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/*
* gamerend.cc - Rendering methods.
*
* Copyright (C) 1998-1999 Jeffrey S. Freedman
* Copyright (C) 2000-2003 The Exult Team
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include <cstdio>
#ifndef HAVE_SNPRINTF
extern int snprintf(char *, size_t, const char *, /*args*/ ...);
namespace std {
using ::snprintf;
}
#else
#endif
#include "gamewin.h"
#include "gamerend.h"
#include "gameclk.h"
#include "gamemap.h"
#include "actors.h"
#include "chunks.h"
#include "objiter.h"
#include "Gump_manager.h"
#include "Gump.h"
#include "effects.h"
#include "cheat.h"
#include "drag.h"
/*
* Paint just the map with given top-left-corner tile.
*/
void Game_window::paint_map_at_tile
(
int x, int y, int w, int h, // Clip to this area.
int toptx, int topty,
int skip_above // Don't display above this lift.
)
{
int savescrolltx = scrolltx, savescrollty = scrollty;
int saveskip = skip_lift;
scrolltx = toptx;
scrollty = topty;
skip_lift = skip_above;
map->read_map_data(); // Gather in all objs., etc.
win->set_clip(x, y, w, h);
render->paint_map(0, 0, get_width(), get_height());
win->clear_clip();
scrolltx = savescrolltx;
scrollty = savescrollty;
skip_lift = saveskip;
}
/*
* Figure offsets on screen.
*/
inline int Figure_screen_offset
(
int ch, // Chunk #
int scroll // Top/left tile of screen.
)
{
// Watch for wrapping.
int t = ch*c_tiles_per_chunk - scroll;
if (t < -c_num_tiles/2)
t += c_num_tiles;
t %= c_num_tiles;
return t*c_tilesize;
}
/*
* Show the outline around a chunk.
*/
inline void Paint_chunk_outline
(
Game_window *gwin,
int pixel, // Pixel value to use.
int cx, int cy, // Chunk coords.
int tnum, // Terrain #.
int xoff, int yoff // Where chunk was painted.
)
{
gwin->get_win()->fill8(pixel, c_chunksize, 1, xoff, yoff);
gwin->get_win()->fill8(pixel, 1, c_chunksize, xoff, yoff);
char text[40]; // Show chunk #.
snprintf(text, sizeof(text), "(%d,%d)T%d", cx, cy, tnum);
Shape_manager::get_instance()->paint_text(2, text, xoff + 2, yoff + 2);
}
/*
* Paint tile grid.
*/
static void Paint_grid
(
Game_window *gwin,
Xform_palette& xform // For transparency.
)
{
Image_window8 *win = gwin->get_win();
// Paint grid at edit height.
int xtiles = gwin->get_width()/c_tilesize,
ytiles = gwin->get_height()/c_tilesize;
int lift = cheat.get_edit_lift();
int liftpixels = lift*(c_tilesize/2) + 1;
for (int y = 0; y < ytiles; y++)
win->fill_translucent8(0, xtiles*c_tilesize, 1,
-liftpixels, y*c_tilesize - liftpixels, xform);
for (int x = 0; x < xtiles; x++)
win->fill_translucent8(0, 1, ytiles*c_tilesize,
x*c_tilesize - liftpixels, -liftpixels, xform);
}
/*
* Just paint terrain. This is for terrain_editing mode.
*/
void Game_render::paint_terrain_only
(
int start_chunkx, int start_chunky,
int stop_chunkx, int stop_chunky
)
{
Game_window *gwin = Game_window::get_instance();
Game_map *map = gwin->map;
Shape_manager *sman = Shape_manager::get_instance();
int cx, cy; // Chunk #'s.
// Paint all the flat scenery.
for (cy = start_chunky; cy != stop_chunky; cy = INCR_CHUNK(cy))
{
int yoff = Figure_screen_offset(cy, gwin->scrollty);
for (cx = start_chunkx; cx != stop_chunkx; cx = INCR_CHUNK(cx))
{
int xoff = Figure_screen_offset(cx, gwin->scrolltx);
Map_chunk *chunk = map->get_chunk(cx, cy);
chunk->get_terrain()->render_all(cx, cy);
if (cheat.in_map_editor())
Paint_chunk_outline(gwin,
sman->get_special_pixel(HIT_PIXEL), cx, cy,
map->get_terrain_num(cx, cy), xoff, yoff);
}
}
// Paint tile grid if desired.
if (cheat.show_tile_grid())
Paint_grid(gwin, sman->get_xform(10));
}
/*
* Paint just the map and its objects (no gumps, effects).
