mirror of
https://github.com/diasurgical/DevilutionX.git
synced 2026-10-12 02:13:06 +00:00
Split several monolithic files to reduce transitive dependencies and
enable the dun_render_benchmark to link without bringing in all of
DevilutionX:
- Extract dungeon tile globals and loading functions from `gendung` into
`dun_tile_data.{hpp,cpp}`
- Extract light table data and MakeLightTable from lighting into
`engine/light_tables.{hpp,cpp}`
- Move cursor_id and SelectionRegion to cursor_defs.hpp
- Extract quest log rendering to `panels/quest_log.{hpp,cpp}`
- Extract drlg quest setpiece logic to `levels/drlg_quests.{hpp,cpp}`
- Extract quest data loading to `tables/questdat.{hpp,cpp}`
- Move `GameData` and `gbIsMultiplayer` into `game_mode.{hpp,cpp}`
- Add `parse_sfx_id.{hpp,cpp}`
- Update CMake libraries accordingly
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
486 lines
12 KiB
C++
486 lines
12 KiB
C++
/**
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* @file lighting.cpp
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*
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* Implementation of light and vision.
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*/
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#include "lighting.h"
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#include <algorithm>
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#include <cstdint>
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#include <cstring>
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#include <expected>
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#include <numeric>
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#include <string>
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#include "automap.h"
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#include "engine/displacement.hpp"
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#include "engine/lighting_defs.hpp"
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#include "engine/load_file.hpp"
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#include "engine/point.hpp"
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#include "engine/points_in_rectangle_range.hpp"
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#include "engine/world_tile.hpp"
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#include "levels/tile_properties.hpp"
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#include "objects.h"
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#include "player.h"
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#include "utils/attributes.h"
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#include "utils/is_of.hpp"
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#include "utils/status_macros.hpp"
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#include "vision.hpp"
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namespace devilution {
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std::array<bool, MAXVISION> VisionActive;
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Light VisionList[MAXVISION];
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Light Lights[MAXLIGHTS];
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std::array<uint8_t, MAXLIGHTS> ActiveLights;
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int ActiveLightCount;
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std::array<uint8_t, 256> InfravisionTable;
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std::array<uint8_t, 256> StoneTable;
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std::array<uint8_t, 256> PauseTable;
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#ifdef _DEBUG
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bool DisableLighting;
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#endif
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bool UpdateLighting;
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namespace {
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bool UpdateVision;
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void RotateRadius(DisplacementOf<int8_t> &offset, DisplacementOf<int8_t> &dist, DisplacementOf<int8_t> &light, DisplacementOf<int8_t> &block)
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{
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dist = { static_cast<int8_t>(7 - dist.deltaY), dist.deltaX };
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light = { static_cast<int8_t>(7 - light.deltaY), light.deltaX };
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offset = { static_cast<int8_t>(dist.deltaX - light.deltaX), static_cast<int8_t>(dist.deltaY - light.deltaY) };
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block.deltaX = 0;
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if (offset.deltaX < 0) {
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offset.deltaX += 8;
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block.deltaX = 1;
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}
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block.deltaY = 0;
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if (offset.deltaY < 0) {
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offset.deltaY += 8;
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block.deltaY = 1;
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}
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}
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DVL_ALWAYS_INLINE void SetLight(Point position, uint8_t v)
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{
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if (LoadingMapObjects)
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dPreLight[position.x][position.y] = v;
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else
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dLight[position.x][position.y] = v;
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}
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DVL_ALWAYS_INLINE uint8_t GetLight(Point position)
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{
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if (LoadingMapObjects)
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return dPreLight[position.x][position.y];
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return dLight[position.x][position.y];
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}
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bool TileAllowsLight(Point position)
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{
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if (!InDungeonBounds(position))
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return false;
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return !TileHasAny(position, TileProperties::BlockLight);
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}
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void DoVisionFlags(Point position, MapExplorationType doAutomap, bool visible)
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{
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if (doAutomap != MAP_EXP_NONE) {
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if (dFlags[position.x][position.y] != DungeonFlag::None)
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SetAutomapView(position, doAutomap);
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dFlags[position.x][position.y] |= DungeonFlag::Explored;
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}
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if (visible)
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dFlags[position.x][position.y] |= DungeonFlag::Lit;
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dFlags[position.x][position.y] |= DungeonFlag::Visible;
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}
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} // namespace
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void DoUnLight(Point position, uint8_t radius)
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{
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radius++;
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radius++; // If lights moved at a diagonal it can result in some extra tiles being lit
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auto searchArea = PointsInRectangle(WorldTileRectangle { position, radius });
