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Comparing deliantra/Deliantra-Client/Client.xs (file contents):
Revision 1.291 by root, Thu Nov 26 07:19:11 2009 UTC vs.
Revision 1.304 by root, Fri Apr 23 16:30:38 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 64 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
95 99
96#define KMOD_LRAM 0x10000 // our extension 100#define KMOD_LRAM 0x10000 // our extension
97 101
98#define TEXID_SPEECH 1 102#define TEXID_SPEECH 1
99#define TEXID_NOFACE 2 103#define TEXID_NOFACE 2
100#define TEXID_HIDDEN 3
101 104
102static AV *texture_av; 105static AV *texture_av;
103 106
104static struct 107static struct
105{ 108{
821 824
822IV minpot (UV n) 825IV minpot (UV n)
823 826
824IV popcount (UV n) 827IV popcount (UV n)
825 828
829NV distance (NV dx, NV dy)
830 CODE:
831 RETVAL = pow (dx * dx + dy * dy, 0.5);
832 OUTPUT:
833 RETVAL
834
826void 835void
827pango_init () 836pango_init ()
828 CODE: 837 CODE:
829{ 838{
830 opengl_fontmap = pango_opengl_font_map_new (); 839 opengl_fontmap = pango_opengl_font_map_new ();
921 930
922 SDL_WM_SetCaption ("Deliantra MORPG Client " VERSION, "Deliantra"); 931 SDL_WM_SetCaption ("Deliantra MORPG Client " VERSION, "Deliantra");
923#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);
924#include "glfunc.h" 933#include "glfunc.h"
925#undef GL_FUNC 934#undef GL_FUNC
935
936 if (!gl.ActiveTexture ) gl.ActiveTexture = gl.ActiveTextureARB;
937 if (!gl.MultiTexCoord2f) gl.MultiTexCoord2f = gl.MultiTexCoord2fARB;
926 } 938 }
927} 939}
928 OUTPUT: 940 OUTPUT:
929 RETVAL 941 RETVAL
930 942
1014 } 1026 }
1015 1027
1016 XPUSHs (sv_2mortal (sv_bless (newRV_noinc ((SV *)hv), gv_stashpv ("DC::UI::Event", 1)))); 1028 XPUSHs (sv_2mortal (sv_bless (newRV_noinc ((SV *)hv), gv_stashpv ("DC::UI::Event", 1))));
1017 } 1029 }
1018} 1030}
1031
1032char *
1033SDL_AudioDriverName ()
1034 CODE:
1035{
1036 char buf [256];
1037 if (!SDL_AudioDriverName (buf, sizeof (buf)))
1038 XSRETURN_UNDEF;
1039
1040 RETVAL = buf;
1041}
1042 OUTPUT:
1043 RETVAL
1019 1044
1020int 1045int
1021Mix_OpenAudio (int frequency = 44100, int format = MIX_DEFAULT_FORMAT, int channels = 2, int chunksize = 4096) 1046Mix_OpenAudio (int frequency = 44100, int format = MIX_DEFAULT_FORMAT, int channels = 2, int chunksize = 4096)
1022 POSTCALL: 1047 POSTCALL:
1023 Mix_HookMusicFinished (music_finished); 1048 Mix_HookMusicFinished (music_finished);
1658 glDisable (GL_ALPHA_TEST); 1683 glDisable (GL_ALPHA_TEST);
1659 glDisable (GL_BLEND); 1684 glDisable (GL_BLEND);
1660 } 1685 }
1661} 1686}
1662 1687
1688void
1689draw_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)
1690 PROTOTYPE: @
1691 CODE:
1692{
1693 glEnable (GL_BLEND);
1694 glBlendFunc (intensity ? GL_SRC_ALPHA : GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
1695 glEnable (GL_TEXTURE_2D);
1696 glBindTexture (GL_TEXTURE_2D, name1);
1697
1698 glColor3f (intensity, intensity, intensity);
1699 glPushMatrix ();
1700 glScalef (1./3, 1./3, 1.);
1701
1702 if (blend > 0.f)
1703 {
1704 float dx3 = dx * -3.f / w;
1705 float dy3 = dy * -3.f / h;
1706 GLfloat env_color[4] = { 0., 0., 0., blend };
