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Comparing deliantra/Deliantra-Client/Client.xs (file contents):
Revision 1.277 by root, Mon Sep 1 06:18:09 2008 UTC vs.
Revision 1.302 by root, Tue Apr 20 10:53:11 2010 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>
42#include <SDL_opengl.h> 41#include <SDL_opengl.h>
43 42
44/* work around os x broken headers */ 43/* work around os x broken headers */
45#ifdef __MACOSX__ 44#ifdef __MACOSX__
46typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); 45typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
46typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC) (GLenum texture);
47typedef void (APIENTRYP PFNGLMULTITEXCOORD2FPROC) (GLenum target, GLfloat s, GLfloat t);
47#endif 48#endif
48 49
49#define PANGO_ENABLE_BACKEND 50#define PANGO_ENABLE_BACKEND
50#define G_DISABLE_CAST_CHECKS 51#define G_DISABLE_CAST_CHECKS
51 52
81#define expect_false(expr) expect ((expr) != 0, 0) 82#define expect_false(expr) expect ((expr) != 0, 0)
82#define expect_true(expr) expect ((expr) != 0, 1) 83#define expect_true(expr) expect ((expr) != 0, 1)
83 84
84#define OBJ_STR "\xef\xbf\xbc" /* U+FFFC, object replacement character */ 85#define OBJ_STR "\xef\xbf\xbc" /* U+FFFC, object replacement character */
85 86
87/* this is used as fow flag as well, so has to have a different value */
88/* then anything that is computed by incoming darkness */
86#define FOW_DARKNESS 32 89#define FOW_DARKNESS 50
90#define DARKNESS_ADJUST(n) (n)
87 91
88#define MAP_EXTEND_X 32 92#define MAP_EXTEND_X 32
89#define MAP_EXTEND_Y 512 93#define MAP_EXTEND_Y 512
90 94
91#define MIN_FONT_HEIGHT 10 95#define MIN_FONT_HEIGHT 10
92 96
93/* mask out modifiers we are not interested in */ 97/* mask out modifiers we are not interested in */
94#define MOD_MASK (KMOD_CTRL | KMOD_SHIFT | KMOD_ALT | KMOD_META) 98#define MOD_MASK (KMOD_CTRL | KMOD_SHIFT | KMOD_ALT | KMOD_META)
95 99
96#define KMOD_LRAM 0x10000 // our extension 100#define KMOD_LRAM 0x10000 // our extension
101
102#define TEXID_SPEECH 1
103#define TEXID_NOFACE 2
97 104
98static AV *texture_av; 105static AV *texture_av;
99 106
100static struct 107static struct
101{ 108{
233 int w, h; 240 int w, h;
234 float s, t; 241 float s, t;
235 uint8_t r, g, b, a; 242 uint8_t r, g, b, a;
236 tileid smoothtile; 243 tileid smoothtile;
237 uint8_t smoothlevel; 244 uint8_t smoothlevel;
245 uint8_t unused; /* set to zero on use */
238} maptex; 246} maptex;
239 247
240typedef struct { 248typedef struct {
241 uint32_t player; 249 uint32_t player;
242 tileid tile[3]; 250 tileid tile[3];
816 824
817IV minpot (UV n) 825IV minpot (UV n)
818 826
819IV popcount (UV n) 827IV popcount (UV n)
820 828
829NV distance (NV dx, NV dy)
830 CODE:
831 RETVAL = pow (dx * dx + dy * dy, 0.5);
832 OUTPUT:
833 RETVAL
834
821void 835void
822pango_init () 836pango_init ()
823 CODE: 837 CODE:
824{ 838{
825 opengl_fontmap = pango_opengl_font_map_new (); 839 opengl_fontmap = pango_opengl_font_map_new ();
916 930
917 SDL_WM_SetCaption ("Deliantra MORPG Client " VERSION, "Deliantra"); 931 SDL_WM_SetCaption ("Deliantra MORPG Client " VERSION, "Deliantra");
918#define GL_FUNC(ptr,name) gl.name = (ptr)SDL_GL_GetProcAddress ("gl" # name); 932#define GL_FUNC(ptr,name) gl.name = (ptr)SDL_GL_GetProcAddress ("gl" # name);
919#include "glfunc.h" 933#include "glfunc.h"
920#undef GL_FUNC 934#undef GL_FUNC
935
936 if (!gl.ActiveTexture ) gl.ActiveTexture = gl.ActiveTextureARB;
937 if (!gl.MultiTexCoord2f) gl.MultiTexCoord2f = gl.MultiTexCoord2fARB;
921 } 938 }
922} 939}
923 OUTPUT: 940 OUTPUT:
924 RETVAL 941 RETVAL
925 942
1206#if DEBUG 1223#if DEBUG
1207 VALGRIND_DO_LEAK_CHECK; 1224 VALGRIND_DO_LEAK_CHECK;
1208#endif 1225#endif
1209} 1226}
1210 1227
1228int
1229SvREFCNT (SV *sv)
1230 CODE:
1231 RETVAL = SvREFCNT (sv);
1232 OUTPUT:
1233 RETVAL
1234
1211MODULE = Deliantra::Client PACKAGE = DC::Font 1235MODULE = Deliantra::Client PACKAGE = DC::Font
1212 1236
1213PROTOTYPES: DISABLE 1237PROTOTYPES: DISABLE
1214 1238
1215DC::Font 1239DC::Font
1644 if (ix) 1668 if (ix)
1645 { 1669 {
1646 glDisable (GL_ALPHA_TEST); 1670 glDisable (GL_ALPHA_TEST);
1647 glDisable (GL_BLEND); 1671 glDisable (GL_BLEND);
1648 } 1672 }
1673}
1674
1675void
1676draw_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)
1677 PROTOTYPE: @
1678 CODE:
1679{
1680 glEnable (GL_BLEND);
1681 glBlendFunc (intensity ? GL_SRC_ALPHA : GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
1682 glEnable (GL_TEXTURE_2D);
1683 glBindTexture (GL_TEXTURE_2D, name1);
