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- #ifdef PRECOMPILEDHEADERS
- #include "TileEngine All.h"
- #else
- #include "types.h"
- #include "Fog Of War.h"
- #include "Isometric Utils.h"
- #include "worldman.h"
- #include "Simple Render Utils.h"
- #include "Renderworld.h"
- #include "lighting.h"
- #endif
- //When line of sight reaches a gridno, and there is a light there, it turns it on.
- //This is only done in the cave levels.
- void RemoveFogFromGridNo( UINT32 uiGridNo )
- {
- INT32 i;
- INT32 x, y;
- UINT32 uiAdjacentGridNo = 0;
- x = uiGridNo % WORLD_COLS;
- y = uiGridNo / WORLD_COLS;
- for( i = 0; i < MAX_LIGHT_SPRITES; i++ )
- {
- if( LightSprites[ i ].iX == x && LightSprites[ i ].iY == y )
- {
- if( !(LightSprites[ i ].uiFlags & LIGHT_SPR_ON) )
- {
- LightSpritePower( i, TRUE );
- LightDraw( LightSprites[i].uiLightType, LightSprites[i].iTemplate, LightSprites[i].iX, LightSprites[i].iY, i );
- MarkWorldDirty();
- return;
- }
- }
- }
- }
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