Some cleanup on the Ultralight code

This commit is contained in:
Albert Iordache
2011-12-24 00:50:53 +02:00
parent b067fdc726
commit 0ee1f32202
+248 -254
View File
@@ -2,18 +2,9 @@
var
const
UL_LUMINOSITY = 0
UL_SQUARELIGHT = 0
UL_RGB = 1
UL_ROUNDLIGHT = 2
UL_I_FALLOFF_SQUARE = 0
UL_I_FALLOFF_ROUND = 1
UL_I_LUMINOSITY = 0
UL_I_RGB = 1
UL_I_LIT = 0
UL_I_EXTINGUISHED = 1
UL_I_ONZERO = 2
@@ -21,8 +12,7 @@ var
ul_LightingEnabled = 1
ul_LightingResolution = 1
ul_Steps = 7
ul_LightingModel = UL_I_RGB
ul_FalloffStyle = UL_I_FALLOFF_ROUND
ul_FalloffStyle = UL_I_FALLOFF_ROUND // Sets the lighting falloff to be either squared or circular.
ul_TopLuminosity = 0
ul_Layer = 10
ul_SuppressLightLevelChanges = 0
@@ -32,9 +22,8 @@ var
7, 7)
proc
ul_Clamp(var/Value)
return min(max(Value, 0), ul_Steps)
proc/ul_Clamp(var/Value)
return min(max(Value, 0), ul_Steps)
atom
var
@@ -44,200 +33,205 @@ atom
ul_Extinguished = UL_I_ONZERO
proc
ul_SetLuminosity(var/Red, var/Green = Red, var/Blue = Red)
atom/proc/ul_SetLuminosity(var/Red, var/Green = Red, var/Blue = Red)
if(LuminosityRed == Red && LuminosityGreen == Green && LuminosityBlue == Blue)
return //No point doing all that work if it won't have any effect anyways...
if(LuminosityRed == Red && LuminosityGreen == Green && LuminosityBlue == Blue)
return //No point doing all that work if it won't have any effect anyways...
if (ul_Extinguished == UL_I_EXTINGUISHED)
LuminosityRed = Red
LuminosityGreen = Green
LuminosityBlue = Blue
if (ul_Extinguished == UL_I_EXTINGUISHED)
LuminosityRed = Red
LuminosityGreen = Green
LuminosityBlue = Blue
return
if (ul_IsLuminous())
ul_Extinguish()
LuminosityRed = Red
LuminosityGreen = Green
LuminosityBlue = Blue
ul_Extinguished = UL_I_ONZERO
if (ul_IsLuminous())
ul_Illuminate()
return
ul_Illuminate()
if (ul_Extinguished == UL_I_LIT)
return
ul_Extinguished = UL_I_LIT
ul_UpdateTopLuminosity()
luminosity = ul_Luminosity()
for(var/turf/Affected in view(ul_Luminosity(), src))
var/Falloff = src.ul_FalloffAmount(Affected)
var/DeltaRed = LuminosityRed - Falloff
var/DeltaGreen = LuminosityGreen - Falloff
var/DeltaBlue = LuminosityBlue - Falloff
if(ul_IsLuminous(DeltaRed, DeltaGreen, DeltaBlue))
Affected.LightLevelRed += max(DeltaRed, 0)
Affected.LightLevelGreen += max(DeltaGreen, 0)
Affected.LightLevelBlue += max(DeltaBlue, 0)
Affected.MaxRed += LuminosityRed
Affected.MaxGreen += LuminosityGreen
Affected.MaxBlue += LuminosityBlue
Affected.ul_UpdateLight()
if (ul_SuppressLightLevelChanges == 0)
Affected.ul_LightLevelChanged()
for(var/atom/AffectedAtom in Affected)
AffectedAtom.ul_LightLevelChanged()
return
return
if (ul_IsLuminous())
ul_Extinguish()
if (ul_Extinguished != UL_I_LIT)
return
LuminosityRed = Red
LuminosityGreen = Green
LuminosityBlue = Blue
ul_Extinguished = UL_I_EXTINGUISHED
ul_Extinguished = UL_I_ONZERO
for(var/turf/Affected in view(ul_Luminosity(), src))
if (ul_IsLuminous())
ul_Illuminate()
var/Falloff = ul_FalloffAmount(Affected)
return
var/DeltaRed = LuminosityRed - Falloff
var/DeltaGreen = LuminosityGreen - Falloff
var/DeltaBlue = LuminosityBlue - Falloff
if(ul_IsLuminous(DeltaRed, DeltaGreen, DeltaBlue))
Affected.LightLevelRed -= max(DeltaRed, 0)
Affected.LightLevelGreen -= max(DeltaGreen, 0)
Affected.LightLevelBlue -= max(DeltaBlue, 0)
Affected.MaxRed -= LuminosityRed
Affected.MaxGreen -= LuminosityGreen
Affected.MaxBlue -= LuminosityBlue
Affected.ul_UpdateLight()
if (ul_SuppressLightLevelChanges == 0)
Affected.ul_LightLevelChanged()
for(var/atom/AffectedAtom in Affected)
AffectedAtom.ul_LightLevelChanged()
luminosity = 0
return
ul_FalloffAmount(var/atom/ref)
if (ul_FalloffStyle == UL_I_FALLOFF_ROUND)
