--- deliantra/Deliantra-Client/Client.xs 2009/12/21 03:30:22 1.295 +++ deliantra/Deliantra-Client/Client.xs 2010/04/20 10:53:11 1.302 @@ -43,6 +43,8 @@ /* work around os x broken headers */ #ifdef __MACOSX__ typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); +typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC) (GLenum texture); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2FPROC) (GLenum target, GLfloat s, GLfloat t); #endif #define PANGO_ENABLE_BACKEND @@ -82,8 +84,10 @@ #define OBJ_STR "\xef\xbf\xbc" /* U+FFFC, object replacement character */ -#define FOW_DARKNESS 64 -#define DARKNESS_ADJUST(n) ((29 * (int)(n)) >> 5) /* times 0.9 */ +/* this is used as fow flag as well, so has to have a different value */ +/* then anything that is computed by incoming darkness */ +#define FOW_DARKNESS 50 +#define DARKNESS_ADJUST(n) (n) #define MAP_EXTEND_X 32 #define MAP_EXTEND_Y 512 @@ -97,7 +101,6 @@ #define TEXID_SPEECH 1 #define TEXID_NOFACE 2 -#define TEXID_HIDDEN 3 static AV *texture_av; @@ -929,6 +932,9 @@ #define GL_FUNC(ptr,name) gl.name = (ptr)SDL_GL_GetProcAddress ("gl" # name); #include "glfunc.h" #undef GL_FUNC + + if (!gl.ActiveTexture ) gl.ActiveTexture = gl.ActiveTextureARB; + if (!gl.MultiTexCoord2f) gl.MultiTexCoord2f = gl.MultiTexCoord2fARB; } } OUTPUT: @@ -1667,13 +1673,13 @@ } void -draw_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) +draw_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) PROTOTYPE: @ CODE: { - glEnable (GL_TEXTURE_2D); glEnable (GL_BLEND); - glBlendFunc (GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + glBlendFunc (intensity ? GL_SRC_ALPHA : GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + glEnable (GL_TEXTURE_2D); glBindTexture (GL_TEXTURE_2D, name1); glColor3f (intensity, intensity, intensity); @@ -1682,9 +1688,8 @@ if (blend > 0.f) { - float S2, T2; /* 0. 0. for texture 2 */ - float w = w1 > w2 ? w1 : w2; - float h = h1 > h2 ? h1 : h2; + float dx3 = dx * -3.f / w; + float dy3 = dy * -3.f / h; GLfloat env_color[4] = { 0., 0., 0., blend }; /* interpolate the two shadow textures */ @@ -1699,7 +1704,7 @@ /* rgb == rgb(glcolor) */ glTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE); - glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_CONSTANT); + glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PRIMARY_COLOR); glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR); /* alpha = interpolate t0, t1 by env_alpha */ @@ -1715,22 +1720,11 @@ glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE2_ALPHA, GL_CONSTANT); glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND2_ALPHA, GL_SRC_ALPHA); - s1 *= w / w1; - t1 *= h / h1; - - dx *= -3.f / w2; - dy *= -3.f / h2; - dx *= w / w2; - dy *= h / h2; - - s2 *= w / w2; - t2 *= h / h2; - glBegin (GL_QUADS); - gl.MultiTexCoord2f (GL_TEXTURE0, 0, 0); gl.MultiTexCoord2f (GL_TEXTURE1, dx , dy ); glVertex2f ( 0, 0); - gl.MultiTexCoord2f (GL_TEXTURE0, 