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/cvs/deliantra/Deliantra-Client/Client.xs
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Comparing deliantra/Deliantra-Client/Client.xs (file contents):
Revision 1.170 by root, Sun Mar 4 19:36:08 2007 UTC vs.
Revision 1.187 by root, Sat Apr 21 23:36:20 2007 UTC

155 155
156 *w = rect.width; 156 *w = rect.width;
157 *h = rect.height; 157 *h = rect.height;
158} 158}
159 159
160typedef uint16_t tileid;
160typedef uint16_t mapface; 161typedef uint16_t faceid;
161 162
162typedef struct { 163typedef struct {
163 GLint name; 164 int name;
164 int w, h; 165 int w, h;
165 float s, t; 166 float s, t;
166 uint8_t r, g, b, a; 167 uint8_t r, g, b, a;
168 tileid smoothtile;
169 uint8_t smoothlevel;
167} maptex; 170} maptex;
168 171
169typedef struct { 172typedef struct {
170 uint32_t player; 173 uint32_t player;
171 mapface face[3]; 174 tileid tile[3];
172 uint16_t darkness; 175 uint16_t darkness;
173 uint8_t stat_width, stat_hp, flags; 176 uint8_t stat_width, stat_hp, flags, smoothmax;
174} mapcell; 177} mapcell;
175 178
176typedef struct { 179typedef struct {
177 int32_t c0, c1; 180 int32_t c0, c1;
178 mapcell *col; 181 mapcell *col;
179} maprow; 182} maprow;
180 183
181typedef struct map { 184typedef struct map {
182 int x, y, w, h; 185 int x, y, w, h;
183 int ox, oy; /* offset to virtual global coordinate system */ 186 int ox, oy; /* offset to virtual global coordinate system */
184 int faces; 187 int faces; tileid *face2tile; // [faceid]
185 mapface *face; 188 int texs; maptex *tex; // [tileid]
186
187 int texs;
188 maptex *tex;
189 189
190 int32_t rows; 190 int32_t rows;
191 maprow *row; 191 maprow *row;
192} *CFPlus__Map; 192} *CFPlus__Map;
193 193
213 return ptr; 213 return ptr;
214} 214}
215 215
216#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))
217#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}
218 238
219static maprow * 239static maprow *
220map_get_row (CFPlus__Map self, int y) 240map_get_row (CFPlus__Map self, int y)
221{ 241{
222 if (0 > y) 242 if (0 > y)
317 cell->player = 0; 337 cell->player = 0;
318 } 338 }
319 } 339 }
320} 340}
321 341
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
322static void 358static void
323music_finished (void) 359music_finished (void)
324{ 360{
325 SDL_UserEvent ev; 361 SDL_UserEvent ev;
326 362
364 400
365/* SDL should provide this, really. */ 401/* SDL should provide this, really. */
366#define SDLK_MODIFIER_MIN 300 402#define SDLK_MODIFIER_MIN 300
367#define SDLK_MODIFIER_MAX 314 403#define SDLK_MODIFIER_MAX 314
368 404
405static AV *texture_av;
406
369MODULE = CFPlus PACKAGE = CFPlus 407MODULE = CFPlus PACKAGE = CFPlus
370 408
371PROTOTYPES: ENABLE 409PROTOTYPES: ENABLE
372 410
373BOOT: 411BOOT:
374{ 412{
413 texture_av = newAV ();
414 AvREAL_off (texture_av);
415
375 HV *stash = gv_stashpv ("CFPlus", 1); 416 HV *stash = gv_stashpv ("CFPlus", 1);
376 static const struct { 417 static const struct {
377 const char *name; 418 const char *name;
378 IV iv; 419 IV iv;
