… | |
… | |
397 | /* grant some vision to the player, based on outside, outdoor, and darklevel */ |
397 | /* grant some vision to the player, based on outside, outdoor, and darklevel */ |
398 | { |
398 | { |
399 | int light; |
399 | int light; |
400 | |
400 | |
401 | if (!op->map->outdoor) // not outdoor, darkness becomes light radius |
401 | if (!op->map->outdoor) // not outdoor, darkness becomes light radius |
402 | light = op->map->darkness; |
402 | light = MAX_DARKNESS - op->map->darkness; |
403 | else if (op->map->darkness > 0) // outdoor and darkness > 0 => use darkness as max radius |
403 | else if (op->map->darkness > 0) // outdoor and darkness > 0 => use darkness as max radius |
404 | light = lerp_rd (maptile::outdoor_darkness + 0, 0, MAX_DARKNESS, MAX_DARKNESS - op->map->darkness, 0); |
404 | light = lerp_rd (maptile::outdoor_darkness + 0, 0, MAX_DARKNESS, MAX_DARKNESS - op->map->darkness, 0); |
405 | else // outdoor and darkness <= 0 => start wide and decrease quickly |
405 | else // outdoor and darkness <= 0 => start wide and decrease quickly |
406 | light = lerp (maptile::outdoor_darkness + op->map->darkness, 0, MAX_DARKNESS, MAX_VISION, 2); |
406 | light = lerp (maptile::outdoor_darkness + op->map->darkness, 0, MAX_DARKNESS, MAX_VISION, 2); |
407 | |
407 | |