {
CelBlitOutlineTo(out, 166, px, sy, CelSprite(towners[mi]._tAnimData, towners[mi]._tAnimWidth), towners[mi]._tAnimFrame);
}
assert(towners[mi]._tAnimData);
CelClippedDrawTo(out, px, sy, CelSprite(towners[mi]._tAnimData, towners[mi]._tAnimWidth), towners[mi]._tAnimFrame);
return;
}
if (!(dFlags[x][y] & BFLAG_LIT) && !plr[myplr]._pInfraFlag)
return;
if (mi < 0 || mi >= MAXMONSTERS) {
Log("Draw Monster: tried to draw illegal monster {}", mi);
return;
}
pMonster = &monster[mi];
if ((pMonster->_mFlags & MFLAG_HIDDEN) != 0) {
return;
}
if (pMonster->MType == nullptr) {
Log("Draw Monster \"{}\": uninitialized monster", pMonster->mName);
return;
}
px = sx + pMonster->position.offset.x - CalculateWidth2(pMonster->MType->width);
py = sy + pMonster->position.offset.y;
if (mi == pcursmonst) {
Cl2DrawOutline(out, 233, px, py, CelSprite(pMonster->_mAnimData, pMonster->MType->width), pMonster->_mAnimFrame);
}
DrawMonster(out, x, y, px, py, mi);
}
/**
* @brief Check if and how a player should be rendered
* @param out Output buffer
* @param y dPiece coordinate
* @param x dPiece coordinate
* @param sx Output buffer coordinate
* @param sy Output buffer coordinate
*/
static void DrawPlayerHelper(const CelOutputBuffer &out, int x, int y, int sx, int sy)
{
int p = dPlayer[x][y];
p = p > 0 ? p - 1 : -(p + 1);
if (p < 0 || p >= MAX_PLRS) {
Log("draw player: tried to draw illegal player {}", p);
return;
}
auto &player = plr[p];
Point offset = player.position.offset;
if (player.IsWalking()) {
offset = GetOffsetForWalking(player.AnimInfo, player._pdir);
}
int px = sx + offset.x - CalculateWidth2(player.AnimInfo.pCelSprite == nullptr ? 96 : player.AnimInfo.pCelSprite->Width());
int py = sy + offset.y;
DrawPlayer(out, p, x, y, px, py);
}
/**
* @brief Render object sprites
* @param out Target buffer
* @param sx dPiece coordinate
* @param sy dPiece coordinate
* @param dx Target buffer coordinate
* @param dy Target buffer coordinate
*/
static void scrollrt_draw_dungeon(const CelOutputBuffer &out, int sx, int sy, int dx, int dy)
{
assert((DWORD)sx < MAXDUNX);
assert((DWORD)sy < MAXDUNY);
if (dRendered[sx][sy])
return;
dRendered[sx][sy] = true;
light_table_index = dLight[sx][sy];
drawCell(out, sx, sy, dx, dy);
int8_t bFlag = dFlags[sx][sy];
int8_t bDead = dDead[sx][sy];
int8_t bMap = dTransVal[sx][sy];
int negMon = 0;
if (sy > 0) // check for OOB
negMon = dMonster[sx][sy - 1];
#ifdef _DEBUG
if (visiondebug && bFlag & BFLAG_LIT) {
CelClippedDrawTo(out, dx, dy, *pSquareCel, 1);
}
#endif
if (MissilePreFlag) {
DrawMissile(out, sx, sy, dx, dy, true);
}
if (light_table_index < lightmax && bDead != 0) {
do {
DeadStruct *pDeadGuy = &dead[(bDead & 0x1F) - 1];
auto dd = static_cast<Direction>((bDead >> 5) & 7);
int px = dx - CalculateWidth2(pDeadGuy->_deadWidth);
byte *pCelBuff = pDeadGuy->_deadData[dd];
assert(pCelBuff != nullptr);
auto frameTable = reinterpret_cast<const uint32_t *>(pCelBuff);
int frames = SDL_SwapLE32(frameTable[0]);
int nCel = pDeadGuy->_deadFrame;
