#include <stdio.h>
#include <stdlib.h>
#include <string.h>
-#include <GL/gl.h>
#include "level.h"
-extern int view_width, view_height;
-extern float view_panx, view_pany, view_zoom;
-
-extern int mousex, mousey, splitx;
-
-static int cellsz;
-static struct cell *selcell;
-
-
struct level *create_level(int xsz, int ysz)
{
struct level *lvl;
free(lvl->cells);
free(lvl);
}
-
-void cell_to_pos(struct level *lvl, int cx, int cy, float *px, float *py)
-{
- if(px) *px = (cx - lvl->width / 2.0f) * cellsz - view_panx + view_width / 2.0f;
- if(py) *py = (cy - lvl->height / 2.0f) * cellsz - view_pany + view_height / 2.0f;
-}
-
-struct cell *pos_to_cell(struct level *lvl, float px, float py, int *cx, int *cy)
-{
- int col, row;
-
- col = (px + view_panx - view_width / 2.0f) / cellsz + lvl->width / 2.0f;
- row = (py + view_pany - view_height / 2.0f) / cellsz + lvl->height / 2.0f;
-
- if(cx) *cx = col;
- if(cy) *cy = row;
-
- if(col >= 0 && col < lvl->width && row >= 0 && row < lvl->height) {
- return lvl->cells + row * lvl->width + col;
- }
- return 0;
-}
-
-#define LTHICK 0.5f
-static void draw_cell(struct level *lvl, struct cell *cell)
-{
- int cidx, row, col;
- float x, y, hsz;
- static const float colors[][3] = {{0, 0, 0}, {0.6, 0.6, 0.6}, {0.4, 0.2, 0.1}};
-
- hsz = cellsz * 0.5f;
-
- cidx = cell - lvl->cells;
- row = cidx / lvl->width;
- col = cidx % lvl->width;
-
- cell_to_pos(lvl, col, row, &x, &y);
- /*printf("c->p: %d,%d -> %f,%f\n", col, row, x, y);
- pos_to_cell(lvl, x, y, &col, &row);
- printf("p->c: %f,%f -> %d,%d\n", x, y, col, row);*/
-
- if(selcell == cell) {
- glColor3f(0.4, 1.0f, 0.4);
- } else {
- glColor3f(0.5f, 0.5f, 0.5f);
- }
- glVertex2f(x - hsz, y - hsz);
- glVertex2f(x + hsz, y - hsz);
- glVertex2f(x + hsz, y + hsz);
- glVertex2f(x - hsz, y + hsz);
-
- x += LTHICK / 2.0f;
- y += LTHICK / 2.0f;
- hsz -= LTHICK * 2.0f;
-
- glColor3fv(colors[cell->type]);
- glVertex2f(x - hsz, y - hsz);
- glVertex2f(x + hsz, y - hsz);
- glVertex2f(x + hsz, y + hsz);
- glVertex2f(x - hsz, y + hsz);
-}
-
-void draw_level(struct level *lvl)
-{
- int i, j;
- float xsz, ysz, hsz;
- struct cell *cell;
-
- xsz = view_zoom * view_width / lvl->width;
- ysz = view_zoom * view_height / lvl->height;
- cellsz = xsz > ysz ? ysz : xsz;
- hsz = cellsz / 2.0f;
-
- selcell = pos_to_cell(lvl, mousex + hsz - splitx, view_height - mousey + hsz, 0, 0);
-
- glBegin(GL_QUADS);
- cell = lvl->cells;
- for(i=0; i<lvl->height; i++) {
- for(j=0; j<lvl->width; j++) {
- draw_cell(lvl, cell++);
- }
- }
- glEnd();
-}