devilutionX/Source/scrollrt.cpp
Juliano Leal Goncalves cadf841e5f ♻️ Convert monster mode display name lookup to local lambda
This eliminates the array indexing using the enum directly, which is something we want to avoid going into enum classes for these enums.
2021-09-01 19:15:08 +02:00

1818 lines
47 KiB
C++

/**
* @file scrollrt.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 "panels/charpanel.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 "plrmsg.h"
#include "qol/itemlabels.h"
#include "qol/monhealthbar.h"
#include "qol/xpbar.h"
#include "stores.h"
#include "towners.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);
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, MissileStruct *, 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 (tile.x >= MAXDUNX || tile.x < 0)
return true;
if (tile.y >= MAXDUNY || tile.y < 0)
return true;
if (checkPlayerAndMonster) {
if (dMonster[tile.x][tile.y] > 0)
return true;
if (dPlayer[tile.x][tile.y] > 0)
return true;
}
int oid = dObject[tile.x][tile.y];
if (oid != 0) {
oid = oid > 0 ? oid - 1 : -(oid + 1);
if (!Objects[oid]._oMissFlag)
return true;
}
return nMissileTable[dPiece[tile.x][tile.y]];
}
void UpdateMissileRendererData(MissileStruct &m)
{
m.position.tileForRendering = m.position.tile;
m.position.offsetForRendering = m.position.offset;
const MissileMovementDistrubution missileMovement = MissileData[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 (int i = 0; i < ActiveMissileCount; i++) {
assert(ActiveMissiles[i] < MAXMISSILES);
MissileStruct &m = Missiles[ActiveMissiles[i]];
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];
bool frameflag;
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()
{
return !(sgbControllerActive && !IsMovingMouseCursorWithController() && pcurs != CURSOR_TELEPORT && !invflag && (!chrflag || Players[MyPlayerId]._pStatPts <= 0));
}
/**
* @brief Save the content behind the cursor to a temporary buffer, then draw the cursor.
*/
void DrawCursor(const Surface &out)
{
if (pcurs <= CURSOR_NONE || cursSize.width == 0 || cursSize.height == 0 || !ShouldShowCursor()) {
return;
}
// Copy the buffer before the item cursor and its 1px outline are drawn to a temporary buffer.
const int outlineWidth = IsItemSprite(pcurs) ? 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 MissileStruct struct
* @param sx Output buffer coordinate
* @param sy Output buffer coordinate
* @param pre Is the sprite in the background
*/
void DrawMissilePrivate(const Surface &out, const MissileStruct &missile, int sx, int sy, 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;
const auto *frameTable = reinterpret_cast<const uint32_t *>(missile._miAnimData);
int frames = SDL_SwapLE32(frameTable[0]);
if (nCel < 1 || frames > 50 || nCel > frames) {
Log("Draw Missile 2: frame {} of {}, missile type=={}", nCel, frames, missile._mitype);
return;
}
int mx = sx + missile.position.offsetForRendering.deltaX - missile._miAnimWidth2;
int my = sy + missile.position.offsetForRendering.deltaY;
CelSprite cel { missile._miAnimData, missile._miAnimWidth };
if (missile._miUniqTrans != 0)
Cl2DrawLightTbl(out, mx, my, cel, missile._miAnimFrame, missile._miUniqTrans + 3);
else if (missile._miLightFlag)
Cl2DrawLight(out, mx, my, cel, missile._miAnimFrame);
else
Cl2Draw(out, mx, my, cel, missile._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 Surface &out, int x, int y, int sx, int sy, bool pre)
{
const auto range = MissilesAtRenderingTile.equal_range(Point { x, y });
for (auto it = range.first; it != range.second; it++) {
DrawMissilePrivate(out, *it->second, 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
*/
