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Comparing deliantra/Deliantra-Client/Client.xs (file contents):
Revision 1.167 by root, Sat Dec 9 02:21:25 2006 UTC vs.
Revision 1.185 by root, Sat Apr 21 09:21:03 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
363 400
364/* SDL should provide this, really. */ 401/* SDL should provide this, really. */
365#define SDLK_MODIFIER_MIN 300 402#define SDLK_MODIFIER_MIN 300
366#define SDLK_MODIFIER_MAX 314 403#define SDLK_MODIFIER_MAX 314
367 404
405static AV *texture_av;
406
368MODULE = CFPlus PACKAGE = CFPlus 407MODULE = CFPlus PACKAGE = CFPlus
369 408
370PROTOTYPES: ENABLE 409PROTOTYPES: ENABLE
371 410
372BOOT: 411BOOT:
373{ 412{
413 texture_av = newAV ();
414 AvREAL_off (texture_av);
415
374 HV *stash = gv_stashpv ("CFPlus", 1); 416 HV *stash = gv_stashpv ("CFPlus", 1);
375 static const struct { 417 static const struct {
376 const char *name; 418 const char *name;
377 IV iv; 419 IV iv;
378 } *civ, const_iv[] = { 420 } *civ, const_iv[] = {
492 534
493 assert (SDLK_MODIFIER_MIN == SDLK_NUMLOCK); 535 assert (SDLK_MODIFIER_MIN == SDLK_NUMLOCK);
494 assert (SDLK_MODIFIER_MAX == SDLK_COMPOSE); 536 assert (SDLK_MODIFIER_MAX == SDLK_COMPOSE);
495} 537}
496 538
539void
540weaken (SV *rv)
541 PROTOTYPE: $
542 CODE:
543 sv_rvweaken (rv);
544
497int 545int
498in_destruct () 546in_destruct ()
499 CODE: 547 CODE:
500 RETVAL = PL_main_cv == Nullcv; 548 RETVAL = PL_main_cv == Nullcv;
501 OUTPUT: 549 OUTPUT:
658Mix_AllocateChannels (int numchans = -1) 706Mix_AllocateChannels (int numchans = -1)
659 707
660void 708void
661lowdelay (int fd, int val = 1) 709lowdelay (int fd, int val = 1)
662 CODE: 710 CODE:
663#ifndef _WIN32
664 setsockopt (fd, IPPROTO_TCP, TCP_NODELAY, &val, sizeof (val)); 711 setsockopt (fd, IPPROTO_TCP, TCP_NODELAY, (void *)&val, sizeof (val));
665#endif
666 712
667void 713void
668win32_proxy_info () 714win32_proxy_info ()
669 PPCODE: 715 PPCODE:
670{ 716{
1233 RETVAL->y = 0; 1279 RETVAL->y = 0;
1234 RETVAL->w = 0; 1280 RETVAL->w = 0;
1235 RETVAL->h = 0; 1281 RETVAL->h = 0;
1236 RETVAL->ox = 0; 1282 RETVAL->ox = 0;
1237 RETVAL->oy = 0; 1283 RETVAL->oy = 0;
1238 RETVAL->faces = 8192; 1284 RETVAL->faces = 8192; Newz (0, RETVAL->face2tile, RETVAL->faces, tileid);
1239 Newz (0, RETVAL->face, RETVAL->faces, mapface); 1285 RETVAL->texs = 8192; Newz (0, RETVAL->tex , RETVAL->texs , maptex);
1240 RETVAL->texs = 8192;
1241 Newz (0, RETVAL->tex, RETVAL->texs, maptex);
1242 RETVAL->rows = 0; 1286 RETVAL->rows = 0;
1243 RETVAL->row = 0; 1287 RETVAL->row = 0;
1244 OUTPUT: 1288 OUTPUT:
1245 RETVAL 1289 RETVAL
1246 1290
1247void 1291void
1248DESTROY (CFPlus::Map self) 1292DESTROY (CFPlus::Map self)
1249 CODE: 1293 CODE:
1250{ 1294{
1251 map_clear (self); 1295 map_clear (self);
1252 Safefree (self->face); 1296 Safefree (self->face2tile);