379 } *civ, const_iv[] = { 420 } *civ, const_iv[] = {
665Mix_AllocateChannels (int numchans = -1) 706Mix_AllocateChannels (int numchans = -1)
666 707
667void 708void
668lowdelay (int fd, int val = 1) 709lowdelay (int fd, int val = 1)
669 CODE: 710 CODE:
670#ifndef _WIN32
671 setsockopt (fd, IPPROTO_TCP, TCP_NODELAY, &val, sizeof (val)); 711 setsockopt (fd, IPPROTO_TCP, TCP_NODELAY, (void *)&val, sizeof (val));
672#endif
673 712
674void 713void
675win32_proxy_info () 714win32_proxy_info ()
676 PPCODE: 715 PPCODE:
677{ 716{
1240 RETVAL->y = 0; 1279 RETVAL->y = 0;
1241 RETVAL->w = 0; 1280 RETVAL->w = 0;
1242 RETVAL->h = 0; 1281 RETVAL->h = 0;
1243 RETVAL->ox = 0; 1282 RETVAL->ox = 0;
1244 RETVAL->oy = 0; 1283 RETVAL->oy = 0;
1245 RETVAL->faces = 8192; 1284 RETVAL->faces = 8192; Newz (0, RETVAL->face2tile, RETVAL->faces, tileid);
1246 Newz (0, RETVAL->face, RETVAL->faces, mapface); 1285 RETVAL->texs = 8192; Newz (0, RETVAL->tex , RETVAL->texs , maptex);
1247 RETVAL->texs = 8192;
1248 Newz (0, RETVAL->tex, RETVAL->texs, maptex);
1249 RETVAL->rows = 0; 1286 RETVAL->rows = 0;
1250 RETVAL->row = 0; 1287 RETVAL->row = 0;
1251 OUTPUT: 1288 OUTPUT:
1252 RETVAL 1289 RETVAL
1253 1290
1254void 1291void
1255DESTROY (CFPlus::Map self) 1292DESTROY (CFPlus::Map self)
1256 CODE: 1293 CODE:
1257{ 1294{
1258 map_clear (self); 1295 map_clear (self);
1259 Safefree (self->face); 1296 Safefree (self->face2tile);
1260 Safefree (self->tex); 1297 Safefree (self->tex);
1261 Safefree (self); 1298 Safefree (self);
1262} 1299}
1263 1300
1264void 1301void
1271clear (CFPlus::Map self) 1308clear (CFPlus::Map self)
1272 CODE: 1309 CODE:
1273 map_clear (self); 1310 map_clear (self);
1274 1311
1275void 1312void
1276set_face (CFPlus::Map self, int face, int texid) 1313set_tileid (CFPlus::Map self, int face, int tile)
1277 CODE: 1314 CODE:
1278{ 1315{
1279 while (self->faces <= face) 1316 need_facenum (self, face); self->face2tile [face] = tile;
1280 { 1317 need_texid (self, tile);
1281 Append (mapface, self->face, self->faces, self->faces); 1318}
1282 self->faces *= 2;
1283 }
1284 1319
1285 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;
1286} 1341}
1287 1342
1288void 1343void
1289set_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)
1290 CODE: 1345 CODE:
1291{ 1346{
1292 while (self->texs <= texid) 1347 need_texid (self, texid);
1293 {
1294 Append (maptex, self->tex, self->texs, self->texs);
1295 self->texs *= 2;
1296 }
1297 1348
1298 { 1349 {
1299 maptex *tex = self->tex + texid; 1350 maptex *tex = self->tex + texid;
1300 1351
1301 tex->name = name; 1352 tex->name = name;
1345 CODE: 1396 CODE:
1346{ 1397{
1347 if (dx > 0) 1398 if (dx > 0)
1348 map_blank (self, self->x, self->y, dx, self->h); 1399 map_blank (self, self->x, self->y, dx, self->h);
1349 else if (dx < 0) 1400 else if (dx < 0)
1350 map_blank (self, self->x + self->w + dx + 1, self->y, -dx, self->h); 1401 map_blank (self, self->x + self->w + dx, self->y, -dx, self->h);
1351 1402
1352 if (dy > 0) 1403 if (dy > 0)
1353 map_blank (self, self->x, self->y, self->w, dy); 1404 map_blank (self, self->x, self->y, self->w, dy);
