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Comparing deliantra/Deliantra-Client/Client.xs (file contents):
Revision 1.166 by root, Fri Dec 8 15:07:08 2006 UTC vs.
Revision 1.177 by root, Tue Apr 10 10:13:10 2007 UTC

1#ifdef _WIN32 1#ifdef _WIN32
2# define WIN32_LEAN_AND_MEAN 2# define WIN32_LEAN_AND_MEAN
3# define _WIN32_WINNT 0x0500 // needed to get win2000 api calls 3# define NTDDI_VERSION NTDDI_WIN2K // needed to get win2000 api calls
4# include <malloc.h> 4# include <malloc.h>
5# include <windows.h> 5# include <windows.h>
6# include <wininet.h> 6# include <wininet.h>
7# pragma warning(disable:4244) 7# pragma warning(disable:4244)
8# pragma warning(disable:4761) 8# pragma warning(disable:4761)
14 14
15#ifdef _WIN32 15#ifdef _WIN32
16# undef pipe 16# undef pipe
17#endif 17#endif
18 18
19#include <assert.h>
19#include <math.h> 20#include <math.h>
20#include <string.h> 21#include <string.h>
21#include <stdio.h> 22#include <stdio.h>
22#include <stdlib.h> 23#include <stdlib.h>
23 24
154 155
155 *w = rect.width; 156 *w = rect.width;
156 *h = rect.height; 157 *h = rect.height;
157} 158}
158 159
160typedef uint16_t tileid;
159typedef uint16_t mapface; 161typedef uint16_t faceid;
160 162
161typedef struct { 163typedef struct {
162 GLint name; 164 int name;
163 int w, h; 165 int w, h;
164 float s, t; 166 float s, t;
165 uint8_t r, g, b, a; 167 uint8_t r, g, b, a;
168 tileid smoothtile;
169 uint8_t smoothlevel;
166} maptex; 170} maptex;
167 171
168typedef struct { 172typedef struct {
169 uint32_t player; 173 uint32_t player;
170 mapface face[3]; 174 tileid tile[3];
171 uint16_t darkness; 175 uint16_t darkness;
172 uint8_t stat_width, stat_hp, flags; 176 uint8_t stat_width, stat_hp, flags, smoothmax;
173} mapcell; 177} mapcell;
174 178
175typedef struct { 179typedef struct {
176 int32_t c0, c1; 180 int32_t c0, c1;
177 mapcell *col; 181 mapcell *col;
178} maprow; 182} maprow;
179 183
180typedef struct map { 184typedef struct map {
181 int x, y, w, h; 185 int x, y, w, h;
182 int ox, oy; /* offset to virtual global coordinate system */ 186 int ox, oy; /* offset to virtual global coordinate system */
183 int faces; 187 int faces; tileid *face2tile; // [faceid]
184 mapface *face; 188 int texs; maptex *tex; // [tileid]
185
186 int texs;
187 maptex *tex;
188 189
189 int32_t rows; 190 int32_t rows;
190 maprow *row; 191 maprow *row;
191} *CFPlus__Map; 192} *CFPlus__Map;
192 193
212 return ptr; 213 return ptr;
213} 214}
214 215
215#define Append(type,ptr,sze,inc) (ptr) = (type *)append ((char *)ptr, (sze) * sizeof (type), (inc) * sizeof (type)) 216#define Append(type,ptr,sze,inc) (ptr) = (type *)append ((char *)ptr, (sze) * sizeof (type), (inc) * sizeof (type))
216#define Prepend(type,ptr,sze,inc) (ptr) = (type *)prepend ((char *)ptr, (sze) * sizeof (type), (inc) * sizeof (type)) 217#define Prepend(type,ptr,sze,inc) (ptr) = (type *)prepend ((char *)ptr, (sze) * sizeof (type), (inc) * sizeof (type))
218
219static void
220need_facenum (struct map *self, faceid face)
221{
222 while (self->faces <= face)
223 {
224 Append (tileid, self->face2tile, self->faces, self->faces);
225 self->faces *= 2;
226 }
227}
228
229static void
230need_texid (struct map *self, int texid)
231{
232 while (self->texs <= texid)