1707
1708 /* interpolate the two shadow textures */
1709 /* stage 0 == rgb(glcolor) + alpha(t0) */
1710 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1711
1712 /* stage 1 == rgb(glcolor) + alpha(interpolate t0, t1, texenv) */
1713 gl.ActiveTexture (GL_TEXTURE1);
1714 glEnable (GL_TEXTURE_2D);
1715 glBindTexture (GL_TEXTURE_2D, name2);
1716 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
1717
1718 /* rgb == rgb(glcolor) */
1719 glTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
1720 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PRIMARY_COLOR);
1721 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
1722
1723 /* alpha = interpolate t0, t1 by env_alpha */
1724 glTexEnvfv (GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, env_color);
1725
1726 glTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_INTERPOLATE);
1727 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE);
1728 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
1729
1730 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PREVIOUS);
1731 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
1732
1733 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE2_ALPHA, GL_CONSTANT);
1734 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND2_ALPHA, GL_SRC_ALPHA);
1735
1736 glBegin (GL_QUADS);
1737 gl.MultiTexCoord2f (GL_TEXTURE0, 0, 0); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 , dy3 ); glVertex2i (0, 0);
1738 gl.MultiTexCoord2f (GL_TEXTURE0, 0, t); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 , dy3 + t); glVertex2i (0, h);
1739 gl.MultiTexCoord2f (GL_TEXTURE0, s, t); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 + s, dy3 + t); glVertex2i (w, h);
1740 gl.MultiTexCoord2f (GL_TEXTURE0, s, 0); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 + s, dy3 ); glVertex2i (w, 0);
1741 glEnd ();
1742
1743 glDisable (GL_TEXTURE_2D);
1744 gl.ActiveTexture (GL_TEXTURE0);
1745 }
1746 else
1747 {
1748 /* simple blending of one texture, also opengl <1.3 path */
1749 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1750
1751 glBegin (GL_QUADS);
1752 glTexCoord2f (0, 0); glVertex2f (0, 0);
1753 glTexCoord2f (0, t); glVertex2f (0, h);
1754 glTexCoord2f (s, t); glVertex2f (w, h);
1755 glTexCoord2f (s, 0); glVertex2f (w, 0);
1756 glEnd ();
1757 }
1758
1759 /* draw ?-marks or equivalent, this is very clumsy code :/ */
1760 {
1761 int x, y;
1762 int dx3 = dx * 3;
1763 int dy3 = dy * 3;
1764
1765 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
1766 glBindTexture (GL_TEXTURE_2D, hidden_tex);
1767 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1768 glTranslatef (-1., -1., 0);
1769 glBegin (GL_QUADS);
1770
1771 for (y = 1; y < h; y += 3)
1772 {
1773 int y1 = y - dy3;
1774 int y1valid = y1 >= 0 && y1 < h;
1775
1776 for (x = 1; x < w; x += 3)
1777 {
1778 int x1 = x - dx3;
1779 uint8_t h1 = data1 [x + y * w] == DARKNESS_ADJUST (255 - FOW_DARKNESS);
1780 uint8_t h2;
1781
1782 if (y1valid && x1 >= 0 && x1 < w)
1783 h2 = data2 [x1 + y1 * w] == DARKNESS_ADJUST (255 - FOW_DARKNESS);
1784 else
1785 h2 = 1; /* out of range == invisible */
1786
