1 /**
2  * @file engine.h
3  *
4  *  of basic engine helper functions:
5  * - Sprite blitting
6  * - Drawing
7  * - Angle calculation
8  * - RNG
9  * - Memory allocation
10  * - File loading
11  * - Video playback
12  */
13 #ifndef __ENGINE_H__
14 #define __ENGINE_H__
15 
16 #include <algorithm>
17 #include <cstddef>
18 
19 #include <SDL.h>
20 
21 #ifdef USE_SDL1
22 #include "sdl2_to_1_2_backports.h"
23 #endif
24 
25 #include "../types.h"
26 
27 DEVILUTION_BEGIN_NAMESPACE
28 
CelGetFrameStart(BYTE * pCelBuff,int nCel)29 inline BYTE *CelGetFrameStart(BYTE *pCelBuff, int nCel)
30 {
31 	DWORD *pFrameTable;
32 
33 	pFrameTable = (DWORD *)pCelBuff;
34 
35 	return pCelBuff + SwapLE32(pFrameTable[nCel]);
36 }
37 
38 #define LOAD_LE32(b) (((DWORD)(b)[3] << 24) | ((DWORD)(b)[2] << 16) | ((DWORD)(b)[1] << 8) | (DWORD)(b)[0])
39 #define LOAD_BE32(b) (((DWORD)(b)[0] << 24) | ((DWORD)(b)[1] << 16) | ((DWORD)(b)[2] << 8) | (DWORD)(b)[3])
CelGetFrame(BYTE * pCelBuff,int nCel,int * nDataSize)40 inline BYTE *CelGetFrame(BYTE *pCelBuff, int nCel, int *nDataSize)
41 {
42 	DWORD nCellStart;
43 
44 	nCellStart = LOAD_LE32(&pCelBuff[nCel * 4]);
45 	*nDataSize = LOAD_LE32(&pCelBuff[(nCel + 1) * 4]) - nCellStart;
46 	return pCelBuff + nCellStart;
47 }
48 
CelGetFrameClipped(BYTE * pCelBuff,int nCel,int * nDataSize)49 inline BYTE *CelGetFrameClipped(BYTE *pCelBuff, int nCel, int *nDataSize)
50 {
51 	DWORD nDataStart;
52 	BYTE *pRLEBytes = CelGetFrame(pCelBuff, nCel, nDataSize);
53 
54 	nDataStart = pRLEBytes[1] << 8 | pRLEBytes[0];
55 	*nDataSize -= nDataStart;
56 
57 	return pRLEBytes + nDataStart;
58 }
59 
60 struct CelOutputBuffer {
61 	// 8-bit palletized surface.
62 	SDL_Surface *surface;
63 	SDL_Rect region;
64 
CelOutputBufferCelOutputBuffer65 	CelOutputBuffer()
66 	    : surface(NULL)
67 	    , region(SDL_Rect { 0, 0, 0, 0 })
68 	{
69 	}
70 
CelOutputBufferCelOutputBuffer71 	explicit CelOutputBuffer(SDL_Surface *surface)
72 	    : surface(surface)
73 	    , region(SDL_Rect { 0, 0, (Uint16)surface->w, (Uint16)surface->h })
74 	{
75 	}
76 
CelOutputBufferCelOutputBuffer77 	CelOutputBuffer(SDL_Surface *surface, SDL_Rect region)
78 	    : surface(surface)
79 	    , region(region)
80 	{
81 	}
82 
CelOutputBufferCelOutputBuffer83 	CelOutputBuffer(const CelOutputBuffer &other)
84 	    : surface(other.surface)
85 	    , region(other.region)
86 	{
87 	}
88 
89 	void operator=(const CelOutputBuffer &other)
90 	{
91 		surface = other.surface;
92 		region = other.region;
93 	}
94 
95 	/**
96 	 * @brief Allocate a buffer that owns its underlying data.
97 	 */
AllocCelOutputBuffer98 	static CelOutputBuffer Alloc(std::size_t width, std::size_t height)
99 	{
100 		return CelOutputBuffer(SDL_CreateRGBSurfaceWithFormat(0, width, height, 8, SDL_PIXELFORMAT_INDEX8));
101 	}
102 
103 	/**
104 	 * @brief Free the underlying data.
105 	 *
106 	 * Only use this if the buffer owns its data.
