Files
source/TileEngine/Fog Of War.cpp
T
Wanne 14750c6903 **********************************************************
** Big Maps Projects code (incl. Multiplayer v1.5 **
**********************************************************
- Merged Big Maps Project code from BMP+MP trunk (Revision: 3340)
o Complete SVN Revision history: https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP
- Before THIS merge, I made a branch of the existing 1.13 source
o SVN Branch: https://81.169.133.124/source/ja2/branches/JA2_rev.3336/src
- Removed old VS 6.0 and VS 2003 project and solutions files, because compilation is broken long time ago
- I will add VS 2010 projects and solution file in the next few days

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3341 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2010-02-28 18:38:52 +00:00

35 lines
898 B
C++

#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( 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;
}
}
}
}