1787 if (h1 || h2)
1788 {
1789 float alpha = h1 == h2 ? 1.f : h1 ? 1.f - blend : blend;
1790 glColor4f (1., 1., 1., alpha);
1791
1792 glTexCoord2f (0, 0.); glVertex2i (x , y );
1793 glTexCoord2f (0, 1.); glVertex2i (x , y + 3);
1794 glTexCoord2f (1, 1.); glVertex2i (x + 3, y + 3);
1795 glTexCoord2f (1, 0.); glVertex2i (x + 3, y );
1796 }
1797 }
1798 }
1799 }
1800
1801 glEnd ();
1802
1803 glPopMatrix ();
1804
1805 glDisable (GL_TEXTURE_2D);
1806 glDisable (GL_BLEND);
1807}
1808
1663IV texture_valid_2d (GLint internalformat, GLsizei w, GLsizei h, GLenum format, GLenum type) 1809IV texture_valid_2d (GLint internalformat, GLsizei w, GLsizei h, GLenum format, GLenum type)
1664 CODE: 1810 CODE:
1665{ 1811{
1666 GLint width; 1812 GLint width;
1667 glTexImage2D (GL_PROXY_TEXTURE_2D, 0, internalformat, w, h, 0, format, type, 0); 1813 glTexImage2D (GL_PROXY_TEXTURE_2D, 0, internalformat, w, h, 0, format, type, 0);
1881 { 2027 {
1882 ext = *data++; 2028 ext = *data++;
1883 cmd = ext & 0x7f; 2029 cmd = ext & 0x7f;
1884 2030
1885 if (cmd < 4) 2031 if (cmd < 4)
1886 cell->darkness = 255 - ext * 64 + 1; 2032 cell->darkness = 255 - ext * 64 + 1; /* make sure this doesn't collide with FOW_DARKNESS */
1887 else if (cmd == 5) // health 2033 else if (cmd == 5) // health
1888 { 2034 {
1889 cell->stat_width = 1; 2035 cell->stat_width = 1;
1890 cell->stat_hp = *data++; 2036 cell->stat_hp = *data++;
1891 } 2037 }
2012 int pl_x, pl_y; 2158 int pl_x, pl_y;
2013 maptex pl_tex; 2159 maptex pl_tex;
2014 rc_t *rc = rc_alloc (); 2160 rc_t *rc = rc_alloc ();
2015 rc_t *rc_ov = rc_alloc (); 2161 rc_t *rc_ov = rc_alloc ();
2016 rc_key_t key; 2162 rc_key_t key;
2017 rc_array_t *arr, *arr_hidden; 2163 rc_array_t *arr;
2018 2164
2019 pl_tex.name = 0; 2165 pl_tex.name = 0;
2020 2166
2021 // that's current max. sorry. 2167 // that's current max. sorry.
2022 if (sw > 255) sw = 255; 2168 if (sw > 255) sw = 255;
2059 } 2205 }
2060 2206
2061 glEnable (GL_BLEND); 2207 glEnable (GL_BLEND);
2062 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 2208 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2063 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 2209 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2064
2065 key.texname = self->tex [TEXID_HIDDEN].name;
2066 arr_hidden = rc_array (rc_ov, &key);
2067 2210
2068 for (z = 0; z <= 2; z++) 2211 for (z = 0; z <= 2; z++)
2069 { 2212 {
2070 memset (smooth_level, 0, sizeof (smooth_level)); 2213 memset (smooth_level, 0, sizeof (smooth_level));
2071 key.texname = -1; 2214 key.texname = -1;
2151 skey.x = x ; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0400); 2294 skey.x = x ; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0400);
2152 skey.x = x + 2; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0800); 2295 skey.x = x + 2; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0800);
2153 } 2296 }
2154 } 2297 }
2155 2298
2156 if (expect_false (z == 2)) 2299 if (expect_false (z == 2) && expect_false (cell->flags))
2157 { 2300 {
2158 /* draw question marks on top of hidden spaces */ 2301 // overlays such as the speech bubble, probably more to come
