On Thu, Feb 12, 2004 at 10:11:14PM +0100, Nicolas Weeger wrote: > Browsing the code, i found that a 'light source' has 2 different types in > the code: > > in object structure, > sint16 glow_radius; /* indicates the glow radius of the object */ > > but in mapspace structure: > sint8 light; /* How much light this space provides */ > > Maybe those should be made coherent, specially since map.c:update_position > will update the space with the object's value... not sure about this particular instance, but there re two different light values: the glow radius, and the light level. The light level is something that ranges from "completely bright" to "completely dark". Take a walk to the dragon hatchery to see it in use. The radius works by decreasing the light level by 1 every N squares; I don't remember, but I think N is so that if you are glow_radius+1 squares from the light source, it provides zero light (so if there are no other sources, you'll be seeing the map's ambient level). You probably know this better than I do, but I'll post this anyway in the hopes of throwing some light into the subject (heh) []s, |alo +---- -- Those who trade freedom for security lose both and deserve neither. -- http://www.laranja.org/ mailto: lalo at laranja.org pgp key: http://www.laranja.org/pessoal/pgp GNU: never give up freedom http://www.gnu.org/ _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel