The next little game in the series where I make a fancy rogue game.
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roguish/lights.cpp

57 lines
1.5 KiB

#include "lights.hpp"
#include "constants.hpp"
#include <vector>
using std::vector;
namespace lighting {
void LightRender::render_light(LightSource source, Point at) {
Point min, max;
clear_light_target(at);
vector<Point> has_light;
for(matrix::in_box it{$lightmap, at.x, at.y, (size_t)source.distance}; it.next();) {
if($paths.$paths[it.y][it.x] != WALL_PATH_LIMIT) {
$lightmap[it.y][it.x] = light_level(source.strength, it.x, it.y);
has_light.push_back({it.x, it.y});
}
}
const int wall_light = source.strength + WALL_LIGHT_LEVEL;
for(auto point : has_light) {
for(matrix::compass it{$lightmap, point.x, point.y}; it.next();) {
if($paths.$paths[it.y][it.x] == WALL_PATH_LIMIT) {
$lightmap[it.y][it.x] = light_level(wall_light, point.x, point.y);
}
}
}
}
int LightRender::light_level(int level, size_t x, size_t y) {
size_t at = level + $paths.$paths[y][x];
int cur_level = $lightmap[y][x];
int new_level = at < lighting::LEVELS.size() ? lighting::LEVELS[at] : lighting::MIN;
return cur_level < new_level ? new_level : cur_level;
}
void LightRender::reset_light() {
for(auto &row : $lightmap) {
row.assign(row.size(), lighting::MIN);
}
}
void LightRender::clear_light_target(const Point &at) {
$paths.clear_target(at);
}
void LightRender::set_light_target(const Point &at, int value) {
$paths.set_target(at, value);
}
void LightRender::path_light(Matrix &walls) {
$paths.compute_paths(walls);
}
}