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/* Copyright (C) 2002 Andrew Apted <ajapted@users.sourceforge.net> */
/* NetHack may be freely redistributed. See license for details. */
/*
* SDL/GL window port for NetHack & Slash'EM.
*
* Handles the map window.
*/
#include "hack.h"
#include "display.h"
#include "patchlevel.h"
#if defined(GL_GRAPHICS) || defined(SDL_GRAPHICS)
#define WINGL_INTERNAL
#include "winGL.h"
static int zoom_sets[] =
{
10, 12,
16, 20, 24,
32, 40, 48,
64, 80, 96,
128
};
#define NUM_ZOOM (SIZE(zoom_sets))
int sdlgl_quantize_zoom(int zoom_h)
{
int i;
if (zoom_h == TEXT_ZOOM)
return zoom_h;
if (sdlgl_software)
{
if (iflags.wc_tile_height <= 16)
{
/* with 16x16 tileset in SW mode, no zooming possible */
return 16;
}
return (zoom_h < iflags.wc_tile_height * 3 / 4) ?
(iflags.wc_tile_height / 2) : iflags.wc_tile_height;
}
for (i=NUM_ZOOM-1; i > 0; i--)
{
if (zoom_sets[i] > iflags.wc_tile_height * 4)
continue;
if (zoom_sets[i-1] <= iflags.wc_tile_height / 4)
break;
if (zoom_h >= zoom_sets[i])
break;
}
return zoom_sets[i];
}
static void center_on_text_map(struct TextWindow *win)
{
int tw, th;
int mx, my;
assert(win->base);
assert(win->base->is_text);
tw = win->base->scale_w;
th = win->base->scale_h;
/* doesn't need to use scale_skew (text map is never skewed) */
mx = win->base->total_w * tw / 2 - win->base->scr_w / 2;
my = win->base->total_h * th / 2 - win->base->scr_h / 2;
sdlgl_set_pan(win->base, mx, my);
}
static void center_on_player(struct TextWindow *win)
{
int tw, th, tk;
int fx, fy;
assert(win->base);
assert(! win->base->is_text);
tw = win->base->scale_w;
th = win->base->scale_h;
tk = win->base->scale_skew;
fx = win->focus_x * tw + tw / 2 - win->base->scr_w / 2 +
win->focus_y * tk;
fy = win->focus_y * th + th / 2 - win->base->scr_h / 2;
sdlgl_set_pan(win->base, fx, fy);
win->map_px = fx;
win->map_py = fy;
win->jail_x = 0;
win->jail_y = 0;
}
void sdlgl_create_map(struct TextWindow *win, int w, int h)
{
int i;
assert(win->base);
win->base->is_map = 1;
win->base->curs_color = OUTLINE_COL;
win->glyphs = (struct GlyphPair *) alloc(w * h *
sizeof(struct GlyphPair));
for (i=0; i < win->base->total_h * win->base->total_w; i++)
{
win->glyphs[i].bg = NO_GLYPH;
win->glyphs[i].fg = NO_GLYPH;
}
win->map_px = 0;
win->map_py = 0;
if (sdlgl_def_zoom == TEXT_ZOOM)
{
win->zoom_h = iflags.wc_tile_height;
sdlgl_change_tileset(win->base, sdlgl_font_map, 1);
sdlgl_set_scale(win->base, sdlgl_font_map->tile_h);
center_on_text_map(win);
}
else
{
win->zoom_h = sdlgl_def_zoom;
sdlgl_set_scale(win->base, win->zoom_h);
center_on_player(win);
}
}
static int glyph_is_translucent(int glyph_fg, int lev_x, int lev_y)
{
/* The glyph can be drawn 50% translucent under these conditions:
* (a) it is a monster or the player.
* (b) it is invisible.
* (c) the player can see invisible.
* (d) if it wasn't invisible, the player would be able to see it
* using normal vision.