1684
1685 glColor3f (intensity, intensity, intensity);
1686 glPushMatrix ();
1687 glScalef (1./3, 1./3, 1.);
1688
1689 if (blend > 0.f)
1690 {
1691 float dx3 = dx * -3.f / w;
1692 float dy3 = dy * -3.f / h;
1693 GLfloat env_color[4] = { 0., 0., 0., blend };
1694
1695 /* interpolate the two shadow textures */
1696 /* stage 0 == rgb(glcolor) + alpha(t0) */
1697 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1698
1699 /* stage 1 == rgb(glcolor) + alpha(interpolate t0, t1, texenv) */
1700 gl.ActiveTexture (GL_TEXTURE1);
1701 glEnable (GL_TEXTURE_2D);
1702 glBindTexture (GL_TEXTURE_2D, name2);
1703 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
1704
1705 /* rgb == rgb(glcolor) */
1706 glTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
1707 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PRIMARY_COLOR);
1708 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
1709
1710 /* alpha = interpolate t0, t1 by env_alpha */
1711 glTexEnvfv (GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, env_color);
1712
1713 glTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_INTERPOLATE);
1714 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE);
1715 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
1716
1717 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PREVIOUS);
1718 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
1719
1720 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE2_ALPHA, GL_CONSTANT);
1721 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND2_ALPHA, GL_SRC_ALPHA);
1722
1723 glBegin (GL_QUADS);
1724 gl.MultiTexCoord2f (GL_TEXTURE0, 0, 0); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 , dy3 ); glVertex2i (0, 0);
1725 gl.MultiTexCoord2f (GL_TEXTURE0, 0, t); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 , dy3 + t); glVertex2i (0, h);
1726 gl.MultiTexCoord2f (GL_TEXTURE0, s, t); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 + s, dy3 + t); glVertex2i (w, h);
1727 gl.MultiTexCoord2f (GL_TEXTURE0, s, 0); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 + s, dy3 ); glVertex2i (w, 0);
1728 glEnd ();
1729
1730 glDisable (GL_TEXTURE_2D);
1731 gl.ActiveTexture (GL_TEXTURE0);
1732 }
1733 else
1734 {
1735 /* simple blending of one texture, also opengl <1.3 path */
1736 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1737
1738 glBegin (GL_QUADS);
1739 glTexCoord2f (0, 0); glVertex2f (0, 0);
1740 glTexCoord2f (0, t); glVertex2f (0, h);
1741 glTexCoord2f (s, t); glVertex2f (w, h);
1742 glTexCoord2f (s, 0); glVertex2f (w, 0);
1743 glEnd ();
1744 }
1745
1746 /* draw ?-marks or equivalent, this is very clumsy code :/ */
1747 {
1748 int x, y;
1749 int dx3 = dx * 3;
1750 int dy3 = dy * 3;
1751
1752 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
1753 glBindTexture (GL_TEXTURE_2D, hidden_tex);
1754 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1755 glTranslatef (-1., -1., 0);
1756 glBegin (GL_QUADS);
1757
1758 for (y = 1; y < h; y += 3)
1759 {
1760 int y1 = y - dy3;
1761 int y1valid = y1 >= 0 && y1 < h;
1762
1763 for (x = 1; x < w; x += 3)
1764 {
1765 int x1 = x - dx3;
1766 uint8_t h1 = data1 [x + y * w] == DARKNESS_ADJUST (255 - FOW_DARKNESS);
1767 uint8_t h2;
1768
1769 if (y1valid && x1 >= 0 && x1 < w)
1770 h2 = data2 [x1 + y1 * w] == DARKNESS_ADJUST (255 - FOW_DARKNESS);
1771 else
1772 h2 = 1; /* out of range == invisible */
1773
1774 if (h1 || h2)
1775 {
1776 float alpha = h1 == h2 ? 1.f : h1 ? 1.f - blend : blend;
1777 glColor4f (1., 1., 1., alpha);
1778
1779 glTexCoord2f (0, 0.); glVertex2i (x , y );
1780 glTexCoord2f (0, 1.); glVertex2i (x , y + 3);
1781 glTexCoord2f (1, 1.); glVertex2i (x + 3, y + 3);
1782 glTexCoord2f (1, 0.); glVertex2i (x + 3, y );
1783 }
1784 }
1785 }
1786 }
1787
1788 glEnd ();
1789
1790 glPopMatrix ();
1791
1792 glDisable (GL_TEXTURE_2D);
1793 glDisable (GL_BLEND);
1649} 1794}
1650 1795
1651IV texture_valid_2d (GLint internalformat, GLsizei w, GLsizei h, GLenum format, GLenum type) 1796IV texture_valid_2d (GLint internalformat, GLsizei w, GLsizei h, GLenum format, GLenum type)
1652 CODE: 1797 CODE:
1653{ 1798{
1759 //glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); 1904 //glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1760 // use uglier nearest interpolation because linear suffers 1905 // use uglier nearest interpolation because linear suffers
1761 // from transparent color bleeding and ugly wrapping effects. 1906 // from transparent color bleeding and ugly wrapping effects.