if (nCel < 1 || frames > 50 || nCel > frames) {
Log("Unclipped dead: frame {} of {}, deadnum=={}", nCel, frames, (bDead & 0x1F) - 1);
break;
}
if (pDeadGuy->_deadtrans != 0) {
Cl2DrawLightTbl(out, px, dy, CelSprite(pCelBuff, pDeadGuy->_deadWidth), nCel, pDeadGuy->_deadtrans);
} else {
Cl2DrawLight(out, px, dy, CelSprite(pCelBuff, pDeadGuy->_deadWidth), nCel);
}
} while (false);
}
DrawObject(out, sx, sy, dx, dy, true);
DrawItem(out, sx, sy, dx, dy, true);
if ((bFlag & BFLAG_PLAYERLR) != 0) {
assert((DWORD)(sy - 1) < MAXDUNY);
DrawPlayerHelper(out, sx, sy - 1, dx, dy);
}
if (bFlag & BFLAG_MONSTLR && negMon < 0) {
DrawMonsterHelper(out, sx, sy, -1, dx, dy);
}
if ((bFlag & BFLAG_DEAD_PLAYER) != 0) {
DrawDeadPlayer(out, sx, sy, dx, dy);
}
if (dPlayer[sx][sy] > 0) {
DrawPlayerHelper(out, sx, sy, dx, dy);
}
if (dMonster[sx][sy] > 0) {
DrawMonsterHelper(out, sx, sy, 0, dx, dy);
}
DrawMissile(out, sx, sy, dx, dy, false);
DrawObject(out, sx, sy, dx, dy, false);
DrawItem(out, sx, sy, dx, dy, false);
if (leveltype != DTYPE_TOWN) {
char bArch = dSpecial[sx][sy];
if (bArch != 0) {
cel_transparency_active = TransList[bMap];
#ifdef _DEBUG
if ((GetAsyncKeyState(DVL_VK_MENU) & 0x8000) != 0) {
cel_transparency_active = false; // Turn transparency off here for debugging
}
#endif
CelClippedBlitLightTransTo(out, dx, dy, *pSpecialCels, bArch);
#ifdef _DEBUG
if ((GetAsyncKeyState(DVL_VK_MENU) & 0x8000) != 0) {
cel_transparency_active = TransList[bMap]; // Turn transparency back to its normal state
}
#endif
}
} else {
// Tree leaves should always cover player when entering or leaving the tile,
// So delay the rendering until after the next row is being drawn.
// This could probably have been better solved by sprites in screen space.
if (sx > 0 && sy > 0 && dy > TILE_HEIGHT) {
char bArch = dSpecial[sx - 1][sy - 1];
if (bArch != 0) {
CelDrawTo(out, dx, dy - TILE_HEIGHT, *pSpecialCels, bArch);
}
}
}
}
/**
* @brief Render a row of tiles
* @param out Buffer to render to
* @param x dPiece coordinate
* @param y dPiece coordinate
* @param sx Target buffer coordinate
* @param sy Target buffer coordinate
* @param rows Number of rows
* @param columns Tile in a row
*/
static void scrollrt_drawFloor(const CelOutputBuffer &out, int x, int y, int sx, int sy, int rows, int columns)
{
for (int i = 0; i < rows; i++) {
for (int j = 0; j < columns; j++) {
if (x >= 0 && x < MAXDUNX && y >= 0 && y < MAXDUNY) {
level_piece_id = dPiece[x][y];
if (level_piece_id != 0) {
if (!nSolidTable[level_piece_id])
drawFloor(out, x, y, sx, sy);
} else {
world_draw_black_tile(out, sx, sy);
}
} else {
world_draw_black_tile(out, sx, sy);
}
ShiftGrid(&x, &y, 1, 0);
sx += TILE_WIDTH;
}
// Return to start of row
ShiftGrid(&x, &y, -columns, 0);
sx -= columns * TILE_WIDTH;
// Jump to next row
sy += TILE_HEIGHT / 2;
if ((i & 1) != 0) {
x++;
columns--;
sx += TILE_WIDTH / 2;
} else {
y++;
columns++;
sx -= TILE_WIDTH / 2;
}
}
}
#define IsWall(x, y) (dPiece[x][y] == 0 || nSolidTable[dPiece[x][y]] || dSpecial[x][y] != 0)