*/
struct monst *mtmp;
if (glyph_fg == NO_GLYPH)
return 0;
assert(glyph_fg <= MAX_GLYPH);
/* handle the player */
if (lev_x == u.ux && lev_y == u.uy)
{
return canseeself() && Invis;
}
if (! glyph_is_monster(glyph_fg))
return 0;
mtmp = m_at(lev_x, lev_y);
if (! mtmp)
return 0;
return knowninvisible(mtmp);
}
static int glyph_is_dungeon(glyphidx_t glyph)
{
if (! glyph_is_cmap(glyph))
return 0;
/* There are some glyphs in the CMAP range that can stay in the
* foreground (everything else in CMAP must go into background).
*
* These belong elsewhere IMHO (either ZAP range or a new one).
*/
if (glyph == cmap_to_glyph(S_digbeam) ||
glyph == cmap_to_glyph(S_flashbeam) ||
glyph == cmap_to_glyph(S_boomleft) ||
glyph == cmap_to_glyph(S_boomright))
{
return 0;
}
if (glyph >= cmap_to_glyph(S_ss1) &&
glyph <= cmap_to_glyph(S_ss4))
{
return 0;
}
if (glyph >= cmap_to_glyph(S_explode1) &&
glyph <= cmap_to_glyph(S_explode9))
{
return 0;
}
return 1;
}
static int back_to_trap(XCHAR_P lev_x, XCHAR_P lev_y)
{
struct trap *trap = t_at(lev_x, lev_y);
if (!trap || !trap->tseen)
return NO_GLYPH;
return trap_to_glyph(trap);
}
#define cannot_see(x,y) \
(Blind || (viz_array && !cansee((x), (y))))
static void make_double_glyph(struct GlyphPair *gpair,
XCHAR_P lev_x, XCHAR_P lev_y, glyphidx_t glyph)
{
int back;
if (glyph_is_dungeon(glyph))
{
back = glyph;
glyph = NO_GLYPH;
}
else
{
back = back_to_glyph(lev_x, lev_y);
/* handle traps */
if (back == NO_GLYPH ||
back == cmap_to_glyph(S_room) ||
back == cmap_to_glyph(S_stone) ||
back == cmap_to_glyph(S_corr) ||
back == cmap_to_glyph(S_litcorr))
{
int tt = back_to_trap(lev_x, lev_y);
if (tt != NO_GLYPH && tt != glyph)
back = tt;
}
if (!levl[lev_x][lev_y].waslit && cannot_see(lev_x, lev_y))
{
if (back == cmap_to_glyph(S_room))
back = cmap_to_glyph(S_stone);
else if (back == cmap_to_glyph(S_litcorr))
back = cmap_to_glyph(S_corr);
}
}
/* S_stone (a fully black tile) never needs to be drawn.
*/
if (back == cmap_to_glyph(S_stone))
back = NO_GLYPH;
if (back == glyph)
glyph = NO_GLYPH;
gpair->fg = glyph;
gpair->bg = back;
}
static void glyph_to_character(struct TextWindow *win,
struct GlyphPair * gpair, int x, int y)
{
int ch;
rgbcol_t rgb;
int glyph = (gpair->fg != NO_GLYPH) ? gpair->fg : gpair->bg;
int color;
unsigned special;
if (glyph == NO_GLYPH)
{
sdlgl_blank_area(win->base, x, y, 1, 1);
return;
}
/* Map the glyph back to a character */
mapglyph(glyph, &ch, &color, &special, x, y);
if (color == NO_COLOR)
rgb = L_GREY;
else
rgb = termcolor_to_tilecol[color];
/* store it */
{
char ch_b = (char)ch;
sdlgl_store_char(win->base, x, y, ch_b, rgb);
}
}
static void glyph_to_tilepair(struct TextWindow *win,
struct GlyphPair *glyph, int x, int y)
{
tileidx_t fg, mg, bg;
tileflags_t flags = 0;
int lev_x = x;
int lev_y = win->base->total_h - 1 - y;
/* foreground */
if (glyph->fg == NO_GLYPH)
{
fg = TILE_EMPTY;
}
else
{
int glyph_fg = glyph->fg; /* prevent glyph_is_monster() warning */
assert(glyph->fg <= MAX_GLYPH);
fg = glyph2tile[glyph->fg];
/* support for horizontal flipping */
if (sdlgl_flipping)
{
int dx = 0;
/* handle the player */
if (lev_x == u.ux && lev_y == u.uy && fg < NUM_MON_TILES)
{
dx = (u.dx != 0) ? u.dx : win->player_dx;
}
else if (glyph_is_monster(glyph_fg) && m_at(lev_x, lev_y))
{
struct monst *mon = m_at(lev_x, lev_y);
int i;
/* find last horizontal move. A better approach would be to add
* a field to the monster struct for which way the monster is
* facing (8 possible dirs), updated in the movement (and
* attacking !) code. That's a lot of work though...