1762 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 1907 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1763} 1908}
1909
1910void
1911expire_textures (DC::Map self, int texid, int count)
1912 PPCODE:
1913 for (; texid < self->texs && count; ++texid, --count)
1914 {
1915 maptex *tex = self->tex + texid;
1916
1917 if (tex->name)
1918 {
1919 if (tex->unused)
1920 {
1921 tex->name = 0;
1922 tex->unused = 0;
1923 XPUSHs (sv_2mortal (newSViv (texid)));
1924 }
1925 else
1926 tex->unused = 1;
1927 }
1928 }
1764 1929
1765int 1930int
1766ox (DC::Map self) 1931ox (DC::Map self)
1767 ALIAS: 1932 ALIAS:
1768 oy = 1 1933 oy = 1
1849 { 2014 {
1850 ext = *data++; 2015 ext = *data++;
1851 cmd = ext & 0x7f; 2016 cmd = ext & 0x7f;
1852 2017
1853 if (cmd < 4) 2018 if (cmd < 4)
1854 cell->darkness = 255 - ext * 64 + 1; 2019 cell->darkness = 255 - ext * 64 + 1; /* make sure this doesn't collide with FOW_DARKNESS */
1855 else if (cmd == 5) // health 2020 else if (cmd == 5) // health
1856 { 2021 {
1857 cell->stat_width = 1; 2022 cell->stat_width = 1;
1858 cell->stat_hp = *data++; 2023 cell->stat_hp = *data++;
1859 } 2024 }
1889 cell->tile [z] = self->face2tile [face]; 2054 cell->tile [z] = self->face2tile [face];
1890 2055
1891 if (cell->tile [z]) 2056 if (cell->tile [z])
1892 { 2057 {
1893 maptex *tex = self->tex + cell->tile [z]; 2058 maptex *tex = self->tex + cell->tile [z];
2059 tex->unused = 0;
1894 if (!tex->name) 2060 if (!tex->name)
1895 av_push (missing, newSViv (cell->tile [z])); 2061 av_push (missing, newSViv (cell->tile [z]));
1896 2062
1897 if (tex->smoothtile) 2063 if (tex->smoothtile)
1898 { 2064 {
1899 maptex *smooth = self->tex + tex->smoothtile; 2065 maptex *smooth = self->tex + tex->smoothtile;
2066 smooth->unused = 0;
1900 if (!smooth->name) 2067 if (!smooth->name)
1901 av_push (missing, newSViv (tex->smoothtile)); 2068 av_push (missing, newSViv (tex->smoothtile));
1902 } 2069 }
1903 } 2070 }
1904 } 2071 }
1975 uint32_t smooth_level[256 / 32]; // one bit for every possible smooth level 2142 uint32_t smooth_level[256 / 32]; // one bit for every possible smooth level
1976 static uint8_t smooth_max[256][256]; // egad, fast and wasteful on memory (64k) 2143 static uint8_t smooth_max[256][256]; // egad, fast and wasteful on memory (64k)
1977 smooth_key skey; 2144 smooth_key skey;
1978 int pl_x, pl_y; 2145 int pl_x, pl_y;
1979 maptex pl_tex; 2146 maptex pl_tex;
1980 rc_t *rc = rc_alloc (); 2147 rc_t *rc = rc_alloc ();
2148 rc_t *rc_ov = rc_alloc ();
1981 rc_key_t key; 2149 rc_key_t key;
1982 rc_array_t *arr; 2150 rc_array_t *arr;
1983 2151
1984 pl_tex.name = 0; 2152 pl_tex.name = 0;
1985 2153
1986 // thats current max. sorry. 2154 // that's current max. sorry.
1987 if (sw > 255) sw = 255; 2155 if (sw > 255) sw = 255;
1988 if (sh > 255) sh = 255; 2156 if (sh > 255) sh = 255;
1989 2157
1990 // clear key, in case of extra padding 2158 // clear key, in case of extra padding
1991 memset (&skey, 0, sizeof (skey)); 2159 memset (&skey, 0, sizeof (skey));
1995 key.g = 255; 2163 key.g = 255;
1996 key.b = 255; 2164 key.b = 255;
1997 key.a = 255; 2165 key.a = 255;
1998 key.mode = GL_QUADS; 2166 key.mode = GL_QUADS;
1999 key.format = GL_T2F_V3F; 2167 key.format = GL_T2F_V3F;
2000 key.texname = -1;
2001 2168
2002 mx += self->x; 2169 mx += self->x;
2003 my += self->y; 2170 my += self->y;
2004 2171
2005 // first pass: determine smooth_max 2172 // first pass: determine smooth_max
2029 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 2196 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2030 2197
2031 for (z = 0; z <= 2; z++) 2198 for (z = 0; z <= 2; z++)
2032 { 2199 {
2033 memset (smooth_level, 0, sizeof (smooth_level)); 2200 memset (smooth_level, 0, sizeof (smooth_level));
2201 key.texname = -1;
2034 2202
2035 for (y = 0; y < sh; y++) 2203 for (y = 0; y < sh; y++)
2036 if (0 <= y + my && y + my < self->rows) 2204 if (0 <= y + my && y + my < self->rows)
2037 { 2205 {
2038 maprow *row = self->row + (y + my); 2206 maprow *row = self->row + (y + my);