1354 else if (dy < 0) 1405 else if (dy < 0)
1355 map_blank (self, self->x, self->y + self->h + dy + 1, self->w, -dy); 1406 map_blank (self, self->x, self->y + self->h + dy, self->w, -dy);
1356 1407
1357 self->ox += dx; self->x += dx; 1408 self->ox += dx; self->x += dx;
1358 self->oy += dy; self->y += dy; 1409 self->oy += dy; self->y += dy;
1359 1410
1360 while (self->y < 0) 1411 while (self->y < 0)
1414 } 1465 }
1415 else if (cmd == 6) // monster width 1466 else if (cmd == 6) // monster width
1416 cell->stat_width = *data++ + 1; 1467 cell->stat_width = *data++ + 1;
1417 else if (cmd == 0x47) 1468 else if (cmd == 0x47)
1418 { 1469 {
1419 if (*data == 8) 1470 if (*data == 4)
1420 ; // decode player uuid 1471 ; // decode player count
1421 1472
1422 data += *data + 1; 1473 data += *data + 1;
1423 } 1474 }
1424 else if (cmd == 8) // cell flags 1475 else if (cmd == 8) // cell flags
1425 cell->flags = *data++; 1476 cell->flags = *data++;
1434 cell->darkness = *data++ + 1; 1485 cell->darkness = *data++ + 1;
1435 } 1486 }
1436 1487
1437 if (flags & 4) 1488 if (flags & 4)
1438 { 1489 {
1439 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];
1440 } 1493 }
1441 1494
1442 if (flags & 2) 1495 if (flags & 2)
1443 { 1496 {
1444 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];
1445 } 1500 }
1446 1501
1447 if (flags & 1) 1502 if (flags & 1)
1448 { 1503 {
1449 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];
1450 } 1507 }
1451 } 1508 }
1452 else 1509 else
1453 cell->darkness = 0; 1510 cell->darkness = 0;
1454 } 1511 }
1484 { 1541 {
1485 mapcell *cell = row->col + (x - row->c0); 1542 mapcell *cell = row->col + (x - row->c0);
1486 1543
1487 for (z = 0; z <= 0; z++) 1544 for (z = 0; z <= 0; z++)
1488 { 1545 {
1489 mapface face = cell->face [z];
1490
1491 if (face)
1492 {
1493 maptex tex = self->tex [face]; 1546 maptex tex = self->tex [cell->tile [z]];
1494 int a0 = 255 - tex.a; 1547 int a0 = 255 - tex.a;
1495 int a1 = tex.a; 1548 int a1 = tex.a;
1496 1549
1497 r = (r * a0 + tex.r * a1) / 255; 1550 r = (r * a0 + tex.r * a1) / 255;
1498 g = (g * a0 + tex.g * a1) / 255; 1551 g = (g * a0 + tex.g * a1) / 255;
1499 b = (b * a0 + tex.b * a1) / 255; 1552 b = (b * a0 + tex.b * a1) / 255;
1500 a = (a * a0 + tex.a * a1) / 255; 1553 a = (a * a0 + tex.a * a1) / 255;
1501 }
1502 } 1554 }
1503 } 1555 }
1504 1556
1505 *map++ = (r ) 1557 *map++ = (r )
1506 | (g << 8) 1558 | (g << 8)
1513} 1565}
1514 OUTPUT: 1566 OUTPUT:
1515 RETVAL 1567 RETVAL
1516 1568
1517void 1569void
1518draw (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)
1519 CODE: 1571 CODE:
1520{ 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;
1521 int x, y, z; 1577 int x, y, z;
1522 int last_name; 1578 int last_name;
1523 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));
1524 1586
1525 glColor4ub (255, 255, 255, 255); 1587 glColor4ub (255, 255, 255, 255);
1526 1588
1527 glEnable (GL_BLEND); 1589 glEnable (GL_BLEND);
1528 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 1590 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1534 last_name = 0; 1596 last_name = 0;
