| 797 | } |
| 798 | |
| 799 | void MakeLightTable() |
| 800 | { |
| 801 | int i, j, k, l, lights, shade, l1, l2, cnt, rem, div; |
| 802 | double fs, fa; |
| 803 | BYTE col, max; |
| 804 | BYTE *tbl, *trn; |
| 805 | BYTE blood[16]; |
| 806 | |
| 807 | tbl = pLightTbl; |
| 808 | shade = 0; |
| 809 | |
| 810 | if (light4flag) { |
| 811 | lights = 3; |
| 812 | } else { |
| 813 | lights = 15; |
| 814 | } |
| 815 | |
| 816 | for (i = 0; i < lights; i++) { |
| 817 | *tbl++ = 0; |
| 818 | for (j = 0; j < 8; j++) { |
| 819 | col = 16 * j + shade; |
| 820 | max = 16 * j + 15; |
| 821 | for (k = 0; k < 16; k++) { |
| 822 | if (k != 0 || j != 0) { |
| 823 | *tbl++ = col; |
| 824 | } |
| 825 | if (col < max) { |
| 826 | col++; |
| 827 | } else { |
| 828 | max = 0; |
| 829 | col = 0; |
| 830 | } |
| 831 | } |
| 832 | } |
| 833 | for (j = 16; j < 20; j++) { |
| 834 | col = 8 * j + (shade >> 1); |
| 835 | max = 8 * j + 7; |
| 836 | for (k = 0; k < 8; k++) { |
| 837 | *tbl++ = col; |
| 838 | if (col < max) { |
| 839 | col++; |
| 840 | } else { |
| 841 | max = 0; |
| 842 | col = 0; |
| 843 | } |
| 844 | } |
| 845 | } |
| 846 | for (j = 10; j < 16; j++) { |
| 847 | col = 16 * j + shade; |
| 848 | max = 16 * j + 15; |
| 849 | for (k = 0; k < 16; k++) { |
| 850 | *tbl++ = col; |
| 851 | if (col < max) { |
| 852 | col++; |
| 853 | } else { |
| 854 | max = 0; |
| 855 | col = 0; |
| 856 | } |
no test coverage detected