2044 tileid tile = cell->tile [z]; 2212 tileid tile = cell->tile [z];
2045 2213
2046 if (tile) 2214 if (tile)
2047 { 2215 {
2048 maptex tex = self->tex [tile]; 2216 maptex tex = self->tex [tile];
2049 int px = (x + 1) * T - tex.w; 2217 int px, py;
2050 int py = (y + 1) * T - tex.h;
2051 2218
2052 if (key.texname != tex.name) 2219 if (key.texname != tex.name)
2053 { 2220 {
2221 self->tex [tile].unused = 0;
2222
2054 if (!tex.name) 2223 if (!tex.name)
2055 tex = self->tex [2]; /* missing, replace by noface */ 2224 tex = self->tex [TEXID_NOFACE]; /* missing, replace by noface */
2056 2225
2057 key.texname = tex.name; 2226 key.texname = tex.name;
2058 arr = rc_array (rc, &key); 2227 arr = rc_array (rc, &key);
2059 } 2228 }
2229
2230 px = (x + 1) * T - tex.w;
2231 py = (y + 1) * T - tex.h;
2060 2232
2061 if (expect_false (cell->player == player) && expect_false (z == 2)) 2233 if (expect_false (cell->player == player) && expect_false (z == 2))
2062 { 2234 {
2063 pl_x = px; 2235 pl_x = px;
2064 pl_y = py; 2236 pl_y = py;
2069 rc_t2f_v3f (arr, 0 , 0 , px , py , 0); 2241 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2070 rc_t2f_v3f (arr, 0 , tex.t, px , py + tex.h, 0); 2242 rc_t2f_v3f (arr, 0 , tex.t, px , py + tex.h, 0);
2071 rc_t2f_v3f (arr, tex.s, tex.t, px + tex.w, py + tex.h, 0); 2243 rc_t2f_v3f (arr, tex.s, tex.t, px + tex.w, py + tex.h, 0);
2072 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0); 2244 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0);
2073 2245
2074 if (expect_false (cell->flags) && expect_false (z == 2))
2075 {
2076 // overlays such as the speech bubble, probably more to come
2077 if (cell->flags & 1)
2078 {
2079 maptex tex = self->tex [1];
2080 int px = x * T + T * 2 / 32;
2081 int py = y * T - T * 6 / 32;
2082
2083 if (tex.name)
2084 {
2085 if (key.texname != tex.name)
2086 {
2087 key.texname = tex.name;
2088 arr = rc_array (rc, &key);
2089 }
2090
2091 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2092 rc_t2f_v3f (arr, 0 , tex.t, px , py + T, 0);
2093 rc_t2f_v3f (arr, tex.s, tex.t, px + T, py + T, 0);
2094 rc_t2f_v3f (arr, tex.s, 0 , px + T, py , 0);
2095 }
2096 }
2097 }
2098
2099 // update smooth hash 2246 // update smooth hash
2100 if (tex.smoothtile) 2247 if (tex.smoothtile)
2101 { 2248 {
2102 skey.tile = tex.smoothtile; 2249 skey.tile = tex.smoothtile;
2103 skey.level = tex.smoothlevel; 2250 skey.level = tex.smoothlevel;
2131 // corners 2278 // corners
2132 skey.x = x + 2; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0100); 2279 skey.x = x + 2; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0100);
2133 skey.x = x ; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0200); 2280 skey.x = x ; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0200);
2134 skey.x = x ; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0400); 2281 skey.x = x ; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0400);
2135 skey.x = x + 2; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0800); 2282 skey.x = x + 2; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0800);
2283 }
2284 }
2285
2286 if (expect_false (z == 2) && expect_false (cell->flags))
2287 {
2288 // overlays such as the speech bubble, probably more to come
2289 if (cell->flags & 1)
2290 {
2291 rc_key_t key_ov = key;
2292 maptex tex = self->tex [TEXID_SPEECH];
2293 rc_array_t *arr;
2294 int px = x * T + T * 2 / 32;
2295 int py = y * T - T * 6 / 32;
2296
2297 key_ov.texname = tex.name;
2298 arr = rc_array (rc_ov, &key_ov);
2299
2300 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2301 rc_t2f_v3f (arr, 0 , tex.t, px , py + T, 0);
2302 rc_t2f_v3f (arr, tex.s, tex.t, px + T, py + T, 0);
2303 rc_t2f_v3f (arr, tex.s, 0 , px + T, py , 0);
2136 } 2304 }
2137 } 2305 }
2138 } 2306 }
2139 } 2307 }
2140 2308
2180 { 2348 {
2181 // this time avoiding texture state changes 2349 // this time avoiding texture state changes
2182 // save gobs of state changes. 2350 // save gobs of state changes.
