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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.
*
* The tile engine. Loads tiles from image files into "TileSets".
* Does allocation/freeing and rendering of "TileWindows".
*/
#include "hack.h"
#include "patchlevel.h"
#if defined(GL_GRAPHICS) || defined(SDL_GRAPHICS)
#define WINGL_INTERNAL
#include "winGL.h"
extern const char *killed_by_prefix[];
struct TileSet *sdlgl_tiles = NULL;
static struct TileWindow *mapped_tilewins[MAXWIN];
static int mapped_num = 0;
static int start_depth = 0;
/* fading support. amount is 0 for none */
static float fade_amount = 0;
/* logo support */
static struct TileSet *logo_set = NULL;
static int logo_w, logo_h;
static struct TileWindow *logo_win = NULL;
static struct TileWindow *logo_copyright = NULL;
static enum
{
LOGST_NOT_BEGUN,
LOGST_SHOW,
LOGST_FADE_OUT,
LOGST_DONE
}
logo_state = LOGST_NOT_BEGUN;
static int logo_progress, logo_target, logo_epoch;
static struct TileSet *rip_set = NULL;
static int rip_w, rip_h;
static struct TileWindow *rip_win = NULL;
static struct TileWindow *rip_name = NULL;
static struct TileWindow *rip_info = NULL;
void sdlgl_tile_startup(void)
{
/* nothing to do */
}
void sdlgl_tile_shutdown(void)
{
if (sdlgl_tiles)
{
sdlgl_free_tileset(sdlgl_tiles);
sdlgl_tiles = NULL;
}
if (rip_set)
{
sdlgl_free_tileset(rip_set);
rip_set = NULL;
}
if (logo_set)
{
sdlgl_free_tileset(logo_set);
logo_set = NULL;
}
sdlgl_free_extra_shapes();
}
/* ---------------------------------------------------------------- */
void sdlgl_add_extrashape(struct TileWindow *win,
enum ShapeType type, short x, short y, int par1, int par2)
{
struct ExtraShape *shape;
if (win->extra_num >= win->extra_max)
return;
shape = win->extra_shapes + win->extra_num;
win->extra_num++;
shape->type = type;
shape->x = x; shape->y = y;
shape->par1 = par1; shape->par2 = par2;
}
void sdlgl_remove_extrashapes(struct TileWindow *win, short x, short y)
{
int i, j;
for (i=j=0; i < win->extra_num; i++)
{
struct ExtraShape *shape = win->extra_shapes + i;
assert(shape->type != SHAPE_None);
if (shape->x == x && shape->y == y)
continue;
if (i != j)
memmove(win->extra_shapes + j, shape, sizeof(struct ExtraShape));
j++;
}
win->extra_num = j;
assert(win->extra_num >= 0);
}
/* ---------------------------------------------------------------- */
static void do_load_tileset(void)
{
/* map tiles are loaded while logo is displayed (unless the splash
* screen has been disabled), and RIP image is loaded after logo is
* removed and freed.
*/
if (iflags.wc_tile_height == 16)
sdlgl_tiles = sdlgl_load_tileset("/usr/share/pixmaps/glhack/gltile16.png", 16,16, 0,0, NULL,NULL);
else if (iflags.wc_tile_height == 64)
sdlgl_tiles = sdlgl_load_tileset("/usr/share/pixmaps/glhack/gltile64.png", 48,64, 0,0, NULL,NULL);
else
sdlgl_tiles = sdlgl_load_tileset("/usr/share/pixmaps/glhack/gltile32.png", 32,32, 0,0, NULL,NULL);
assert(sdlgl_tiles);
}
void sdlgl_start_logo(void)
{
const char *pos;
const char *copyright_str = COPYRIGHT_BANNER_A "\n"
COPYRIGHT_BANNER_B "\n" COPYRIGHT_BANNER_C;
int x, y;
int w1, h1, w2, h2;
logo_set = sdlgl_load_tileset("/usr/share/pixmaps/glhack/gllogo.png", 16,16, 0,0, &logo_w, &logo_h);
assert(logo_set);
/* fade color remains same over life of logo */
fade_amount = 0;
assert(logo_state == LOGST_NOT_BEGUN);
logo_state = LOGST_SHOW;
logo_progress = 0;
logo_target = 2000;
logo_epoch = sdlgl_get_time();
/* build logo window. -AJA- Using tileset/tilewindow is not
* strictly necessary, it would be easy enough to have a single
* image and draw it directly. The advantage is supporting logos
* larger than 256x256 (a common texture limitation of 3D cards),
* and slightly simpler code overall.
