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/obj/effects is now /obj/effect. /obj/station_objects is now /obj/structure. Did a bit of minor blob work. The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly. Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up. The medbay/tox monkeys names are random once more. More random name monkeys will help with changeling and clean up the observe/mob menus. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
773 lines
24 KiB
Plaintext
773 lines
24 KiB
Plaintext
/* Overview of sd_DynamicAreaLighting as modified for SS13
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*
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*
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* Use sd_SetLuminosity(value) to change the luminosity of an atom
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* rather than setting the luminosity var directly.
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* Avoid having luminous objects at compile-time since this can mess up
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* the lighting system during map load. Instead use sd_SetLuminosity() in
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* the atom's New() proc after a small spawn delay.
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*
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* Use sd_SetOpacity(value) to change the opacity of an atom (e.g. doors)
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* rather than setting the opacity var directly. This ensures that lighting
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* will be blocked/unblocked as necessary.
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*
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* If creating a new opaque atom (e.g. a wall) at runtime, create the atom,
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* set its opacity var to zero, then perform sd_SetOpacity(1)
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* e.g.:
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*
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* var/obj/block/B = new(loc)
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* B.opacity = 0
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* B.sd_SetOpacity(1)
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*
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*
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* The library creates multiple instances of each /area to split a mapped area
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* into different lighting levels. Each area created has a "master" variable
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* which is a reference to the original un-split area, and a "related" variable
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* which is a reference to the list of split areas.
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*/
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/********************************************************************\
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sd_DynamicAreaLighting.dm
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Shadowdarke (shadowdarke@hotmail.com)
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December 12, 2002
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The sd_DynamicAreaLighting library provides dynamic lighting
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with minimal cpu and bandwidth usage by shifting turfs between
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five areas which represent varying shades of darkness.
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**********************************************************************
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Using sd_DynamicAreaLighting
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This library uses BYOND's built in luminousity variable. In most
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cases, all you have to do is set luminosity and let the library
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worry about the work.
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There are three cases that the library does not automatically
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compensate for, so you will need to use library procs:
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1) Luminosity changes at run time.
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If your program makes changes in luminosity while it is
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running, you need to use sd_SetLuminosity(new_luminosity)
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so the library can remove the effect of the old luminosity
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and apply the new effect.
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2) Opacity changes at run time.
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As with luminosity changes, you need to use
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sd_SetOpacity(new_opacity) if your program changes the opacity
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of atoms at runtime.
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3) New atoms that change the opacity of a location.
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This is somewhat more complex, and the library doesn't
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have a simple proc to take care of it yet. You should use
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sd_StripLocalLum() to strip the luminosity effect of
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anything shining on that space, create the new atom, then
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use sd_ApplyLocalLum() to reapply the luminosity effect.
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Examine the sd_SetOpacity() proc for an example of the
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procedure.
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All areas will automatically use the sd_DynamicAreaLighting
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library when it is included in your project. You may disable
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lighting effect in an area by specifically setting the area's
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sd_lighting var to 0. For example:
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area/always_lit
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luminosity = 1
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sd_lighting = 0
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This library chops areas into 5 separate areas of differing
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light effect, so you may want to modify area Enter(), Exit(),
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Entered(), and Exited() procs to make sure the atom has moved
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from a different area instead of a different light zone of the
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same area.
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IMPORTANT NOTE: Since sd_DynamicAreaLighting uses the view()
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proc, large luminosity settings may cause strange effect. You
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should limit luminosity to (world.view * 2) or less.
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----------------------------------------------------------------------
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CUSTOM DARKNESS ICONS
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sd_DynamicAreaLighting was designed in a barbaric age when BYOND
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did not support alpha transperency. Thankfully that age is over.
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I left the old icon as the default, since not everyone has
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upgraded to BYOND 4.0 or in some cases like software graphics
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mode, in which case the old dithered icon is the better choice.
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The dithered icon used 4 standard dithers for the darkness shades
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and I saw little reason to allow variation. Starting with sd_DAL
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version 10, the library can support more or less shades of
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darkness as well.