2183 if (key.texname != tex.name) 2351 if (key.texname != tex.name)
2184 { 2352 {
2353 self->tex [skey->tile].unused = 0;
2354
2185 glEnd (); 2355 glEnd ();
2186 glBindTexture (GL_TEXTURE_2D, key.texname = tex.name); 2356 glBindTexture (GL_TEXTURE_2D, key.texname = tex.name);
2187 glBegin (GL_QUADS); 2357 glBegin (GL_QUADS);
2188 } 2358 }
2189 2359
2235 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0); 2405 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0);
2236 2406
2237 rc_draw (rc); 2407 rc_draw (rc);
2238 } 2408 }
2239 2409
2410 rc_draw (rc_ov);
2411 rc_clear (rc_ov);
2412
2240 glDisable (GL_BLEND); 2413 glDisable (GL_BLEND);
2241 rc_free (rc); 2414 rc_free (rc);
2415 rc_free (rc_ov);
2242 2416
2243 // top layer: overlays such as the health bar 2417 // top layer: overlays such as the health bar
2244 for (y = 0; y < sh; y++) 2418 for (y = 0; y < sh; y++)
2245 if (0 <= y + my && y + my < self->rows) 2419 if (0 <= y + my && y + my < self->rows)
2246 { 2420 {
2251 { 2425 {
2252 mapcell *cell = row->col + (x + mx - row->c0); 2426 mapcell *cell = row->col + (x + mx - row->c0);
2253 2427
2254 int px = x * T; 2428 int px = x * T;
2255 int py = y * T; 2429 int py = y * T;
2430
2431 if (expect_false (cell->player == player))
2432 {
2433 px += sdx;
2434 py += sdy;
2435 }
2256 2436
2257 if (cell->stat_hp) 2437 if (cell->stat_hp)
2258 { 2438 {
2259 int width = cell->stat_width * T; 2439 int width = cell->stat_width * T;
2260 int thick = (sh * T / 32 + 27) / 28 + 1 + cell->stat_width; 2440 int thick = (sh * T / 32 + 27) / 28 + 1 + cell->stat_width;
2271 } 2451 }
2272 } 2452 }
2273} 2453}
2274 2454
2275void 2455void
2276draw_magicmap (DC::Map self, int dx, int dy, int w, int h, unsigned char *data) 2456draw_magicmap (DC::Map self, int w, int h, unsigned char *data)
2277 CODE: 2457 CODE:
2278{ 2458{
2279 static float color[16][3] = { 2459 static float color[16][3] = {
2280 { 0.00F, 0.00F, 0.00F }, 2460 { 0.00f, 0.00f, 0.00f },
2281 { 1.00F, 1.00F, 1.00F }, 2461 { 1.00f, 1.00f, 1.00f },
2282 { 0.00F, 0.00F, 0.55F }, 2462 { 0.00f, 0.00f, 0.55f },
2283 { 1.00F, 0.00F, 0.00F }, 2463 { 1.00f, 0.00f, 0.00f },
2284 2464
2285 { 1.00F, 0.54F, 0.00F }, 2465 { 1.00f, 0.54f, 0.00f },
2286 { 0.11F, 0.56F, 1.00F }, 2466 { 0.11f, 0.56f, 1.00f },
2287 { 0.93F, 0.46F, 0.00F }, 2467 { 0.93f, 0.46f, 0.00f },
2288 { 0.18F, 0.54F, 0.34F }, 2468 { 0.18f, 0.54f, 0.34f },
2289 2469
2290 { 0.56F, 0.73F, 0.56F }, 2470 { 0.56f, 0.73f, 0.56f },
2291 { 0.80F, 0.80F, 0.80F }, 2471 { 0.80f, 0.80f, 0.80f },
2292 { 0.55F, 0.41F, 0.13F }, 2472 { 0.55f, 0.41f, 0.13f },
2293 { 0.99F, 0.77F, 0.26F }, 2473 { 0.99f, 0.77f, 0.26f },
2294 2474
2295 { 0.74F, 0.65F, 0.41F }, 2475 { 0.74f, 0.65f, 0.41f },
2296 2476
2297 { 0.00F, 1.00F, 1.00F }, 2477 { 0.00f, 1.00f, 1.00f },
2298 { 1.00F, 0.00F, 1.00F }, 2478 { 1.00f, 0.00f, 1.00f },
2299 { 1.00F, 1.00F, 0.00F }, 2479 { 1.00f, 1.00f, 0.00f },
2300 }; 2480 };
2301 2481
2302 int x, y; 2482 int x, y;
2303 2483
2304 glEnable (GL_TEXTURE_2D); 2484 glEnable (GL_TEXTURE_2D);
2485 /* GL_REPLACE would be correct, as we don't need to modulate alpha,
2486 * but the nvidia driver (185.18.14) mishandles alpha textures
2487 * and takes the colour from god knows where instead of using
2488 * Cp. MODULATE results in the same colour, but slightly different
2489 * alpha, but atcually gives us the correct colour with nvidia.
2490 */
2305 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 2491 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
2306 glEnable (GL_BLEND); 2492 glEnable (GL_BLEND);
2307 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 2493 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2308 glBegin (GL_QUADS); 2494 glBegin (GL_QUADS);
2309 2495
2310 for (y = 0; y < h; y++) 2496 for (y = 0; y < h; y++)
2314 2500
2315 if (m) 2501 if (m)
2316 { 2502 {
2317 float *c = color [m & 15]; 2503 float *c = color [m & 15];
2318 2504
2319 float tx1 = m & 0x40 ? 0.5 : 0.; 2505 float tx1 = m & 0x40 ? 0.5f : 0.f;
2320 float tx2 = tx1 + 0.5; 2506 float tx2 = tx1 + 0.5f;
2321 2507
2322 glColor4f (c[0], c[1], c[2], 0.75); 2508 glColor4f (c[0], c[1], c[2], 1);
2323 glTexCoord2f (tx1, 0.); glVertex2i (x , y ); 2509 glTexCoord2f (tx1, 0.); glVertex2i (x , y );
2324 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1); 2510 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1);
