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/cvs/deliantra/Deliantra-Client/Client.xs
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Comparing deliantra/Deliantra-Client/Client.xs (file contents):
Revision 1.175 by root, Fri Apr 6 08:09:42 2007 UTC vs.
Revision 1.190 by root, Thu Apr 26 17:41:23 2007 UTC

56# define PARACHUTE SDL_INIT_NOPARACHUTE 56# define PARACHUTE SDL_INIT_NOPARACHUTE
57#else 57#else
58# define PARACHUTE 0 58# define PARACHUTE 0
59#endif 59#endif
60 60
61static AV *texture_av;
62
61static struct 63static struct
62{ 64{
63#define GL_FUNC(ptr,name) ptr name; 65#define GL_FUNC(ptr,name) ptr name;
64#include "glfunc.h" 66#include "glfunc.h"
65#undef GL_FUNC 67#undef GL_FUNC
163typedef struct { 165typedef struct {
164 int name; 166 int name;
165 int w, h; 167 int w, h;
166 float s, t; 168 float s, t;
167 uint8_t r, g, b, a; 169 uint8_t r, g, b, a;
170 tileid smoothtile;
171 uint8_t smoothlevel;
168} maptex; 172} maptex;
169 173
170typedef struct { 174typedef struct {
171 uint32_t player; 175 uint32_t player;
172 tileid tile[3]; 176 tileid tile[3];
173 uint16_t darkness; 177 uint16_t darkness;
174 uint8_t stat_width, stat_hp, flags; 178 uint8_t stat_width, stat_hp, flags, smoothmax;
175} mapcell; 179} mapcell;
176 180
177typedef struct { 181typedef struct {
178 int32_t c0, c1; 182 int32_t c0, c1;
179 mapcell *col; 183 mapcell *col;
333 cell->stat_hp = 0; 337 cell->stat_hp = 0;
334 cell->flags = 0; 338 cell->flags = 0;
335 cell->player = 0; 339 cell->player = 0;
336 } 340 }
337 } 341 }
342}
343
344typedef struct {
345 tileid tile;
346 uint8_t x, y, level;
347} smooth_key;
348
349static void
350smooth_or_bits (HV *hv, smooth_key *key, IV bits)
351{
352 SV **sv = hv_fetch (hv, (char *)key, sizeof (*key), 1);
353
354 if (SvIOK (*sv))
355 SvIV_set (*sv, SvIVX (*sv) | bits);
356 else
357 sv_setiv (*sv, bits);
338} 358}
339 359
340static void 360static void
341music_finished (void) 361music_finished (void)
342{ 362{
596 RETVAL = !!SDL_SetVideoMode ( 616 RETVAL = !!SDL_SetVideoMode (
597 w, h, 0, SDL_OPENGL | (fullscreen ? SDL_FULLSCREEN : 0) 617 w, h, 0, SDL_OPENGL | (fullscreen ? SDL_FULLSCREEN : 0)
598 ); 618 );
599 if (RETVAL) 619 if (RETVAL)
600 { 620 {
621 av_clear (texture_av);
622
601 SDL_WM_SetCaption ("Crossfire+ Client " VERSION, "Crossfire+"); 623 SDL_WM_SetCaption ("Crossfire+ Client " VERSION, "Crossfire+");
602# define GL_FUNC(ptr,name) gl.name = (ptr)SDL_GL_GetProcAddress ("gl" # name); 624# define GL_FUNC(ptr,name) gl.name = (ptr)SDL_GL_GetProcAddress ("gl" # name);
603# include "glfunc.h" 625# include "glfunc.h"
604# undef GL_FUNC 626# undef GL_FUNC
627
605 } 628 }
606 OUTPUT: 629 OUTPUT:
607 RETVAL 630 RETVAL
608 631
609void 632void
683Mix_AllocateChannels (int numchans = -1) 706Mix_AllocateChannels (int numchans = -1)
684 707
685void 708void
686lowdelay (int fd, int val = 1) 709lowdelay (int fd, int val = 1)
687 CODE: 710 CODE:
688#ifndef _WIN32
689 setsockopt (fd, IPPROTO_TCP, TCP_NODELAY, &val, sizeof (val)); 711 setsockopt (fd, IPPROTO_TCP, TCP_NODELAY, (void *)&val, sizeof (val));
690#endif
691 712
692void 713void
693win32_proxy_info () 714win32_proxy_info ()
694 PPCODE: 715 PPCODE:
695{ 716{
1295 need_facenum (self, face); self->face2tile [face] = tile; 1316 need_facenum (self, face); self->face2tile [face] = tile;
1296 need_texid (self, tile); 1317 need_texid (self, tile);
1297} 1318}
1298 1319
1299void 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;
1341}
1342
1343void
1300set_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)
1301 CODE: 1345 CODE:
1302{ 1346{
