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Comparing deliantra/Deliantra-Client/Client.xs (file contents):
Revision 1.275 by root, Thu Aug 28 00:53:53 2008 UTC vs.
Revision 1.295 by root, Mon Dec 21 03:30:22 2009 UTC

19 19
20#ifdef _WIN32 20#ifdef _WIN32
21# undef pipe 21# undef pipe
22// microsoft vs. C 22// microsoft vs. C
23# define sqrtf(x) sqrt(x) 23# define sqrtf(x) sqrt(x)
24# define roundf(x) (int)(x)
25# define atan2f(x,y) atan2(x,y) 24# define atan2f(x,y) atan2(x,y)
26# define M_PI 3.14159265f 25# define M_PI 3.14159265f
27#endif 26#endif
28 27
29#include <assert.h> 28#include <assert.h>
81#define expect_false(expr) expect ((expr) != 0, 0) 80#define expect_false(expr) expect ((expr) != 0, 0)
82#define expect_true(expr) expect ((expr) != 0, 1) 81#define expect_true(expr) expect ((expr) != 0, 1)
83 82
84#define OBJ_STR "\xef\xbf\xbc" /* U+FFFC, object replacement character */ 83#define OBJ_STR "\xef\xbf\xbc" /* U+FFFC, object replacement character */
85 84
86#define FOW_DARKNESS 32 85#define FOW_DARKNESS 64
86#define DARKNESS_ADJUST(n) ((29 * (int)(n)) >> 5) /* times 0.9 */
87 87
88#define MAP_EXTEND_X 32 88#define MAP_EXTEND_X 32
89#define MAP_EXTEND_Y 512 89#define MAP_EXTEND_Y 512
90 90
91#define MIN_FONT_HEIGHT 10 91#define MIN_FONT_HEIGHT 10
92 92
93/* mask out modifiers we are not interested in */ 93/* mask out modifiers we are not interested in */
94#define MOD_MASK (KMOD_CTRL | KMOD_SHIFT | KMOD_ALT | KMOD_META) 94#define MOD_MASK (KMOD_CTRL | KMOD_SHIFT | KMOD_ALT | KMOD_META)
95
96#define KMOD_LRAM 0x10000 // our extension
97
98#define TEXID_SPEECH 1
99#define TEXID_NOFACE 2
100#define TEXID_HIDDEN 3
95 101
96static AV *texture_av; 102static AV *texture_av;
97 103
98static struct 104static struct
99{ 105{
231 int w, h; 237 int w, h;
232 float s, t; 238 float s, t;
233 uint8_t r, g, b, a; 239 uint8_t r, g, b, a;
234 tileid smoothtile; 240 tileid smoothtile;
235 uint8_t smoothlevel; 241 uint8_t smoothlevel;
242 uint8_t unused; /* set to zero on use */
236} maptex; 243} maptex;
237 244
238typedef struct { 245typedef struct {
239 uint32_t player; 246 uint32_t player;
240 tileid tile[3]; 247 tileid tile[3];
525 svp = hv_fetch (self, "can_events", sizeof ("can_events") - 1, 0); 532 svp = hv_fetch (self, "can_events", sizeof ("can_events") - 1, 0);
526 if (!svp || !SvTRUE (*svp)) 533 if (!svp || !SvTRUE (*svp))
527 return 0; 534 return 0;
528 535
529 return 1; 536 return 1;
537}
538
539/******************************************************************************/
540
541/* process keyboard modifiers */
542static int
543mod_munge (int mod)
544{
545 mod &= MOD_MASK;
546
547 if (mod & (KMOD_META | KMOD_ALT))
548 mod |= KMOD_LRAM;
549
550 return mod;
530} 551}
531 552
532static void 553static void
533deliantra_main () 554deliantra_main ()
534{ 555{
737 const_iv (KMOD_RMETA), 758 const_iv (KMOD_RMETA),
738 const_iv (KMOD_NUM), 759 const_iv (KMOD_NUM),
739 const_iv (KMOD_CAPS), 760 const_iv (KMOD_CAPS),
740 const_iv (KMOD_MODE), 761 const_iv (KMOD_MODE),
741 762
763 const_iv (KMOD_LRAM),
764
742 const_iv (MIX_DEFAULT_FORMAT), 765 const_iv (MIX_DEFAULT_FORMAT),
743 766
744 const_iv (SDL_INIT_TIMER), 767 const_iv (SDL_INIT_TIMER),
745 const_iv (SDL_INIT_AUDIO), 768 const_iv (SDL_INIT_AUDIO),
746 const_iv (SDL_INIT_VIDEO), 769 const_iv (SDL_INIT_VIDEO),
798 821
799IV minpot (UV n) 822IV minpot (UV n)
