// This is where the fun begins. // These are the main datums that emit light. /datum/light_source var/atom/top_atom // The atom we're emitting light from (for example a mob if we're from a flashlight that's being held). var/atom/source_atom // The atom that we belong to. var/turf/source_turf // The turf under the above. var/turf/pixel_turf // The turf the top_atom appears to over. var/light_power // Intensity of the emitter light. var/light_range // The range of the emitted light. var/light_color // The colour of the light, string, decomposed by PARSE_LIGHT_COLOR() // Variables for keeping track of the colour. var/lum_r var/lum_g var/lum_b // The lumcount values used to apply the light. var/tmp/applied_lum_r var/tmp/applied_lum_g var/tmp/applied_lum_b var/list/datum/lighting_corner/effect_str // List used to store how much we're affecting corners. var/list/turf/affecting_turfs var/applied = FALSE // Whether we have applied our light yet or not. var/needs_update = LIGHTING_NO_UPDATE // Whether we are queued for an update. // Thanks to Lohikar for flinging this tiny bit of code at me, increasing my brain cell count from 1 to 2 in the process. // This macro will only offset up to 1 tile, but anything with a greater offset is an outlier and probably should handle its own lighting offsets. // Anything pixelshifted 16px or more will be considered on the next tile. #define GET_APPROXIMATE_PIXEL_DIR(PX, PY) ((!(PX) ? 0 : ((PX >= 16 ? EAST : (PX <= -16 ? WEST : 0)))) | (!PY ? 0 : (PY >= 16 ? NORTH : (PY <= -16 ? SOUTH : 0)))) #define UPDATE_APPROXIMATE_PIXEL_TURF var/_mask = GET_APPROXIMATE_PIXEL_DIR(top_atom.pixel_x, top_atom.pixel_y); pixel_turf = _mask ? (get_step(source_turf, _mask) || source_turf) : source_turf /datum/light_source/New(var/atom/owner, var/atom/top) source_atom = owner // Set our new owner. LAZYADD(source_atom.light_sources, src) top_atom = top if (top_atom != source_atom) LAZYADD(top_atom.light_sources, src) source_turf = top_atom UPDATE_APPROXIMATE_PIXEL_TURF light_power = source_atom.light_power light_range = source_atom.light_range light_color = source_atom.light_color PARSE_LIGHT_COLOR(src) update() /datum/light_source/Destroy(force) remove_lum() if (source_atom) LAZYREMOVE(source_atom.light_sources, src) if (top_atom) LAZYREMOVE(top_atom.light_sources, src) if (needs_update) GLOB.lighting_update_lights -= src . = ..() // Yes this doesn't align correctly on anything other than 4 width tabs. // If you want it to go switch everybody to elastic tab stops. // Actually that'd be great if you could! #define EFFECT_UPDATE(level) \ if (needs_update == LIGHTING_NO_UPDATE) \ GLOB.lighting_update_lights += src; \ if (needs_update < level) \ needs_update = level; \ // This proc will cause the light source to update the top atom, and add itself to the update queue. /datum/light_source/proc/update(var/atom/new_top_atom) // This top atom is different. if (new_top_atom && new_top_atom != top_atom) if(top_atom != source_atom && top_atom.light_sources) // Remove ourselves from the light sources of that top atom. LAZYREMOVE(top_atom.light_sources, src) top_atom = new_top_atom if (top_atom != source_atom) LAZYADD(top_atom.light_sources, src) // Add ourselves to the light sources of our new top atom. EFFECT_UPDATE(LIGHTING_CHECK_UPDATE) // Will force an update without checking if it's actually needed. /datum/light_source/proc/force_update() EFFECT_UPDATE(LIGHTING_FORCE_UPDATE) // Will cause the light source to recalculate turfs that were removed or added to visibility only. /datum/light_source/proc/vis_update() EFFECT_UPDATE(LIGHTING_VIS_UPDATE) // Macro that applies light to a new corner. // It is a macro in the interest of speed, yet not having to copy paste it. // If you're wondering what's with the backslashes, the backslashes cause BYOND to not automatically end the line. // As such this all gets counted as a single line. // The braces and semicolons are there to be able to do this on a single line. //Original lighting falloff calculation. This looks the best out of the three. However, this is also the most expensive. //#define LUM_FALLOFF(C, T) (1 - CLAMP01(sqrt((C.x - T.x) ** 2 + (C.y - T.y) ** 2 + LIGHTING_HEIGHT) / max(1, light_range))) //Cubic lighting falloff. This has the *exact* same range as the original lighting falloff calculation, down to the exact decimal, but it looks a little unnatural due to the harsher falloff and how it's generally brighter across the board. //#define LUM_FALLOFF(C, T) (1 - CLAMP01((((C.x - T.x) * (C.x - T.x)) + ((C.y - T.y) * (C.y - T.y)) + LIGHTING_HEIGHT) / max(1, light_range*light_range))) //Linear lighting falloff. This resembles the original lighting falloff calculation the best, but results in lights having