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for (const WorldTilePosition targetPosition : searchArea) {
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if (InDungeonBounds(targetPosition))
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dLight[targetPosition.x][targetPosition.y] = dPreLight[targetPosition.x][targetPosition.y];
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}
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}
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void DoLighting(Point position, uint8_t radius, DisplacementOf<int8_t> offset)
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{
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assert(radius >= 0 && radius <= NumLightRadiuses);
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assert(InDungeonBounds(position));
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DisplacementOf<int8_t> light = {};
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DisplacementOf<int8_t> block = {};
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if (offset.deltaX < 0) {
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offset.deltaX += 8;
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position -= { 1, 0 };
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}
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if (offset.deltaY < 0) {
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offset.deltaY += 8;
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position -= { 0, 1 };
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}
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DisplacementOf<int8_t> dist = offset;
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int minX = 15;
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if (position.x - 15 < 0) {
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minX = position.x + 1;
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}
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int maxX = 15;
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if (position.x + 15 > MAXDUNX) {
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maxX = MAXDUNX - position.x;
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}
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int minY = 15;
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if (position.y - 15 < 0) {
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minY = position.y + 1;
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}
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int maxY = 15;
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if (position.y + 15 > MAXDUNY) {
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maxY = MAXDUNY - position.y;
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}
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// Allow for dim lights in crypt and nest
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if (IsAnyOf(leveltype, DTYPE_NEST, DTYPE_CRYPT)) {
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if (GetLight(position) > LightFalloffs[radius][0])
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SetLight(position, LightFalloffs[radius][0]);
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} else {
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SetLight(position, 0);
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}
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for (int i = 0; i < 4; i++) {
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const int yBound = i > 0 && i < 3 ? maxY : minY;
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const int xBound = i < 2 ? maxX : minX;
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for (int y = 0; y < yBound; y++) {
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for (int x = 1; x < xBound; x++) {
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const int linearDistance = LightConeInterpolations[offset.deltaX][offset.deltaY][x + block.deltaX][y + block.deltaY];
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if (linearDistance >= 128)
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continue;
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const Point temp = position + (Displacement { x, y }).Rotate(-i);
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const uint8_t v = LightFalloffs[radius][linearDistance];
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if (!InDungeonBounds(temp))
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continue;
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if (v < GetLight(temp))
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SetLight(temp, v);
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}
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}
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RotateRadius(offset, dist, light, block);
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}
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}
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void DoUnVision(Point position, uint8_t radius)
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{
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radius++;
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radius++; // increasing the radius even further here prevents leaving stray vision tiles behind and doesn't seem to affect monster AI - applying new vision happens in the same tick
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auto searchArea = PointsInRectangle(WorldTileRectangle { position, radius });
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for (const WorldTilePosition targetPosition : searchArea) {
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if (InDungeonBounds(targetPosition))
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dFlags[targetPosition.x][targetPosition.y] &= ~(DungeonFlag::Visible | DungeonFlag::Lit);
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}
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}
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void DoVision(Point position, uint8_t radius, MapExplorationType doAutomap, bool visible)
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{
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auto markVisibleFn = [doAutomap, visible](Point rayPoint) {
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DoVisionFlags(rayPoint, doAutomap, visible);
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};
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auto markTransparentFn = [](Point rayPoint) {
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const int8_t trans = dTransVal[rayPoint.x][rayPoint.y];
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if (trans != 0)
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TransList[trans] = true;
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};
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auto passesLightFn = [](Point rayPoint) {
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return TileAllowsLight(rayPoint);
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};
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auto inBoundsFn = [](Point rayPoint) {
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return InDungeonBounds(rayPoint);
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};
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DoVision(position, radius, markVisibleFn, markTransparentFn, passesLightFn, inBoundsFn);
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}
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std::expected<void, std::string> LoadTrns()
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{
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RETURN_IF_ERROR(LoadFileInMemWithStatus("plrgfx\\infra.trn", InfravisionTable));
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RETURN_IF_ERROR(LoadFileInMemWithStatus("plrgfx\\stone.trn", StoneTable));
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return LoadFileInMemWithStatus("gendata\\pause.trn", PauseTable);
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}
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#ifdef _DEBUG
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void ToggleLighting()
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{
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DisableLighting = !DisableLighting;