#define IsWalkable(x, y) (dPiece[x][y] != 0 && !nSolidTable[dPiece[x][y]])
/**
* @brief Render a row of tile
* @param out Output buffer
* @param x dPiece coordinate
* @param y dPiece coordinate
* @param sx Buffer coordinate
* @param sy Buffer coordinate
* @param rows Number of rows
* @param columns Tile in a row
*/
static void scrollrt_draw(const CelOutputBuffer &out, int x, int y, int sx, int sy, int rows, int columns)
{
// Keep evaluating until MicroTiles can't affect screen
rows += MicroTileLen;
memset(dRendered, 0, sizeof(dRendered));
for (int i = 0; i < rows; i++) {
for (int j = 0; j < columns; j++) {
if (x >= 0 && x < MAXDUNX && y >= 0 && y < MAXDUNY) {
if (x + 1 < MAXDUNX && y - 1 >= 0 && sx + TILE_WIDTH <= gnScreenWidth) {
// Render objects behind walls first to prevent sprites, that are moving
// between tiles, from poking through the walls as they exceed the tile bounds.
// A proper fix for this would probably be to layout the sceen and render by
// sprite screen position rather than tile position.
if (IsWall(x, y) && (IsWall(x + 1, y) || (x > 0 && IsWall(x - 1, y)))) { // Part of a wall aligned on the x-axis
if (IsWalkable(x + 1, y - 1) && IsWalkable(x, y - 1)) { // Has walkable area behind it
scrollrt_draw_dungeon(out, x + 1, y - 1, sx + TILE_WIDTH, sy);
}
}
}
if (dPiece[x][y] != 0) {
scrollrt_draw_dungeon(out, x, y, sx, sy);
}
}
ShiftGrid(&x, &y, 1, 0);
sx += TILE_WIDTH;
}
// Return to start of row
ShiftGrid(&x, &y, -columns, 0);
sx -= columns * TILE_WIDTH;
// Jump to next row
sy += TILE_HEIGHT / 2;
if ((i & 1) != 0) {
x++;
columns--;
sx += TILE_WIDTH / 2;
} else {
y++;
columns++;
sx -= TILE_WIDTH / 2;
}
}
}
/**
* @brief Scale up the top left part of the buffer 2x.
*/
static void Zoom(const CelOutputBuffer &out)
{
int viewport_width = out.w();
int viewport_offset_x = 0;
if (CanPanelsCoverView()) {
if (chrflag || questlog) {
viewport_width -= SPANEL_WIDTH;
viewport_offset_x = SPANEL_WIDTH;
} else if (invflag || sbookflag) {
viewport_width -= SPANEL_WIDTH;
}
}
// We round to even for the source width and height.
// If the width / height was odd, we copy just one extra pixel / row later on.
const int src_width = (viewport_width + 1) / 2;
const int doubleable_width = viewport_width / 2;
const int src_height = (out.h() + 1) / 2;
const int doubleable_height = out.h() / 2;
BYTE *src = out.at(src_width - 1, src_height - 1);
BYTE *dst = out.at(viewport_offset_x + viewport_width - 1, out.h() - 1);
const bool odd_viewport_width = (viewport_width % 2) == 1;
for (int hgt = 0; hgt < doubleable_height; hgt++) {
// Double the pixels in the line.
for (int i = 0; i < doubleable_width; i++) {
*dst-- = *src;
*dst-- = *src;
--src;
}
// Copy a single extra pixel if the output width is odd.
if (odd_viewport_width) {
*dst-- = *src;
--src;
}
// Skip the rest of the source line.
src -= (out.pitch() - src_width);
// Double the line.
memcpy(dst - out.pitch() + 1, dst + 1, viewport_width);
// Skip the rest of the destination line.
