mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-21 07:32:02 +00:00
changes: Added more QDELETED checks to organ processing. Fixed some misc runtimes in lighting & sparks.
459 lines
13 KiB
Plaintext
459 lines
13 KiB
Plaintext
// This is where the fun begins.
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// These are the main datums that emit light.
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/datum/light_source
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var/atom/top_atom // The atom we're emitting light from (for example a mob if we're from a flashlight that's being held).
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var/atom/source_atom // The atom that we belong to.
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var/turf/source_turf // The turf under the above.
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var/light_power // Intensity of the emitter light.
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var/light_range // The range of the emitted light.
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var/light_color // The colour of the light, string, decomposed by parse_light_color()
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var/light_uv // The intensity of UV light, between 0 and 255.
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var/light_angle // The light's emission angle, in degrees.
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// Variables for keeping track of the colour.
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var/lum_r
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var/lum_g
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var/lum_b
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var/lum_u
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// The lumcount values used to apply the light.
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var/tmp/applied_lum_r
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var/tmp/applied_lum_g
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var/tmp/applied_lum_b
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var/tmp/applied_lum_u
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// Variables used to keep track of the atom's angle.
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var/tmp/limit_a_x // The first test point's X coord for the cone.
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var/tmp/limit_a_y // The first test point's Y coord for the cone.
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var/tmp/limit_a_t // The first test point's angle.
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var/tmp/limit_b_x // The second test point's X coord for the cone.
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var/tmp/limit_b_y // The second test point's Y coord for the cone.
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var/tmp/limit_b_t // The second test point's angle.
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var/tmp/cached_origin_x // The last known X coord of the origin.
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var/tmp/cached_origin_y // The last known Y coord of the origin.
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var/tmp/old_direction // The last known direction of the origin.
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var/tmp/targ_sign
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var/tmp/test_x_offset
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var/tmp/test_y_offset
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var/list/datum/lighting_corner/effect_str // List used to store how much we're affecting corners.
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var/list/turf/affecting_turfs
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var/applied = FALSE // Whether we have applied our light yet or not.
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var/vis_update // Whether we should smartly recalculate visibility. and then only update tiles that became (in)visible to us.
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var/needs_update // Whether we are queued for an update.
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var/destroyed // Whether we are destroyed and need to stop emitting light.
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var/force_update
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/datum/light_source/New(var/atom/owner, var/atom/top)
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source_atom = owner // Set our new owner.
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if (!source_atom.light_sources)
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source_atom.light_sources = list()
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source_atom.light_sources += src // Add us to the lights of our owner.
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top_atom = top
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if (top_atom != source_atom)
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if (!top.light_sources)
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top.light_sources = list()
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top_atom.light_sources += src
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source_turf = top_atom
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light_power = source_atom.light_power
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light_range = source_atom.light_range
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light_color = source_atom.light_color
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light_uv = source_atom.uv_intensity
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light_angle = source_atom.light_wedge
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parse_light_color()
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effect_str = list()
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affecting_turfs = list()
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update()
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L_PROF(source_atom, "source_new")
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return ..()
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// Kill ourselves.
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/datum/light_source/proc/destroy(var/no_update = FALSE)
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L_PROF(source_atom, "source_destroy")
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destroyed = TRUE
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if (!no_update)
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force_update()
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if (source_atom && source_atom.light_sources)
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source_atom.light_sources -= src
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if (top_atom && top_atom.light_sources)
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top_atom.light_sources -= src
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// Process the light RIGHT NOW.
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#define DO_UPDATE \
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if (destroyed || check() || force_update) { \
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remove_lum(TRUE); \
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if (!destroyed) { \
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apply_lum(TRUE); \
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} \
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} \
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else if (vis_update) { \
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smart_vis_update(TRUE); \
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} \
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vis_update = FALSE; \
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force_update = FALSE; \
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needs_update = FALSE;
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// Queue an update.