800 823
801IV popcount (UV n) 824IV popcount (UV n)
802 825
826NV distance (NV dx, NV dy)
827 CODE:
828 RETVAL = pow (dx * dx + dy * dy, 0.5);
829 OUTPUT:
830 RETVAL
831
803void 832void
804pango_init () 833pango_init ()
805 CODE: 834 CODE:
806{ 835{
807 opengl_fontmap = pango_opengl_font_map_new (); 836 opengl_fontmap = pango_opengl_font_map_new ();
933 { 962 {
934 case SDL_KEYDOWN: 963 case SDL_KEYDOWN:
935 case SDL_KEYUP: 964 case SDL_KEYUP:
936 hv_store (hv, "state", 5, newSViv (ev.key.state), 0); 965 hv_store (hv, "state", 5, newSViv (ev.key.state), 0);
937 hv_store (hv, "sym", 3, newSViv (ev.key.keysym.sym), 0); 966 hv_store (hv, "sym", 3, newSViv (ev.key.keysym.sym), 0);
938 hv_store (hv, "mod", 3, newSViv (ev.key.keysym.mod & MOD_MASK), 0); 967 hv_store (hv, "mod", 3, newSViv (mod_munge (ev.key.keysym.mod)), 0);
939 hv_store (hv, "cmod", 4, newSViv (SDL_GetModState () & MOD_MASK), 0); /* current mode */ 968 hv_store (hv, "cmod", 4, newSViv (mod_munge (SDL_GetModState ())), 0); /* current mode */
940 hv_store (hv, "unicode", 7, newSViv (ev.key.keysym.unicode), 0); 969 hv_store (hv, "unicode", 7, newSViv (ev.key.keysym.unicode), 0);
941 break; 970 break;
942 971
943 case SDL_ACTIVEEVENT: 972 case SDL_ACTIVEEVENT:
944 hv_store (hv, "gain", 4, newSViv (ev.active.gain), 0); 973 hv_store (hv, "gain", 4, newSViv (ev.active.gain), 0);
962 x = ev.motion.x; 991 x = ev.motion.x;
963 y = ev.motion.y; 992 y = ev.motion.y;
964 SDL_PeepEvents (&ev, 1, SDL_GETEVENT, SDL_EVENTMASK (SDL_MOUSEMOTION)); 993 SDL_PeepEvents (&ev, 1, SDL_GETEVENT, SDL_EVENTMASK (SDL_MOUSEMOTION));
965 } 994 }
966 995
967 hv_store (hv, "mod", 3, newSViv (SDL_GetModState () & MOD_MASK), 0); 996 hv_store (hv, "mod", 3, newSViv (mod_munge (SDL_GetModState ())), 0);
968 hv_store (hv, "state", 5, newSViv (state), 0); 997 hv_store (hv, "state", 5, newSViv (state), 0);
969 hv_store (hv, "x", 1, newSViv (x), 0); 998 hv_store (hv, "x", 1, newSViv (x), 0);
970 hv_store (hv, "y", 1, newSViv (y), 0); 999 hv_store (hv, "y", 1, newSViv (y), 0);
971 hv_store (hv, "xrel", 4, newSViv (xrel), 0); 1000 hv_store (hv, "xrel", 4, newSViv (xrel), 0);
972 hv_store (hv, "yrel", 4, newSViv (yrel), 0); 1001 hv_store (hv, "yrel", 4, newSViv (yrel), 0);
1188#if DEBUG 1217#if DEBUG
1189 VALGRIND_DO_LEAK_CHECK; 1218 VALGRIND_DO_LEAK_CHECK;
1190#endif 1219#endif
1191} 1220}
1192 1221
1222int
1223SvREFCNT (SV *sv)
1224 CODE:
1225 RETVAL = SvREFCNT (sv);
1226 OUTPUT:
1227 RETVAL
1228
1193MODULE = Deliantra::Client PACKAGE = DC::Font 1229MODULE = Deliantra::Client PACKAGE = DC::Font
1194 1230
1195PROTOTYPES: DISABLE 1231PROTOTYPES: DISABLE
1196 1232
1197DC::Font 1233DC::Font
1626 if (ix) 1662 if (ix)
1627 { 1663 {
1628 glDisable (GL_ALPHA_TEST); 1664 glDisable (GL_ALPHA_TEST);
1629 glDisable (GL_BLEND); 1665 glDisable (GL_BLEND);
1630 } 1666 }
1667}
1668
1669void
1670draw_fow_texture (float intensity, int name1, float s1, float t1, float w1, float h1, float blend = 0.f, float dx = 0.f, float dy = 0.f, int name2 = 0, float s2 = 0.f, float t2 = 0.f, float w2 = 0.f, float h2 = 0.f)
1671 PROTOTYPE: @
1672 CODE:
1673{
1674 glEnable (GL_TEXTURE_2D);
1675 glEnable (GL_BLEND);
1676 glBlendFunc (GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
1677 glBindTexture (GL_TEXTURE_2D, name1);
1678
1679 glColor3f (intensity, intensity, intensity);
1680 glPushMatrix ();
