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y += stepy * dimness;
if (OUTBORD(x >> PRECBITS, y >> PRECBITS))
return;
loopi(steps)
{
sqr *s = S(x >> PRECBITS, y >> PRECBITS);
int tl = (l >> PRECBITS) + s->r;
s->r = s->g = s->b = tl > 255 ? 255 : tl;
if (SOLID(s))
return;
x += stepx;
y += stepy;
l -= stepl;
stepl -= 25;
}
}
} else // the old (white) light code, here for the few people with old
// video cards that don't support overbright
{
loopi(steps)
{
sqr *s = S(x >> PRECBITS, y >> PRECBITS);
int light = l >> PRECBITS;
if (light > s->r)
s->r = s->g = s->b = (uchar)light;
if (SOLID(s))
return;
x += stepx;
y += stepy;
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y += stepy * dimness;
if (OUTBORD(x >> PRECBITS, y >> PRECBITS))
return;
loopi(steps)
{
struct sqr *s = S(x >> PRECBITS, y >> PRECBITS);
int tl = (l >> PRECBITS) + s->r;
s->r = s->g = s->b = tl > 255 ? 255 : tl;
if (SOLID(s))
return;
x += stepx;
y += stepy;
l -= stepl;
stepl -= 25;
}
}
} else // the old (white) light code, here for the few people with old
// video cards that don't support overbright
{
loopi(steps)
{
struct sqr *s = S(x >> PRECBITS, y >> PRECBITS);
int light = l >> PRECBITS;
if (light > s->r)
s->r = s->g = s->b = (uchar)light;
if (SOLID(s))
return;
x += stepx;
y += stepy;
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lightray((float)sx, sy2, l);
lightray((float)ex, sy2, l);
}
rndtime();
}
void
postlightarea(block &a) // median filter, smooths out random noise in light and
// makes it more mipable
{
loop(x, a.xs) loop(y, a.ys) // assumes area not on edge of world
{
sqr *s = S(x + a.x, y + a.y);
#define median(m) \
s->m = \
(s->m * 2 + SW(s, 1, 0)->m * 2 + SW(s, 0, 1)->m * 2 + \
SW(s, -1, 0)->m * 2 + SW(s, 0, -1)->m * 2 + SW(s, 1, 1)->m + \
SW(s, 1, -1)->m + SW(s, -1, 1)->m + SW(s, -1, -1)->m) / \
14; // median is 4/2/1 instead
median(r);
median(g);
median(b);
}
remip(&a, 0);
}
void
calclight()
{
loop(x, ssize) loop(y, ssize)
{
sqr *s = S(x, y);
s->r = s->g = s->b = 10;
}
for (Entity *e in ents)
if (e.type == LIGHT)
calclightsource(e);
block b = { 1, 1, ssize - 2, ssize - 2 };
postlightarea(b);
setvar(@"fullbright", 0);
}
VARP(dynlight, 0, 16, 32);
static OFMutableData *dlights;
void
cleardlights()
{
while (dlights.count > 0) {
block *backup = *(block **)[dlights lastItem];
[dlights removeLastItem];
blockpaste(backup);
OFFreeMemory(backup);
}
}
void
dodynlight(const OFVector3D *vold, const OFVector3D *v, int reach, int strength,
DynamicEntity *owner)
{
if (!reach)
reach = dynlight;
if (owner.monsterstate)
reach = reach / 2;
if (!reach)
return;
if (v->x < 0 || v->y < 0 || v->x > ssize || v->y > ssize)
return;
int creach = reach + 16; // dependant on lightray random offsets!