void DrawMonster(const Surface &out, int x, int y, int mx, int my, const MonsterStruct &monster)
{
if (monster.AnimInfo.pCelSprite == nullptr) {
Log("Draw Monster \"{}\": NULL Cel Buffer", monster.mName);
return;
}
constexpr auto getMonsterModeDisplayName = [](MON_MODE monsterMode) {
switch (monsterMode) {
case MM_STAND:
return "standing";
case MM_WALK:
return "walking (1)";
case MM_WALK2:
return "walking (2)";
case MM_WALK3:
return "walking (3)";
case MM_ATTACK:
return "attacking";
case MM_GOTHIT:
return "getting hit";
case MM_DEATH:
return "dying";
case MM_SATTACK:
return "attacking (special)";
case MM_FADEIN:
return "fading in";
case MM_FADEOUT:
return "fading out";
case MM_RATTACK:
return "attacking (ranged)";
case MM_SPSTAND:
return "standing (special)";
case MM_RSPATTACK:
return "attacking (special ranged)";
case MM_DELAY:
return "delaying";
case MM_CHARGE:
return "charging";
case MM_STONE:
return "stoned";
case MM_HEAL:
return "healing";
case MM_TALK:
return "talking";
default:
app_fatal("Invalid monster mode.");
}
};
int nCel = monster.AnimInfo.GetFrameToUseForRendering();
const auto *frameTable = reinterpret_cast<const uint32_t *>(monster.AnimInfo.pCelSprite->Data());
int frames = SDL_SwapLE32(frameTable[0]);
if (nCel < 1 || frames > 50 || nCel > frames) {
const char *szMode = "unknown action";
if (monster._mmode <= 17)
szMode = getMonsterModeDisplayName(monster._mmode);
Log(
"Draw Monster \"{}\" {}: facing {}, frame {} of {}",
monster.mName,
szMode,
monster._mdir,
nCel,
frames);
return;
}
const auto &cel = *monster.AnimInfo.pCelSprite;
if ((dFlags[x][y] & BFLAG_LIT) == 0) {
Cl2DrawLightTbl(out, mx, my, cel, nCel, 1);
return;
}
int trans = 0;
if (monster._uniqtype != 0)
trans = monster._uniqtrans + 4;
if (monster._mmode == MM_STONE)
trans = 2;
if (Players[MyPlayerId]._pInfraFlag && LightTableIndex > 8)
trans = 1;
if (trans != 0)
Cl2DrawLightTbl(out, mx, my, cel, nCel, trans);
else
Cl2DrawLight(out, mx, my, 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, int x, int y, bool lighting)
{
x += CalculateWidth2(Players[pnum].AnimInfo.pCelSprite->Width()) - MissileSpriteData[missileGraphicId].animWidth2;
int width = MissileSpriteData[missileGraphicId].animWidth;
byte *pCelBuff = MissileSpriteData[missileGraphicId].animData[0].get();
CelSprite cel { pCelBuff, width };
if (pnum == MyPlayerId) {
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
*/
void DrawPlayerIcons(const Surface &out, int pnum, int x, int y, bool lighting)
{
auto &player = Players[pnum];
if (player.pManaShield)
DrawPlayerIconHelper(out, pnum, MFILE_MANASHLD, x, y, lighting);
if (player.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
*/
void DrawPlayer(const Surface &out, int pnum, int x, int y, int px, int py)
{
if ((dFlags[x][y] & BFLAG_LIT) == 0 && !Players[MyPlayerId]._pInfraFlag && leveltype != DTYPE_TOWN) {
return;
}
auto &player = Players[pnum];
const auto *pCelSprite = player.AnimInfo.pCelSprite;
int nCel = player.AnimInfo.GetFrameToUseForRendering();
if (pCelSprite == nullptr) {
Log("Drawing player {} \"{}\": NULL CelSprite", pnum, player._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 (player._pmode <= PM_QUIT)
szMode = PlayerModeNames[player._pmode];
Log(
"Drawing player {} \"{}\" {}: facing {}, frame {} of {}",
pnum,
player._pName,
szMode,
player._pdir,
nCel,
frames);
return;
}
if (pnum == pcursplr)
Cl2DrawOutline(out, 165, px, py, *pCelSprite, nCel);
if (pnum == MyPlayerId) {
Cl2Draw(out, px, py, *pCelSprite, nCel);
DrawPlayerIcons(out, pnum, px, py, true);
return;
}
if ((dFlags[x][y] & BFLAG_LIT) == 0 || (Players[MyPlayerId]._pInfraFlag && LightTableIndex > 8)) {
Cl2DrawLightTbl(out, px, py, *pCelSprite, nCel, 1);
