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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 1.296 by root, Mon Dec 21 23:52:34 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
85/* this is used as fow flag as well, so has to have a different value */
86/* then anything that is computed by incoming darkness */
86#define FOW_DARKNESS 32 87#define FOW_DARKNESS 50
88#define DARKNESS_ADJUST(n) (n)
87 89
88#define MAP_EXTEND_X 32 90#define MAP_EXTEND_X 32
89#define MAP_EXTEND_Y 512 91#define MAP_EXTEND_Y 512
90 92
91#define MIN_FONT_HEIGHT 10 93#define MIN_FONT_HEIGHT 10
92 94
93/* mask out modifiers we are not interested in */ 95/* mask out modifiers we are not interested in */
94#define MOD_MASK (KMOD_CTRL | KMOD_SHIFT | KMOD_ALT | KMOD_META) 96#define MOD_MASK (KMOD_CTRL | KMOD_SHIFT | KMOD_ALT | KMOD_META)
97
98#define KMOD_LRAM 0x10000 // our extension
99
100#define TEXID_SPEECH 1
101#define TEXID_NOFACE 2
102#define TEXID_HIDDEN 3
95 103
96static AV *texture_av; 104static AV *texture_av;
97 105
98static struct 106static struct
99{ 107{
231 int w, h; 239 int w, h;
232 float s, t; 240 float s, t;
233 uint8_t r, g, b, a; 241 uint8_t r, g, b, a;
234 tileid smoothtile; 242 tileid smoothtile;
235 uint8_t smoothlevel; 243 uint8_t smoothlevel;
244 uint8_t unused; /* set to zero on use */
236} maptex; 245} maptex;
237 246
238typedef struct { 247typedef struct {
239 uint32_t player; 248 uint32_t player;
240 tileid tile[3]; 249 tileid tile[3];
525 svp = hv_fetch (self, "can_events", sizeof ("can_events") - 1, 0); 534 svp = hv_fetch (self, "can_events", sizeof ("can_events") - 1, 0);
526 if (!svp || !SvTRUE (*svp)) 535 if (!svp || !SvTRUE (*svp))
527 return 0; 536 return 0;
528 537
529 return 1; 538 return 1;
539}
540
541/******************************************************************************/
542
543/* process keyboard modifiers */
544static int
545mod_munge (int mod)
546{
547 mod &= MOD_MASK;
548
549 if (mod & (KMOD_META | KMOD_ALT))
550 mod |= KMOD_LRAM;
551
552 return mod;
530} 553}
531 554
532static void 555static void
533deliantra_main () 556deliantra_main ()
534{ 557{
737 const_iv (KMOD_RMETA), 760 const_iv (KMOD_RMETA),
738 const_iv (KMOD_NUM), 761 const_iv (KMOD_NUM),
739 const_iv (KMOD_CAPS), 762 const_iv (KMOD_CAPS),
740 const_iv (KMOD_MODE), 763 const_iv (KMOD_MODE),
741 764
765 const_iv (KMOD_LRAM),
766
742 const_iv (MIX_DEFAULT_FORMAT), 767 const_iv (MIX_DEFAULT_FORMAT),
743 768
744 const_iv (SDL_INIT_TIMER), 769 const_iv (SDL_INIT_TIMER),
745 const_iv (SDL_INIT_AUDIO), 770 const_iv (SDL_INIT_AUDIO),
746 const_iv (SDL_INIT_VIDEO), 771 const_iv (SDL_INIT_VIDEO),
798 823
799IV minpot (UV n) 824IV minpot (UV n)
800 825
801IV popcount (UV n) 826IV popcount (UV n)
802 827
828NV distance (NV dx, NV dy)
829 CODE:
830 RETVAL = pow (dx * dx + dy * dy, 0.5);
831 OUTPUT:
832 RETVAL
833
803void 834void
804pango_init () 835pango_init ()
805 CODE: 836 CODE:
806{ 837{
807 opengl_fontmap = pango_opengl_font_map_new (); 838 opengl_fontmap = pango_opengl_font_map_new ();
933 { 964 {
934 case SDL_KEYDOWN: 965 case SDL_KEYDOWN:
935 case SDL_KEYUP: 966 case SDL_KEYUP:
936 hv_store (hv, "state", 5, newSViv (ev.key.state), 0); 967 hv_store (hv, "state", 5, newSViv (ev.key.state), 0);
937 hv_store (hv, "sym", 3, newSViv (ev.key.keysym.sym), 0); 968 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); 969 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 */ 970 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); 971 hv_store (hv, "unicode", 7, newSViv (ev.key.keysym.unicode), 0);
941 break; 972 break;
942 973
943 case SDL_ACTIVEEVENT: 974 case SDL_ACTIVEEVENT:
944 hv_store (hv, "gain", 4, newSViv (ev.active.gain), 0); 975 hv_store (hv, "gain", 4, newSViv (ev.active.gain), 0);
962 x = ev.motion.x; 993 x = ev.motion.x;
963 y = ev.motion.y; 994 y = ev.motion.y;
964 SDL_PeepEvents (&ev, 1, SDL_GETEVENT, SDL_EVENTMASK (SDL_MOUSEMOTION)); 995 SDL_PeepEvents (&ev, 1, SDL_GETEVENT, SDL_EVENTMASK (SDL_MOUSEMOTION));
965 } 996 }
966 997
967 hv_store (hv, "mod", 3, newSViv (SDL_GetModState () & MOD_MASK), 0); 998 hv_store (hv, "mod", 3, newSViv (mod_munge (SDL_GetModState ())), 0);
968 hv_store (hv, "state", 5, newSViv (state), 0); 999 hv_store (hv, "state", 5, newSViv (state), 0);
