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Lighting effects: torch/line of sight/permanently-lit #281

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merged 3 commits into from Nov 25, 2013

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@dawnmist
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commented Nov 1, 2013

Issue: Angband had 3 lighting states (bright, lit and dark), and 4 lighting categories (line of sight, torchlight, permanently lit, and dark).

This resulted in some oddities in the graphics tiles used to represent things like lit rooms, and visibility into those rooms when standing in a corridor.

After discussion on irc in #angband-dev, it was suggested that the cleanest way to "fix" the issue without breaking the ascii display would be to change the lighting states to match the categories.

The final suggestion was:

  • yellow for torchlight,
  • light blue for permalight (lit rooms where the squares are not in los)
  • white for in-LOS
  • grey for dark

This pull request has the lighting adjusted, the feature knowledge menu updated to handle the 4th category, pref file handling updated to handle the new torch/los settings, and the graphics pref files updated to use what they had been using for "bright" for torch/los (and fixes a couple of tile definition errors in the 8x8 tiles).

Additional work possible (not done here, but able to be done): floor lighting states now fully map to settings that can be controlled via a pref file - the "white floor tinting" code in cave.c:460-467 can now be entirely replaced by pref file settings. I just wasn't sure which pref files needed updating for those. They are currently updatable through the knowledge-feature menu, so if people don't like the light-blue for perma-lit floors they can replace it with any colour except white (because white will trigger the current cave.c override).

Janeene Beeforth added some commits Nov 1, 2013

Janeene Beeforth
Split lighting conditions out to torch/los/perma-lit/dark, so that tiles
and ascii can represent lit rooms/line-of-sight/torchlight correctly.

Lit rooms in ascii that are out of los are now pale blue floors - but
this can be overridden in the feature knowledge/visuals settings.

Note: all floor colours in src/cave.c:461-464 are now fully configurable
in visuals/prefs - these colours should probably be moved across to the
pref files instead of being set here.
@takkaria

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commented Nov 2, 2013

I like what this patch does but I don't want to introduce new lighting this close to a release. Could you edit the patch so that we get the same lighting behaviour for text mode as we have now, while still fixing the graphics problem? We can have arguments over colours in the future!

Janeene Beeforth
Make ascii tile lighting mimic existing lighting settings. It's still
fully configurable, but the changes should be pretty much unnoticable
when playing in ascii.
@dawnmist

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commented Nov 3, 2013

Try this: it should give exactly the same tile lighting appearance in ascii mode as current, while still retaining the clarification into 4 states and the configurability for those states that was needed for untangling tile/ascii lighting behaviour conditions.

@dawnmist

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commented Nov 18, 2013

Checking issue #1239 - I think this is a fix for the lighting as specified in that issue.

takkaria added a commit that referenced this pull request Nov 25, 2013

Merge pull request #281 from dawnmist/tile-lighting-effects
Merge Dawnmist's work that allows graphical tiles to represent lighting states better.  Potentially fixes #1239.

@takkaria takkaria merged commit 13dc1db into angband:master Nov 25, 2013

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