FoW is now moved into lighting so light determines what's seen not player's last position. Not sure if I like that though.

This commit is contained in:
Zed A. Shaw 2025-07-21 13:10:03 -04:00
parent d264760405
commit 2997dc363b
7 changed files with 19 additions and 30 deletions

View file

@ -39,6 +39,6 @@ namespace System {
void inventory_swap(GameLevel &level, Entity container_id, const std::string& a_name, const std::string &b_name);
bool inventory_occupied(GameLevel& level, Entity container_id, const std::string& name);
void draw_map(GameLevel& level, Matrix& grid, Matrix& fow, EntityGrid& entity_map);
void render_map(Matrix& tiles, EntityGrid& entity_map, sf::RenderTexture& render, int compass_dir, wchar_t player_display);
void draw_map(GameLevel& level, Matrix& grid, EntityGrid& entity_map);
void render_map(GameLevel& level, Matrix& tiles, EntityGrid& entity_map, sf::RenderTexture& render, int compass_dir, wchar_t player_display);
}