233 {
234 Append (maptex, self->tex, self->texs, self->texs);
235 self->texs *= 2;
236 }
237}
217 238
218static maprow * 239static maprow *
219map_get_row (CFPlus__Map self, int y) 240map_get_row (CFPlus__Map self, int y)
220{ 241{
221 if (0 > y) 242 if (0 > y)
316 cell->player = 0; 337 cell->player = 0;
317 } 338 }
318 } 339 }
319} 340}
320 341
342typedef struct {
343 tileid tile;
344 uint8_t x, y, level;
345} smooth_key;
346
347static void
348smooth_or_bits (HV *hv, smooth_key *key, IV bits)
349{
350 SV **sv = hv_fetch (hv, (char *)key, sizeof (key), 1);
351
352 if (SvIOK (*sv))
353 SvIV_set (*sv, SvIVX (*sv) | bits);
354 else
355 sv_setiv (*sv, bits);
356}
357
321static void 358static void
322music_finished (void) 359music_finished (void)
323{ 360{
324 SDL_UserEvent ev; 361 SDL_UserEvent ev;
325 362
358 n |= n >> 8; 395 n |= n >> 8;
359 n |= n >> 16; 396 n |= n >> 16;
360 397
361 return n + 1; 398 return n + 1;
362} 399}
400
401/* SDL should provide this, really. */
402#define SDLK_MODIFIER_MIN 300
403#define SDLK_MODIFIER_MAX 314
363 404
364MODULE = CFPlus PACKAGE = CFPlus 405MODULE = CFPlus PACKAGE = CFPlus
365 406
366PROTOTYPES: ENABLE 407PROTOTYPES: ENABLE
367 408
371 static const struct { 412 static const struct {
372 const char *name; 413 const char *name;
373 IV iv; 414 IV iv;
374 } *civ, const_iv[] = { 415 } *civ, const_iv[] = {
375# define const_iv(name) { # name, (IV)name } 416# define const_iv(name) { # name, (IV)name }
417 const_iv (SDLK_MODIFIER_MIN),
418 const_iv (SDLK_MODIFIER_MAX),
419
376 const_iv (SDL_ACTIVEEVENT), 420 const_iv (SDL_ACTIVEEVENT),
377 const_iv (SDL_KEYDOWN), 421 const_iv (SDL_KEYDOWN),
378 const_iv (SDL_KEYUP), 422 const_iv (SDL_KEYUP),
379 const_iv (SDL_MOUSEMOTION), 423 const_iv (SDL_MOUSEMOTION),
380 const_iv (SDL_MOUSEBUTTONDOWN), 424 const_iv (SDL_MOUSEBUTTONDOWN),
389 const_iv (SDL_EVENT_RESERVEDA), 433 const_iv (SDL_EVENT_RESERVEDA),
390 const_iv (SDL_EVENT_RESERVEDB), 434 const_iv (SDL_EVENT_RESERVEDB),
391 const_iv (SDL_VIDEORESIZE), 435 const_iv (SDL_VIDEORESIZE),
392 const_iv (SDL_VIDEOEXPOSE), 436 const_iv (SDL_VIDEOEXPOSE),
393 const_iv (SDL_USEREVENT), 437 const_iv (SDL_USEREVENT),
438
439 const_iv (SDL_APPINPUTFOCUS),
440 const_iv (SDL_APPMOUSEFOCUS),
441 const_iv (SDL_APPACTIVE),
442
394 const_iv (SDLK_KP0), 443 const_iv (SDLK_KP0),
395 const_iv (SDLK_KP1), 444 const_iv (SDLK_KP1),
396 const_iv (SDLK_KP2), 445 const_iv (SDLK_KP2),
397 const_iv (SDLK_KP3), 446 const_iv (SDLK_KP3),
398 const_iv (SDLK_KP4), 447 const_iv (SDLK_KP4),
453 const_iv (SDLK_BREAK), 502 const_iv (SDLK_BREAK),
454 const_iv (SDLK_MENU), 503 const_iv (SDLK_MENU),
455 const_iv (SDLK_POWER), 504 const_iv (SDLK_POWER),
456 const_iv (SDLK_EURO), 505 const_iv (SDLK_EURO),
457 const_iv (SDLK_UNDO), 506 const_iv (SDLK_UNDO),
507
458 const_iv (KMOD_NONE), 508 const_iv (KMOD_NONE),
509 const_iv (KMOD_SHIFT),
459 const_iv (KMOD_LSHIFT), 510 const_iv (KMOD_LSHIFT),
460 const_iv (KMOD_RSHIFT), 511 const_iv (KMOD_RSHIFT),
512 const_iv (KMOD_CTRL),
461 const_iv (KMOD_LCTRL), 513 const_iv (KMOD_LCTRL),
462 const_iv (KMOD_RCTRL), 514 const_iv (KMOD_RCTRL),
515 const_iv (KMOD_ALT),
463 const_iv (KMOD_LALT), 516 const_iv (KMOD_LALT),
464 const_iv (KMOD_RALT), 517 const_iv (KMOD_RALT),