var/x = (ref.x - src.x)
var/y = (ref.y - src.y)
if ((x*x + y*y) > ul_FastRoot.len)
for(var/i = ul_FastRoot.len, i <= x*x+y*y, i++)
ul_FastRoot += round(sqrt(x*x+y*y))
return round(ul_LightingResolution * ul_FastRoot[x*x + y*y + 1], 1)
else if (ul_FalloffStyle == UL_I_FALLOFF_SQUARE)
return get_dist(src, ref)
return 0
ul_SetOpacity(var/NewOpacity)
if(opacity != NewOpacity)
var/list/Blanked = ul_BlankLocal()
var/atom/T = src
while(T && !isturf(T))
T = T.loc
opacity = NewOpacity
if(T)
T:LightLevelRed = 0
T:LightLevelGreen = 0
T:LightLevelBlue = 0
ul_UnblankLocal(Blanked)
return
ul_UnblankLocal(var/list/ReApply = view(ul_TopLuminosity, src))
for(var/atom/Light in ReApply)
if(Light.ul_IsLuminous())
Light.ul_Illuminate()
return
ul_BlankLocal()
var/list/Blanked = list( )
var/TurfAdjust = isturf(src) ? 1 : 0
for(var/atom/Affected in view(ul_TopLuminosity, src))
if(Affected.ul_IsLuminous() && Affected.ul_Extinguished == UL_I_LIT && (ul_FalloffAmount(Affected) <= Affected.luminosity + TurfAdjust))
Affected.ul_Extinguish()
Blanked += Affected
return Blanked
ul_UpdateTopLuminosity()
if (ul_TopLuminosity < LuminosityRed)
ul_TopLuminosity = LuminosityRed
if (ul_TopLuminosity < LuminosityGreen)
ul_TopLuminosity = LuminosityGreen
if (ul_TopLuminosity < LuminosityBlue)
ul_TopLuminosity = LuminosityBlue
return
ul_Luminosity()
return max(LuminosityRed, LuminosityGreen, LuminosityBlue)
ul_IsLuminous(var/Red = LuminosityRed, var/Green = LuminosityGreen, var/Blue = LuminosityBlue)
return (Red > 0 || Green > 0 || Blue > 0)
ul_LightLevelChanged()
//Designed for client projects to use. Called on items when the turf they are in has its light level changed
return
New()
..()
if(ul_IsLuminous())
spawn(1)
ul_Illuminate()
atom/proc/ul_Illuminate()
if (ul_Extinguished == UL_I_LIT)
return
Del()
if(ul_IsLuminous())
ul_Extinguish()
ul_Extinguished = UL_I_LIT
..()
ul_UpdateTopLuminosity()
luminosity = ul_Luminosity()
for(var/turf/Affected in view(ul_Luminosity(), src))
var/Falloff = src.ul_FalloffAmount(Affected)
var/DeltaRed = LuminosityRed - Falloff
var/DeltaGreen = LuminosityGreen - Falloff
var/DeltaBlue = LuminosityBlue - Falloff
if(ul_IsLuminous(DeltaRed, DeltaGreen, DeltaBlue))
Affected.LightLevelRed += max(DeltaRed, 0)
Affected.LightLevelGreen += max(DeltaGreen, 0)
Affected.LightLevelBlue += max(DeltaBlue, 0)
Affected.MaxRed += LuminosityRed
Affected.MaxGreen += LuminosityGreen
Affected.MaxBlue += LuminosityBlue
Affected.ul_UpdateLight()
if (ul_SuppressLightLevelChanges == 0)
Affected.ul_LightLevelChanged()
for(var/atom/AffectedAtom in Affected)
AffectedAtom.ul_LightLevelChanged()
return
atom/proc/ul_Extinguish()
if (ul_Extinguished != UL_I_LIT)
return
movable
Move()
ul_Extinguish()
..()
ul_Extinguished = UL_I_EXTINGUISHED
for(var/turf/Affected in view(ul_Luminosity(), src))
var/Falloff = ul_FalloffAmount(Affected)
var/DeltaRed = LuminosityRed - Falloff
var/DeltaGreen = LuminosityGreen - Falloff
var/DeltaBlue = LuminosityBlue - Falloff
if(ul_IsLuminous(DeltaRed, DeltaGreen, DeltaBlue))
Affected.LightLevelRed -= max(DeltaRed, 0)
Affected.LightLevelGreen -= max(DeltaGreen, 0)
Affected.LightLevelBlue -= max(DeltaBlue, 0)
Affected.MaxRed -= LuminosityRed
Affected.MaxGreen -= LuminosityGreen
Affected.MaxBlue -= LuminosityBlue
Affected.ul_UpdateLight()
if (ul_SuppressLightLevelChanges == 0)
Affected.ul_LightLevelChanged()
for(var/atom/AffectedAtom in Affected)
AffectedAtom.ul_LightLevelChanged()
luminosity = 0
return
/*
Calculates the correct lighting falloff value (used to calculate what brightness to set the turf to) to use,
when called on a luminous atom and passed an atom in the turf to be lit.
