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/cvs/deliantra/Deliantra-Client/Client.xs
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Comparing deliantra/Deliantra-Client/Client.xs (file contents):
Revision 1.171 by root, Sun Apr 1 01:19:18 2007 UTC vs.
Revision 1.181 by root, Mon Apr 16 21:06:36 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)
315 cell->stat_hp = 0; 335 cell->stat_hp = 0;
316 cell->flags = 0; 336 cell->flags = 0;
317 cell->player = 0; 337 cell->player = 0;
318 } 338 }
319 } 339 }
340}
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);
320} 356}
321 357
322static void 358static void
323music_finished (void) 359music_finished (void)
324{ 360{
665Mix_AllocateChannels (int numchans = -1) 701Mix_AllocateChannels (int numchans = -1)
666 702
667void 703void
668lowdelay (int fd, int val = 1) 704lowdelay (int fd, int val = 1)
669 CODE: 705 CODE:
670#ifndef _WIN32
671 setsockopt (fd, IPPROTO_TCP, TCP_NODELAY, &val, sizeof (val)); 706 setsockopt (fd, IPPROTO_TCP, TCP_NODELAY, (void *)&val, sizeof (val));
672#endif
673 707
674void 708void
675win32_proxy_info () 709win32_proxy_info ()
676 PPCODE: 710 PPCODE:
677{ 711{
1240 RETVAL->y = 0; 1274 RETVAL->y = 0;
1241 RETVAL->w = 0; 1275 RETVAL->w = 0;
1242 RETVAL->h = 0; 1276 RETVAL->h = 0;
1243 RETVAL->ox = 0; 1277 RETVAL->ox = 0;
1244 RETVAL->oy = 0; 1278 RETVAL->oy = 0;
1245 RETVAL->faces = 8192; 1279 RETVAL->faces = 8192; Newz (0, RETVAL->face2tile, RETVAL->faces, tileid);
1246 Newz (0, RETVAL->face, RETVAL->faces, mapface); 1280 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; 1281 RETVAL->rows = 0;
1250 RETVAL->row = 0; 1282 RETVAL->row = 0;
1251 OUTPUT: 1283 OUTPUT:
1252 RETVAL 1284 RETVAL
1253 1285
1254void 1286void
1255DESTROY (CFPlus::Map self) 1287DESTROY (CFPlus::Map self)
1256 CODE: 1288 CODE:
1257{ 1289{
1258 map_clear (self); 1290 map_clear (self);
1259 Safefree (self->face); 1291 Safefree (self->face2tile);
1260 Safefree (self->tex); 1292 Safefree (self->tex);
1261 Safefree (self); 1293 Safefree (self);
1262} 1294}
1263 1295
1264void 1296void
1271clear (CFPlus::Map self) 1303clear (CFPlus::Map self)
1272 CODE: 1304 CODE:
1273 map_clear (self); 1305 map_clear (self);
1274 1306
1275void 1307void
1276set_face (CFPlus::Map self, int face, int texid) 1308set_tileid (CFPlus::Map self, int face, int tile)
1277 CODE: 1309 CODE:
1278{ 1310{
1279 while (self->faces <= face) 1311 need_facenum (self, face); self->face2tile [face] = tile;
1280 { 1312 need_texid (self, tile);
1281 Append (mapface, self->face, self->faces, self->faces); 1313}
1282 self->faces *= 2;
1283 }
1284 1314
1285 self->face [face] = texid; 1315void
1316set_smooth (CFPlus::Map self, int face, int smooth, int level)
1317 CODE:
1318{
1319 tileid texid;
1320 maptex *tex;
1321
1322 if (face < 0 || face >= self->faces)
1323 return;
1324
1325 if (smooth < 0 || smooth >= self->faces)
1326 return;
1327
1328 texid = self->face2tile [face];
1329
1330 if (!texid)
1331 return;
1332
1333 tex = self->tex + texid;