DrawPlayerIcons(out, pnum, px, py, true);
return;
}
int l = LightTableIndex;
if (LightTableIndex < 5)
LightTableIndex = 0;
else
LightTableIndex -= 5;
Cl2DrawLight(out, px, py, *pCelSprite, nCel);
DrawPlayerIcons(out, pnum, px, py, false);
LightTableIndex = 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 Surface &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 = Players[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.deltaX - CalculateWidth2(player.AnimInfo.pCelSprite == nullptr ? 96 : player.AnimInfo.pCelSprite->Width());
int py = sy + player.position.offset.deltaY;
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
*/
void DrawObject(const Surface &out, int x, int y, int ox, int oy, bool pre)
{
int8_t bv = dObject[x][y];
if (bv == 0 || LightTableIndex >= LightsMax)
return;
Point objectPosition {};
if (bv > 0) {
bv = bv - 1;
if (Objects[bv]._oPreFlag != pre)
return;
objectPosition.x = ox - CalculateWidth2(Objects[bv]._oAnimWidth);
objectPosition.y = oy;
} else {
bv = -(bv + 1);
if (Objects[bv]._oPreFlag != pre)
return;
int xx = Objects[bv].position.x - x;
int yy = Objects[bv].position.y - y;
objectPosition.x = (xx * TILE_WIDTH / 2) + ox - CalculateWidth2(Objects[bv]._oAnimWidth) - (yy * TILE_WIDTH / 2);
objectPosition.y = oy + (yy * TILE_HEIGHT / 2) + (xx * TILE_HEIGHT / 2);
}
assert(bv >= 0 && bv < MAXOBJECTS);
byte *pCelBuff = Objects[bv]._oAnimData;
if (pCelBuff == nullptr) {
Log("Draw Object type {}: NULL Cel Buffer", Objects[bv]._otype);
return;
}
uint32_t nCel = Objects[bv]._oAnimFrame;
uint32_t frames = LoadLE32(pCelBuff);
if (nCel < 1 || frames > 50 || nCel > frames) {
Log("Draw Object: frame {} of {}, object type=={}", nCel, frames, Objects[bv]._otype);
return;
}
CelSprite cel { Objects[bv]._oAnimData, Objects[bv]._oAnimWidth };
if (bv == pcursobj)
CelBlitOutlineTo(out, 194, objectPosition, cel, Objects[bv]._oAnimFrame);
if (Objects[bv]._oLight) {
CelClippedDrawLightTo(out, objectPosition, cel, Objects[bv]._oAnimFrame);
} else {
CelClippedDrawTo(out, objectPosition, cel, Objects[bv]._oAnimFrame);
}
}
static void DrawDungeon(const Surface & /*out*/, int /*sx*/, int /*sy*/, int /*dx*/, int /*dy*/);
/**
* @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
*/
void DrawCell(const Surface &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 = 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
*/
void DrawFloor(const Surface &out, int x, int y, int sx, int sy)
{
cel_transparency_active = false;
LightTableIndex = 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
*/
void DrawItem(const Surface &out, int x, int y, int sx, int sy, bool pre)
{
int8_t bItem = dItem[x][y];
if (bItem <= 0)
return;
auto &item = Items[bItem - 1];
if (item._iPostDraw == pre)
return;
const auto *cel = item.AnimInfo.pCelSprite;
if (cel == nullptr) {
Log("Draw Item \"{}\" 1: NULL CelSprite", item._iIName);
return;
}
int nCel = item.AnimInfo.GetFrameToUseForRendering();
int frames = SDL_SwapLE32(*(DWORD *)cel->Data());
if (nCel < 1 || frames > 50 || nCel > frames) {
Log("Draw \"{}\" Item 1: frame {} of {}, item type=={}", item._iIName, nCel, frames, item._itype);
return;
}
int px = sx - CalculateWidth2(cel->Width());
const Point position { px, sy };
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 || item._iCurs == ICURS_MAGIC_ROCK)
AddItemToLabelQueue(bItem - 1, px, sy);
}
/**
* @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
*/
void DrawMonsterHelper(const Surface &out, int x, int y, int oy, int sx, int sy)
{
int mi = dMonster[x][y + oy];
mi = mi > 0 ? mi - 1 : -(mi + 1);
if (leveltype == DTYPE_TOWN) {
auto &towner = Towners[mi];
int px = sx - CalculateWidth2(towner._tAnimWidth);