Supports multiple configurations, BS12 uses the circular falloff setting. This setting uses an array lookup
to avoid the cost of the square root function.
*/
atom/proc/ul_FalloffAmount(var/atom/ref)
if (ul_FalloffStyle == UL_I_FALLOFF_ROUND)
var/x = (ref.x - src.x)
var/y = (ref.y - src.y)
if ((x*x + y*y) > ul_FastRoot.len)
for(var/i = ul_FastRoot.len, i <= x*x+y*y, i++)
ul_FastRoot += round(sqrt(x*x+y*y))
return round(ul_LightingResolution * ul_FastRoot[x*x + y*y + 1], 1)
else if (ul_FalloffStyle == UL_I_FALLOFF_SQUARE)
return get_dist(src, ref)
return 0
atom/proc/ul_SetOpacity(var/NewOpacity)
if(opacity != NewOpacity)
var/list/Blanked = ul_BlankLocal()
var/atom/T = src
while(T && !isturf(T))
T = T.loc
opacity = NewOpacity
if(T)
T:LightLevelRed = 0
T:LightLevelGreen = 0
T:LightLevelBlue = 0
ul_UnblankLocal(Blanked)
return
atom/proc/ul_UnblankLocal(var/list/ReApply = view(ul_TopLuminosity, src))
for(var/atom/Light in ReApply)
if(Light.ul_IsLuminous())
Light.ul_Illuminate()
return
atom/proc/ul_BlankLocal()
var/list/Blanked = list( )
var/TurfAdjust = isturf(src) ? 1 : 0
for(var/atom/Affected in view(ul_TopLuminosity, src))
if(Affected.ul_IsLuminous() && Affected.ul_Extinguished == UL_I_LIT && (ul_FalloffAmount(Affected) <= Affected.luminosity + TurfAdjust))
Affected.ul_Extinguish()
Blanked += Affected
return Blanked
atom/proc/ul_UpdateTopLuminosity()
if (ul_TopLuminosity < LuminosityRed)
ul_TopLuminosity = LuminosityRed
if (ul_TopLuminosity < LuminosityGreen)
ul_TopLuminosity = LuminosityGreen
if (ul_TopLuminosity < LuminosityBlue)
ul_TopLuminosity = LuminosityBlue
return
atom/proc/ul_Luminosity()
return max(LuminosityRed, LuminosityGreen, LuminosityBlue)
atom/proc/ul_IsLuminous(var/Red = LuminosityRed, var/Green = LuminosityGreen, var/Blue = LuminosityBlue)
return (Red > 0 || Green > 0 || Blue > 0)
atom/proc/ul_LightLevelChanged()
//Designed for client projects to use. Called on items when the turf they are in has its light level changed
return
atom/proc/New()
..()
if(ul_IsLuminous())
spawn(1)
ul_Illuminate()
return
return
atom/proc/Del()
if(ul_IsLuminous())
ul_Extinguish()
..()
return
atom/proc/movable/Move()
ul_Extinguish()
..()
ul_Illuminate()
return
turf
var
@@ -249,59 +243,59 @@ turf
list/MaxGreen = list( )
list/MaxBlue = list( )
proc
ul_GetRed()
return ul_Clamp(min(LightLevelRed, max(MaxRed)))
ul_GetGreen()
return ul_Clamp(min(LightLevelGreen, max(MaxGreen)))
ul_GetBlue()
return ul_Clamp(min(LightLevelBlue, max(MaxBlue)))
ul_UpdateLight()
var/area/CurrentArea = loc
if(!isarea(CurrentArea) || !CurrentArea.ul_Lighting)
return
var/LightingTag = copytext(CurrentArea.tag, 1, findtext(CurrentArea.tag, ":UL")) + ":UL[ul_GetRed()]_[ul_GetGreen()]_[ul_GetBlue()]"
if(CurrentArea.tag != LightingTag)
var/area/NewArea = locate(LightingTag)
if(!NewArea)