*/
logo_win = sdlgl_new_tilewin(logo_set, logo_w, logo_h, 0,0);
for (y=0; y < logo_h; y++)
for (x=0; x < logo_w; x++)
{
/* 1-to-1 mapping */
logo_win->tiles[(logo_h-1 - y) * logo_w + x].fg = y * logo_w + x;
}
/* build copyright info window */
logo_copyright = sdlgl_new_tilewin(sdlgl_font_message, 60, 10, 1,0);
x = 0; y = logo_copyright->total_h - 1;
for (pos=copyright_str; *pos; pos++)
{
if (*pos == '\n')
{
x = 0; y--;
if (y < 0)
break;
continue;
}
if (x >= logo_copyright->total_w)
continue;
logo_copyright->tiles[y * logo_copyright->total_w + x].fg =
CHAR_2_TILE(*pos);
x++;
}
/* map windows onto screen */
w1 = logo_win->total_w * logo_win->set->tile_w;
h1 = logo_win->total_h * logo_win->set->tile_h;
sdlgl_map_tilewin(logo_win, 10, sdlgl_height - h1 - 12, w1, h1, 1);
w2 = logo_copyright->total_w * logo_copyright->set->tile_w;
h2 = logo_copyright->total_h * logo_copyright->set->tile_h;
sdlgl_map_tilewin(logo_copyright, 20, sdlgl_height - h1 - 40 - h2,
w2, h2, 2);
sdlgl_start_fading(sdlgl_width, logo_copyright->scr_y);
sdlgl_mark_dirty(0, 0, sdlgl_width, sdlgl_height, 0);
sdlgl_flush();
/* load in the tileset now, whilst the logo is fully up. They are
* fairly large, and take some time to load.
*/
do_load_tileset();
}
/* returns 1 when finished */
int sdlgl_iterate_logo(void)
{
int last_progress;
assert (LOGST_SHOW <= logo_state && logo_state <= LOGST_FADE_OUT);
assert(logo_set);
assert(logo_win);
assert(logo_copyright);
/* compute fading amount */
if (logo_state == LOGST_FADE_OUT)
{
assert(logo_target > 0);
assert(0 <= logo_progress && logo_progress <= logo_target);
fade_amount = logo_progress / (float)logo_target;
}
/* draw it and wait */
sdlgl_mark_dirty(0, logo_copyright->scr_y,
sdlgl_width, sdlgl_height - logo_copyright->scr_y, 0);
sdlgl_flush();
last_progress = logo_progress;
logo_progress = (sdlgl_get_time() - logo_epoch);
assert(logo_progress >= 0);
/* when fading out, limit the jump to a bit over 1/3 */
if (logo_state == LOGST_FADE_OUT &&
(logo_progress - last_progress) > 350)
{
logo_progress = last_progress + 350;
}
if (logo_progress < logo_target)
return 0;
/* current phase is over -- choose new one */
logo_progress = 0;
if (logo_state == LOGST_SHOW)
{
logo_state = LOGST_FADE_OUT;
logo_target = 1000;
logo_epoch = sdlgl_get_time();
return 0;
}
/* all done. Clean up the mess */
logo_state = LOGST_DONE;
fade_amount = 0;
sdlgl_unmap_tilewin(logo_win);
sdlgl_free_tilewin(logo_win);
logo_win = NULL;
sdlgl_unmap_tilewin(logo_copyright);
sdlgl_free_tilewin(logo_copyright);
logo_copyright = NULL;
sdlgl_free_tileset(logo_set);
logo_set = NULL;
sdlgl_finish_fading();
sdlgl_flush();
return 1;
}
void sdlgl_tile_load_rest(void)
{
if (! sdlgl_tiles)
{
do_load_tileset();
}
rip_set = sdlgl_load_tileset("/usr/share/pixmaps/glhack/glrip.png", 30,30, 0,1, &rip_w, &rip_h);
assert(rip_set);
sdlgl_create_extra_graphics();
/* FIXME: create facing files for Slash'EM.