2325 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1); 2511 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1);
2326 glTexCoord2f (tx2, 0.); glVertex2i (x + 1, y ); 2512 glTexCoord2f (tx2, 0.); glVertex2i (x + 1, y );
2327 } 2513 }
2335void 2521void
2336fow_texture (DC::Map self, int mx, int my, int sw, int sh) 2522fow_texture (DC::Map self, int mx, int my, int sw, int sh)
2337 PPCODE: 2523 PPCODE:
2338{ 2524{
2339 int x, y; 2525 int x, y;
2340 int sw1 = sw + 2; 2526 int sw1 = sw + 2;
2341 int sh1 = sh + 2; 2527 int sh1 = sh + 2;
2342 int sh3 = sh * 3; 2528 int sh3 = sh * 3;
2343 int sw34 = (sw * 3 + 3) & ~3; 2529 int sw3 = sw * 3;
2344 uint8_t *darkness1 = (uint8_t *)malloc (sw1 * sh1); 2530 uint8_t *darkness1 = (uint8_t *)malloc (sw1 * sh1);
2345 SV *darkness3_sv = sv_2mortal (newSV (sw34 * sh3)); 2531 SV *darkness3_sv = sv_2mortal (newSV (sw3 * sh3));
2346 uint8_t *darkness3 = (uint8_t *)SvPVX (darkness3_sv); 2532 uint8_t *darkness3 = (uint8_t *)SvPVX (darkness3_sv);
2347 2533
2348 SvPOK_only (darkness3_sv); 2534 SvPOK_only (darkness3_sv);
2349 SvCUR_set (darkness3_sv, sw34 * sh3); 2535 SvCUR_set (darkness3_sv, sw3 * sh3);
2350 2536
2351 mx += self->x - 1; 2537 mx += self->x - 1;
2352 my += self->y - 1; 2538 my += self->y - 1;
2353
2354 memset (darkness1, 255 - FOW_DARKNESS, sw1 * sh1);
2355 2539
2356 for (y = 0; y < sh1; y++) 2540 for (y = 0; y < sh1; y++)
2357 if (0 <= y + my && y + my < self->rows) 2541 if (0 <= y + my && y + my < self->rows)
2358 { 2542 {
2359 maprow *row = self->row + (y + my); 2543 maprow *row = self->row + (y + my);
2362 if (row->c0 <= x + mx && x + mx < row->c1) 2546 if (row->c0 <= x + mx && x + mx < row->c1)
2363 { 2547 {
2364 mapcell *cell = row->col + (x + mx - row->c0); 2548 mapcell *cell = row->col + (x + mx - row->c0);
2365 2549
2366 darkness1 [y * sw1 + x] = cell->darkness 2550 darkness1 [y * sw1 + x] = cell->darkness
2367 ? 255 - (cell->darkness - 1) 2551 ? DARKNESS_ADJUST (255 - (cell->darkness - 1))
2368 : 255 - FOW_DARKNESS; 2552 : DARKNESS_ADJUST (255 - FOW_DARKNESS);
2369 } 2553 }
2370 } 2554 }
2371 2555
2372 for (y = 0; y < sh; ++y) 2556 for (y = 0; y < sh; ++y)
2373 for (x = 0; x < sw; ++x) 2557 for (x = 0; x < sw; ++x)
2392 2576
2393 uint8_t r13 = (d13 + d23 + d12) / 3; 2577 uint8_t r13 = (d13 + d23 + d12) / 3;
2394 uint8_t r23 = d23; 2578 uint8_t r23 = d23;
2395 uint8_t r33 = (d23 + d33 + d32) / 3; 2579 uint8_t r33 = (d23 + d33 + d32) / 3;
2396 2580
2397 darkness3 [(y * 3 ) * sw34 + (x * 3 )] = MAX (d22, r11); 2581 darkness3 [(y * 3 ) * sw3 + (x * 3 )] = MAX (d22, r11);
2398 darkness3 [(y * 3 ) * sw34 + (x * 3 + 1)] = MAX (d22, r21); 2582 darkness3 [(y * 3 ) * sw3 + (x * 3 + 1)] = MAX (d22, r21);
2399 darkness3 [(y * 3 ) * sw34 + (x * 3 + 2)] = MAX (d22, r31); 2583 darkness3 [(y * 3 ) * sw3 + (x * 3 + 2)] = MAX (d22, r31);
2400 darkness3 [(y * 3 + 1) * sw34 + (x * 3 )] = MAX (d22, r12); 2584 darkness3 [(y * 3 + 1) * sw3 + (x * 3 )] = MAX (d22, r12);
2401 darkness3 [(y * 3 + 1) * sw34 + (x * 3 + 1)] = MAX (d22, r22); 2585 darkness3 [(y * 3 + 1) * sw3 + (x * 3 + 1)] = MAX (d22, r22); /* this MUST be == d22 */
2402 darkness3 [(y * 3 + 1) * sw34 + (x * 3 + 2)] = MAX (d22, r32); 2586 darkness3 [(y * 3 + 1) * sw3 + (x * 3 + 2)] = MAX (d22, r32);
2403 darkness3 [(y * 3 + 2) * sw34 + (x * 3 )] = MAX (d22, r13); 2587 darkness3 [(y * 3 + 2) * sw3 + (x * 3 )] = MAX (d22, r13);
2404 darkness3 [(y * 3 + 2) * sw34 + (x * 3 + 1)] = MAX (d22, r23); 2588 darkness3 [(y * 3 + 2) * sw3 + (x * 3 + 1)] = MAX (d22, r23);
2405 darkness3 [(y * 3 + 2) * sw34 + (x * 3 + 2)] = MAX (d22, r33); 2589 darkness3 [(y * 3 + 2) * sw3 + (x * 3 + 2)] = MAX (d22, r33);
2406 } 2590 }
2407 2591
2408 free (darkness1); 2592 free (darkness1);
2409 2593
2410 EXTEND (SP, 3); 2594 EXTEND (SP, 3);
2411 PUSHs (sv_2mortal (newSViv (sw34))); 2595 PUSHs (sv_2mortal (newSViv (sw3)));
2412 PUSHs (sv_2mortal (newSViv (sh3))); 2596 PUSHs (sv_2mortal (newSViv (sh3)));
2413 PUSHs (darkness3_sv); 2597 PUSHs (darkness3_sv);
2414} 2598}
2415 2599
2416SV * 2600SV *
2614 if (RETVAL < 0) 2798 if (RETVAL < 0)
2615 { 2799 {
2616 RETVAL = Mix_GroupOldest (-1); 2800 RETVAL = Mix_GroupOldest (-1);
2617 2801
2618 if (RETVAL < 0) 2802 if (RETVAL < 0)
2803 {
2804 // happens sometimes, maybe it just stopped playing(?)