1535 1597
1536 mx += self->x; 1598 mx += self->x;
1537 my += self->y; 1599 my += self->y;
1538 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
1606 for (y = 0; y < sh; y++)
1607 if (0 <= y + my && y + my < self->rows)
1608 {
1609 maprow *row = self->row + (y + my);
1610
1611 for (x = 0; x < sw; x++)
1612 if (row->c0 <= x + mx && x + mx < row->c1)
1613 {
1614 mapcell *cell = row->col + (x + mx - row->c0);
1615
1616 smooth_max[x + 1][y + 1] =
1617 MAX (self->tex [cell->tile [0]].smoothlevel,
1618 MAX (self->tex [cell->tile [1]].smoothlevel,
1619 self->tex [cell->tile [2]].smoothlevel));
1620 }
1621 }
1622
1539 for (z = 0; z < 3; z++) 1623 for (z = 0; z <= 2; z++)
1624 {
1625 memset (smooth_level, 0, sizeof (smooth_level));
1626
1540 for (y = 0; y < sh; y++) 1627 for (y = 0; y < sh; y++)
1541 if (0 <= y + my && y + my < self->rows) 1628 if (0 <= y + my && y + my < self->rows)
1542 { 1629 {
1543 maprow *row = self->row + (y + my); 1630 maprow *row = self->row + (y + my);
1544 1631
1545 for (x = 0; x < sw; x++) 1632 for (x = 0; x < sw; x++)
1546 if (row->c0 <= x + mx && x + mx < row->c1) 1633 if (row->c0 <= x + mx && x + mx < row->c1)
1547 { 1634 {
1548 mapcell *cell = row->col + (x + mx - row->c0); 1635 mapcell *cell = row->col + (x + mx - row->c0);
1549
1550 face = cell->face [z]; 1636 tileid tile = cell->tile [z];
1637
1638 if (tile)
1639 {
1640 maptex tex = self->tex [tile];
1641 int px = (x + 1) * T - tex.w;
1642 int py = (y + 1) * T - tex.h;
1551 1643
1552 if (face && face < self->texs) 1644 // suppressing texture state switches here
1645 // is only moderately effective, but worth the extra effort
1646 if (last_name != tex.name)
1647 {
1648 if (!tex.name)
1649 tex = self->tex [2]; /* missing, replace by noface */
1650
1651 glEnd ();
1652 glBindTexture (GL_TEXTURE_2D, last_name = tex.name);
1653 glBegin (GL_QUADS);
1654 }
1655
1656 glTexCoord2f (0 , 0 ); glVertex2f (px , py );
1657 glTexCoord2f (0 , tex.t); glVertex2f (px , py + tex.h);
1658 glTexCoord2f (tex.s, tex.t); glVertex2f (px + tex.w, py + tex.h);
1659 glTexCoord2f (tex.s, 0 ); glVertex2f (px + tex.w, py );
1660
1661 if (cell->flags && z == 2)
1662 {
1663 if (cell->flags & 1)
1664 {
1665 maptex tex = self->tex [1];
1666 int px = x * T + T * 2 / 32;
1667 int py = y * T - T * 6 / 32;
1668
1669 glEnd ();
1670 glBindTexture (GL_TEXTURE_2D, last_name = tex.name);
1671 glBegin (GL_QUADS);
1672
1673 glTexCoord2f (0 , 0 ); glVertex2f (px , py );
1674 glTexCoord2f (0 , tex.t); glVertex2f (px , py + T);
1675 glTexCoord2f (tex.s, tex.t); glVertex2f (px + T, py + T);
1676 glTexCoord2f (tex.s, 0 ); glVertex2f (px + T, py );
1677 }
1678 }
1679
1680 // update smooth hash
1681 if (tex.smoothtile)
1682 {
1683 skey.tile = tex.smoothtile;
1684 skey.level = tex.smoothlevel;
1685
1686 smooth_level [tex.smoothlevel >> 5] |= ((uint32_t)1) << (tex.smoothlevel & 31);
1687
1688 // add bits to current tile and all neighbours. skey.x|y is
1689 // shifted +1|+1 so we always stay positive.
