Exemple #1
0
void map::apply_character_light( const player &p )
{
    float const held_luminance = p.active_light();
    if( held_luminance > LIGHT_AMBIENT_LOW ) {
        apply_light_source( p.posx(), p.posy(), held_luminance, trigdist );
    }
}
Exemple #2
0
void map::apply_character_light( player &p )
{
    if( p.has_effect( effect_onfire ) ) {
        apply_light_source( p.pos(), 8 );
    } else if( p.has_effect( effect_haslight ) ) {
        apply_light_source( p.pos(), 4 );
    }

    float const held_luminance = p.active_light();
    if( held_luminance > LIGHT_AMBIENT_LOW ) {
        apply_light_source( p.pos(), held_luminance );
    }

    if( held_luminance >= 4 && held_luminance > ambient_light_at( p.pos() ) - 0.5f ) {
        p.add_effect( effect_haslight, 1 );
    }
}