dst -= 2 * out.pitch() - viewport_width;
}
if ((out.h() % 2) == 1) {
memcpy(dst - out.pitch() + 1, dst + 1, viewport_width);
}
}
/**
* @brief Shifting the view area along the logical grid
* Note: this won't allow you to shift between even and odd rows
* @param horizontal Shift the screen left or right
* @param vertical Shift the screen up or down
*/
void ShiftGrid(int *x, int *y, int horizontal, int vertical)
{
*x += vertical + horizontal;
*y += vertical - horizontal;
}
/**
* @brief Gets the number of rows covered by the main panel
*/
int RowsCoveredByPanel()
{
if (gnScreenWidth <= PANEL_WIDTH) {
return 0;
}
int rows = PANEL_HEIGHT / TILE_HEIGHT;
if (!zoomflag) {
rows /= 2;
}
return rows;
}
/**
* @brief Calculate the offset needed for centering tiles in view area
* @param offsetX Offset in pixels
* @param offsetY Offset in pixels
*/
void CalcTileOffset(int *offsetX, int *offsetY)
{
int x, y;
if (zoomflag) {
x = gnScreenWidth % TILE_WIDTH;
y = gnViewportHeight % TILE_HEIGHT;
} else {
x = (gnScreenWidth / 2) % TILE_WIDTH;
y = (gnViewportHeight / 2) % TILE_HEIGHT;
}
if (x)
x = (TILE_WIDTH - x) / 2;
if (y)
y = (TILE_HEIGHT - y) / 2;
*offsetX = x;
*offsetY = y;
}
/**
* @brief Calculate the needed diamond tile to cover the view area
* @param columns Tiles needed per row
* @param rows Both even and odd rows
*/
void TilesInView(int *rcolumns, int *rrows)
{
int columns = gnScreenWidth / TILE_WIDTH;
if ((gnScreenWidth % TILE_WIDTH) != 0) {
columns++;
}
int rows = gnViewportHeight / TILE_HEIGHT;
if ((gnViewportHeight % 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;
}
int tileOffsetX;
int tileOffsetY;
int tileShiftX;
int tileShiftY;
int tileColums;
int tileRows;
void CalcViewportGeometry()
{
int xo, yo;
tileShiftX = 0;
tileShiftY = 0;
// Adjust by player offset and tile grid alignment
CalcTileOffset(&xo, &yo);
tileOffsetX = 0 - xo;
tileOffsetY = 0 - yo - 1 + TILE_HEIGHT / 2;
TilesInView(&tileColums, &tileRows);
int lrow = tileRows - RowsCoveredByPanel();
// Center player tile on screen
ShiftGrid(&tileShiftX, &tileShiftY, -tileColums / 2, -lrow / 2);
tileRows *= 2;
// Align grid
if ((tileColums & 1) == 0) {
tileShiftY--; // Shift player row to one that can be centered with out pixel offset
if ((lrow & 1) == 0) {
// Offset tile to vertically align the player when both rows and colums are even
tileRows++;
tileOffsetY -= TILE_HEIGHT / 2;
}
} else if ((tileColums & 1) != 0 && (lrow & 1) != 0) {
// Offset tile to vertically align the player when both rows and colums are odd
ShiftGrid(&tileShiftX, &tileShiftY, 0, -1);
tileRows++;
tileOffsetY -= TILE_HEIGHT / 2;
}
// Slightly lower the zoomed view
if (!zoomflag) {
tileOffsetY += TILE_HEIGHT / 4;
if (yo < TILE_HEIGHT / 4)
tileRows++;
}