*/
#ifdef VANILLA_GLHACK
sdlgl_load_face_dirs("glface16.lst", tile_16_face_dirs);
sdlgl_load_face_dirs("glface32.lst", tile_32_face_dirs);
#endif
}
/* ---------------------------------------------------------------- */
#define STONE_MID_X (155 + 155/2)
#define STONE_NAME_Y (92 + 92/2)
#define STONE_NAME_W (80 + 80/2)
#define STONE_NAME_H (40 + 40/2)
#define STONE_TEXT_Y (48 + 48/2)
#define STONE_INFO_LINES 5
#define STONE_MAX_NAME 11
#define STONE_MAX_INFO 16
static void add_rip_info(const char *str, int len, int y)
{
int shift_x;
len = min(STONE_MAX_INFO, len);
shift_x = (STONE_MAX_INFO - len) / 2;
if (len == 0)
return;
assert(len > 0);
assert(shift_x >= 0);
assert(shift_x + len <= STONE_MAX_INFO);
sdlgl_store_str(rip_info, shift_x, y, str, len, BLACK);
}
static void add_rip_killer(const char *str, int y)
{
struct TempLine
{
char s[STONE_MAX_INFO + 1 /* NUL */];
}
bufs[STONE_INFO_LINES]; /* NB: top down */
int len = strlen(str);
int i, line;
if (len == 0)
return;
/* FUDGE IT */
for (line=0; line < STONE_INFO_LINES; line++)
{
/* determine how much of the string to use for this line (possibly
* all of it, if the whole thing fits).
*/
len = strlen(str);
if (len == 0)
break;
if (len > STONE_MAX_INFO)
{
for (len=STONE_MAX_INFO; len > STONE_MAX_INFO/2; len--)
if (str[len] == ' ')
break;
if (str[len] != ' ')
len = STONE_MAX_INFO;
}
memcpy(bufs[line].s, str, len);
bufs[line].s[len] = 0;
str += len;
while (*str == ' ')
str++;
}
assert(line > 0 && line <= STONE_INFO_LINES);
if ('a' <= bufs[0].s[0] && bufs[0].s[0] <= 'z')
bufs[0].s[0] += 'A' - 'a';
/* center the lines vertically */
y += (STONE_INFO_LINES - line + 1) / 2;
for (i=0; i < line; i++)
add_rip_info(bufs[i].s, strlen(bufs[i].s), y + line - 1 - i);
}
/* returns bottom y */
int sdlgl_display_RIP(int how)
{
int x, y;
int w, h;
int base_y;
char name_buf[BUFSZ];
char info_buf[BUFSZ];
assert(! rip_win);
assert(rip_set);
/* create tombstone window */
rip_win = sdlgl_new_tilewin(rip_set, rip_w, rip_h, 0,0);
for (y=0; y < rip_h; y++)
for (x=0; x < rip_w; x++)
{
/* 1-to-1 mapping */
rip_win->tiles[(rip_h-1 - y) * rip_w + x].fg = y * rip_w + x;
}
w = rip_win->total_w * rip_win->scale_w;
h = rip_win->total_h * rip_win->scale_h;
base_y = sdlgl_height - h - 10;
sdlgl_map_tilewin(rip_win, (sdlgl_width - w) / 2, base_y, w, h, 30);
/* now create name & role windows */
strcpy(name_buf, plname);
name_buf[STONE_MAX_NAME] = 0;
if ('a' <= name_buf[0] && name_buf[0] <= 'z')
name_buf[0] += 'A' - 'a';
rip_name = sdlgl_new_tilewin(sdlgl_font_message, strlen(name_buf), 1, 1,0);
rip_info = sdlgl_new_tilewin(sdlgl_font_8, STONE_MAX_INFO,
2 + STONE_INFO_LINES, 1,0);
rip_name->see_through = 1;
rip_info->see_through = 1;
/* scale name to fit nicely on tombstone */
if (! sdlgl_software)
{
rip_name->scale_w = STONE_NAME_W / rip_name->total_w;
rip_name->scale_h = STONE_NAME_H / rip_name->total_h;
if (rip_name->scale_w > sdlgl_font_message->tile_w * 4 / 2)
rip_name->scale_w = sdlgl_font_message->tile_w * 4 / 2;
if (rip_name->scale_h > sdlgl_font_message->tile_h * 4 / 2)
rip_name->scale_h = sdlgl_font_message->tile_h * 4 / 2;
if (rip_name->scale_w > rip_name->scale_h * 2)
rip_name->scale_w = rip_name->scale_h * 2;
else if (rip_name->scale_h > rip_name->scale_w * 4)
rip_name->scale_h = rip_name->scale_w * 4;
rip_name->scale_full_w = rip_name->scale_w;
rip_name->scale_full_h = rip_name->scale_h;
}
sdlgl_store_str(rip_name, 0, 0, name_buf, rip_name->total_w, BLACK);
