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/cvs/deliantra/Deliantra-Client/Client.xs
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Comparing deliantra/Deliantra-Client/Client.xs (file contents):
Revision 1.276 by root, Sat Aug 30 08:04:01 2008 UTC vs.
Revision 1.291 by root, Thu Nov 26 07:19:11 2009 UTC

81#define expect_false(expr) expect ((expr) != 0, 0) 81#define expect_false(expr) expect ((expr) != 0, 0)
82#define expect_true(expr) expect ((expr) != 0, 1) 82#define expect_true(expr) expect ((expr) != 0, 1)
83 83
84#define OBJ_STR "\xef\xbf\xbc" /* U+FFFC, object replacement character */ 84#define OBJ_STR "\xef\xbf\xbc" /* U+FFFC, object replacement character */
85 85
86#define FOW_DARKNESS 32 86#define FOW_DARKNESS 64
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 95
96#define KMOD_LRAM 0x10000 // our extension 96#define KMOD_LRAM 0x10000 // our extension
97
98#define TEXID_SPEECH 1
99#define TEXID_NOFACE 2
100#define TEXID_HIDDEN 3
97 101
98static AV *texture_av; 102static AV *texture_av;
99 103
100static struct 104static struct
101{ 105{
233 int w, h; 237 int w, h;
234 float s, t; 238 float s, t;
235 uint8_t r, g, b, a; 239 uint8_t r, g, b, a;
236 tileid smoothtile; 240 tileid smoothtile;
237 uint8_t smoothlevel; 241 uint8_t smoothlevel;
242 uint8_t unused; /* set to zero on use */
238} maptex; 243} maptex;
239 244
240typedef struct { 245typedef struct {
241 uint32_t player; 246 uint32_t player;
242 tileid tile[3]; 247 tileid tile[3];
528 if (!svp || !SvTRUE (*svp)) 533 if (!svp || !SvTRUE (*svp))
529 return 0; 534 return 0;
530 535
531 return 1; 536 return 1;
532} 537}
538
539/******************************************************************************/
533 540
534/* process keyboard modifiers */ 541/* process keyboard modifiers */
535static int 542static int
536mod_munge (int mod) 543mod_munge (int mod)
537{ 544{
1204#if DEBUG 1211#if DEBUG
1205 VALGRIND_DO_LEAK_CHECK; 1212 VALGRIND_DO_LEAK_CHECK;
1206#endif 1213#endif
1207} 1214}
1208 1215
1216int
1217SvREFCNT (SV *sv)
1218 CODE:
1219 RETVAL = SvREFCNT (sv);
1220 OUTPUT:
1221 RETVAL
1222
1209MODULE = Deliantra::Client PACKAGE = DC::Font 1223MODULE = Deliantra::Client PACKAGE = DC::Font
1210 1224
1211PROTOTYPES: DISABLE 1225PROTOTYPES: DISABLE
1212 1226
1213DC::Font 1227DC::Font
1757 //glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); 1771 //glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1758 // use uglier nearest interpolation because linear suffers 1772 // use uglier nearest interpolation because linear suffers
1759 // from transparent color bleeding and ugly wrapping effects. 1773 // from transparent color bleeding and ugly wrapping effects.