1303 need_texid (self, texid); 1347 need_texid (self, texid);
1304 1348
1352 CODE: 1396 CODE:
1353{ 1397{
1354 if (dx > 0) 1398 if (dx > 0)
1355 map_blank (self, self->x, self->y, dx, self->h); 1399 map_blank (self, self->x, self->y, dx, self->h);
1356 else if (dx < 0) 1400 else if (dx < 0)
1357 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);
1358 1402
1359 if (dy > 0) 1403 if (dy > 0)
1360 map_blank (self, self->x, self->y, self->w, dy); 1404 map_blank (self, self->x, self->y, self->w, dy);
1361 else if (dy < 0) 1405 else if (dy < 0)
1362 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);
1363 1407
1364 self->ox += dx; self->x += dx; 1408 self->ox += dx; self->x += dx;
1365 self->oy += dy; self->y += dy; 1409 self->oy += dy; self->y += dy;
1366 1410
1367 while (self->y < 0) 1411 while (self->y < 0)
1421 } 1465 }
1422 else if (cmd == 6) // monster width 1466 else if (cmd == 6) // monster width
1423 cell->stat_width = *data++ + 1; 1467 cell->stat_width = *data++ + 1;
1424 else if (cmd == 0x47) 1468 else if (cmd == 0x47)
1425 { 1469 {
1426 if (*data == 8) 1470 if (*data == 4)
1427 ; // decode player uuid 1471 ; // decode player count
1428 1472
1429 data += *data + 1; 1473 data += *data + 1;
1430 } 1474 }
1431 else if (cmd == 8) // cell flags 1475 else if (cmd == 8) // cell flags
1432 cell->flags = *data++; 1476 cell->flags = *data++;
1524 1568
1525void 1569void
1526draw (CFPlus::Map self, int mx, int my, int sw, int sh, int T) 1570draw (CFPlus::Map self, int mx, int my, int sw, int sh, int T)
1527 CODE: 1571 CODE:
1528{ 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;
1529 int x, y, z; 1577 int x, y, z;
1530 int last_name; 1578 int last_name;
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));
1531 1586
1532 glColor4ub (255, 255, 255, 255); 1587 glColor4ub (255, 255, 255, 255);
1533 1588
1534 glEnable (GL_BLEND); 1589 glEnable (GL_BLEND);
1535 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 1590 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1541 last_name = 0; 1596 last_name = 0;
1542 1597
1543 mx += self->x; 1598 mx += self->x;
1544 my += self->y; 1599 my += self->y;
1545 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
1546 for (z = 0; z < 3; z++) 1623 for (z = 0; z <= 2; z++)
1624 {
1625 memset (smooth_level, 0, sizeof (smooth_level));
1626
1547 for (y = 0; y < sh; y++) 1627 for (y = 0; y < sh; y++)
1548 if (0 <= y + my && y + my < self->rows) 1628 if (0 <= y + my && y + my < self->rows)
1549 { 1629 {
1550 maprow *row = self->row + (y + my); 1630 maprow *row = self->row + (y + my);
1551 1631
1552 for (x = 0; x < sw; x++) 1632 for (x = 0; x < sw; x++)
1553 if (row->c0 <= x + mx && x + mx < row->c1) 1633 if (row->c0 <= x + mx && x + mx < row->c1)
1554 { 1634 {
1555 mapcell *cell = row->col + (x + mx - row->c0); 1635 mapcell *cell = row->col + (x + mx - row->c0);
1556 tileid tile = cell->tile [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;
1643
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 }
1557 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];
1558 if (tile) 1730 if (smask)
1731 for (b = 0; b < 32; ++b)
1732 if (smask & (((uint32_t)1) << b))
1559 { 1733 {
1560 maptex tex = self->tex [tile]; 1734 int level = (w << 5) | b;
1561 int px = (x + 1) * T - tex.w; 1735 HE *he;
1562 int py = (y + 1) * T - tex.h;
1563 1736
1564 if (last_name != tex.name) 1737 hv_iterinit (smooth);
1738 while ((he = hv_iternext (smooth)))
1565 { 1739 {
1740 smooth_key *skey = (smooth_key *)HeKEY (he);
1741 IV bits = SvIVX (HeVAL (he));
1742
1566 if (!tex.name) 1743 if (!(bits & 0x1000)