a slightly larger range, which is most noticable with large light sources. This also results in lights being diamond-shaped, fuck. This looks the darkest out of the three due to how lights are brighter closer to the source compared to the original falloff algorithm. This falloff method also does not at all take into account lighting height, as it acts as a flat reduction to light range with this method. //#define LUM_FALLOFF(C, T) (1 - CLAMP01(((abs(C.x - T.x) + abs(C.y - T.y))) / max(1, light_range+1))) //Linear lighting falloff but with an octagonal shape in place of a diamond shape. Lummox JR please add pointer support. #define GET_LUM_DIST(DISTX, DISTY) (DISTX + DISTY + abs(DISTX - DISTY)*0.4) #define LUM_FALLOFF(C, T) (1 - CLAMP01(max(GET_LUM_DIST(abs(C.x - T.x), abs(C.y - T.y)),LIGHTING_HEIGHT) / max(1, light_range+1))) #define APPLY_CORNER(C) \ . = LUM_FALLOFF(C, pixel_turf); \ . *= light_power; \ var/OLD = effect_str[C]; \ effect_str[C] = .; \ \ C.update_lumcount \ ( \ (. * lum_r) - (OLD * applied_lum_r), \ (. * lum_g) - (OLD * applied_lum_g), \ (. * lum_b) - (OLD * applied_lum_b) \ ); #define REMOVE_CORNER(C) \ . = -effect_str[C]; \ C.update_lumcount \ ( \ . * applied_lum_r, \ . * applied_lum_g, \ . * applied_lum_b \ ); // This is the define used to calculate falloff. /datum/light_source/proc/remove_lum() applied = FALSE var/thing for (thing in affecting_turfs) var/turf/T = thing LAZYREMOVE(T.affecting_lights, src) affecting_turfs = null var/datum/lighting_corner/C for (thing in effect_str) C = thing REMOVE_CORNER(C) LAZYREMOVE(C.affecting, src) effect_str = null /datum/light_source/proc/recalc_corner(var/datum/lighting_corner/C) LAZYINITLIST(effect_str) if (effect_str[C]) // Already have one. REMOVE_CORNER(C) effect_str[C] = 0 APPLY_CORNER(C) UNSETEMPTY(effect_str) /datum/light_source/proc/update_corners() var/update = FALSE var/atom/source_atom = src.source_atom if (QDELETED(source_atom)) qdel(src) return if (source_atom.light_power != light_power) light_power = source_atom.light_power update = TRUE if (source_atom.light_range != light_range) light_range = source_atom.light_range update = TRUE if (!top_atom) top_atom = source_atom update = TRUE if (!light_range || !light_power) qdel(src) return if (isturf(top_atom)) if (source_turf != top_atom) source_turf = top_atom UPDATE_APPROXIMATE_PIXEL_TURF update = TRUE else if (top_atom.loc != source_turf) source_turf = top_atom.loc UPDATE_APPROXIMATE_PIXEL_TURF update = TRUE if (!isturf(source_turf)) if (applied) remove_lum() return if (light_range && light_power && !applied) update = TRUE if (source_atom.light_color != light_color) light_color = source_atom.light_color PARSE_LIGHT_COLOR(src) update = TRUE else if (applied_lum_r != lum_r || applied_lum_g != lum_g || applied_lum_b != lum_b) update = TRUE if (update) needs_update = LIGHTING_CHECK_UPDATE applied = TRUE else if (needs_update == LIGHTING_CHECK_UPDATE) return //nothing's changed var/list/datum/lighting_corner/corners = list() var/datum/lighting_corner/C var/list/turf/turfs = list() var/thing var/turf/T if (source_turf) var/oldlum = source_turf.luminosity source_turf.luminosity = CEILING(light_range, 1) for(T in view(CEILING(light_range, 1), source_turf)) turfs += T if((!IS_DYNAMIC_LIGHTING(T) && !T.light_sources) || T.has_opaque_atom ) continue if(!T.lighting_corners_initialised) T.generate_missing_corners() corners[T.lc_topright] = 0 corners[T.lc_bottomright] = 0 corners[T.lc_bottomleft] = 0 corners[T.lc_topleft] = 0 source_turf.luminosity = oldlum LAZYINITLIST(affecting_turfs) var/list/L = turfs - affecting_turfs // New turfs, add us to the affecting lights of them. affecting_turfs += L for (thing in L) T = thing LAZYADD(T.affecting_lights, src) L = affecting_turfs - turfs // Now-gone turfs, remove us from the affecting lights. affecting_turfs -= L for (thing in L) T = thing LAZYREMOVE(T.affecting_lights, src) LAZYINITLIST(effect_str) if (needs_update == LIGHTING_VIS_UPDATE) for (thing in corners - effect_str) // New corners C = thing LAZYADD(C.affecting, src) if (!C.active) effect_str[C] = 0 continue APPLY_CORNER(C) else L = corners - effect_str for (thing in L) // New corners C = thing LAZYADD(C.affecting, src) if (!C.active) effect_str[C] = 0 continue APPLY_CORNER(C) for (thing in corners - L) // Existing corners C = thing if (!C.active) effect_str[C] = 0 continue APPLY_CORNER(C) L = effect_str - corners for (thing in L) // Old, now gone, corners. C = thing REMOVE_CORNER(C) LAZYREMOVE(C.affecting, src) effect_str -= L applied_lum_r = lum_r applied_lum_g = lum_g applied_lum_b = lum_b UNSETEMPTY(effect_str) UNSETEMPTY(affecting_turfs) #undef EFFECT_UPDATE #undef LUM_FALLOFF #undef GET_LUM_DIST #undef REMOVE_CORNER #undef APPLY_CORNER