*/
for (i=0; i < MTSZ; i++)
{
dx = mon->mx - mon->mtrack[i].x;
if (dx != 0)
break;
}
}
dx = dx * -sdlgl_mon_tile_face_dir(fg);
if (dx > 0)
flags |= TILE_F_FLIPX;
}
/* support for translucent invisibles */
if (sdlgl_invis_fx && iflags.wc_tile_height >= 32)
{
if (glyph_is_translucent(glyph_fg, lev_x, lev_y))
flags |= TILE_F_TRANS50;
}
}
/* background and mid-ground */
if (glyph->bg == NO_GLYPH)
{
mg = bg = TILE_EMPTY;
}
else
{
assert(glyph->bg <= MAX_GLYPH);
/* the ROOM tile always lets the BG shine through */
if (glyph->bg == cmap_to_glyph(S_room))
mg = TILE_EMPTY;
else
mg = glyph2tile[glyph->bg];
bg =
#ifdef VANILLA_GLHACK
In_mines(&u.uz) ? Fl_Mine :
In_sokoban(&u.uz) ? Fl_Sokoban :
Is_knox(&u.uz) ? Fl_Knox :
(In_V_tower(&u.uz) || In_W_tower(lev_x, lev_y, &u.uz)) ? Fl_Tower :
In_hell(&u.uz) ? Fl_Hell :
In_quest(&u.uz) ? Fl_Quest :
In_endgame(&u.uz) ? Fl_Astral :
Is_medusa_level(&u.uz) ? Fl_Beach :
# ifndef VANILLA_GLHACK
/* FIXME !!! In_caves(&u.uz) ? Fl_Caves : */
# endif
# ifdef REINCARNATION
Is_rogue_level(&u.uz) ? Fl_Rogue :
# endif
#endif
/* otherwise */
glyph2tile[cmap_to_glyph(S_room)];
}
sdlgl_store_tile(win->base, x, y, fg, mg, bg, flags);
}
static void update_map_extras(struct TextWindow *win,
short x, short y, struct GlyphPair *glyph)
{
struct TileWindow *base = win->base;
int worm_tail;
sdlgl_remove_extrashapes(base, x, y);
worm_tail = (glyph->fg == petnum_to_glyph(PM_LONG_WORM_TAIL));
if (iflags.wc_hilite_pet && ! worm_tail)
{
int on_left = 0;
/* determine if heart is placed on left or right side */
if (sdlgl_flipping && ! base->is_text &&
(base->tiles[(int)y * base->total_w + x].flags & TILE_F_FLIPX))
{
on_left = 1;
}
if (glyph_is_pet(glyph->fg))
sdlgl_add_extrashape(base, SHAPE_Heart, x, y, on_left, 0);
else if (glyph_is_ridden_monster(glyph->fg))
sdlgl_add_extrashape(base, SHAPE_Ridden, x, y, on_left, 0);
}
}
/*
* sdlgl_print_glyph
*
* Print the glyph to the output device. Don't flush the output device.
*
* Since this is only called from show_glyph(), it is assumed that the
* position and glyph are always correct (checked there)!
*/
void Sdlgl_print_glyph(winid window, XCHAR_P x, XCHAR_P y, int glyph)
{
struct TextWindow *win;
int xx, yy, offset;
if (window == WIN_ERR)
return;
assert (0 <= window && window < MAXWIN && text_wins[window]);
win = text_wins[window];
if (win->type != NHW_MAP)
return;
if (! win->base)
return;
assert(win->glyphs);
xx = (int)x;
yy = win->base->total_h - 1 - (int)y;
if (xx < 0 || xx >= win->base->total_w ||
yy < 0 || yy >= win->base->total_h)
{
return;
}
/* give the map window a border. We do this *here* so that the
* border doesn't get drawn during the initial game prompts.
