setsizenodelete -> setsize deletecontentsa -> deletearrays deletecontentsp -> deletecontents vrealloc -> growbuf git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@4787 e016b1c5-ed68-44aa-a2f7-31cac88cffde
348 lines
9.6 KiB
C++
348 lines
9.6 KiB
C++
// worldlight.cpp
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#include "cube.h"
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VAR(lightscale,1,4,100);
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void lightray(float bx, float by, const persistent_entity &light, float fade = 1, bool flicker = false) // done in realtime, needs to be fast
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{
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float lx = light.x+(flicker ? (rnd(21)-10)*0.1f : 0);
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float ly = light.y+(flicker ? (rnd(21)-10)*0.1f : 0);
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float dx = bx-lx;
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float dy = by-ly;
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float dist = (float)sqrt(dx*dx+dy*dy);
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if(dist<1.0f) return;
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int reach = light.attr1;
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int steps = (int)(reach*reach*1.6f/dist); // can change this for speedup/quality?
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const int PRECBITS = 12;
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const float PRECF = 4096.0f;
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int x = (int)(lx*PRECF);
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int y = (int)(ly*PRECF);
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int fadescale = (int)(fade*PRECF);
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int l = light.attr2*fadescale;
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int stepx = (int)(dx/(float)steps*PRECF);
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int stepy = (int)(dy/(float)steps*PRECF);
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int stepl = (int)(l/(float)steps); // incorrect: light will fade quicker if near edge of the world
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if(maxtmus)
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{
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l /= lightscale;
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stepl /= lightscale;
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if(light.attr3 || light.attr4) // coloured light version, special case because most lights are white
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{
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if(flicker)
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{
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int dimness = rnd((((255<<PRECBITS)-(int(light.attr2)+int(light.attr3)+int(light.attr4))*fadescale/3)>>(PRECBITS+4))+1);
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x += stepx*dimness;
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y += stepy*dimness;
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}
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if(OUTBORD(x>>PRECBITS, y>>PRECBITS)) return;
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int g = light.attr3*fadescale;
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int stepg = (int)(g/(float)steps);
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int b = light.attr4*fadescale;
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int stepb = (int)(b/(float)steps);
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g /= lightscale;
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stepg /= lightscale;
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b /= lightscale;
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stepb /= lightscale;
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loopi(steps)
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{
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sqr *s = S(x>>PRECBITS, y>>PRECBITS);
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s->r = min((l>>PRECBITS)+s->r, 255);
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s->g = min((g>>PRECBITS)+s->g, 255);
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s->b = min((b>>PRECBITS)+s->b, 255);
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if(SOLID(s)) return;
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x += stepx;
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y += stepy;
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l -= stepl;
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g -= stepg;
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b -= stepb;
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stepl -= 25;
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stepg -= 25;
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stepb -= 25;
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}
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}
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else // white light, special optimized version
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{
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if(flicker)
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{
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int dimness = rnd((((255<<PRECBITS)-(light.attr2*fadescale))>>(PRECBITS+4))+1);
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x += stepx*dimness;
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y += stepy*dimness;
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}
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if(OUTBORD(x>>PRECBITS, y>>PRECBITS)) return;
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if(hdr.ambient > 0xFF) loopi(steps)
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{
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sqr *s = S(x>>PRECBITS, y>>PRECBITS);
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s->r = min((l>>PRECBITS)+s->r, 255);
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s->g = min((l>>PRECBITS)+s->g, 255);
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s->b = min((l>>PRECBITS)+s->b, 255);
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if(SOLID(s)) return;
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x += stepx;
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y += stepy;
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l -= stepl;
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stepl -= 25;
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}
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else loopi(steps)
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{
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sqr *s = S(x>>PRECBITS, y>>PRECBITS);
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s->r = s->g = s->b = min((l>>PRECBITS)+s->r, 255);
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if(SOLID(s)) return;
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x += stepx;
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y += stepy;
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l -= stepl;
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stepl -= 25;
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}
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}
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}
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else // the old (white) light code, here for the few people with old video cards that don't support overbright
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{
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loopi(steps)
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{
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sqr *s = S(x>>PRECBITS, y>>PRECBITS);
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int light = l>>PRECBITS;