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To change the icon and/or number of shades of darkness for your
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game, just call the sd_SetDarkIcon(dark_icon, num_shades) proc,
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where dark_icon is the new icon and num_shades is the number of
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shades of darkness in the icon. This is best done in the
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world.New() proc, to set it once for the entire game instance.
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For example, to make the included 7 shade alpha transparency icon
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your game's darkness icon, use the following code in your game.
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world
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New()
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..()
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sd_SetDarkIcon('sd_dark_alpha7.dmi', 7)
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There are several demo icons included with this library:
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sd_darkstates.dmi - the original 4 shade dithered icon
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sd_dark_dither3.dmi - 3 shade dithered icon
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sd_dark_alpha4.dmi - 4 shade alpha transparency icon
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sd_dark_alpha4b.dmi - lighter version 4 shade alpha
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transparency icon
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sd_dark_alpha7.dmi - 7 shade alpha transparency icon
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If you want to design your own custom darkness icons, they
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have to follow a specific format for the library to use them
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properly. The shades of darkness should have be numbered from 0
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as the darkest shade to the number of shades minus one as the
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lightest shade.
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For example, the four shade 4 shade transparent icon
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sd_dark_alpha4.dmi has 4 icon states:
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"0" is black with 204 alpha (80% darkness)
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"1" is black with 153 alpha (60% darkness)
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"2" is black with 102 alpha (40% darkness)
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"3" is black with 51 alpha (20% darkness)
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The lightest shade ("3" in this case) is NOT completely clear.
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There will be no darkness overlay for completely lit areas. The
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lightest shade will only be used for places that are just beginning
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to get dark.
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The darkest shade ("0") likewise is not 100% obscured. "0" will
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be used in completely dark areas, but by leaving it slightly
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transparent, characters will be able to barely make out their
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immediate surroundings in the darkness (based on the mob
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see_in_dark var.) You might prefer to lighten the darkness for
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this purpose, like in demo icon sd_dark_alpha4b.dmi.
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----------------------------------------------------------------------
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DAY/NIGHT CYCLES
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sd_DynamicAreaLighting allows for separate indoor and outdoor
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lighting. Areas used for outdoor light cycles should be
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designated by setting the area's sd_outside var to 1. For example:
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area/outside
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sd_outside = 1
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You will need to write your own routine for the day/night
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cycle so that you can control the timing and degree of lighting
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changes. There is an example routine in lightingdemo.dm.
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After your routine determines the amount of light outdoors,
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call sd_OutsideLight(light_level) to update the light levels in
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all outside areas. light_level should be a value from 0 to
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sd_dark_shades, where 0 is darkest and sd_dark_shades is full
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light.
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The sd_OutsideLight() proc does not automatically detect a
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range out of bounds in case you want to use nonstandard values
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for interesting effect. For instance, you could use a negative
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value to dampen light sources.
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If you want daylight to spill indoors:
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You will need to add turfs to sd_light_spill_turfs. The
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library will automatically add any turf created with
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sd_light_spill set, or you may add the turfs yourself at
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runtime.
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The turfs in this list act as a source of daylight, shining
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into the any areas that are not flagged with sd_outside.
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**********************************************************************
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LIBRARY PROCS:
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Except in the cases noted above, you shouldn't need to use the procs
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in this library. This reference is provided for advanced users.
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Global vars and procs:
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var
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sd_dark_icon
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This is the icon used for the darkness in your world.
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DEFAULT VALUE: 'sd_darkstates.dmi' (A dithered icon
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designed for BYOND releases before 4.0.)
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sd_dark_shades
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The number of darkness icon states in your sd_dark_icon.
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DEFAULT VALUE: 4
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sd_light_layer
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The graphic layer that darkness overlays appear on.
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This should be higher than anything on the map, but
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lower than any HUD displays.
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DEFAULT VALUE: 50
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sd_light_outside
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This var is how bright it currently is outside. It
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should be a number between 0 and sd_dark_shades.
