Cube  Check-in [304230c1e1]

Overview
Comment:Avoid pointless pointers

Passing OFVector3D by reference is annoying and is worse at passing via registers.

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SHA3-256: 304230c1e18fc15a2e66b01bbc1727d107b9d27be6949aad99419bc153bf6e66
User & Date: js on 2025-03-23 21:52:54
Other Links: manifest | tags
Context
2025-03-23
22:14
Fix wrong argument order for calculating distance check-in: 75095b4f6e user: js tags: trunk
21:52
Avoid pointless pointers check-in: 304230c1e1 user: js tags: trunk
21:31
Remove vdist check-in: 6259424802 user: js tags: trunk
Changes

Modified src/Monster.m from [f00a1d74b4] to [df6f0d84fe].

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	case M_AIMING:
		// this state is the delay between wanting to shoot and actually
		// firing
		if (self.trigger < lastmillis) {
			self.lastAction = 0;
			self.attacking = true;
			OFVector3D attackTarget = self.attackTarget;
			shoot(self, &attackTarget);
			[self transitionWithState:M_ATTACKING
			                   moving:0
			                        n:600
			                        r:0];
		}
		break;








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	case M_AIMING:
		// this state is the delay between wanting to shoot and actually
		// firing
		if (self.trigger < lastmillis) {
			self.lastAction = 0;
			self.attacking = true;
			shoot(self, self.attackTarget);

			[self transitionWithState:M_ATTACKING
			                   moving:0
			                        n:600
			                        r:0];
		}
		break;

Modified src/clientgame.m from [3ae039157a] to [12fef2cf63].

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		if (m_arena)
			arenarespawn();
		moveprojectiles((float)curtime);
		demoplaybackstep();
		if (!demoplayback) {
			if (getclientnum() >= 0)
				// only shoot when connected to server
				shoot(player1, &worldpos);
			// do this first, so we have most accurate information
			// when our player moves
			gets2c();
		}
		otherplayers();
		if (!demoplayback) {
			[Monster thinkAll];







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		if (m_arena)
			arenarespawn();
		moveprojectiles((float)curtime);
		demoplaybackstep();
		if (!demoplayback) {
			if (getclientnum() >= 0)
				// only shoot when connected to server
				shoot(player1, worldpos);
			// do this first, so we have most accurate information
			// when our player moves
			gets2c();
		}
		otherplayers();
		if (!demoplayback) {
			[Monster thinkAll];

Modified src/clients2c.m from [15c84f7e82] to [be4039eb8e].

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			s.x = getint(&p) / DMF;
			s.y = getint(&p) / DMF;
			s.z = getint(&p) / DMF;
			e.x = getint(&p) / DMF;
			e.y = getint(&p) / DMF;
			e.z = getint(&p) / DMF;
			if (gun == GUN_SG)
				createrays(&s, &e);
			shootv(gun, &s, &e, d, false);
			break;
		}

		case SV_DAMAGE: {
			int target = getint(&p);
			int damage = getint(&p);
			int ls = getint(&p);







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			s.x = getint(&p) / DMF;
			s.y = getint(&p) / DMF;
			s.z = getint(&p) / DMF;
			e.x = getint(&p) / DMF;
			e.y = getint(&p) / DMF;
			e.z = getint(&p) / DMF;
			if (gun == GUN_SG)
				createrays(s, e);
			shootv(gun, s, e, d, false);
			break;
		}

		case SV_DAMAGE: {
			int target = getint(&p);
			int damage = getint(&p);
			int ls = getint(&p);

Modified src/protos.h from [6ea87debb4] to [e6df6c1853].

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extern void resettagareas();
extern void settagareas();
extern Entity *newentity(
    int x, int y, int z, OFString *what, int v1, int v2, int v3, int v4);

// worldlight
extern void calclight();
extern void dodynlight(const OFVector3D *vold, const OFVector3D *v, int reach,
    int strength, DynamicEntity *owner);
extern void cleardlights();
extern struct block *blockcopy(const struct block *b);
extern void blockpaste(const struct block *b);

// worldrender
extern void render_world(float vx, float vy, float vh, int yaw, int pitch,
    float widef, int w, int h);







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extern void resettagareas();
extern void settagareas();
extern Entity *newentity(
    int x, int y, int z, OFString *what, int v1, int v2, int v3, int v4);

// worldlight
extern void calclight();
extern void dodynlight(OFVector3D vold, OFVector3D v, int reach, int strength,
    DynamicEntity *owner);
extern void cleardlights();
extern struct block *blockcopy(const struct block *b);
extern void blockpaste(const struct block *b);

// worldrender
extern void render_world(float vx, float vy, float vh, int yaw, int pitch,
    float widef, int w, int h);
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extern void pruneundos(int maxremain);

// renderextras
extern void line(int x1, int y1, float z1, int x2, int y2, float z2);
extern void box(const struct block *b, float z1, float z2, float z3, float z4);
extern void dot(int x, int y, float z);
extern void linestyle(float width, int r, int g, int b);
extern void newsphere(const OFVector3D *o, float max, int type);
extern void renderspheres(int time);
extern void gl_drawhud(
    int w, int h, int curfps, int nquads, int curvert, bool underwater);
extern void readdepth(int w, int h);
extern void blendbox(int x1, int y1, int x2, int y2, bool border);
extern void damageblend(int n);