*/
win->base->has_border = 1;
offset = yy * win->base->total_w + xx;
make_double_glyph(win->glyphs + offset, x, y, (glyphidx_t) glyph);
if (win->base->is_text)
glyph_to_character(win, win->glyphs + offset, xx, yy);
else
glyph_to_tilepair(win, win->glyphs + offset, xx, yy);
update_map_extras(win, xx, yy, win->glyphs + offset);
}
static void update_all_glyphs(struct TextWindow *win)
{
int x, y;
int offset;
assert(win->base);
assert(win->glyphs);
for (y=0; y < win->base->total_h; y++)
for (x=0; x < win->base->total_w; x++)
{
offset = y * win->base->total_w + x;
if (win->base->is_text)
glyph_to_character(win, win->glyphs + offset, x, y);
else
glyph_to_tilepair(win, win->glyphs + offset, x, y);
update_map_extras(win, x, y, win->glyphs + offset);
}
}
#if 0
/* clips the given vector (starting at the origin) by the rectangle
* centered on the origin, with width = 2*w and height = 2*h.
*/
static void clip_vector(int *dx, int *dy, int w, int h)
{
int neg_dx;
int neg_dy;
if (( neg_dx = ((*dx) < 0) )) (*dx) = -(*dx);
if (( neg_dy = ((*dy) < 0) )) (*dy) = -(*dy);
if ((*dx) > w)
{
(*dy) = (*dy) * w / (*dx);
(*dx) = w;
}
if ((*dy) > h)
{
(*dx) = (*dx) * h / (*dy);
(*dy) = h;
}
if (neg_dx) (*dx) = -(*dx);
if (neg_dy) (*dy) = -(*dy);
}
#endif
/* Definitive jail:
*
* WIDTH = scr_w * jail_size / 100; (pixels)
*
* SCREEN X1 = scr_w/2 + jail_sdx - jw/2;
* SCREEN X2 = scr_w/2 + jail_sdx + jw/2;
*
* MAP X1 = (map_px + SCREEN X1) / tw; (whole tiles)
* MAP X2 = (map_px + SCREEN X2) / tw;
*
* MAP W = (MAP X2 - MAP X1) + 1;
*/
static void update_jail(struct TextWindow *win)
{
int fx, fy, tw, th, tk;
int jx, jy, jw, jh;
int extra_x, extra_y;
struct TileWindow *base = win->base;
assert(base);
tw = base->scale_w;
th = base->scale_h;
tk = base->scale_skew;
/* no jail required for text view. We just center the map on the
* screen. We assume it fits -- only when using a very small mode
* (640x400) is there any chance it won't (the user can always use
* the 8x8 font instead of the 8x14 one).
*/
if (base->is_text)
return;
/* handle chunky scrolling mode here. The X margin is inflated
* since the map window is a lot wider than it is high.
*/
if (sdlgl_jump_scroll)
{
int marg_x = tw * iflags.wc_scroll_margin * 17 / 10;
int marg_y = th * iflags.wc_scroll_margin;
fx = win->focus_x * tw + tw / 2 + win->focus_y * tk;
fy = win->focus_y * th + th / 2;
if (fx < win->map_px + marg_x ||
fx > win->map_px + base->scr_w - marg_x)
{
win->map_px = fx - win->base->scr_w / 2;
}
if (fy < win->map_py + marg_y ||
fy > win->map_py + base->scr_h - marg_y)
{
win->map_py = fy - win->base->scr_h / 2;
}
sdlgl_set_pan(win->base, win->map_px, win->map_py);
return;
}
/* make sure jail offset is valid */
extra_x = base->scr_w * (100 - sdlgl_jail_size) / 200 + 2;
extra_y = base->scr_h * (100 - sdlgl_jail_size) / 200 + 2;
if (abs(win->jail_x) > extra_x)
win->jail_x = sgn(win->jail_x) * extra_x;
if (abs(win->jail_y) > extra_y)
win->jail_y = sgn(win->jail_y) * extra_y;
/* shift jail if focus has moved outside it, panning the map window
* when necessary.