1253 Safefree (self->tex); 1297 Safefree (self->tex);
1254 Safefree (self); 1298 Safefree (self);
1255} 1299}
1256 1300
1257void 1301void
1264clear (CFPlus::Map self) 1308clear (CFPlus::Map self)
1265 CODE: 1309 CODE:
1266 map_clear (self); 1310 map_clear (self);
1267 1311
1268void 1312void
1269set_face (CFPlus::Map self, int face, int texid) 1313set_tileid (CFPlus::Map self, int face, int tile)
1270 CODE: 1314 CODE:
1271{ 1315{
1272 while (self->faces <= face) 1316 need_facenum (self, face); self->face2tile [face] = tile;
1273 { 1317 need_texid (self, tile);
1274 Append (mapface, self->face, self->faces, self->faces); 1318}
1275 self->faces *= 2;
1276 }
1277 1319
1278 self->face [face] = texid; 1320void
1321set_smooth (CFPlus::Map self, int face, int smooth, int level)
1322 CODE:
1323{
1324 tileid texid;
1325 maptex *tex;
1326
1327 if (face < 0 || face >= self->faces)
1328 return;
1329
1330 if (smooth < 0 || smooth >= self->faces)
1331 return;
1332
1333 texid = self->face2tile [face];
1334
1335 if (!texid)
1336 return;
1337
1338 tex = self->tex + texid;
1339 tex->smoothtile = self->face2tile [smooth];
1340 tex->smoothlevel = level;
1279} 1341}
1280 1342
1281void 1343void
1282set_texture (CFPlus::Map self, int texid, int name, int w, int h, float s, float t, int r, int g, int b, int a) 1344set_texture (CFPlus::Map self, int texid, int name, int w, int h, float s, float t, int r, int g, int b, int a)
1283 CODE: 1345 CODE:
1284{ 1346{
1285 while (self->texs <= texid) 1347 need_texid (self, texid);
1286 {
1287 Append (maptex, self->tex, self->texs, self->texs);
1288 self->texs *= 2;
1289 }
1290 1348
1291 { 1349 {
1292 maptex *tex = self->tex + texid; 1350 maptex *tex = self->tex + texid;
1293 1351
1294 tex->name = name; 1352 tex->name = name;
1405 cell->stat_width = 1; 1463 cell->stat_width = 1;
1406 cell->stat_hp = *data++; 1464 cell->stat_hp = *data++;
1407 } 1465 }
1408 else if (cmd == 6) // monster width 1466 else if (cmd == 6) // monster width
1409 cell->stat_width = *data++ + 1; 1467 cell->stat_width = *data++ + 1;
1410 else if (cmd == 0x47) // monster width 1468 else if (cmd == 0x47)
1411 { 1469 {
1412 if (*data == 4) 1470 if (*data == 4)
1413 ; // decode player tag 1471 ; // decode player count
1414 1472
1415 data += *data + 1; 1473 data += *data + 1;
1416 } 1474 }
1417 else if (cmd == 8) // cell flags 1475 else if (cmd == 8) // cell flags
1418 cell->flags = *data++; 1476 cell->flags = *data++;
1427 cell->darkness = *data++ + 1; 1485 cell->darkness = *data++ + 1;
1428 } 1486 }
1429 1487
1430 if (flags & 4) 1488 if (flags & 4)
1431 { 1489 {
1432 cell->face [0] = self->face [(data [0] << 8) + data [1]]; data += 2; 1490 faceid face = (data [0] << 8) + data [1]; data += 2;
1491 need_facenum (self, face);
1492 cell->tile [0] = self->face2tile [face];
1433 } 1493 }
1434 1494
1435 if (flags & 2) 1495 if (flags & 2)