1334 tex->smoothtile = self->face2tile [smooth];
1335 tex->smoothlevel = level;
1286} 1336}
1287 1337
1288void 1338void
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) 1339set_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: 1340 CODE:
1291{ 1341{
1292 while (self->texs <= texid) 1342 need_texid (self, texid);
1293 {
1294 Append (maptex, self->tex, self->texs, self->texs);
1295 self->texs *= 2;
1296 }
1297 1343
1298 { 1344 {
1299 maptex *tex = self->tex + texid; 1345 maptex *tex = self->tex + texid;
1300 1346
1301 tex->name = name; 1347 tex->name = name;
1434 cell->darkness = *data++ + 1; 1480 cell->darkness = *data++ + 1;
1435 } 1481 }
1436 1482
1437 if (flags & 4) 1483 if (flags & 4)
1438 { 1484 {
1439 cell->face [0] = self->face [(data [0] << 8) + data [1]]; data += 2; 1485 faceid face = (data [0] << 8) + data [1]; data += 2;
1486 need_facenum (self, face);
1487 cell->tile [0] = self->face2tile [face];
1440 } 1488 }
1441 1489
1442 if (flags & 2) 1490 if (flags & 2)
1443 { 1491 {
1444 cell->face [1] = self->face [(data [0] << 8) + data [1]]; data += 2; 1492 faceid face = (data [0] << 8) + data [1]; data += 2;
1493 need_facenum (self, face);
1494 cell->tile [1] = self->face2tile [face];
1445 } 1495 }
1446 1496
1447 if (flags & 1) 1497 if (flags & 1)
1448 { 1498 {
1449 cell->face [2] = self->face [(data [0] << 8) + data [1]]; data += 2; 1499 faceid face = (data [0] << 8) + data [1]; data += 2;
1500 need_facenum (self, face);
1501 cell->tile [2] = self->face2tile [face];
1450 } 1502 }
1451 } 1503 }
1452 else 1504 else
1453 cell->darkness = 0; 1505 cell->darkness = 0;
1454 } 1506 }
1484 { 1536 {
1485 mapcell *cell = row->col + (x - row->c0); 1537 mapcell *cell = row->col + (x - row->c0);
1486 1538
1487 for (z = 0; z <= 0; z++) 1539 for (z = 0; z <= 0; z++)
1488 { 1540 {
1489 mapface face = cell->face [z];
1490
1491 if (face)
1492 {
1493 maptex tex = self->tex [face]; 1541 maptex tex = self->tex [cell->tile [z]];
1494 int a0 = 255 - tex.a; 1542 int a0 = 255 - tex.a;
1495 int a1 = tex.a; 1543 int a1 = tex.a;
1496 1544
1497 r = (r * a0 + tex.r * a1) / 255; 1545 r = (r * a0 + tex.r * a1) / 255;
1498 g = (g * a0 + tex.g * a1) / 255; 1546 g = (g * a0 + tex.g * a1) / 255;
1499 b = (b * a0 + tex.b * a1) / 255; 1547 b = (b * a0 + tex.b * a1) / 255;
1500 a = (a * a0 + tex.a * a1) / 255; 1548 a = (a * a0 + tex.a * a1) / 255;
1501 }
1502 } 1549 }
1503 } 1550 }
1504 1551
1505 *map++ = (r ) 1552 *map++ = (r )
1506 | (g << 8) 1553 | (g << 8)
1516 1563
1517void 1564void
1518draw (CFPlus::Map self, int mx, int my, int sw, int sh, int T) 1565draw (CFPlus::Map self, int mx, int my, int sw, int sh, int T)
1519 CODE: 1566 CODE:
1520{ 1567{
1568 HV *smooth = (HV *)sv_2mortal ((SV *)newHV ());
1569 uint32_t smooth_level[256 / 32]; // one bit for every possible smooth level
1570 static uint8_t smooth_max[256][256]; // egad, fats and wasteful on memory (64k)
1571 smooth_key skey;
1521 int x, y, z; 1572 int x, y, z;
1522 int last_name; 1573 int last_name;
1523 mapface face; 1574
1575 // thats current max. sorry.