0, t1); gl.MultiTexCoord2f (GL_TEXTURE1, dx , dy + t2); glVertex2f ( 0, h1); - gl.MultiTexCoord2f (GL_TEXTURE0, s1, t1); gl.MultiTexCoord2f (GL_TEXTURE1, dx + s2, dy + t2); glVertex2f (w1, h1); - gl.MultiTexCoord2f (GL_TEXTURE0, s1, 0); gl.MultiTexCoord2f (GL_TEXTURE1, dx + s2, dy ); glVertex2f (w1, 0); + gl.MultiTexCoord2f (GL_TEXTURE0, 0, 0); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 , dy3 ); glVertex2i (0, 0); + gl.MultiTexCoord2f (GL_TEXTURE0, 0, t); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 , dy3 + t); glVertex2i (0, h); + gl.MultiTexCoord2f (GL_TEXTURE0, s, t); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 + s, dy3 + t); glVertex2i (w, h); + gl.MultiTexCoord2f (GL_TEXTURE0, s, 0); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 + s, dy3 ); glVertex2i (w, 0); glEnd (); glDisable (GL_TEXTURE_2D); @@ -1742,13 +1736,57 @@ glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glBegin (GL_QUADS); - glTexCoord2f ( 0, 0); glVertex2f ( 0, 0); - glTexCoord2f ( 0, t1); glVertex2f ( 0, h1); - glTexCoord2f (s1, t1); glVertex2f (w1, h1); - glTexCoord2f (s1, 0); glVertex2f (w1, 0); + glTexCoord2f (0, 0); glVertex2f (0, 0); + glTexCoord2f (0, t); glVertex2f (0, h); + glTexCoord2f (s, t); glVertex2f (w, h); + glTexCoord2f (s, 0); glVertex2f (w, 0); glEnd (); } + /* draw ?-marks or equivalent, this is very clumsy code :/ */ + { + int x, y; + int dx3 = dx * 3; + int dy3 = dy * 3; + + glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); + glBindTexture (GL_TEXTURE_2D, hidden_tex); + glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glTranslatef (-1., -1., 0); + glBegin (GL_QUADS); + + for (y = 1; y < h; y += 3) + { + int y1 = y - dy3; + int y1valid = y1 >= 0 && y1 < h; + + for (x = 1; x < w; x += 3) + { + int x1 = x - dx3; + uint8_t h1 = data1 [x + y * w] == DARKNESS_ADJUST (255 - FOW_DARKNESS); + uint8_t h2; + + if (y1valid && x1 >= 0 && x1 < w) + h2 = data2 [x1 + y1 * w] == DARKNESS_ADJUST (255 - FOW_DARKNESS); + else + h2 = 1; /* out of range == invisible */ + + if (h1 || h2) + { + float alpha = h1 == h2 ? 1.f : h1 ? 1.f - blend : blend; + glColor4f (1., 1., 1., alpha); + + glTexCoord2f (0, 0.); glVertex2i (x , y ); + glTexCoord2f (0, 1.); glVertex2i (x , y + 3); + glTexCoord2f (1, 1.); glVertex2i (x + 3, y + 3); + glTexCoord2f (1, 0.); glVertex2i (x + 3, y ); + } + } + } + } + + glEnd (); + glPopMatrix (); glDisable (GL_TEXTURE_2D); @@ -1978,7 +2016,7 @@ cmd = ext & 0x7f; if (cmd < 4) - cell->darkness = 255 - ext * 64 + 1; + cell->darkness = 255 - ext * 64 + 1; /* make sure this doesn't collide with FOW_DARKNESS */ else if (cmd == 5) // health { cell->stat_width = 1; @@ -2109,7 +2147,7 @@ rc_t *rc = rc_alloc (); rc_t *rc_ov = rc_alloc (); rc_key_t key; - rc_array_t *arr, *arr_hidden; + rc_array_t *arr; pl_tex.name = 0; @@ -2157,9 +2195,6 @@ glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); - key.texname = self->tex [TEXID_HIDDEN].name; - arr_hidden = rc_array (rc_ov, &key); - for (z = 0; z <= 2; z++) { memset (smooth_level, 0, sizeof (smooth_level)); @@ -2248,40 +2283,24 @@ } } - if (expect_false (z == 2)) + if (expect_false (z == 2) && expect_false (cell->flags)) { - /* draw question marks on top of hidden spaces */ - if (!cell->darkness) - { - maptex tex = self->tex [TEXID_HIDDEN]; - int px = (x + 1) * T - tex.w; - int py = (y + 1) * T - tex.h; - - rc_t2f_v3f (arr_hidden, 0 , 0 , px , py , 0); - rc_t2f_v3f (arr_hidden, 0 , tex.t, px , py + tex.h, 0); - rc_t2f_v3f (arr_hidden, tex.s, tex.t, px + tex.w, py + tex.h, 0); - rc_t2f_v3f (arr_hidden, tex.s, 0 , px + tex.w, py , 0); - } - - if (expect_false (cell->flags)) + // overlays such as the speech bubble, probably more to come + if (cell->flags & 1) { - // overlays such as the speech bubble, probably more to come - if (cell->flags & 1) - { - rc_key_t key_ov = key; - maptex tex = self->tex [TEXID_SPEECH]; - rc_array_t *arr; - int px = x * T + T * 2 / 32; - int py = y * T - T * 6 / 32; - - key_ov.texname = tex.name; - arr = rc_array (rc_ov, &key_ov); - - rc_t2f_v3f (arr, 0 , 0 , px , py , 0); - rc_t2f_v3f (arr, 0 , tex.t, px , py + T, 0); - rc_t2f_v3f (arr, tex.s, tex.t, px + T, py + T, 0); - rc_t2f_v3f (arr, tex.s, 0 , px + T, py , 0); - } + rc_key_t key_ov = key; + maptex tex = self->tex [TEXID_SPEECH]; + rc_array_t *arr; + int px = x * T + T * 2 / 32; + int py = y * T - T * 6 / 32; + + key_ov.texname = tex.name; + arr = rc_array (rc_ov, &key_ov); + + rc_t2f_v3f (arr, 0 , 0 , px , py , 0); + rc_t2f_v3f (arr, 0 , tex.t, px , py + T, 0); + rc_t2f_v3f (arr, tex.s, tex.t, px + T, py + T, 0); + rc_t2f_v3f (arr, tex.s, 0 , px + T, py , 0); } } } @@ -2465,7 +2484,7 @@ glEnable (GL_TEXTURE_2D); /* GL_REPLACE would be correct, as we don't need to modulate alpha, * but the nvidia driver (185.18.14) mishandles alpha textures - * ansd takes the colour from god knows where instead of using + * and takes the colour from god knows where instead of using * Cp. MODULATE results in the same colour, but slightly different * alpha, but atcually gives us the correct colour with nvidia. */ @@ -2504,22 +2523,20 @@ PPCODE: { int x, y; - int sw1 = sw + 2; - int sh1 = sh + 2; - int sh3 = sh * 3; - int sw34 = (sw * 3 + 3) & ~3; + int sw1 = sw + 2; + int sh1 = sh + 2; + int sh3 = sh * 3; + int sw3 = sw * 3; uint8_t *darkness1 = (uint8_t *)malloc (sw1 * sh1); - SV *darkness3_sv = sv_2mortal (newSV (sw34 * sh3)); + SV *darkness3_sv = sv_2mortal (newSV (sw3 * sh3)); uint8_t *darkness3 = (uint8_t *)SvPVX (darkness3_sv); SvPOK_only (darkness3_sv); - SvCUR_set (darkness3_sv, sw34 * sh3); + SvCUR_set (darkness3_sv, sw3 * sh3); mx += self->x - 1; my += self->y - 1; - memset (darkness1, DARKNESS_ADJUST (255 - FOW_DARKNESS), sw1 * sh1); - for (y = 0; y < sh1; y++) if (0 <= y + my && y + my < self->rows) { @@ -2561,21 +2578,21 @@ uint8_t r23 = d23; uint8_t r33 = (d23 + d33 + d32) / 3; - darkness3 [(y * 3 ) * sw34 + (x * 3 )] = MAX (d22, r11); - darkness3 [(y * 3 ) * sw34 + (x * 3 + 1)] = MAX (d22, r21); - darkness3 [(y * 3 ) * sw34 + (x * 3 + 2)] = MAX (d22, r31); - darkness3 [(y * 3 + 1) * sw34 + (x * 3 )] = MAX (d22, r12); - darkness3 [(y * 3 + 1) * sw34 + (x * 3 + 1)] = MAX (d22, r22); - darkness3 [(y * 3 + 1) * sw34 + (x * 3 + 2)] = MAX (d22, r32); - darkness3 [(y * 3 + 2) * sw34 + (x * 3 )] = MAX (d22, r13); - darkness3 [(y * 3 + 2) * sw34 + (x * 3 + 1)] = MAX (d22, r23); - darkness3 [(y * 3 + 2) * sw34 + (x * 3 + 2)] = MAX (d22, r33); + darkness3 [(y * 3 ) * sw3 + (x * 3 )] = MAX (d22, r11); + darkness3 [(y * 3 ) * sw3 + (x * 3 + 1)] = MAX (d22, r21); + darkness3 [(y * 3 ) * sw3 + (x * 3 + 2)] = MAX (d22, r31); + darkness3 [(y * 3 + 1) * sw3 + (x * 3 )] = MAX (d22, r12); + darkness3 [(y * 3 + 1) * sw3 + (x * 3 + 1)] = MAX (d22, r22); /* this MUST be == d22 */ + darkness3 [(y * 3 + 1) * sw3 + (x * 3 + 2)] = MAX (d22, r32); + darkness3 [(y * 3 + 2) * sw3 + (x * 3 )] = MAX (d22, r13); + darkness3 [(y * 3 + 2) * sw3 + (x * 3 + 1)] = MAX (d22, r23); + darkness3 [(y * 3 + 2) * sw3 + (x * 3 + 2)] = MAX (d22, r33); } free (darkness1); EXTEND (SP, 3); - PUSHs (sv_2mortal (newSViv (sw34))); + PUSHs (sv_2mortal (newSViv (sw3))); PUSHs (sv_2mortal (newSViv (sh3))); PUSHs (darkness3_sv); } @@ -2783,9 +2800,15 @@ RETVAL = Mix_GroupOldest (-1); if (RETVAL < 0) - XSRETURN_UNDEF; + { + // happens sometimes, maybe it just stopped playing(?) + RETVAL = Mix_GroupAvailable (-1); - Mix_HaltChannel (RETVAL); + if (RETVAL < 0) + XSRETURN_UNDEF; + } + else + Mix_HaltChannel (RETVAL); } Mix_UnregisterAllEffects (RETVAL); @@ -2855,6 +2878,18 @@ PROTOTYPES: DISABLE +void +decoders () + PPCODE: +#if SDL_MIXER_MAJOR_VERSION > 1 || SDL_MIXER_MINOR_VERSION > 2 || SDL_MIXER_PATCHLEVEL >= 10 + int i, num = Mix_GetNumChunkDecoders (); + EXTEND (SP, num); + for (i = 0; i < num; ++i) + PUSHs (sv_2mortal (newSVpv (Mix_GetChunkDecoder (i), 0))); +#else + XPUSHs (sv_2mortal (newSVpv ("(sdl mixer too old)", 0))); +#endif + DC::MixChunk new (SV *class, DC::RW rwops) CODE: @@ -2896,6 +2931,18 @@ MODULE = Deliantra::Client PACKAGE = DC::MixMusic +void +decoders () + PPCODE: +#if SDL_MIXER_MAJOR_VERSION > 1 || SDL_MIXER_MINOR_VERSION > 2 || SDL_MIXER_PATCHLEVEL >= 10 + int i, num = Mix_GetNumMusicDecoders (); + EXTEND (SP, num); + for (i = 0; i < num; ++i) + PUSHs (sv_2mortal (newSVpv (Mix_GetMusicDecoder (i), 0))); +#else + XPUSHs (sv_2mortal (newSVpv ("(sdl mixer too old)", 0))); +#endif + int volume (int volume = -1) PROTOTYPE: ;$ @@ -2916,6 +2963,13 @@ CODE: Mix_HaltMusic (); +int +playing () + CODE: + RETVAL = Mix_PlayingMusic (); + OUTPUT: + RETVAL + DC::MixMusic new (SV *class, DC::RW rwops) CODE: @@ -3299,6 +3353,11 @@ void glCallList (int list) +void c_init () + CODE: + glPixelStorei (GL_PACK_ALIGNMENT , 1); + glPixelStorei (GL_UNPACK_ALIGNMENT, 1); + MODULE = Deliantra::Client PACKAGE = DC::UI::Base PROTOTYPES: DISABLE