518 const_iv (KMOD_META),
465 const_iv (KMOD_LMETA), 519 const_iv (KMOD_LMETA),
466 const_iv (KMOD_RMETA), 520 const_iv (KMOD_RMETA),
467 const_iv (KMOD_NUM), 521 const_iv (KMOD_NUM),
468 const_iv (KMOD_CAPS), 522 const_iv (KMOD_CAPS),
469 const_iv (KMOD_MODE), 523 const_iv (KMOD_MODE),
470 const_iv (KMOD_CTRL),
471 const_iv (KMOD_SHIFT),
472 const_iv (KMOD_ALT),
473 const_iv (KMOD_META)
474# undef const_iv 524# undef const_iv
475 }; 525 };
476 526
477 for (civ = const_iv + sizeof (const_iv) / sizeof (const_iv [0]); civ-- > const_iv; ) 527 for (civ = const_iv + sizeof (const_iv) / sizeof (const_iv [0]); civ-- > const_iv; )
478 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv)); 528 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv));
529
530 assert (SDLK_MODIFIER_MIN == SDLK_NUMLOCK);
531 assert (SDLK_MODIFIER_MAX == SDLK_COMPOSE);
479} 532}
533
534void
535weaken (SV *rv)
536 PROTOTYPE: $
537 CODE:
538 sv_rvweaken (rv);
480 539
481int 540int
482in_destruct () 541in_destruct ()
483 CODE: 542 CODE:
484 RETVAL = PL_main_cv == Nullcv; 543 RETVAL = PL_main_cv == Nullcv;
587 case SDL_KEYDOWN: 646 case SDL_KEYDOWN:
588 case SDL_KEYUP: 647 case SDL_KEYUP:
589 hv_store (hv, "state", 5, newSViv (ev.key.state), 0); 648 hv_store (hv, "state", 5, newSViv (ev.key.state), 0);
590 hv_store (hv, "sym", 3, newSViv (ev.key.keysym.sym), 0); 649 hv_store (hv, "sym", 3, newSViv (ev.key.keysym.sym), 0);
591 hv_store (hv, "mod", 3, newSViv (ev.key.keysym.mod), 0); 650 hv_store (hv, "mod", 3, newSViv (ev.key.keysym.mod), 0);
651 hv_store (hv, "cmod", 4, newSViv (SDL_GetModState ()), 0); /* current mode */
592 hv_store (hv, "unicode", 7, newSViv (ev.key.keysym.unicode), 0); 652 hv_store (hv, "unicode", 7, newSViv (ev.key.keysym.unicode), 0);
593 break; 653 break;
594 654
595 case SDL_ACTIVEEVENT: 655 case SDL_ACTIVEEVENT:
596 hv_store (hv, "gain", 4, newSViv (ev.active.gain), 0); 656 hv_store (hv, "gain", 4, newSViv (ev.active.gain), 0);
1216 RETVAL->y = 0; 1276 RETVAL->y = 0;
1217 RETVAL->w = 0; 1277 RETVAL->w = 0;
1218 RETVAL->h = 0; 1278 RETVAL->h = 0;
1219 RETVAL->ox = 0; 1279 RETVAL->ox = 0;
1220 RETVAL->oy = 0; 1280 RETVAL->oy = 0;
1221 RETVAL->faces = 8192; 1281 RETVAL->faces = 8192; Newz (0, RETVAL->face2tile, RETVAL->faces, tileid);
1222 Newz (0, RETVAL->face, RETVAL->faces, mapface); 1282 RETVAL->texs = 8192; Newz (0, RETVAL->tex , RETVAL->texs , maptex);
1223 RETVAL->texs = 8192;
1224 Newz (0, RETVAL->tex, RETVAL->texs, maptex);
1225 RETVAL->rows = 0; 1283 RETVAL->rows = 0;
1226 RETVAL->row = 0; 1284 RETVAL->row = 0;
1227 OUTPUT: 1285 OUTPUT:
1228 RETVAL 1286 RETVAL
1229 1287
1230void 1288void
1231DESTROY (CFPlus::Map self) 1289DESTROY (CFPlus::Map self)
1232 CODE: 1290 CODE:
1233{ 1291{
1234 map_clear (self); 1292 map_clear (self);
1235 Safefree (self->face); 1293 Safefree (self->face2tile);
1236 Safefree (self->tex); 1294 Safefree (self->tex);
1237 Safefree (self); 1295 Safefree (self);
1238} 1296}
1239 1297
1240void 1298void
1247clear (CFPlus::Map self) 1305clear (CFPlus::Map self)
1248 CODE: 1306 CODE:
1249 map_clear (self); 1307 map_clear (self);
1250 1308
1251void 1309void
1252set_face (CFPlus::Map self, int face, int texid) 1310set_tileid (CFPlus::Map self, int face, int tile)