tileRows++; // Cover lower edge saw tooth, right edge accounted for in scrollrt_draw()
}
/**
* @brief Configure render and process screen rows
* @param full_out Buffer to render to
* @param x Center of view in dPiece coordinate
* @param y Center of view in dPiece coordinate
*/
static void DrawGame(const CelOutputBuffer &full_out, int x, int y)
{
int sx, sy, columns, rows;
// Limit rendering to the view area
const CelOutputBuffer &out = zoomflag
? full_out.subregionY(0, gnViewportHeight)
: full_out.subregionY(0, (gnViewportHeight + 1) / 2);
// Adjust by player offset and tile grid alignment
auto &myPlayer = plr[myplr];
Point offset = ScrollInfo.offset;
if (myPlayer.IsWalking())
offset = GetOffsetForWalking(myPlayer.AnimInfo, myPlayer._pdir, true);
sx = offset.x + tileOffsetX;
sy = offset.y + tileOffsetY;
columns = tileColums;
rows = tileRows;
x += tileShiftX;
y += tileShiftY;
// Skip rendering parts covered by the panels
if (CanPanelsCoverView()) {
if (zoomflag) {
if (chrflag || questlog) {
ShiftGrid(&x, &y, 2, 0);
columns -= 4;
sx += SPANEL_WIDTH - TILE_WIDTH / 2;
}
if (invflag || sbookflag) {
ShiftGrid(&x, &y, 2, 0);
columns -= 4;
sx += -TILE_WIDTH / 2;
}
} else {
if (chrflag || questlog) {
ShiftGrid(&x, &y, 1, 0);
columns -= 2;
sx += -TILE_WIDTH / 2 / 2; // SPANEL_WIDTH accounted for in Zoom()
}
if (invflag || sbookflag) {
ShiftGrid(&x, &y, 1, 0);
columns -= 2;
sx += -TILE_WIDTH / 2 / 2;
}
}
}
// Draw areas moving in and out of the screen
switch (ScrollInfo._sdir) {
case SDIR_N:
sy -= TILE_HEIGHT;
ShiftGrid(&x, &y, 0, -1);
rows += 2;
break;
case SDIR_NE:
sy -= TILE_HEIGHT;
ShiftGrid(&x, &y, 0, -1);
columns++;
rows += 2;
break;
case SDIR_E:
columns++;
break;
case SDIR_SE:
columns++;
rows++;
break;
case SDIR_S:
rows += 2;
break;
case SDIR_SW:
sx -= TILE_WIDTH;
ShiftGrid(&x, &y, -1, 0);
columns++;
rows++;
break;
case SDIR_W:
sx -= TILE_WIDTH;
ShiftGrid(&x, &y, -1, 0);
columns++;
break;
case SDIR_NW:
sx -= TILE_WIDTH / 2;
sy -= TILE_HEIGHT / 2;
x--;
columns++;
rows++;
break;
case SDIR_NONE:
break;
}
scrollrt_drawFloor(out, x, y, sx, sy, rows, columns);
scrollrt_draw(out, x, y, sx, sy, rows, columns);
if (!zoomflag) {
Zoom(full_out.subregionY(0, gnViewportHeight));
}
}
// DevilutionX extension.
extern void DrawControllerModifierHints(const CelOutputBuffer &out);
void DrawView(const CelOutputBuffer &out, int StartX, int StartY)
{
DrawGame(out, StartX, StartY);
if (AutomapActive) {
DrawAutomap(out.subregionY(0, gnViewportHeight));
}
DrawMonsterHealthBar(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 (questlog) {
DrawQuestLog(out);
}
if (!chrflag && plr[myplr]._pStatPts != 0 && !spselflag
&& (!questlog || gnScreenHeight >= SPANEL_HEIGHT + PANEL_HEIGHT + 74 || gnScreenWidth >= 4 * SPANEL_WIDTH)) {