1576 if (sw > 255) sw = 255;
1577 if (sh > 255) sh = 255;
1578
1579 // clear key, in case of extra padding
1580 memset (&skey, 0, sizeof (skey));
1524 1581
1525 glColor4ub (255, 255, 255, 255); 1582 glColor4ub (255, 255, 255, 255);
1526 1583
1527 glEnable (GL_BLEND); 1584 glEnable (GL_BLEND);
1528 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 1585 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1534 last_name = 0; 1591 last_name = 0;
1535 1592
1536 mx += self->x; 1593 mx += self->x;
1537 my += self->y; 1594 my += self->y;
1538 1595
1596 // first pass: determine smooth_max
1597 // rather ugly, if you ask me
1598 // could also be stored inside mapcell and updated on change
1599 memset (smooth_max, 0, sizeof (smooth_max));
1600
1601 for (y = 0; y < sh; y++)
1602 if (0 <= y + my && y + my < self->rows)
1603 {
1604 maprow *row = self->row + (y + my);
1605
1606 for (x = 0; x < sw; x++)
1607 if (row->c0 <= x + mx && x + mx < row->c1)
1608 {
1609 mapcell *cell = row->col + (x + mx - row->c0);
1610
1611 smooth_max[x + 1][y + 1] =
1612 MAX (self->tex [cell->tile [0]].smoothlevel,
1613 MAX (self->tex [cell->tile [1]].smoothlevel,
1614 self->tex [cell->tile [2]].smoothlevel));
1615 }
1616 }
1617
1539 for (z = 0; z < 3; z++) 1618 for (z = 0; z <= 2; z++)
1619 {
1620 memset (smooth_level, 0, sizeof (smooth_level));
1621
1540 for (y = 0; y < sh; y++) 1622 for (y = 0; y < sh; y++)
1541 if (0 <= y + my && y + my < self->rows) 1623 if (0 <= y + my && y + my < self->rows)
1542 { 1624 {
1543 maprow *row = self->row + (y + my); 1625 maprow *row = self->row + (y + my);
1544 1626
1545 for (x = 0; x < sw; x++) 1627 for (x = 0; x < sw; x++)
1546 if (row->c0 <= x + mx && x + mx < row->c1) 1628 if (row->c0 <= x + mx && x + mx < row->c1)
1547 { 1629 {
1548 mapcell *cell = row->col + (x + mx - row->c0); 1630 mapcell *cell = row->col + (x + mx - row->c0);
1549
1550 face = cell->face [z]; 1631 tileid tile = cell->tile [z];
1632
1633 if (tile)
1634 {
1635 maptex tex = self->tex [tile];
1636 int px = (x + 1) * T - tex.w;
1637 int py = (y + 1) * T - tex.h;
1551 1638
1552 if (face && face < self->texs) 1639 // suppressing texture state switches here
1640 // is only moderately effective, but worth the extra effort
1641 if (last_name != tex.name)
1642 {
1643 if (!tex.name)
1644 tex = self->tex [2]; /* missing, replace by noface */
1645
1646 glEnd ();
1647 glBindTexture (GL_TEXTURE_2D, last_name = tex.name);
1648 glBegin (GL_QUADS);
1649 }
1650
1651 glTexCoord2f (0 , 0 ); glVertex2f (px , py );
1652 glTexCoord2f (0 , tex.t); glVertex2f (px , py + tex.h);
1653 glTexCoord2f (tex.s, tex.t); glVertex2f (px + tex.w, py + tex.h);
1654 glTexCoord2f (tex.s, 0 ); glVertex2f (px + tex.w, py );
1655
1656 if (cell->flags && z == 2)
1657 {
1658 if (cell->flags & 1)
1659 {
1660 maptex tex = self->tex [1];
1661 int px = x * T + T * 2 / 32;
1662 int py = y * T - T * 6 / 32;
1663
1664 glEnd ();
1665 glBindTexture (GL_TEXTURE_2D, last_name = tex.name);
1666 glBegin (GL_QUADS);
1667
1668 glTexCoord2f (0 , 0 ); glVertex2f (px , py );
1669 glTexCoord2f (0 , tex.t); glVertex2f (px , py + T);
1670 glTexCoord2f (tex.s, tex.t); glVertex2f (px + T, py + T);
1671 glTexCoord2f (tex.s, 0 ); glVertex2f (px + T, py );
1672 }
1673 }
1674
1675 // update smooth hash
1676 if (tex.smoothtile)
1677 {
1678 skey.tile = tex.smoothtile;
1679 skey.level = tex.smoothlevel;
1680
1681 smooth_level [tex.smoothlevel >> 5] |= ((uint32_t)1) << (tex.smoothlevel & 31);
1682
1683 // add bits to current tile and all neighbours. skey.x|y is
1684 // shifted +1|+1 so we always stay positive.
1685
1686 // bits is ___n cccc CCCC bbbb
1687 // n do not draw borders&corners
1688 // c draw these corners, but...