const Point position { px, sy };
if (mi == pcursmonst) {
CelBlitOutlineTo(out, 166, position, CelSprite(towner._tAnimData, towner._tAnimWidth), towner._tAnimFrame);
}
assert(towner._tAnimData);
CelClippedDrawTo(out, position, CelSprite(towner._tAnimData, towner._tAnimWidth), towner._tAnimFrame);
return;
}
if ((dFlags[x][y] & BFLAG_LIT) == 0 && !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;
}
const CelSprite &cel = *monster.AnimInfo.pCelSprite;
Displacement offset = monster.position.offset;
if (monster.IsWalking()) {
offset = GetOffsetForWalking(monster.AnimInfo, monster._mdir);
}
int px = sx + offset.deltaX - CalculateWidth2(cel.Width());
int py = sy + offset.deltaY;
if (mi == pcursmonst) {
Cl2DrawOutline(out, 233, px, py, cel, monster.AnimInfo.GetFrameToUseForRendering());
}
DrawMonster(out, x, y, px, py, monster);
}
/**
* @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
*/
void DrawPlayerHelper(const Surface &out, int x, int y, int sx, int sy)
{
int8_t 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 = Players[p];
Displacement offset = player.position.offset;
if (player.IsWalking()) {
offset = GetOffsetForWalking(player.AnimInfo, player._pdir);
}
int px = sx + offset.deltaX - CalculateWidth2(player.AnimInfo.pCelSprite == nullptr ? 96 : player.AnimInfo.pCelSprite->Width());
int py = sy + offset.deltaY;
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
*/
void DrawDungeon(const Surface &out, int sx, int sy, int dx, int dy)
{
assert(sx >= 0 && sx < MAXDUNX);
assert(sy >= 0 && sy < MAXDUNY);
if (dRendered[sx][sy])
return;
dRendered[sx][sy] = true;
LightTableIndex = 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 (DebugVision && (bFlag & BFLAG_LIT) != 0) {
CelClippedDrawTo(out, { dx, dy }, *pSquareCel, 1);
}
DebugCoordsMap[sx + sy * MAXDUNX] = { dx, dy };
#endif
if (MissilePreFlag) {
DrawMissile(out, sx, sy, dx, dy, true);
}
if (LightTableIndex < LightsMax && bDead != 0) {
do {
DeadStruct *pDeadGuy = &Dead[(bDead & 0x1F) - 1];
auto dd = static_cast<Direction>((bDead >> 5) & 7);
int px = dx - CalculateWidth2(pDeadGuy->width);
const byte *pCelBuff = pDeadGuy->data[dd];
assert(pCelBuff != nullptr);
const auto *frameTable = reinterpret_cast<const uint32_t *>(pCelBuff);
int frames = SDL_SwapLE32(frameTable[0]);
int nCel = pDeadGuy->frame;
if (nCel < 1 || frames > 50 || nCel > frames) {
Log("Unclipped dead: frame {} of {}, deadnum=={}", nCel, frames, (bDead & 0x1F) - 1);
break;
}
if (pDeadGuy->translationPaletteIndex != 0) {
Cl2DrawLightTbl(out, px, dy, CelSprite(pCelBuff, pDeadGuy->width), nCel, pDeadGuy->translationPaletteIndex);
} else {
Cl2DrawLight(out, px, dy, CelSprite(pCelBuff, pDeadGuy->width), nCel);
}
} while (false);
}
DrawObject(out, sx, sy, dx, dy, true);
DrawItem(out, sx, sy, dx, dy, true);
if ((bFlag & BFLAG_PLAYERLR) != 0) {
int syy = sy - 1;
assert(syy >= 0 && syy < MAXDUNY);
DrawPlayerHelper(out, sx, syy, dx, dy);
}
if ((bFlag & BFLAG_MONSTLR) != 0 && 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)) {
cel_transparency_active = false; // Turn transparency off here for debugging
}
#endif
CelClippedBlitLightTransTo(out, { dx, dy }, *pSpecialCels, bArch);
#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 (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
*/
void DrawFloor(const Surface &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 && IsTileNotSolid({ 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
*/
void DrawTileContent(const Surface &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
DrawDungeon(out, x + 1, y - 1, sx + TILE_WIDTH, sy);
}
}
}
if (dPiece[x][y] != 0) {
DrawDungeon(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.
