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CHOMPStation2/code/WorkInProgress/Aryn/Lighting/Engine.dm
Mloc-Hibernia 34c39e773a Revert "Merge pull request #4513 from Aryn/master"
This reverts commit fa88663c23, reversing
changes made to 608c48c6db.
2014-03-24 13:55:23 +00:00

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/*
Overview:
Procs given to atom and turf by the lighting engine, as well as the lighting overlay object.
Atom Vars:
light - Contains the light object this atom is currently shining with.
Turf Vars:
light_overlay - Contains an object showing the lighting icon over this turf.
lit_value - Stores how brightly lit the turf is.
has_opaque - A cached value updated by CheckForOpaqueObjects()
is_outside - Any turf with this set to true will be considered as bright as space.
needs_light_update - Turf is marked for icon updates when true.
lightNE, lightSE, lightNW, lightSW - Hold the lightpoints on the four corners of this turf. See Lightpoint.dm
lit_by - A list of lights that are lighting this turf.
Atom Procs:
SetLight(intensity, radius)
A more versatile SetLuminosity() that allows independent control of intensity and radius.
Called behind the scenes of SetLuminosity().
SetOpacity(opacity)
Does the same thing as DAL.
Turf Procs:
UpdateLight()
Called by the lighting controller. It is advisable not to call this manually due to the cost of lightpoint/max_value()
AddLight(light/light)
Called by light/Reset() to light this turf with a particular light.
RemoveLight(light/light)
Called by light/Off() to unlight turfs that were lit by it.
ResetValue()
Called when lights are reset or starlight is changed.
ResetCachedValues()
Resets cached values of all four light points. Called by ResetValue().
CheckForOpaqueObjects()
Called by lighting_controller.Initialize(), SetOpacity() or when a turf might change opacity.
Resets the opacity cache and looks for opaque objects. Also responsible for adding and removing borders to space.
*/
#define LIGHTCLAMP(x) ( max(0,min(3,round(x,1))) )
obj/effect/lighting_overlay
//anchored = 1
layer = 9
mouse_opacity = 0
icon = 'icons/effects/ArynLights.dmi'
icon_state = "0000"
invisibility = INVISIBILITY_LIGHTING
atom/var/light/light
turf/var/obj/effect/lighting_overlay/light_overlay
turf/var/lit_value = 0
turf/var/max_brightness = 0
turf/var/has_opaque = 0
turf/var/is_outside = 0
turf/var/is_border = 0
turf/var/needs_light_update = 0
turf/var/lightpoint/lightNE
turf/var/lightpoint/lightNW
turf/var/lightpoint/lightSE
turf/var/lightpoint/lightSW
turf/var/list/lit_by
atom/movable/New()
. = ..()
if(luminosity)
if(!light)
SetLight(luminosity,luminosity)
else
light.Reset()
if(opacity)
if(lighting_ready())
opacity = 0
SetOpacity(1)
atom/movable/Move()
var/o = opacity
if(o) SetOpacity(0)
. = ..()
if(.)
if(o) SetOpacity(1)
if(light)
light.Reset()
if(lighting_ready()) lighting_controller.FlushIconUpdates()
atom/proc/SetLight(intensity, radius)
//if(lights_verbose) world << "SetLight([intensity],[radius])"
if(!intensity)
if(!light || !light.intensity)
//if(lights_verbose) world << "Still off."
return
//if(lights_verbose) world << "Shut off light with [light.lit_turfs.len] turfs lit."
light.Off()
light.intensity = 0
if(lighting_ready()) lighting_controller.FlushIconUpdates()
return
if(!light)
//if(lights_verbose) world << "New light."
light = new(src)
if(light.intensity == intensity)
//if(lights_verbose) world << "Same intensity."
return
light.radius = min(radius,15)
light.intensity = intensity
light.Reset()
if(lighting_ready()) lighting_controller.FlushIconUpdates()
atom/proc/SetOpacity(o)
if(o == opacity) return
opacity = o
var/turf/T = loc
if(isturf(T))
for(var/light/A in T.lit_by)
A.Reset()
lighting_controller.FlushIconUpdates()
turf/proc/UpdateLight()
if(light_overlay)
light_overlay.icon_state = "[lightSE.max_value()][lightSW.max_value()][lightNW.max_value()][lightNE.max_value()]"
turf/proc/AddLight(light/light)
if(is_outside) return
var/brightness = light.CalculateBrightness(src)
if(brightness <= 0) return
if(!lit_by) lit_by = list()
lit_by.Add(light)
lit_by[light] = brightness
if(!has_opaque && lighting_ready())
if(brightness > max_brightness)
lit_value = LIGHTCLAMP(brightness)
max_brightness = brightness
ResetCachedValues()
for(var/turf/T in range(1,src))
lighting_controller.MarkIconUpdate(T)
turf/proc/RemoveLight(light/light)
if(lit_by)
var/brightness = lit_by[light]
lit_by.Remove(light)
if(brightness == max_brightness)
ResetValue()
if(!lit_by.len) lit_by = null
//Only called by ChangeTurf, because it really needs it.
turf/proc/ResetAllLights()
for(var/light/light in lit_by)
light.Reset()
turf/proc/ResetValue()
if(is_outside)
max_brightness = lighting_controller.starlight
lit_value = LIGHTCLAMP(lighting_controller.starlight)
return
CheckForOpaqueObjects()
if(has_opaque)
lit_value = 0
else
the_part_where_I_calculate_brightness()
if(lighting_ready())
the_part_where_I_use_range()
turf/proc
the_part_where_I_calculate_brightness()
max_brightness = 0
for(var/light/light in lit_by)
var/brightness = lit_by[light]//light.CalculateBrightness(src)
if(brightness > max_brightness)
max_brightness = brightness
lit_value = LIGHTCLAMP(max_brightness)
the_part_where_I_use_range()
ResetCachedValues()
for(var/turf/T in range(1,src))
lighting_controller.MarkIconUpdate(T)
turf/proc/ResetCachedValues()
if(lightNE)
lightNE.cached_value = -1
if(lightNW)
lightNW.cached_value = -1
if(lightSE)
lightSE.cached_value = -1
if(lightSW)
lightSW.cached_value = -1
turf/proc/CheckForOpaqueObjects()
has_opaque = opacity
if(!opacity)
for(var/atom/movable/M in contents)
if(M.opacity)
has_opaque = 1
break
#undef LIGHTCLAMP