969 hv_store (hv, "x", 1, newSViv (x), 0); 1000 hv_store (hv, "x", 1, newSViv (x), 0);
970 hv_store (hv, "y", 1, newSViv (y), 0); 1001 hv_store (hv, "y", 1, newSViv (y), 0);
971 hv_store (hv, "xrel", 4, newSViv (xrel), 0); 1002 hv_store (hv, "xrel", 4, newSViv (xrel), 0);
972 hv_store (hv, "yrel", 4, newSViv (yrel), 0); 1003 hv_store (hv, "yrel", 4, newSViv (yrel), 0);
1188#if DEBUG 1219#if DEBUG
1189 VALGRIND_DO_LEAK_CHECK; 1220 VALGRIND_DO_LEAK_CHECK;
1190#endif 1221#endif
1191} 1222}
1192 1223
1224int
1225SvREFCNT (SV *sv)
1226 CODE:
1227 RETVAL = SvREFCNT (sv);
1228 OUTPUT:
1229 RETVAL
1230
1193MODULE = Deliantra::Client PACKAGE = DC::Font 1231MODULE = Deliantra::Client PACKAGE = DC::Font
1194 1232
1195PROTOTYPES: DISABLE 1233PROTOTYPES: DISABLE
1196 1234
1197DC::Font 1235DC::Font
1626 if (ix) 1664 if (ix)
1627 { 1665 {
1628 glDisable (GL_ALPHA_TEST); 1666 glDisable (GL_ALPHA_TEST);
1629 glDisable (GL_BLEND); 1667 glDisable (GL_BLEND);
1630 } 1668 }
1669}
1670
1671void
1672draw_fow_texture (float intensity, int hidden_tex, int name1, uint8_t *data1, float s, float t, int w, int h, float blend = 0.f, int dx = 0, int dy = 0, int name2 = 0, uint8_t *data2 = data1)
1673 PROTOTYPE: @
1674 CODE:
1675{
1676 glEnable (GL_TEXTURE_2D);
1677 glEnable (GL_BLEND);
1678 glBlendFunc (GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
1679 glBindTexture (GL_TEXTURE_2D, name1);
1680
1681 glColor3f (intensity, intensity, intensity);
1682 glPushMatrix ();
1683 glScalef (1./3, 1./3, 1.);
1684
1685 if (blend > 0.f)
1686 {
1687 float dx3 = dx * -3.f / w;
1688 float dy3 = dy * -3.f / h;
1689 GLfloat env_color[4] = { 0., 0., 0., blend };
1690
1691 /* interpolate the two shadow textures */
1692 /* stage 0 == rgb(glcolor) + alpha(t0) */
1693 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1694
1695 /* stage 1 == rgb(glcolor) + alpha(interpolate t0, t1, texenv) */
1696 gl.ActiveTexture (GL_TEXTURE1);
1697 glEnable (GL_TEXTURE_2D);
1698 glBindTexture (GL_TEXTURE_2D, name2);
1699 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
1700
1701 /* rgb == rgb(glcolor) */
1702 glTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
1703 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_CONSTANT);
1704 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
1705
1706 /* alpha = interpolate t0, t1 by env_alpha */
1707 glTexEnvfv (GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, env_color);
1708
1709 glTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_INTERPOLATE);
1710 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE);
1711 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
1712
1713 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PREVIOUS);
1714 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
1715
1716 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE2_ALPHA, GL_CONSTANT);
1717 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND2_ALPHA, GL_SRC_ALPHA);
1718
1719 glBegin (GL_QUADS);
1720 gl.MultiTexCoord2f (GL_TEXTURE0, 0, 0); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 , dy3 ); glVertex2i (0, 0);
1721 gl.MultiTexCoord2f (GL_TEXTURE0, 0, t); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 , dy3 + t); glVertex2i (0, h);
1722 gl.MultiTexCoord2f (GL_TEXTURE0, s, t); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 + s, dy3 + t); glVertex2i (w, h);
1723 gl.MultiTexCoord2f (GL_TEXTURE0, s, 0); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 + s, dy3 ); glVertex2i (w, 0);
1724 glEnd ();
1725
1726 glDisable (GL_TEXTURE_2D);
1727 gl.ActiveTexture (GL_TEXTURE0);
1728 }
1729 else
1730 {
1731 /* simple blending of one texture, also opengl <1.3 path */
1732 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1733
1734 glBegin (GL_QUADS);
1735 glTexCoord2f (0, 0); glVertex2f (0, 0);
1736 glTexCoord2f (0, t); glVertex2f (0, h);
1737 glTexCoord2f (s, t); glVertex2f (w, h);
1738 glTexCoord2f (s, 0); glVertex2f (w, 0);
1739 glEnd ();
1740 }
1741
1742 /* draw ?-marks or equivalent, this is very clumsy code :/ */
1743 {
1744 int x, y;
1745 int dx3 = dx * 3;
1746 int dy3 = dy * 3;
1747
1748 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
1749 glBindTexture (GL_TEXTURE_2D, hidden_tex);
