kolibrios/programs/games/codemaster/include/box.inc

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; $$$$$$$$$$$$$$$$$$$ ABAKIS $$$$$$$$$$$$$$$$$$$$$
; *************** STAR^2 SOFTWARE ****************
; ??????????????????? BOX.INC ????????????????????
screen.w equ [!screen.w] ; forward reference
screen.h equ [!screen.h] ; restore at end
macro BOX [p] {
forward p: integer p#.x, p#.y, p#.w, p#.h
}
;;;;;;;;;;;;;;;;;; VISIBILITY ;;;;;;;;;;;;;;;;;;;;
; is visible or partially? return 0 if
; completely invisible
function visible, x, y, w, h
if w<=0, go .0, end
if h<=0, go .0, end
. r0=x, r1=y
if r0>=screen.w, go .0, end
if r1>=screen.h, go .0, end
. r0+w, r1+h
if r0<0, go .0, end
if r1<0, go .0, end
return 1
.0:
endf 0
;;;;;;;;;;;;;;; POINT INSIDE BOX? ;;;;;;;;;;;;;;;;
; x>=bx and x<bx+bw and y>=by and y<by+bh
function point.inside, b, x, y
locals b.x, b.y, b.w, b.h
. r0=b,\
b.x=[?box.x+r0], b.y=[?box.y+r0],\
b.w=[?box.w+r0], b.h=[?box.h+r0],\
r1=x, r2=b.x
cmp r1, r2
jl .r0
add r2, b.w
cmp r1, r2
jge .r0
. r1=y, r2=b.y
cmp r1, r2
jl .r0
add r2, b.h
cmp r1, r2
jge .r0
return 1
.r0: . r0=0
endf
;;;;;;;;;;;;;;;;;;;;;; CLIP ;;;;;;;;;;;;;;;;;;;;;;
; "clipping"; to exclude invisible sections of
; imagery before drawing
; clip.pixel x, y. if invisible, return 0
function clip.pixel, x, y
. r0=x, r1=y
if r0<0, go .0, end
if r0>=screen.w, go .0, end
if r1<0, go .0, end
if r1>=screen.h, go .0, end
return 1
.0:
endf 0
; 2-DO: convert to ABAKIS...
; clip.line o, &x, &y, &n. return 0 if
; completely invisible or adjust x/y/n
; if partially in/visible. o/rientation=
; 'h'/'v'. n=w/h. parameters sent by
; reference
function clip.line, o, x, y, n
push r6 r7 r3
. r6=x, r7=y, r3=n,\
r0=[r6], r2=[r7], r1=[r3]
; if invisible, return 0
cmp r0, screen.w ; x>=screen.w?
jge .0
cmp r2, screen.h ; y>=screen.h?
jge .0
cmp r1, 0 ; w/h<=0?
jle .0
cmp o, 0 ; orientation?
jne .vertical
.horizontal:
cmp r2, 0 ; y<0?
jl .0
cmp r2, screen.h ; y>=screen.h?
jge .0
. r2=r0, r2+r1 ; x+w<0?
cmp r2, 0
jl .0
if r0<0 ; if x<0
. r0+r1,\ ; { w=x+w, x=0 }
[r3]=r0,\
dword [r6]=0
end
cmp r2, screen.w ; if x+w>=screen.w
jl @f ; { w=screen.w-x }
. r0=screen.w,\
r0-[r6], [r3]=r0
@@:
jmp .yes
.vertical:
cmp r0, 0 ; x<0?
jl .0
cmp r0, screen.w ; x>=screen.w?
jge .0
. r1=r2,\
r1+[r3] ; y+h<0?
cmp r1, 0
jl .0
if r2<0 ; if y<0
. [r3]=r1,\ ; { h=y+h, y=0 }
dword [r7]=0
end
cmp r1, screen.h ; if y+h>=screen.h
jl .yes ; { h=screen.h-y }
. r0=screen.h,\
r0-[r7], [r3]=r0
.yes: . r0=YES
jmp .e
.0: . r0=NO
.e:
pop r3 r7 r6
endf
; clip.scanline &s, &x, &y, &w does the same
; as clip.line but sets the s/tart offset of
; pixels and adjusts w correctly. this only
; applies to scanlines, not one-color lines
function clip.scanline, s, x, y, w
push r3
. r3=s,\
dword [r3]=0,\ ; offset=0 initially
r0=x, r0=[r0]
cmp r0, screen.w ; x>=screen.w?
jge .0
. r2=y, r2=[r2]
cmp r2, screen.h ; y>=screen.h?
jge .0
cmp r2, 0 ; y<0?
jl .0
cmp r2, screen.h ; y>=screen.h?
jge .0
. r1=w, r1=[r1],\
r3=r0, r3+r1 ; x+w<0?
cmp r3, 0
jl .0
cmp r3, screen.w ; if x+w>=screen.w
jl @f ; w=screen.w-x
. r1=screen.w,\
r1-r0, r3=w,\
[r3]=r1
@@:
cmp r0, 0 ; if x<0, clip
jg .e
. r2=r0, -r2, r2*4 ; index=-x * scale
. r3=s, [r3]=r2,\
r1=w, [r1]+r0,\ ; w+=x
r3=x, dword [r3]=0 ; x=0
. r0=YES
jmp .e
.0: . r0=NO
.e:
pop r3
endf
;;;;;;;;;;;;;;;;;;;;;;; BOX ;;;;;;;;;;;;;;;;;;;;;;
; BOX structure...
virtual at 0
?box:
.x dd 0
.y dd 0
.w dd 0
.h dd 0
END virtual
align
box:
integer .x, .y, .w, .h
macro set.box box, x, y, w, h {
. box#.x=x, box#.y=y,\
box#.w=w, box#.h=h
}
function move.box.right, b, n
. r0=b, r1=n, r0+?box.x, [r0]+r1
endf
function move.box.down, b, n
. r0=b, r1=n, r0+?box.y, [r0]+r1
endf
function move.box.r, b
. r0=b, r1=[?box.w+r0], r0+?box.x, [r0]+r1
endf
function move.box.d, b
. r0=b, r1=[?box.h+r0], r0+?box.y, [r0]+r1
endf
restore screen.w, screen.h