Files
Paradise/code/unused/optics/beam.dm
elly1989@rocketmail.com 4073ac9b00 Replaced all 'file.extension' references with 'relativepath/file.extension' using a script by thvortex of ss13-daedalus.
All credits to the author for this handy little script.
I Committed the modified python script to tool directory. Although it needs to be in the root folder of your repo to work.

To notice the improved compile times, in dreammaker go to Build > Preferences > and untick "automatically set file_dir for subfolders"

If this commit inteferes with any large projects just revert it, do your thing, then rerun the script. Easy-peasy.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4488 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-18 16:33:40 +00:00

178 lines
4.1 KiB
Plaintext

// the laser beam
/obj/effect/beam/laser
name = "laser beam"
icon = 'icons/effects/beam.dmi'
icon_state = "full"
density = 0
mouse_opacity = 0
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
flags = TABLEPASS
var/wavelength // the (vaccuum) wavelength of the beam
var/width = 1 // 1=thin, 2=medium, 3=wide
var/obj/effect/beam/laser/next
var/obj/effect/beam/laser/prev
var/obj/master
New(var/atom/newloc, var/dirn, var/lambda, var/omega=1, var/half=0)
if(!isturf(loc))
return
//world << "creating beam at ([newloc.x],[newloc.y]) with [dirn] [lambda] [omega] [half]"
icon_state = "[omega]-[half ? "half" : "full"]"
dir = dirn
set_wavelength(lambda)
..(newloc)
spawn(0)
src.propagate()
src.verbs -= /atom/movable/verb/pull
proc/propagate()
var/turf/T = get_step(src, dir)
if(T)
if(T.Enter(src))
next = new(T, dir, wavelength, width, 0)
next.prev = src
next.master = src.master
else
spawn(5)
propagate()
proc/remove()
if(next)
next.remove()
del(src)
proc/blocked(var/atom/A)
return density || opacity
/*
/turf/Enter(atom/movable/mover as mob|obj)
if (!mover || !isturf(mover.loc))
return 1
//First, check objects to block exit that are not on the border
for(var/obj/obstacle in mover.loc)
if((obstacle.flags & ~ON_BORDER) && (mover != obstacle) && (forget != obstacle))
if(!obstacle.CheckExit(mover, src))
mover.Bump(obstacle, 1)
return 0
//Now, check objects to block exit that are on the border
for(var/obj/border_obstacle in mover.loc)
if((border_obstacle.flags & ON_BORDER) && (mover != border_obstacle) && (forget != border_obstacle))
if(!border_obstacle.CheckExit(mover, src))
mover.Bump(border_obstacle, 1)
return 0
//Next, check objects to block entry that are on the border
for(var/obj/border_obstacle in src)
if(border_obstacle.flags & ON_BORDER)
if(!border_obstacle.CanPass(mover, mover.loc, 1, 0) && (forget != border_obstacle))
mover.Bump(border_obstacle, 1)
return 0
//Then, check the turf itself
if (!src.CanPass(mover, src))
mover.Bump(src, 1)
return 0
//Finally, check objects/mobs to block entry that are not on the border
for(var/atom/movable/obstacle in src)
if(obstacle.flags & ~ON_BORDER)
if(!obstacle.CanPass(mover, mover.loc, 1, 0) && (forget != obstacle))
mover.Bump(obstacle, 1)
return 0
return 1 //Nothing found to block so return success!
*/
HasEntered(var/atom/movable/AM)
if(istype(AM, /obj/effect/beam))
return
if(blocked(AM))
remove(src)
if(prev)
prev.propagate()
else if(master)
master:turn_on()
proc/set_wavelength(var/lambda)
var/w = round(lambda,1) // integer wavelength
wavelength = lambda
// first look for cached version of the icon at this wavelength
var/icon/cached = beam_icons["[w]"]
if(cached)
icon = cached
return
// no cached version, so generate a new one
// this maps a wavelength in the range 380-780 nm to an R,G,B,A value
var/red = 0
var/green = 0
var/blue = 0
var/alpha = 0
switch(w)
if(380 to 439)
red = (440-w) / 60
green = 0
blue = 1
if(440 to 489)
red = 0
green = (w-440) / 50
blue = 1
if(490 to 509)
red = 0
green = 1
blue = (510 - w) / 20
if(510 to 579)
red = (w-510) / 70
green = 1
blue = 0
if(580 to 644)
red = 1
green = (645-w) / 65
blue = 0
if(645 to 780)
red = 1
green = 0
blue = 0
// colour is done, now calculate intensity
switch(w)
if(380 to 419)
alpha = 0.75*(w-380)/40
if(420 to 700)
alpha = 0.75
if(701 to 780)
alpha = 0.75*(780-w)/80
// remap alpha by intensity gamma
if(alpha != 0)
alpha = alpha**0.80
var/icon/I = icon('icons/effects/beam.dmi')
I.MapColors(red,0,0,0, 0,green,0,0, 0,0,blue,0, 0,0,0,alpha, 0,0,0,0)
icon = I
beam_icons["[w]"] = I
// global cache of beam icons
// this is an assoc list mapping (integer) wavelength to icons
var/list/beam_icons = new()