107 	 */
FreeCelOutputBuffer108 	void Free()
109 	{
110 		SDL_FreeSurface(this->surface);
111 		this->surface = NULL;
112 	}
113 
wCelOutputBuffer114 	int w() const
115 	{
116 		return region.w;
117 	}
hCelOutputBuffer118 	int h() const
119 	{
120 		return region.h;
121 	}
122 
atCelOutputBuffer123 	BYTE *at(int x, int y) const
124 	{
125 		return static_cast<BYTE *>(surface->pixels) + region.x + x + surface->pitch * (region.y + y);
126 	}
127 
beginCelOutputBuffer128 	BYTE *begin() const
129 	{
130 		return at(0, 0);
131 	}
endCelOutputBuffer132 	BYTE *end() const
133 	{
134 		return at(0, region.h);
135 	}
136 
137 	/**
138 	 * @brief Line width of the raw underlying byte buffer.
139 	 * May be wider than its logical width (for power-of-2 alignment).
140 	 */
pitchCelOutputBuffer141 	int pitch()
142 	{
143 		return surface->pitch;
144 	}
145 
in_boundsCelOutputBuffer146 	bool in_bounds(Sint16 x, Sint16 y) const
147 	{
148 		return x >= 0 && y >= 0 && x < region.w && y < region.h;
149 	}
150 
151 	/**
152 	 * @brief Returns a subregion of the given buffer.
153 	 */
subregionCelOutputBuffer154 	CelOutputBuffer subregion(Sint16 x, Sint16 y, Uint16 w, Uint16 h) const
155 	{
156 		// In SDL1 SDL_Rect x and y are Sint16. Cast explicitly to avoid a compiler warning.
157 		using CoordType = decltype(SDL_Rect {}.x);
158 		return CelOutputBuffer(
159 		    surface,
160 		    SDL_Rect {
161 		        static_cast<CoordType>(region.x + x),
162 		        static_cast<CoordType>(region.y + y),
163 		        w, h });
164 	}
165 
166 	/**
167 	 * @brief Returns a buffer that starts at `y` of height `h`.
168 	 */
subregionYCelOutputBuffer169 	CelOutputBuffer subregionY(Sint16 y, Sint16 h) const
170 	{
171 		SDL_Rect subregion = region;
172 		subregion.y += y;
173 		subregion.h = h;
174 		return CelOutputBuffer(surface, subregion);
175 	}
176 };
177 
178 /**
179  * @brief Blit CEL sprite to the back buffer at the given coordinates
180  * @param out Target buffer
181  * @param sx Target buffer coordinate
182  * @param sy Target buffer coordinate
183  * @param pCelBuff Cel data
184  * @param nCel CEL frame number
185  * @param nWidth Width of sprite
186  */
187 void CelDrawTo(CelOutputBuffer out, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth);
188 
189 /**
190  * @briefBlit CEL sprite to the given buffer, does not perform bounds-checking.
191  * @param out Target buffer
192  * @param x Cordinate in the target buffer
193  * @param y Cordinate in the target buffer
194  * @param pCelBuff Cel data
195  * @param nCel CEL frame number
196  * @param nWidth Width of cel
197  */
198 void CelDrawUnsafeTo(CelOutputBuffer out, int x, int y, BYTE *pCelBuff, int nCel, int nWidth);
199 
200 /**
201  * @brief Same as CelDrawTo but with the option to skip parts of the top and bottom of the sprite
202  * @param out Target buffer
203  * @param sx Target buffer coordinate
204  * @param sy Target buffer coordinate
205  * @param pCelBuff Cel data
206  * @param nCel CEL frame number
207  * @param nWidth Width of sprite
208  */
209 void CelClippedDrawTo(CelOutputBuffer out, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth);
210 
211 /**
212  * @brief Blit CEL sprite, and apply lighting, to the back buffer at the given coordinates
213  * @param out Target buffer
214  * @param sx Target buffer coordinate
215  * @param sy Target buffer coordinate
216  * @param pCelBuff Cel data
217  * @param nCel CEL frame number
218  * @param nWidth Width of sprite
219  */
220 void CelDrawLightTo(CelOutputBuffer out, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth, BYTE *tbl);
221 
222 /**
223  * @brief Same as CelDrawLightTo but with the option to skip parts of the top and bottom of the sprite
224  * @param out Target buffer
225  * @param sx Target buffer coordinate
226  * @param sy Target buffer coordinate
227  * @param pCelBuff Cel data
228  * @param nCel CEL frame number
229  * @param nWidth Width of sprite
230  */
231 void CelClippedDrawLightTo(CelOutputBuffer out, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth);
232 
233 /**
234  * @brief Same as CelBlitLightTransSafeTo
235  * @param out Target buffer
236  * @param sx Target buffer coordinate
237  * @param sy Target buffer coordinate
238  * @param pCelBuff Cel data
239  * @param nCel CEL frame number
240  * @param nWidth Width of sprite
241  */
242 void CelClippedBlitLightTransTo(CelOutputBuffer out, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth);
243 
244 /**
245  * @brief Blit CEL sprite, and apply lighting, to the back buffer at the given coordinates, translated to a red hue
246  * @param out Target buffer
247  * @param sx Target buffer coordinate
248  * @param sy Target buffer coordinate
249  * @param pCelBuff Cel data
250  * @param nCel CEL frame number
251  * @param nWidth Width of sprite
252  * @param light Light shade to use
253  */
254 void CelDrawLightRedTo(CelOutputBuffer out, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth, char light);
255 
256 /**
257  * @brief Blit CEL sprite to the given buffer, checks for drawing outside the buffer.
