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#1 |
Swordsman
Join Date: Aug 2019
Posts: 340
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"torch-lit" grids in Vanilla
For the user option in Vanilla to color "torch-lit" grids, is the intent to only do that for grids lit up by the player's light source or for anything that's lit up and doesn't have light coming from the intrinsic glow of a room? From what I see in the code, it looks like the current behavior is the latter.
I'm trying to tweak the lighting model (in cave-view.c) so light/unlight from players, monsters, and bright terrain doesn't propagate through walls without breaking the visuals (in cave-map.c), including the "torch-lit" effect. |
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#2 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
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It's meant to be only grids lit by the player's light source. I vaguely thought the current behaviour wasn't right the other day, but didn't follow up.
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#3 | |
Swordsman
Join Date: Aug 2019
Posts: 340
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Quote:
LIGHTING_TORCH would be applied to the seen squares in the player's light source radius that have a positive light level. Or should that only be done for grids where the light level matches the output of the player's light source to mimic the old behavior of applying LIGHTING_TORCH when square_isglow() was false? |
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#4 | |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
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Quote:
I think square_isglow() is fine, but there needs to be change in how it is used vs square_islit(). The conditional in map_info() starting with (if g->in_view) I suspect needs to be rethought. I think seen unlit squares need to be LIGHTING_LOS (or LIGHTING_DARK if they're in a necro's dark radius). Then seen lit squares are LIGHTING_LIT, and lit squares in the player's light radius are LIGHTING_TORCH - I think that fits the new lighting scheme better than the old !square_isglow() behaviour.
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#5 | |
Swordsman
Join Date: Aug 2019
Posts: 340
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Quote:
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#6 | |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 57
Posts: 9,463
Donated: $60
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Quote:
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