block b = { (int)v->x - creach, (int)v->y - creach, creach * 2 + 1,
creach * 2 + 1 };
if (b.x < 1)
b.x = 1;
if (b.y < 1)
b.y = 1;
if (b.xs + b.x > ssize - 2)
b.xs = ssize - 2 - b.x;
if (b.ys + b.y > ssize - 2)
b.ys = ssize - 2 - b.y;
if (dlights == nil)
dlights =
[[OFMutableData alloc] initWithItemSize:sizeof(block *)];
// backup area before rendering in dynlight
block *copy = blockcopy(&b);
[dlights addItem:©];
PersistentEntity *l = [Entity entity];
l.x = v->x;
l.y = v->y;
l.z = v->z;
l.attr1 = reach;
l.type = LIGHT;
l.attr2 = strength;
calclightsource(l);
postlightarea(b);
}
// utility functions also used by editing code
block *
blockcopy(const block *s)
{
block *b = (block *)OFAllocZeroedMemory(
1, sizeof(block) + s->xs * s->ys * sizeof(sqr));
*b = *s;
sqr *q = (sqr *)(b + 1);
for (int x = s->x; x < s->xs + s->x; x++)
for (int y = s->y; y < s->ys + s->y; y++)
*q++ = *S(x, y);
return b;
}
void
blockpaste(const block *b)
{
sqr *q = (sqr *)(b + 1);
for (int x = b->x; x < b->xs + b->x; x++)
for (int y = b->y; y < b->ys + b->y; y++)
*S(x, y) = *q++;
remipmore(b, 0);
}
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lightray((float)sx, sy2, l);
lightray((float)ex, sy2, l);
}
rndtime();
}
// median filter, smooths out random noise in light and makes it more mipable
void
postlightarea(const struct block *a)
{
loop(x, a->xs) loop(y, a->ys) // assumes area not on edge of world
{
struct sqr *s = S(x + a->x, y + a->y);
#define median(m) \
s->m = \
(s->m * 2 + SW(s, 1, 0)->m * 2 + SW(s, 0, 1)->m * 2 + \
SW(s, -1, 0)->m * 2 + SW(s, 0, -1)->m * 2 + SW(s, 1, 1)->m + \
SW(s, 1, -1)->m + SW(s, -1, 1)->m + SW(s, -1, -1)->m) / \
14; // median is 4/2/1 instead
median(r);
median(g);
median(b);
}
remip(a, 0);
}
void
calclight()
{
loop(x, ssize) loop(y, ssize)
{
struct sqr *s = S(x, y);
s->r = s->g = s->b = 10;
}
for (Entity *e in ents)
if (e.type == LIGHT)
calclightsource(e);
struct block b = { 1, 1, ssize - 2, ssize - 2 };
postlightarea(&b);
setvar(@"fullbright", 0);
}
VARP(dynlight, 0, 16, 32);
static OFMutableData *dlights;
void
cleardlights()
{
while (dlights.count > 0) {
struct block *backup = *(struct block **)[dlights lastItem];
[dlights removeLastItem];
blockpaste(backup);
OFFreeMemory(backup);
}
}
void
dodynlight(const OFVector3D *vold, const OFVector3D *v, int reach, int strength,
DynamicEntity *owner)
{
if (!reach)
reach = dynlight;
if (owner.monsterstate)
reach = reach / 2;
if (!reach)
return;
if (v->x < 0 || v->y < 0 || v->x > ssize || v->y > ssize)
return;
int creach = reach + 16; // dependant on lightray random offsets!
struct block b = { (int)v->x - creach, (int)v->y - creach,
creach * 2 + 1, creach * 2 + 1 };
if (b.x < 1)
b.x = 1;
if (b.y < 1)
b.y = 1;
if (b.xs + b.x > ssize - 2)
b.xs = ssize - 2 - b.x;
if (b.ys + b.y > ssize - 2)
b.ys = ssize - 2 - b.y;
if (dlights == nil)
dlights = [[OFMutableData alloc]
initWithItemSize:sizeof(struct block *)];
// backup area before rendering in dynlight
struct block *copy = blockcopy(&b);
[dlights addItem:©];
PersistentEntity *l = [Entity entity];
l.x = v->x;
l.y = v->y;
l.z = v->z;
l.attr1 = reach;
l.type = LIGHT;
l.attr2 = strength;
calclightsource(l);
postlightarea(&b);
}
// utility functions also used by editing code
struct block *
blockcopy(const struct block *s)
{
struct block *b = OFAllocZeroedMemory(
1, sizeof(struct block) + s->xs * s->ys * sizeof(struct sqr));
*b = *s;
struct sqr *q = (struct sqr *)(b + 1);
for (int x = s->x; x < s->xs + s->x; x++)
for (int y = s->y; y < s->ys + s->y; y++)
*q++ = *S(x, y);
return b;
}
void
blockpaste(const struct block *b)
{
struct sqr *q = (struct sqr *)(b + 1);
for (int x = b->x; x < b->xs + b->x; x++)
for (int y = b->y; y < b->ys + b->y; y++)
*S(x, y) = *q++;
remipmore(b, 0);
}
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