1690
1691 // bits is ___n cccc CCCC bbbb
1692 // n do not draw borders&corners
1693 // c draw these corners, but...
1694 // C ... not these
1695 // b draw these borders
1696
1697 // borders: 1 ┃· 2 ━━ 4 ·┃ 8 ··
1698 // ┃· ·· ·┃ ━━
1699
1700 // corners: 1 ┛· 2 ·┗ 4 ·· 8 ··
1701 // ·· ·· ·┏ ┓·
1702
1703 // full tile
1704 skey.x = x + 1; skey.y = y + 1; smooth_or_bits (smooth, &skey, 0x1000);
1705
1706 // borders
1707 skey.x = x + 2; skey.y = y + 1; smooth_or_bits (smooth, &skey, 0x0091);
1708 skey.x = x + 1; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0032);
1709 skey.x = x ; skey.y = y + 1; smooth_or_bits (smooth, &skey, 0x0064);
1710 skey.x = x + 1; skey.y = y ; smooth_or_bits (smooth, &skey, 0x00c8);
1711
1712 // corners
1713 skey.x = x + 2; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0100);
1714 skey.x = x ; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0200);
1715 skey.x = x ; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0400);
1716 skey.x = x + 2; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0800);
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))
1553 { 1733 {
1554 maptex tex = self->tex [face]; 1734 int level = (w << 5) | b;
1555 int px = (x + 1) * 32 - tex.w; 1735 HE *he;
1556 int py = (y + 1) * 32 - tex.h;
1557 1736
1558 if (last_name != tex.name) 1737 hv_iterinit (smooth);
1738 while ((he = hv_iternext (smooth)))
1559 { 1739 {
1740 smooth_key *skey = (smooth_key *)HeKEY (he);
1741 IV bits = SvIVX (HeVAL (he));
1742
1743 if (!(bits & 0x1000)
1744 && skey->level == level
1745 && level >= smooth_max [skey->x][skey->y])
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
1560 glEnd (); 1762 glEnd ();
1561 glBindTexture (GL_TEXTURE_2D, last_name = tex.name); 1763 glBindTexture (GL_TEXTURE_2D, last_name = tex.name);
1562 glBegin (GL_QUADS); 1764 glBegin (GL_QUADS);
1765 }
1766
1767 if (border)
1768 {
1769 float ox = border * dx;
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 );
1775 }
1776
1777 if (corner)
1778 {
1779 float ox = corner * dx;
1780
1781 glTexCoord2f (ox , dy ); glVertex2f (px , py );
1782 glTexCoord2f (ox , dy * 2.f); glVertex2f (px , py + T);
1783 glTexCoord2f (ox + dx, dy * 2.f); glVertex2f (px + T, py + T);
1784 glTexCoord2f (ox + dx, dy ); glVertex2f (px + T, py );
1785 }
1563 } 1786 }
1564
1565 glTexCoord2f (0 , 0 ); glVertex2f (px , py );
1566 glTexCoord2f (0 , tex.t); glVertex2f (px , py + tex.h);
1567 glTexCoord2f (tex.s, tex.t); glVertex2f (px + tex.w, py + tex.h);
1568 glTexCoord2f (tex.s, 0 ); glVertex2f (px + tex.w, py );
1569 }
1570
1571 if (cell->flags && z == 2)
1572 {
1573 if (cell->flags & 1)
1574 {
1575 maptex tex = self->tex [1];