1253 CODE: 1311 CODE:
1254{ 1312{
1255 while (self->faces <= face) 1313 need_facenum (self, face); self->face2tile [face] = tile;
1256 { 1314 need_texid (self, tile);
1257 Append (mapface, self->face, self->faces, self->faces); 1315}
1258 self->faces *= 2;
1259 }
1260 1316
1261 self->face [face] = texid; 1317void
1318set_smooth (CFPlus::Map self, int face, int smooth, int level)
1319 CODE:
1320{
1321 tileid texid;
1322 maptex *tex;
1323
1324 if (face < 0 || face >= self->faces)
1325 return;
1326
1327 if (smooth < 0 || smooth >= self->faces)
1328 return;
1329
1330 texid = self->face2tile [face];
1331
1332 if (!texid)
1333 return;
1334
1335 tex = self->tex + texid;
1336 tex->smoothtile = self->face2tile [smooth];
1337 tex->smoothlevel = level;
1262} 1338}
1263 1339
1264void 1340void
1265set_texture (CFPlus::Map self, int texid, int name, int w, int h, float s, float t, int r, int g, int b, int a) 1341set_texture (CFPlus::Map self, int texid, int name, int w, int h, float s, float t, int r, int g, int b, int a)
1266 CODE: 1342 CODE:
1267{ 1343{
1268 while (self->texs <= texid) 1344 need_texid (self, texid);
1269 {
1270 Append (maptex, self->tex, self->texs, self->texs);
1271 self->texs *= 2;
1272 }
1273 1345
1274 { 1346 {
1275 maptex *tex = self->tex + texid; 1347 maptex *tex = self->tex + texid;
1276 1348
1277 tex->name = name; 1349 tex->name = name;
1388 cell->stat_width = 1; 1460 cell->stat_width = 1;
1389 cell->stat_hp = *data++; 1461 cell->stat_hp = *data++;
1390 } 1462 }
1391 else if (cmd == 6) // monster width 1463 else if (cmd == 6) // monster width
1392 cell->stat_width = *data++ + 1; 1464 cell->stat_width = *data++ + 1;
1393 else if (cmd == 0x47) // monster width 1465 else if (cmd == 0x47)
1394 { 1466 {
1395 if (*data == 4) 1467 if (*data == 8)
1396 ; // decode player tag 1468 ; // decode player uuid
1397 1469
1398 data += *data + 1; 1470 data += *data + 1;
1399 } 1471 }
1400 else if (cmd == 8) // cell flags 1472 else if (cmd == 8) // cell flags
1401 cell->flags = *data++; 1473 cell->flags = *data++;
1410 cell->darkness = *data++ + 1; 1482 cell->darkness = *data++ + 1;
1411 } 1483 }
1412 1484
1413 if (flags & 4) 1485 if (flags & 4)
1414 { 1486 {
1415 cell->face [0] = self->face [(data [0] << 8) + data [1]]; data += 2; 1487 faceid face = (data [0] << 8) + data [1]; data += 2;
1488 need_facenum (self, face);
1489 cell->tile [0] = self->face2tile [face];
1416 } 1490 }
1417 1491
1418 if (flags & 2) 1492 if (flags & 2)
1419 { 1493 {
1420 cell->face [1] = self->face [(data [0] << 8) + data [1]]; data += 2; 1494 faceid face = (data [0] << 8) + data [1]; data += 2;
1495 need_facenum (self, face);
1496 cell->tile [1] = self->face2tile [face];
1421 } 1497 }
1422 1498
1423 if (flags & 1) 1499 if (flags & 1)
1424 { 1500 {
1425 cell->face [2] = self->face [(data [0] << 8) + data [1]]; data += 2; 1501 faceid face = (data [0] << 8) + data [1]; data += 2;
1502 need_facenum (self, face);
1503 cell->tile [2] = self->face2tile [face];
1426 } 1504 }
1427 } 1505 }
1428 else 1506 else
1429 cell->darkness = 0; 1507 cell->darkness = 0;
1430 } 1508 }
1460 { 1538 {
1461 mapcell *cell = row->col + (x - row->c0); 1539 mapcell *cell = row->col + (x - row->c0);
1462 1540