1436 { 1496 {
1437 cell->face [1] = self->face [(data [0] << 8) + data [1]]; data += 2; 1497 faceid face = (data [0] << 8) + data [1]; data += 2;
1498 need_facenum (self, face);
1499 cell->tile [1] = self->face2tile [face];
1438 } 1500 }
1439 1501
1440 if (flags & 1) 1502 if (flags & 1)
1441 { 1503 {
1442 cell->face [2] = self->face [(data [0] << 8) + data [1]]; data += 2; 1504 faceid face = (data [0] << 8) + data [1]; data += 2;
1505 need_facenum (self, face);
1506 cell->tile [2] = self->face2tile [face];
1443 } 1507 }
1444 } 1508 }
1445 else 1509 else
1446 cell->darkness = 0; 1510 cell->darkness = 0;
1447 } 1511 }
1477 { 1541 {
1478 mapcell *cell = row->col + (x - row->c0); 1542 mapcell *cell = row->col + (x - row->c0);
1479 1543
1480 for (z = 0; z <= 0; z++) 1544 for (z = 0; z <= 0; z++)
1481 { 1545 {
1482 mapface face = cell->face [z];
1483
1484 if (face)
1485 {
1486 maptex tex = self->tex [face]; 1546 maptex tex = self->tex [cell->tile [z]];
1487 int a0 = 255 - tex.a; 1547 int a0 = 255 - tex.a;
1488 int a1 = tex.a; 1548 int a1 = tex.a;
1489 1549
1490 r = (r * a0 + tex.r * a1) / 255; 1550 r = (r * a0 + tex.r * a1) / 255;
1491 g = (g * a0 + tex.g * a1) / 255; 1551 g = (g * a0 + tex.g * a1) / 255;
1492 b = (b * a0 + tex.b * a1) / 255; 1552 b = (b * a0 + tex.b * a1) / 255;
1493 a = (a * a0 + tex.a * a1) / 255; 1553 a = (a * a0 + tex.a * a1) / 255;
1494 }
1495 } 1554 }
1496 } 1555 }
1497 1556
1498 *map++ = (r ) 1557 *map++ = (r )
1499 | (g << 8) 1558 | (g << 8)
1506} 1565}
1507 OUTPUT: 1566 OUTPUT:
1508 RETVAL 1567 RETVAL
1509 1568
1510void 1569void
1511draw (CFPlus::Map self, int mx, int my, int sw, int sh) 1570draw (CFPlus::Map self, int mx, int my, int sw, int sh, int T)
1512 CODE: 1571 CODE:
1513{ 1572{
1573 HV *smooth = (HV *)sv_2mortal ((SV *)newHV ());
1574 uint32_t smooth_level[256 / 32]; // one bit for every possible smooth level
1575 static uint8_t smooth_max[256][256]; // egad, fats and wasteful on memory (64k)
1576 smooth_key skey;
1514 int x, y, z; 1577 int x, y, z;
1515 int last_name; 1578 int last_name;
1516 mapface face; 1579
1580 // thats current max. sorry.
1581 if (sw > 255) sw = 255;
1582 if (sh > 255) sh = 255;
1583
1584 // clear key, in case of extra padding
1585 memset (&skey, 0, sizeof (skey));
1517 1586
1518 glColor4ub (255, 255, 255, 255); 1587 glColor4ub (255, 255, 255, 255);
1519 1588
1520 glEnable (GL_BLEND); 1589 glEnable (GL_BLEND);
1521 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 1590 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1527 last_name = 0; 1596 last_name = 0;
1528 1597
1529 mx += self->x; 1598 mx += self->x;
1530 my += self->y; 1599 my += self->y;
1531 1600
1601 // first pass: determine smooth_max
1602 // rather ugly, if you ask me
1603 // could also be stored inside mapcell and updated on change