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#define QUEUE_UPDATE \
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if (!needs_update) \
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{ \
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lighting_update_lights += src; \
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needs_update = TRUE; \
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}
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// Picks either scheduled or instant updates based on current server load.
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#define INTELLIGENT_UPDATE \
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if (world.tick_usage > TICK_LIMIT || !ticker || ticker.current_state <= GAME_STATE_SETTING_UP) { \
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QUEUE_UPDATE; \
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} \
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else { \
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DO_UPDATE; \
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}
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// This proc will cause the light source to update the top atom, and add itself to the update queue.
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/datum/light_source/proc/update(var/atom/new_top_atom)
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// This top atom is different.
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if (new_top_atom && new_top_atom != top_atom)
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if(top_atom != source_atom) // Remove ourselves from the light sources of that top atom.
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top_atom.light_sources -= src
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top_atom = new_top_atom
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if (top_atom != source_atom)
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if(!top_atom.light_sources)
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top_atom.light_sources = list()
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top_atom.light_sources += src // Add ourselves to the light sources of our new top atom.
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L_PROF(source_atom, "source_update")
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INTELLIGENT_UPDATE
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// Will force an update without checking if it's actually needed.
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/datum/light_source/proc/force_update()
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L_PROF(source_atom, "source_forceupdate")
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force_update = 1
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INTELLIGENT_UPDATE
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// Will cause the light source to recalculate turfs that were removed or added to visibility only.
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/datum/light_source/proc/vis_update()
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L_PROF(source_atom, "source_visupdate")
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vis_update = 1
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INTELLIGENT_UPDATE
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// Will check if we actually need to update, and update any variables that may need to be updated.
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/datum/light_source/proc/check()
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if (!source_atom || !light_range || !light_power)
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destroy(no_update = TRUE)
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return 1
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if (!top_atom)
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top_atom = source_atom
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. = 1
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if (istype(top_atom, /turf))
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if (source_turf != top_atom)
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source_turf = top_atom
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. = 1
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else if (top_atom.loc != source_turf)
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source_turf = top_atom.loc
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. = 1
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if (source_atom.light_power != light_power)
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light_power = source_atom.light_power
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. = 1
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if (source_atom.light_range != light_range)
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light_range = source_atom.light_range
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. = 1
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if (light_range && light_power && !applied)
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. = 1
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if (source_atom.light_color != light_color)
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light_color = source_atom.light_color
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parse_light_color()
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. = 1
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if (top_atom.dir != old_direction && light_angle)
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. = 1
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if (source_atom.light_wedge != light_angle)
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light_angle = source_atom.light_wedge
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. = 1
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// Decompile the hexadecimal colour into lumcounts of each perspective.
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/datum/light_source/proc/parse_light_color()
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if (light_color)
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lum_r = GetRedPart (light_color) / 255
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lum_g = GetGreenPart (light_color) / 255
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lum_b = GetBluePart (light_color) / 255
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else
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lum_r = 1
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lum_g = 1
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lum_b = 1
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if (light_uv)
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lum_u = light_uv / 255
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else
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lum_u = 0
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// Macro that applies light to a new corner.
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// It is a macro in the interest of speed, yet not having to copy paste it.
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// If you're wondering what's with the backslashes, the backslashes cause BYOND to not automatically end the line.
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// As such this all gets counted as a single line.
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// The braces and semicolons are there to be able to do this on a single line.
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#define APPLY_CORNER_XY(C,now,Tx,Ty) \
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. = LUM_FALLOFF_XY(C.x, C.y, Tx, Ty); \
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\
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. *= light_power; \
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\
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effect_str[C] = .; \
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\
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C.update_lumcount \
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( \
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. * applied_lum_r, \
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. * applied_lum_g, \
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. * applied_lum_b, \
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. * applied_lum_u, \
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now \
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);
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#define APPLY_CORNER(C,now) APPLY_CORNER_XY(C,now,source_turf.x,source_turf.y)
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// I don't need to explain what this does, do I?