1567 tex = self->tex [2]; /* missing, replace by noface */ 1744 && skey->level == level
1568 1745 && level >= smooth_max [skey->x][skey->y])
1569 glEnd ();
1570 glBindTexture (GL_TEXTURE_2D, last_name = tex.name);
1571 glBegin (GL_QUADS);
1572 }
1573
1574 glTexCoord2f (0 , 0 ); glVertex2f (px , py );
1575 glTexCoord2f (0 , tex.t); glVertex2f (px , py + tex.h);
1576 glTexCoord2f (tex.s, tex.t); glVertex2f (px + tex.w, py + tex.h);
1577 glTexCoord2f (tex.s, 0 ); glVertex2f (px + tex.w, py );
1578
1579 if (cell->flags && z == 2)
1580 {
1581 if (cell->flags & 1)
1582 { 1746 {
1583 maptex tex = self->tex [1]; 1747 maptex tex = self->tex [skey->tile];
1584 int px = x * T + T * 2 / 32; 1748 int px = (((int)skey->x) - 1) * T;
1585 int py = y * T - T * 6 / 32; 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
1586 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
1587 glEnd (); 1762 glEnd ();
1588 glBindTexture (GL_TEXTURE_2D, last_name = tex.name); 1763 glBindTexture (GL_TEXTURE_2D, last_name = tex.name);
1589 glBegin (GL_QUADS); 1764 glBegin (GL_QUADS);
1765 }
1590 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
1591 glTexCoord2f (0 , 0 ); glVertex2f (px , py ); 1781 glTexCoord2f (ox , dy ); glVertex2f (px , py );
1592 glTexCoord2f (0 , tex.t); glVertex2f (px , py + T); 1782 glTexCoord2f (ox , dy * 2.f); glVertex2f (px , py + T);
1593 glTexCoord2f (tex.s, tex.t); glVertex2f (px + T, py + T); 1783 glTexCoord2f (ox + dx, dy * 2.f); glVertex2f (px + T, py + T);
1594 glTexCoord2f (tex.s, 0 ); glVertex2f (px + T, py ); 1784 glTexCoord2f (ox + dx, dy ); glVertex2f (px + T, py );
1785 }
1595 } 1786 }
1596 } 1787 }
1597 } 1788 }
1598 }
1599 } 1789 }
1790 }
1791
1792 hv_clear (smooth);
1793 }
1600 1794
1601 glEnd (); 1795 glEnd ();
1602 1796
1603 glDisable (GL_TEXTURE_2D); 1797 glDisable (GL_TEXTURE_2D);
1604 glDisable (GL_BLEND); 1798 glDisable (GL_BLEND);
2021# undef const_iv 2215# undef const_iv
2022 }; 2216 };
2023 2217
2024 for (civ = const_iv + sizeof (const_iv) / sizeof (const_iv [0]); civ-- > const_iv; ) 2218 for (civ = const_iv + sizeof (const_iv) / sizeof (const_iv [0]); civ-- > const_iv; )
2025 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv)); 2219 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv));
2220
2221 texture_av = newAV ();
2222 AvREAL_off (texture_av);
2026} 2223}
2027 2224
2028char * 2225char *
2029gl_vendor () 2226gl_vendor ()
2030 CODE: 2227 CODE:
2181 2378
2182int glGenTexture () 2379int glGenTexture ()
2183 CODE: 2380 CODE:
2184{ 2381{
2185 GLuint name; 2382 GLuint name;
2383 if (AvFILL (texture_av) >= 0)
2384 name = (GLuint)(size_t)av_pop (texture_av);
2385 else
2186 glGenTextures (1, &name); 2386 glGenTextures (1, &name);
2187 RETVAL = name; 2387 RETVAL = name;
2188} 2388}
2189 OUTPUT: 2389 OUTPUT:
2190 RETVAL 2390 RETVAL
2191 2391
2192void glDeleteTexture (int name) 2392void glDeleteTexture (int name)
2193 CODE: 2393 CODE:
2194{ 2394{
2195 GLuint name_ = name; 2395 /* make a half-assed attempt at returning the memory used by the texture */
2196 glDeleteTextures (1, &name_); 2396 /* textures are frequently being reused by cfplus anyway */
2397 /*glBindTexture (GL_TEXTURE_2D, name);*/
2398 /*glTexImage2D (GL_TEXTURE_2D, 0, GL_ALPHA, 0, 0, 0, GL_ALPHA, GL_UNSIGNED_BYTE, 0);*/
2399 av_push (texture_av, (SV *)(size_t)name);
2400 /*{ GLuint name_ = name; glDeleteTextures (1, &name_); }*/
2197} 2401}
2198 2402
2199int glGenList () 2403int glGenList ()
2200 CODE: 2404 CODE:
2201 RETVAL = glGenLists (1); 2405 RETVAL = glGenLists (1);

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