ref: f2a1c2c13ea8f9e0ece5500dd7783754362c3099
dir: /drw.c/
#include <u.h>
#include <libc.h>
#include <draw.h>
#include "dat.h"
#include "fns.h"
extern QLock drawlock;
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 Vector vis;
enum{
DLgndshad,
DLgnd,
DLgndglow,
DLairshad,
DLair,
DLairglow,
DLend,
};
typedef struct Drawlist Drawlist;
struct Drawlist{
Vector mobj;
Vector pics;
int noalpha;
};
static Drawlist drawlist[DLend] = {
[DLgnd] {.noalpha 1},
[DLair] {.noalpha 1},
};
void
dopan(Point p)
{
pan.x -= p.x;
pan.y -= p.y;
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;
}
static Mobj *
vismobj(Point p)
{
int i;
Mobj **mp;
if((i = fbvis[p.y * fbw + p.x]) < 0)
return nil;
mp = vis.p;
assert(i < vis.n);
return mp[i];
}
void
doselect(Point p)
{
if(!ptinrect(p, selr))
return;
p = divpt(subpt(p, selr.min), scale);
selected[0] = vismobj(p);
}
void
doaction(Point p, int clearcmds)
{
Mobj *mo, *tgt;
mo = selected[0];
if(mo == nil || mo->o->f & Fimmutable || !ptinrect(p, selr))
return;
p = subpt(p, selr.min);
tgt = vismobj(divpt(p, scale));
p = divpt(addpt(p, pan), scale);
p = divpt(p, Nodesz);
if(p.x + mo->o->w > mapwidth || p.y + mo->o->h > mapheight){
dprint("doaction: %M target %P beyond map edge\n", mo, p);
return;
}
if(tgt == mo || eqpt(mo->Point, p)){
dprint("doaction: %M targeting moself\n", mo);
return;
}
if(clearcmds)
sendstop(mo);
if(tgt != nil){
if((tgt->o->f & Fresource) && (mo->o->f & Fgather))
sendgather(mo, tgt);
else
sendmovenear(mo, tgt);
}else
sendmove(mo, p);
}
static void
drawhud(void)
{
int i;
char s[256], *s´;
Point p;
Mobj *mo;
Team *t;
p = p0;
draw(screen, Rpt(p, screen->r.max), display->black, nil, ZP);
mo = selected[0];
if(mo == nil)
return;
if(mo->o->f & Fresource)
snprint(s, sizeof s, "%s %d", mo->o->name, mo->amount);
else
snprint(s, sizeof s, "%s %d/%d", mo->o->name, mo->hp, mo->o->hp);
string(screen, p, display->white, ZP, font, s);
p.y += font->height;
if((mo->o->f & Fresource) == 0){
snprint(s, sizeof s, "%s", mo->state < OSend ? statename[mo->state] : "");
string(screen, p, display->white, ZP, font, s);
}
p.y += font->height;
t = teams + mo->team;
if(t == teams)
return;
s´ = seprint(s, s+sizeof s, "team %d: ", mo->team);
for(i=0; i<nelem(t->r); i++)
s´ = seprint(s´, s+sizeof s, "[%s] %d ", resources[i].name, t->r[i]);
string(screen, p, display->white, ZP, font, s);
}
static void
clearvis(void)
{
clearvec(&vis);
}
static int
addvis(Mobj *mo)
{
pushvec(&vis, &mo);
return vis.n - 1;
}
static int
boundpic(Rectangle *rp, Point o, u32int **q)
{
int w;
Rectangle r;
r = *rp;
r.min = addpt(r.min, o);
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;
*rp = r;
return 0;
}
static void
drawpic(Point o, 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(pic->Δ.x, pic->Δ.y, pic->w, pic->h);
if(boundpic(&r, o, &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
drawpicalpha(Point o, Pic *pic)
{
int n, Δp, Δq;
u8int k, a, b;
u32int f, A, B, *p, *e, *q;
Rectangle r;
if(pic->p == nil)
sysfatal("drawpicalpha: empty pic");
q = pic->p;
r = Rect(pic->Δ.x, pic->Δ.y, pic->w, pic->h);
if(boundpic(&r, o, &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){
A = *q++;
k = A >> 24;
B = *p;
for(n=0; n<24; n+=8){
a = A >> n;
b = B >> n;
f = k * (a - b);
f = (f + 1 + (f >> 8)) >> 8;
B = B & ~(0xff << n) | (f + b & 0xff) << n;
}
for(n=0; n<scale; n++)
*p++ = B;
}
q += Δq;
p += Δp;
}
}
void
compose(Point o, u32int c)
{
int n, Δp;