1760 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 1774 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1761} 1775}
1776
1777void
1778expire_textures (DC::Map self, int texid, int count)
1779 PPCODE:
1780 for (; texid < self->texs && count; ++texid, --count)
1781 {
1782 maptex *tex = self->tex + texid;
1783
1784 if (tex->name)
1785 {
1786 if (tex->unused)
1787 {
1788 tex->name = 0;
1789 tex->unused = 0;
1790 XPUSHs (sv_2mortal (newSViv (texid)));
1791 }
1792 else
1793 tex->unused = 1;
1794 }
1795 }
1762 1796
1763int 1797int
1764ox (DC::Map self) 1798ox (DC::Map self)
1765 ALIAS: 1799 ALIAS:
1766 oy = 1 1800 oy = 1
1887 cell->tile [z] = self->face2tile [face]; 1921 cell->tile [z] = self->face2tile [face];
1888 1922
1889 if (cell->tile [z]) 1923 if (cell->tile [z])
1890 { 1924 {
1891 maptex *tex = self->tex + cell->tile [z]; 1925 maptex *tex = self->tex + cell->tile [z];
1926 tex->unused = 0;
1892 if (!tex->name) 1927 if (!tex->name)
1893 av_push (missing, newSViv (cell->tile [z])); 1928 av_push (missing, newSViv (cell->tile [z]));
1894 1929
1895 if (tex->smoothtile) 1930 if (tex->smoothtile)
1896 { 1931 {
1897 maptex *smooth = self->tex + tex->smoothtile; 1932 maptex *smooth = self->tex + tex->smoothtile;
1933 smooth->unused = 0;
1898 if (!smooth->name) 1934 if (!smooth->name)
1899 av_push (missing, newSViv (tex->smoothtile)); 1935 av_push (missing, newSViv (tex->smoothtile));
1900 } 1936 }
1901 } 1937 }
1902 } 1938 }
1973 uint32_t smooth_level[256 / 32]; // one bit for every possible smooth level 2009 uint32_t smooth_level[256 / 32]; // one bit for every possible smooth level
1974 static uint8_t smooth_max[256][256]; // egad, fast and wasteful on memory (64k) 2010 static uint8_t smooth_max[256][256]; // egad, fast and wasteful on memory (64k)
1975 smooth_key skey; 2011 smooth_key skey;
1976 int pl_x, pl_y; 2012 int pl_x, pl_y;
1977 maptex pl_tex; 2013 maptex pl_tex;
1978 rc_t *rc = rc_alloc (); 2014 rc_t *rc = rc_alloc ();
2015 rc_t *rc_ov = rc_alloc ();
1979 rc_key_t key; 2016 rc_key_t key;
1980 rc_array_t *arr; 2017 rc_array_t *arr, *arr_hidden;
1981 2018
1982 pl_tex.name = 0; 2019 pl_tex.name = 0;
1983 2020
1984 // thats current max. sorry. 2021 // that's current max. sorry.
1985 if (sw > 255) sw = 255; 2022 if (sw > 255) sw = 255;
1986 if (sh > 255) sh = 255; 2023 if (sh > 255) sh = 255;
1987 2024
1988 // clear key, in case of extra padding 2025 // clear key, in case of extra padding
1989 memset (&skey, 0, sizeof (skey)); 2026 memset (&skey, 0, sizeof (skey));
1993 key.g = 255; 2030 key.g = 255;
1994 key.b = 255; 2031 key.b = 255;
1995 key.a = 255; 2032 key.a = 255;
1996 key.mode = GL_QUADS; 2033 key.mode = GL_QUADS;
1997 key.format = GL_T2F_V3F; 2034 key.format = GL_T2F_V3F;
1998 key.texname = -1;
1999 2035
2000 mx += self->x; 2036 mx += self->x;
2001 my += self->y; 2037 my += self->y;
2002 2038
2003 // first pass: determine smooth_max 2039 // first pass: determine smooth_max
2024 2060
2025 glEnable (GL_BLEND); 2061 glEnable (GL_BLEND);
2026 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 2062 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2027 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 2063 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2028 2064
2065 key.texname = self->tex [TEXID_HIDDEN].name;
2066 arr_hidden = rc_array (rc_ov, &key);
2067
2029 for (z = 0; z <= 2; z++) 2068 for (z = 0; z <= 2; z++)
2030 { 2069 {
2031 memset (smooth_level, 0, sizeof (smooth_level)); 2070 memset (smooth_level, 0, sizeof (smooth_level));
2071 key.texname = -1;
2032 2072
2033 for (y = 0; y < sh; y++) 2073 for (y = 0; y < sh; y++)
2034 if (0 <= y + my && y + my < self->rows) 2074 if (0 <= y + my && y + my < self->rows)
2035 { 2075 {
2036 maprow *row = self->row + (y + my); 2076 maprow *row = self->row + (y + my);
2042 tileid tile = cell->tile [z]; 2082 tileid tile = cell->tile [z];
2043 2083
2044 if (tile) 2084 if (tile)
2045 { 2085 {
2046 maptex tex = self->tex [tile]; 2086 maptex tex = self->tex [tile];
2047 int px = (x + 1) * T - tex.w; 2087 int px, py;
2048 int py = (y + 1) * T - tex.h;
2049 2088