1604 memset (smooth_max, 0, sizeof (smooth_max));
1605 memset (smooth_level, 0, sizeof (smooth_level));
1606
1607 for (y = 0; y < sh; y++)
1608 if (0 <= y + my && y + my < self->rows)
1609 {
1610 maprow *row = self->row + (y + my);
1611
1612 for (x = 0; x < sw; x++)
1613 if (row->c0 <= x + mx && x + mx < row->c1)
1614 {
1615 mapcell *cell = row->col + (x + mx - row->c0);
1616
1617 smooth_max[x + 1][y + 1] =
1618 MAX (self->tex [cell->tile [0]].smoothlevel,
1619 MAX (self->tex [cell->tile [1]].smoothlevel,
1620 self->tex [cell->tile [2]].smoothlevel));
1621 }
1622 }
1623
1532 for (z = 0; z < 3; z++) 1624 for (z = 0; z <= 2; z++)
1625 {
1533 for (y = 0; y < sh; y++) 1626 for (y = 0; y < sh; y++)
1534 if (0 <= y + my && y + my < self->rows) 1627 if (0 <= y + my && y + my < self->rows)
1535 { 1628 {
1536 maprow *row = self->row + (y + my); 1629 maprow *row = self->row + (y + my);
1537 1630
1538 for (x = 0; x < sw; x++) 1631 for (x = 0; x < sw; x++)
1539 if (row->c0 <= x + mx && x + mx < row->c1) 1632 if (row->c0 <= x + mx && x + mx < row->c1)
1633 {
1634 mapcell *cell = row->col + (x + mx - row->c0);
1635 tileid tile = cell->tile [z];
1636
1637 if (tile)
1638 {
1639 maptex tex = self->tex [tile];
1640 int px = (x + 1) * T - tex.w;
1641 int py = (y + 1) * T - tex.h;
1642
1643 // suppressing texture state switches here
1644 // is only moderately effective, but worth the extra effort
1645 if (last_name != tex.name)
1646 {
1647 if (!tex.name)
1648 tex = self->tex [2]; /* missing, replace by noface */
1649
1650 glEnd ();
1651 glBindTexture (GL_TEXTURE_2D, last_name = tex.name);
1652 glBegin (GL_QUADS);
1653 }
1654
1655 glTexCoord2f (0 , 0 ); glVertex2f (px , py );
1656 glTexCoord2f (0 , tex.t); glVertex2f (px , py + tex.h);
1657 glTexCoord2f (tex.s, tex.t); glVertex2f (px + tex.w, py + tex.h);
1658 glTexCoord2f (tex.s, 0 ); glVertex2f (px + tex.w, py );
1659
1660 if (cell->flags && z == 2)
1661 {
1662 if (cell->flags & 1)
1663 {
1664 maptex tex = self->tex [1];
1665 int px = x * T + T * 2 / 32;
1666 int py = y * T - T * 6 / 32;
1667
1668 glEnd ();
1669 glBindTexture (GL_TEXTURE_2D, last_name = tex.name);
1670 glBegin (GL_QUADS);
1671
1672 glTexCoord2f (0 , 0 ); glVertex2f (px , py );
1673 glTexCoord2f (0 , tex.t); glVertex2f (px , py + T);
1674 glTexCoord2f (tex.s, tex.t); glVertex2f (px + T, py + T);
1675 glTexCoord2f (tex.s, 0 ); glVertex2f (px + T, py );
1676 }
1677 }
1678
1679 // update smooth hash
1680 if (tex.smoothtile)
1681 {
1682 skey.tile = tex.smoothtile;
1683 skey.level = tex.smoothlevel;
1684
1685 smooth_level [tex.smoothlevel >> 5] |= ((uint32_t)1) << (tex.smoothlevel & 31);
1686
1687 // add bits to current tile and all neighbours. skey.x|y is
1688 // shifted +1|+1 so we always stay positive.
1689
1690 // bits is ___n cccc CCCC bbbb
1691 // n do not draw borders&corners
1692 // c draw these corners, but...