NewArea = new CurrentArea.type()
NewArea.tag = LightingTag
for(var/V in CurrentArea.vars - "contents")
if(issaved(CurrentArea.vars[V]))
NewArea.vars[V] = CurrentArea.vars[V]
NewArea.tag = LightingTag
NewArea.ul_Light(ul_GetRed(), ul_GetGreen(), ul_GetBlue())
NewArea.contents += src
turf/proc/ul_GetRed()
return ul_Clamp(min(LightLevelRed, max(MaxRed)))
turf/proc/ul_GetGreen()
return ul_Clamp(min(LightLevelGreen, max(MaxGreen)))
turf/proc/ul_GetBlue()
return ul_Clamp(min(LightLevelBlue, max(MaxBlue)))
return
turf/proc/ul_UpdateLight()
ul_Recalculate()
var/area/CurrentArea = loc
ul_SuppressLightLevelChanges++
if(!isarea(CurrentArea) || !CurrentArea.ul_Lighting)
return
var/list/Lights = ul_BlankLocal()
var/LightingTag = copytext(CurrentArea.tag, 1, findtext(CurrentArea.tag, ":UL")) + ":UL[ul_GetRed()]_[ul_GetGreen()]_[ul_GetBlue()]"
LightLevelRed = 0
LightLevelGreen = 0
LightLevelBlue = 0
if(CurrentArea.tag != LightingTag)
var/area/NewArea = locate(LightingTag)
ul_UnblankLocal(Lights)
if(!NewArea)
NewArea = new CurrentArea.type()
NewArea.tag = LightingTag
ul_SuppressLightLevelChanges--
for(var/V in CurrentArea.vars - "contents")
if(issaved(CurrentArea.vars[V]))
NewArea.vars[V] = CurrentArea.vars[V]
return
NewArea.tag = LightingTag
NewArea.ul_Light(ul_GetRed(), ul_GetGreen(), ul_GetBlue())
NewArea.contents += src
return
turf/proc/ul_Recalculate()
ul_SuppressLightLevelChanges++
var/list/Lights = ul_BlankLocal()
LightLevelRed = 0
LightLevelGreen = 0
LightLevelBlue = 0
ul_UnblankLocal(Lights)
ul_SuppressLightLevelChanges--
return
area
var
@@ -312,33 +306,33 @@ area
LightLevelGreen = 0
LightLevelBlue = 0
proc
ul_Light(var/Red = LightLevelRed, var/Green = LightLevelGreen, var/Blue = LightLevelBlue)
if(!src || !src.ul_Lighting)
return
area/proc/ul_Light(var/Red = LightLevelRed, var/Green = LightLevelGreen, var/Blue = LightLevelBlue)
overlays -= ul_Overlay
if(!src || !src.ul_Lighting)
return
LightLevelRed = Red
LightLevelGreen = Green
LightLevelBlue = Blue
overlays -= ul_Overlay
luminosity = ul_IsLuminous(LightLevelRed, LightLevelGreen, LightLevelBlue)
LightLevelRed = Red
LightLevelGreen = Green
LightLevelBlue = Blue
ul_Overlay = image('ULIcons.dmi', , num2text(LightLevelRed) + "-" + num2text(LightLevelGreen) + "-" + num2text(LightLevelBlue), ul_Layer)
luminosity = ul_IsLuminous(LightLevelRed, LightLevelGreen, LightLevelBlue)
overlays += ul_Overlay
ul_Overlay = image('ULIcons.dmi', , num2text(LightLevelRed) + "-" + num2text(LightLevelGreen) + "-" + num2text(LightLevelBlue), ul_Layer)
return
overlays += ul_Overlay
ul_Prep()
return
if(!tag)
tag = "[type]"
if(ul_Lighting)
if(!findtext(tag,":UL"))
ul_Light()
//world.log << tag
area/proc/ul_Prep()
return
if(!tag)
tag = "[type]"
if(ul_Lighting)
if(!findtext(tag,":UL"))
ul_Light()
//world.log << tag
return