/// Object doesn't use any of the light systems. Should be changed to add a light source to the object. #define NO_LIGHT_SUPPORT 0 /// Light made with the lighting datums, applying a matrix. #define COMPLEX_LIGHT 1 /// Light made by masking the lighting darkness plane. #define OVERLAY_LIGHT 2 /// Light made by masking the lighting darkness plane, and is directional. #define OVERLAY_LIGHT_DIRECTIONAL 3 ///Light made by masking the lighting darkness plane, and is a directionally focused beam. #define OVERLAY_LIGHT_BEAM 4 /// Nonesensical value for light color, used for null checks. #define NONSENSICAL_VALUE -99999 // Light systems that use the overlay light component #define IS_OVERLAY_LIGHT_SYSTEM(system) (system == OVERLAY_LIGHT || system == OVERLAY_LIGHT_DIRECTIONAL || system == OVERLAY_LIGHT_BEAM) // Light systems that use the cone image of the overlay light component #define IS_OVERLAY_CONE_LIGHT_SYSTEM(system) (system == OVERLAY_LIGHT_DIRECTIONAL || system == OVERLAY_LIGHT_BEAM) /// Is our overlay light source attached to another movable (its loc), meaning that the lighting component should go one level deeper. #define LIGHT_ATTACHED (1<<0) /// Freezes a light in its current state, blocking any attempts at modification #define LIGHT_FROZEN (1<<1) /// Does this light ignore inherent offsets? (Pixels, transforms, etc) #define LIGHT_IGNORE_OFFSET (1<<2) #define MINIMUM_USEFUL_LIGHT_RANGE 1.5 // SKYRAT EDIT CHANGE - Original value 1.4 /// light UNDER the floor. primarily used for starlight, shouldn't fuck with this #define LIGHTING_HEIGHT_SPACE -0.5 /// light ON the floor #define LIGHTING_HEIGHT_FLOOR 0 /// height off the ground of light sources on the pseudo-z-axis, you should probably leave this alone #define LIGHTING_HEIGHT 1 /// Value used to round lumcounts, values smaller than 1/129 don't matter (if they do, thanks sinking points), greater values will make lighting less precise, but in turn increase performance, VERY SLIGHTLY. #define LIGHTING_ROUND_VALUE (1 / 64) /// icon used for lighting shading effects #define LIGHTING_ICON 'icons/effects/lighting_object.dmi' /// If the max of the lighting lumcounts of each spectrum drops below this, disable luminosity on the lighting objects. /// Set to zero to disable soft lighting. Luminosity changes then work if it's lit at all. #define LIGHTING_SOFT_THRESHOLD 0 ///How many tiles standard fires glow. #define LIGHT_RANGE_FIRE 3 #define LIGHT_POWER_FIRE 2 #define LIGHT_FIRE_BLOSSOM 2.1 #define LIGHT_RANGE_FIRE_BLOSSOM_HARVESTED 2.7 #define LIGHT_POWER_FIRE_BLOSSOM_HARVESTED 1.5 // Lighting cutoff defines // These are a percentage of how much darkness to cut off (in rgb) #define LIGHTING_CUTOFF_VISIBLE 0 #define LIGHTING_CUTOFF_REAL_LOW 4.5 #define LIGHTING_CUTOFF_LOW 10 #define LIGHTING_CUTOFF_MEDIUM 15 #define LIGHTING_CUTOFF_HIGH 30 #define LIGHTING_CUTOFF_FULLBRIGHT 100 /// What counts as being able to see in the dark #define LIGHTING_NIGHTVISION_THRESHOLD 7 /// The amount of lumcount on a tile for it to be considered dark (used to determine reading and nyctophobia) #define LIGHTING_TILE_IS_DARK 0.2 /// Weight of overlay lighting, in percentage of contribution towards total light #define OVERLAY_LIGHTING_WEIGHT 0.4 //code assumes higher numbers override lower numbers. #define LIGHTING_NO_UPDATE 0 #define LIGHTING_VIS_UPDATE 1 #define LIGHTING_CHECK_UPDATE 2 #define LIGHTING_FORCE_UPDATE 3 #define FLASH_LIGHT_DURATION 2 #define FLASH_LIGHT_POWER 2 #define FLASH_LIGHT_RANGE 3.8 // Emissive blocking. /// Uses vis_overlays to leverage caching so that very few new items need to be made for the overlay. For anything that doesn't change outline or opaque area much or at all. #define EMISSIVE_BLOCK_GENERIC 0 /// Uses