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#define REMOVE_CORNER(C,now) \
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. = -effect_str[C]; \
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C.update_lumcount \
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( \
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. * applied_lum_r, \
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. * applied_lum_g, \
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. * applied_lum_b, \
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. * applied_lum_u, \
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now \
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);
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#define POLAR_TO_CART_X(R,T) ((R) * cos(T))
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#define POLAR_TO_CART_Y(R,T) ((R) * sin(T))
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#define PSEUDO_WEDGE(A_X,A_Y,B_X,B_Y) ((A_X)*(B_Y) - (A_Y)*(B_X))
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#define MINMAX(NUM) ((NUM) < 0 ? -round(-(NUM)) : round(NUM))
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/datum/light_source/proc/update_angle()
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var/turf/T = get_turf(top_atom)
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// Don't do anything if nothing is different, trig ain't free.
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if (T.x == cached_origin_x && T.y == cached_origin_y && old_direction == top_atom.dir)
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return
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var/do_offset = TRUE
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var/turf/front = get_step(T, top_atom.dir)
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if (front && front.has_opaque_atom)
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do_offset = FALSE
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cached_origin_x = T.x
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test_x_offset = cached_origin_x
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cached_origin_y = T.y
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test_y_offset = cached_origin_y
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if (istype(top_atom, /mob) && top_atom:facing_dir)
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old_direction = top_atom:facing_dir
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else
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old_direction = top_atom.dir
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var/angle = light_angle / 2
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switch (old_direction)
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if (NORTH)
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limit_a_t = angle + 90
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limit_b_t = -(angle) + 90
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if (do_offset)
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test_y_offset += 1
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if (SOUTH)
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limit_a_t = (angle) - 90
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limit_b_t = -(angle) - 90
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if (do_offset)
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test_y_offset -= 1
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if (EAST)
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limit_a_t = angle
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limit_b_t = -(angle)
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if (do_offset)
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test_x_offset += 1
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if (WEST)
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limit_a_t = angle + 180
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limit_b_t = -(angle) - 180
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if (do_offset)
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test_x_offset -= 1
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// Convert our angle + range into a vector.
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limit_a_x = POLAR_TO_CART_X(light_range + 10, limit_a_t)
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limit_a_x = MINMAX(limit_a_x)
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limit_a_y = POLAR_TO_CART_Y(light_range + 10, limit_a_t) // 10 is an arbitrary number, yes.
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limit_a_y = MINMAX(limit_a_y)
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limit_b_x = POLAR_TO_CART_X(light_range + 10, limit_b_t)
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limit_b_x = MINMAX(limit_b_x)
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limit_b_y = POLAR_TO_CART_Y(light_range + 10, limit_b_t)
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limit_b_y = MINMAX(limit_b_y)
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// This won't change unless the origin or dir changes, might as well do it here.
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targ_sign = PSEUDO_WEDGE(limit_a_x, limit_a_y, limit_b_x, limit_b_y) > 0
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// I know this is 2D, calling it a cone anyways. Fuck the system.
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// Returns true if the test point is NOT inside the cone.
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// Make sure update_angle() is called first if the light's loc or dir have changed.
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/datum/light_source/proc/check_light_cone(var/test_x, var/test_y)
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test_x -= test_x_offset
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test_y -= test_y_offset
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var/at = PSEUDO_WEDGE(limit_a_x, limit_a_y, test_x, test_y)
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var/tb = PSEUDO_WEDGE(test_x, test_y, limit_b_x, limit_b_y)
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// if the signs of both at and tb are NOT the same, the point is NOT within the cone.
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return (((at > 0) != targ_sign) || ((tb > 0) != targ_sign))
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#undef POLAR_TO_CART_X
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#undef POLAR_TO_CART_Y
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#undef PSEUDO_WEDGE
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#undef MINMAX
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// This is the define used to calculate falloff.