1463 for (z = 0; z <= 0; z++) 1541 for (z = 0; z <= 0; z++)
1464 { 1542 {
1465 mapface face = cell->face [z];
1466
1467 if (face)
1468 {
1469 maptex tex = self->tex [face]; 1543 maptex tex = self->tex [cell->tile [z]];
1470 int a0 = 255 - tex.a; 1544 int a0 = 255 - tex.a;
1471 int a1 = tex.a; 1545 int a1 = tex.a;
1472 1546
1473 r = (r * a0 + tex.r * a1) / 255; 1547 r = (r * a0 + tex.r * a1) / 255;
1474 g = (g * a0 + tex.g * a1) / 255; 1548 g = (g * a0 + tex.g * a1) / 255;
1475 b = (b * a0 + tex.b * a1) / 255; 1549 b = (b * a0 + tex.b * a1) / 255;
1476 a = (a * a0 + tex.a * a1) / 255; 1550 a = (a * a0 + tex.a * a1) / 255;
1477 }
1478 } 1551 }
1479 } 1552 }
1480 1553
1481 *map++ = (r ) 1554 *map++ = (r )
1482 | (g << 8) 1555 | (g << 8)
1489} 1562}
1490 OUTPUT: 1563 OUTPUT:
1491 RETVAL 1564 RETVAL
1492 1565
1493void 1566void
1494draw (CFPlus::Map self, int mx, int my, int sw, int sh) 1567draw (CFPlus::Map self, int mx, int my, int sw, int sh, int T)
1495 CODE: 1568 CODE:
1496{ 1569{
1570 HV *smooth = (HV *)sv_2mortal ((SV *)newHV ());
1571 uint32_t smooth_level[256 / 32]; // one bit for every possible smooth level
1572 uint8_t smooth_max[256][256];
1573 smooth_key skey;
1497 int x, y, z; 1574 int x, y, z;
1498 int last_name; 1575 int last_name;
1499 mapface face; 1576
1577 // thats current max. sorry.
1578 if (sw > 255) sw = 255;
1579 if (sh > 255) sh = 255;
1580
1581 // clear key, in case of extra padding
1582 memset (&skey, 0, sizeof (skey));
1500 1583
1501 glColor4ub (255, 255, 255, 255); 1584 glColor4ub (255, 255, 255, 255);
1502 1585
1503 glEnable (GL_BLEND); 1586 glEnable (GL_BLEND);
1504 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 1587 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1510 last_name = 0; 1593 last_name = 0;
1511 1594
1512 mx += self->x; 1595 mx += self->x;
1513 my += self->y; 1596 my += self->y;
1514 1597
1598 // first pass: determine smooth_max
1599 // rather ugly, if you ask me
1600 // could also be stored inside mapcell and updated on change
1601 memset (smooth_max, 0, sizeof (smooth_max));
1602
1603 for (y = 0; y < sh; y++)
1604 if (0 <= y + my && y + my < self->rows)
1605 {
1606 maprow *row = self->row + (y + my);
1607
1608 for (x = 0; x < sw; x++)
1609 if (row->c0 <= x + mx && x + mx < row->c1)
1610 {
1611 mapcell *cell = row->col + (x + mx - row->c0);
1612
1613 smooth_max[x + 1][y + 1] =
1614 MAX (self->tex [cell->tile [0]].smoothlevel,
1615 MAX (self->tex [cell->tile [1]].smoothlevel,
1616 self->tex [cell->tile [2]].smoothlevel));
1617 }
1618 }
1619
1515 for (z = 0; z < 3; z++) 1620 for (z = 0; z <= 2; z++)
1621 {
1622 memset (smooth_level, 0, sizeof (smooth_level));
1623
1516 for (y = 0; y < sh; y++) 1624 for (y = 0; y < sh; y++)
1517 if (0 <= y + my && y + my < self->rows) 1625 if (0 <= y + my && y + my < self->rows)
1518 { 1626 {
1519 maprow *row = self->row + (y + my); 1627 maprow *row = self->row + (y + my);
1520 1628
1521 for (x = 0; x < sw; x++) 1629 for (x = 0; x < sw; x++)
1522 if (row->c0 <= x + mx && x + mx < row->c1) 1630 if (row->c0 <= x + mx && x + mx < row->c1)
1523 { 1631 {
1524 mapcell *cell = row->col + (x + mx - row->c0); 1632 mapcell *cell = row->col + (x + mx - row->c0);
1525
1526 face = cell->face [z]; 1633 tileid tile = cell->tile [z];
