I've successfully added ITEM_DARKNESS as an item type to Murk++1.7. A darkness spell is not far behind. Conceptually, darksources should only prevail when higher level than light sources -- something I haven't implemented. For example, allowing darksources to prevail in daylight seems quite a stretch of imagination or powerful sorcery. Then again, it might simply be the other side of the coin to allowing lightsources to prevail against darkness. To me, the next step is deciding if the highest level source wins, or whether they aggregate. At my current level of coding, my decision is irrelvant. The mod is posted at mudbytes.net code repository/DIKU/Merc darksource item Murk++.
In my opinion, ideas relating to ideas like this can't be someone's intellectual property. They're meant for people to go to town with, so to speak, because of their obviousness.
Related to this are spells, or items that cast spells, to darken items, causing needing infravision to see them. I believe that's what ITEM_DARK denotes in Murk++. Ideally logic obviates semantics: "Not all darksources require infravision to see, not all things requiring infravision to see are darksources." It's more fun to say "some dark darken, some darkening are dark."
I appreciate participating here and am really starting to regret shooting pool while registered as a computer science major. People I've become familiar with via forums and post sites can no doubt have full implementations of darksources up in a jiffy. |