1689 // C ... not these
1690 // b draw these borders
1691
1692 // borders: 1 ┃· 2 ━━ 4 ·┃ 8 ··
1693 // ┃· ·· ·┃ ━━
1694
1695 // corners: 1 ┛· 2 ·┗ 4 ·· 8 ··
1696 // ·· ·· ·┏ ┓·
1697
1698 // full tile
1699 skey.x = x + 1; skey.y = y + 1; smooth_or_bits (smooth, &skey, 0x1000);
1700
1701 // borders
1702 skey.x = x + 2; skey.y = y + 1; smooth_or_bits (smooth, &skey, 0x0091);
1703 skey.x = x + 1; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0032);
1704 skey.x = x ; skey.y = y + 1; smooth_or_bits (smooth, &skey, 0x0064);
1705 skey.x = x + 1; skey.y = y ; smooth_or_bits (smooth, &skey, 0x00c8);
1706
1707 // corners
1708 skey.x = x + 2; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0100);
1709 skey.x = x ; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0200);
1710 skey.x = x ; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0400);
1711 skey.x = x + 2; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0800);
1712 }
1713 }
1714 }
1715 }
1716
1717 // go through all smoothlevels, lowest to highest, then draw.
1718 // this is basically counting sort
1719 {
1720 int w, b;
1721
1722 for (w = 0; w < 256 / 32; ++w)
1723 {
1724 uint32_t smask = smooth_level [w];
1725 if (smask)
1726 for (b = 0; b < 32; ++b)
1727 if (smask & (((uint32_t)1) << b))
1553 { 1728 {
1554 maptex tex = self->tex [face]; 1729 int level = (w << 5) | b;
1555 int px = (x + 1) * T - tex.w; 1730 HE *he;
1556 int py = (y + 1) * T - tex.h;
1557 1731
1558 if (last_name != tex.name) 1732 hv_iterinit (smooth);
1733 while ((he = hv_iternext (smooth)))
1559 { 1734 {
1735 smooth_key *skey = (smooth_key *)HeKEY (he);
1736 IV bits = SvIVX (HeVAL (he));
1737
1738 if (!(bits & 0x1000)
1739 && skey->level == level
1740 && level >= smooth_max [skey->x][skey->y])
1741 {
1742 maptex tex = self->tex [skey->tile];
1743 int px = (((int)skey->x) - 1) * T;
1744 int py = (((int)skey->y) - 1) * T;
1745 int border = bits & 15;
1746 int corner = (bits >> 8) & ~(bits >> 4) & 15;
1747 float dx = tex.s * .0625f; // 16 images/row
1748 float dy = tex.t * .5f ; // 2 images/column
1749
1750 // this time naively avoiding texture state changes
1751 // save gobs of state changes.
1752 if (last_name != tex.name)
1753 {
1754 if (!tex.name)
1755 continue; // smoothing not yet available
1756
1560 glEnd (); 1757 glEnd ();
1561 glBindTexture (GL_TEXTURE_2D, last_name = tex.name); 1758 glBindTexture (GL_TEXTURE_2D, last_name = tex.name);
1562 glBegin (GL_QUADS); 1759 glBegin (GL_QUADS);
1760 }
1761
1762 if (border)
1763 {
1764 float ox = border * dx;
1765
1766 glTexCoord2f (ox , 0.f ); glVertex2f (px , py );
1767 glTexCoord2f (ox , dy ); glVertex2f (px , py + T);
1768 glTexCoord2f (ox + dx, dy ); glVertex2f (px + T, py + T);
1769 glTexCoord2f (ox + dx, 0.f ); glVertex2f (px + T, py );
1770 }
1771
1772 if (corner)
1773 {
1774 float ox = corner * dx;
1775
1776 glTexCoord2f (ox , dy ); glVertex2f (px , py );
1777 glTexCoord2f (ox , dy * 2.f); glVertex2f (px , py + T);
1778 glTexCoord2f (ox + dx, dy * 2.f); glVertex2f (px + T, py + T);
1779 glTexCoord2f (ox + dx, dy ); glVertex2f (px + T, py );
1780 }
1563 } 1781 }
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) * T - tex.w + 2;
1577 int py = (y + 1) * T - 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 } 1782 }
1588 } 1783 }
1589 }
1590 } 1784 }
1785 }
1786
1787 hv_clear (smooth);
1788 }
1591 1789