// renderparticles
extern void setorient(const OFVector3D *r, const OFVector3D *u);
extern void particle_splash(int type, int num, int fade, const OFVector3D *p);
extern void particle_trail(
    int type, int fade, const OFVector3D *from, const OFVector3D *to);
extern void render_particles(int time);

// worldio
extern void save_world(OFString *fname);
extern void load_world(OFString *mname);
extern void writemap(OFString *mname, int msize, unsigned char *mdata);
extern OFData *readmap(OFString *mname);
extern void loadgamerest();
extern void incomingdemodata(unsigned char *buf, int len, bool extras);
extern void demoplaybackstep();
extern void stop();
extern void stopifrecording();
extern void demodamage(int damage, const OFVector3D *o);
extern void demoblend(int damage);

// physics
extern void moveplayer(DynamicEntity *pl, int moveres, bool local);
extern bool collide(DynamicEntity *d, bool spawn, float drop, float rise);
extern void entinmap(DynamicEntity *d);
extern void setentphysics(int mml, int mmr);







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extern void pruneundos(int maxremain);

// renderextras
extern void line(int x1, int y1, float z1, int x2, int y2, float z2);
extern void box(const struct block *b, float z1, float z2, float z3, float z4);
extern void dot(int x, int y, float z);
extern void linestyle(float width, int r, int g, int b);
extern void newsphere(OFVector3D o, float max, int type);
extern void renderspheres(int time);
extern void gl_drawhud(
    int w, int h, int curfps, int nquads, int curvert, bool underwater);
extern void readdepth(int w, int h);
extern void blendbox(int x1, int y1, int x2, int y2, bool border);
extern void damageblend(int n);

// renderparticles
extern void setorient(OFVector3D r, OFVector3D u);
extern void particle_splash(int type, int num, int fade, OFVector3D p);
extern void particle_trail(int type, int fade, OFVector3D from, OFVector3D to);

extern void render_particles(int time);

// worldio
extern void save_world(OFString *fname);
extern void load_world(OFString *mname);
extern void writemap(OFString *mname, int msize, unsigned char *mdata);
extern OFData *readmap(OFString *mname);
extern void loadgamerest();
extern void incomingdemodata(unsigned char *buf, int len, bool extras);
extern void demoplaybackstep();
extern void stop();
extern void stopifrecording();
extern void demodamage(int damage, OFVector3D o);
extern void demoblend(int damage);

// physics
extern void moveplayer(DynamicEntity *pl, int moveres, bool local);
extern bool collide(DynamicEntity *d, bool spawn, float drop, float rise);
extern void entinmap(DynamicEntity *d);
extern void setentphysics(int mml, int mmr);
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extern void servermsinit(OFString *master, OFString *sdesc, bool listen);
extern void sendmaps(
    int n, OFString *mapname, int mapsize, unsigned char *mapdata);
extern ENetPacket *recvmap(int n);

// weapon
extern void selectgun(int a, int b, int c);
extern void shoot(DynamicEntity *d, const OFVector3D *to);
extern void shootv(int gun, const OFVector3D *from, const OFVector3D *to,
    DynamicEntity *d, bool local);
extern void createrays(const OFVector3D *from, const OFVector3D *to);
extern void moveprojectiles(float time);
extern void projreset();
extern OFString *playerincrosshair();
extern int reloadtime(int gun);

// entities
extern void initEntities();







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extern void servermsinit(OFString *master, OFString *sdesc, bool listen);
extern void sendmaps(
    int n, OFString *mapname, int mapsize, unsigned char *mapdata);
extern ENetPacket *recvmap(int n);

// weapon
extern void selectgun(int a, int b, int c);
extern void shoot(DynamicEntity *d, OFVector3D to);
extern void shootv(
    int gun, OFVector3D from, OFVector3D to, DynamicEntity *d, bool local);
extern void createrays(OFVector3D from, OFVector3D to);
extern void moveprojectiles(float time);
extern void projreset();
extern OFString *playerincrosshair();
extern int reloadtime(int gun);

// entities
extern void initEntities();

Modified src/renderextras.m from [e6c4962238] to [ace19c9caa].

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	int type;
	struct sphere *next;
};
static struct sphere spheres[MAXSPHERES], *slist = NULL, *sempty = NULL;
bool sinit = false;

void
newsphere(const OFVector3D *o, float max, int type)
{
	if (!sinit) {
		for (int i = 0; i < MAXSPHERES; i++) {
			spheres[i].next = sempty;
			sempty = &spheres[i];
		}
		sinit = true;
	}
	if (sempty) {
		struct sphere *p = sempty;
		sempty = p->next;
		p->o = *o;
		p->max = max;
		p->size = 1;
		p->type = type;
		p->next = slist;
		slist = p;
	}
}







