314 lines
10 KiB
C++
314 lines
10 KiB
C++
/*
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* Portions of this file are copyright Rebirth contributors and licensed as
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* described in COPYING.txt.
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* Portions of this file are copyright Parallax Software and licensed
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* according to the Parallax license below.
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* See COPYING.txt for license details.
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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*
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* Editor lighting functions.
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*
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*/
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#include <stdio.h>
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#include "inferno.h"
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#include "segment.h"
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#include "editor.h"
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#include "editor/esegment.h"
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#include "seguvs.h"
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#include "wall.h"
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#include "textures.h"
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#include "maths.h"
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#include "dxxerror.h"
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#include "kdefs.h"
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#include "gameseg.h"
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#include "texmap.h"
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#include "compiler-range_for.h"
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#include "d_range.h"
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// -----------------------------------------------------------------------------
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// Return light intensity at an instance of a vertex on a side in a segment.
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static fix get_light_intensity(const unique_side &s, const side_relative_vertnum vert)
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{
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return s.uvls[vert].l;
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}
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static fix get_light_intensity(const unique_segment &segp, const sidenum_t sidenum, const side_relative_vertnum vert)
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{
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return get_light_intensity(segp.sides[sidenum], vert);
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}
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static fix clamp_light_intensity(const fix intensity)
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{
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if (intensity < MIN_LIGHTING_VALUE)
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return MIN_LIGHTING_VALUE;
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if (intensity > MAX_LIGHTING_VALUE)
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return MAX_LIGHTING_VALUE;
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return intensity;
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}
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// -----------------------------------------------------------------------------
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// Set light intensity at a vertex, saturating in .5 to 15.5
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static void set_light_intensity(unique_side &s, const side_relative_vertnum vert, const fix intensity)
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{
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s.uvls[vert].l = clamp_light_intensity(intensity);
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Update_flags |= UF_WORLD_CHANGED;
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}
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static void set_light_intensity(unique_segment &segp, const sidenum_t sidenum, const side_relative_vertnum vert, const fix intensity)
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{
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set_light_intensity(segp.sides[sidenum], vert, intensity);
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}
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// -----------------------------------------------------------------------------
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// Add light intensity to a vertex, saturating in .5 to 15.5
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static void add_light_intensity_all_verts(unique_side &s, const fix intensity)
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{
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range_for (auto &u, s.uvls)
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u.l = clamp_light_intensity(u.l + intensity);
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Update_flags |= UF_WORLD_CHANGED;
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}
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// -----------------------------------------------------------------------------
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// Recursively apply light to segments.
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// If current side is a wall, apply light there.
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// If not a wall, apply light to child through that wall.
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// Notes:
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// It is possible to enter a segment twice by taking different paths. It is easy
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// to prevent this by maintaining a list of visited segments, but it is important
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// to reach segments with the greatest light intensity. This can be done by doing
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// a breadth-first-search, or by storing the applied intensity with a visited segment,
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// and if the current intensity is brighter, then apply the difference between it and
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// the previous intensity.
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// Note that it is also possible to visit the original light-casting segment, for example
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// going from segment 0 to 2, then from 2 to 0. This is peculiar and probably not
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// desired, but not entirely invalid. 2 reflects some light back to 0.
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static void apply_light_intensity(const csmusegment segp, const sidenum_t sidenum, fix intensity, const unsigned depth)
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{
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if (intensity == 0)
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return;
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auto &Walls = LevelUniqueWallSubsystemState.Walls;
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auto &vcwallptr = Walls.vcptr;
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const auto wid_result = WALL_IS_DOORWAY(GameBitmaps, Textures, vcwallptr, segp, sidenum);
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if (!(wid_result & WALL_IS_DOORWAY_FLAG::rendpast)) {
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add_light_intensity_all_verts(segp.u.sides[sidenum], intensity);
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return; // we return because there is a wall here, and light does not shine through walls
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}
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// No wall here, so apply light recursively
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if (depth < 3) {
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intensity /= 3;
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if (!intensity)
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return;
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const csmusegment &&csegp = vmsegptr(segp.s.children[sidenum]);
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for (const auto s : MAX_SIDES_PER_SEGMENT)
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apply_light_intensity(csegp, s, intensity, depth+1);
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}
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}
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// -----------------------------------------------------------------------------
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// Top level recursive function for applying light.
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// Calls apply_light_intensity.
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// Uses light value on segp:sidenum (tmap_num2 defines light value) and applies
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// the associated intensity to segp. It calls apply_light_intensity to apply intensity/3
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// to all neighbors. apply_light_intensity recursively calls itself to apply light to
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// subsequent neighbors (and forming loops, see above).
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static void propagate_light_intensity(const csmusegment segp, const sidenum_t sidenum)
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{
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fix intensity;
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intensity = 0;
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auto &us = segp.u.sides[sidenum];
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auto &TmapInfo = LevelUniqueTmapInfoState.TmapInfo;
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const auto texmap = get_texture_index(us.tmap_num);
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intensity += TmapInfo[texmap].lighting;
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intensity += TmapInfo[get_texture_index(us.tmap_num2)].lighting;
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if (intensity > 0) {
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add_light_intensity_all_verts(us, intensity);
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// Now, for all sides which are not the same as sidenum (the side casting the light),
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// add a light value to them (if they have no children, ie, they have a wall there).