*/
void Zoom(const Surface &out)
{
int viewportWidth = out.w();
int viewportOffsetX = 0;
if (CanPanelsCoverView()) {
if (chrflag || QuestLogIsOpen) {
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);
}
}
int tileOffsetX;
int tileOffsetY;
int tileShiftX;
int tileShiftY;
int tileColums;
int tileRows;
/**
* @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
*/
void DrawGame(const Surface &fullOut, int x, int y)
{
// 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 + tileOffsetX;
int sy = offset.deltaY + tileOffsetY;
int columns = tileColums;
int rows = tileRows;
x += tileShiftX;
y += tileShiftY;
// Skip rendering parts covered by the panels
if (CanPanelsCoverView()) {
if (zoomflag) {
if (chrflag || QuestLogIsOpen) {
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 || QuestLogIsOpen) {
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;
}
}
}
UpdateMissilesRendererData();
// 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;
}
DrawFloor(out, x, y, sx, sy, rows, columns);
DrawTileContent(out, x, y, 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 StartX Center of view in dPiece coordinate
* @param StartY Center of view in dPiece coordinate
*/
void DrawView(const Surface &out, int startX, int startY)
{
#ifdef _DEBUG
DebugCoordsMap.clear();
#endif
DrawGame(out, startX, startY);
if (AutomapActive) {
DrawAutomap(out.subregionY(0, gnViewportHeight));
}
#ifdef _DEBUG
if (DebugCoords || DebugGrid || DebugCursorCoords) {
for (auto m : DebugCoordsMap) {
Point dunCoords = { m.first % MAXDUNX, m.first / MAXDUNX };
Point pixelCoords = m.second;
Displacement ver = { 0, -TILE_HEIGHT / 2 };
Displacement hor = { TILE_WIDTH / 2, 0 };
if (!zoomflag) {
pixelCoords *= 2;
hor *= 2;
ver *= 2;
}
Point center = pixelCoords + hor + ver;
if (DebugCoords || (DebugCursorCoords && dunCoords == cursPosition)) {
char coordstr[10];
sprintf(coordstr, "%d:%d", dunCoords.x, dunCoords.y);
int textWidth = GetLineWidth(coordstr);
int textHeight = 12;
Point position = center + Displacement { -textWidth / 2, textHeight / 2 };
DrawString(out, coordstr, { position, { textWidth, textHeight } }, UiFlags::ColorRed);
}
if (DebugGrid) {
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);
};
uint8_t col = PAL16_BEIGE;
DrawLine(center - hor, center - ver, col);
DrawLine(center + hor, center - ver, col);
DrawLine(center - hor, center + ver, col);
DrawLine(center + hor, center + 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);
}
if (!chrflag && Players[MyPlayerId]._pStatPts != 0 && !spselflag
&& (!QuestLogIsOpen || !LeftPanel.Contains(MainPanel.position + Displacement { 0, -74 }))) {
DrawLevelUpIcon(out);
}
if (ShowUniqueItemInfoBox) {
DrawUniqueInfo(out);
}
if (qtextflag) {
DrawQText(out);
}
if (spselflag) {
DrawSpellList(out);
}
if (dropGoldFlag) {
DrawGoldSplit(out, dropGoldValue);
}
if (HelpFlag) {
DrawHelp(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, 65 }, 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
// DIR_S, DIR_SW, DIR_W, DIR_NW, DIR_N, DIR_NE, DIR_E, DIR_SE,
constexpr Displacement StartOffset[8] = { { 0, -32 }, { 32, -16 }, { 32, -16 }, { 0, 0 }, { 0, 0 }, { 0, 0 }, { -32, -16 }, { -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[dir];
offset *= fAnimationProgress;
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;
}
/**
* @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;
int y;
if (zoomflag) {
x = gnScreenWidth % TILE_WIDTH;
y = gnViewportHeight % TILE_HEIGHT;
} else {
x = (gnScreenWidth / 2) % TILE_WIDTH;
y = (gnViewportHeight / 2) % TILE_HEIGHT;
}
if (x != 0)
x = (TILE_WIDTH - x) / 2;
if (y != 0)
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;
}
void CalcViewportGeometry()
{
tileShiftX = 0;
tileShiftY = 0;
// Adjust by player offset and tile grid alignment
int xo = 0;
int yo = 0;
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()
}
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 (MousePosition.x < 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 (MousePosition.x > 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 (MousePosition.y < 20) {
if (dminy >= ViewY || dminx >= ViewX) {
if (dminy < ViewY) {
ViewY--;
scroll = true;
}
if (dminx < ViewX) {
ViewX--;
scroll = true;
}
} else {
ViewX--;
ViewY--;
scroll = true;
}
}
if (MousePosition.y > 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;
framestart = SDL_GetTicks();
}
/**
* @brief Redraw screen
*/
void scrollrt_draw_game_screen()
{
int hgt = 0;
if (force_redraw == 255) {
force_redraw = 0;
hgt = gnScreenHeight;
}
if (IsHardwareCursor()) {
SetHardwareCursorVisible(ShouldShowCursor());
} else {
lock_buf(0);
DrawCursor(GlobalBackBuffer());
unlock_buf(0);
}
DrawMain(hgt, false, false, false, false, false);
RenderPresent();
if (!IsHardwareCursor()) {
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 || 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;
lock_buf(0);
const Surface &out = GlobalBackBuffer();
UndrawCursor(out);
nthread_UpdateProgressToNextGameTick();
DrawView(out, ViewX, ViewY);
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 (IsHardwareCursor()) {
SetHardwareCursorVisible(ShouldShowCursor());
} else {
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