Cube  Diff

Differences From Artifact [38933acc1f]:

To Artifact [230a66c274]:


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		[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 isKindOfClass:Monster.class])
		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:&copy];

	Entity *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);
}








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		[dlights removeLastItem];
		blockpaste(backup);
		OFFreeMemory(backup);
	}
}

void
dodynlight(OFVector3D vold, OFVector3D v, int reach, int strength,
    DynamicEntity *owner)
{
	if (!reach)
		reach = dynlight;
	if ([owner isKindOfClass:Monster.class])
		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:&copy];

	Entity *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);
}