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DEFAULT VALUE: 0
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sd_top_luminosity
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keeps track of the highest luminosity in the world to
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prevent getting larger lists than necessary.
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list/sd_outside
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A list of outside areas.
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list/sd_light_spill_turfs
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A list of turfs where light spills from outside areas into
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inside areas.
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proc/sd_OutsideLight(n as num)
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Changes the level of light outside (sd_light_outside) to n
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and updates all the atoms in sd_outside.
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proc/sd_SetDarkIcon(icon, shades)
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Changes the darkness icon and the number shades of darkness
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in that icon.
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All atoms have the following procs:
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sd_ApplyLum(list/V = view(luminosity,src), center = src)
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This proc adds a value to the sd_lumcount of all the
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turfs in V, depending on src.luminosity and the
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distance between the turf and center.
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sd_StripLum(list/V = view(luminosity,src), center = src)
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The reverse of sd_ApplyLum(), sd_StripLum removes luminosity
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effect.
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sd_ApplyLocalLum(list/affected = viewers(20,src))
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Applies the lighting effect of all atoms in affected. This
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proc is used with sd_StripLocalLum() for effect that may
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change the opacity of a turf.
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sd_StripLocalLum()
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Strips effect of all local luminous atoms.
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RETURNS: list of all the luminous atoms stripped
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IMPORTANT! Each sd_StripLocalLum() call should have a matching
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sd_ApplyLocalLum() to restore the local effect.
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sd_SetLuminosity(new_luminosity as num)
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Sets the atom's luminosity, making adjustments to the
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sd_lumcount of local turfs.
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sd_SetOpacity(new_opacity as num)
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Sets the atom's opacity, making adjustments to the
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sd_lumcount of local turfs.
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Areas have one additional proc and 4 variables:
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var
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sd_lighting
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Turn this flag off to prevent sd_DynamicAreaLighting
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from effecting this area.
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DEFAULT VALUE: 1 (allow dynamic lighting)
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sd_outside
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Set this flag to automatically add this area to the
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list of outside areas.
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DEAFAULT VALUE: 0 (not an outside area)
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sd_light_level
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The current light level of the area. You should use
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the sd_LightLevel() proc to set this value, so the
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darkness overlays will be changed as well.
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DEFAULT VALUE: 0
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sd_darkimage
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Tracks the darkness image of the area for easy
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removal in the sd_LightLevel() proc
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proc
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sd_LightLevel(level = sd_light_level as num,keep = 1)
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Updates the darkness overlay of the area.
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If keep = 1, it also updates the area's
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sd_light_level var.
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Turfs have these additional procs and vars:
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var
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sd_lumcount
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Used to track the brightness of a turf.
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sd_light_spill
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If set, the turf will automatically be added to the
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global list sd_light_spill_turfs when created.
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DEFAULT VALUE: 0
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proc
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sd_LumUpdate()
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Places the turf in the appropriate sd_dark area,
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depending on its brightness (sd_lumcount).
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sd_LumReset()
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Resets a turf's lumcount by stripping local luminosity,
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zeroing the lumcount, then reapplying local luminosity.
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sd_ApplySpill()
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Applies to effect of daylight spilling into inside
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areas in view of this turf.
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sd_StripSpill()
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Removes to effect of daylight spilling into inside
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areas in view of this turf.