2159 if (!cell->darkness) 2302 if (cell->flags & 1)
2160 { 2303 {
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; 2304 rc_key_t key_ov = key;
2177 maptex tex = self->tex [TEXID_SPEECH]; 2305 maptex tex = self->tex [TEXID_SPEECH];
2178 rc_array_t *arr; 2306 rc_array_t *arr;
2179 int px = x * T + T * 2 / 32; 2307 int px = x * T + T * 2 / 32;
2180 int py = y * T - T * 6 / 32; 2308 int py = y * T - T * 6 / 32;
2181 2309
2182 key_ov.texname = tex.name; 2310 key_ov.texname = tex.name;
2183 arr = rc_array (rc_ov, &key_ov); 2311 arr = rc_array (rc_ov, &key_ov);
2184 2312
2185 rc_t2f_v3f (arr, 0 , 0 , px , py , 0); 2313 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2186 rc_t2f_v3f (arr, 0 , tex.t, px , py + T, 0); 2314 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); 2315 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); 2316 rc_t2f_v3f (arr, tex.s, 0 , px + T, py , 0);
2189 }
2190 } 2317 }
2191 } 2318 }
2192 } 2319 }
2193 } 2320 }
2194 2321
2337 } 2464 }
2338 } 2465 }
2339} 2466}
2340 2467
2341void 2468void
2342draw_magicmap (DC::Map self, int dx, int dy, int w, int h, unsigned char *data) 2469draw_magicmap (DC::Map self, int w, int h, unsigned char *data)
2343 CODE: 2470 CODE:
2344{ 2471{
2345 static float color[16][3] = { 2472 static float color[16][3] = {
2346 { 0.00F, 0.00F, 0.00F }, 2473 { 0.00f, 0.00f, 0.00f },
2347 { 1.00F, 1.00F, 1.00F }, 2474 { 1.00f, 1.00f, 1.00f },
2348 { 0.00F, 0.00F, 0.55F }, 2475 { 0.00f, 0.00f, 0.55f },
2349 { 1.00F, 0.00F, 0.00F }, 2476 { 1.00f, 0.00f, 0.00f },
2350 2477
2351 { 1.00F, 0.54F, 0.00F }, 2478 { 1.00f, 0.54f, 0.00f },
2352 { 0.11F, 0.56F, 1.00F }, 2479 { 0.11f, 0.56f, 1.00f },
2353 { 0.93F, 0.46F, 0.00F }, 2480 { 0.93f, 0.46f, 0.00f },
2354 { 0.18F, 0.54F, 0.34F }, 2481 { 0.18f, 0.54f, 0.34f },
2355 2482
2356 { 0.56F, 0.73F, 0.56F }, 2483 { 0.56f, 0.73f, 0.56f },
2357 { 0.80F, 0.80F, 0.80F }, 2484 { 0.80f, 0.80f, 0.80f },
2358 { 0.55F, 0.41F, 0.13F }, 2485 { 0.55f, 0.41f, 0.13f },
2359 { 0.99F, 0.77F, 0.26F }, 2486 { 0.99f, 0.77f, 0.26f },
2360 2487
2361 { 0.74F, 0.65F, 0.41F }, 2488 { 0.74f, 0.65f, 0.41f },
2362 2489
2363 { 0.00F, 1.00F, 1.00F }, 2490 { 0.00f, 1.00f, 1.00f },
2364 { 1.00F, 0.00F, 1.00F }, 2491 { 1.00f, 0.00f, 1.00f },
2365 { 1.00F, 1.00F, 0.00F }, 2492 { 1.00f, 1.00f, 0.00f },
2366 }; 2493 };
2367 2494
2368 int x, y; 2495 int x, y;
2369 2496
2370 glEnable (GL_TEXTURE_2D); 2497 glEnable (GL_TEXTURE_2D);
2371 /* GL_REPLACE would be correct, as we don't need to modulate alpha, 2498 /* GL_REPLACE would be correct, as we don't need to modulate alpha,
2372 * but the nvidia driver (185.18.14) mishandles alpha textures 2499 * but the nvidia driver (185.18.14) mishandles alpha textures
2373 * ansd takes the colour from god knows where instead of using 2500 * and takes the colour from god knows where instead of using
2374 * Cp. MODULATE results in the same colour, but slightly different 2501 * Cp. MODULATE results in the same colour, but slightly different
2375 * alpha, but atcually gives us the correct colour with nvidia. 2502 * alpha, but atcually gives us the correct colour with nvidia.