1681 glScalef (1./3, 1./3, 1.);
1682
1683 if (blend > 0.f)
1684 {
1685 float S2, T2; /* 0. 0. for texture 2 */
1686 float w = w1 > w2 ? w1 : w2;
1687 float h = h1 > h2 ? h1 : h2;
1688 GLfloat env_color[4] = { 0., 0., 0., blend };
1689
1690 /* interpolate the two shadow textures */
1691 /* stage 0 == rgb(glcolor) + alpha(t0) */
1692 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1693
1694 /* stage 1 == rgb(glcolor) + alpha(interpolate t0, t1, texenv) */
1695 gl.ActiveTexture (GL_TEXTURE1);
1696 glEnable (GL_TEXTURE_2D);
1697 glBindTexture (GL_TEXTURE_2D, name2);
1698 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
1699
1700 /* rgb == rgb(glcolor) */
1701 glTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
1702 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_CONSTANT);
1703 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
1704
1705 /* alpha = interpolate t0, t1 by env_alpha */
1706 glTexEnvfv (GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, env_color);
1707
1708 glTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_INTERPOLATE);
1709 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE);
1710 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
1711
1712 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PREVIOUS);
1713 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
1714
1715 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE2_ALPHA, GL_CONSTANT);
1716 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND2_ALPHA, GL_SRC_ALPHA);
1717
1718 s1 *= w / w1;
1719 t1 *= h / h1;
1720
1721 dx *= -3.f / w2;
1722 dy *= -3.f / h2;
1723 dx *= w / w2;
1724 dy *= h / h2;
1725
1726 s2 *= w / w2;
1727 t2 *= h / h2;
1728
1729 glBegin (GL_QUADS);
1730 gl.MultiTexCoord2f (GL_TEXTURE0, 0, 0); gl.MultiTexCoord2f (GL_TEXTURE1, dx , dy ); glVertex2f ( 0, 0);
1731 gl.MultiTexCoord2f (GL_TEXTURE0, 0, t1); gl.MultiTexCoord2f (GL_TEXTURE1, dx , dy + t2); glVertex2f ( 0, h1);
1732 gl.MultiTexCoord2f (GL_TEXTURE0, s1, t1); gl.MultiTexCoord2f (GL_TEXTURE1, dx + s2, dy + t2); glVertex2f (w1, h1);
1733 gl.MultiTexCoord2f (GL_TEXTURE0, s1, 0); gl.MultiTexCoord2f (GL_TEXTURE1, dx + s2, dy ); glVertex2f (w1, 0);
1734 glEnd ();
1735
1736 glDisable (GL_TEXTURE_2D);
1737 gl.ActiveTexture (GL_TEXTURE0);
1738 }
1739 else
1740 {
1741 /* simple blending of one texture, also opengl <1.3 path */
1742 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1743
1744 glBegin (GL_QUADS);
1745 glTexCoord2f ( 0, 0); glVertex2f ( 0, 0);
1746 glTexCoord2f ( 0, t1); glVertex2f ( 0, h1);
1747 glTexCoord2f (s1, t1); glVertex2f (w1, h1);
1748 glTexCoord2f (s1, 0); glVertex2f (w1, 0);
1749 glEnd ();
1750 }
1751
1752 glPopMatrix ();
1753
1754 glDisable (GL_TEXTURE_2D);
1755 glDisable (GL_BLEND);
1631} 1756}
1632 1757
1633IV texture_valid_2d (GLint internalformat, GLsizei w, GLsizei h, GLenum format, GLenum type) 1758IV texture_valid_2d (GLint internalformat, GLsizei w, GLsizei h, GLenum format, GLenum type)
1634 CODE: 1759 CODE:
1635{ 1760{
1741 //glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); 1866 //glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1742 // use uglier nearest interpolation because linear suffers 1867 // use uglier nearest interpolation because linear suffers
1743 // from transparent color bleeding and ugly wrapping effects. 1868 // from transparent color bleeding and ugly wrapping effects.