1750 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1751 glTranslatef (-1., -1., 0);
1752 glBegin (GL_QUADS);
1753
1754 for (y = 1; y < h; y += 3)
1755 {
1756 int y1 = y - dy3;
1757 int y1valid = y1 >= 0 && y1 < h;
1758
1759 for (x = 1; x < w; x += 3)
1760 {
1761 int x1 = x - dx3;
1762 uint8_t h1 = data1 [x + y * w] == DARKNESS_ADJUST (255 - FOW_DARKNESS);
1763 uint8_t h2;
1764
1765 if (y1valid && x1 >= 0 && x1 < w)
1766 h2 = data2 [x1 + y1 * w] == DARKNESS_ADJUST (255 - FOW_DARKNESS);
1767 else
1768 h2 = 1; /* out of range == invisible */
1769
1770 if (h1 || h2)
1771 {
1772 float alpha = h1 == h2 ? 1.f : h1 ? 1.f - blend : blend;
1773 glColor4f (1., 1., 1., alpha);
1774
1775 glTexCoord2f (0, 0.); glVertex2i (x , y );
1776 glTexCoord2f (0, 1.); glVertex2i (x , y + 3);
1777 glTexCoord2f (1, 1.); glVertex2i (x + 3, y + 3);
1778 glTexCoord2f (1, 0.); glVertex2i (x + 3, y );
1779 }
1780 }
1781 }
1782 }
1783
1784 glEnd ();
1785
1786 glPopMatrix ();
1787
1788 glDisable (GL_TEXTURE_2D);
1789 glDisable (GL_BLEND);
1631} 1790}
1632 1791
1633IV texture_valid_2d (GLint internalformat, GLsizei w, GLsizei h, GLenum format, GLenum type) 1792IV texture_valid_2d (GLint internalformat, GLsizei w, GLsizei h, GLenum format, GLenum type)
1634 CODE: 1793 CODE:
1635{ 1794{
1741 //glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); 1900 //glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1742 // use uglier nearest interpolation because linear suffers 1901 // use uglier nearest interpolation because linear suffers
1743 // from transparent color bleeding and ugly wrapping effects. 1902 // from transparent color bleeding and ugly wrapping effects.
1744 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 1903 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1745} 1904}
1905
1906void
1907expire_textures (DC::Map self, int texid, int count)
1908 PPCODE:
1909 for (; texid < self->texs && count; ++texid, --count)
1910 {
1911 maptex *tex = self->tex + texid;
1912
1913 if (tex->name)
1914 {
1915 if (tex->unused)
1916 {
1917 tex->name = 0;
1918 tex->unused = 0;
1919 XPUSHs (sv_2mortal (newSViv (texid)));
1920 }
1921 else
1922 tex->unused = 1;
1923 }
1924 }
1746 1925
1747int 1926int
1748ox (DC::Map self) 1927ox (DC::Map self)
1749 ALIAS: 1928 ALIAS:
1750 oy = 1 1929 oy = 1
1831 { 2010 {
1832 ext = *data++; 2011 ext = *data++;
1833 cmd = ext & 0x7f; 2012 cmd = ext & 0x7f;
1834 2013
1835 if (cmd < 4) 2014 if (cmd < 4)
1836 cell->darkness = 255 - ext * 64 + 1; 2015 cell->darkness = 255 - ext * 64 + 1; /* make sure this doesn't collide with FOW_DARKNESS */
1837 else if (cmd == 5) // health 2016 else if (cmd == 5) // health
1838 { 2017 {
1839 cell->stat_width = 1; 2018 cell->stat_width = 1;
1840 cell->stat_hp = *data++; 2019 cell->stat_hp = *data++;
1841 } 2020 }
1871 cell->tile [z] = self->face2tile [face]; 2050 cell->tile [z] = self->face2tile [face];
1872 2051
1873 if (cell->tile [z]) 2052 if (cell->tile [z])
1874 { 2053 {
1875 maptex *tex = self->tex + cell->tile [z]; 2054 maptex *tex = self->tex + cell->tile [z];
2055 tex->unused = 0;
1876 if (!tex->name) 2056 if (!tex->name)
1877 av_push (missing, newSViv (cell->tile [z])); 2057 av_push (missing, newSViv (cell->tile [z]));
1878 2058
1879 if (tex->smoothtile) 2059 if (tex->smoothtile)
1880 { 2060 {
1881 maptex *smooth = self->tex + tex->smoothtile; 2061 maptex *smooth = self->tex + tex->smoothtile;
2062 smooth->unused = 0;
1882 if (!smooth->name) 2063 if (!smooth->name)
1883 av_push (missing, newSViv (tex->smoothtile)); 2064 av_push (missing, newSViv (tex->smoothtile));
1884 } 2065 }
1885 } 2066 }
1886 } 2067 }
1957 uint32_t smooth_level[256 / 32]; // one bit for every possible smooth level 2138 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) 2139 static uint8_t smooth_max[256][256]; // egad, fast and wasteful on memory (64k)
1959 smooth_key skey; 2140 smooth_key skey;
1960 int pl_x, pl_y; 2141 int pl_x, pl_y;
1961 maptex pl_tex; 2142 maptex pl_tex;
1962 rc_t *rc = rc_alloc (); 2143 rc_t *rc = rc_alloc ();
2144 rc_t *rc_ov = rc_alloc ();
1963 rc_key_t key; 2145 rc_key_t key;
1964 rc_array_t *arr; 2146 rc_array_t *arr, *arr_hidden;
1965 2147
1966 pl_tex.name = 0; 2148 pl_tex.name = 0;
1967 2149
1968 // thats current max. sorry. 2150 // that's current max. sorry.