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	int type;
	struct sphere *next;
};
static struct sphere spheres[MAXSPHERES], *slist = NULL, *sempty = NULL;
bool sinit = false;

void
newsphere(OFVector3D o, float max, int type)
{
	if (!sinit) {
		for (int i = 0; i < MAXSPHERES; i++) {
			spheres[i].next = sempty;
			sempty = &spheres[i];
		}
		sinit = true;
	}
	if (sempty) {
		struct sphere *p = sempty;
		sempty = p->next;
		p->o = o;
		p->max = max;
		p->size = 1;
		p->type = type;
		p->next = slist;
		slist = p;
	}
}
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	if (!editmode)
		return;

	for (Entity *e in ents) {
		if (e.type == NOTUSED)
			continue;

		OFVector3D v = OFMakeVector3D(e.x, e.y, e.z);
		particle_splash(2, 2, 40, &v);
	}

	int e = closestent();
	if (e >= 0) {
		Entity *c = ents[e];
		closeent =
		    [OFString stringWithFormat:@"closest entity = %@ (%d, %d, "







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	if (!editmode)
		return;

	for (Entity *e in ents) {
		if (e.type == NOTUSED)
			continue;


		particle_splash(2, 2, 40, OFMakeVector3D(e.x, e.y, e.z));
	}

	int e = closestent();
	if (e >= 0) {
		Entity *c = ents[e];
		closeent =
		    [OFString stringWithFormat:@"closest entity = %@ (%d, %d, "
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	gluUnProject(w / 2, h / 2, depthcorrect(cursordepth), mm, pm, viewport,
	    &worldx, &worldz, &worldy);
	worldpos.x = (float)worldx;
	worldpos.y = (float)worldy;
	worldpos.z = (float)worldz;
	OFVector3D r = OFMakeVector3D(mm[0], mm[4], mm[8]);
	OFVector3D u = OFMakeVector3D(mm[1], mm[5], mm[9]);
	setorient(&r, &u);
}

void
drawicon(float tx, float ty, int x, int y)
{
	glBindTexture(GL_TEXTURE_2D, 5);
	glBegin(GL_QUADS);







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	gluUnProject(w / 2, h / 2, depthcorrect(cursordepth), mm, pm, viewport,
	    &worldx, &worldz, &worldy);
	worldpos.x = (float)worldx;
	worldpos.y = (float)worldy;
	worldpos.z = (float)worldz;
	OFVector3D r = OFMakeVector3D(mm[0], mm[4], mm[8]);
	OFVector3D u = OFMakeVector3D(mm[1], mm[5], mm[9]);
	setorient(r, u);
}

void
drawicon(float tx, float ty, int x, int y)
{
	glBindTexture(GL_TEXTURE_2D, 5);
	glBegin(GL_QUADS);

Modified src/renderparticles.m from [dcdd211b54] to [41bd950ef0].

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};
struct particle particles[MAXPARTICLES], *parlist = NULL, *parempty = NULL;
bool parinit = false;

VARP(maxparticles, 100, 2000, MAXPARTICLES - 500);

static void
newparticle(const OFVector3D *o, const OFVector3D *d, int fade, int type)
{
	if (!parinit) {
		for (int i = 0; i < MAXPARTICLES; i++) {
			particles[i].next = parempty;
			parempty = &particles[i];
		}
		parinit = true;
	}
	if (parempty) {
		struct particle *p = parempty;
		parempty = p->next;
		p->o = *o;
		p->d = *d;
		p->fade = fade;
		p->type = type;
		p->millis = lastmillis;
		p->next = parlist;
		parlist = p;
	}
}

VAR(demotracking, 0, 0, 1);
VARP(particlesize, 20, 100, 500);

OFVector3D right, up;

void
setorient(const OFVector3D *r, const OFVector3D *u)
{
	right = *r;
	up = *u;
}

void
render_particles(int time)
{
	if (demoplayback && demotracking) {
		OFVector3D o = player1.origin;
		OFVector3D nom = OFMakeVector3D(0, 0, 0);
		newparticle(&o, &nom, 100000000, 8);
	}


	glDepthMask(GL_FALSE);
	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_SRC_ALPHA);
	glDisable(GL_FOG);

	struct parttype {







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};
struct particle particles[MAXPARTICLES], *parlist = NULL, *parempty = NULL;
bool parinit = false;

VARP(maxparticles, 100, 2000, MAXPARTICLES - 500);

static void
newparticle(OFVector3D o, OFVector3D d, int fade, int type)
{
	if (!parinit) {
		for (int i = 0; i < MAXPARTICLES; i++) {
			particles[i].next = parempty;
			parempty = &particles[i];
		}
		parinit = true;
	}
	if (parempty) {
		struct particle *p = parempty;
		parempty = p->next;
		p->o = o;
		p->d = d;
		p->fade = fade;
		p->type = type;
		p->millis = lastmillis;
		p->next = parlist;
		parlist = p;
	}
}

VAR(demotracking, 0, 0, 1);
VARP(particlesize, 20, 100, 500);