/* Put $ on stone */
Sprintf(info_buf, "%ld Au", u.ugold);
add_rip_info(info_buf, strlen(info_buf), 1 + STONE_INFO_LINES);
/* Put death type on stone */
switch (killer_format)
{
case KILLED_BY_AN:
Strcpy(info_buf, killed_by_prefix[how]);
Strcat(info_buf, an(killer));
break;
case KILLED_BY:
Strcpy(info_buf, killed_by_prefix[how]);
Strcat(info_buf, killer);
break;
case NO_KILLER_PREFIX:
Strcpy(info_buf, killer);
break;
default:
Strcpy(info_buf, "Killed by a bad switch");
break;
}
add_rip_killer(info_buf, 1);
/* Put year on stone */
Sprintf(info_buf, "%4d", getyear());
add_rip_info(info_buf, strlen(info_buf), 0);
/* map these bits of text onto the screen, baby */
w = rip_name->total_w * rip_name->scale_w;
h = rip_name->total_h * rip_name->scale_h;
sdlgl_map_tilewin(rip_name, rip_win->scr_x + STONE_MID_X - w/2,
rip_win->scr_y + STONE_NAME_Y + STONE_NAME_H/2 - h/2, w, h, 32);
w = rip_info->total_w * rip_info->scale_w;
h = rip_info->total_h * rip_info->scale_h;
sdlgl_map_tilewin(rip_info, rip_win->scr_x + STONE_MID_X - w/2,
rip_win->scr_y + STONE_TEXT_Y, w, h, 31);
return base_y;
}
void sdlgl_dismiss_RIP(void)
{
assert(rip_win);
assert(rip_name);
assert(rip_info);
sdlgl_unmap_tilewin(rip_win);
sdlgl_free_tilewin(rip_win);
rip_win = NULL;
sdlgl_unmap_tilewin(rip_name);
sdlgl_free_tilewin(rip_name);
rip_name = NULL;
sdlgl_unmap_tilewin(rip_info);
sdlgl_free_tilewin(rip_info);
rip_info = NULL;
}
/* ---------------------------------------------------------------- */
struct TileWindow *sdlgl_new_tilewin(struct TileSet *set,
int total_w, int total_h, int is_text, int is_map)
{
int total = total_w * total_h;
struct TileWindow *win;
assert(total_w > 0 && total_h > 0);
win = (struct TileWindow *) alloc(sizeof(struct TileWindow));
memset(win, 0, sizeof(struct TileWindow));
win->set = set;
win->total_w = total_w;
win->total_h = total_h;
win->is_text = is_text;
win->is_map = is_map;
win->see_through = 0;
win->mapped_idx = -1;
/* set defaults */
win->scale_full_w = set->tile_w;
win->scale_full_h = set->tile_h;
win->scale_w = set->tile_w - set->lap_w;
win->scale_h = set->tile_h - set->lap_h;
win->scale_skew = set->lap_skew;
win->pan_x = win->pan_y = 0;
win->background = RGB_MAKE(0, 0, 0);
win->curs_x = win->curs_y = -1;
win->curs_w = 1;
win->curs_block = 0;
win->curs_color = OUTLINE_COL;
win->has_border = 0;
/* setup tile arrays */
win->tiles = (struct TilePair *) alloc(total * sizeof(struct TilePair));
sdlgl_blank_area(win, 0, 0, total_w, total_h);
/* setup extra_shape array */
win->extra_max = is_map ? 256 : 10;
win->extra_num = 0;
win->extra_shapes = (struct ExtraShape *) alloc(win->extra_max *
sizeof(struct ExtraShape));
return win;
}
void sdlgl_free_tilewin(struct TileWindow *win)
{
if (win->scr_depth > 0)
sdlgl_unmap_tilewin(win);
if (win->tiles)
{
free(win->tiles);
win->tiles = NULL;
}
if (win->extra_shapes)
{
free(win->extra_shapes);
win->extra_shapes = NULL;
}
free(win);
}
void sdlgl_set_start_depth(int depth)
{
start_depth = depth;
}
void sdlgl_change_tileset(struct TileWindow *win, struct TileSet *set,
int is_text)
{
int i;
/* handle text <-> nontext changes */
if (is_text && !win->is_text)
{
for (i=0; i < (win->total_w * win->total_h); i++)
win->tiles[i].u.col = L_GREY;
}
win->set = set;
win->is_text = is_text;
/* scale, pan & pad values are updated elsewhere (namely in
* sdlgl_zoom_map), which includes changing the tile values for the
* new tile set.