1969 if (sw > 255) sw = 255; 2151 if (sw > 255) sw = 255;
1970 if (sh > 255) sh = 255; 2152 if (sh > 255) sh = 255;
1971 2153
1972 // clear key, in case of extra padding 2154 // clear key, in case of extra padding
1973 memset (&skey, 0, sizeof (skey)); 2155 memset (&skey, 0, sizeof (skey));
1977 key.g = 255; 2159 key.g = 255;
1978 key.b = 255; 2160 key.b = 255;
1979 key.a = 255; 2161 key.a = 255;
1980 key.mode = GL_QUADS; 2162 key.mode = GL_QUADS;
1981 key.format = GL_T2F_V3F; 2163 key.format = GL_T2F_V3F;
1982 key.texname = -1;
1983 2164
1984 mx += self->x; 2165 mx += self->x;
1985 my += self->y; 2166 my += self->y;
1986 2167
1987 // first pass: determine smooth_max 2168 // first pass: determine smooth_max
2008 2189
2009 glEnable (GL_BLEND); 2190 glEnable (GL_BLEND);
2010 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 2191 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2011 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 2192 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2012 2193
2194 key.texname = self->tex [TEXID_HIDDEN].name;
2195 arr_hidden = rc_array (rc_ov, &key);
2196
2013 for (z = 0; z <= 2; z++) 2197 for (z = 0; z <= 2; z++)
2014 { 2198 {
2015 memset (smooth_level, 0, sizeof (smooth_level)); 2199 memset (smooth_level, 0, sizeof (smooth_level));
2200 key.texname = -1;
2016 2201
2017 for (y = 0; y < sh; y++) 2202 for (y = 0; y < sh; y++)
2018 if (0 <= y + my && y + my < self->rows) 2203 if (0 <= y + my && y + my < self->rows)
2019 { 2204 {
2020 maprow *row = self->row + (y + my); 2205 maprow *row = self->row + (y + my);
2026 tileid tile = cell->tile [z]; 2211 tileid tile = cell->tile [z];
2027 2212
2028 if (tile) 2213 if (tile)
2029 { 2214 {
2030 maptex tex = self->tex [tile]; 2215 maptex tex = self->tex [tile];
2031 int px = (x + 1) * T - tex.w; 2216 int px, py;
2032 int py = (y + 1) * T - tex.h;
2033 2217
2034 if (key.texname != tex.name) 2218 if (key.texname != tex.name)
2035 { 2219 {
2220 self->tex [tile].unused = 0;
2221
2036 if (!tex.name) 2222 if (!tex.name)
2037 tex = self->tex [2]; /* missing, replace by noface */ 2223 tex = self->tex [TEXID_NOFACE]; /* missing, replace by noface */
2038 2224
2039 key.texname = tex.name; 2225 key.texname = tex.name;
2040 arr = rc_array (rc, &key); 2226 arr = rc_array (rc, &key);
2041 } 2227 }
2228
2229 px = (x + 1) * T - tex.w;
2230 py = (y + 1) * T - tex.h;
2042 2231
2043 if (expect_false (cell->player == player) && expect_false (z == 2)) 2232 if (expect_false (cell->player == player) && expect_false (z == 2))
2044 { 2233 {
2045 pl_x = px; 2234 pl_x = px;
2046 pl_y = py; 2235 pl_y = py;
2051 rc_t2f_v3f (arr, 0 , 0 , px , py , 0); 2240 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2052 rc_t2f_v3f (arr, 0 , tex.t, px , py + tex.h, 0); 2241 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); 2242 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); 2243 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0);
2055 2244
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 2245 // update smooth hash
2082 if (tex.smoothtile) 2246 if (tex.smoothtile)
2083 { 2247 {
2084 skey.tile = tex.smoothtile; 2248 skey.tile = tex.smoothtile;
2085 skey.level = tex.smoothlevel; 2249 skey.level = tex.smoothlevel;
2113 // corners 2277 // corners
2114 skey.x = x + 2; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0100); 2278 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); 2279 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); 2280 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); 2281 skey.x = x + 2; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0800);
2282 }
2283 }
2284
2285 if (expect_false (z == 2) && expect_false (cell->flags))
2286 {
2287 // overlays such as the speech bubble, probably more to come
2288 if (cell->flags & 1)
2289 {
2290 rc_key_t key_ov = key;
2291 maptex tex = self->tex [TEXID_SPEECH];
2292 rc_array_t *arr;
2293 int px = x * T + T * 2 / 32;
2294 int py = y * T - T * 6 / 32;
2295
2296 key_ov.texname = tex.name;
2297 arr = rc_array (rc_ov, &key_ov);
2298
2299 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2300 rc_t2f_v3f (arr, 0 , tex.t, px , py + T, 0);
2301 rc_t2f_v3f (arr, tex.s, tex.t, px + T, py + T, 0);
2302 rc_t2f_v3f (arr, tex.s, 0 , px + T, py , 0);
2118 } 2303 }
2119 } 2304 }
2120 } 2305 }
2121 } 2306 }
2122 2307
2162 { 2347 {
2163 // this time avoiding texture state changes 2348 // this time avoiding texture state changes
2164 // save gobs of state changes. 2349 // save gobs of state changes.