DrawLevelUpIcon(out);
}
if (uitemflag) {
DrawUniqueInfo(out);
}
if (qtextflag) {
DrawQText(out);
}
if (spselflag) {
DrawSpellList(out);
}
if (dropGoldFlag) {
DrawGoldSplit(out, dropGoldValue);
}
if (helpflag) {
DrawHelp(out);
}
if (msgflag != EMSG_NONE) {
DrawDiabloMsg(out);
}
if (deathflag) {
RedBack(out);
} else if (PauseMode != 0) {
gmenu_draw_pause(out);
}
DrawControllerModifierHints(out);
DrawPlrMsg(out);
gmenu_draw(out);
doom_draw(out);
DrawInfoBox(out);
DrawLifeFlask(out);
DrawManaFlask(out);
}
extern SDL_Surface *pal_surface;
/**
* @brief Render the whole screen black
*/
void ClearScreenBuffer()
{
lock_buf(3);
assert(pal_surface != nullptr);
SDL_FillRect(pal_surface, nullptr, 0);
unlock_buf(3);
}
#ifdef _DEBUG
/**
* @brief Scroll the screen when mouse is close to the edge
*/
void ScrollView()
{
bool scroll;
if (pcurs >= CURSOR_FIRSTITEM)
return;
scroll = false;
if (MouseX < 20) {
if (dmaxy - 1 <= ViewY || dminx >= ViewX) {
if (dmaxy - 1 > ViewY) {
ViewY++;
scroll = true;
}
if (dminx < ViewX) {
ViewX--;
scroll = true;
}
} else {
ViewY++;
ViewX--;
scroll = true;
}
}
if (MouseX > gnScreenWidth - 20) {
if (dmaxx - 1 <= ViewX || dminy >= ViewY) {
if (dmaxx - 1 > ViewX) {
ViewX++;
scroll = true;
}
if (dminy < ViewY) {
ViewY--;
scroll = true;
}
} else {
ViewY--;
ViewX++;
scroll = true;
}
}
if (MouseY < 20) {
if (dminy >= ViewY || dminx >= ViewX) {
if (dminy < ViewY) {
ViewY--;
scroll = true;
}
if (dminx < ViewX) {
ViewX--;
scroll = true;
}
} else {
ViewX--;
ViewY--;
scroll = true;
}
}
if (MouseY > gnScreenHeight - 20) {
if (dmaxy - 1 <= ViewY || dmaxx - 1 <= ViewX) {
if (dmaxy - 1 > ViewY) {
ViewY++;
scroll = true;
}
if (dmaxx - 1 > ViewX) {
ViewX++;
scroll = true;
}
} else {
ViewX++;
ViewY++;
scroll = true;
}
}
if (scroll)
ScrollInfo._sdir = SDIR_NONE;
}
#endif
/**
* @brief Initialize the FPS meter
*/
void EnableFrameCount()
{
frameflag = frameflag == 0;
framestart = SDL_GetTicks();
}
/**
* @brief Display the current average FPS over 1 sec
*/
static void DrawFPS(const CelOutputBuffer &out)
{
DWORD tc, frames;
char String[12];
if (frameflag && gbActive) {
frameend++;
tc = SDL_GetTicks();
frames = tc - framestart;
if (tc - framestart >= 1000) {
framestart = tc;
framerate = 1000 * frameend / frames;
frameend = 0;
}
snprintf(String, 12, "%i FPS", framerate);
DrawString(out, String, { 8, 65, 0, 0 }, UIS_RED);
}
}
/**
* @brief Update part of the screen from the back buffer
* @param dwX Back buffer coordinate
* @param dwY Back buffer coordinate
* @param dwWdt Back buffer coordinate
* @param dwHgt Back buffer coordinate
*/
static void DoBlitScreen(Sint16 dwX, Sint16 dwY, Uint16 dwWdt, Uint16 dwHgt)
{
// In SDL1 SDL_Rect x and y are Sint16. Cast explicitly to avoid a compiler warning.