* (The caller should set/clear clip area.)
*
* Output: # light-sources found.
*/
int Game_render::paint_map
(
int x, int y, int w, int h // Rectangle to cover.
)
{
Game_window *gwin = Game_window::get_instance();
Game_map *map = gwin->map;
Shape_manager *sman = gwin->shape_man;
render_seq++; // Increment sequence #.
gwin->painted = 1;
int scrolltx = gwin->scrolltx, scrollty = gwin->scrollty;
int light_sources = 0; // Count light sources found.
// Get chunks to start with, starting
// 1 tile left/above.
int start_chunkx = (scrolltx + x/c_tilesize - 1)/c_tiles_per_chunk;
// Wrap around.
start_chunkx = (start_chunkx + c_num_chunks)%c_num_chunks;
int start_chunky = (scrollty + y/c_tilesize - 1)/c_tiles_per_chunk;
start_chunky = (start_chunky + c_num_chunks)%c_num_chunks;
// End 8 tiles to right.
int stop_chunkx = 1 + (scrolltx + (x + w + c_tilesize - 2)/c_tilesize +
c_tiles_per_chunk/2)/c_tiles_per_chunk;
int stop_chunky = 1 + (scrollty + (y + h + c_tilesize - 2)/c_tilesize +
c_tiles_per_chunk/2)/c_tiles_per_chunk;
// Wrap around the world:
stop_chunkx = (stop_chunkx + c_num_chunks)%c_num_chunks;
stop_chunky = (stop_chunky + c_num_chunks)%c_num_chunks;
if (!gwin->skip_lift) // Special mode for editing?
{
paint_terrain_only(start_chunkx, start_chunky,
stop_chunkx, stop_chunky);
return 10; // Pretend there's lots of light!
}
int cx, cy; // Chunk #'s.
// Paint all the flat scenery.
for (cy = start_chunky; cy != stop_chunky; cy = INCR_CHUNK(cy))
{
int yoff = Figure_screen_offset(cy, scrollty);
for (cx = start_chunkx; cx != stop_chunkx; cx = INCR_CHUNK(cx))
{
int xoff = Figure_screen_offset(cx, scrolltx);
paint_chunk_flats(cx, cy, xoff, yoff);
if (cheat.in_map_editor())
Paint_chunk_outline(gwin,
sman->get_special_pixel(HIT_PIXEL), cx, cy,
map->get_terrain_num(cx, cy), xoff, yoff);
}
}
// Now the flat RLE terrain.
for (cy = start_chunky; cy != stop_chunky; cy = INCR_CHUNK(cy))
{
int yoff = Figure_screen_offset(cy, scrollty);
for (cx = start_chunkx; cx != stop_chunkx; cx = INCR_CHUNK(cx))
{
int xoff = Figure_screen_offset(cx, scrolltx);
paint_chunk_flat_rles(cx, cy, xoff, yoff);
if (cheat.in_map_editor())
Paint_chunk_outline(gwin,
sman->get_special_pixel(HIT_PIXEL), cx, cy,
map->get_terrain_num(cx, cy), xoff, yoff);
}
}
// Draw the chunks' objects
// diagonally NE.