OFVector3D right, up;

void
setorient(OFVector3D r, OFVector3D u)
{
	right = r;
	up = u;
}

void
render_particles(int time)
{
	if (demoplayback && demotracking)


		newparticle(

		    player1.origin, OFMakeVector3D(0, 0, 0), 100000000, 8);

	glDepthMask(GL_FALSE);
	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_SRC_ALPHA);
	glDisable(GL_FOG);

	struct parttype {
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	glEnable(GL_FOG);
	glDisable(GL_BLEND);
	glDepthMask(GL_TRUE);
}

void
particle_splash(int type, int num, int fade, const OFVector3D *p)
{
	for (int i = 0; i < num; i++) {
		const int radius = type == 5 ? 50 : 150;
		int x, y, z;
		do {
			x = rnd(radius * 2) - radius;
			y = rnd(radius * 2) - radius;
			z = rnd(radius * 2) - radius;
		} while (x * x + y * y + z * z > radius * radius);
		OFVector3D d = OFMakeVector3D(x, y, z);
		newparticle(p, &d, rnd(fade * 3), type);
	}
}

void
particle_trail(int type, int fade, const OFVector3D *s, const OFVector3D *e)
{
	float d = OFDistanceOfVectors3D(*s, *e);
	OFVector3D v = OFSubtractVectors3D(*s, *e);
	v = OFMultiplyVector3D(v, 1.0f / (d * 2 + 0.1f));
	OFVector3D p = *s;
	for (int i = 0; i < ((int)d * 2); i++) {
		p = OFAddVectors3D(p, v);
		OFVector3D d =
		    OFMakeVector3D(rnd(11) - 5, rnd(11) - 5, rnd(11) - 5);
		newparticle(&p, &d, rnd(fade) + fade, type);
	}
}







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	glEnable(GL_FOG);
	glDisable(GL_BLEND);
	glDepthMask(GL_TRUE);
}

void
particle_splash(int type, int num, int fade, OFVector3D p)
{
	for (int i = 0; i < num; i++) {
		const int radius = type == 5 ? 50 : 150;
		int x, y, z;
		do {
			x = rnd(radius * 2) - radius;
			y = rnd(radius * 2) - radius;
			z = rnd(radius * 2) - radius;
		} while (x * x + y * y + z * z > radius * radius);
		OFVector3D d = OFMakeVector3D(x, y, z);
		newparticle(p, d, rnd(fade * 3), type);
	}
}

void
particle_trail(int type, int fade, OFVector3D s, OFVector3D e)
{
	float d = OFDistanceOfVectors3D(s, e);
	OFVector3D v = OFSubtractVectors3D(s, e);
	v = OFMultiplyVector3D(v, 1.0f / (d * 2 + 0.1f));

	for (int i = 0; i < ((int)d * 2); i++) {
		s = OFAddVectors3D(s, v);
		OFVector3D d =
		    OFMakeVector3D(rnd(11) - 5, rnd(11) - 5, rnd(11) - 5);
		newparticle(s, d, rnd(fade) + fade, type);
	}
}

Modified src/savegamedemo.m from [e40f20042f] to [16ee4d908b].

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	conoutf(@"started recording demo to %@", IRI.string);
	demorecording = true;
	starttime = lastmillis;
	ddamage = bdamage = 0;
}))

void
demodamage(int damage, const OFVector3D *o)
{
	ddamage = damage;
	dorig = *o;
}

void
demoblend(int damage)
{
	bdamage = damage;
}







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	conoutf(@"started recording demo to %@", IRI.string);
	demorecording = true;
	starttime = lastmillis;
	ddamage = bdamage = 0;
}))

void
demodamage(int damage, OFVector3D o)
{
	ddamage = damage;
	dorig = o;
}

void
demoblend(int damage)
{
	bdamage = damage;
}
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				target.ammo[i] = gzget();
			target.state = gzget();
			target.lastMove = playbacktime;
			if ((bdamage = gzgeti()))
				damageblend(bdamage);
			if ((ddamage = gzgeti())) {
				gzgetv(&dorig);
				particle_splash(3, ddamage, 1000, &dorig);
			}
			// FIXME: set more client state here
		}

		// insert latest copy of player into history
		if (extras &&
		    (playerhistory.count == 0 ||







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				target.ammo[i] = gzget();
			target.state = gzget();
			target.lastMove = playbacktime;
			if ((bdamage = gzgeti()))
				damageblend(bdamage);
			if ((ddamage = gzgeti())) {
				gzgetv(&dorig);
				particle_splash(3, ddamage, 1000, dorig);
			}
			// FIXME: set more client state here
		}

		// insert latest copy of player into history
		if (extras &&
		    (playerhistory.count == 0 ||

Modified src/weapon.m from [51629f2c3a] to [7fa0099398].

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	selectgun((a1.length > 0 ? a1.cube_intValue : -1),
	    (a2.length > 0 ? a2.cube_intValue : -1),
	    (a3.length > 0 ? a3.cube_intValue : -1));
})

// create random spread of rays for the shotgun
void
createrays(const OFVector3D *from, const OFVector3D *to)
{
	float dist = OFDistanceOfVectors3D(*from, *to);
	float f = dist * SGSPREAD / 1000;
	for (int i = 0; i < SGRAYS; i++)
#define RNDD (rnd(101) - 50) * f
		sg[i] = OFAddVectors3D(*to, OFMakeVector3D(RNDD, RNDD, RNDD));
}