2165 if (key.texname != tex.name) 2350 if (key.texname != tex.name)
2166 { 2351 {
2352 self->tex [skey->tile].unused = 0;
2353
2167 glEnd (); 2354 glEnd ();
2168 glBindTexture (GL_TEXTURE_2D, key.texname = tex.name); 2355 glBindTexture (GL_TEXTURE_2D, key.texname = tex.name);
2169 glBegin (GL_QUADS); 2356 glBegin (GL_QUADS);
2170 } 2357 }
2171 2358
2217 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0); 2404 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0);
2218 2405
2219 rc_draw (rc); 2406 rc_draw (rc);
2220 } 2407 }
2221 2408
2409 rc_draw (rc_ov);
2410 rc_clear (rc_ov);
2411
2222 glDisable (GL_BLEND); 2412 glDisable (GL_BLEND);
2223 rc_free (rc); 2413 rc_free (rc);
2414 rc_free (rc_ov);
2224 2415
2225 // top layer: overlays such as the health bar 2416 // top layer: overlays such as the health bar
2226 for (y = 0; y < sh; y++) 2417 for (y = 0; y < sh; y++)
2227 if (0 <= y + my && y + my < self->rows) 2418 if (0 <= y + my && y + my < self->rows)
2228 { 2419 {
2233 { 2424 {
2234 mapcell *cell = row->col + (x + mx - row->c0); 2425 mapcell *cell = row->col + (x + mx - row->c0);
2235 2426
2236 int px = x * T; 2427 int px = x * T;
2237 int py = y * T; 2428 int py = y * T;
2429
2430 if (expect_false (cell->player == player))
2431 {
2432 px += sdx;
2433 py += sdy;
2434 }
2238 2435
2239 if (cell->stat_hp) 2436 if (cell->stat_hp)
2240 { 2437 {
2241 int width = cell->stat_width * T; 2438 int width = cell->stat_width * T;
2242 int thick = (sh * T / 32 + 27) / 28 + 1 + cell->stat_width; 2439 int thick = (sh * T / 32 + 27) / 28 + 1 + cell->stat_width;
2253 } 2450 }
2254 } 2451 }
2255} 2452}
2256 2453
2257void 2454void
2258draw_magicmap (DC::Map self, int dx, int dy, int w, int h, unsigned char *data) 2455draw_magicmap (DC::Map self, int w, int h, unsigned char *data)
2259 CODE: 2456 CODE:
2260{ 2457{
2261 static float color[16][3] = { 2458 static float color[16][3] = {
2262 { 0.00F, 0.00F, 0.00F }, 2459 { 0.00f, 0.00f, 0.00f },
2263 { 1.00F, 1.00F, 1.00F }, 2460 { 1.00f, 1.00f, 1.00f },
2264 { 0.00F, 0.00F, 0.55F }, 2461 { 0.00f, 0.00f, 0.55f },
2265 { 1.00F, 0.00F, 0.00F }, 2462 { 1.00f, 0.00f, 0.00f },
2266 2463
2267 { 1.00F, 0.54F, 0.00F }, 2464 { 1.00f, 0.54f, 0.00f },
2268 { 0.11F, 0.56F, 1.00F }, 2465 { 0.11f, 0.56f, 1.00f },
2269 { 0.93F, 0.46F, 0.00F }, 2466 { 0.93f, 0.46f, 0.00f },
2270 { 0.18F, 0.54F, 0.34F }, 2467 { 0.18f, 0.54f, 0.34f },
2271 2468
2272 { 0.56F, 0.73F, 0.56F }, 2469 { 0.56f, 0.73f, 0.56f },
2273 { 0.80F, 0.80F, 0.80F }, 2470 { 0.80f, 0.80f, 0.80f },
2274 { 0.55F, 0.41F, 0.13F }, 2471 { 0.55f, 0.41f, 0.13f },
2275 { 0.99F, 0.77F, 0.26F }, 2472 { 0.99f, 0.77f, 0.26f },
2276 2473
2277 { 0.74F, 0.65F, 0.41F }, 2474 { 0.74f, 0.65f, 0.41f },
2278 2475
2279 { 0.00F, 1.00F, 1.00F }, 2476 { 0.00f, 1.00f, 1.00f },
2280 { 1.00F, 0.00F, 1.00F }, 2477 { 1.00f, 0.00f, 1.00f },
2281 { 1.00F, 1.00F, 0.00F }, 2478 { 1.00f, 1.00f, 0.00f },
2282 }; 2479 };
2283 2480
2284 int x, y; 2481 int x, y;
2285 2482
2286 glEnable (GL_TEXTURE_2D); 2483 glEnable (GL_TEXTURE_2D);
2484 /* GL_REPLACE would be correct, as we don't need to modulate alpha,
2485 * but the nvidia driver (185.18.14) mishandles alpha textures
2486 * and takes the colour from god knows where instead of using
2487 * Cp. MODULATE results in the same colour, but slightly different
2488 * alpha, but atcually gives us the correct colour with nvidia.
