Files
Bubberstation/code/modules/lighting/lighting_source.dm
2017-04-17 13:15:39 -04:00

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// This is where the fun begins.
// These are the main datums that emit light.
/datum/light_source
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).
var/atom/source_atom // The atom that we belong to.
var/turf/source_turf // The turf under the above.
var/turf/pixel_turf // The turf the top_atom appears to over.
var/light_power // Intensity of the emitter light.
var/light_range // The range of the emitted light.
var/light_color // The colour of the light, string, decomposed by parse_light_color()
// Variables for keeping track of the colour.
var/lum_r
var/lum_g
var/lum_b
// The lumcount values used to apply the light.
var/tmp/applied_lum_r
var/tmp/applied_lum_g
var/tmp/applied_lum_b
var/list/datum/lighting_corner/effect_str // List used to store how much we're affecting corners.
var/list/turf/affecting_turfs
var/applied = FALSE // Whether we have applied our light yet or not.
var/vis_update // Whether we should smartly recalculate visibility. and then only update tiles that became (in)visible to us.
var/needs_update // Whether we are queued for an update.
var/force_update
/datum/light_source/New(var/atom/owner, var/atom/top)
source_atom = owner // Set our new owner.
if (!source_atom.light_sources)
source_atom.light_sources = list()
source_atom.light_sources += src // Add us to the lights of our owner.
top_atom = top
if (top_atom != source_atom)
if (!top.light_sources)
top.light_sources = list()
top_atom.light_sources += src
source_turf = top_atom
pixel_turf = get_turf_pixel(top_atom) || source_turf
light_power = source_atom.light_power
light_range = source_atom.light_range
light_color = source_atom.light_color
parse_light_color()
effect_str = list()
affecting_turfs = list()
update()
return ..()
/datum/light_source/Destroy(force)
force_update()
if (source_atom)
source_atom.light_sources -= src
if (top_atom)
top_atom.light_sources -= src
. = ..()
if(!force)
return QDEL_HINT_IWILLGC
// Yes this doesn't align correctly on anything other than 4 width tabs.
// If you want it to go switch everybody to elastic tab stops.
// Actually that'd be great if you could!
#define EFFECT_UPDATE \
if (!needs_update) \
{ \
GLOB.lighting_update_lights += src; \
needs_update = TRUE; \
}
// This proc will cause the light source to update the top atom, and add itself to the update queue.
/datum/light_source/proc/update(var/atom/new_top_atom)
// This top atom is different.
if (new_top_atom && new_top_atom != top_atom)
if(top_atom != source_atom && top_atom.light_sources) // Remove ourselves from the light sources of that top atom.
top_atom.light_sources -= src
top_atom = new_top_atom
if (top_atom != source_atom)
LAZYADD(top_atom.light_sources, src) // Add ourselves to the light sources of our new top atom.
EFFECT_UPDATE
// Will force an update without checking if it's actually needed.
/datum/light_source/proc/force_update()
force_update = 1
EFFECT_UPDATE
// Will cause the light source to recalculate turfs that were removed or added to visibility only.
/datum/light_source/proc/vis_update()
vis_update = 1
EFFECT_UPDATE
// Will check if we actually need to update, and update any variables that may need to be updated.
/datum/light_source/proc/check()
if (!source_atom || !light_range || !light_power)
qdel(src)
return 1
if (!top_atom)
top_atom = source_atom
. = 1
if (isturf(top_atom))
if (source_turf != top_atom)
source_turf = top_atom
pixel_turf = source_turf
. = 1
else if (top_atom.loc != source_turf)
source_turf = top_atom.loc
pixel_turf = get_turf_pixel(top_atom)
. = 1
else
var/P = get_turf_pixel(top_atom)
if (P != pixel_turf)
. = 1
pixel_turf = get_turf_pixel(top_atom)
if (source_atom.light_power != light_power)
light_power = source_atom.light_power
. = 1
if (source_atom.light_range != light_range)
light_range = source_atom.light_range
. = 1
if (light_range && light_power && !applied)
. = 1
if (source_atom.light_color != light_color)
light_color = source_atom.light_color
parse_light_color()
. = 1
// Decompile the hexadecimal colour into lumcounts of each perspective.