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#define LUM_FALLOFF(C, T) (1 - CLAMP01(sqrt((C.x - T.x) ** 2 + (C.y - T.y) ** 2 + LIGHTING_HEIGHT) / max(1, light_range)))
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#define LUM_FALLOFF_XY(Cx,Cy,Tx,Ty) (1 - CLAMP01(sqrt(((Cx) - (Tx)) ** 2 + ((Cy) - (Ty)) ** 2 + LIGHTING_HEIGHT) / max(1, light_range)))
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/datum/light_source/proc/apply_lum(var/now = FALSE)
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var/static/update_gen = 1
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applied = 1
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if (!source_turf)
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return
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var/Tx
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var/Ty
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var/Sx = source_turf.x
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var/Sy = source_turf.y
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// Keep track of the last applied lum values so that the lighting can be reversed
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applied_lum_r = lum_r
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applied_lum_g = lum_g
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applied_lum_b = lum_b
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applied_lum_u = lum_u
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if (light_angle)
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update_angle()
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FOR_DVIEW(var/turf/T, light_range, source_turf, INVISIBILITY_LIGHTING)
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Tx = T.x
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Ty = T.y
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if (light_angle && check_light_cone(Tx, Ty))
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continue
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if (!T.lighting_corners_initialised)
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T.generate_missing_corners()
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for (var/datum/lighting_corner/C in T.get_corners())
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if (C.update_gen == update_gen)
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continue
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C.update_gen = update_gen
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C.affecting += src
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if (!C.active)
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effect_str[C] = 0
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continue
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APPLY_CORNER_XY(C, now, Sx, Sy)
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if (!T.affecting_lights)
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T.affecting_lights = list()
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T.affecting_lights += src
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affecting_turfs += T
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update_gen++
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/datum/light_source/proc/remove_lum(var/now = FALSE)
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applied = FALSE
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for (var/turf/T in affecting_turfs)
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if (!T.affecting_lights)
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T.affecting_lights = list()
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else
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T.affecting_lights -= src
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affecting_turfs.Cut()
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for (var/datum/lighting_corner/C in effect_str)
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REMOVE_CORNER(C,now)
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C.affecting -= src
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effect_str.Cut()
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/datum/light_source/proc/recalc_corner(var/datum/lighting_corner/C, var/now = FALSE)
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if (effect_str.Find(C)) // Already have one.
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REMOVE_CORNER(C,now)
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APPLY_CORNER(C,now)
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/datum/light_source/proc/smart_vis_update(var/now = FALSE)
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L_PROF(source_atom, "source_smartvisupdate")
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var/list/datum/lighting_corner/corners = list()
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var/list/turf/turfs = list()
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FOR_DVIEW(var/turf/T, light_range, source_turf, 0)
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if (!T.lighting_corners_initialised)
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T.generate_missing_corners()
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if (light_angle && check_light_cone(T.x, T.y))
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continue
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corners |= T.get_corners()
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turfs += T
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var/list/L = turfs - affecting_turfs // New turfs, add us to the affecting lights of them.
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affecting_turfs += L
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for (var/turf/T in L)
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if (!T.affecting_lights)
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T.affecting_lights = list(src)
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else
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T.affecting_lights += src
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L = affecting_turfs - turfs // Now-gone turfs, remove us from the affecting lights.
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affecting_turfs -= L
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for (var/turf/T in L)
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T.affecting_lights -= src
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for (var/datum/lighting_corner/C in corners - effect_str) // New corners
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C.affecting += src
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if (!C.active || check_light_cone(C.x, C.y))
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effect_str[C] = 0
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continue
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APPLY_CORNER(C,now)
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for (var/datum/lighting_corner/C in effect_str - corners) // Old, now gone, corners.
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REMOVE_CORNER(C,now)
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C.affecting -= src
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effect_str -= C
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#undef QUEUE_UPDATE
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#undef DO_UPDATE
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#undef INTELLIGENT_UPDATE
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#undef LUM_FALLOFF
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#undef LUM_FALLOFF_XY
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#undef REMOVE_CORNER
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#undef APPLY_CORNER
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#undef APPLY_CORNER_XY
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