258  * @param out Target buffer
259  * @param sx Target buffer coordinate
260  * @param sy Target buffer coordinate
261  * @param pRLEBytes CEL pixel stream (run-length encoded)
262  * @param nDataSize Size of CEL in bytes
263  * @param nWidth Width of sprite
264  */
265 void CelBlitSafeTo(CelOutputBuffer out, int sx, int sy, BYTE *pRLEBytes, int nDataSize, int nWidth);
266 
267 /**
268  * @brief Same as CelClippedDrawTo but checks for drawing outside the buffer
269  * @param out Target buffer
270  * @param sx Target buffer coordinate
271  * @param sy Target buffer coordinate
272  * @param pCelBuff Cel data
273  * @param nCel CEL frame number
274  * @param nWidth Width of sprite
275  */
276 void CelClippedDrawSafeTo(CelOutputBuffer out, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth);
277 
278 /**
279  * @brief Blit CEL sprite, and apply lighting, to the given buffer, checks for drawing outside the buffer
280  * @param out Target buffer
281  * @param sx Target buffer coordinate
282  * @param sy Target buffer coordinate
283  * @param pRLEBytes CEL pixel stream (run-length encoded)
284  * @param nDataSize Size of CEL in bytes
285  * @param nWidth Width of sprite
286  * @param tbl Palette translation table
287  */
288 void CelBlitLightSafeTo(CelOutputBuffer out, int sx, int sy, BYTE *pRLEBytes, int nDataSize, int nWidth, BYTE *tbl);
289 
290 /**
291  * @brief Same as CelBlitLightSafeTo but with stippled transparancy applied
292  * @param out Target buffer
293  * @param sx Target buffer coordinate
294  * @param sy Target buffer coordinate
295  * @param pRLEBytes CEL pixel stream (run-length encoded)
296  * @param nDataSize Size of CEL in bytes
297  * @param nWidth Width of sprite
298  */
299 void CelBlitLightTransSafeTo(CelOutputBuffer out, int sx, int sy, BYTE *pRLEBytes, int nDataSize, int nWidth);
300 
301 /**
302  * @brief Same as CelDrawLightRedTo but checks for drawing outside the buffer
303  * @param out Target buffer
304  * @param sx Target buffer coordinate
305  * @param sy Target buffer coordinate
306  * @param pCelBuff Cel data
307  * @param nCel CEL frame number
308  * @param nWidth Width of cel
309  * @param light Light shade to use
310  */
311 void CelDrawLightRedSafeTo(CelOutputBuffer out, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth, char light);
312 
313 /**
314  * @brief Blit a solid colder shape one pixel larger then the given sprite shape, to the target buffer at the given coordianates
315  * @param out Target buffer
316  * @param col Color index from current palette
317  * @param sx Target buffer coordinate
318  * @param sy Target buffer coordinate
319  * @param pCelBuff CEL buffer
320  * @param nCel CEL frame number
321  * @param nWidth Width of sprite
322  * @param skipColorIndexZero If true, color in index 0 will be treated as transparent (these are typically used for shadows in sprites)
323  */
324 void CelBlitOutlineTo(CelOutputBuffer out, BYTE col, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth, bool skipColorIndexZero = true);
325 
326 /**
327  * @brief Set the value of a single pixel in the back buffer, checks bounds
328  * @param out Target buffer
329  * @param sx Target buffer coordinate
330  * @param sy Target buffer coordinate
331  * @param col Color index from current palette
332  */
333 void SetPixel(CelOutputBuffer out, int sx, int sy, BYTE col);
334 
335 /**
336  * @brief Blit CL2 sprite, to the back buffer at the given coordianates
337  * @param out Output buffer