1634
1635 if (tile)
1636 {
1637 maptex tex = self->tex [tile];
1638 int px = (x + 1) * T - tex.w;
1639 int py = (y + 1) * T - tex.h;
1527 1640
1528 if (face && face < self->texs) 1641 // suppressing texture state switches here
1642 // is only moderately effective, but worth the extra effort
1643 if (last_name != tex.name)
1644 {
1645 if (!tex.name)
1646 tex = self->tex [2]; /* missing, replace by noface */
1647
1648 glEnd ();
1649 glBindTexture (GL_TEXTURE_2D, last_name = tex.name);
1650 glBegin (GL_QUADS);
1651 }
1652
1653 glTexCoord2f (0 , 0 ); glVertex2f (px , py );
1654 glTexCoord2f (0 , tex.t); glVertex2f (px , py + tex.h);
1655 glTexCoord2f (tex.s, tex.t); glVertex2f (px + tex.w, py + tex.h);
1656 glTexCoord2f (tex.s, 0 ); glVertex2f (px + tex.w, py );
1657
1658 if (cell->flags && z == 2)
1659 {
1660 if (cell->flags & 1)
1661 {
1662 maptex tex = self->tex [1];
1663 int px = x * T + T * 2 / 32;
1664 int py = y * T - T * 6 / 32;
1665
1666 glEnd ();
1667 glBindTexture (GL_TEXTURE_2D, last_name = tex.name);
1668 glBegin (GL_QUADS);
1669
1670 glTexCoord2f (0 , 0 ); glVertex2f (px , py );
1671 glTexCoord2f (0 , tex.t); glVertex2f (px , py + T);
1672 glTexCoord2f (tex.s, tex.t); glVertex2f (px + T, py + T);
1673 glTexCoord2f (tex.s, 0 ); glVertex2f (px + T, py );
1674 }
1675 }
1676
1677 // update smooth hash
1678 if (tex.smoothtile)
1679 {
1680 skey.tile = tex.smoothtile;
1681 skey.level = tex.smoothlevel;
1682
1683 smooth_level [tex.smoothlevel >> 5] |= ((uint32_t)1) << (tex.smoothlevel & 31);
1684
1685 // add bits to current tile and all neighbours. skey.x|y is
1686 // shifted +1|+1 so we always stay positive.
1687
1688 // full tile
1689 skey.x = x + 1; skey.y = y + 1; smooth_or_bits (smooth, &skey, 0x1000);
1690
1691 // borders
1692 skey.x = x + 2; skey.y = y + 1; smooth_or_bits (smooth, &skey, 0x0031);
1693 skey.x = x + 1; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0092);
1694 skey.x = x ; skey.y = y + 1; smooth_or_bits (smooth, &skey, 0x0064);
1695 skey.x = x + 1; skey.y = y ; smooth_or_bits (smooth, &skey, 0x00c8);
1696
1697 // corners
1698 skey.x = x + 2; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0100);
1699 skey.x = x ; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0200);
1700 skey.x = x ; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0400);
1701 skey.x = x + 2; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0800);
1702 }
1703 }
1704 }
1705 }
1706
1707 // go through all smoothlevels, lowest to highest, then draw
1708 // this is basically counting sort
1709 {
1710 int w, b;
1711
1712 for (w = 0; w < 256 / 32; ++w)
1713 {
1714 uint32_t smask = smooth_level [w];
1715 if (smask)
1716 for (b = 0; b < 32; ++b)
1717 if (smask & (((uint32_t)1) << b))
1529 { 1718 {
1530 maptex tex = self->tex [face]; 1719 int level = (w << 5) | b;
1531 int px = (x + 1) * 32 - tex.w; 1720 HE *he;
1532 int py = (y + 1) * 32 - tex.h;
1533 1721
1534 if (last_name != tex.name) 1722 hv_iterinit (smooth);
1723 while ((he = hv_iternext (smooth)))
1535 { 1724 {
1725 smooth_key *skey = (smooth_key *)HeKEY (he);
1726 IV bits = SvIVX (HeVAL (he));
1727
1728 // bits is ___n cccc CCCC bbbb
1729 // n do not draw borders&corners
1730 // c draw these corners, but...
