ref: e9d88c30ac1f76c8f386f2f333f3518d44d928fc
dir: /drw.c/
#include <u.h> #include <libc.h> #include <draw.h> #include "dat.h" #include "fns.h" int scale = 1; static Point p0, pan; static int fbsz, fbh, fbw, fbws; static u32int *fb, *fbvis; static Image *fbi; static Rectangle selr; static Point panmax; static Mobj *selected[Nselect]; static Mobj **visbuf; static int nvisbuf, nvis; void dopan(int dx, int dy) { pan.x -= dx; pan.y -= dy; if(pan.x < 0) pan.x = 0; else if(pan.x > panmax.x) pan.x = panmax.x; if(pan.y < 0) pan.y = 0; else if(pan.y > panmax.y) pan.y = panmax.y; } void select(Point p, int b) { int i; Point vp; Mobj *mo; if(!ptinrect(p, selr)) return; if(b & 1){ p = divpt(subpt(p, selr.min), scale); i = fbvis[p.y * fbw + p.x]; selected[0] = i == -1 ? nil : visbuf[i]; }else if(b & 4){ if(selected[0] == nil) return; vp = divpt(subpt(p, selr.min), scale); i = fbvis[vp.y * fbw + vp.x]; mo = i == -1 ? nil : visbuf[i]; if(mo == selected[0]){ dprint("select: %#p not moving to itself\n", visbuf[i]); return; } p = divpt(addpt(subpt(p, selr.min), pan), scale); p.x /= Tlsubwidth; p.y /= Tlsubheight; moveone(p, selected[0], mo); } } static void drawhud(void) { char s[256]; Mobj *mo; draw(screen, Rpt(p0, screen->r.max), display->black, nil, ZP); mo = selected[0]; if(mo == nil) return; snprint(s, sizeof s, "%s %d/%d", mo->o->name, mo->hp, mo->o->hp); string(screen, p0, display->white, ZP, font, s); } static int addvis(Mobj *mo) { int i; if((i = nvis++) >= nvisbuf){ visbuf = erealloc(visbuf, (nvisbuf + 16) * sizeof *visbuf, nvisbuf * sizeof *visbuf); nvisbuf += 16; } visbuf[i] = mo; return i; } static void clearvis(void) { if(visbuf != nil) memset(visbuf, 0, nvisbuf * sizeof *visbuf); nvis = 0; } static int boundpic(Rectangle *r, u32int **q) { int w; r->min.x -= pan.x / scale; r->min.y -= pan.y / scale; if(r->min.x + r->max.x < 0 || r->min.x >= fbw || r->min.y + r->max.y < 0 || r->min.y >= fbh) return -1; w = r->max.x; if(r->min.x < 0){ if(q != nil) *q -= r->min.x; r->max.x += r->min.x; r->min.x = 0; } if(r->min.x + r->max.x > fbw) r->max.x -= r->min.x + r->max.x - fbw; if(r->min.y < 0){ if(q != nil) *q -= w * r->min.y; r->max.y += r->min.y; r->min.y = 0; } if(r->min.y + r->max.y > fbh) r->max.y -= r->min.y + r->max.y - fbh; r->min.x *= scale; r->max.x *= scale; return 0; } static void drawpic(int x, int y, Pic *pic, int ivis) { int n, Δp, Δsp, Δq; u32int v, *p, *e, *sp, *q; Rectangle r; if(pic->p == nil) sysfatal("drawpic: empty pic"); q = pic->p; r = Rect(x + pic->dx, y + pic->dy, pic->w, pic->h); if(boundpic(&r, &q) < 0) return; Δq = pic->w - r.max.x / scale; p = fb + r.min.y * fbws + r.min.x; Δp = fbws - r.max.x; sp = fbvis + r.min.y * fbw + r.min.x / scale; Δsp = fbw - r.max.x / scale; while(r.max.y-- > 0){ e = p + r.max.x; while(p < e){ v = *q++; if(v & 0xff << 24){ for(n=0; n<scale; n++) *p++ = v; }else p += scale; *sp++ = ivis; } q += Δq; p += Δp; sp += Δsp; } } static void drawshadow(int x, int y, Pic *pic) { int n, Δp, Δq; u32int v, *p, *e, *q; Rectangle r; q = pic->p; r = Rect(x + pic->dx, y + pic->dy, pic->w, pic->h); if(boundpic(&r, &q) < 0) return; Δq = pic->w - r.max.x / scale; p = fb + r.min.y * fbws + r.min.x; Δp = fbws - r.max.x; while(r.max.y-- > 0){ e = p + r.max.x; while(p < e){ v = *q++; if(v & 0xff << 24){ v = p[0]; v = (v & 0xff0000) * 0x7f / 0xff & 0xff0000 | (v & 0xff00) * 0x7f / 0xff & 0xff00 | (v & 0xff) * 0x7f / 0xff & 0xff; for(n=0; n<scale; n++) *p++ = v; }else p += scale; } q += Δq; p += Δp; } } void compose(int x, int y, u32int c) { int n, Δp; u32int v, *p, *e; Rectangle r; r = Rect(x * Tlsubwidth, y * Tlsubheight, Tlsubwidth, Tlsubheight); if(boundpic(&r, nil) < 0) return; p = fb + r.min.y * fbws + r.min.x; Δp = fbws - r.max.x; while(r.max.y-- > 0){ e = p + r.max.x; while(p < e){ v = *p; v = (v & 0xff0000) + (c & 0xff0000) >> 1 & 0xff0000 | (v & 0xff00) + (c & 0xff00) >> 1 & 0xff00 | (v & 0xff) + (c & 0xff) >> 1 & 0xff; for(n=0; n<scale; n++) *p++ = v; } p += Δp; } } static void drawmap(Rectangle *r) { int x, y; u64int *row, v, m; Node *n; Mobj *mo; Point *p; for(y=r->min.y, n=node+y*mapwidth+r->min.x; y<r->max.y; y++){ x = r->min.x; row = baddr(x, y); v = *row++; m = 1ULL << 63 - (x & Bmask); for(; x<r->max.x; x++, n++, m>>=1){ if(m == 0){ v = *row++; m = 1ULL << 63; } if(v & m) compose(x, y, 0xff0000); if(n->closed) compose(x, y, 0x0000ff); else if(n->open) compose(x, y, 0xffff00); } n += mapwidth - (r->max.x - r->min.x); } if((mo = selected[0]) != nil && mo->pathp != nil){ for(p=mo->paths; p<mo->pathe; p++) compose(p->x / Tlsubwidth, p->y / Tlsubheight, 0x00ff00); compose(mo->target.x, mo->target.y, 0x00ffff); } } static Pic * frm(Mobj *mo, int notshadow) { static int rot17[Nrot] = { 0,0,1,1,2,2,3,3,4,4,5,5,6,6,7,7,8, 9,9,10,10,11,11,12,12,13,13,14,14,15,15,16 }; int θ, frm; Pics *pp; Pic *p; pp = mo->pics; if(pp->pic != nil) frm = tc % pp->nf; else{ pp = &mo->o->pmove; frm = mo->freezefrm; } assert(pp->pic != nil && pp->shadow != nil); θ = mo->θ * 32.0 / 256; switch(pp->nr){ case 17: θ = rot17[θ]; break; default: θ = 0; break; } if(notshadow){ p = pp->pic[frm]; p += nteam * θ + mo->team - 1; }else{ p = pp->shadow[frm]; p += θ; } return p; } void redraw(void) { int x, y; Rectangle mr, tr; Terrain **t; Map *m; Mobj *mo; Mobjl *ml; clearvis(); tr.min.x = pan.x / scale / Tlwidth; tr.min.y = pan.y / scale / Tlheight; tr.max.x = tr.min.x + (pan.x / scale % Tlwidth != 0); tr.max.x += fbw / Tlwidth + (fbw % Tlwidth != 0); if(tr.max.x > terwidth) tr.max.x = terwidth; tr.max.y = tr.min.y + (pan.y / scale % Tlheight != 0); tr.max.y += fbh / Tlheight + (fbh % Tlwidth != 0); if(tr.max.y > terheight) tr.max.y = terheight; mr.min.x = max(tr.min.x - 3, 0) * Tlnsub; mr.min.y = max(tr.min.y - 3, 0) * Tlnsub; mr.max.x = tr.max.x * Tlnsub; mr.max.y = tr.max.y * Tlnsub; for(y=tr.min.y, t=terrain+y*terwidth+tr.min.x; y<tr.max.y; y++){ for(x=tr.min.x; x<tr.max.x; x++, t++) drawpic(x*Tlwidth, y*Tlheight, (*t)->p, -1); t += terwidth - (tr.max.x - tr.min.x); } for(y=mr.min.y, m=map+y*mapwidth+mr.min.x; y<mr.max.y; y++){ for(x=mr.min.x; x<mr.max.x; x++, m++){ for(ml=m->ml.l; ml!=&m->ml; ml=ml->l){ mo = ml->mo; if(mo->o->f & Fair) break; drawshadow(mo->px, mo->py, frm(mo, 0)); } for(ml=m->ml.l; ml!=&m->ml; ml=ml->l){ mo = ml->mo; if(mo->o->f & Fair) break; drawpic(mo->px, mo->py, frm(mo, 1), addvis(mo)); } } m += mapwidth - (mr.max.x - mr.min.x); } for(y=mr.min.y, m=map+y*mapwidth+mr.min.x; y<mr.max.y; y++){ for(x=mr.min.x; x<mr.max.x; x++, m++){ for(ml=m->ml.l; ml!=&m->ml; ml=ml->l){ mo = ml->mo; if((mo->o->f & Fair) == 0) continue; drawshadow(mo->px, mo->py, frm(mo, 0)); } for(ml=m->ml.l; ml!=&m->ml; ml=ml->l){ mo = ml->mo; if((mo->o->f & Fair) == 0) continue; drawpic(mo->px, mo->py, frm(mo, 1), addvis(mo)); } } m += mapwidth - (mr.max.x - mr.min.x); } if(debugmap) drawmap(&mr); drawhud(); } void resetfb(void) { fbws = min(mapwidth * Tlsubwidth * scale, Dx(screen->r)); fbh = min(mapheight * Tlsubheight * scale, Dy(screen->r)); selr = Rpt(screen->r.min, addpt(screen->r.min, Pt(fbws, fbh))); p0 = Pt(screen->r.min.x + 8, screen->r.max.y - 3 * font->height); p0.y -= (p0.y - screen->r.min.y) % scale; panmax.x = max(Tlsubwidth * mapwidth * scale - Dx(screen->r), 0); panmax.y = max(Tlsubheight * mapheight * scale - Dy(screen->r), 0); if(p0.y < selr.max.y){ panmax.y += selr.max.y - p0.y; fbh -= selr.max.y - p0.y; selr.max.y = p0.y; } fbw = fbws / scale; fbh /= scale; fbsz = fbws * fbh * sizeof *fb; free(fb); free(fbvis); freeimage(fbi); fb = emalloc(fbsz); fbvis = emalloc(fbw * fbh * sizeof *fb); if((fbi = allocimage(display, Rect(0,0,fbws,scale==1 ? fbh : 1), XRGB32, scale>1, 0)) == nil) sysfatal("allocimage: %r"); draw(screen, screen->r, display->black, nil, ZP); } void drawfb(void) { uchar *p; Rectangle r, r2; r = selr; p = (uchar *)fb; if(scale == 1){ loadimage(fbi, fbi->r, p, fbsz); draw(screen, r, fbi, nil, ZP); }else{ r2 = r; while(r.min.y < r2.max.y){ r.max.y = r.min.y + scale; p += loadimage(fbi, fbi->r, p, fbsz / fbh); draw(screen, r, fbi, nil, ZP); r.min.y = r.max.y; } } flushimage(display, 1); }