/datum/light_source/proc/parse_light_color()
if (light_color)
lum_r = GetRedPart (light_color) / 255
lum_g = GetGreenPart (light_color) / 255
lum_b = GetBluePart (light_color) / 255
else
lum_r = 1
lum_g = 1
lum_b = 1
// Macro that applies light to a new corner.
// It is a macro in the interest of speed, yet not having to copy paste it.
// If you're wondering what's with the backslashes, the backslashes cause BYOND to not automatically end the line.
// As such this all gets counted as a single line.
// The braces and semicolons are there to be able to do this on a single line.
#define LUM_FALLOFF(C, T) (1 - CLAMP01(sqrt((C.x - T.x) ** 2 + (C.y - T.y) ** 2 + LIGHTING_HEIGHT) / max(1, light_range)))
#define APPLY_CORNER(C) \
. = LUM_FALLOFF(C, pixel_turf); \
\
. *= light_power; \
\
effect_str[C] = .; \
\
C.update_lumcount \
( \
. * applied_lum_r, \
. * applied_lum_g, \
. * applied_lum_b \
);
// I don't need to explain what this does, do I?
#define REMOVE_CORNER(C) \
. = -effect_str[C]; \
C.update_lumcount \
( \
. * applied_lum_r, \
. * applied_lum_g, \
. * applied_lum_b \
);
// This is the define used to calculate falloff.
/datum/light_source/proc/apply_lum()
var/static/update_gen = 1
applied = 1
// Keep track of the last applied lum values so that the lighting can be reversed
applied_lum_r = lum_r
applied_lum_g = lum_g
applied_lum_b = lum_b
var/thing
var/datum/lighting_corner/C
FOR_DVIEW(var/turf/T, light_range+1, source_turf, INVISIBILITY_LIGHTING)
if (!T.lighting_corners_initialised)
T.generate_missing_corners()
for (thing in T.get_corners())
C = thing
if (C.update_gen == update_gen)
continue
C.update_gen = update_gen
LAZYADD(C.affecting,src)
if (!C.active)
effect_str[C] = 0
continue
APPLY_CORNER(C)
LAZYADD(T.affecting_lights, src)
affecting_turfs += T
update_gen++
/datum/light_source/proc/remove_lum()
applied = FALSE
var/thing
for (thing in affecting_turfs)
var/turf/T = thing
LAZYREMOVE(T.affecting_lights, src)
affecting_turfs.Cut()
var/datum/lighting_corner/C
for (thing in effect_str)
C = thing
REMOVE_CORNER(C)
LAZYREMOVE(C.affecting, src)
effect_str.Cut()
/datum/light_source/proc/recalc_corner(var/datum/lighting_corner/C)
if (effect_str.Find(C)) // Already have one.
REMOVE_CORNER(C)
APPLY_CORNER(C)
/datum/light_source/proc/smart_vis_update()
var/list/datum/lighting_corner/corners = list()
var/list/turf/turfs = list()
var/thing
var/datum/lighting_corner/C
var/turf/T
FOR_DVIEW(T, light_range+1, source_turf, 0)
if (!T.lighting_corners_initialised)
T.generate_missing_corners()
for (thing in T.get_corners(source_turf))
C = thing
corners[C] = 0
turfs += T
var/list/L = turfs - affecting_turfs // New turfs, add us to the affecting lights of them.
affecting_turfs += L
for (thing in L)
T = thing
LAZYADD(T.affecting_lights, src)
L = affecting_turfs - turfs // Now-gone turfs, remove us from the affecting lights.
affecting_turfs -= L
for (thing in L)
T = thing
LAZYREMOVE(T.affecting_lights, src)
for (thing in corners - effect_str) // New corners
C = thing
LAZYADD(C.affecting, src)
if (!C.active)
effect_str[C] = 0
continue
APPLY_CORNER(C)
for (thing in effect_str - corners) // Old, now gone, corners.
C = thing
REMOVE_CORNER(C)
LAZYREMOVE(C.affecting, src)
effect_str -= C
#undef EFFECT_UPDATE
#undef LUM_FALLOFF
#undef REMOVE_CORNER
#undef APPLY_CORNER