1731 // C ... not these
1732 // b draw these borders
1733
1734 if (!(bits & 0x1000)
1735 && skey->level == level
1736 && level >= smooth_max [skey->x][skey->y])
1737 {
1738 maptex tex = self->tex [skey->tile];
1739 int px = (((int)skey->x) - 1) * T;
1740 int py = (((int)skey->y) - 1) * T;
1741 int border = bits & 15;
1742 int corner = (bits >> 8) & ~(bits >> 4) & 15;
1743 float dx = tex.s * .0625f; // 16 images/row
1744 float dy = tex.t * .5f ; // 2 images/column
1745
1746 // this time naively avoiding texture state changes
1747 // save gobs of state changes.
1748 if (last_name != tex.name)
1749 {
1750 if (!tex.name)
1751 continue; // smoothing not yet available
1752
1536 glEnd (); 1753 glEnd ();
1537 glBindTexture (GL_TEXTURE_2D, last_name = tex.name); 1754 glBindTexture (GL_TEXTURE_2D, last_name = tex.name);
1538 glBegin (GL_QUADS); 1755 glBegin (GL_QUADS);
1756 }
1757
1758 if (border)
1759 {
1760 float ox = border * dx;
1761
1762 glTexCoord2f (ox , 0.f ); glVertex2f (px , py );
1763 glTexCoord2f (ox , dy ); glVertex2f (px , py + T);
1764 glTexCoord2f (ox + dx, dy ); glVertex2f (px + T, py + T);
1765 glTexCoord2f (ox + dx, 0.f ); glVertex2f (px + T, py );
1766 }
1767
1768 if (corner)
1769 {
1770 float ox = corner * dx;
1771
1772 glTexCoord2f (ox , dy ); glVertex2f (px , py );
1773 glTexCoord2f (ox , dy * 2.f); glVertex2f (px , py + T);
1774 glTexCoord2f (ox + dx, dy * 2.f); glVertex2f (px + T, py + T);
1775 glTexCoord2f (ox + dx, dy ); glVertex2f (px + T, py );
1776 }
1539 } 1777 }
1540
1541 glTexCoord2f (0 , 0 ); glVertex2f (px , py );
1542 glTexCoord2f (0 , tex.t); glVertex2f (px , py + tex.h);
1543 glTexCoord2f (tex.s, tex.t); glVertex2f (px + tex.w, py + tex.h);
1544 glTexCoord2f (tex.s, 0 ); glVertex2f (px + tex.w, py );
1545 }
1546
1547 if (cell->flags && z == 2)
1548 {
1549 if (cell->flags & 1)
1550 {
1551 maptex tex = self->tex [1];
1552 int px = (x + 1) * 32 - tex.w + 2;
1553 int py = (y + 1) * 32 - tex.h - 6;
1554
1555 glEnd ();
1556 glBindTexture (GL_TEXTURE_2D, last_name = tex.name);
1557 glBegin (GL_QUADS);
1558
1559 glTexCoord2f (0 , 0 ); glVertex2f (px , py );
1560 glTexCoord2f (0 , tex.t); glVertex2f (px , py + tex.h);
1561 glTexCoord2f (tex.s, tex.t); glVertex2f (px + tex.w, py + tex.h);
1562 glTexCoord2f (tex.s, 0 ); glVertex2f (px + tex.w, py );
1563 } 1778 }
1564 } 1779 }
1565 }
1566 } 1780 }
1781 }
1782
1783 hv_clear (smooth);
1784 }
1567 1785
1568 glEnd (); 1786 glEnd ();
1569 1787
1570 glDisable (GL_TEXTURE_2D); 1788 glDisable (GL_TEXTURE_2D);
1571 glDisable (GL_BLEND); 1789 glDisable (GL_BLEND);
1579 for (x = 0; x < sw; x++) 1797 for (x = 0; x < sw; x++)
1580 if (row->c0 <= x + mx && x + mx < row->c1) 1798 if (row->c0 <= x + mx && x + mx < row->c1)
1581 { 1799 {
1582 mapcell *cell = row->col + (x + mx - row->c0); 1800 mapcell *cell = row->col + (x + mx - row->c0);
1583 1801
1584 int px = x * 32; 1802 int px = x * T;
1585 int py = y * 32; 1803 int py = y * T;
1586 1804
1587 if (cell->stat_hp) 1805 if (cell->stat_hp)
1588 { 1806 {
1589 int width = cell->stat_width * 32; 1807 int width = cell->stat_width * T;