*
* This is complicated by allowing the jail to be non-centered on
* the screen; the code here "auto-centers" it rather than panning.
* Removing the loops is left as an exercise for the reader :).
*/
fx = win->focus_x * tw + tw / 2 + win->focus_y * tk;
fy = win->focus_y * th + th / 2;
/* jail no smaller than one tile */
jw = max(tw, base->scr_w * sdlgl_jail_size / 100);
jh = max(th, base->scr_h * sdlgl_jail_size / 100);
jx = win->map_px + base->scr_w/2 + win->jail_x - jw/2;
jy = win->map_py + base->scr_h/2 + win->jail_y - jh/2;
while (fx < jx)
{
if (win->jail_x >= tw)
win->jail_x -= tw;
else
win->map_px -= tw;
jx = win->map_px + base->scr_w/2 + win->jail_x - jw/2;
}
while (fy < jy)
{
if (win->jail_y >= th)
win->jail_y -= th;
else
win->map_py -= th;
jy = win->map_py + base->scr_h/2 + win->jail_y - jh/2;
}
while (fx > jx + jw)
{
if (win->jail_x <= -tw)
win->jail_x += tw;
else
win->map_px += tw;
jx = win->map_px + base->scr_w/2 + win->jail_x - jw/2;
}
while (fy > jy + jh)
{
if (win->jail_y <= -th)
win->jail_y += th;
else
win->map_py += th;
jy = win->map_py + base->scr_h/2 + win->jail_y - jh/2;
}
/* auto-center the jail when possible. Panning not affected.
*/
while (win->jail_x <= -tw && fx > jx + tw)
{
win->jail_x += tw;
jx = win->map_px + base->scr_w/2 + win->jail_x - jw/2;
}
while (win->jail_y <= -th && fy > jy + th)
{
win->jail_y += th;
jy = win->map_py + base->scr_h/2 + win->jail_y - jh/2;
}
while (win->jail_x >= tw && fx < jx + jw - tw)
{
win->jail_x -= tw;
jx = win->map_px + base->scr_w/2 + win->jail_x - jw/2;
}
while (win->jail_y >= th && fy < jy + jh - th)
{
win->jail_y -= th;
jy = win->map_py + base->scr_h/2 + win->jail_y - jh/2;
}
sdlgl_set_pan(win->base, win->map_px, win->map_py);
}
void Sdlgl_cliparound(int x, int y)
{
struct TextWindow *win;
int player_x, player_y;
if (sdlgl_map_win == WIN_ERR)
return;
win = text_wins[sdlgl_map_win];
assert(win);
if (! win->base)
return;
player_x = u.ux;
player_y = win->base->total_h - 1 - u.uy;
/* update player direction */
#ifdef GL3D_GRAPHICS
if (sdlgl_3d)
{
if (u.dx != 0 || u.dy != 0)
{
win->player_dx = u.dx;
win->player_dy = u.dy;
}
}
else
#endif
if (u.dx != 0)
win->player_dx = u.dx;
y = win->base->total_h - 1 - y;
if (x < 0 || x >= win->base->total_w ||
y < 0 || y >= win->base->total_h)
return;
win->focus_x = x;
win->focus_y = y;
update_jail(win);
/* draw cursor, unless it's on the player */
if (!win->write_cursor && x == player_x && y == player_y)
{
sdlgl_set_cursor(win->base, -1, -1, 1);
}
else
{
sdlgl_set_cursor(win->base, x, y, 1);
}
}
int sdlgl_cursor_visible(void)
{
struct TextWindow *win;
if (sdlgl_map_win == WIN_ERR)
return 0;
win = text_wins[sdlgl_map_win];
assert(win);
if (! win->base)
return 0;
return (win->base->curs_x >= 0);
}
static void do_zoom(struct TextWindow *win, int zoom_h)
{
struct TileWindow *base;
int tw, th, tk;
int dx, dy;
int cur_x, cur_y;
base = win->base;
assert(base);
assert(! base->is_text);
assert(zoom_h != TEXT_ZOOM);
assert(sdlgl_quantize_zoom(zoom_h) == zoom_h);
if (zoom_h == win->zoom_h)
return;
/* compute the center of the focus tile, in terms of on-screen
* pixels.