2376 */ 2503 */
2377 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); 2504 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
2378 glEnable (GL_BLEND); 2505 glEnable (GL_BLEND);
2386 2513
2387 if (m) 2514 if (m)
2388 { 2515 {
2389 float *c = color [m & 15]; 2516 float *c = color [m & 15];
2390 2517
2391 float tx1 = m & 0x40 ? 0.5 : 0.; 2518 float tx1 = m & 0x40 ? 0.5f : 0.f;
2392 float tx2 = tx1 + 0.5; 2519 float tx2 = tx1 + 0.5f;
2393 2520
2394 glColor4f (c[0], c[1], c[2], 1); 2521 glColor4f (c[0], c[1], c[2], 1);
2395 glTexCoord2f (tx1, 0.); glVertex2i (x , y ); 2522 glTexCoord2f (tx1, 0.); glVertex2i (x , y );
2396 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1); 2523 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1);
2397 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1); 2524 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1);
2407void 2534void
2408fow_texture (DC::Map self, int mx, int my, int sw, int sh) 2535fow_texture (DC::Map self, int mx, int my, int sw, int sh)
2409 PPCODE: 2536 PPCODE:
2410{ 2537{
2411 int x, y; 2538 int x, y;
2412 int sw1 = sw + 2; 2539 int sw1 = sw + 2;
2413 int sh1 = sh + 2; 2540 int sh1 = sh + 2;
2414 int sh3 = sh * 3; 2541 int sh3 = sh * 3;
2415 int sw34 = (sw * 3 + 3) & ~3; 2542 int sw3 = sw * 3;
2416 uint8_t *darkness1 = (uint8_t *)malloc (sw1 * sh1); 2543 uint8_t *darkness1 = (uint8_t *)malloc (sw1 * sh1);
2417 SV *darkness3_sv = sv_2mortal (newSV (sw34 * sh3)); 2544 SV *darkness3_sv = sv_2mortal (newSV (sw3 * sh3));
2418 uint8_t *darkness3 = (uint8_t *)SvPVX (darkness3_sv); 2545 uint8_t *darkness3 = (uint8_t *)SvPVX (darkness3_sv);
2419 2546
2420 SvPOK_only (darkness3_sv); 2547 SvPOK_only (darkness3_sv);
2421 SvCUR_set (darkness3_sv, sw34 * sh3); 2548 SvCUR_set (darkness3_sv, sw3 * sh3);
2422 2549
2423 mx += self->x - 1; 2550 mx += self->x - 1;
2424 my += self->y - 1; 2551 my += self->y - 1;
2425
2426 memset (darkness1, 255 - FOW_DARKNESS, sw1 * sh1);
2427 2552
2428 for (y = 0; y < sh1; y++) 2553 for (y = 0; y < sh1; y++)
2429 if (0 <= y + my && y + my < self->rows) 2554 if (0 <= y + my && y + my < self->rows)
2430 { 2555 {
2431 maprow *row = self->row + (y + my); 2556 maprow *row = self->row + (y + my);
2434 if (row->c0 <= x + mx && x + mx < row->c1) 2559 if (row->c0 <= x + mx && x + mx < row->c1)
2435 { 2560 {
2436 mapcell *cell = row->col + (x + mx - row->c0); 2561 mapcell *cell = row->col + (x + mx - row->c0);
2437 2562