1590 int thick = sh / 28 + 1 + cell->stat_width; 1808 int thick = (sh * T / 32 + 27) / 28 + 1 + cell->stat_width;
1591 1809
1592 glColor3ub (0, 0, 0); 1810 glColor3ub (0, 0, 0);
1593 glRectf (px + 1, py - thick - 2, 1811 glRectf (px + 1, py - thick - 2,
1594 px + width - 1, py); 1812 px + width - 1, py);
1595 1813
1734 if (row && row->c0 <= x && x < row->c1) 1952 if (row && row->c0 <= x && x < row->c1)
1735 { 1953 {
1736 mapcell *cell = row->col + (x - row->c0); 1954 mapcell *cell = row->col + (x - row->c0);
1737 uint8_t flags = 0; 1955 uint8_t flags = 0;
1738 1956
1739 if (cell->face [0]) flags |= 1; 1957 if (cell->tile [0]) flags |= 1;
1740 if (cell->face [1]) flags |= 2; 1958 if (cell->tile [1]) flags |= 2;
1741 if (cell->face [2]) flags |= 4; 1959 if (cell->tile [2]) flags |= 4;
1742 1960
1743 *data++ = flags; 1961 *data++ = flags;
1744 1962
1745 if (flags & 1) 1963 if (flags & 1)
1746 { 1964 {
1965 tileid tile = cell->tile [0];
1747 *data++ = cell->face [0] >> 8; 1966 *data++ = tile >> 8;
1748 *data++ = cell->face [0]; 1967 *data++ = tile;
1749 } 1968 }
1750 1969
1751 if (flags & 2) 1970 if (flags & 2)
1752 { 1971 {
1972 tileid tile = cell->tile [1];
1753 *data++ = cell->face [1] >> 8; 1973 *data++ = tile >> 8;
1754 *data++ = cell->face [1]; 1974 *data++ = tile;
1755 } 1975 }
1756 1976
1757 if (flags & 4) 1977 if (flags & 4)
1758 { 1978 {
1979 tileid tile = cell->tile [2];
1759 *data++ = cell->face [2] >> 8; 1980 *data++ = tile >> 8;
1760 *data++ = cell->face [2]; 1981 *data++ = tile;
1761 } 1982 }
1762 } 1983 }
1763 else 1984 else
1764 *data++ = 0; 1985 *data++ = 0;
1765 } 1986 }
1805 { 2026 {
1806 uint8_t flags = *data++; 2027 uint8_t flags = *data++;
1807 2028
1808 if (flags) 2029 if (flags)
1809 { 2030 {
1810 mapface face[3] = { 0, 0, 0 };
1811
1812 mapcell *cell = row_get_cell (row, x); 2031 mapcell *cell = row_get_cell (row, x);
2032 tileid tile[3] = { 0, 0, 0 };
1813 2033
1814 if (flags & 1) { face[0] = *data++ << 8; face[0] |= *data++; } 2034 if (flags & 1) { tile[0] = *data++ << 8; tile[0] |= *data++; }
1815 if (flags & 2) { face[1] = *data++ << 8; face[1] |= *data++; } 2035 if (flags & 2) { tile[1] = *data++ << 8; tile[1] |= *data++; }
1816 if (flags & 4) { face[2] = *data++ << 8; face[2] |= *data++; } 2036 if (flags & 4) { tile[2] = *data++ << 8; tile[2] |= *data++; }
1817 2037
1818 if (cell->darkness == 0) 2038 if (cell->darkness == 0)
1819 { 2039 {
1820 cell->darkness = 0; 2040 cell->darkness = 0;
1821 2041
1822 for (z = 0; z <= 2; z++) 2042 for (z = 0; z <= 2; z++)
1823 { 2043 {
1824 cell->face[z] = face[z]; 2044 tileid t = tile [z];
1825 2045
1826 if (face[z] && (face[z] >= self->texs || !self->tex[face [z]].name)) 2046 if (t >= self->texs || (t && !self->tex [t].name))
2047 {
1827 XPUSHs (sv_2mortal (newSViv (face[z]))); 2048 XPUSHs (sv_2mortal (newSViv (t)));
2049 need_texid (self, t);
2050 }
2051
2052 cell->tile [z] = t;
1828 } 2053 }
1829 } 2054 }
1830 } 2055 }
1831 } 2056 }
1832 } 2057 }

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