1693 // C ... not these
1694 // b draw these borders
1695
1696 // borders: 1 ┃· 2 ━━ 4 ·┃ 8 ··
1697 // ┃· ·· ·┃ ━━
1698
1699 // corners: 1 ┛· 2 ·┗ 4 ·· 8 ··
1700 // ·· ·· ·┏ ┓·
1701
1702 // full tile
1703 skey.x = x + 1; skey.y = y + 1; smooth_or_bits (smooth, &skey, 0x1000);
1704
1705 // borders
1706 skey.x = x + 2; skey.y = y + 1; smooth_or_bits (smooth, &skey, 0x0091);
1707 skey.x = x + 1; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0032);
1708 skey.x = x ; skey.y = y + 1; smooth_or_bits (smooth, &skey, 0x0064);
1709 skey.x = x + 1; skey.y = y ; smooth_or_bits (smooth, &skey, 0x00c8);
1710
1711 // corners
1712 skey.x = x + 2; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0100);
1713 skey.x = x ; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0200);
1714 skey.x = x ; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0400);
1715 skey.x = x + 2; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0800);
1716 }
1717 }
1718 }
1719 }
1720 }
1721
1722 // go through all smoothlevels, lowest to highest, then draw.
1723 // this is basically counting sort
1724 {
1725 int w, b;
1726
1727 for (w = 0; w < 256 / 32; ++w)
1728 {
1729 uint32_t smask = smooth_level [w];
1730 if (smask)
1731 for (b = 0; b < 32; ++b)
1732 if (smask & (((uint32_t)1) << b))
1540 { 1733 {
1541 mapcell *cell = row->col + (x + mx - row->c0); 1734 int level = (w << 5) | b;
1735 HE *he;
1542 1736
1543 face = cell->face [z]; 1737 hv_iterinit (smooth);
1544 1738 while ((he = hv_iternext (smooth)))
1545 if (face && face < self->texs)
1546 { 1739 {
1547 maptex tex = self->tex [face]; 1740 smooth_key *skey = (smooth_key *)HeKEY (he);
1548 int px = (x + 1) * 32 - tex.w; 1741 IV bits = SvIVX (HeVAL (he));
1549 int py = (y + 1) * 32 - tex.h;
1550 1742
1551 if (last_name != tex.name) 1743 if (!(bits & 0x1000)
1744 && skey->level == level
1745 && level >= smooth_max [skey->x][skey->y])
1552 { 1746 {
1747 maptex tex = self->tex [skey->tile];
1748 int px = (((int)skey->x) - 1) * T;
1749 int py = (((int)skey->y) - 1) * T;
1750 int border = bits & 15;
1751 int corner = (bits >> 8) & ~(bits >> 4) & 15;
1752 float dx = tex.s * .0625f; // 16 images/row
1753 float dy = tex.t * .5f ; // 2 images/column
1754
1755 // this time naively avoiding texture state changes
1756 // save gobs of state changes.
1757 if (last_name != tex.name)
1758 {
1759 if (!tex.name)
1760 continue; // smoothing not yet available
1761
1553 glEnd (); 1762 glEnd ();
1554 glBindTexture (GL_TEXTURE_2D, last_name = tex.name); 1763 glBindTexture (GL_TEXTURE_2D, last_name = tex.name);
1555 glBegin (GL_QUADS); 1764 glBegin (GL_QUADS);
1556 } 1765 }
1557 1766
1558 glTexCoord2f (0 , 0 ); glVertex2f (px , py ); 1767 if (border)
1559 glTexCoord2f (0 , tex.t); glVertex2f (px , py + tex.h);
1560 glTexCoord2f (tex.s, tex.t); glVertex2f (px + tex.w, py + tex.h);
1561 glTexCoord2f (tex.s, 0 ); glVertex2f (px + tex.w, py );
1562 }
1563
1564 if (cell->flags && z == 2)
1565 {
1566 if (cell->flags & 1)