1592 glEnd (); 1790 glEnd ();
1593 1791
1594 glDisable (GL_TEXTURE_2D); 1792 glDisable (GL_TEXTURE_2D);
1595 glDisable (GL_BLEND); 1793 glDisable (GL_BLEND);
1609 int py = y * T; 1807 int py = y * T;
1610 1808
1611 if (cell->stat_hp) 1809 if (cell->stat_hp)
1612 { 1810 {
1613 int width = cell->stat_width * T; 1811 int width = cell->stat_width * T;
1614 int thick = sh / 28 + 1 + cell->stat_width; 1812 int thick = (sh * T / 32 + 27) / 28 + 1 + cell->stat_width;
1615 1813
1616 glColor3ub (0, 0, 0); 1814 glColor3ub (0, 0, 0);
1617 glRectf (px + 1, py - thick - 2, 1815 glRectf (px + 1, py - thick - 2,
1618 px + width - 1, py); 1816 px + width - 1, py);
1619 1817
1758 if (row && row->c0 <= x && x < row->c1) 1956 if (row && row->c0 <= x && x < row->c1)
1759 { 1957 {
1760 mapcell *cell = row->col + (x - row->c0); 1958 mapcell *cell = row->col + (x - row->c0);
1761 uint8_t flags = 0; 1959 uint8_t flags = 0;
1762 1960
1763 if (cell->face [0]) flags |= 1; 1961 if (cell->tile [0]) flags |= 1;
1764 if (cell->face [1]) flags |= 2; 1962 if (cell->tile [1]) flags |= 2;
1765 if (cell->face [2]) flags |= 4; 1963 if (cell->tile [2]) flags |= 4;
1766 1964
1767 *data++ = flags; 1965 *data++ = flags;
1768 1966
1769 if (flags & 1) 1967 if (flags & 1)
1770 { 1968 {
1969 tileid tile = cell->tile [0];
1771 *data++ = cell->face [0] >> 8; 1970 *data++ = tile >> 8;
1772 *data++ = cell->face [0]; 1971 *data++ = tile;
1773 } 1972 }
1774 1973
1775 if (flags & 2) 1974 if (flags & 2)
1776 { 1975 {
1976 tileid tile = cell->tile [1];
1777 *data++ = cell->face [1] >> 8; 1977 *data++ = tile >> 8;
1778 *data++ = cell->face [1]; 1978 *data++ = tile;
1779 } 1979 }
1780 1980
1781 if (flags & 4) 1981 if (flags & 4)
1782 { 1982 {
1983 tileid tile = cell->tile [2];
1783 *data++ = cell->face [2] >> 8; 1984 *data++ = tile >> 8;
1784 *data++ = cell->face [2]; 1985 *data++ = tile;
1785 } 1986 }
1786 } 1987 }
1787 else 1988 else
1788 *data++ = 0; 1989 *data++ = 0;
1789 } 1990 }
1829 { 2030 {
1830 uint8_t flags = *data++; 2031 uint8_t flags = *data++;
1831 2032
1832 if (flags) 2033 if (flags)
1833 { 2034 {
1834 mapface face[3] = { 0, 0, 0 };
1835
1836 mapcell *cell = row_get_cell (row, x); 2035 mapcell *cell = row_get_cell (row, x);
2036 tileid tile[3] = { 0, 0, 0 };
1837 2037
1838 if (flags & 1) { face[0] = *data++ << 8; face[0] |= *data++; } 2038 if (flags & 1) { tile[0] = *data++ << 8; tile[0] |= *data++; }
1839 if (flags & 2) { face[1] = *data++ << 8; face[1] |= *data++; } 2039 if (flags & 2) { tile[1] = *data++ << 8; tile[1] |= *data++; }
1840 if (flags & 4) { face[2] = *data++ << 8; face[2] |= *data++; } 2040 if (flags & 4) { tile[2] = *data++ << 8; tile[2] |= *data++; }
1841 2041
1842 if (cell->darkness == 0) 2042 if (cell->darkness == 0)
1843 { 2043 {
1844 cell->darkness = 0; 2044 cell->darkness = 0;
1845 2045
1846 for (z = 0; z <= 2; z++) 2046 for (z = 0; z <= 2; z++)
1847 { 2047 {
1848 cell->face[z] = face[z]; 2048 tileid t = tile [z];
1849 2049
1850 if (face[z] && (face[z] >= self->texs || !self->tex[face [z]].name)) 2050 if (t >= self->texs || (t && !self->tex [t].name))
2051 {
1851 XPUSHs (sv_2mortal (newSViv (face[z]))); 2052 XPUSHs (sv_2mortal (newSViv (t)));
2053 need_texid (self, t);
2054 }
2055
2056 cell->tile [z] = t;
1852 } 2057 }
1853 } 2058 }
1854 } 2059 }
1855 } 2060 }
1856 } 2061 }

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