On Tue, 6 Sep 2005, Mark Wedel wrote: > Trying to figure out which side the light is coming from now means that the > light has to be individually figured for each player - this would add a non > trivial amount of cpu (although may be possible with simple coordinate > checking - I'd have to thinkg about that more) > I think, coordinate checking might work nicely: 123 8W4 P 765 W = Wall 1-8 relevant adjacent squares depending on player position we make the light as bright as the relevant neighbor. The relevant one is just the one that if it had blocksview=1, then W would be blocked from view. Thus the "reference" square is not a wall itself. Alas, if P is a player, both 8 and 7 are relevant. If only one of them has blocksview=0, then the choice is obviously easy. Else we can make an average or take the brighter one. Their lighting level probably does not differ much anyway. That ought not to be more complex then LOS calculation itself.