1744 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 1869 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1745} 1870}
1871
1872void
1873expire_textures (DC::Map self, int texid, int count)
1874 PPCODE:
1875 for (; texid < self->texs && count; ++texid, --count)
1876 {
1877 maptex *tex = self->tex + texid;
1878
1879 if (tex->name)
1880 {
1881 if (tex->unused)
1882 {
1883 tex->name = 0;
1884 tex->unused = 0;
1885 XPUSHs (sv_2mortal (newSViv (texid)));
1886 }
1887 else
1888 tex->unused = 1;
1889 }
1890 }
1746 1891
1747int 1892int
1748ox (DC::Map self) 1893ox (DC::Map self)
1749 ALIAS: 1894 ALIAS:
1750 oy = 1 1895 oy = 1
1871 cell->tile [z] = self->face2tile [face]; 2016 cell->tile [z] = self->face2tile [face];
1872 2017
1873 if (cell->tile [z]) 2018 if (cell->tile [z])
1874 { 2019 {
1875 maptex *tex = self->tex + cell->tile [z]; 2020 maptex *tex = self->tex + cell->tile [z];
2021 tex->unused = 0;
1876 if (!tex->name) 2022 if (!tex->name)
1877 av_push (missing, newSViv (cell->tile [z])); 2023 av_push (missing, newSViv (cell->tile [z]));
1878 2024
1879 if (tex->smoothtile) 2025 if (tex->smoothtile)
1880 { 2026 {
1881 maptex *smooth = self->tex + tex->smoothtile; 2027 maptex *smooth = self->tex + tex->smoothtile;
2028 smooth->unused = 0;
1882 if (!smooth->name) 2029 if (!smooth->name)
1883 av_push (missing, newSViv (tex->smoothtile)); 2030 av_push (missing, newSViv (tex->smoothtile));
1884 } 2031 }
1885 } 2032 }
1886 } 2033 }
1957 uint32_t smooth_level[256 / 32]; // one bit for every possible smooth level 2104 uint32_t smooth_level[256 / 32]; // one bit for every possible smooth level
1958 static uint8_t smooth_max[256][256]; // egad, fast and wasteful on memory (64k) 2105 static uint8_t smooth_max[256][256]; // egad, fast and wasteful on memory (64k)
1959 smooth_key skey; 2106 smooth_key skey;
1960 int pl_x, pl_y; 2107 int pl_x, pl_y;
1961 maptex pl_tex; 2108 maptex pl_tex;
1962 rc_t *rc = rc_alloc (); 2109 rc_t *rc = rc_alloc ();
2110 rc_t *rc_ov = rc_alloc ();
1963 rc_key_t key; 2111 rc_key_t key;
1964 rc_array_t *arr; 2112 rc_array_t *arr, *arr_hidden;
1965 2113
1966 pl_tex.name = 0; 2114 pl_tex.name = 0;
1967 2115
1968 // thats current max. sorry. 2116 // that's current max. sorry.
1969 if (sw > 255) sw = 255; 2117 if (sw > 255) sw = 255;
1970 if (sh > 255) sh = 255; 2118 if (sh > 255) sh = 255;
1971 2119
1972 // clear key, in case of extra padding 2120 // clear key, in case of extra padding
1973 memset (&skey, 0, sizeof (skey)); 2121 memset (&skey, 0, sizeof (skey));
1977 key.g = 255; 2125 key.g = 255;
1978 key.b = 255; 2126 key.b = 255;
1979 key.a = 255; 2127 key.a = 255;
1980 key.mode = GL_QUADS; 2128 key.mode = GL_QUADS;
1981 key.format = GL_T2F_V3F; 2129 key.format = GL_T2F_V3F;
1982 key.texname = -1;
1983 2130
1984 mx += self->x; 2131 mx += self->x;
1985 my += self->y; 2132 my += self->y;
1986 2133
1987 // first pass: determine smooth_max 2134 // first pass: determine smooth_max
2008 2155
2009 glEnable (GL_BLEND); 2156 glEnable (GL_BLEND);
2010 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 2157 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2011 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 2158 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2012 2159
2160 key.texname = self->tex [TEXID_HIDDEN].name;
2161 arr_hidden = rc_array (rc_ov, &key);
2162
2013 for (z = 0; z <= 2; z++) 2163 for (z = 0; z <= 2; z++)
2014 { 2164 {
2015 memset (smooth_level, 0, sizeof (smooth_level)); 2165 memset (smooth_level, 0, sizeof (smooth_level));
2166 key.texname = -1;
2016 2167
2017 for (y = 0; y < sh; y++) 2168 for (y = 0; y < sh; y++)
2018 if (0 <= y + my && y + my < self->rows) 2169 if (0 <= y + my && y + my < self->rows)
2019 { 2170 {
2020 maprow *row = self->row + (y + my); 2171 maprow *row = self->row + (y + my);
2026 tileid tile = cell->tile [z]; 2177 tileid tile = cell->tile [z];
2027 2178
2028 if (tile) 2179 if (tile)
2029 { 2180 {
2030 maptex tex = self->tex [tile]; 2181 maptex tex = self->tex [tile];
2031 int px = (x + 1) * T - tex.w; 2182 int px, py;
2032 int py = (y + 1) * T - tex.h;
2033 2183