2805 RETVAL = Mix_GroupAvailable (-1);
2806
2807 if (RETVAL < 0)
2619 XSRETURN_UNDEF; 2808 XSRETURN_UNDEF;
2620 2809 }
2810 else
2621 Mix_HaltChannel (RETVAL); 2811 Mix_HaltChannel (RETVAL);
2622 } 2812 }
2623 2813
2624 Mix_UnregisterAllEffects (RETVAL); 2814 Mix_UnregisterAllEffects (RETVAL);
2625 Mix_Volume (RETVAL, 128); 2815 Mix_Volume (RETVAL, 128);
2626} 2816}
2673void 2863void
2674set_position_r (DC::Channel self, int dx, int dy, int maxdistance) 2864set_position_r (DC::Channel self, int dx, int dy, int maxdistance)
2675 CODE: 2865 CODE:
2676{ 2866{
2677 int distance = sqrtf (dx * dx + dy * dy) * (255.f / sqrtf (maxdistance * maxdistance)); 2867 int distance = sqrtf (dx * dx + dy * dy) * (255.f / sqrtf (maxdistance * maxdistance));
2678 int angle = 360 + (int)roundf (atan2f (dx, -dy) * 180.f / (float)M_PI); 2868 int angle = atan2f (dx, -dy) * 180.f / (float)M_PI + 360.f;
2679 Mix_SetPosition (self, angle, CLAMP (distance, 0, 255)); 2869 Mix_SetPosition (self, angle, CLAMP (distance, 0, 255));
2680} 2870}
2681 2871
2682void 2872void
2683set_reverse_stereo (DC::Channel self, int flip) 2873set_reverse_stereo (DC::Channel self, int flip)
2685 Mix_SetReverseStereo (self, flip); 2875 Mix_SetReverseStereo (self, flip);
2686 2876
2687MODULE = Deliantra::Client PACKAGE = DC::MixChunk 2877MODULE = Deliantra::Client PACKAGE = DC::MixChunk
2688 2878
2689PROTOTYPES: DISABLE 2879PROTOTYPES: DISABLE
2880
2881void
2882decoders ()
2883 PPCODE:
2884#if SDL_MIXER_MAJOR_VERSION > 1 || SDL_MIXER_MINOR_VERSION > 2 || SDL_MIXER_PATCHLEVEL >= 10
2885 int i, num = Mix_GetNumChunkDecoders ();
2886 EXTEND (SP, num);
2887 for (i = 0; i < num; ++i)
2888 PUSHs (sv_2mortal (newSVpv (Mix_GetChunkDecoder (i), 0)));
2889#else
2890 XPUSHs (sv_2mortal (newSVpv ("(sdl mixer too old)", 0)));
2891#endif
2690 2892
2691DC::MixChunk 2893DC::MixChunk
2692new (SV *class, DC::RW rwops) 2894new (SV *class, DC::RW rwops)
2693 CODE: 2895 CODE:
2694 RETVAL = Mix_LoadWAV_RW (rwops, 1); 2896 RETVAL = Mix_LoadWAV_RW (rwops, 1);
2727 OUTPUT: 2929 OUTPUT:
2728 RETVAL 2930 RETVAL
2729 2931
2730MODULE = Deliantra::Client PACKAGE = DC::MixMusic 2932MODULE = Deliantra::Client PACKAGE = DC::MixMusic
2731 2933
2934void
2935decoders ()
2936 PPCODE:
2937#if SDL_MIXER_MAJOR_VERSION > 1 || SDL_MIXER_MINOR_VERSION > 2 || SDL_MIXER_PATCHLEVEL >= 10
2938 int i, num = Mix_GetNumMusicDecoders ();
2939 EXTEND (SP, num);
2940 for (i = 0; i < num; ++i)
2941 PUSHs (sv_2mortal (newSVpv (Mix_GetMusicDecoder (i), 0)));
2942#else
2943 XPUSHs (sv_2mortal (newSVpv ("(sdl mixer too old)", 0)));
2944#endif
2945
2732int 2946int
2733volume (int volume = -1) 2947volume (int volume = -1)
2734 PROTOTYPE: ;$ 2948 PROTOTYPE: ;$
2735 CODE: 2949 CODE:
2736 if (items > 0) 2950 if (items > 0)
2746 2960
2747void 2961void
2748halt () 2962halt ()
2749 CODE: 2963 CODE:
2750 Mix_HaltMusic (); 2964 Mix_HaltMusic ();
2965
2966int
2967playing ()
2968 CODE:
2969 RETVAL = Mix_PlayingMusic ();
2970 OUTPUT:
2971 RETVAL
2751 2972
2752DC::MixMusic 2973DC::MixMusic
2753new (SV *class, DC::RW rwops) 2974new (SV *class, DC::RW rwops)
2754 CODE: 2975 CODE:
2755 RETVAL = Mix_LoadMUS_RW (rwops); 2976 RETVAL = Mix_LoadMUS_RW (rwops);
2786 } *civ, const_iv[] = { 3007 } *civ, const_iv[] = {
2787# define const_iv(name) { # name, (IV)name } 3008# define const_iv(name) { # name, (IV)name }
2788 const_iv (GL_VENDOR), 3009 const_iv (GL_VENDOR),
2789 const_iv (GL_VERSION), 3010 const_iv (GL_VERSION),
2790 const_iv (GL_EXTENSIONS), 3011 const_iv (GL_EXTENSIONS),
3012 const_iv (GL_MAX_TEXTURE_UNITS),
2791 const_iv (GL_COLOR_MATERIAL), 3013 const_iv (GL_COLOR_MATERIAL),
2792 const_iv (GL_SMOOTH), 3014 const_iv (GL_SMOOTH),
2793 const_iv (GL_FLAT), 3015 const_iv (GL_FLAT),
2794 const_iv (GL_DITHER), 3016 const_iv (GL_DITHER),