int tmp_stopy = DECR_CHUNK(start_chunky);
for (cy = start_chunky; cy != stop_chunky; cy = INCR_CHUNK(cy))
{
for (int dx = start_chunkx, dy = cy;
dx != stop_chunkx && dy != tmp_stopy;
dx = INCR_CHUNK(dx), dy = DECR_CHUNK(dy))
light_sources += paint_chunk_objects(dx, dy);
}
for (cx = (start_chunkx + 1)%c_num_chunks; cx != stop_chunkx;
cx = INCR_CHUNK(cx))
{
for (int dx = cx,
dy = (stop_chunky - 1 + c_num_chunks)%c_num_chunks;
dx != stop_chunkx && dy != tmp_stopy;
dx = INCR_CHUNK(dx), dy = DECR_CHUNK(dy))
light_sources += paint_chunk_objects(dx, dy);
}
/// Dungeon Blackness (but disable in map editor mode)
if (gwin->in_dungeon >= gwin->skip_above_actor &&
!cheat.in_map_editor())
paint_blackness (start_chunkx, start_chunky, stop_chunkx,
stop_chunky, gwin->ice_dungeon?73:0);
// Outline selected objects.
const Game_object_vector& sel = cheat.get_selected();
int render_skip = gwin->get_render_skip_lift();
for (Game_object_vector::const_iterator it = sel.begin();
it != sel.end(); ++it)
{
Game_object *obj = *it;
if (!obj->get_owner() && obj->get_lift() < render_skip)
obj->paint_outline(HIT_PIXEL);
}
// Paint tile grid if desired.
if (cheat.in_map_editor() && cheat.show_tile_grid())
Paint_grid(gwin, sman->get_xform(10));
return light_sources;
}
/*
* Paint a rectangle in the window by pulling in vga chunks.
*/
void Game_window::paint
(
int x, int y, int w, int h // Rectangle to cover.
)
{
if (!win->ready()) return;
win->set_clip(x, y, w, h); // Clip to this area.
int light_sources = render->paint_map(x, y, w, h);
effects->paint(); // Draw sprites.
if (gump_man->modal_gump_mode())// Modal gumps?
{ // Draw text, then gumps.
effects->paint_text();
gump_man->paint();
}
else
{ // Draw gumps unless in dont_move mode.
if (!main_actor_dont_move())
gump_man->paint();
effects->paint_text(); // Draw text over gumps.
}
if (dragging)
dragging->paint(); // Paint what user is dragging.
win->clear_clip();
// Complete repaint?
if (!x && !y && w == get_width() && h == get_height() && main_actor)
{ // Look for lights.
Actor *party[9]; // Get party, including Avatar.
int cnt = get_party(party, 1);
int carried_light = 0;
for (int i = 0; !carried_light && i < cnt; i++)
carried_light = party[i]->has_light_source();
// Also check light spell.
if (special_light && clock->get_total_minutes() >special_light)
{ // Just expired.
special_light = 0;
clock->set_palette();
}
// Set palette for lights.
clock->set_light_source(carried_light + (light_sources > 0),
in_dungeon);
}
}
/*
* Paint whole window.
*/
void Game_window::paint()
{
map->read_map_data(); // Gather in all objs., etc.
set_all_dirty();
paint_dirty();
}
/*
* Paint the flat (non-rle) shapes in a chunk.
*/
void Game_render::paint_chunk_flats
(
int cx, int cy, // Chunk coords (0 - 12*16).
int xoff, int yoff // Pixel offset of top-of-screen.
)
{
Game_window *gwin = Game_window::get_instance();
Map_chunk *olist = gwin->map->get_chunk(cx, cy);
// Paint flat tiles.
#ifdef HAVE_OPENGL
if (GL_manager::get_instance()) // OpenGL rendering?
{
Chunk_terrain *terrain = olist->get_terrain();
if (terrain)
terrain->get_glflats()->paint(xoff, yoff);
}
else
#endif
{
Image_buffer8 *cflats = olist->get_rendered_flats();
if (cflats)
gwin->win->copy8(cflats->get_bits(),
c_chunksize, c_chunksize, xoff, yoff);
}
}
/*
* Paint the flat RLE (terrain) shapes in a chunk.
*/
void Game_render::paint_chunk_flat_rles
(
int cx, int cy, // Chunk coords (0 - 12*16).
int xoff, int yoff // Pixel offset of top-of-screen.
)
{
Game_window *gwin = Game_window::get_instance();
Map_chunk *olist = gwin->map->get_chunk(cx, cy);
Flat_object_iterator next(olist);// Do flat RLE objects.
Game_object *obj;
while ((obj = next.get_next()) != 0)
obj->paint();
}
/*
* Paint a chunk's objects, left-to-right, top-to-bottom.