*/
sdlgl_mark_dirty(win->scr_x, win->scr_y, win->scr_w, win->scr_h,
win->scr_depth);
}
static int tilewin_compare(const void *p1, const void *p2)
{
const struct TileWindow *A = *((const struct TileWindow **) p1);
const struct TileWindow *B = *((const struct TileWindow **) p2);
return (A->scr_depth - B->scr_depth);
}
void sdlgl_map_tilewin(struct TileWindow *win, int x, int y,
int w, int h, int depth)
{
int i;
assert(w > 0 && h > 0);
assert(depth > 0);
assert(win->scr_depth == 0);
assert(mapped_num < MAXWIN);
win->scr_x = x;
win->scr_y = y;
win->scr_w = w;
win->scr_h = h;
win->scr_depth = depth;
mapped_tilewins[mapped_num++] = win;
if (mapped_num > 1)
qsort(mapped_tilewins, mapped_num, sizeof(void *), tilewin_compare);
/* set private index values */
for (i=0; i < mapped_num; i++)
mapped_tilewins[i]->mapped_idx = i;
sdlgl_mark_dirty(win->scr_x, win->scr_y, win->scr_w, win->scr_h,
win->scr_depth);
}
void sdlgl_unmap_tilewin(struct TileWindow *win)
{
int i;
assert(win->scr_depth > 0);
assert(win->mapped_idx >= 0);
sdlgl_mark_dirty(win->scr_x, win->scr_y, win->scr_w, win->scr_h, 0);
win->scr_depth = 0;
win->mapped_idx = -1;
for (i=0; i < mapped_num; i++)
{
if (mapped_tilewins[i] == win)
{
mapped_tilewins[i] = NULL;
break;
}
}
/* it better be there in the list ! */
assert(i != mapped_num);
mapped_num--;
/* if there's a gap, close it by shifting stuff down */
for (; i < mapped_num; i++)
mapped_tilewins[i] = mapped_tilewins[i+1];
/* this isn't strictly necessary -- however if we were using garbage
* collection, then it would be (prevent spurious references).
*/
mapped_tilewins[mapped_num] = NULL;
/* update private index values */
for (i=0; i < mapped_num; i++)
mapped_tilewins[i]->mapped_idx = i;
}
/* ---------------------------------------------------------------- */
static GH_INLINE void mark_dirty_tiles(struct TileWindow *win,
int x, int y, int w, int h)
{
int x2, y2;
x = win->scr_x - win->pan_x + x * win->scale_w + y * win->scale_skew;
y = win->scr_y - win->pan_y + y * win->scale_h;
x2 = x + w * win->scale_full_w;
y2 = y + h * win->scale_full_h;
/* clip to window coords */
x = max(x, win->scr_x);
y = max(y, win->scr_y);
x2 = min(x2, win->scr_x + win->scr_w);
y2 = min(y2, win->scr_y + win->scr_h);
if (x2 <= x || y2 <= y)
return;
sdlgl_mark_dirty(x, y, x2 - x, y2 - y, win->scr_depth);
}
void sdlgl_store_char(struct TileWindow *win, int x, int y,
char ch, rgbcol_t col)
{
int offset = y * win->total_w + x;
assert(0 <= x && x < win->total_w);
assert(0 <= y && y < win->total_h);
win->tiles[offset].fg = CHAR_2_TILE(ch);
win->tiles[offset].mg = TILE_EMPTY;
win->tiles[offset].u.col = col;
win->tiles[offset].flags = 0;
mark_dirty_tiles(win, x, y, 1, 1);
}
/*
* returns the number of characters stored.