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for (const auto s : MAX_SIDES_PER_SEGMENT)
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if (s != sidenum)
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apply_light_intensity(segp, s, intensity/2, 1);
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}
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}
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// -----------------------------------------------------------------------------
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// Highest level function, bound to a key. Apply ambient light to all segments based
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// on user-defined light sources.
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int LightAmbientLighting()
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{
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range_for (const auto &&segp, vmsegptr)
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{
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for (const auto side : MAX_SIDES_PER_SEGMENT)
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propagate_light_intensity(segp, side);
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}
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return 0;
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}
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// -----------------------------------------------------------------------------
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int LightSelectNextVertex(void)
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{
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Curvert = next_side_vertex(Curvert);
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Update_flags |= UF_WORLD_CHANGED;
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return 1;
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}
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// -----------------------------------------------------------------------------
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int LightSelectNextEdge(void)
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{
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Curedge = next_side_vertex(Curedge);
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Update_flags |= UF_WORLD_CHANGED;
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return 1;
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}
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// -----------------------------------------------------------------------------
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// Copy intensity from current vertex to all other vertices on side.
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int LightCopyIntensity(void)
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{
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int intensity;
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unique_segment &segp = Cursegp;
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intensity = get_light_intensity(segp, Curside, Curvert);
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for (const auto v : MAX_VERTICES_PER_SIDE)
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if (v != Curvert)
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set_light_intensity(segp, Curside, v, intensity);
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return 1;
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}
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// -----------------------------------------------------------------------------
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// Copy intensity from current vertex to all other vertices on side.
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int LightCopyIntensitySegment(void)
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{
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int intensity;
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unique_segment &segp = Cursegp;
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intensity = get_light_intensity(segp, Curside, Curvert);
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for (const auto s : MAX_SIDES_PER_SEGMENT)
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for (const auto v : MAX_VERTICES_PER_SIDE)
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if ((s != Curside) || (v != Curvert))
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set_light_intensity(segp, s, v, intensity);
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return 1;
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}
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// -----------------------------------------------------------------------------
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int LightDecreaseLightVertex(void)
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{
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unique_segment &segp = Cursegp;
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set_light_intensity(segp, Curside, Curvert, get_light_intensity(segp, Curside, Curvert) - F1_0 / NUM_LIGHTING_LEVELS);
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return 1;
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}
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// -----------------------------------------------------------------------------
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int LightIncreaseLightVertex(void)
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{
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unique_segment &segp = Cursegp;
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set_light_intensity(segp, Curside, Curvert, get_light_intensity(segp, Curside, Curvert) + F1_0 / NUM_LIGHTING_LEVELS);
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return 1;
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}
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// -----------------------------------------------------------------------------
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int LightDecreaseLightSide(void)
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{
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unique_segment &segp = Cursegp;
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for (const auto v : MAX_VERTICES_PER_SIDE)
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set_light_intensity(segp, Curside, v, get_light_intensity(segp, Curside, v) - F1_0 / NUM_LIGHTING_LEVELS);
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return 1;
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}
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// -----------------------------------------------------------------------------
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int LightIncreaseLightSide(void)
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{
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unique_segment &segp = Cursegp;
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for (const auto v : MAX_VERTICES_PER_SIDE)
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set_light_intensity(segp, Curside, v, get_light_intensity(segp, Curside, v) + F1_0 / NUM_LIGHTING_LEVELS);
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return 1;
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}
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// -----------------------------------------------------------------------------
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int LightDecreaseLightSegment(void)
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{
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unique_segment &segp = Cursegp;
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for (const auto s : MAX_SIDES_PER_SEGMENT)
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for (const auto v : MAX_VERTICES_PER_SIDE)
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set_light_intensity(segp, s, v, get_light_intensity(segp, s, v) - F1_0 / NUM_LIGHTING_LEVELS);
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return 1;
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}
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// -----------------------------------------------------------------------------
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int LightIncreaseLightSegment(void)
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{
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unique_segment &segp = Cursegp;
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for (const auto s : MAX_SIDES_PER_SEGMENT)
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for (const auto v : MAX_VERTICES_PER_SIDE)
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set_light_intensity(segp, s, v, get_light_intensity(segp, s, v) + F1_0 / NUM_LIGHTING_LEVELS);
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return 1;
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}
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// -----------------------------------------------------------------------------
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int LightSetDefault(void)
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{
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unique_segment &segp = Cursegp;
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for (const auto v : MAX_VERTICES_PER_SIDE)
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set_light_intensity(segp, Curside, v, DEFAULT_LIGHTING);
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return 1;
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}
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// -----------------------------------------------------------------------------
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int LightSetMaximum(void)
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{
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unique_segment &segp = Cursegp;
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for (const auto v : MAX_VERTICES_PER_SIDE)
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set_light_intensity(segp, Curside, v, (NUM_LIGHTING_LEVELS - 1) * F1_0 / NUM_LIGHTING_LEVELS);
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return 1;
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}
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// -----------------------------------------------------------------------------
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int LightSetDefaultAll(void)
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{
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assign_default_lighting_all();
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Update_flags |= UF_WORLD_CHANGED;
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return 1;
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}
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