*
* Output: # light sources found.
*/
int Game_render::paint_chunk_objects
(
int cx, int cy // Chunk coords (0 - 12*16).
)
{
Game_object *obj;
Game_window *gwin = Game_window::get_instance();
Map_chunk *olist = gwin->map->get_chunk(cx, cy);
int light_sources = // Also check for light sources.
gwin->is_in_dungeon() ? olist->get_dungeon_lights()
: olist->get_non_dungeon_lights();
skip = gwin->get_render_skip_lift();
Nonflat_object_iterator next(olist);
while ((obj = next.get_next()) != 0)
if (obj->render_seq != render_seq)
paint_object(obj);
skip = 31; // Back to a safe #.
return light_sources;
}
/*
* Render an object after first rendering any that it depends on.
*/
void Game_render::paint_object
(
Game_object *obj
)
{
int lift = obj->get_lift();
if (lift >= skip)
return;
obj->render_seq = render_seq;
int cnt = obj->get_dependency_count();
for (int i = 0; i < cnt; i++)
{
Game_object *dep = obj->get_dependency(i);
if (dep && dep->render_seq != render_seq)
paint_object(dep);
}
obj->paint(); // Finally, paint this one.
}
/*
* Paint 'dirty' rectangle.
*/
void Game_window::paint_dirty()
{
// Update the gumps before painting, unless in dont_move mode (may change dirty area)
if (!main_actor_dont_move())
gump_man->update_gumps();
Rectangle box = clip_to_win(dirty);
if (box.w > 0 && box.h > 0)
paint(box); // (Could create new dirty rects.)
clear_dirty();
}
/*
* Dungeon Blacking
*
* This is really simple. If there is a dungeon roof over our head we
* black out every tile on screen that doens't have a roof at the height
* of the roof that is directly over our head. The tiles are blacked out
* at the height of the the roof.
*
* I've done some simple optimizations. Generally all the blackness will
* cover entire chunks. So, instead of drawing each tile individually, I
* work out home many tiles in a row that need to be blacked out, and then
* black them all out at the same time.
*/
void Game_render::paint_blackness(int start_chunkx, int start_chunky, int stop_chunkx, int stop_chunky, int index)
{
Game_window *gwin = Game_window::get_instance();
// Calculate the offset due to the lift (4x the lift).
const int off = gwin->in_dungeon << 2;
// For each chunk that might be renderable
for (int cy = start_chunky; cy != stop_chunky; cy = INCR_CHUNK(cy))
{
for (int cx = start_chunkx; cx != stop_chunkx; cx = INCR_CHUNK(cx))
{
// Coord of the left edge
const int xoff =
Figure_screen_offset(cx, gwin->scrolltx) - off;
// Coord of the top edge
int y = Figure_screen_offset(cy, gwin->scrollty) - off;
// Need the chunk cache (needs to be setup!)
Map_chunk *mc = gwin->map->get_chunk(cx, cy);
if (!mc->has_dungeon())
{
gwin->win->fill8(index,
c_tilesize*c_tiles_per_chunk,
c_tilesize*c_tiles_per_chunk, xoff, y);
continue;
}
// For each line in the chunk
for (int tiley = 0; tiley < c_tiles_per_chunk; tiley++)
{
// Start and width of the area to black out
int x = xoff;
int w = 0;
// For each tile in the line
for (int tilex = 0; tilex < c_tiles_per_chunk; tilex++)
{
// If the tile is blocked by 'roof'
if (!mc->is_dungeon(tilex, tiley))
{
// Add to the width of the area
w += c_tilesize;
}
// If not blocked and have area,
else if (w)
{
// Draw blackness
gwin->win->fill8(index, w, c_tilesize, x, y);
// Set the start of the area to the next tile
x += w + c_tilesize;
// Clear the width
w = 0;
}
// Not blocked, and no area
else
{
// Increment the start of the area to the next tile
x += c_tilesize;
}
}
// If we have an area, paint it.
if (w)
gwin->win->fill8(index, w, c_tilesize,
x, y);
// Increment the y coord for the next line
y += c_tilesize;
}
}
}
}
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