a dedicated render_target object to copy the entire appearance in real time to the blocking layer. For things that can change in appearance a lot from the base state, like humans. #define EMISSIVE_BLOCK_UNIQUE 1 /// Don't block any emissives. Useful for things like, pieces of paper? #define EMISSIVE_BLOCK_NONE 2 #define _EMISSIVE_COLOR(val) list(0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, val,0,0,0) #define _EMISSIVE_COLOR_NO_BLOOM(val) list(0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,val,0,0) #define _SPECULAR_COLOR(val) list(0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,val,0) /// The color matrix applied to all emissive overlays. Should be solely dependent on alpha and not have RGB overlap with [EM_BLOCK_COLOR]. #define EMISSIVE_COLOR _EMISSIVE_COLOR(1) #define EMISSIVE_COLOR_NO_BLOOM _EMISSIVE_COLOR_NO_BLOOM(1) #define SPECULAR_COLOR _SPECULAR_COLOR(1) /// A globally cached version of [EMISSIVE_COLOR] for quick access. GLOBAL_LIST_INIT(emissive_color, EMISSIVE_COLOR) GLOBAL_LIST_INIT(emissive_color_no_bloom, EMISSIVE_COLOR_NO_BLOOM) GLOBAL_LIST_INIT(specular_color, SPECULAR_COLOR) // Types of emissives /// Emissive that will not have bloom applied to it, encoded into the green channel #define EMISSIVE_NO_BLOOM 0 /// Emissive that will get bloom applied to it, encoded into the red channel #define EMISSIVE_BLOOM 1 /// Mimics a highly reflective surface, will not have any glow by itself but will amplify any lighting applied to it, encoded into the blue channel #define EMISSIVE_SPECULAR 2 /// Light cutoff of specular emissives, controls how sharp a light must be before it starts reflecting #define SPECULAR_EMISSIVE_CUTOFF 0.3 /// Controls how bright specular emissives sourced from overlay lights are /// Keep in mind that overlay lights are also affected by the specular cutoff, so the maximum light value achievable is (contrast - cutoff) #define SPECULAR_EMISSIVE_OVERLAY_CONTRAST 1.4 #define _EM_BLOCK_COLOR(val) list(0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,val, 0,0,0,0) /// The color matrix applied to all emissive blockers. Should be solely dependent on alpha and not have RGB overlap with [EMISSIVE_COLOR]. #define EM_BLOCK_COLOR _EM_BLOCK_COLOR(1) /// A globally cached version of [EM_BLOCK_COLOR] for quick access. GLOBAL_LIST_INIT(em_block_color, EM_BLOCK_COLOR) /// A set of appearance flags applied to all emissive and emissive blocker overlays. /// KEEP_APART to prevent parent hooking, KEEP_TOGETHER for children, and we reset the color of our parent so emissives get proper coloring based on [EMISSIVE_COLOR] #define EMISSIVE_APPEARANCE_FLAGS (KEEP_APART|KEEP_TOGETHER|RESET_COLOR) /// The color matrix used to mask out emissive blockers on the emissive plane. Alpha should default to zero, be solely dependent on the RGB value of [EMISSIVE_COLOR], and be independent of the RGB value of [EM_BLOCK_COLOR]. #define EM_MASK_MATRIX list(0,0,0,1/3, 0,0,0,1/3, 0,0,0,1/3, 0,0,0,0, 1,1,1,0) /// A globally cached version of [EM_MASK_MATRIX] for quick access. GLOBAL_LIST_INIT(em_mask_matrix, EM_MASK_MATRIX) /// Maximum selectable value for emissive bloom, minimum being 0 which just disables it outright #define MAXIMUM_EMISSIVE_BLOOM_SIZE 5 /// Default value for emissive bloom #define DEFAULT_EMISSIVE_BLOOM_SIZE 2 /// Parse the hexadecimal color into lumcounts of each perspective. #define PARSE_LIGHT_COLOR(source) \ do { \ if (source.light_color != COLOR_WHITE) { \ var/list/color_parts = rgb2num(source.light_color); \ source.lum_r = color_parts[1] / 255; \ source.lum_g = color_parts[2] / 255; \ source.lum_b = color_parts[3] / 255; \ } else { \ source.lum_r = 1; \ source.lum_g = 1; \ source.lum_b = 1; \ }; \ } while (FALSE)