1576 int px = (x + 1) * 32 - tex.w + 2;
1577 int py = (y + 1) * 32 - tex.h - 6;
1578
1579 glEnd ();
1580 glBindTexture (GL_TEXTURE_2D, last_name = tex.name);
1581 glBegin (GL_QUADS);
1582
1583 glTexCoord2f (0 , 0 ); glVertex2f (px , py );
1584 glTexCoord2f (0 , tex.t); glVertex2f (px , py + tex.h);
1585 glTexCoord2f (tex.s, tex.t); glVertex2f (px + tex.w, py + tex.h);
1586 glTexCoord2f (tex.s, 0 ); glVertex2f (px + tex.w, py );
1587 } 1787 }
1588 } 1788 }
1589 }
1590 } 1789 }
1790 }
1791
1792 hv_clear (smooth);
1793 }
1591 1794
1592 glEnd (); 1795 glEnd ();
1593 1796
1594 glDisable (GL_TEXTURE_2D); 1797 glDisable (GL_TEXTURE_2D);
1595 glDisable (GL_BLEND); 1798 glDisable (GL_BLEND);
1603 for (x = 0; x < sw; x++) 1806 for (x = 0; x < sw; x++)
1604 if (row->c0 <= x + mx && x + mx < row->c1) 1807 if (row->c0 <= x + mx && x + mx < row->c1)
1605 { 1808 {
1606 mapcell *cell = row->col + (x + mx - row->c0); 1809 mapcell *cell = row->col + (x + mx - row->c0);
1607 1810
1608 int px = x * 32; 1811 int px = x * T;
1609 int py = y * 32; 1812 int py = y * T;
1610 1813
1611 if (cell->stat_hp) 1814 if (cell->stat_hp)
1612 { 1815 {
1613 int width = cell->stat_width * 32; 1816 int width = cell->stat_width * T;
1614 int thick = sh / 28 + 1 + cell->stat_width; 1817 int thick = (sh * T / 32 + 27) / 28 + 1 + cell->stat_width;
1615 1818
1616 glColor3ub (0, 0, 0); 1819 glColor3ub (0, 0, 0);
1617 glRectf (px + 1, py - thick - 2, 1820 glRectf (px + 1, py - thick - 2,
1618 px + width - 1, py); 1821 px + width - 1, py);
1619 1822
1758 if (row && row->c0 <= x && x < row->c1) 1961 if (row && row->c0 <= x && x < row->c1)
1759 { 1962 {
1760 mapcell *cell = row->col + (x - row->c0); 1963 mapcell *cell = row->col + (x - row->c0);
1761 uint8_t flags = 0; 1964 uint8_t flags = 0;
1762 1965
1763 if (cell->face [0]) flags |= 1; 1966 if (cell->tile [0]) flags |= 1;
1764 if (cell->face [1]) flags |= 2; 1967 if (cell->tile [1]) flags |= 2;
1765 if (cell->face [2]) flags |= 4; 1968 if (cell->tile [2]) flags |= 4;
1766 1969
1767 *data++ = flags; 1970 *data++ = flags;
1768 1971
1769 if (flags & 1) 1972 if (flags & 1)
1770 { 1973 {
1974 tileid tile = cell->tile [0];
1771 *data++ = cell->face [0] >> 8; 1975 *data++ = tile >> 8;
1772 *data++ = cell->face [0]; 1976 *data++ = tile;
1773 } 1977 }
1774 1978
1775 if (flags & 2) 1979 if (flags & 2)
1776 { 1980 {
1981 tileid tile = cell->tile [1];
1777 *data++ = cell->face [1] >> 8; 1982 *data++ = tile >> 8;
1778 *data++ = cell->face [1]; 1983 *data++ = tile;
1779 } 1984 }
1780 1985
1781 if (flags & 4) 1986 if (flags & 4)
1782 { 1987 {
1988 tileid tile = cell->tile [2];
