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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 1.177 by root, Tue Apr 10 10:13:10 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{
1240 RETVAL->y = 0; 1276 RETVAL->y = 0;
1241 RETVAL->w = 0; 1277 RETVAL->w = 0;
1242 RETVAL->h = 0; 1278 RETVAL->h = 0;
1243 RETVAL->ox = 0; 1279 RETVAL->ox = 0;
1244 RETVAL->oy = 0; 1280 RETVAL->oy = 0;
1245 RETVAL->faces = 8192; 1281 RETVAL->faces = 8192; Newz (0, RETVAL->face2tile, RETVAL->faces, tileid);
1246 Newz (0, RETVAL->face, RETVAL->faces, mapface); 1282 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; 1283 RETVAL->rows = 0;
1250 RETVAL->row = 0; 1284 RETVAL->row = 0;
1251 OUTPUT: 1285 OUTPUT:
1252 RETVAL 1286 RETVAL
1253 1287
1254void 1288void
1255DESTROY (CFPlus::Map self) 1289DESTROY (CFPlus::Map self)
1256 CODE: 1290 CODE:
1257{ 1291{
1258 map_clear (self); 1292 map_clear (self);
1259 Safefree (self->face); 1293 Safefree (self->face2tile);
1260 Safefree (self->tex); 1294 Safefree (self->tex);
1261 Safefree (self); 1295 Safefree (self);
1262} 1296}
1263 1297
1264void 1298void
1271clear (CFPlus::Map self) 1305clear (CFPlus::Map self)
1272 CODE: 1306 CODE:
1273 map_clear (self); 1307 map_clear (self);
1274 1308
1275void 1309void
1276set_face (CFPlus::Map self, int face, int texid) 1310set_tileid (CFPlus::Map self, int face, int tile)
1277 CODE: 1311 CODE:
1278{ 1312{
1279 while (self->faces <= face) 1313 need_facenum (self, face); self->face2tile [face] = tile;
1280 { 1314 need_texid (self, tile);
1281 Append (mapface, self->face, self->faces, self->faces); 1315}
1282 self->faces *= 2;
1283 }
1284 1316
1285 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;
1286} 1338}
1287 1339
1288void 1340void
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) 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)
1290 CODE: 1342 CODE:
1291{ 1343{
1292 while (self->texs <= texid) 1344 need_texid (self, texid);
1293 {
1294 Append (maptex, self->tex, self->texs, self->texs);
1295 self->texs *= 2;
1296 }
1297 1345
1298 { 1346 {
1299 maptex *tex = self->tex + texid; 1347 maptex *tex = self->tex + texid;
1300 1348
1301 tex->name = name; 1349 tex->name = name;
1434 cell->darkness = *data++ + 1; 1482 cell->darkness = *data++ + 1;
1435 } 1483 }
1436 1484
1437 if (flags & 4) 1485 if (flags & 4)
1438 { 1486 {
1439 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];
1440 } 1490 }
1441 1491
1442 if (flags & 2) 1492 if (flags & 2)
1443 { 1493 {
1444 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];
1445 } 1497 }
1446 1498
1447 if (flags & 1) 1499 if (flags & 1)
1448 { 1500 {
1449 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];
1450 } 1504 }
1451 } 1505 }
1452 else 1506 else
1453 cell->darkness = 0; 1507 cell->darkness = 0;
1454 } 1508 }
1484 { 1538 {
1485 mapcell *cell = row->col + (x - row->c0); 1539 mapcell *cell = row->col + (x - row->c0);
1486 1540
1487 for (z = 0; z <= 0; z++) 1541 for (z = 0; z <= 0; z++)
1488 { 1542 {
1489 mapface face = cell->face [z];
1490
1491 if (face)
1492 {
1493 maptex tex = self->tex [face]; 1543 maptex tex = self->tex [cell->tile [z]];
1494 int a0 = 255 - tex.a; 1544 int a0 = 255 - tex.a;
1495 int a1 = tex.a; 1545 int a1 = tex.a;