2489 */
2287 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 2490 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
2288 glEnable (GL_BLEND); 2491 glEnable (GL_BLEND);
2289 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 2492 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2290 glBegin (GL_QUADS); 2493 glBegin (GL_QUADS);
2291 2494
2292 for (y = 0; y < h; y++) 2495 for (y = 0; y < h; y++)
2296 2499
2297 if (m) 2500 if (m)
2298 { 2501 {
2299 float *c = color [m & 15]; 2502 float *c = color [m & 15];
2300 2503
2301 float tx1 = m & 0x40 ? 0.5 : 0.; 2504 float tx1 = m & 0x40 ? 0.5f : 0.f;
2302 float tx2 = tx1 + 0.5; 2505 float tx2 = tx1 + 0.5f;
2303 2506
2304 glColor4f (c[0], c[1], c[2], 0.75); 2507 glColor4f (c[0], c[1], c[2], 1);
2305 glTexCoord2f (tx1, 0.); glVertex2i (x , y ); 2508 glTexCoord2f (tx1, 0.); glVertex2i (x , y );
2306 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1); 2509 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1);
2307 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1); 2510 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1);
2308 glTexCoord2f (tx2, 0.); glVertex2i (x + 1, y ); 2511 glTexCoord2f (tx2, 0.); glVertex2i (x + 1, y );
2309 } 2512 }
2317void 2520void
2318fow_texture (DC::Map self, int mx, int my, int sw, int sh) 2521fow_texture (DC::Map self, int mx, int my, int sw, int sh)
2319 PPCODE: 2522 PPCODE:
2320{ 2523{
2321 int x, y; 2524 int x, y;
2322 int sw1 = sw + 2; 2525 int sw1 = sw + 2;
2323 int sh1 = sh + 2; 2526 int sh1 = sh + 2;
2324 int sh3 = sh * 3; 2527 int sh3 = sh * 3;
2325 int sw34 = (sw * 3 + 3) & ~3; 2528 int sw3 = sw * 3;
2326 uint8_t *darkness1 = (uint8_t *)malloc (sw1 * sh1); 2529 uint8_t *darkness1 = (uint8_t *)malloc (sw1 * sh1);
2327 SV *darkness3_sv = sv_2mortal (newSV (sw34 * sh3)); 2530 SV *darkness3_sv = sv_2mortal (newSV (sw3 * sh3));
2328 uint8_t *darkness3 = (uint8_t *)SvPVX (darkness3_sv); 2531 uint8_t *darkness3 = (uint8_t *)SvPVX (darkness3_sv);
2329 2532
2330 SvPOK_only (darkness3_sv); 2533 SvPOK_only (darkness3_sv);
2331 SvCUR_set (darkness3_sv, sw34 * sh3); 2534 SvCUR_set (darkness3_sv, sw3 * sh3);
2332 2535
2333 mx += self->x - 1; 2536 mx += self->x - 1;
2334 my += self->y - 1; 2537 my += self->y - 1;
2335
2336 memset (darkness1, 255 - FOW_DARKNESS, sw1 * sh1);
2337 2538
2338 for (y = 0; y < sh1; y++) 2539 for (y = 0; y < sh1; y++)
2339 if (0 <= y + my && y + my < self->rows) 2540 if (0 <= y + my && y + my < self->rows)
2340 { 2541 {
2341 maprow *row = self->row + (y + my); 2542 maprow *row = self->row + (y + my);
2344 if (row->c0 <= x + mx && x + mx < row->c1) 2545 if (row->c0 <= x + mx && x + mx < row->c1)
2345 { 2546 {
2346 mapcell *cell = row->col + (x + mx - row->c0); 2547 mapcell *cell = row->col + (x + mx - row->c0);
2347 2548
2348 darkness1 [y * sw1 + x] = cell->darkness 2549 darkness1 [y * sw1 + x] = cell->darkness
2349 ? 255 - (cell->darkness - 1) 2550 ? DARKNESS_ADJUST (255 - (cell->darkness - 1))
2350 : 255 - FOW_DARKNESS; 2551 : DARKNESS_ADJUST (255 - FOW_DARKNESS);
2351 } 2552 }
2352 } 2553 }
2353 2554
2354 for (y = 0; y < sh; ++y) 2555 for (y = 0; y < sh; ++y)
2355 for (x = 0; x < sw; ++x) 2556 for (x = 0; x < sw; ++x)
2374 2575
2375 uint8_t r13 = (d13 + d23 + d12) / 3; 2576 uint8_t r13 = (d13 + d23 + d12) / 3;
2376 uint8_t r23 = d23; 2577 uint8_t r23 = d23;