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\********************************************************************/
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var
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sd_dark_icon = 'ss13_dark_alpha7.dmi' // icon used for darkness
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sd_dark_shades = 7 // number of icon state in sd_dark_icon
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sd_light_layer = 10 // graphics layer for light effect
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sd_light_outside = 0 // how bright it is outside
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sd_top_luminosity = 0
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// since we're not using these, comment out all occurances to save CPU
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/*
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list
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sd_outside_areas = list() // list of outside areas
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sd_light_spill_turfs = list() // list of turfs to calculate light spill from
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*/
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// slog = file("DALlog.txt")
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/*
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proc
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sd_OutsideLight(n as num)
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// set the brightness of the outside sunlight
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if(sd_light_outside == n) return // same level, no update
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if(sd_light_outside)
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for(var/turf/T in sd_light_spill_turfs)
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T.sd_StripSpill()
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sd_light_outside = n
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// make all the outside areas update themselves
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for(var/area/A in sd_outside_areas)
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A.sd_LightLevel(sd_light_outside + A.sd_light_level,0)
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if(n)
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for(var/turf/T in sd_light_spill_turfs)
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T.sd_ApplySpill()
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*/
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proc
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sd_SetDarkIcon(icon, shades)
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// reset the darkness icon and number of shades of darkness
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sd_dark_icon = icon
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sd_dark_shades = shades
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// change existing areas
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for(var/area/A)
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if(A.sd_darkimage) A.sd_LightLevel(A.sd_light_level,0)
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atom
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New()
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..()
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// if this is not an area and is luminous
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if(!isarea(src)&&(luminosity>0))
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spawn(1) // delay to allow map load
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sd_ApplyLum()
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Del()
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// if this is not an area and is luminous
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if(!isarea(src)&&(luminosity>0))
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sd_StripLum()
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..()
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proc
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sd_ApplyLum(list/V = view(luminosity,src), center = src)
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if(src.luminosity>sd_top_luminosity)
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sd_top_luminosity = src.luminosity
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// loop through all the turfs in V
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for(var/turf/T in V)
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/* increase the turf's brightness depending on the
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brightness and distance of the lightsource */
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T.sd_lumcount += (luminosity-get_dist(center,T))
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// update the turf's area
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//
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//if(T.tag == "sdd")
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// slog << "\red lc+([luminosity-get_dist(center,T)]) from [center] ([center:x],[center:y])"
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// slog << "now [T.sd_lumcount]"
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T.sd_LumUpdate()
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sd_StripLum(list/V = view(luminosity,src), center = src)
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// loop through all the turfs in V
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for(var/turf/T in V)
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/* increase the turf's brightness depending on the
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brightness and distance of the lightsource */
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T.sd_lumcount -= (luminosity-get_dist(center,T))
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//if(T.tag == "sdd")
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// slog << "\red lc-([luminosity-get_dist(center,T)]) from [center] ([center:x],[center:y])"
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// slog << "now [T.sd_lumcount]"
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// update the turf's area
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T.sd_LumUpdate()
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sd_ApplyLocalLum(list/affected = view(sd_top_luminosity,src))
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// Reapplies the lighting effect of all atoms in affected.
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for(var/atom/A in affected)
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if(A.luminosity) A.sd_ApplyLum()
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//if(sd_light_outside && (A in sd_light_spill_turfs))
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// A:sd_ApplySpill()
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sd_StripLocalLum()
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/* strips all local luminosity
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RETURNS: list of all the luminous atoms stripped
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IMPORTANT! Each sd_StripLocalLum() call should have a matching
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sd_ApplyLocalLum() to restore the local effect. */
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var/list/affected = list()
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for(var/atom/A in view(sd_top_luminosity,src))
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var/turfflag = (isturf(src)?1:0)
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if(A.luminosity && (get_dist(src,A) <= A.luminosity + turfflag))
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A.sd_StripLum()
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affected += A
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//if(sd_light_outside && (A in sd_light_spill_turfs))
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// A:sd_StripSpill()
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// affected += A
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return affected
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sd_SetLuminosity(new_luminosity as num)
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/* This proc should be called everytime you want to change the
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luminosity of an atom instead of setting it directly.
