Map now brings back wall light.

main
Zed A. Shaw 5 months ago
parent 435ad8f237
commit 1fab1d2d6d
  1. 35
      map.cpp

@ -409,29 +409,32 @@ int Map::light_level(int level, size_t x, size_t y) {
} }
void Map::render_light(LightSource source, Point at) { void Map::render_light(LightSource source, Point at) {
const int UNPATH = $limit;
Point min, max; Point min, max;
light_box(source, at, min, max); light_box(source, at, min, max);
clear_light_target(at); clear_light_target(at);
vector<Point> has_light;
for(size_t x = min.x; x <= max.x; ++x) { for(size_t x = min.x; x <= max.x; ++x) {
for(size_t y = min.y; y <= max.y; ++y) { for(size_t y = min.y; y <= max.y; ++y) {
$lightmap[y][x] = light_level(source.strength, x, y); if($paths[y][x] != UNPATH) {
$lightmap[y][x] = light_level(source.strength, x, y);
has_light.push_back({x,y});
}
} }
} }
/*
const int UNPATH = game_map.limit(); const int wall_light = source.strength+3;
for(auto point : has_light) {
for(auto point : has_light) { for(int i = -1; i <= 1; i++) {
for(int i = -1; i <= 1; i++) { for(int j = -1; j <= 1; j++) {
for(int j = -1; j <= 1; j++) { if(!inmap(point.x+i, point.y+j)) continue;
if(!game_map.inmap(point.x+i, point.y+j)) continue;
if($paths[point.y+j][point.x+i] == UNPATH) {
if(paths[point.y+j][point.x+i] == UNPATH) { $lightmap[point.y+j][point.x+i] = light_level(wall_light, point.x, point.y);
lightmap[point.y+j][point.x+i] = lighting::MAX; }
} }
} }
} }
}
*/
} }

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