338  * @param sx Output buffer coordinate
339  * @param sy Output buffer coordinate
340  * @param pCelBuff CL2 buffer
341  * @param nCel CL2 frame number
342  * @param nWidth Width of sprite
343  */
344 void Cl2Draw(CelOutputBuffer out, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth);
345 
346 /**
347  * @brief Blit a solid colder shape one pixel larger then the given sprite shape, to the given buffer at the given coordianates
348  * @param col Color index from current palette
349  * @param out Output buffer
350  * @param sx Output buffer coordinate
351  * @param sy Output buffer coordinate
352  * @param pCelBuff CL2 buffer
353  * @param nCel CL2 frame number
354  * @param nWidth Width of sprite
355  */
356 void Cl2DrawOutline(CelOutputBuffer out, BYTE col, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth);
357 
358 /**
359  * @brief Blit CL2 sprite, and apply a given lighting, to the given buffer at the given coordianates
360  * @param out Output buffer
361  * @param sx Output buffer coordinate
362  * @param sy Output buffer coordinate
363  * @param pCelBuff CL2 buffer
364  * @param nCel CL2 frame number
365  * @param nWidth Width of sprite
366  * @param light Light shade to use
367  */
368 void Cl2DrawLightTbl(CelOutputBuffer out, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth, char light);
369 
370 /**
371  * @brief Blit CL2 sprite, and apply lighting, to the given buffer at the given coordinates
372  * @param out Output buffer
373  * @param sx Output buffer coordinate
374  * @param sy Output buffer coordinate
375  * @param pCelBuff CL2 buffer
376  * @param nCel CL2 frame number
377  * @param nWidth Width of sprite
378  */
379 void Cl2DrawLight(CelOutputBuffer out, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth);
380 
381 /**
382  * @brief Draw a line in the target buffer
383  * @param out Target buffer
384  * @param x0 Back buffer coordinate
385  * @param y0 Back buffer coordinate
386  * @param x1 Back buffer coordinate
387  * @param y1 Back buffer coordinate
388  * @param color_index Color index from current palette
389  */
390 void DrawLineTo(CelOutputBuffer out, int x0, int y0, int x1, int y1, BYTE color_index);
391 
392 /**
393  * Draws a half-transparent rectangle by blacking out odd pixels on odd lines,
394  * even pixels on even lines.
395  *
396  * @brief Render a transparent black rectangle
397  * @param out Target buffer
398  * @param sx Screen coordinate
399  * @param sy Screen coordinate
400  * @param width Rectangle width
401  * @param height Rectangle height
402  */
403 void DrawHalfTransparentRectTo(CelOutputBuffer out, int sx, int sy, int width, int height);
404 
405 /**
406  * @brief Calculate the best fit direction between two points
407  * @param x1 Tile coordinate
408  * @param y1 Tile coordinate
409  * @param x2 Tile coordinate
410  * @param y2 Tile coordinate
411  * @return A value from the direction enum
412  */
413 direction GetDirection(int x1, int y1, int x2, int y2);
414 
415 void SetRndSeed(Sint32 s);
416 Sint32 AdvanceRndSeed();
417 Sint32 GetRndSeed();
418 Sint32 random_(BYTE idx, Sint32 v);
419 BYTE *DiabloAllocPtr(DWORD dwBytes);
420 void mem_free_dbg(void *p);
421 BYTE *LoadFileInMem(const char *pszName, DWORD *pdwFileLen);
422 DWORD LoadFileWithMem(const char *pszName, BYTE *p);
423 void Cl2ApplyTrans(BYTE *p, BYTE *ttbl, int nCel);
424 void PlayInGameMovie(const char *pszMovie);
425 
426 DEVILUTION_END_NAMESPACE
427 
428 #endif /* __ENGINE_H__ */
429