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new_luminosity is the new value for luminosity. */
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if(luminosity>0)
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sd_StripLum()
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luminosity = new_luminosity
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if(luminosity>0)
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sd_ApplyLum()
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sd_SetOpacity(new_opacity as num)
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/* if(opacity != new_opacity)
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var/list/affected = sd_StripLocalLum()
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opacity = new_opacity
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sd_ApplyLocalLum(affected) */
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if(opacity == (new_opacity ? 1 : 0)) return
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var
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list
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affected = new
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//spill
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atom/A
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turf
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T
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ATurf
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affected = new
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for(A in range(sd_top_luminosity,src))
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T = A
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while(T && !istype(T)) T = T.loc
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if(T)
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var/list/V = view(A.luminosity,T)
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if(!(src in V)) continue
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var/turfflag = 0
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if(A == T) turfflag = 1
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if(A.luminosity && get_dist(A,src)<=A.luminosity+turfflag)
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affected[A] = V
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//if(sd_light_outside && (A in sd_light_spill_turfs))
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// if(!spill) spill=new
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// spill[A] = view(sd_light_outside, T)
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opacity = new_opacity
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if(opacity)
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for(A in affected)
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ATurf = A
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while(ATurf && !istype(ATurf)) ATurf = ATurf.loc
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if(ATurf)
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for(T in affected[A]-view(A.luminosity, ATurf))
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T.sd_lumcount -= (A.luminosity-get_dist(A,T))
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//if(T.tag == "sdd")
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// slog << "\red lc(1)-([A.luminosity-get_dist(A,T)]) from [A] ([A.x],[A.y])"
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// slog << "now [T.sd_lumcount]"
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|
T.sd_LumUpdate()
|
|
/*
|
|
for(A in spill)
|
|
if(A.opacity && A!=src) continue
|
|
ATurf = A
|
|
while(ATurf && !istype(ATurf)) ATurf = ATurf.loc
|
|
if(ATurf)
|
|
//spill[A] -= view(sd_light_outside, A)
|
|
for(T in (A==src)?spill[A]:(spill[A]-view(sd_light_outside,ATurf)))
|
|
if(T.loc:sd_outside) continue
|
|
T.sd_lumcount -= (sd_light_outside-get_dist(A,T))
|
|
|
|
//if(T.tag == "sdd")
|
|
// slog << "\red lc(O)-([sd_light_outside-get_dist(A,T)]) from [A] ([A:x],[A:y])"
|
|
// slog << "now [T.sd_lumcount]"
|
|
|
|
|
|
T.sd_LumUpdate()
|
|
*/
|
|
|
|
// end new_opacity = 1 block
|
|
|
|
else
|
|
for(A in affected)
|
|
ATurf = A
|
|
while(ATurf && !istype(ATurf)) ATurf = ATurf.loc
|
|
if(ATurf)
|
|
for(T in view(A.luminosity, ATurf) - affected[A])