2050 if (key.texname != tex.name) 2089 if (key.texname != tex.name)
2051 { 2090 {
2091 self->tex [tile].unused = 0;
2092
2052 if (!tex.name) 2093 if (!tex.name)
2053 tex = self->tex [2]; /* missing, replace by noface */ 2094 tex = self->tex [TEXID_NOFACE]; /* missing, replace by noface */
2054 2095
2055 key.texname = tex.name; 2096 key.texname = tex.name;
2056 arr = rc_array (rc, &key); 2097 arr = rc_array (rc, &key);
2057 } 2098 }
2099
2100 px = (x + 1) * T - tex.w;
2101 py = (y + 1) * T - tex.h;
2058 2102
2059 if (expect_false (cell->player == player) && expect_false (z == 2)) 2103 if (expect_false (cell->player == player) && expect_false (z == 2))
2060 { 2104 {
2061 pl_x = px; 2105 pl_x = px;
2062 pl_y = py; 2106 pl_y = py;
2067 rc_t2f_v3f (arr, 0 , 0 , px , py , 0); 2111 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2068 rc_t2f_v3f (arr, 0 , tex.t, px , py + tex.h, 0); 2112 rc_t2f_v3f (arr, 0 , tex.t, px , py + tex.h, 0);
2069 rc_t2f_v3f (arr, tex.s, tex.t, px + tex.w, py + tex.h, 0); 2113 rc_t2f_v3f (arr, tex.s, tex.t, px + tex.w, py + tex.h, 0);
2070 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0); 2114 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0);
2071 2115
2072 if (expect_false (cell->flags) && expect_false (z == 2))
2073 {
2074 // overlays such as the speech bubble, probably more to come
2075 if (cell->flags & 1)
2076 {
2077 maptex tex = self->tex [1];
2078 int px = x * T + T * 2 / 32;
2079 int py = y * T - T * 6 / 32;
2080
2081 if (tex.name)
2082 {
2083 if (key.texname != tex.name)
2084 {
2085 key.texname = tex.name;
2086 arr = rc_array (rc, &key);
2087 }
2088
2089 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2090 rc_t2f_v3f (arr, 0 , tex.t, px , py + T, 0);
2091 rc_t2f_v3f (arr, tex.s, tex.t, px + T, py + T, 0);
2092 rc_t2f_v3f (arr, tex.s, 0 , px + T, py , 0);
2093 }
2094 }
2095 }
2096
2097 // update smooth hash 2116 // update smooth hash
2098 if (tex.smoothtile) 2117 if (tex.smoothtile)
2099 { 2118 {
2100 skey.tile = tex.smoothtile; 2119 skey.tile = tex.smoothtile;
2101 skey.level = tex.smoothlevel; 2120 skey.level = tex.smoothlevel;
2129 // corners 2148 // corners
2130 skey.x = x + 2; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0100); 2149 skey.x = x + 2; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0100);
2131 skey.x = x ; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0200); 2150 skey.x = x ; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0200);
2132 skey.x = x ; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0400); 2151 skey.x = x ; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0400);
2133 skey.x = x + 2; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0800); 2152 skey.x = x + 2; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0800);
2153 }
2154 }
2155
2156 if (expect_false (z == 2))
2157 {
2158 /* draw question marks on top of hidden spaces */
2159 if (!cell->darkness)
2160 {
2161 maptex tex = self->tex [TEXID_HIDDEN];
2162 int px = (x + 1) * T - tex.w;
2163 int py = (y + 1) * T - tex.h;
2164
2165 rc_t2f_v3f (arr_hidden, 0 , 0 , px , py , 0);
2166 rc_t2f_v3f (arr_hidden, 0 , tex.t, px , py + tex.h, 0);
2167 rc_t2f_v3f (arr_hidden, tex.s, tex.t, px + tex.w, py + tex.h, 0);
2168 rc_t2f_v3f (arr_hidden, tex.s, 0 , px + tex.w, py , 0);
2169 }
2170
2171 if (expect_false (cell->flags))
2172 {
2173 // overlays such as the speech bubble, probably more to come
2174 if (cell->flags & 1)
2175 {
2176 rc_key_t key_ov = key;
2177 maptex tex = self->tex [TEXID_SPEECH];
2178 rc_array_t *arr;
2179 int px = x * T + T * 2 / 32;
2180 int py = y * T - T * 6 / 32;
2181
2182 key_ov.texname = tex.name;
2183 arr = rc_array (rc_ov, &key_ov);
2184
2185 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2186 rc_t2f_v3f (arr, 0 , tex.t, px , py + T, 0);
2187 rc_t2f_v3f (arr, tex.s, tex.t, px + T, py + T, 0);
2188 rc_t2f_v3f (arr, tex.s, 0 , px + T, py , 0);
2189 }
2134 } 2190 }
2135 } 2191 }
2136 } 2192 }
2137 } 2193 }
2138 2194
2178 { 2234 {
2179 // this time avoiding texture state changes 2235 // this time avoiding texture state changes
2180 // save gobs of state changes. 2236 // save gobs of state changes.