2795 const_iv (GL_BLEND), 3017 const_iv (GL_BLEND),
2807 const_iv (GL_ZERO), 3029 const_iv (GL_ZERO),
2808 const_iv (GL_SRC_ALPHA), 3030 const_iv (GL_SRC_ALPHA),
2809 const_iv (GL_DST_ALPHA), 3031 const_iv (GL_DST_ALPHA),
2810 const_iv (GL_ONE_MINUS_SRC_ALPHA), 3032 const_iv (GL_ONE_MINUS_SRC_ALPHA),
2811 const_iv (GL_ONE_MINUS_DST_ALPHA), 3033 const_iv (GL_ONE_MINUS_DST_ALPHA),
3034 const_iv (GL_SRC_COLOR),
3035 const_iv (GL_DST_COLOR),
3036 const_iv (GL_ONE_MINUS_SRC_COLOR),
3037 const_iv (GL_ONE_MINUS_DST_COLOR),
2812 const_iv (GL_SRC_ALPHA_SATURATE), 3038 const_iv (GL_SRC_ALPHA_SATURATE),
2813 const_iv (GL_RGB), 3039 const_iv (GL_RGB),
2814 const_iv (GL_RGBA), 3040 const_iv (GL_RGBA),
2815 const_iv (GL_RGBA4), 3041 const_iv (GL_RGBA4),
2816 const_iv (GL_RGBA8), 3042 const_iv (GL_RGBA8),
2884 const_iv (GL_NICEST), 3110 const_iv (GL_NICEST),
2885 const_iv (GL_V2F), 3111 const_iv (GL_V2F),
2886 const_iv (GL_V3F), 3112 const_iv (GL_V3F),
2887 const_iv (GL_T2F_V3F), 3113 const_iv (GL_T2F_V3F),
2888 const_iv (GL_T2F_N3F_V3F), 3114 const_iv (GL_T2F_N3F_V3F),
3115 const_iv (GL_FUNC_ADD),
3116 const_iv (GL_FUNC_SUBTRACT),
3117 const_iv (GL_FUNC_REVERSE_SUBTRACT),
2889# undef const_iv 3118# undef const_iv
2890 }; 3119 };
2891 3120
2892 for (civ = const_iv + sizeof (const_iv) / sizeof (const_iv [0]); civ-- > const_iv; ) 3121 for (civ = const_iv + sizeof (const_iv) / sizeof (const_iv [0]); civ-- > const_iv; )
2893 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv)); 3122 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv));
2900disable_GL_EXT_blend_func_separate () 3129disable_GL_EXT_blend_func_separate ()
2901 CODE: 3130 CODE:
2902 gl.BlendFuncSeparate = 0; 3131 gl.BlendFuncSeparate = 0;
2903 gl.BlendFuncSeparateEXT = 0; 3132 gl.BlendFuncSeparateEXT = 0;
2904 3133
3134void
3135apple_nvidia_bug (int enable)
3136
2905char * 3137char *
2906gl_vendor () 3138gl_vendor ()
2907 CODE: 3139 CODE:
2908 RETVAL = (char *)glGetString (GL_VENDOR); 3140 RETVAL = (char *)glGetString (GL_VENDOR);
2909 OUTPUT: 3141 OUTPUT:
2958 3190
2959void glBlendFuncSeparate (int sa, int da, int saa, int daa) 3191void glBlendFuncSeparate (int sa, int da, int saa, int daa)
2960 CODE: 3192 CODE:
2961 gl_BlendFuncSeparate (sa, da, saa, daa); 3193 gl_BlendFuncSeparate (sa, da, saa, daa);
2962 3194
3195# void glBlendEquation (int se)
3196
2963void glDepthMask (int flag) 3197void glDepthMask (int flag)
2964 3198
2965void glLogicOp (int opcode) 3199void glLogicOp (int opcode)
2966 3200
2967void glColorMask (int red, int green, int blue, int alpha) 3201void glColorMask (int red, int green, int blue, int alpha)
3001void glRotate (float angle, float x, float y, float z) 3235void glRotate (float angle, float x, float y, float z)
3002 CODE: 3236 CODE:
3003 glRotatef (angle, x, y, z); 3237 glRotatef (angle, x, y, z);
3004 3238
3005void glColor (float r, float g, float b, float a = 1.0) 3239void glColor (float r, float g, float b, float a = 1.0)
3240 PROTOTYPE: @
3006 ALIAS: 3241 ALIAS:
3007 glColor_premultiply = 1 3242 glColor_premultiply = 1
3008 CODE: 3243 CODE:
3009 if (ix) 3244 if (ix)
3010 { 3245 {
3115void glNewList (int list, int mode = GL_COMPILE) 3350void glNewList (int list, int mode = GL_COMPILE)
3116 3351
3117void glEndList () 3352void glEndList ()
3118 3353
3119void glCallList (int list) 3354void glCallList (int list)
3355
3356void c_init ()
3357 CODE:
3358 glPixelStorei (GL_PACK_ALIGNMENT , 1);
3359 glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
3120 3360
3121MODULE = Deliantra::Client PACKAGE = DC::UI::Base 3361MODULE = Deliantra::Client PACKAGE = DC::UI::Base
3122 3362
3123PROTOTYPES: DISABLE 3363PROTOTYPES: DISABLE
3124 3364

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