2034 if (key.texname != tex.name) 2184 if (key.texname != tex.name)
2035 { 2185 {
2186 self->tex [tile].unused = 0;
2187
2036 if (!tex.name) 2188 if (!tex.name)
2037 tex = self->tex [2]; /* missing, replace by noface */ 2189 tex = self->tex [TEXID_NOFACE]; /* missing, replace by noface */
2038 2190
2039 key.texname = tex.name; 2191 key.texname = tex.name;
2040 arr = rc_array (rc, &key); 2192 arr = rc_array (rc, &key);
2041 } 2193 }
2194
2195 px = (x + 1) * T - tex.w;
2196 py = (y + 1) * T - tex.h;
2042 2197
2043 if (expect_false (cell->player == player) && expect_false (z == 2)) 2198 if (expect_false (cell->player == player) && expect_false (z == 2))
2044 { 2199 {
2045 pl_x = px; 2200 pl_x = px;
2046 pl_y = py; 2201 pl_y = py;
2051 rc_t2f_v3f (arr, 0 , 0 , px , py , 0); 2206 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2052 rc_t2f_v3f (arr, 0 , tex.t, px , py + tex.h, 0); 2207 rc_t2f_v3f (arr, 0 , tex.t, px , py + tex.h, 0);
2053 rc_t2f_v3f (arr, tex.s, tex.t, px + tex.w, py + tex.h, 0); 2208 rc_t2f_v3f (arr, tex.s, tex.t, px + tex.w, py + tex.h, 0);
2054 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0); 2209 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0);
2055 2210
2056 if (expect_false (cell->flags) && expect_false (z == 2))
2057 {
2058 // overlays such as the speech bubble, probably more to come
2059 if (cell->flags & 1)
2060 {
2061 maptex tex = self->tex [1];
2062 int px = x * T + T * 2 / 32;
2063 int py = y * T - T * 6 / 32;
2064
2065 if (tex.name)
2066 {
2067 if (key.texname != tex.name)
2068 {
2069 key.texname = tex.name;
2070 arr = rc_array (rc, &key);
2071 }
2072
2073 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2074 rc_t2f_v3f (arr, 0 , tex.t, px , py + T, 0);
2075 rc_t2f_v3f (arr, tex.s, tex.t, px + T, py + T, 0);
2076 rc_t2f_v3f (arr, tex.s, 0 , px + T, py , 0);
2077 }
2078 }
2079 }
2080
2081 // update smooth hash 2211 // update smooth hash
2082 if (tex.smoothtile) 2212 if (tex.smoothtile)
2083 { 2213 {
2084 skey.tile = tex.smoothtile; 2214 skey.tile = tex.smoothtile;
2085 skey.level = tex.smoothlevel; 2215 skey.level = tex.smoothlevel;
2113 // corners 2243 // corners
2114 skey.x = x + 2; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0100); 2244 skey.x = x + 2; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0100);
2115 skey.x = x ; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0200); 2245 skey.x = x ; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0200);
2116 skey.x = x ; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0400); 2246 skey.x = x ; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0400);
2117 skey.x = x + 2; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0800); 2247 skey.x = x + 2; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0800);
2248 }
2249 }
2250
2251 if (expect_false (z == 2))
2252 {
2253 /* draw question marks on top of hidden spaces */
2254 if (!cell->darkness)
2255 {
2256 maptex tex = self->tex [TEXID_HIDDEN];
2257 int px = (x + 1) * T - tex.w;
2258 int py = (y + 1) * T - tex.h;
2259
2260 rc_t2f_v3f (arr_hidden, 0 , 0 , px , py , 0);
2261 rc_t2f_v3f (arr_hidden, 0 , tex.t, px , py + tex.h, 0);
2262 rc_t2f_v3f (arr_hidden, tex.s, tex.t, px + tex.w, py + tex.h, 0);
2263 rc_t2f_v3f (arr_hidden, tex.s, 0 , px + tex.w, py , 0);
2264 }
2265
2266 if (expect_false (cell->flags))
2267 {
2268 // overlays such as the speech bubble, probably more to come
2269 if (cell->flags & 1)
2270 {
2271 rc_key_t key_ov = key;
2272 maptex tex = self->tex [TEXID_SPEECH];
2273 rc_array_t *arr;
2274 int px = x * T + T * 2 / 32;
2275 int py = y * T - T * 6 / 32;
2276
2277 key_ov.texname = tex.name;
2278 arr = rc_array (rc_ov, &key_ov);
2279
2280 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2281 rc_t2f_v3f (arr, 0 , tex.t, px , py + T, 0);
2282 rc_t2f_v3f (arr, tex.s, tex.t, px + T, py + T, 0);
2283 rc_t2f_v3f (arr, tex.s, 0 , px + T, py , 0);
2284 }
2118 } 2285 }
2119 } 2286 }
2120 } 2287 }
2121 } 2288 }
2122 2289
2162 { 2329 {
2163 // this time avoiding texture state changes 2330 // this time avoiding texture state changes
2164 // save gobs of state changes. 2331 // save gobs of state changes.