*/
int sdlgl_store_str(struct TileWindow *win, int x, int y,
const char *str, int maxlen, rgbcol_t col)
{
int offset = y * win->total_w + x;
int width;
assert(0 <= x && x < win->total_w);
assert(0 <= y && y < win->total_h);
/* NOTE: assumes string has been clipped to window bounds */
for (; *str && maxlen > 0; str++, maxlen--, offset++)
{
win->tiles[offset].fg = CHAR_2_TILE(*str);
win->tiles[offset].mg = TILE_EMPTY;
win->tiles[offset].u.col = col;
win->tiles[offset].flags = 0;
}
width = offset - (y * win->total_w + x);
mark_dirty_tiles(win, x, y, width, 1);
return width;
}
static GH_INLINE int is_tile_solid(struct TileSet *set, tileidx_t idx)
{
if (! set->has_alpha)
return 1;
if (idx == TILE_EMPTY)
return 0;
return set->has_alpha[idx] ? 0 : 1;
}
void sdlgl_store_tile(struct TileWindow *win, int x, int y,
tileidx_t fg, tileidx_t mg, tileidx_t bg, tileflags_t flags)
{
int offset = y * win->total_w + x;
/* Optimisation: don't draw anything underneath tiles that are
* completely solid.
*/
if (! sdlgl_3d)
{
if (is_tile_solid(win->set, fg))
mg = bg = TILE_EMPTY;
else if (is_tile_solid(win->set, mg))
bg = TILE_EMPTY;
}
win->tiles[offset].fg = fg;
win->tiles[offset].mg = mg;
win->tiles[offset].u.bg = bg;
win->tiles[offset].flags = flags;
mark_dirty_tiles(win, x, y, 1, 1);
}
void sdlgl_blank_area(struct TileWindow *win, int x, int y, int w, int h)
{
assert(w > 0 && h > 0);
assert(0 <= x && x+w <= win->total_w);
assert(0 <= y && y+h <= win->total_h);
mark_dirty_tiles(win, x, y, w, h);
for (; h > 0; h--, y++)
{
int offset = y * win->total_w + x;
int len;
if (win->is_text)
{
for (len=w; len > 0; len--, offset++)
{
win->tiles[offset].fg = TILE_EMPTY;
win->tiles[offset].mg = TILE_EMPTY;
win->tiles[offset].u.col = L_GREY;
win->tiles[offset].flags = 0;
}
}
else
{
for (len=w; len > 0; len--, offset++)
{
win->tiles[offset].fg = TILE_EMPTY;
win->tiles[offset].mg = TILE_EMPTY;
win->tiles[offset].u.bg = TILE_EMPTY;
win->tiles[offset].flags = 0;
}
}
}
}
void sdlgl_copy_area(struct TileWindow *win, int x, int y,
int w, int h, int x2, int y2)
{
int dx = x - x2;
int dy = y - y2;
assert(w > 0 && h > 0);
assert(0 <= x && x+w <= win->total_w);
assert(0 <= y && y+h <= win->total_h);
assert(0 <= x2 && x2+w <= win->total_w);
assert(0 <= y2 && y2+h <= win->total_h);
mark_dirty_tiles(win, x2, y2, w, h);
/* diagonal moves not supported (yet).
*/
assert(dx == 0 || dy == 0);
if (dx == 0 && y2 < y) /* downwards */
{
for (; h > 0; h--, y++)
{
struct TilePair *src = win->tiles + (y * win->total_w + x);
struct TilePair *dst = win->tiles + (y2 * win->total_w + x2);
memmove(dst, src, sizeof(struct TilePair) * w);
}
}
else if (dx == 0 && y2 > y) /* upwards */
{
y += h - 1;
y2 += h - 1;
for (; h > 0; h--, y--, y2--)
{
struct TilePair *src = win->tiles + (y * win->total_w + x);
struct TilePair *dst = win->tiles + (y2 * win->total_w + x2);
memmove(dst, src, sizeof(struct TilePair) * w);
}
}
else if (dy == 0) /* left or right */
{
for (; h > 0; h--, y++)
{
struct TilePair *src = win->tiles + (y * win->total_w + x);
struct TilePair *dst = win->tiles + (y2 * win->total_w + x2);
memmove(dst, src, sizeof(struct TilePair) * w);
}
}
}
/* transfer tiles between two _different_ tile windows.