// if lineseg hits entity bounding box
static bool
intersect(DynamicEntity *d, const OFVector3D *from, const OFVector3D *to)
{
	OFVector3D v = *to, w = d.origin;
	const OFVector3D *p;
	v = OFSubtractVectors3D(v, *from);
	w = OFSubtractVectors3D(w, *from);
	float c1 = OFDotProductOfVectors3D(w, v);


	if (c1 <= 0)
		p = from;
	else {
		float c2 = OFDotProductOfVectors3D(v, v);
		if (c2 <= c1)
			p = to;
		else {
			v = OFMultiplyVector3D(v, c1 / c2);
			v = OFAddVectors3D(v, *from);
			p = &v;
		}
	}

	return (p->x <= d.origin.x + d.radius &&
	    p->x >= d.origin.x - d.radius && p->y <= d.origin.y + d.radius &&
	    p->y >= d.origin.y - d.radius && p->z <= d.origin.z + d.aboveEye &&
	    p->z >= d.origin.z - d.eyeHeight);
}

OFString *
playerincrosshair()
{
	if (demoplayback)
		return NULL;

	for (id player in players) {
		if (player == [OFNull null])
			continue;

		OFVector3D o = player1.origin;
		if (intersect(player, &o, &worldpos))
			return [player name];
	}

	return nil;
}

#define MAXPROJ 100
static Projectile *projs[MAXPROJ];

void
projreset()
{
	for (size_t i = 0; i < MAXPROJ; i++)
		projs[i].inuse = false;
}

void
newprojectile(const OFVector3D *from, const OFVector3D *to, float speed,
    bool local, DynamicEntity *owner, int gun)
{
	for (size_t i = 0; i < MAXPROJ; i++) {
		Projectile *p = projs[i];

		if (p == nil)
			projs[i] = p = [Projectile projectile];

		if (p.inuse)
			continue;

		p.inuse = true;
		p.o = *from;
		p.to = *to;
		p.speed = speed;
		p.local = local;
		p.owner = owner;
		p.gun = gun;
		return;
	}
}

static void
hit(int target, int damage, __kindof DynamicEntity *d, DynamicEntity *at)
{
	OFVector3D o = d.origin;
	if (d == player1)
		selfdamage(damage, at == player1 ? -1 : -2, at);
	else if ([d isKindOfClass:Monster.class])
		[d incurDamage:damage fromEntity:at];
	else {
		addmsg(1, 4, SV_DAMAGE, target, damage, d.lifeSequence);
		playsound(S_PAIN1 + rnd(5), &o);
	}
	particle_splash(3, damage, 1000, &o);
	demodamage(damage, &o);
}

const float RL_RADIUS = 5;
const float RL_DAMRAD = 7; // hack

static void
radialeffect(
    DynamicEntity *o, const OFVector3D *v, int cn, int qdam, DynamicEntity *at)
{
	if (o.state != CS_ALIVE)
		return;

	OFVector3D origin = o.origin;
	float dist = OFDistanceOfVectors3D(*v, origin);
	OFVector3D temp = OFSubtractVectors3D(*v, origin);
	dist -= 2; // account for eye distance imprecision

	if (dist < RL_DAMRAD) {
		if (dist < 0)
			dist = 0;

		int damage = (int)(qdam * (1 - (dist / RL_DAMRAD)));
		hit(cn, damage, o, at);

		temp =
		    OFMultiplyVector3D(temp, (RL_DAMRAD - dist) * damage / 800);
		o.velocity = OFAddVectors3D(o.velocity, temp);
	}
}

static void
splash(Projectile *p, const OFVector3D *v, const OFVector3D *vold,
    int notthisplayer, int notthismonster, int qdam)
{
	particle_splash(0, 50, 300, v);
	p.inuse = false;

	if (p.gun != GUN_RL) {
		playsound(S_FEXPLODE, v);
		// no push?
	} else {
		playsound(S_RLHIT, v);
		newsphere(v, RL_RADIUS, 0);
		dodynlight(vold, v, 0, 0, p.owner);

		if (!p.local)
			return;

		radialeffect(player1, v, -1, qdam, p.owner);







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	selectgun((a1.length > 0 ? a1.cube_intValue : -1),
	    (a2.length > 0 ? a2.cube_intValue : -1),
	    (a3.length > 0 ? a3.cube_intValue : -1));
})

// create random spread of rays for the shotgun
void
createrays(OFVector3D from, OFVector3D to)
{
	float dist = OFDistanceOfVectors3D(from, to);
	float f = dist * SGSPREAD / 1000;
	for (int i = 0; i < SGRAYS; i++)
#define RNDD (rnd(101) - 50) * f
		sg[i] = OFAddVectors3D(to, OFMakeVector3D(RNDD, RNDD, RNDD));
}

// if lineseg hits entity bounding box
static bool
intersect(DynamicEntity *d, OFVector3D from, OFVector3D to)
{


	OFVector3D v = OFSubtractVectors3D(to, from);
	OFVector3D w = OFSubtractVectors3D(d.origin, from);
	float c1 = OFDotProductOfVectors3D(w, v);
	OFVector3D p;

	if (c1 <= 0)
		p = from;
	else {
		float c2 = OFDotProductOfVectors3D(v, v);
		if (c2 <= c1)
			p = to;
		else {
			v = OFMultiplyVector3D(v, c1 / c2);
			p = OFAddVectors3D(v, from);