2165 if (key.texname != tex.name) 2332 if (key.texname != tex.name)
2166 { 2333 {
2334 self->tex [skey->tile].unused = 0;
2335
2167 glEnd (); 2336 glEnd ();
2168 glBindTexture (GL_TEXTURE_2D, key.texname = tex.name); 2337 glBindTexture (GL_TEXTURE_2D, key.texname = tex.name);
2169 glBegin (GL_QUADS); 2338 glBegin (GL_QUADS);
2170 } 2339 }
2171 2340
2217 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0); 2386 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0);
2218 2387
2219 rc_draw (rc); 2388 rc_draw (rc);
2220 } 2389 }
2221 2390
2391 rc_draw (rc_ov);
2392 rc_clear (rc_ov);
2393
2222 glDisable (GL_BLEND); 2394 glDisable (GL_BLEND);
2223 rc_free (rc); 2395 rc_free (rc);
2396 rc_free (rc_ov);
2224 2397
2225 // top layer: overlays such as the health bar 2398 // top layer: overlays such as the health bar
2226 for (y = 0; y < sh; y++) 2399 for (y = 0; y < sh; y++)
2227 if (0 <= y + my && y + my < self->rows) 2400 if (0 <= y + my && y + my < self->rows)
2228 { 2401 {
2233 { 2406 {
2234 mapcell *cell = row->col + (x + mx - row->c0); 2407 mapcell *cell = row->col + (x + mx - row->c0);
2235 2408
2236 int px = x * T; 2409 int px = x * T;
2237 int py = y * T; 2410 int py = y * T;
2411
2412 if (expect_false (cell->player == player))
2413 {
2414 px += sdx;
2415 py += sdy;
2416 }
2238 2417
2239 if (cell->stat_hp) 2418 if (cell->stat_hp)
2240 { 2419 {
2241 int width = cell->stat_width * T; 2420 int width = cell->stat_width * T;
2242 int thick = (sh * T / 32 + 27) / 28 + 1 + cell->stat_width; 2421 int thick = (sh * T / 32 + 27) / 28 + 1 + cell->stat_width;
2253 } 2432 }
2254 } 2433 }
2255} 2434}
2256 2435
2257void 2436void
2258draw_magicmap (DC::Map self, int dx, int dy, int w, int h, unsigned char *data) 2437draw_magicmap (DC::Map self, int w, int h, unsigned char *data)
2259 CODE: 2438 CODE:
2260{ 2439{
2261 static float color[16][3] = { 2440 static float color[16][3] = {
2262 { 0.00F, 0.00F, 0.00F }, 2441 { 0.00f, 0.00f, 0.00f },
2263 { 1.00F, 1.00F, 1.00F }, 2442 { 1.00f, 1.00f, 1.00f },
2264 { 0.00F, 0.00F, 0.55F }, 2443 { 0.00f, 0.00f, 0.55f },
2265 { 1.00F, 0.00F, 0.00F }, 2444 { 1.00f, 0.00f, 0.00f },
2266 2445
2267 { 1.00F, 0.54F, 0.00F }, 2446 { 1.00f, 0.54f, 0.00f },
2268 { 0.11F, 0.56F, 1.00F }, 2447 { 0.11f, 0.56f, 1.00f },
2269 { 0.93F, 0.46F, 0.00F }, 2448 { 0.93f, 0.46f, 0.00f },
2270 { 0.18F, 0.54F, 0.34F }, 2449 { 0.18f, 0.54f, 0.34f },
2271 2450
2272 { 0.56F, 0.73F, 0.56F }, 2451 { 0.56f, 0.73f, 0.56f },
2273 { 0.80F, 0.80F, 0.80F }, 2452 { 0.80f, 0.80f, 0.80f },
2274 { 0.55F, 0.41F, 0.13F }, 2453 { 0.55f, 0.41f, 0.13f },
2275 { 0.99F, 0.77F, 0.26F }, 2454 { 0.99f, 0.77f, 0.26f },
2276 2455
2277 { 0.74F, 0.65F, 0.41F }, 2456 { 0.74f, 0.65f, 0.41f },
2278 2457
2279 { 0.00F, 1.00F, 1.00F }, 2458 { 0.00f, 1.00f, 1.00f },
2280 { 1.00F, 0.00F, 1.00F }, 2459 { 1.00f, 0.00f, 1.00f },
2281 { 1.00F, 1.00F, 0.00F }, 2460 { 1.00f, 1.00f, 0.00f },
2282 }; 2461 };
2283 2462
2284 int x, y; 2463 int x, y;
2285 2464
2286 glEnable (GL_TEXTURE_2D); 2465 glEnable (GL_TEXTURE_2D);
2466 /* GL_REPLACE would be correct, as we don't need to modulate alpha,
2467 * but the nvidia driver (185.18.14) mishandles alpha textures
2468 * ansd takes the colour from god knows where instead of using
2469 * Cp. MODULATE results in the same colour, but slightly different
2470 * alpha, but atcually gives us the correct colour with nvidia.