|
|
T.sd_lumcount += (A.luminosity-get_dist(A,T))
|
|
//if(T.tag == "sdd")
|
|
// slog << "\red lc(1)+([A.luminosity-get_dist(A,T)]) from [A] ([A.x],[A.y])"
|
|
// slog << "now [T.sd_lumcount]"
|
|
|
|
T.sd_LumUpdate()
|
|
/*
|
|
for(A in spill)
|
|
if(A.opacity) continue
|
|
ATurf = A
|
|
while(ATurf && !istype(ATurf)) ATurf = ATurf.loc
|
|
if(ATurf)
|
|
for(T in (A==src)?spill[A]:(view(sd_light_outside, ATurf)-spill[A]))
|
|
if(T.loc:sd_outside) continue
|
|
T.sd_lumcount += (sd_light_outside-get_dist(A,T))
|
|
//if(T.tag == "sdd")
|
|
// slog << "\red lc(O)+([sd_light_outside-get_dist(A,T)]) from [A] ([A:x],[A:y])"
|
|
// slog << "now [T.sd_lumcount]"
|
|
|
|
T.sd_LumUpdate()
|
|
|
|
*/
|
|
// end new_opacity = 0 block
|
|
|
|
|
|
///
|
|
|
|
sd_NewOpacity(var/new_opacity)
|
|
if(opacity != new_opacity)
|
|
var/list/affected = sd_StripLocalLum()
|
|
opacity = new_opacity
|
|
var/atom/T = src
|
|
while(T && !isturf(T))
|
|
T = T.loc
|
|
if(T)
|
|
T:sd_lumcount = 0
|
|
|
|
sd_ApplyLocalLum(affected)
|
|
|
|
///
|
|
|
|
turf
|
|
var
|
|
// set to 1 to have outside light spill indoors from this turf
|
|
sd_light_spill = 0
|
|
tmp
|
|
sd_lumcount = 0 // the brightness of the turf
|
|
|
|
proc
|
|
sd_LumReset()
|
|
/* Clear local lum, reset this turf's sd_lumcount, and
|
|
re-apply local lum*/
|
|
var/list/affected = sd_StripLocalLum()
|
|
sd_lumcount = 0
|
|
//if(src.tag == "sdd")
|
|
// slog << "\red lc(LR)=0"
|
|
|
|
sd_ApplyLocalLum(affected)
|
|
|
|
sd_LumUpdate()
|
|
set background = 1
|
|
var/area/Loc = loc
|
|
if(!istype(Loc) || !Loc.sd_lighting) return
|
|
|
|
// change the turf's area depending on its brightness
|
|
// restrict light to valid levels
|
|
var/light = min(max(sd_lumcount,0),sd_dark_shades)
|
|
var/ltag = copytext(Loc.tag,1,findtext(Loc.tag,"sd_L")) + "sd_L[light]"
|
|
|
|
if(Loc.tag!=ltag) //skip if already in this area
|
|
var/area/A = locate(ltag) // find an appropriate area
|
|
if(!A)
|
|
A = new Loc.type() // create area if it wasn't found
|
|
A.tag = ltag
|
|
|
|
// replicate vars
|
|
for(var/V in Loc.vars-"contents")
|
|
if(issaved(Loc.vars[V])) A.vars[V] = Loc.vars[V]
|
|
|
|
|
|
|
|
A.tag = ltag
|
|
/*
|
|
if(A.sd_outside)
|
|
if(!(A in sd_outside_areas))
|
|
sd_outside_areas += A
|
|
A.sd_light_level = light
|
|
A.sd_LightLevel(light + sd_light_outside,0)
|
|
else
|
|
*/
|
|
A.sd_LightLevel(light)
|
|
// endelse
|
|
|
|
A.contents += src // move the turf into the area
|
|
/*
|
|
sd_ApplySpill()
|
|
if(opacity) return
|
|
var/oldlum = luminosity
|
|
luminosity = sd_light_outside
|
|
// loop through all the turfs in V
|
|
for(var/turf/T in view(sd_light_outside,src))
|
|
var/area/A = T.loc
|
|
if(!istype(A) || A.sd_outside) continue
|
|
/* increase the turf's brightness depending on the
|
|
brightness and distance of the lightsource */
|
|
T.sd_lumcount += (sd_light_outside-get_dist(src,T))
|
|
//if(T.tag == "sdd")
|
|
// slog << "\red lc(AS)+([sd_light_outside-get_dist(src,T)]) from [src] ([src:x],[src:y])"
|
|
// slog << "now [T.sd_lumcount]"
|
|
|
|
// update the turf's area
|
|
T.sd_LumUpdate()
|
|
luminosity = oldlum
|
|
|
|
sd_StripSpill()
|
|
if(opacity) return
|
|
var/oldlum = luminosity
|
|
luminosity = sd_light_outside
|
|
// loop through all the turfs in V
|
|
for(var/turf/T in view(sd_light_outside,src))
|
|
var/area/A = T.loc
|
|
if(!istype(A) || A.sd_outside) continue
|
|
/* increase the turf's brightness depending on the
|
|
brightness and distance of the lightsource */
|
|
T.sd_lumcount -= (sd_light_outside-get_dist(src,T))
|
|
//if(T.tag == "sdd")
|
|
// slog << "\red lc(AS)-([sd_light_outside-get_dist(src,T)]) from [src] ([src:x],[src:y])"
|
|
// slog << "now [T.sd_lumcount]"
|
|
|
|
// update the turf's area
|
|
T.sd_LumUpdate()
|
|
luminosity = oldlum
|
|
|
|
New()
|
|
..()
|
|
if(sd_light_spill)
|
|
sd_light_spill_turfs += src
|
|
*/
|
|
atom/movable/Move() // when something moves
|
|
|
|
//world << "[src]: sd_Move: ([loc.x],[loc.y])"
|
|
|
|
var/turf/oldloc = loc // remember for range calculations
|
|
// list turfs in view and luminosity range of old loc
|
|
var/list/oldview
|
|
if(luminosity>0) // if atom is luminous
|
|
if(isturf(loc))
|
|
oldview = view(luminosity,loc)
|
|
else
|
|
oldview = list()
|
|
|
|
. = ..()
|
|
|
|
//world << "[src]: sd_Move: .=[.]"