*/
tw = base->scale_w;
th = base->scale_h;
tk = base->scale_skew;
cur_x = win->focus_x * tw + tw / 2 - win->map_px + win->focus_y * tk;
cur_y = win->focus_y * th + th / 2 - win->map_py;
/* update zoom */
win->zoom_h = zoom_h;
/* update panning, so that the focus tile remains as close as
* possible on the screen to where it was before.
*/
sdlgl_set_scale(win->base, zoom_h);
tw = win->base->scale_w;
th = win->base->scale_h;
tk = win->base->scale_skew;
win->map_px = win->focus_x * tw + tw / 2 - cur_x + win->focus_y * tk;
win->map_py = win->focus_y * th + th / 2 - cur_y;
/* move jail center towards focus, upto 1 tile step. The rough
* clipping (handling dx & dy separately) doesn't matter. We rely
* on update_jail() to limit jail_x/y to valid values.
*/
dx = cur_x - (base->scr_w / 2 + win->jail_x);
dy = cur_y - (base->scr_h / 2 + win->jail_y);
if (abs(dx) >= tw)
dx = sgn(dx) * tw;
if (abs(dy) >= th)
dy = sgn(dy) * th;
win->jail_x += dx / 2;
win->jail_y += dy / 2;
update_jail(win);
}
/* adjust is -1 to zoom out, +1 to zoom in,
* -2 to zoom to maximum, +2 to zoom to default.
*/
void sdlgl_zoom_map(int adjust)
{
struct TextWindow *win;
int zoom_h;
if (sdlgl_map_win == WIN_ERR)
return;
win = text_wins[sdlgl_map_win];
assert(win);
assert(win->zoom_h != TEXT_ZOOM);
/* ignore CTRL-PGUP/PGDN if the default zoom is text-mode.
*/
if (sdlgl_def_zoom == TEXT_ZOOM && abs(adjust) == 2)
return;
/* allow CTRL-PGUP/PGDN to switch from text-mode. The rationale
* behind not doing this for plain PGUP/DN is that the result could
* be confusing or unexpected. With CTRL, a specific zoom factor is
* implied.
*/
if (win->base->is_text)
{
if (abs(adjust) != 2)
return;
sdlgl_toggle_text_view();
}
if (adjust == -2)
zoom_h = sdlgl_quantize_zoom(1);
else if (adjust == +2)
zoom_h = sdlgl_def_zoom;
else
{
if (sdlgl_software)
{
if (iflags.wc_tile_height <= 16)
return;
zoom_h = (adjust < 0) ? (iflags.wc_tile_height / 2) :
iflags.wc_tile_height;
}
else /* OpenGL, all zooms are available */
{
int i;
for (i=0; i < NUM_ZOOM; i++)
if (zoom_sets[i] == win->zoom_h)
break;
assert(i != NUM_ZOOM);
i = max(0, min(NUM_ZOOM-1, i + adjust));
zoom_h = sdlgl_quantize_zoom(zoom_sets[i]);
}
}
do_zoom(win, zoom_h);
}
void sdlgl_center_screen_on_player(void)
{
struct TextWindow *win;
if (sdlgl_map_win == WIN_ERR)
return;
win = text_wins[sdlgl_map_win];
assert(win);
if (win->base->is_text)
return;
center_on_player(win);
}
void sdlgl_toggle_text_view(void)
{
struct TextWindow *win;
if (sdlgl_map_win == WIN_ERR)
return;
win = text_wins[sdlgl_map_win];
assert(win);
assert(win->base);
assert(win->glyphs);
if (win->base->is_text)
{
sdlgl_change_tileset(win->base, sdlgl_tiles, 0);
update_all_glyphs(win);
sdlgl_set_scale(win->base, win->zoom_h);
update_jail(win);
return;
}
sdlgl_change_tileset(win->base, sdlgl_font_map, 1);
update_all_glyphs(win);
sdlgl_set_scale(win->base, sdlgl_font_map->tile_h);
center_on_text_map(win);
}
#ifdef POSITIONBAR
void Sdlgl_update_positionbar(char *posbar)
{
/* implement this one day... */
}
#endif
/* returns 1 if found (updating the x/y coords), otherwise 0.
