Files
source/TileEngine/Fog Of War.cpp
T

34 lines
874 B
C++

#ifdef PRECOMPILEDHEADERS
#include "TileEngine All.h"
#else
#include "types.h"
#include "Fog Of War.h"
#include "Isometric Utils.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( INT32 uiGridNo )
{
INT32 i;
INT32 x, y;
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;
}
}
}
}