1496 1546
1497 r = (r * a0 + tex.r * a1) / 255; 1547 r = (r * a0 + tex.r * a1) / 255;
1498 g = (g * a0 + tex.g * a1) / 255; 1548 g = (g * a0 + tex.g * a1) / 255;
1499 b = (b * a0 + tex.b * a1) / 255; 1549 b = (b * a0 + tex.b * a1) / 255;
1500 a = (a * a0 + tex.a * a1) / 255; 1550 a = (a * a0 + tex.a * a1) / 255;
1501 }
1502 } 1551 }
1503 } 1552 }
1504 1553
1505 *map++ = (r ) 1554 *map++ = (r )
1506 | (g << 8) 1555 | (g << 8)
1513} 1562}
1514 OUTPUT: 1563 OUTPUT:
1515 RETVAL 1564 RETVAL
1516 1565
1517void 1566void
1518draw (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)
1519 CODE: 1568 CODE:
1520{ 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;
1521 int x, y, z; 1574 int x, y, z;
1522 int last_name; 1575 int last_name;
1523 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));
1524 1583
1525 glColor4ub (255, 255, 255, 255); 1584 glColor4ub (255, 255, 255, 255);
1526 1585
1527 glEnable (GL_BLEND); 1586 glEnable (GL_BLEND);
1528 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 1587 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1534 last_name = 0; 1593 last_name = 0;
1535 1594
1536 mx += self->x; 1595 mx += self->x;
1537 my += self->y; 1596 my += self->y;
1538 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
1539 for (z = 0; z < 3; z++) 1620 for (z = 0; z <= 2; z++)
1621 {
1622 memset (smooth_level, 0, sizeof (smooth_level));
1623
1540 for (y = 0; y < sh; y++) 1624 for (y = 0; y < sh; y++)
1541 if (0 <= y + my && y + my < self->rows) 1625 if (0 <= y + my && y + my < self->rows)
1542 { 1626 {
1543 maprow *row = self->row + (y + my); 1627 maprow *row = self->row + (y + my);
1544 1628
1545 for (x = 0; x < sw; x++) 1629 for (x = 0; x < sw; x++)
1546 if (row->c0 <= x + mx && x + mx < row->c1) 1630 if (row->c0 <= x + mx && x + mx < row->c1)
1547 { 1631 {
1548 mapcell *cell = row->col + (x + mx - row->c0); 1632 mapcell *cell = row->col + (x + mx - row->c0);
1549
1550 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;
1551 1640
1552 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))
1553 { 1718 {
1554 maptex tex = self->tex [face]; 1719 int level = (w << 5) | b;
1555 int px = (x + 1) * 32 - tex.w; 1720 HE *he;
1556 int py = (y + 1) * 32 - tex.h;
1557 1721
1558 if (last_name != tex.name) 1722 hv_iterinit (smooth);
1723 while ((he = hv_iternext (smooth)))
1559 { 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
1560 glEnd (); 1753 glEnd ();
1561 glBindTexture (GL_TEXTURE_2D, last_name = tex.name); 1754 glBindTexture (GL_TEXTURE_2D, last_name = tex.name);
1562 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 }
1563 } 1777 }
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 } 1778 }
1588 } 1779 }
1589 }
1590 } 1780 }
1781 }
1782
1783 hv_clear (smooth);
1784 }
1591 1785
1592 glEnd (); 1786 glEnd ();
1593 1787
1594 glDisable (GL_TEXTURE_2D); 1788 glDisable (GL_TEXTURE_2D);
1595 glDisable (GL_BLEND); 1789 glDisable (GL_BLEND);
1603 for (x = 0; x < sw; x++) 1797 for (x = 0; x < sw; x++)
1604 if (row->c0 <= x + mx && x + mx < row->c1) 1798 if (row->c0 <= x + mx && x + mx < row->c1)
1605 { 1799 {
1606 mapcell *cell = row->col + (x + mx - row->c0); 1800 mapcell *cell = row->col + (x + mx - row->c0);
1607 1801
1608 int px = x * 32; 1802 int px = x * T;