2377 uint8_t r33 = (d23 + d33 + d32) / 3; 2578 uint8_t r33 = (d23 + d33 + d32) / 3;
2378 2579
2379 darkness3 [(y * 3 ) * sw34 + (x * 3 )] = MAX (d22, r11); 2580 darkness3 [(y * 3 ) * sw3 + (x * 3 )] = MAX (d22, r11);
2380 darkness3 [(y * 3 ) * sw34 + (x * 3 + 1)] = MAX (d22, r21); 2581 darkness3 [(y * 3 ) * sw3 + (x * 3 + 1)] = MAX (d22, r21);
2381 darkness3 [(y * 3 ) * sw34 + (x * 3 + 2)] = MAX (d22, r31); 2582 darkness3 [(y * 3 ) * sw3 + (x * 3 + 2)] = MAX (d22, r31);
2382 darkness3 [(y * 3 + 1) * sw34 + (x * 3 )] = MAX (d22, r12); 2583 darkness3 [(y * 3 + 1) * sw3 + (x * 3 )] = MAX (d22, r12);
2383 darkness3 [(y * 3 + 1) * sw34 + (x * 3 + 1)] = MAX (d22, r22); 2584 darkness3 [(y * 3 + 1) * sw3 + (x * 3 + 1)] = MAX (d22, r22); /* this MUST be == d22 */
2384 darkness3 [(y * 3 + 1) * sw34 + (x * 3 + 2)] = MAX (d22, r32); 2585 darkness3 [(y * 3 + 1) * sw3 + (x * 3 + 2)] = MAX (d22, r32);
2385 darkness3 [(y * 3 + 2) * sw34 + (x * 3 )] = MAX (d22, r13); 2586 darkness3 [(y * 3 + 2) * sw3 + (x * 3 )] = MAX (d22, r13);
2386 darkness3 [(y * 3 + 2) * sw34 + (x * 3 + 1)] = MAX (d22, r23); 2587 darkness3 [(y * 3 + 2) * sw3 + (x * 3 + 1)] = MAX (d22, r23);
2387 darkness3 [(y * 3 + 2) * sw34 + (x * 3 + 2)] = MAX (d22, r33); 2588 darkness3 [(y * 3 + 2) * sw3 + (x * 3 + 2)] = MAX (d22, r33);
2388 } 2589 }
2389 2590
2390 free (darkness1); 2591 free (darkness1);
2391 2592
2392 EXTEND (SP, 3); 2593 EXTEND (SP, 3);
2393 PUSHs (sv_2mortal (newSViv (sw34))); 2594 PUSHs (sv_2mortal (newSViv (sw3)));
2394 PUSHs (sv_2mortal (newSViv (sh3))); 2595 PUSHs (sv_2mortal (newSViv (sh3)));
2395 PUSHs (darkness3_sv); 2596 PUSHs (darkness3_sv);
2396} 2597}
2397 2598
2398SV * 2599SV *
2655void 2856void
2656set_position_r (DC::Channel self, int dx, int dy, int maxdistance) 2857set_position_r (DC::Channel self, int dx, int dy, int maxdistance)
2657 CODE: 2858 CODE:
2658{ 2859{
2659 int distance = sqrtf (dx * dx + dy * dy) * (255.f / sqrtf (maxdistance * maxdistance)); 2860 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); 2861 int angle = atan2f (dx, -dy) * 180.f / (float)M_PI + 360.f;
2661 Mix_SetPosition (self, angle, CLAMP (distance, 0, 255)); 2862 Mix_SetPosition (self, angle, CLAMP (distance, 0, 255));
2662} 2863}
2663 2864
2664void 2865void
2665set_reverse_stereo (DC::Channel self, int flip) 2866set_reverse_stereo (DC::Channel self, int flip)
2768 } *civ, const_iv[] = { 2969 } *civ, const_iv[] = {
2769# define const_iv(name) { # name, (IV)name } 2970# define const_iv(name) { # name, (IV)name }
2770 const_iv (GL_VENDOR), 2971 const_iv (GL_VENDOR),
2771 const_iv (GL_VERSION), 2972 const_iv (GL_VERSION),
2772 const_iv (GL_EXTENSIONS), 2973 const_iv (GL_EXTENSIONS),
2974 const_iv (GL_MAX_TEXTURE_UNITS),
2773 const_iv (GL_COLOR_MATERIAL), 2975 const_iv (GL_COLOR_MATERIAL),
2774 const_iv (GL_SMOOTH), 2976 const_iv (GL_SMOOTH),
2775 const_iv (GL_FLAT), 2977 const_iv (GL_FLAT),
2776 const_iv (GL_DITHER), 2978 const_iv (GL_DITHER),
2777 const_iv (GL_BLEND), 2979 const_iv (GL_BLEND),
2789 const_iv (GL_ZERO), 2991 const_iv (GL_ZERO),
2790 const_iv (GL_SRC_ALPHA), 2992 const_iv (GL_SRC_ALPHA),
2791 const_iv (GL_DST_ALPHA), 2993 const_iv (GL_DST_ALPHA),
2792 const_iv (GL_ONE_MINUS_SRC_ALPHA), 2994 const_iv (GL_ONE_MINUS_SRC_ALPHA),
2793 const_iv (GL_ONE_MINUS_DST_ALPHA), 2995 const_iv (GL_ONE_MINUS_DST_ALPHA),