*/
int sdlgl_find_click(int window, int *x, int *y)
{
struct TextWindow *win;
struct TileWindow *base;
int xx, yy;
if (window == WIN_ERR)
return 0;
win = text_wins[window];
if (! win || ! win->base)
return 0;
base = win->base;
xx = *x - base->scr_x;
yy = sdlgl_height - 1 - *y - base->scr_y;
if (xx < 0 || yy < 0 || xx >= base->scr_w || yy >= base->scr_h)
return 0;
yy = (yy + base->pan_y) / base->scale_h;
xx = (xx + base->pan_x - yy * base->scale_skew) / base->scale_w;
if (xx < 0 || yy < 0 || xx >= base->total_w || yy >= base->total_h)
return 0;
*x = xx;
*y = base->total_h - 1 - yy;
return 1;
}
/*
* Pan the map by the given offset. The dx/dy values have the
* following meanings (in absolute value) :
*
* 0 - no change (but compute anyway).
* 1 - move by a single tile.
* 2 - move by a bunch of tiles (5 or so).
* 3 - move by a "page" (the window size).
* 4 - move as far as possible.
*/
void sdlgl_pan_map_window(int dx, int dy)
{
struct TextWindow *win;
int tw, th;
int show_w, show_h;
int map_w, map_h;
if (sdlgl_map_win == WIN_ERR)
return;
win = text_wins[sdlgl_map_win];
assert(win);
assert(win->base);
if (win->base->is_text)
return;
tw = win->base->scale_w;
th = win->base->scale_h;
show_w = max(1, win->base->scr_w / tw);
show_h = max(1, win->base->scr_h / th);
map_w = win->base->total_w * win->base->scale_w +
win->base->total_h * win->base->scale_skew;
map_h = win->base->total_h * win->base->scale_h;
switch (abs(dx))
{
case 2:
dx = sgn(dx) * min(6, show_w);
break;
case 3:
dx = sgn(dx) * (show_w - 1);
break;
case 4:
dx = sgn(dx) * 999;
break;
}
switch (abs(dy))
{
case 2:
dy = sgn(dy) * min(4, show_h);
break;
case 3:
dy = sgn(dy) * (show_h - 1);
break;
case 4:
dy = sgn(dy) * 999;
break;
}
dx *= tw;
dy *= th;
/* limit the amount moved so that the map stays on-screen.
*/
map_w = max(0, map_w - win->base->scr_w);
map_h = max(0, map_h - win->base->scr_h);
if (dx < 0 && win->map_px + dx < -2 * tw)
dx = min(0, -2 * tw - win->map_px);
if (dx > 0 && win->map_px + dx > map_w + 2 * tw)
dx = max(0, map_w + 2 * tw - win->map_px);
if (dy < 0 && win->map_py + dy < -2 * th)
dy = min(0, -2 * th - win->map_py);
if (dy > 0 && win->map_py + dy > map_h + 2 * th)
dy = max(0, map_h + 2 * th - win->map_py);
/* update jail center */
if (dx < 0)
win->jail_x = min(0, win->jail_x + -dx);
else if (dx > 0)
win->jail_x = max(0, win->jail_x - dx);
if (dy < 0)
win->jail_y = min(0, win->jail_y + -dy);
else if (dy > 0)
win->jail_y = max(0, win->jail_y - dy);
/* update panning */
win->map_px += dx;
win->map_py += dy;
sdlgl_set_pan(win->base, win->map_px, win->map_py);
sdlgl_flush();
}
#endif /* GL_GRAPHICS */
/*gl_map.c*/
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