2181 if (key.texname != tex.name) 2237 if (key.texname != tex.name)
2182 { 2238 {
2239 self->tex [skey->tile].unused = 0;
2240
2183 glEnd (); 2241 glEnd ();
2184 glBindTexture (GL_TEXTURE_2D, key.texname = tex.name); 2242 glBindTexture (GL_TEXTURE_2D, key.texname = tex.name);
2185 glBegin (GL_QUADS); 2243 glBegin (GL_QUADS);
2186 } 2244 }
2187 2245
2233 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0); 2291 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0);
2234 2292
2235 rc_draw (rc); 2293 rc_draw (rc);
2236 } 2294 }
2237 2295
2296 rc_draw (rc_ov);
2297 rc_clear (rc_ov);
2298
2238 glDisable (GL_BLEND); 2299 glDisable (GL_BLEND);
2239 rc_free (rc); 2300 rc_free (rc);
2301 rc_free (rc_ov);
2240 2302
2241 // top layer: overlays such as the health bar 2303 // top layer: overlays such as the health bar
2242 for (y = 0; y < sh; y++) 2304 for (y = 0; y < sh; y++)
2243 if (0 <= y + my && y + my < self->rows) 2305 if (0 <= y + my && y + my < self->rows)
2244 { 2306 {
2249 { 2311 {
2250 mapcell *cell = row->col + (x + mx - row->c0); 2312 mapcell *cell = row->col + (x + mx - row->c0);
2251 2313
2252 int px = x * T; 2314 int px = x * T;
2253 int py = y * T; 2315 int py = y * T;
2316
2317 if (expect_false (cell->player == player))
2318 {
2319 px += sdx;
2320 py += sdy;
2321 }
2254 2322
2255 if (cell->stat_hp) 2323 if (cell->stat_hp)
2256 { 2324 {
2257 int width = cell->stat_width * T; 2325 int width = cell->stat_width * T;
2258 int thick = (sh * T / 32 + 27) / 28 + 1 + cell->stat_width; 2326 int thick = (sh * T / 32 + 27) / 28 + 1 + cell->stat_width;
2298 }; 2366 };
2299 2367
2300 int x, y; 2368 int x, y;
2301 2369
2302 glEnable (GL_TEXTURE_2D); 2370 glEnable (GL_TEXTURE_2D);
2371 /* GL_REPLACE would be correct, as we don't need to modulate alpha,
2372 * but the nvidia driver (185.18.14) mishandles alpha textures
2373 * ansd takes the colour from god knows where instead of using
2374 * Cp. MODULATE results in the same colour, but slightly different
2375 * alpha, but atcually gives us the correct colour with nvidia.