		}
	}

	return (p.x <= d.origin.x + d.radius && p.x >= d.origin.x - d.radius &&
	    p.y <= d.origin.y + d.radius && p.y >= d.origin.y - d.radius &&

	    p.z <= d.origin.z + d.aboveEye && p.z >= d.origin.z - d.eyeHeight);
}

OFString *
playerincrosshair()
{
	if (demoplayback)
		return NULL;

	for (id player in players) {
		if (player == [OFNull null])
			continue;

		OFVector3D o = player1.origin;
		if (intersect(player, o, worldpos))
			return [player name];
	}

	return nil;
}

#define MAXPROJ 100
static Projectile *projs[MAXPROJ];

void
projreset()
{
	for (size_t i = 0; i < MAXPROJ; i++)
		projs[i].inuse = false;
}

void
newprojectile(OFVector3D from, OFVector3D to, float speed, bool local,
    DynamicEntity *owner, int gun)
{
	for (size_t i = 0; i < MAXPROJ; i++) {
		Projectile *p = projs[i];

		if (p == nil)
			projs[i] = p = [Projectile projectile];

		if (p.inuse)
			continue;

		p.inuse = true;
		p.o = from;
		p.to = to;
		p.speed = speed;
		p.local = local;
		p.owner = owner;
		p.gun = gun;
		return;
	}
}

static void
hit(int target, int damage, __kindof DynamicEntity *d, DynamicEntity *at)
{
	OFVector3D o = d.origin;
	if (d == player1)
		selfdamage(damage, at == player1 ? -1 : -2, at);
	else if ([d isKindOfClass:Monster.class])
		[d incurDamage:damage fromEntity:at];
	else {
		addmsg(1, 4, SV_DAMAGE, target, damage, d.lifeSequence);
		playsound(S_PAIN1 + rnd(5), &o);
	}
	particle_splash(3, damage, 1000, o);
	demodamage(damage, o);
}

const float RL_RADIUS = 5;
const float RL_DAMRAD = 7; // hack

static void
radialeffect(
    DynamicEntity *o, OFVector3D v, int cn, int qdam, DynamicEntity *at)
{
	if (o.state != CS_ALIVE)
		return;

	OFVector3D origin = o.origin;
	float dist = OFDistanceOfVectors3D(v, origin);
	OFVector3D temp = OFSubtractVectors3D(v, origin);
	dist -= 2; // account for eye distance imprecision

	if (dist < RL_DAMRAD) {
		if (dist < 0)
			dist = 0;

		int damage = (int)(qdam * (1 - (dist / RL_DAMRAD)));
		hit(cn, damage, o, at);

		temp =
		    OFMultiplyVector3D(temp, (RL_DAMRAD - dist) * damage / 800);
		o.velocity = OFAddVectors3D(o.velocity, temp);
	}
}

static void
splash(Projectile *p, OFVector3D v, OFVector3D vold, int notthisplayer,
    int notthismonster, int qdam)
{
	particle_splash(0, 50, 300, v);
	p.inuse = false;

	if (p.gun != GUN_RL) {
		playsound(S_FEXPLODE, &v);
		// no push?
	} else {
		playsound(S_RLHIT, &v);
		newsphere(v, RL_RADIUS, 0);
		dodynlight(vold, v, 0, 0, p.owner);

		if (!p.local)
			return;

		radialeffect(player1, v, -1, qdam, p.owner);
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			if (i != notthismonster)
				radialeffect(monster, v, i, qdam, p.owner);
		}];
	}
}

static inline void
projdamage(DynamicEntity *o, Projectile *p, const OFVector3D *v, int i, int im,
    int qdam)
{
	if (o.state != CS_ALIVE)
		return;

	OFVector3D po = p.o;
	if (intersect(o, &po, v)) {
		splash(p, v, &po, i, im, qdam);
		hit(i, qdam, o, p.owner);
	}
}

void
moveprojectiles(float time)
{







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			if (i != notthismonster)
				radialeffect(monster, v, i, qdam, p.owner);
		}];
	}
}

static inline void
projdamage(
    DynamicEntity *o, Projectile *p, OFVector3D v, int i, int im, int qdam)
{
	if (o.state != CS_ALIVE)
		return;

	OFVector3D po = p.o;
	if (intersect(o, po, v)) {
		splash(p, v, po, i, im, qdam);
		hit(i, qdam, o, p.owner);
	}
}

void
moveprojectiles(float time)
{
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		if (time > dtime)
			dtime = time;
		v = OFMultiplyVector3D(v, time / dtime);
		v = OFAddVectors3D(v, p.o);
		if (p.local) {
			for (id player in players)
				if (player != [OFNull null])
					projdamage(player, p, &v, i, -1, qdam);

			if (p.owner != player1)
				projdamage(player1, p, &v, -1, -1, qdam);

			for (Monster *monster in Monster.monsters)
				if (!vreject(monster.origin, v, 10.0f) &&
				    monster != p.owner)
					projdamage(monster, p, &v, -1, i, qdam);
		}
		if (p.inuse) {
			OFVector3D po = p.o;

			if (time == dtime)
				splash(p, &v, &po, -1, -1, qdam);
			else {
				if (p.gun == GUN_RL) {
					dodynlight(&po, &v, 0, 255, p.owner);
					particle_splash(5, 2, 200, &v);
				} else {
					particle_splash(1, 1, 200, &v);
					particle_splash(
					    guns[p.gun].part, 1, 1, &v);
				}
			}
		}
		p.o = v;
	}
}