2438 darkness1 [y * sw1 + x] = cell->darkness 2563 darkness1 [y * sw1 + x] = cell->darkness
2439 ? 255 - (cell->darkness - 1) 2564 ? DARKNESS_ADJUST (255 - (cell->darkness - 1))
2440 : 255 - FOW_DARKNESS; 2565 : DARKNESS_ADJUST (255 - FOW_DARKNESS);
2441 } 2566 }
2442 } 2567 }
2443 2568
2444 for (y = 0; y < sh; ++y) 2569 for (y = 0; y < sh; ++y)
2445 for (x = 0; x < sw; ++x) 2570 for (x = 0; x < sw; ++x)
2464 2589
2465 uint8_t r13 = (d13 + d23 + d12) / 3; 2590 uint8_t r13 = (d13 + d23 + d12) / 3;
2466 uint8_t r23 = d23; 2591 uint8_t r23 = d23;
2467 uint8_t r33 = (d23 + d33 + d32) / 3; 2592 uint8_t r33 = (d23 + d33 + d32) / 3;
2468 2593
2469 darkness3 [(y * 3 ) * sw34 + (x * 3 )] = MAX (d22, r11); 2594 darkness3 [(y * 3 ) * sw3 + (x * 3 )] = MAX (d22, r11);
2470 darkness3 [(y * 3 ) * sw34 + (x * 3 + 1)] = MAX (d22, r21); 2595 darkness3 [(y * 3 ) * sw3 + (x * 3 + 1)] = MAX (d22, r21);
2471 darkness3 [(y * 3 ) * sw34 + (x * 3 + 2)] = MAX (d22, r31); 2596 darkness3 [(y * 3 ) * sw3 + (x * 3 + 2)] = MAX (d22, r31);
2472 darkness3 [(y * 3 + 1) * sw34 + (x * 3 )] = MAX (d22, r12); 2597 darkness3 [(y * 3 + 1) * sw3 + (x * 3 )] = MAX (d22, r12);
2473 darkness3 [(y * 3 + 1) * sw34 + (x * 3 + 1)] = MAX (d22, r22); 2598 darkness3 [(y * 3 + 1) * sw3 + (x * 3 + 1)] = MAX (d22, r22); /* this MUST be == d22 */
2474 darkness3 [(y * 3 + 1) * sw34 + (x * 3 + 2)] = MAX (d22, r32); 2599 darkness3 [(y * 3 + 1) * sw3 + (x * 3 + 2)] = MAX (d22, r32);
2475 darkness3 [(y * 3 + 2) * sw34 + (x * 3 )] = MAX (d22, r13); 2600 darkness3 [(y * 3 + 2) * sw3 + (x * 3 )] = MAX (d22, r13);
2476 darkness3 [(y * 3 + 2) * sw34 + (x * 3 + 1)] = MAX (d22, r23); 2601 darkness3 [(y * 3 + 2) * sw3 + (x * 3 + 1)] = MAX (d22, r23);
2477 darkness3 [(y * 3 + 2) * sw34 + (x * 3 + 2)] = MAX (d22, r33); 2602 darkness3 [(y * 3 + 2) * sw3 + (x * 3 + 2)] = MAX (d22, r33);
2478 } 2603 }
2479 2604
2480 free (darkness1); 2605 free (darkness1);
2481 2606
2482 EXTEND (SP, 3); 2607 EXTEND (SP, 3);
2483 PUSHs (sv_2mortal (newSViv (sw34))); 2608 PUSHs (sv_2mortal (newSViv (sw3)));
2484 PUSHs (sv_2mortal (newSViv (sh3))); 2609 PUSHs (sv_2mortal (newSViv (sh3)));
2485 PUSHs (darkness3_sv); 2610 PUSHs (darkness3_sv);
2486} 2611}
2487 2612
2488SV * 2613SV *
2686 if (RETVAL < 0) 2811 if (RETVAL < 0)
2687 { 2812 {
2688 RETVAL = Mix_GroupOldest (-1); 2813 RETVAL = Mix_GroupOldest (-1);
2689 2814
2690 if (RETVAL < 0) 2815 if (RETVAL < 0)
2816 {
2817 // happens sometimes, maybe it just stopped playing(?)