u32int v, *p, *e;
Rectangle r;
r = Rpt(ZP, Pt(Nodesz, Nodesz));
if(boundpic(&r, o, 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 Pic *
frm(Mobj *mo, int type)
{
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 n, θ, frm;
Pics *pp;
Pic *p;
n = mo->state;
if(n == OSskymaybe || n == OSwait)
n = OSidle;
if(n < 0 || n > OSend){
dprint("frm: %M invalid animation frame %d\n", mo, n);
return nil;
}
pp = &mo->o->pics[n][type];
if(pp->pic == nil)
return nil;
frm = pp->freeze ? mo->freezefrm : tc % pp->nf;
θ = mo->θ * 32.0 / 256;
switch(pp->nr){
case 17: θ = rot17[θ]; break;
default: θ = 0; break;
}
p = pp->pic[frm];
if(pp->teamcol)
p += nteam * θ + mo->team - 1;
else
p += θ;
return p;
}
static void
clearlists(void)
{
Drawlist *dl;
for(dl=drawlist; dl<drawlist+DLend; dl++){
clearvec(&dl->mobj);
clearvec(&dl->pics);
}
}
static void
addpic(Drawlist *dl, Mobj *mo, int type)
{
Pic *p;
if((p = frm(mo, type)) == nil)
return;
pushvec(&dl->mobj, &mo);
pushvec(&dl->pics, &p);
}
static void
addmobjs(Tile *t)
{
int air;
Mobj *mo;
Mobjl *ml;
for(ml=t->ml.l; ml!=&t->ml; ml=ml->l){
mo = ml->mo;
air = mo->o->f & Fair;
addpic(drawlist + (air ? DLairshad : DLgndshad), mo, PTshadow);
addpic(drawlist + (air ? DLair : DLgnd), mo, PTbase);
if(mo->state == OSmove)
addpic(drawlist + (air ? DLairglow : DLgndglow), mo, PTglow);
}
}
static void
drawmobjs(void)
{
int n;
Mobj *mo, **mp;
Pic **pp;
Drawlist *dl;
for(dl=drawlist; dl<drawlist+DLend; dl++)
for(mp=dl->mobj.p, pp=dl->pics.p, n=0; n<dl->mobj.n; n++, mp++, pp++){
mo = *mp;
if(dl->noalpha)
drawpic(Pt(mo->sub.x >> Pixelshift,
mo->sub.y >> Pixelshift), *pp, addvis(mo));
else
drawpicalpha(Pt(mo->sub.x >> Pixelshift,
mo->sub.y >> Pixelshift), *pp);
}
}
static void
mapdrawrect(Rectangle *rp)
{
Rectangle r;
r.min = divpt(pan, scale);
r.min = divpt(r.min, Tilesz);
r.max.x = r.min.x + (pan.x / scale % Tilesz != 0);
r.max.x += fbw / Tilesz + (fbw % Tilesz != 0);
if(r.max.x > tilemapwidth)
r.max.x = tilemapwidth;
r.max.y = r.min.y + (pan.y / scale % Tilesz != 0);
r.max.y += fbh / Tilesz + (fbh % Tilesz != 0);
if(r.max.y > tilemapheight)
r.max.y = tilemapheight;
/* enlarge window to capture units overlapping multiple tiles;
* seems like the easiest way to take this into account */
r.min.x = max(r.min.x - 4, 0);
r.min.y = max(r.min.y - 4, 0);
*rp = r;
}
static void
flushdrw(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);
}
static void
redraw(void)
{
Point p;
Rectangle r;
Tile *t;
clearvis();
clearlists();
mapdrawrect(&r);
t = tilemap + p.y * tilemapwidth + r.min.x;
for(p.y=r.min.y; p.y<r.max.y; p.y++){
for(p.x=r.min.x; p.x<r.max.x; p.x++, t++){
drawpic(mulpt(p, Tilesz), t->t->p, -1);
addmobjs(t);
}
t += tilemapwidth - (r.max.x - r.min.x);
}
drawmobjs();
if(debugmap)
drawnodemap(r, selected[0]);
drawhud();
}
void
updatedrw(void)
{
qlock(&drawlock);
redraw();
qunlock(&drawlock);
flushdrw();
}
void
resetdrw(void)
{
fbws = min(mapwidth * Nodesz * scale, Dx(screen->r));
fbh = min(mapheight * Nodesz * 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(Nodesz * mapwidth * scale - Dx(screen->r), 0);
panmax.y = max(Nodesz * 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
initdrw(void)
{
Drawlist *dl;
if(initdraw(nil, nil, progname) < 0)
sysfatal("initdraw: %r");
newvec(&vis, 32, sizeof(Mobj*));
for(dl=drawlist; dl<drawlist+DLend; dl++){
newvec(&dl->mobj, 32, sizeof(Mobj*));
newvec(&dl->pics, 32, sizeof(Pic*));
}
}