// create visual effect from a shot
void
shootv(int gun, const OFVector3D *from, const OFVector3D *to, DynamicEntity *d,
    bool local)
{
	OFVector3D loc = d.origin;
	playsound(guns[gun].sound, d == player1 ? NULL : &loc);
	int pspeed = 25;
	switch (gun) {
	case GUN_FIST:
		break;

	case GUN_SG: {
		for (int i = 0; i < SGRAYS; i++)
			particle_splash(0, 5, 200, &sg[i]);
		break;
	}

	case GUN_CG:
		particle_splash(0, 100, 250, to);
		// particle_trail(1, 10, from, to);
		break;







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		if (time > dtime)
			dtime = time;
		v = OFMultiplyVector3D(v, time / dtime);
		v = OFAddVectors3D(v, p.o);
		if (p.local) {
			for (id player in players)
				if (player != [OFNull null])
					projdamage(player, p, v, i, -1, qdam);

			if (p.owner != player1)
				projdamage(player1, p, v, -1, -1, qdam);

			for (Monster *monster in Monster.monsters)
				if (!vreject(monster.origin, v, 10.0f) &&
				    monster != p.owner)
					projdamage(monster, p, v, -1, i, qdam);
		}
		if (p.inuse) {


			if (time == dtime)
				splash(p, v, p.o, -1, -1, qdam);
			else {
				if (p.gun == GUN_RL) {
					dodynlight(p.o, v, 0, 255, p.owner);
					particle_splash(5, 2, 200, v);
				} else {
					particle_splash(1, 1, 200, v);
					particle_splash(
					    guns[p.gun].part, 1, 1, v);
				}
			}
		}
		p.o = v;
	}
}

// create visual effect from a shot
void

shootv(int gun, OFVector3D from, OFVector3D to, DynamicEntity *d, bool local)
{
	OFVector3D loc = d.origin;
	playsound(guns[gun].sound, d == player1 ? NULL : &loc);
	int pspeed = 25;
	switch (gun) {
	case GUN_FIST:
		break;

	case GUN_SG: {
		for (int i = 0; i < SGRAYS; i++)
			particle_splash(0, 5, 200, sg[i]);
		break;
	}

	case GUN_CG:
		particle_splash(0, 100, 250, to);
		// particle_trail(1, 10, from, to);
		break;
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		particle_trail(1, 500, from, to);
		break;
	}
}

void
hitpush(int target, int damage, DynamicEntity *d, DynamicEntity *at,
    const OFVector3D *from, const OFVector3D *to)
{
	hit(target, damage, d, at);
	float dist = OFDistanceOfVectors3D(*from, *to);
	OFVector3D v = OFSubtractVectors3D(*from, *to);
	v = OFMultiplyVector3D(v, damage / dist / 50);
	d.velocity = OFAddVectors3D(d.velocity, v);
}

void
raydamage(DynamicEntity *o, const OFVector3D *from, const OFVector3D *to,
    DynamicEntity *d, int i)
{
	if (o.state != CS_ALIVE)
		return;
	int qdam = guns[d.gunSelect].damage;
	if (d.quadMillis)
		qdam *= 4;
	if ([d isKindOfClass:Monster.class])
		qdam /= MONSTERDAMAGEFACTOR;
	if (d.gunSelect == GUN_SG) {
		int damage = 0;
		for (int r = 0; r < SGRAYS; r++)
			if (intersect(o, from, &sg[r]))
				damage += qdam;
		if (damage)
			hitpush(i, damage, o, d, from, to);
	} else if (intersect(o, from, to))
		hitpush(i, qdam, o, d, from, to);
}

void
shoot(DynamicEntity *d, const OFVector3D *targ)
{
	int attacktime = lastmillis - d.lastAction;
	if (attacktime < d.gunWait)
		return;
	d.gunWait = 0;
	if (!d.attacking)
		return;
	d.lastAction = lastmillis;
	d.lastAttackGun = d.gunSelect;
	if (!d.ammo[d.gunSelect]) {
		playsoundc(S_NOAMMO);
		d.gunWait = 250;
		d.lastAttackGun = -1;
		return;
	}
	if (d.gunSelect)
		d.ammo[d.gunSelect]--;
	OFVector3D from = d.origin;
	OFVector3D to = *targ;
	from.z -= 0.2f; // below eye

	float dist = OFDistanceOfVectors3D(from, to);
	OFVector3D unitv = OFSubtractVectors3D(from, to);
	unitv = OFMultiplyVector3D(unitv, 1.0f / dist);
	OFVector3D kickback =
	    OFMultiplyVector3D(unitv, guns[d.gunSelect].kickamount * -0.01f);
	d.velocity = OFAddVectors3D(d.velocity, kickback);
	if (d.pitch < 80.0f)
		d.pitch += guns[d.gunSelect].kickamount * 0.05f;