2376 */
2303 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 2377 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
2304 glEnable (GL_BLEND); 2378 glEnable (GL_BLEND);
2305 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 2379 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2306 glBegin (GL_QUADS); 2380 glBegin (GL_QUADS);
2307 2381
2308 for (y = 0; y < h; y++) 2382 for (y = 0; y < h; y++)
2315 float *c = color [m & 15]; 2389 float *c = color [m & 15];
2316 2390
2317 float tx1 = m & 0x40 ? 0.5 : 0.; 2391 float tx1 = m & 0x40 ? 0.5 : 0.;
2318 float tx2 = tx1 + 0.5; 2392 float tx2 = tx1 + 0.5;
2319 2393
2320 glColor4f (c[0], c[1], c[2], 0.75); 2394 glColor4f (c[0], c[1], c[2], 1);
2321 glTexCoord2f (tx1, 0.); glVertex2i (x , y ); 2395 glTexCoord2f (tx1, 0.); glVertex2i (x , y );
2322 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1); 2396 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1);
2323 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1); 2397 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1);
2324 glTexCoord2f (tx2, 0.); glVertex2i (x + 1, y ); 2398 glTexCoord2f (tx2, 0.); glVertex2i (x + 1, y );
2325 } 2399 }
2882 const_iv (GL_NICEST), 2956 const_iv (GL_NICEST),
2883 const_iv (GL_V2F), 2957 const_iv (GL_V2F),
2884 const_iv (GL_V3F), 2958 const_iv (GL_V3F),
2885 const_iv (GL_T2F_V3F), 2959 const_iv (GL_T2F_V3F),
2886 const_iv (GL_T2F_N3F_V3F), 2960 const_iv (GL_T2F_N3F_V3F),
2961 const_iv (GL_FUNC_ADD),
2962 const_iv (GL_FUNC_SUBTRACT),
2963 const_iv (GL_FUNC_REVERSE_SUBTRACT),
2887# undef const_iv 2964# undef const_iv
2888 }; 2965 };
2889 2966
2890 for (civ = const_iv + sizeof (const_iv) / sizeof (const_iv [0]); civ-- > const_iv; ) 2967 for (civ = const_iv + sizeof (const_iv) / sizeof (const_iv [0]); civ-- > const_iv; )
2891 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv)); 2968 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv));
2898disable_GL_EXT_blend_func_separate () 2975disable_GL_EXT_blend_func_separate ()
2899 CODE: 2976 CODE:
2900 gl.BlendFuncSeparate = 0; 2977 gl.BlendFuncSeparate = 0;
2901 gl.BlendFuncSeparateEXT = 0; 2978 gl.BlendFuncSeparateEXT = 0;
2902 2979
2980void
2981apple_nvidia_bug (int enable)
2982
2903char * 2983char *
2904gl_vendor () 2984gl_vendor ()
2905 CODE: 2985 CODE:
2906 RETVAL = (char *)glGetString (GL_VENDOR); 2986 RETVAL = (char *)glGetString (GL_VENDOR);
2907 OUTPUT: 2987 OUTPUT:
2956 3036
2957void glBlendFuncSeparate (int sa, int da, int saa, int daa) 3037void glBlendFuncSeparate (int sa, int da, int saa, int daa)
2958 CODE: 3038 CODE:
2959 gl_BlendFuncSeparate (sa, da, saa, daa); 3039 gl_BlendFuncSeparate (sa, da, saa, daa);
2960 3040
3041void glBlendEquation (int se)
3042
2961void glDepthMask (int flag) 3043void glDepthMask (int flag)
2962 3044
2963void glLogicOp (int opcode) 3045void glLogicOp (int opcode)
2964 3046
2965void glColorMask (int red, int green, int blue, int alpha) 3047void glColorMask (int red, int green, int blue, int alpha)
2999void glRotate (float angle, float x, float y, float z) 3081void glRotate (float angle, float x, float y, float z)
3000 CODE: 3082 CODE:
3001 glRotatef (angle, x, y, z); 3083 glRotatef (angle, x, y, z);
3002 3084
3003void glColor (float r, float g, float b, float a = 1.0) 3085void glColor (float r, float g, float b, float a = 1.0)
3086 PROTOTYPE: @
3004 ALIAS: 3087 ALIAS:
3005 glColor_premultiply = 1 3088 glColor_premultiply = 1
3006 CODE: 3089 CODE:
3007 if (ix) 3090 if (ix)
3008 { 3091 {

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