#define FOR_DVIEW(type, range, center, invis_flags) \ dview_mob.loc = center; \ dview_mob.see_invisible = invis_flags; \ for(type in view(range, dview_mob)) #define END_FOR_DVIEW dview_mob.loc = null #define LIGHTING_FALLOFF 1 // type of falloff to use for lighting; 1 for circular, 2 for square #define LIGHTING_LAMBERTIAN 0 // use lambertian shading for light sources #define LIGHTING_HEIGHT 1 // height off the ground of light sources on the pseudo-z-axis, you should probably leave this alone #define LIGHTING_LAYER 10 // drawing layer for lighting overlays #define LIGHTING_ICON 'icons/effects/lighting_overlay.dmi' // icon used for lighting shading effects #define LIGHTING_ICON_STATE_DARK "soft_dark" // Change between "soft_dark" and "dark" to swap soft darkvision #define LIGHTING_ROUND_VALUE (1 / 64) // Value used to round lumcounts, values smaller than 1/69 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_SOFT_THRESHOLD 0.05 // If the max of the lighting lumcounts of each spectrum drops below this, disable luminosity on the lighting overlays. This also should be the transparancy of the "soft_dark" icon state. // If I were you I'd leave this alone. #define LIGHTING_BASE_MATRIX \ list \ ( \ LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, 0, \ LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, 0, \ LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, 0, \ LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, 0, \ 0, 0, 0, 1 \ ) \ // Helpers so we can (more easily) control the colour matrices. #define CL_MATRIX_RR 1 #define CL_MATRIX_RG 2 #define CL_MATRIX_RB 3 #define CL_MATRIX_RA 4 #define CL_MATRIX_GR 5 #define CL_MATRIX_GG 6 #define CL_MATRIX_GB 7 #define CL_MATRIX_GA 8 #define CL_MATRIX_BR 9 #define CL_MATRIX_BG 10 #define CL_MATRIX_BB 11 #define CL_MATRIX_BA 12 #define CL_MATRIX_AR 13 #define CL_MATRIX_AG 14 #define CL_MATRIX_AB 15 #define CL_MATRIX_AA 16 #define CL_MATRIX_CR 17 #define CL_MATRIX_CG 18 #define CL_MATRIX_CB 19 #define CL_MATRIX_CA 20