1567 { 1768 {
1568 maptex tex = self->tex [1]; 1769 float ox = border * dx;
1569 int px = (x + 1) * 32 - tex.w + 2;
1570 int py = (y + 1) * 32 - tex.h - 6;
1571 1770
1771 glTexCoord2f (ox , 0.f ); glVertex2f (px , py );
1772 glTexCoord2f (ox , dy ); glVertex2f (px , py + T);
1773 glTexCoord2f (ox + dx, dy ); glVertex2f (px + T, py + T);
1774 glTexCoord2f (ox + dx, 0.f ); glVertex2f (px + T, py );
1572 glEnd (); 1775 }
1573 glBindTexture (GL_TEXTURE_2D, last_name = tex.name);
1574 glBegin (GL_QUADS);
1575 1776
1777 if (corner)
1778 {
1779 float ox = corner * dx;
1780
1576 glTexCoord2f (0 , 0 ); glVertex2f (px , py ); 1781 glTexCoord2f (ox , dy ); glVertex2f (px , py );
1577 glTexCoord2f (0 , tex.t); glVertex2f (px , py + tex.h); 1782 glTexCoord2f (ox , dy * 2.f); glVertex2f (px , py + T);
1578 glTexCoord2f (tex.s, tex.t); glVertex2f (px + tex.w, py + tex.h); 1783 glTexCoord2f (ox + dx, dy * 2.f); glVertex2f (px + T, py + T);
1579 glTexCoord2f (tex.s, 0 ); glVertex2f (px + tex.w, py ); 1784 glTexCoord2f (ox + dx, dy ); glVertex2f (px + T, py );
1785 }
1580 } 1786 }
1581 } 1787 }
1582 } 1788 }
1583 } 1789 }
1790 }
1791
1792 //hv_clear (smooth);
1584 1793
1585 glEnd (); 1794 glEnd ();
1586 1795
1587 glDisable (GL_TEXTURE_2D); 1796 glDisable (GL_TEXTURE_2D);
1588 glDisable (GL_BLEND); 1797 glDisable (GL_BLEND);
1596 for (x = 0; x < sw; x++) 1805 for (x = 0; x < sw; x++)
1597 if (row->c0 <= x + mx && x + mx < row->c1) 1806 if (row->c0 <= x + mx && x + mx < row->c1)
1598 { 1807 {
1599 mapcell *cell = row->col + (x + mx - row->c0); 1808 mapcell *cell = row->col + (x + mx - row->c0);
1600 1809
1601 int px = x * 32; 1810 int px = x * T;
1602 int py = y * 32; 1811 int py = y * T;
1603 1812
1604 if (cell->stat_hp) 1813 if (cell->stat_hp)
1605 { 1814 {
1606 int width = cell->stat_width * 32; 1815 int width = cell->stat_width * T;
1607 int thick = sh / 28 + 1 + cell->stat_width; 1816 int thick = (sh * T / 32 + 27) / 28 + 1 + cell->stat_width;
1608 1817
1609 glColor3ub (0, 0, 0); 1818 glColor3ub (0, 0, 0);
1610 glRectf (px + 1, py - thick - 2, 1819 glRectf (px + 1, py - thick - 2,
1611 px + width - 1, py); 1820 px + width - 1, py);
1612 1821
1751 if (row && row->c0 <= x && x < row->c1) 1960 if (row && row->c0 <= x && x < row->c1)
1752 { 1961 {
1753 mapcell *cell = row->col + (x - row->c0); 1962 mapcell *cell = row->col + (x - row->c0);
1754 uint8_t flags = 0; 1963 uint8_t flags = 0;
1755 1964
1756 if (cell->face [0]) flags |= 1; 1965 if (cell->tile [0]) flags |= 1;
1757 if (cell->face [1]) flags |= 2; 1966 if (cell->tile [1]) flags |= 2;
1758 if (cell->face [2]) flags |= 4; 1967 if (cell->tile [2]) flags |= 4;
1759 1968
1760 *data++ = flags; 1969 *data++ = flags;
1761 1970
1762 if (flags & 1) 1971 if (flags & 1)
1763 { 1972 {
1973 tileid tile = cell->tile [0];
1764 *data++ = cell->face [0] >> 8; 1974 *data++ = tile >> 8;
1765 *data++ = cell->face [0]; 1975 *data++ = tile;
1766 } 1976 }
1767 1977
1768 if (flags & 2) 1978 if (flags & 2)