2471 */
2287 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 2472 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
2288 glEnable (GL_BLEND); 2473 glEnable (GL_BLEND);
2289 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 2474 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2290 glBegin (GL_QUADS); 2475 glBegin (GL_QUADS);
2291 2476
2292 for (y = 0; y < h; y++) 2477 for (y = 0; y < h; y++)
2296 2481
2297 if (m) 2482 if (m)
2298 { 2483 {
2299 float *c = color [m & 15]; 2484 float *c = color [m & 15];
2300 2485
2301 float tx1 = m & 0x40 ? 0.5 : 0.; 2486 float tx1 = m & 0x40 ? 0.5f : 0.f;
2302 float tx2 = tx1 + 0.5; 2487 float tx2 = tx1 + 0.5f;
2303 2488
2304 glColor4f (c[0], c[1], c[2], 0.75); 2489 glColor4f (c[0], c[1], c[2], 1);
2305 glTexCoord2f (tx1, 0.); glVertex2i (x , y ); 2490 glTexCoord2f (tx1, 0.); glVertex2i (x , y );
2306 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1); 2491 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1);
2307 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1); 2492 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1);
2308 glTexCoord2f (tx2, 0.); glVertex2i (x + 1, y ); 2493 glTexCoord2f (tx2, 0.); glVertex2i (x + 1, y );
2309 } 2494 }
2331 SvCUR_set (darkness3_sv, sw34 * sh3); 2516 SvCUR_set (darkness3_sv, sw34 * sh3);
2332 2517
2333 mx += self->x - 1; 2518 mx += self->x - 1;
2334 my += self->y - 1; 2519 my += self->y - 1;
2335 2520
2336 memset (darkness1, 255 - FOW_DARKNESS, sw1 * sh1); 2521 memset (darkness1, DARKNESS_ADJUST (255 - FOW_DARKNESS), sw1 * sh1);
2337 2522
2338 for (y = 0; y < sh1; y++) 2523 for (y = 0; y < sh1; y++)
2339 if (0 <= y + my && y + my < self->rows) 2524 if (0 <= y + my && y + my < self->rows)
2340 { 2525 {
2341 maprow *row = self->row + (y + my); 2526 maprow *row = self->row + (y + my);
2344 if (row->c0 <= x + mx && x + mx < row->c1) 2529 if (row->c0 <= x + mx && x + mx < row->c1)
2345 { 2530 {
2346 mapcell *cell = row->col + (x + mx - row->c0); 2531 mapcell *cell = row->col + (x + mx - row->c0);
2347 2532
2348 darkness1 [y * sw1 + x] = cell->darkness 2533 darkness1 [y * sw1 + x] = cell->darkness
2349 ? 255 - (cell->darkness - 1) 2534 ? DARKNESS_ADJUST (255 - (cell->darkness - 1))
2350 : 255 - FOW_DARKNESS; 2535 : DARKNESS_ADJUST (255 - FOW_DARKNESS);
2351 } 2536 }
2352 } 2537 }
2353 2538
2354 for (y = 0; y < sh; ++y) 2539 for (y = 0; y < sh; ++y)
2355 for (x = 0; x < sw; ++x) 2540 for (x = 0; x < sw; ++x)
2655void 2840void
2656set_position_r (DC::Channel self, int dx, int dy, int maxdistance) 2841set_position_r (DC::Channel self, int dx, int dy, int maxdistance)
2657 CODE: 2842 CODE:
2658{ 2843{
2659 int distance = sqrtf (dx * dx + dy * dy) * (255.f / sqrtf (maxdistance * maxdistance)); 2844 int distance = sqrtf (dx * dx + dy * dy) * (255.f / sqrtf (maxdistance * maxdistance));
2660 int angle = 360 + (int)roundf (atan2f (dx, -dy) * 180.f / (float)M_PI); 2845 int angle = atan2f (dx, -dy) * 180.f / (float)M_PI + 360.f;
2661 Mix_SetPosition (self, angle, CLAMP (distance, 0, 255)); 2846 Mix_SetPosition (self, angle, CLAMP (distance, 0, 255));
2662} 2847}
2663 2848
2664void 2849void
2665set_reverse_stereo (DC::Channel self, int flip) 2850set_reverse_stereo (DC::Channel self, int flip)
2768 } *civ, const_iv[] = { 2953 } *civ, const_iv[] = {
2769# define const_iv(name) { # name, (IV)name } 2954# define const_iv(name) { # name, (IV)name }
2770 const_iv (GL_VENDOR), 2955 const_iv (GL_VENDOR),
2771 const_iv (GL_VERSION), 2956 const_iv (GL_VERSION),