2818 RETVAL = Mix_GroupAvailable (-1);
2819
2820 if (RETVAL < 0)
2691 XSRETURN_UNDEF; 2821 XSRETURN_UNDEF;
2692 2822 }
2823 else
2693 Mix_HaltChannel (RETVAL); 2824 Mix_HaltChannel (RETVAL);
2694 } 2825 }
2695 2826
2696 Mix_UnregisterAllEffects (RETVAL); 2827 Mix_UnregisterAllEffects (RETVAL);
2697 Mix_Volume (RETVAL, 128); 2828 Mix_Volume (RETVAL, 128);
2698} 2829}
2745void 2876void
2746set_position_r (DC::Channel self, int dx, int dy, int maxdistance) 2877set_position_r (DC::Channel self, int dx, int dy, int maxdistance)
2747 CODE: 2878 CODE:
2748{ 2879{
2749 int distance = sqrtf (dx * dx + dy * dy) * (255.f / sqrtf (maxdistance * maxdistance)); 2880 int distance = sqrtf (dx * dx + dy * dy) * (255.f / sqrtf (maxdistance * maxdistance));
2750 int angle = 360 + (int)roundf (atan2f (dx, -dy) * 180.f / (float)M_PI); 2881 int angle = atan2f (dx, -dy) * 180.f / (float)M_PI + 360.f;
2751 Mix_SetPosition (self, angle, CLAMP (distance, 0, 255)); 2882 Mix_SetPosition (self, angle, CLAMP (distance, 0, 255));
2752} 2883}
2753 2884
2754void 2885void
2755set_reverse_stereo (DC::Channel self, int flip) 2886set_reverse_stereo (DC::Channel self, int flip)
2757 Mix_SetReverseStereo (self, flip); 2888 Mix_SetReverseStereo (self, flip);
2758 2889
2759MODULE = Deliantra::Client PACKAGE = DC::MixChunk 2890MODULE = Deliantra::Client PACKAGE = DC::MixChunk
2760 2891
2761PROTOTYPES: DISABLE 2892PROTOTYPES: DISABLE
2893
2894void
2895decoders ()
2896 PPCODE:
2897#if SDL_MIXER_MAJOR_VERSION > 1 || SDL_MIXER_MINOR_VERSION > 2 || SDL_MIXER_PATCHLEVEL >= 10
2898 int i, num = Mix_GetNumChunkDecoders ();
2899 EXTEND (SP, num);
2900 for (i = 0; i < num; ++i)
2901 PUSHs (sv_2mortal (newSVpv (Mix_GetChunkDecoder (i), 0)));
2902#else
2903 XPUSHs (sv_2mortal (newSVpv ("(sdl mixer too old)", 0)));
2904#endif
2762 2905
2763DC::MixChunk 2906DC::MixChunk
2764new (SV *class, DC::RW rwops) 2907new (SV *class, DC::RW rwops)
2765 CODE: 2908 CODE:
2766 RETVAL = Mix_LoadWAV_RW (rwops, 1); 2909 RETVAL = Mix_LoadWAV_RW (rwops, 1);
2799 OUTPUT: 2942 OUTPUT:
2800 RETVAL 2943 RETVAL
2801 2944
2802MODULE = Deliantra::Client PACKAGE = DC::MixMusic 2945MODULE = Deliantra::Client PACKAGE = DC::MixMusic
2803 2946
2947void
2948decoders ()
2949 PPCODE:
2950#if SDL_MIXER_MAJOR_VERSION > 1 || SDL_MIXER_MINOR_VERSION > 2 || SDL_MIXER_PATCHLEVEL >= 10
2951 int i, num = Mix_GetNumMusicDecoders ();
2952 EXTEND (SP, num);
2953 for (i = 0; i < num; ++i)
2954 PUSHs (sv_2mortal (newSVpv (Mix_GetMusicDecoder (i), 0)));
2955#else
2956 XPUSHs (sv_2mortal (newSVpv ("(sdl mixer too old)", 0)));
2957#endif
2958
2804int 2959int
2805volume (int volume = -1) 2960volume (int volume = -1)
2806 PROTOTYPE: ;$ 2961 PROTOTYPE: ;$
2807 CODE: 2962 CODE:
2808 if (items > 0) 2963 if (items > 0)
2818 2973
2819void 2974void
2820halt () 2975halt ()
2821 CODE: 2976 CODE:
2822 Mix_HaltMusic (); 2977 Mix_HaltMusic ();
2978
2979int
2980playing ()
2981 CODE:
2982 RETVAL = Mix_PlayingMusic ();
2983 OUTPUT:
2984 RETVAL
2823 2985
2824DC::MixMusic 2986DC::MixMusic