1769 { 1979 {
1980 tileid tile = cell->tile [1];
1770 *data++ = cell->face [1] >> 8; 1981 *data++ = tile >> 8;
1771 *data++ = cell->face [1]; 1982 *data++ = tile;
1772 } 1983 }
1773 1984
1774 if (flags & 4) 1985 if (flags & 4)
1775 { 1986 {
1987 tileid tile = cell->tile [2];
1776 *data++ = cell->face [2] >> 8; 1988 *data++ = tile >> 8;
1777 *data++ = cell->face [2]; 1989 *data++ = tile;
1778 } 1990 }
1779 } 1991 }
1780 else 1992 else
1781 *data++ = 0; 1993 *data++ = 0;
1782 } 1994 }
1822 { 2034 {
1823 uint8_t flags = *data++; 2035 uint8_t flags = *data++;
1824 2036
1825 if (flags) 2037 if (flags)
1826 { 2038 {
1827 mapface face[3] = { 0, 0, 0 };
1828
1829 mapcell *cell = row_get_cell (row, x); 2039 mapcell *cell = row_get_cell (row, x);
2040 tileid tile[3] = { 0, 0, 0 };
1830 2041
1831 if (flags & 1) { face[0] = *data++ << 8; face[0] |= *data++; } 2042 if (flags & 1) { tile[0] = *data++ << 8; tile[0] |= *data++; }
1832 if (flags & 2) { face[1] = *data++ << 8; face[1] |= *data++; } 2043 if (flags & 2) { tile[1] = *data++ << 8; tile[1] |= *data++; }
1833 if (flags & 4) { face[2] = *data++ << 8; face[2] |= *data++; } 2044 if (flags & 4) { tile[2] = *data++ << 8; tile[2] |= *data++; }
1834 2045
1835 if (cell->darkness == 0) 2046 if (cell->darkness == 0)
1836 { 2047 {
1837 cell->darkness = 0; 2048 cell->darkness = 0;
1838 2049
1839 for (z = 0; z <= 2; z++) 2050 for (z = 0; z <= 2; z++)
1840 { 2051 {
1841 cell->face[z] = face[z]; 2052 tileid t = tile [z];
1842 2053
1843 if (face[z] && (face[z] >= self->texs || !self->tex[face [z]].name)) 2054 if (t >= self->texs || (t && !self->tex [t].name))
2055 {
1844 XPUSHs (sv_2mortal (newSViv (face[z]))); 2056 XPUSHs (sv_2mortal (newSViv (t)));
2057 need_texid (self, t);
2058 }
2059
2060 cell->tile [z] = t;
1845 } 2061 }
1846 } 2062 }
1847 } 2063 }
1848 } 2064 }
1849 } 2065 }
2158 2374
2159int glGenTexture () 2375int glGenTexture ()
2160 CODE: 2376 CODE:
2161{ 2377{
2162 GLuint name; 2378 GLuint name;
2379 if (AvFILL (texture_av) >= 0)
2380 name = (GLuint)av_pop (texture_av);
2381 else
2163 glGenTextures (1, &name); 2382 glGenTextures (1, &name);
2164 RETVAL = name; 2383 RETVAL = name;
2165} 2384}
2166 OUTPUT: 2385 OUTPUT:
2167 RETVAL 2386 RETVAL
2168 2387
2169void glDeleteTexture (int name) 2388void glDeleteTexture (int name)
2170 CODE: 2389 CODE:
2171{ 2390{
2172 GLuint name_ = name; 2391 /* make a half-assed attempt at returning the memory used by the texture */
2392 /* textures are frequently being reused by cfplus anyway */
2393 glBindTexture (GL_TEXTURE_2D, name);
2394 glTexImage2D (GL_TEXTURE_2D, 0, GL_ALPHA, 0, 0, 0, GL_ALPHA, GL_UNSIGNED_BYTE, 0);
2395 av_push (texture_av, (SV *)name);
2173 glDeleteTextures (1, &name_); 2396 /*glDeleteTextures (1, &name_);*/
2174} 2397}
2175 2398
2176int glGenList () 2399int glGenList ()
2177 CODE: 2400 CODE:
2178 RETVAL = glGenLists (1); 2401 RETVAL = glGenLists (1);

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