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if(light>s->r) s->r = s->g = s->b = (uchar)light;
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if(SOLID(s)) return;
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x += stepx;
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y += stepy;
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l -= stepl;
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}
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}
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}
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void calclightsource(const persistent_entity &l, float fade = 1, bool flicker = true)
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{
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int reach = l.attr1;
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int sx = l.x-reach;
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int ex = l.x+reach;
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int sy = l.y-reach;
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int ey = l.y+reach;
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const float s = 0.8f;
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for(float sx2 = (float)sx; sx2<=ex; sx2+=s*2) { lightray(sx2, (float)sy, l, fade, flicker); lightray(sx2, (float)ey, l, fade, flicker); }
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for(float sy2 = sy+s; sy2<=ey-s; sy2+=s*2) { lightray((float)sx, sy2, l, fade, flicker); lightray((float)ex, sy2, l, fade, flicker); }
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}
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void postlightarea(const block &a) // median filter, smooths out random noise in light and makes it more mipable
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{
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loop(x,a.xs) loop(y,a.ys) // assumes area not on edge of world
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{
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sqr *s = S(x+a.x,y+a.y);
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#define median(m) s->m = (s->m*2 + SW(s,1,0)->m*2 + SW(s,0,1)->m*2 \
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+ SW(s,-1,0)->m*2 + SW(s,0,-1)->m*2 \
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+ SW(s,1,1)->m + SW(s,1,-1)->m \
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+ SW(s,-1,1)->m + SW(s,-1,-1)->m)/14; // median is 4/2/1 instead
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median(r);
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median(g);
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median(b);
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}
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remip(a);
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}
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int lastcalclight = 0;
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VARP(fullbrightlevel, 0, 176, 255);
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void fullbrightlight(int level)
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{
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if(level < 0) level = fullbrightlevel;
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loopi(mipsize) world[i].r = world[i].g = world[i].b = level;
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lastcalclight = totalmillis;
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}
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VARF(ambient, 0, 0, 0xFFFFFF, if(!noteditmode()) { hdr.ambient = ambient; calclight(); });
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void calclight()
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{
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bvec acol((hdr.ambient>>16)&0xFF, (hdr.ambient>>8)&0xFF, hdr.ambient&0xFF);
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if(!acol.x && !acol.y) acol.x = acol.y = acol.z ? acol.z : 10;
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else if(!maxtmus) acol.x = acol.y = acol.z = max(max(acol.x, acol.y), acol.z); // the old (white) light code, here for the few people with old video cards that don't support overbright
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loop(x,ssize) loop(y,ssize)
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{
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sqr *s = S(x,y);
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s->r = acol.x;
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s->g = acol.y;
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s->b = acol.z;
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}
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loopv(ents)
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{
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entity &e = ents[i];
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if(e.type==LIGHT) calclightsource(e);
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}
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block b = { 1, 1, ssize-2, ssize-2 };
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postlightarea(b);
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setvar("fullbright", 0);
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lastcalclight = totalmillis;
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}
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struct dlight
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{
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physent *owner;
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vec offset, o;
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block *area;
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int reach, fade, expire;
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uchar r, g, b;
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float calcintensity() const
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{
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if(!fade || lastmillis < expire - fade) return 1.0f;
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return max(float(expire - lastmillis)/fade, 0.0f);
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}
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};
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vector<dlight> dlights;
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VAR(dynlight, 0, 1, 1);
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static inline bool insidearea(const block &a, const block &b)
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{
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return b.x >= a.x && b.y >= a.y && b.x+b.xs <= a.x+a.xs && b.y+b.ys <= a.y+a.ys;
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}
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void preparedynlight(dlight &d)
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{
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block area = { (int)d.o.x-d.reach, (int)d.o.y-d.reach, d.reach*2+1, d.reach*2+1 };
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if(area.x<1) { area.xs = max(area.xs - (1 - area.x), 0); area.x = 1; }
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else if(area.x>ssize-2) { area.x = ssize-2; area.xs = 0; }
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if(area.y<1) { area.ys = max(area.ys - (1 - area.y), 0); area.y = 1; }
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else if(area.y>ssize-2) { area.y = ssize-2; area.ys = 0; }
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if(area.x+area.xs>ssize-2) area.xs = ssize-2-area.x;
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if(area.y+area.ys>ssize-2) area.ys = ssize-2-area.y;
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if(d.area)
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{
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if(insidearea(*d.area, area)) return;