2996 const_iv (GL_SRC_COLOR),
2997 const_iv (GL_DST_COLOR),
2998 const_iv (GL_ONE_MINUS_SRC_COLOR),
2999 const_iv (GL_ONE_MINUS_DST_COLOR),
2794 const_iv (GL_SRC_ALPHA_SATURATE), 3000 const_iv (GL_SRC_ALPHA_SATURATE),
2795 const_iv (GL_RGB), 3001 const_iv (GL_RGB),
2796 const_iv (GL_RGBA), 3002 const_iv (GL_RGBA),
2797 const_iv (GL_RGBA4), 3003 const_iv (GL_RGBA4),
2798 const_iv (GL_RGBA8), 3004 const_iv (GL_RGBA8),
2866 const_iv (GL_NICEST), 3072 const_iv (GL_NICEST),
2867 const_iv (GL_V2F), 3073 const_iv (GL_V2F),
2868 const_iv (GL_V3F), 3074 const_iv (GL_V3F),
2869 const_iv (GL_T2F_V3F), 3075 const_iv (GL_T2F_V3F),
2870 const_iv (GL_T2F_N3F_V3F), 3076 const_iv (GL_T2F_N3F_V3F),
3077 const_iv (GL_FUNC_ADD),
3078 const_iv (GL_FUNC_SUBTRACT),
3079 const_iv (GL_FUNC_REVERSE_SUBTRACT),
2871# undef const_iv 3080# undef const_iv
2872 }; 3081 };
2873 3082
2874 for (civ = const_iv + sizeof (const_iv) / sizeof (const_iv [0]); civ-- > const_iv; ) 3083 for (civ = const_iv + sizeof (const_iv) / sizeof (const_iv [0]); civ-- > const_iv; )
2875 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv)); 3084 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv));
2882disable_GL_EXT_blend_func_separate () 3091disable_GL_EXT_blend_func_separate ()
2883 CODE: 3092 CODE:
2884 gl.BlendFuncSeparate = 0; 3093 gl.BlendFuncSeparate = 0;
2885 gl.BlendFuncSeparateEXT = 0; 3094 gl.BlendFuncSeparateEXT = 0;
2886 3095
3096void
3097apple_nvidia_bug (int enable)
3098
2887char * 3099char *
2888gl_vendor () 3100gl_vendor ()
2889 CODE: 3101 CODE:
2890 RETVAL = (char *)glGetString (GL_VENDOR); 3102 RETVAL = (char *)glGetString (GL_VENDOR);
2891 OUTPUT: 3103 OUTPUT:
2940 3152
2941void glBlendFuncSeparate (int sa, int da, int saa, int daa) 3153void glBlendFuncSeparate (int sa, int da, int saa, int daa)
2942 CODE: 3154 CODE:
2943 gl_BlendFuncSeparate (sa, da, saa, daa); 3155 gl_BlendFuncSeparate (sa, da, saa, daa);
2944 3156
3157# void glBlendEquation (int se)
3158
2945void glDepthMask (int flag) 3159void glDepthMask (int flag)
2946 3160
2947void glLogicOp (int opcode) 3161void glLogicOp (int opcode)
2948 3162
2949void glColorMask (int red, int green, int blue, int alpha) 3163void glColorMask (int red, int green, int blue, int alpha)
2983void glRotate (float angle, float x, float y, float z) 3197void glRotate (float angle, float x, float y, float z)
2984 CODE: 3198 CODE:
2985 glRotatef (angle, x, y, z); 3199 glRotatef (angle, x, y, z);
2986 3200
2987void glColor (float r, float g, float b, float a = 1.0) 3201void glColor (float r, float g, float b, float a = 1.0)
3202 PROTOTYPE: @
2988 ALIAS: 3203 ALIAS:
2989 glColor_premultiply = 1 3204 glColor_premultiply = 1
2990 CODE: 3205 CODE:
2991 if (ix) 3206 if (ix)
2992 { 3207 {
3097void glNewList (int list, int mode = GL_COMPILE) 3312void glNewList (int list, int mode = GL_COMPILE)
3098 3313
3099void glEndList () 3314void glEndList ()
3100 3315
3101void glCallList (int list) 3316void glCallList (int list)
3317
3318void c_init ()
3319 CODE:
3320 glPixelStorei (GL_PACK_ALIGNMENT , 1);
3321 glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
3102 3322
3103MODULE = Deliantra::Client PACKAGE = DC::UI::Base 3323MODULE = Deliantra::Client PACKAGE = DC::UI::Base
3104 3324
3105PROTOTYPES: DISABLE 3325PROTOTYPES: DISABLE
3106 3326

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