using CoordType = decltype(SDL_Rect {}.x);
SDL_Rect src_rect {
static_cast<CoordType>(dwX),
static_cast<CoordType>(dwY),
dwWdt, dwHgt
};
SDL_Rect dst_rect { dwX, dwY, dwWdt, dwHgt };
BltFast(&src_rect, &dst_rect);
}
/**
* @brief Check render pipeline and blit individual screen parts
* @param dwHgt Section of screen to update from top to bottom
* @param draw_desc Render info box
* @param draw_hp Render health bar
* @param draw_mana Render mana bar
* @param draw_sbar Render belt
* @param draw_btn Render panel buttons
*/
static void DrawMain(int dwHgt, bool draw_desc, bool draw_hp, bool draw_mana, bool draw_sbar, bool draw_btn)
{
if (!gbActive || RenderDirectlyToOutputSurface) {
return;
}
assert(dwHgt >= 0 && dwHgt <= gnScreenHeight);
if (dwHgt > 0) {
DoBlitScreen(0, 0, gnScreenWidth, dwHgt);
}
if (dwHgt < gnScreenHeight) {
if (draw_sbar) {
DoBlitScreen(PANEL_LEFT + 204, PANEL_TOP + 5, 232, 28);
}
if (draw_desc) {
DoBlitScreen(PANEL_LEFT + 176, PANEL_TOP + 46, 288, 60);
}
if (draw_mana) {
DoBlitScreen(PANEL_LEFT + 460, PANEL_TOP, 88, 72);
DoBlitScreen(PANEL_LEFT + 564, PANEL_TOP + 64, 56, 56);
}
if (draw_hp) {
DoBlitScreen(PANEL_LEFT + 96, PANEL_TOP, 88, 72);
}
if (draw_btn) {
DoBlitScreen(PANEL_LEFT + 8, PANEL_TOP + 5, 72, 119);
DoBlitScreen(PANEL_LEFT + 556, PANEL_TOP + 5, 72, 48);
if (gbIsMultiplayer) {
DoBlitScreen(PANEL_LEFT + 84, PANEL_TOP + 91, 36, 32);
DoBlitScreen(PANEL_LEFT + 524, PANEL_TOP + 91, 36, 32);
}
}
if (sgdwCursWdtOld != 0) {
DoBlitScreen(sgdwCursXOld, sgdwCursYOld, sgdwCursWdtOld, sgdwCursHgtOld);
}
if (sgdwCursWdt != 0) {
DoBlitScreen(sgdwCursX, sgdwCursY, sgdwCursWdt, sgdwCursHgt);
}
}
}
/**
* @brief Redraw screen
* @param draw_cursor
*/
void scrollrt_draw_game_screen(bool draw_cursor)
{
int hgt = 0;
if (force_redraw == 255) {
force_redraw = 0;
hgt = gnScreenHeight;
}
if (draw_cursor) {
lock_buf(0);
DrawCursor(GlobalBackBuffer());
unlock_buf(0);
}
DrawMain(hgt, false, false, false, false, false);
RenderPresent();
if (draw_cursor) {
lock_buf(0);
UndrawCursor(GlobalBackBuffer());
unlock_buf(0);
}
}
/**
* @brief Render the game
*/
void DrawAndBlit()
{
if (!gbRunGame) {
return;
}
int hgt = 0;
bool ddsdesc = false;
bool ctrlPan = false;
if (gnScreenWidth > PANEL_WIDTH || force_redraw == 255) {
drawhpflag = true;
drawmanaflag = true;
drawbtnflag = true;
drawsbarflag = true;
ddsdesc = false;
ctrlPan = true;
hgt = gnScreenHeight;
} else if (force_redraw == 1) {
ddsdesc = true;
ctrlPan = false;
hgt = gnViewportHeight;
}
force_redraw = 0;
lock_buf(0);
const CelOutputBuffer &out = GlobalBackBuffer();
UndrawCursor(out);
nthread_UpdateProgressToNextGameTick();
DrawView(out, ViewX, ViewY);
if (ctrlPan) {
DrawCtrlPan(out);
}
if (drawhpflag) {
UpdateLifeFlask(out);
}
if (drawmanaflag) {
UpdateManaFlask(out);
}
if (drawbtnflag) {
DrawCtrlBtns(out);
}
if (drawsbarflag) {
DrawInvBelt(out);
}
if (talkflag) {
DrawTalkPan(out);
hgt = gnScreenHeight;
}
DrawXPBar(out);
DrawCursor(out);
DrawFPS(out);
unlock_buf(0);
DrawMain(hgt, ddsdesc, drawhpflag, drawmanaflag, drawsbarflag, drawbtnflag);
RenderPresent();
drawhpflag = false;
drawmanaflag = false;
drawbtnflag = false;
drawsbarflag = false;
}
} // namespace devilution