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freeblock(d.area);
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}
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d.area = blockcopy(area); // backup area before rendering in dynlight
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}
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void adddynlight(physent *owner, const vec &o, int reach, int expire, int fade, uchar r, uchar g, uchar b)
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{
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if(!dynlight) return;
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dlight &d = dlights.add();
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d.owner = owner;
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d.o = o;
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if(d.owner)
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{
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d.offset = d.o;
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d.offset.sub(d.owner->o);
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}
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else d.offset = vec(0, 0, 0);
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d.reach = reach;
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d.fade = fade;
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d.expire = lastmillis + expire;
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d.r = r;
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d.g = g;
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d.b = b;
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d.area = NULL;
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preparedynlight(d);
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}
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void cleardynlights()
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{
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loopv(dlights) freeblock(dlights[i].area);
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dlights.shrink(0);
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}
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void removedynlights(physent *owner)
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{
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loopv(dlights) if(dlights[i].owner==owner)
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{
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freeblock(dlights[i].area);
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dlights.remove(i--);
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}
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}
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void dodynlights()
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{
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if(dlights.empty()) return;
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const block *area = NULL;
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loopv(dlights)
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{
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dlight &d = dlights[i];
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if(lastmillis >= d.expire)
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{
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freeblock(d.area);
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dlights.remove(i--);
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continue;
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}
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if(d.owner)
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{
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vec oldo(d.o);
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d.o = d.owner->o;
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d.o.add(d.offset);
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if(d.o != oldo) preparedynlight(dlights[i]);
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}
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}
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loopv(dlights)
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{
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dlight &d = dlights[i];
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persistent_entity l((int)d.o.x, (int)d.o.y, (int)d.o.z, LIGHT, d.reach, d.r, d.g, d.b);
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calclightsource(l, d.calcintensity(), false);
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if(area)
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{
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if(insidearea(*area, *d.area)) continue;
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if(!insidearea(*d.area, *area)) postlightarea(*area);
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}
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area = d.area;
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}
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if(area) postlightarea(*area);
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lastcalclight = totalmillis;
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}
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void undodynlights()
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{
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if(dlights.empty()) return;
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const block *area = NULL;
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loopvrev(dlights)
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{
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const dlight &d = dlights[i];
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if(area)
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{
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if(insidearea(*area, *d.area)) continue;
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if(!insidearea(*d.area, *area)) blockpaste(*area);
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}
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area = d.area;
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}
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if(area) blockpaste(*area);
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}
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// utility functions also used by editing code
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block *blockcopy(const block &s)
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{
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block *b = (block *)new uchar[sizeof(block)+s.xs*s.ys*sizeof(sqr)];
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*b = s;
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sqr *q = (sqr *)(b+1);
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for(int y = s.y; y<s.ys+s.y; y++) for(int x = s.x; x<s.xs+s.x; x++) *q++ = *S(x,y);
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return b;
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}
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void blockpaste(const block &b)
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{
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const sqr *q = (const sqr *)((&b)+1);
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for(int y = b.y; y<b.ys+b.y; y++) for(int x = b.x; x<b.xs+b.x; x++) *S(x,y) = *q++;
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remipmore(b);
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}
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void freeblock(block *&b)
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{
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if(b) { delete[] (uchar *)b; b = NULL; }
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}
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