> > I've been testing the darkness code on some of the sample maps and > > find that it doesn't work nearly as well as I would have hoped. > > When casting light from a light source, the light should stop at > > any walls I think. As it is, the code makes it very difficult to > > throw shadows across the floor of the dungeon, and light on a wall > > lights up that wall even if you are on the opposite side from the > > light source. > > This is largely because the way the game is designed - everything is based on > square spaces. For example, for line of sight, we can know if you can see that > square, and not that you see half a square or whatever. In the case of walls, > this often means you see the small strip of floor/ground on the far side of the > wall. > > Similarly, for light, we know the light level for the entire space. Trying to > know that the right half the square and not the left is illuminated (Because of > a wall) is not done, and in any case, that information would then have to get > communicated to the client. > > If the problem is that you see an illuminated wall because the next room over > is illuminating it, the simple solution is to just make the walls double thick. > Then, if the next room is full bright but the room you are in is dark, the walls > will still be dark. > Take a look at my server on avalon.ank.com then go to the towers/tower map and take a walk around to the north-east corner. As you get close to the corner inside the tower, you'll notice that it suddenly gets bright. This is from a light that is actually on the other side of the wall. Perhaps it is an error in the way I have the light source configured -- I'll take a look and see if settings are out of range. At the time I was trying to get the outside of the building to be bright as day, so I think I upped the light level to a hundred or so. Cheers, -kls