2825new (SV *class, DC::RW rwops) 2987new (SV *class, DC::RW rwops)
2826 CODE: 2988 CODE:
2827 RETVAL = Mix_LoadMUS_RW (rwops); 2989 RETVAL = Mix_LoadMUS_RW (rwops);
2858 } *civ, const_iv[] = { 3020 } *civ, const_iv[] = {
2859# define const_iv(name) { # name, (IV)name } 3021# define const_iv(name) { # name, (IV)name }
2860 const_iv (GL_VENDOR), 3022 const_iv (GL_VENDOR),
2861 const_iv (GL_VERSION), 3023 const_iv (GL_VERSION),
2862 const_iv (GL_EXTENSIONS), 3024 const_iv (GL_EXTENSIONS),
3025 const_iv (GL_MAX_TEXTURE_UNITS),
2863 const_iv (GL_COLOR_MATERIAL), 3026 const_iv (GL_COLOR_MATERIAL),
2864 const_iv (GL_SMOOTH), 3027 const_iv (GL_SMOOTH),
2865 const_iv (GL_FLAT), 3028 const_iv (GL_FLAT),
2866 const_iv (GL_DITHER), 3029 const_iv (GL_DITHER),
2867 const_iv (GL_BLEND), 3030 const_iv (GL_BLEND),
2879 const_iv (GL_ZERO), 3042 const_iv (GL_ZERO),
2880 const_iv (GL_SRC_ALPHA), 3043 const_iv (GL_SRC_ALPHA),
2881 const_iv (GL_DST_ALPHA), 3044 const_iv (GL_DST_ALPHA),
2882 const_iv (GL_ONE_MINUS_SRC_ALPHA), 3045 const_iv (GL_ONE_MINUS_SRC_ALPHA),
2883 const_iv (GL_ONE_MINUS_DST_ALPHA), 3046 const_iv (GL_ONE_MINUS_DST_ALPHA),
3047 const_iv (GL_SRC_COLOR),
3048 const_iv (GL_DST_COLOR),
3049 const_iv (GL_ONE_MINUS_SRC_COLOR),
3050 const_iv (GL_ONE_MINUS_DST_COLOR),
2884 const_iv (GL_SRC_ALPHA_SATURATE), 3051 const_iv (GL_SRC_ALPHA_SATURATE),
2885 const_iv (GL_RGB), 3052 const_iv (GL_RGB),
2886 const_iv (GL_RGBA), 3053 const_iv (GL_RGBA),
2887 const_iv (GL_RGBA4), 3054 const_iv (GL_RGBA4),
2888 const_iv (GL_RGBA8), 3055 const_iv (GL_RGBA8),
3017 3184
3018int glGetError () 3185int glGetError ()
3019 3186
3020void glFinish () 3187void glFinish ()
3021 3188
3189void glFlush ()
3190
3022void glClear (int mask) 3191void glClear (int mask)
3023 3192
3024void glClearColor (float r, float g, float b, float a = 1.0) 3193void glClearColor (float r, float g, float b, float a = 1.0)
3025 PROTOTYPE: @ 3194 PROTOTYPE: @
3026 3195
3036 3205
3037void glBlendFuncSeparate (int sa, int da, int saa, int daa) 3206void glBlendFuncSeparate (int sa, int da, int saa, int daa)
3038 CODE: 3207 CODE:
3039 gl_BlendFuncSeparate (sa, da, saa, daa); 3208 gl_BlendFuncSeparate (sa, da, saa, daa);
3040 3209
3041void glBlendEquation (int se) 3210# void glBlendEquation (int se)
3042 3211
3043void glDepthMask (int flag) 3212void glDepthMask (int flag)
3044 3213
3045void glLogicOp (int opcode) 3214void glLogicOp (int opcode)
3046 3215
3196void glNewList (int list, int mode = GL_COMPILE) 3365void glNewList (int list, int mode = GL_COMPILE)
3197 3366
3198void glEndList () 3367void glEndList ()
3199 3368
3200void glCallList (int list) 3369void glCallList (int list)
3370
3371void c_init ()
3372 CODE:
3373 glPixelStorei (GL_PACK_ALIGNMENT , 1);
3374 glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
3201 3375
3202MODULE = Deliantra::Client PACKAGE = DC::UI::Base 3376MODULE = Deliantra::Client PACKAGE = DC::UI::Base
3203 3377
3204PROTOTYPES: DISABLE 3378PROTOTYPES: DISABLE
3205 3379

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