	if (d.gunSelect == GUN_FIST || d.gunSelect == GUN_BITE) {
		unitv = OFMultiplyVector3D(unitv, 3); // punch range
		to = OFAddVectors3D(from, unitv);
	}
	if (d.gunSelect == GUN_SG)
		createrays(&from, &to);

	if (d.quadMillis && attacktime > 200)
		playsoundc(S_ITEMPUP);
	shootv(d.gunSelect, &from, &to, d, true);
	if (![d isKindOfClass:Monster.class])
		addmsg(1, 8, SV_SHOT, d.gunSelect, (int)(from.x * DMF),
		    (int)(from.y * DMF), (int)(from.z * DMF), (int)(to.x * DMF),
		    (int)(to.y * DMF), (int)(to.z * DMF));
	d.gunWait = guns[d.gunSelect].attackdelay;

	if (guns[d.gunSelect].projspeed)
		return;

	[players enumerateObjectsUsingBlock:^(id player, size_t i, bool *stop) {
		if (player != [OFNull null])
			raydamage(player, &from, &to, d, i);
	}];

	for (Monster *monster in Monster.monsters)
		if (monster != d)
			raydamage(monster, &from, &to, d, -2);

	if ([d isKindOfClass:Monster.class])
		raydamage(player1, &from, &to, d, -1);
}







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		particle_trail(1, 500, from, to);
		break;
	}
}

void
hitpush(int target, int damage, DynamicEntity *d, DynamicEntity *at,
    OFVector3D from, OFVector3D to)
{
	hit(target, damage, d, at);
	float dist = OFDistanceOfVectors3D(from, to);
	OFVector3D v = OFSubtractVectors3D(from, to);
	v = OFMultiplyVector3D(v, damage / dist / 50);
	d.velocity = OFAddVectors3D(d.velocity, v);
}

void
raydamage(
    DynamicEntity *o, OFVector3D from, OFVector3D to, DynamicEntity *d, int i)
{
	if (o.state != CS_ALIVE)
		return;
	int qdam = guns[d.gunSelect].damage;
	if (d.quadMillis)
		qdam *= 4;
	if ([d isKindOfClass:Monster.class])
		qdam /= MONSTERDAMAGEFACTOR;
	if (d.gunSelect == GUN_SG) {
		int damage = 0;
		for (int r = 0; r < SGRAYS; r++)
			if (intersect(o, from, sg[r]))
				damage += qdam;
		if (damage)
			hitpush(i, damage, o, d, from, to);
	} else if (intersect(o, from, to))
		hitpush(i, qdam, o, d, from, to);
}

void
shoot(DynamicEntity *d, OFVector3D targ)
{
	int attacktime = lastmillis - d.lastAction;
	if (attacktime < d.gunWait)
		return;
	d.gunWait = 0;
	if (!d.attacking)
		return;
	d.lastAction = lastmillis;
	d.lastAttackGun = d.gunSelect;
	if (!d.ammo[d.gunSelect]) {
		playsoundc(S_NOAMMO);
		d.gunWait = 250;
		d.lastAttackGun = -1;
		return;
	}
	if (d.gunSelect)
		d.ammo[d.gunSelect]--;
	OFVector3D from = d.origin;
	OFVector3D to = targ;
	from.z -= 0.2f; // below eye

	float dist = OFDistanceOfVectors3D(from, to);
	OFVector3D unitv = OFSubtractVectors3D(from, to);
	unitv = OFMultiplyVector3D(unitv, 1.0f / dist);
	OFVector3D kickback =
	    OFMultiplyVector3D(unitv, guns[d.gunSelect].kickamount * -0.01f);
	d.velocity = OFAddVectors3D(d.velocity, kickback);
	if (d.pitch < 80.0f)
		d.pitch += guns[d.gunSelect].kickamount * 0.05f;

	if (d.gunSelect == GUN_FIST || d.gunSelect == GUN_BITE) {
		unitv = OFMultiplyVector3D(unitv, 3); // punch range
		to = OFAddVectors3D(from, unitv);
	}
	if (d.gunSelect == GUN_SG)
		createrays(from, to);

	if (d.quadMillis && attacktime > 200)
		playsoundc(S_ITEMPUP);
	shootv(d.gunSelect, from, to, d, true);
	if (![d isKindOfClass:Monster.class])
		addmsg(1, 8, SV_SHOT, d.gunSelect, (int)(from.x * DMF),
		    (int)(from.y * DMF), (int)(from.z * DMF), (int)(to.x * DMF),
		    (int)(to.y * DMF), (int)(to.z * DMF));
	d.gunWait = guns[d.gunSelect].attackdelay;

	if (guns[d.gunSelect].projspeed)
		return;

	[players enumerateObjectsUsingBlock:^(id player, size_t i, bool *stop) {
		if (player != [OFNull null])
			raydamage(player, from, to, d, i);
	}];

	for (Monster *monster in Monster.monsters)
		if (monster != d)
			raydamage(monster, from, to, d, -2);

	if ([d isKindOfClass:Monster.class])
		raydamage(player1, from, to, d, -1);
}

Modified src/worldlight.m from [38933acc1f] to [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);
}