1783 *data++ = cell->face [2] >> 8; 1989 *data++ = tile >> 8;
1784 *data++ = cell->face [2]; 1990 *data++ = tile;
1785 } 1991 }
1786 } 1992 }
1787 else 1993 else
1788 *data++ = 0; 1994 *data++ = 0;
1789 } 1995 }
1829 { 2035 {
1830 uint8_t flags = *data++; 2036 uint8_t flags = *data++;
1831 2037
1832 if (flags) 2038 if (flags)
1833 { 2039 {
1834 mapface face[3] = { 0, 0, 0 };
1835
1836 mapcell *cell = row_get_cell (row, x); 2040 mapcell *cell = row_get_cell (row, x);
2041 tileid tile[3] = { 0, 0, 0 };
1837 2042
1838 if (flags & 1) { face[0] = *data++ << 8; face[0] |= *data++; } 2043 if (flags & 1) { tile[0] = *data++ << 8; tile[0] |= *data++; }
1839 if (flags & 2) { face[1] = *data++ << 8; face[1] |= *data++; } 2044 if (flags & 2) { tile[1] = *data++ << 8; tile[1] |= *data++; }
1840 if (flags & 4) { face[2] = *data++ << 8; face[2] |= *data++; } 2045 if (flags & 4) { tile[2] = *data++ << 8; tile[2] |= *data++; }
1841 2046
1842 if (cell->darkness == 0) 2047 if (cell->darkness == 0)
1843 { 2048 {
1844 cell->darkness = 0; 2049 cell->darkness = 0;
1845 2050
1846 for (z = 0; z <= 2; z++) 2051 for (z = 0; z <= 2; z++)
1847 { 2052 {
1848 cell->face[z] = face[z]; 2053 tileid t = tile [z];
1849 2054
1850 if (face[z] && (face[z] >= self->texs || !self->tex[face [z]].name)) 2055 if (t >= self->texs || (t && !self->tex [t].name))
2056 {
1851 XPUSHs (sv_2mortal (newSViv (face[z]))); 2057 XPUSHs (sv_2mortal (newSViv (t)));
2058 need_texid (self, t);
2059 }
2060
2061 cell->tile [z] = t;
1852 } 2062 }
1853 } 2063 }
1854 } 2064 }
1855 } 2065 }
1856 } 2066 }
2165 2375
2166int glGenTexture () 2376int glGenTexture ()
2167 CODE: 2377 CODE:
2168{ 2378{
2169 GLuint name; 2379 GLuint name;
2380 if (AvFILL (texture_av) >= 0)
2381 name = (GLuint)av_pop (texture_av);
2382 else
2170 glGenTextures (1, &name); 2383 glGenTextures (1, &name);
2171 RETVAL = name; 2384 RETVAL = name;
2172} 2385}
2173 OUTPUT: 2386 OUTPUT:
2174 RETVAL 2387 RETVAL
2175 2388
2176void glDeleteTexture (int name) 2389void glDeleteTexture (int name)
2177 CODE: 2390 CODE:
2178{ 2391{
2179 GLuint name_ = name; 2392 /* make a half-assed attempt at returning the memory used by the texture */
2393 /* textures are frequently being reused by cfplus anyway */
2394 glBindTexture (GL_TEXTURE_2D, name);
2395 glTexImage2D (GL_TEXTURE_2D, 0, GL_ALPHA, 0, 0, 0, GL_ALPHA, GL_UNSIGNED_BYTE, 0);
2396 av_push (texture_av, (SV *)name);
2180 glDeleteTextures (1, &name_); 2397 /*glDeleteTextures (1, &name_);*/
2181} 2398}
2182 2399
2183int glGenList () 2400int glGenList ()
2184 CODE: 2401 CODE:
2185 RETVAL = glGenLists (1); 2402 RETVAL = glGenLists (1);

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