*/
void sdlgl_transfer_area(struct TileWindow *swin, int sx, int sy,
int w, int h, struct TileWindow *dwin, int dx, int dy)
{
assert(w > 0 && h > 0);
assert(0 <= sx && sx+w <= swin->total_w);
assert(0 <= sy && sy+h <= swin->total_h);
assert(0 <= dx && dx+w <= dwin->total_w);
assert(0 <= dy && dy+h <= dwin->total_h);
mark_dirty_tiles(dwin, dx, dy, w, h);
for (; h > 0; h--, sy++, dy++)
{
struct TilePair *src = swin->tiles + (sy * swin->total_w + sx);
struct TilePair *dst = dwin->tiles + (dy * dwin->total_w + dx);
memcpy(dst, src, sizeof(struct TilePair) * w);
}
}
/* transfer a line of tiles between a tile window and a buffer. If
* `retrieve' is 1, the buffer is being filled, otherwise the buffer
* is being transferred to the tile window.
*/
void sdlgl_transfer_line(struct TileWindow *win, int x, int y,
int w, struct TilePair *buffer, int retrieve)
{
struct TilePair *win_pos;
assert(w > 0);
assert(0 <= x && x+w <= win->total_w);
assert(0 <= y && y < win->total_h);
win_pos = win->tiles + (y * win->total_w) + x;
if (retrieve)
memcpy(buffer, win_pos, sizeof(struct TilePair) * w);
else
memcpy(win_pos, buffer, sizeof(struct TilePair) * w);
if (! retrieve)
{
mark_dirty_tiles(win, x, y, w, 1);
}
}
void sdlgl_set_scale(struct TileWindow *win, int h)
{
int th = win->set->tile_h;
int lw = win->set->lap_w * h / th;
int lh = win->set->lap_h * h / th;
win->scale_full_w = win->set->tile_w * h / th;
win->scale_full_h = h;
win->scale_w = win->scale_full_w - lw;
win->scale_h = win->scale_full_h - lh;
win->scale_skew = win->set->lap_skew * h / th;
assert(win->scale_w > 0);
assert(win->scale_h > 0);
sdlgl_mark_dirty(win->scr_x, win->scr_y, win->scr_w, win->scr_h,
win->scr_depth);
}
void sdlgl_set_cursor(struct TileWindow *win, int x, int y, int w)
{
if (win->curs_x >= 0)
mark_dirty_tiles(win, win->curs_x, win->curs_y, win->curs_w, 1);
win->curs_x = x;
win->curs_y = y;
win->curs_w = w;
if (win->curs_x >= 0)
mark_dirty_tiles(win, win->curs_x, win->curs_y, win->curs_w, 1);
}
/* ---------------------------------------------------------------- */
/*
* test if an on-screen tile is completely obscured by a window
* sitting above it. `start_idx' is the index of the first window to
* test (usually win->mapped_idx+1).
*/
int sdlgl_test_tile_visible(int start_idx, int x, int y, int w, int h)
{
int x2 = x + w - 1;
int y2 = y + h - 1;
int scr_x2, scr_y2;
assert(start_idx >= 0);
for (; start_idx < mapped_num; start_idx++)
{
struct TileWindow *win = mapped_tilewins[start_idx];
assert(win);
if (win->scr_depth < start_depth)
continue;
if (win->see_through)
continue;
scr_x2 = win->scr_x + win->scr_w - 1;
scr_y2 = win->scr_y + win->scr_h - 1;
if (win->scr_x <= x && x2 <= scr_x2 &&
win->scr_y <= y && y2 <= scr_y2)
return 0;
}
/* yes is visible (maybe only partially) */
return 1;
}
static void draw_tilewindow(struct TileWindow *win)
{
int x, y, n;
int sx, sy, sw, sh, sfw, sfh;
int top, bottom, left, right;
tilecol_t tilecol = 0;
struct TilePair *cur;
/* draw background. Note: TILE_EMPTY guarantees that the background
* may show through, even on non-text windows.
*/
if (! win->see_through)
sdlgl_draw_background(win->scr_x, win->scr_y, win->scr_w, win->scr_h,
win->background, win->mapped_idx + 1, win->scr_depth);
#ifdef GL3D_GRAPHICS
if (sdlgl_3d && win->is_map && ! win->is_text)
{
sdlgl_3d_draw_map(win);
return;
}
#endif
/* use scissor test to clip tiles to the window. This is for tiles
* that cross the window boundary -- we already skip tiles that lie
* completely outside of the window.