1609 int py = y * 32; 1803 int py = y * T;
1610 1804
1611 if (cell->stat_hp) 1805 if (cell->stat_hp)
1612 { 1806 {
1613 int width = cell->stat_width * 32; 1807 int width = cell->stat_width * T;
1614 int thick = sh / 28 + 1 + cell->stat_width; 1808 int thick = (sh * T / 32 + 27) / 28 + 1 + cell->stat_width;
1615 1809
1616 glColor3ub (0, 0, 0); 1810 glColor3ub (0, 0, 0);
1617 glRectf (px + 1, py - thick - 2, 1811 glRectf (px + 1, py - thick - 2,
1618 px + width - 1, py); 1812 px + width - 1, py);
1619 1813
1758 if (row && row->c0 <= x && x < row->c1) 1952 if (row && row->c0 <= x && x < row->c1)
1759 { 1953 {
1760 mapcell *cell = row->col + (x - row->c0); 1954 mapcell *cell = row->col + (x - row->c0);
1761 uint8_t flags = 0; 1955 uint8_t flags = 0;
1762 1956
1763 if (cell->face [0]) flags |= 1; 1957 if (cell->tile [0]) flags |= 1;
1764 if (cell->face [1]) flags |= 2; 1958 if (cell->tile [1]) flags |= 2;
1765 if (cell->face [2]) flags |= 4; 1959 if (cell->tile [2]) flags |= 4;
1766 1960
1767 *data++ = flags; 1961 *data++ = flags;
1768 1962
1769 if (flags & 1) 1963 if (flags & 1)
1770 { 1964 {
1965 tileid tile = cell->tile [0];
1771 *data++ = cell->face [0] >> 8; 1966 *data++ = tile >> 8;
1772 *data++ = cell->face [0]; 1967 *data++ = tile;
1773 } 1968 }
1774 1969
1775 if (flags & 2) 1970 if (flags & 2)
1776 { 1971 {
1972 tileid tile = cell->tile [1];
1777 *data++ = cell->face [1] >> 8; 1973 *data++ = tile >> 8;
1778 *data++ = cell->face [1]; 1974 *data++ = tile;
1779 } 1975 }
1780 1976
1781 if (flags & 4) 1977 if (flags & 4)
1782 { 1978 {
1979 tileid tile = cell->tile [2];
1783 *data++ = cell->face [2] >> 8; 1980 *data++ = tile >> 8;
1784 *data++ = cell->face [2]; 1981 *data++ = tile;
1785 } 1982 }
1786 } 1983 }
1787 else 1984 else
1788 *data++ = 0; 1985 *data++ = 0;
1789 } 1986 }
1829 { 2026 {
1830 uint8_t flags = *data++; 2027 uint8_t flags = *data++;
1831 2028
1832 if (flags) 2029 if (flags)
1833 { 2030 {
1834 mapface face[3] = { 0, 0, 0 };
1835
1836 mapcell *cell = row_get_cell (row, x); 2031 mapcell *cell = row_get_cell (row, x);
2032 tileid tile[3] = { 0, 0, 0 };
1837 2033
1838 if (flags & 1) { face[0] = *data++ << 8; face[0] |= *data++; } 2034 if (flags & 1) { tile[0] = *data++ << 8; tile[0] |= *data++; }
1839 if (flags & 2) { face[1] = *data++ << 8; face[1] |= *data++; } 2035 if (flags & 2) { tile[1] = *data++ << 8; tile[1] |= *data++; }
1840 if (flags & 4) { face[2] = *data++ << 8; face[2] |= *data++; } 2036 if (flags & 4) { tile[2] = *data++ << 8; tile[2] |= *data++; }
1841 2037
1842 if (cell->darkness == 0) 2038 if (cell->darkness == 0)
1843 { 2039 {
1844 cell->darkness = 0; 2040 cell->darkness = 0;
1845 2041
1846 for (z = 0; z <= 2; z++) 2042 for (z = 0; z <= 2; z++)
1847 { 2043 {
1848 cell->face[z] = face[z]; 2044 tileid t = tile [z];
1849 2045
1850 if (face[z] && (face[z] >= self->texs || !self->tex[face [z]].name)) 2046 if (t >= self->texs || (t && !self->tex [t].name))
2047 {
1851 XPUSHs (sv_2mortal (newSViv (face[z]))); 2048 XPUSHs (sv_2mortal (newSViv (t)));
2049 need_texid (self, t);
2050 }
2051
2052 cell->tile [z] = t;
1852 } 2053 }
1853 } 2054 }
1854 } 2055 }
1855 } 2056 }
1856 } 2057 }

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