|
|
|
|
|
|
if(.&&(luminosity>0)) // if the atom actually moved
|
|
//world << "[src](luminosity) moved"
|
|
if(istype(oldloc))
|
|
sd_StripLum(oldview,oldloc)
|
|
oldloc.sd_lumcount++ // correct "off by 1" error in oldloc
|
|
sd_ApplyLum()
|
|
|
|
area
|
|
var
|
|
/* Turn this flag off to prevent sd_DynamicAreaLighting from affecting
|
|
this area */
|
|
sd_lighting = 1
|
|
|
|
/* This var determines if an area is outside (affected by sunlight) or
|
|
not. */
|
|
sd_outside = 0
|
|
|
|
sd_light_level = 0 // the current light level of the area
|
|
|
|
sd_darkimage // tracks the darkness image of the area for easy removal
|
|
|
|
|
|
proc
|
|
sd_LightLevel(slevel = sd_light_level as num, keep = 1)
|
|
if(!src) return
|
|
overlays -= sd_darkimage
|
|
|
|
if(keep) sd_light_level = slevel
|
|
|
|
slevel = min(max(slevel,0),sd_dark_shades) // restrict range
|
|
|
|
if(slevel > 0)
|
|
luminosity = 1
|
|
else
|
|
luminosity = 0
|
|
|
|
sd_darkimage = image(sd_dark_icon,,num2text(slevel),sd_light_layer)
|
|
overlays += sd_darkimage
|
|
|
|
/*
|
|
New()
|
|
..()
|
|
if(!tag) tag = "[type]"
|
|
spawn(1) // wait a tick
|
|
if(sd_lighting)
|
|
// see if this area was created by the library
|
|
if(!findtext(tag, "sd_L"))
|
|
/* show the dark overlay so areas outside of luminous regions
|
|
won't be bright as day when they should be dark. */
|
|
sd_LightLevel()
|
|
if(sd_outside)
|
|
sd_outside_areas += src
|
|
*/
|
|
proc/sd_New(sd_created)
|
|
|
|
if(!tag) tag = "[type]"
|
|
spawn(1) // wait a tick
|
|
if(sd_lighting)
|
|
// see if this area was created by the library
|
|
if(!sd_created)
|
|
/* show the dark overlay so areas outside of luminous regions
|
|
won't be bright as day when they should be dark. */
|
|
sd_LightLevel()
|
|
//if(sd_outside)
|
|
// sd_outside_areas += src
|
|
|
|
Del()
|
|
..()
|
|
related -= src
|
|
|
|
mob
|
|
/* extend the mob procs to compensate for sight settings. */
|
|
sd_ApplyLum(list/V, center = src)
|
|
if(!V)
|
|
if(isturf(loc))
|
|
V = view(luminosity,loc)
|
|
else
|
|
V = view(luminosity,src)
|
|
. = ..(V, center)
|
|
|
|
sd_StripLum(list/V, center = src)
|
|
if(!V)
|
|
if(isturf(loc))
|
|
V = view(luminosity,loc)
|
|
else
|
|
V = view(luminosity,src)
|
|
. = ..(V, center)
|
|
|
|
sd_ApplyLocalLum(list/affected)
|
|
if(!affected)
|
|
if(isturf(loc))
|
|
affected = view(sd_top_luminosity,loc)
|
|
else
|
|
affected = view(sd_top_luminosity,src)
|
|
. = ..(affected)
|
|
|