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if (DisableLighting) {
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memset(dLight, 0, sizeof(dLight));
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return;
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}
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memcpy(dLight, dPreLight, sizeof(dLight));
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for (const Player &player : Players) {
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if (player.plractive && player.isOnActiveLevel()) {
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DoLighting(player.position.tile, player._pLightRad, {});
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}
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}
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}
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#endif
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void InitLighting()
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{
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ActiveLightCount = 0;
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UpdateLighting = false;
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UpdateVision = false;
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#ifdef _DEBUG
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DisableLighting = false;
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#endif
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std::iota(ActiveLights.begin(), ActiveLights.end(), uint8_t { 0 });
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VisionActive = {};
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TransList = {};
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}
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int AddLight(Point position, uint8_t radius)
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{
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#ifdef _DEBUG
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if (DisableLighting)
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return NO_LIGHT;
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#endif
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if (ActiveLightCount >= MAXLIGHTS)
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return NO_LIGHT;
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const int lid = ActiveLights[ActiveLightCount++];
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Light &light = Lights[lid];
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light.position.tile = position;
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light.radius = radius;
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light.position.offset = { 0, 0 };
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light.isInvalid = false;
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light.hasChanged = false;
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UpdateLighting = true;
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return lid;
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}
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void AddUnLight(int i)
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{
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#ifdef _DEBUG
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if (DisableLighting)
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return;
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#endif
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if (i == NO_LIGHT)
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return;
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Lights[i].isInvalid = true;
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UpdateLighting = true;
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}
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void ChangeLightRadius(int i, uint8_t radius)
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{
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#ifdef _DEBUG
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if (DisableLighting)
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return;
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#endif
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if (i == NO_LIGHT)
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return;
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Light &light = Lights[i];
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light.hasChanged = true;
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light.position.old = light.position.tile;
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light.oldRadius = light.radius;
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light.radius = radius;
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UpdateLighting = true;
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}
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void ChangeLightXY(int i, Point position)
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{
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#ifdef _DEBUG
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if (DisableLighting)
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return;
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#endif
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if (i == NO_LIGHT)
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return;
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Light &light = Lights[i];
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light.hasChanged = true;
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light.position.old = light.position.tile;
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light.oldRadius = light.radius;
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light.position.tile = position;
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UpdateLighting = true;
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}
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void ChangeLightOffset(int i, DisplacementOf<int8_t> offset)
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{
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#ifdef _DEBUG
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if (DisableLighting)
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return;
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#endif
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if (i == NO_LIGHT)
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return;
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Light &light = Lights[i];
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if (light.position.offset == offset)
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return;
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light.hasChanged = true;
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light.position.old = light.position.tile;
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light.oldRadius = light.radius;
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light.position.offset = offset;
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UpdateLighting = true;
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}
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void ChangeLight(int i, Point position, uint8_t radius)
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{
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#ifdef _DEBUG
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if (DisableLighting)
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return;
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#endif
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if (i == NO_LIGHT)
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return;
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Light &light = Lights[i];
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light.hasChanged = true;
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light.position.old = light.position.tile;
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light.oldRadius = light.radius;
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light.position.tile = position;
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light.radius = radius;
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UpdateLighting = true;
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}
