====== Revamp Lighting ====== ====Possible Ideas==== * colored lighting (use hue/saturation for color info, 5 bits for hue, 3 for saturation) * more lighting levels (4 to 12) * light levels should be calculated/stored on a per map basis, not per player. * Add ambient light level map attributed. * Change darkness map header to light threshold - if light below that level, space can not be seen. * Add partial darkness, so jungle may not completely block sight, but make it harder to see beyond it. In a sense, they decrease light level/visibility more than 1/space. * send client location of light source (negative values indicate space partially blocks light) * ability to only light one direction * Monsters that hate/are hurt by light * hooks for scripts * Lighting shouldn't go through walls (the wall itself would have to illuminated however) * Illuminated walls should only appear illuminated to those on the illuminated side. * Make elevation affect LOS - if you're on the tallest mountain, should be able to see things around, etc. * If we do this, shouldn't we make elevation for all objects, used to make slight adjustments to the lighting projected by the object (from top view, if a light source is higher elevated, though the lighting pattern on the ground would be dimmer, it would fade as it moved sideways slower) ====More information==== * [[http://thread.gmane.org/gmane.games.crossfire.general/437|Crossfire mailing list: LOS and lighting map redo]]