2772 const_iv (GL_EXTENSIONS), 2957 const_iv (GL_EXTENSIONS),
2958 const_iv (GL_MAX_TEXTURE_UNITS),
2773 const_iv (GL_COLOR_MATERIAL), 2959 const_iv (GL_COLOR_MATERIAL),
2774 const_iv (GL_SMOOTH), 2960 const_iv (GL_SMOOTH),
2775 const_iv (GL_FLAT), 2961 const_iv (GL_FLAT),
2776 const_iv (GL_DITHER), 2962 const_iv (GL_DITHER),
2777 const_iv (GL_BLEND), 2963 const_iv (GL_BLEND),
2789 const_iv (GL_ZERO), 2975 const_iv (GL_ZERO),
2790 const_iv (GL_SRC_ALPHA), 2976 const_iv (GL_SRC_ALPHA),
2791 const_iv (GL_DST_ALPHA), 2977 const_iv (GL_DST_ALPHA),
2792 const_iv (GL_ONE_MINUS_SRC_ALPHA), 2978 const_iv (GL_ONE_MINUS_SRC_ALPHA),
2793 const_iv (GL_ONE_MINUS_DST_ALPHA), 2979 const_iv (GL_ONE_MINUS_DST_ALPHA),
2980 const_iv (GL_SRC_COLOR),
2981 const_iv (GL_DST_COLOR),
2982 const_iv (GL_ONE_MINUS_SRC_COLOR),
2983 const_iv (GL_ONE_MINUS_DST_COLOR),
2794 const_iv (GL_SRC_ALPHA_SATURATE), 2984 const_iv (GL_SRC_ALPHA_SATURATE),
2795 const_iv (GL_RGB), 2985 const_iv (GL_RGB),
2796 const_iv (GL_RGBA), 2986 const_iv (GL_RGBA),
2797 const_iv (GL_RGBA4), 2987 const_iv (GL_RGBA4),
2798 const_iv (GL_RGBA8), 2988 const_iv (GL_RGBA8),
2866 const_iv (GL_NICEST), 3056 const_iv (GL_NICEST),
2867 const_iv (GL_V2F), 3057 const_iv (GL_V2F),
2868 const_iv (GL_V3F), 3058 const_iv (GL_V3F),
2869 const_iv (GL_T2F_V3F), 3059 const_iv (GL_T2F_V3F),
2870 const_iv (GL_T2F_N3F_V3F), 3060 const_iv (GL_T2F_N3F_V3F),
3061 const_iv (GL_FUNC_ADD),
3062 const_iv (GL_FUNC_SUBTRACT),
3063 const_iv (GL_FUNC_REVERSE_SUBTRACT),
2871# undef const_iv 3064# undef const_iv
2872 }; 3065 };
2873 3066
2874 for (civ = const_iv + sizeof (const_iv) / sizeof (const_iv [0]); civ-- > const_iv; ) 3067 for (civ = const_iv + sizeof (const_iv) / sizeof (const_iv [0]); civ-- > const_iv; )
2875 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv)); 3068 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv));
2882disable_GL_EXT_blend_func_separate () 3075disable_GL_EXT_blend_func_separate ()
2883 CODE: 3076 CODE:
2884 gl.BlendFuncSeparate = 0; 3077 gl.BlendFuncSeparate = 0;
2885 gl.BlendFuncSeparateEXT = 0; 3078 gl.BlendFuncSeparateEXT = 0;
2886 3079
3080void
3081apple_nvidia_bug (int enable)
3082
2887char * 3083char *
2888gl_vendor () 3084gl_vendor ()
2889 CODE: 3085 CODE:
2890 RETVAL = (char *)glGetString (GL_VENDOR); 3086 RETVAL = (char *)glGetString (GL_VENDOR);
2891 OUTPUT: 3087 OUTPUT:
2940 3136
2941void glBlendFuncSeparate (int sa, int da, int saa, int daa) 3137void glBlendFuncSeparate (int sa, int da, int saa, int daa)
2942 CODE: 3138 CODE:
2943 gl_BlendFuncSeparate (sa, da, saa, daa); 3139 gl_BlendFuncSeparate (sa, da, saa, daa);
2944 3140
3141# void glBlendEquation (int se)
3142
2945void glDepthMask (int flag) 3143void glDepthMask (int flag)
2946 3144
2947void glLogicOp (int opcode) 3145void glLogicOp (int opcode)
2948 3146
2949void glColorMask (int red, int green, int blue, int alpha) 3147void glColorMask (int red, int green, int blue, int alpha)
2983void glRotate (float angle, float x, float y, float z) 3181void glRotate (float angle, float x, float y, float z)
2984 CODE: 3182 CODE:
2985 glRotatef (angle, x, y, z); 3183 glRotatef (angle, x, y, z);
2986 3184
2987void glColor (float r, float g, float b, float a = 1.0) 3185void glColor (float r, float g, float b, float a = 1.0)
3186 PROTOTYPE: @
2988 ALIAS: 3187 ALIAS:
2989 glColor_premultiply = 1 3188 glColor_premultiply = 1
2990 CODE: 3189 CODE:
2991 if (ix) 3190 if (ix)
2992 { 3191 {

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