*/
sdlgl_enable_clipper(win->scr_x, win->scr_y, win->scr_w, win->scr_h);
if (win->has_border)
sdlgl_draw_border(win, BORDER_COL);
/* block cursors are drawn under (text) tiles, outline cursors are
* drawn over (map) tiles.
*/
if (win->curs_x >= 0 && win->curs_block)
sdlgl_draw_cursor(win);
sw = win->scale_w;
sh = win->scale_h;
sfw = win->scale_full_w;
sfh = win->scale_full_h;
top = win->scr_y + win->scr_h;
bottom = win->scr_y;
left = win->scr_x;
right = win->scr_x + win->scr_w;
/* TWO PASSES: first draw all floor tiles, which are guaranteed to
* never overlap (in Isometric mode). Secondly, draw the other
* stuff on top. Call this "poor man's Z buffering" :).
*/
if (! win->is_text)
{
sdlgl_begin_tile_draw(1, 0);
for (y=win->total_h - 1; y >= 0; y--)
{
sy = win->scr_y - win->pan_y + y * sh;
if (sy + sfh <= bottom || sy >= top)
continue;
for (x=0; x < win->total_w; x++)
{
sx = win->scr_x - win->pan_x + x * sw + y * win->scale_skew;
if (sx + sfw <= left || sx >= right)
continue;
if (!sdlgl_test_tile_visible(win->mapped_idx + 1, sx, sy, sfw, sfh))
continue;
cur = win->tiles + (y * win->total_w + x);
if (cur->u.bg != TILE_EMPTY)
sdlgl_draw_tile(win, sx, sy, sfw, sfh, cur->u.bg, 0,
/* flags */ 0, /* layer */ 0);
}
}
sdlgl_finish_tile_draw();
}
/* second pass: */
sdlgl_begin_tile_draw(1, (win->set->lap_w || win->set->lap_h));
for (y=win->total_h - 1; y >= 0; y--)
{
sy = win->scr_y - win->pan_y + y * sh;
if (sy + sfh <= bottom || sy >= top)
continue;
for (x=0; x < win->total_w; x++)
{
sx = win->scr_x - win->pan_x + x * sw + y * win->scale_skew;
if (sx + sfw <= left || sx >= right)
continue;
if (!sdlgl_test_tile_visible(win->mapped_idx + 1, sx, sy, sfw, sfh))
continue;
cur = win->tiles + (y * win->total_w + x);
/* for non-text windows, tilecol is unused */
if (win->is_text)
tilecol = cur->u.col;
if (! win->is_text)
{
if (cur->mg != TILE_EMPTY)
sdlgl_draw_tile(win, sx, sy, sfw, sfh, cur->mg, 0,
/* flags */ 0, /* layer */ 1);
}
if (cur->fg != TILE_EMPTY)
sdlgl_draw_tile(win, sx, sy, sfw, sfh, cur->fg, tilecol,
cur->flags, /* layer */ 2);
}
}
sdlgl_finish_tile_draw();
/* draw the extra shapes, like the love heart */
for (n=0; n < win->extra_num; n++)
sdlgl_draw_extra_shape(win, win->extra_shapes + n);
if (win->curs_x >= 0 && ! win->curs_block)
sdlgl_draw_cursor(win);
sdlgl_disable_clipper();
}
void sdlgl_draw_mapped(void)
{
int i;
/* clear any parts of the screen that windows may not cover. We are
* using draw_background() to limit the amount to draw.
*/
sdlgl_draw_background(0, 0, sdlgl_width, sdlgl_height,
RGB_MAKE(0, 0, 0), 0 /* start_idx */, 0 /* depth */);
for (i=0; i < mapped_num; i++)
if (mapped_tilewins[i]->scr_depth >= start_depth)
draw_tilewindow(mapped_tilewins[i]);
/* handle fading */
if (fade_amount > 0)
sdlgl_draw_fading(fade_amount);
}
void sdlgl_flush(void)
{
sdlgl_draw_mapped();
sdlgl_blit_frame();
}
#endif /* GL_GRAPHICS */
/*gl_tile.c*/
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