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void ProcessLightList()
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{
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#ifdef _DEBUG
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if (DisableLighting)
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return;
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#endif
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if (!UpdateLighting)
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return;
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for (int i = 0; i < ActiveLightCount; i++) {
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Light &light = Lights[ActiveLights[i]];
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if (light.isInvalid) {
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DoUnLight(light.position.tile, light.radius);
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}
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if (light.hasChanged) {
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DoUnLight(light.position.old, light.oldRadius);
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light.hasChanged = false;
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}
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}
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for (int i = 0; i < ActiveLightCount; i++) {
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const Light &light = Lights[ActiveLights[i]];
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if (light.isInvalid) {
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ActiveLightCount--;
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std::swap(ActiveLights[ActiveLightCount], ActiveLights[i]);
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i--;
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continue;
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}
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if (TileHasAny(light.position.tile, TileProperties::Solid))
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continue; // Monster hidden in a wall, don't spoil the surprise
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DoLighting(light.position.tile, light.radius, light.position.offset);
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}
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UpdateLighting = false;
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}
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void SavePreLighting()
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{
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memcpy(dPreLight, dLight, sizeof(dPreLight));
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}
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void ActivateVision(Point position, int r, size_t id)
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{
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auto &vision = VisionList[id];
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vision.position.tile = position;
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vision.radius = r;
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vision.isInvalid = false;
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vision.hasChanged = false;
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VisionActive[id] = true;
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UpdateVision = true;
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}
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void ChangeVisionRadius(size_t id, int r)
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{
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auto &vision = VisionList[id];
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vision.hasChanged = true;
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vision.position.old = vision.position.tile;
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vision.oldRadius = vision.radius;
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vision.radius = r;
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UpdateVision = true;
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}
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void ChangeVisionXY(size_t id, Point position)
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{
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auto &vision = VisionList[id];
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vision.hasChanged = true;
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vision.position.old = vision.position.tile;
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vision.oldRadius = vision.radius;
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vision.position.tile = position;
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UpdateVision = true;
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}
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void ProcessVisionList()
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{
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if (!UpdateVision)
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return;
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TransList = {};
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for (const Player &player : Players) {
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const size_t id = player.getId();
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if (!VisionActive[id])
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continue;
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Light &vision = VisionList[id];
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if (!player.plractive || !player.isOnActiveLevel() || (player._pLvlChanging && &player != MyPlayer)) {
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DoUnVision(vision.position.tile, vision.radius);
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VisionActive[id] = false;
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continue;
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}
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if (vision.hasChanged) {
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DoUnVision(vision.position.old, vision.oldRadius);
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vision.hasChanged = false;
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}
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}
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for (const Player &player : Players) {
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const size_t id = player.getId();
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if (!VisionActive[id])
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continue;
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const Light &vision = VisionList[id];
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MapExplorationType doautomap = MAP_EXP_SELF;
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if (&player != MyPlayer)
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doautomap = player.friendlyMode ? MAP_EXP_OTHERS : MAP_EXP_NONE;
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DoVision(
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vision.position.tile,
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vision.radius,
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doautomap,
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&player == MyPlayer);
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}
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UpdateVision = false;
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}
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void lighting_color_cycling()
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{
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for (auto &lightTable : LightTables) {
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// shift elements between indexes 1-31 to left
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std::rotate(lightTable.begin() + 1, lightTable.begin() + 2, lightTable.begin() + 32);
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}
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}
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} // namespace devilution
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