Files
vgstation13/code/modules/lighting/lighting_source.dm
kane-f 181bec92a0 Area portal turfs (#31054)
* Area portal turfs

* Indentation

* Define

* Making it this instead

* Removing these

* Renaming vars

* Even more code removal

* Adding more to map

* Adding relative move option to make this much easier

* Adding relative move option to make this much easier

* Block gases for now

* Check fixes

* Indent fix

* .tgm map

* Fixing map include

* Enabling looping

* Final tweaks and they are confirmed working

* Removing infinite loop zlevel in init until it's working

* The backrooms...

* Explosions and EMPs

* ZAS handling, maybe

* Adding type info back

* Adding lights to backroom

* Making this work with lighting

* Sanity

* More

* Fix

* Making turf again

* Re adding vars

* Fix

* Fix

* Reverting entire file, no need to touch it

* Last map fix

* Playing sound across area portals

* Shuttle rotate support

Co-authored-by: kanef <kanef9x@protonmail.com>
2021-10-18 12:16:47 -05:00

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// 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/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/vis_update // Whether we should smartly recalculate visibility. and then only update tiles that became (in)visible to us.
var/needs_update // Whether we are queued for an update.
var/destroyed // Whether we are destroyed and need to stop emitting light.
var/force_update
/datum/light_source/New(var/atom/owner, var/atom/top)
source_atom = owner // Set our new owner.
if (!source_atom.light_sources)
source_atom.light_sources = list()
source_atom.light_sources += src // Add us to the lights of our owner.
top_atom = top
if (top_atom != source_atom)
if (!top.light_sources)
top.light_sources = list()
top_atom.light_sources += src
source_turf = top_atom
light_power = source_atom.light_power
light_range = source_atom.light_range
light_color = source_atom.light_color
parse_light_color()
effect_str = list()
affecting_turfs = list()
update()
return ..()
// Kill ourselves.
/datum/light_source/proc/destroy()
destroyed = TRUE
force_update()
if (source_atom)
source_atom.light_sources -= src
if (top_atom)
top_atom.light_sources -= src
#ifdef LIGHTING_INSTANT_UPDATES
/datum/light_source/proc/effect_update()
if (check() || destroyed || force_update)
remove_lum()
if (!destroyed)
apply_lum()
else if (vis_update) // We smartly update only tiles that became (in) visible to use.
smart_vis_update()
vis_update = FALSE
force_update = FALSE
needs_update = FALSE
#else
// Call it dirty, I don't care.
// This is here so there's no performance loss on non-instant updates from the fact that the engine can also do instant updates.
// If you're wondering what's with the "BYOND" argument: BYOND won't let me have a () macro that has no arguments :|.
#define effect_update(BYOND) \
if (!needs_update) \
{ \
lighting_update_lights += src; \
needs_update = TRUE; \
}
#endif
// 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) // Remove ourselves from the light sources of that top atom.
top_atom.light_sources -= src
top_atom = new_top_atom
if (top_atom != source_atom)
if(!top_atom.light_sources)
top_atom.light_sources = list()
top_atom.light_sources += src // Add ourselves to the light sources of our new top atom.
effect_update(null)
// Will force an update without checking if it's actually needed.
/datum/light_source/proc/force_update()
force_update = 1
effect_update(null)
// Will cause the light source to recalculate turfs that were removed or added to visibility only.
/datum/light_source/proc/vis_update()
vis_update = 1
effect_update(null)
// Will check if we actually need to update, and update any variables that may need to be updated.
/datum/light_source/proc/check()
if (!source_atom || !light_range || !light_power)
destroy()
return 1
if (!top_atom)
top_atom = source_atom
. = 1
if (istype(top_atom, /turf))
if (source_turf != top_atom)
source_turf = top_atom
. = 1
else if (top_atom.loc != source_turf)
source_turf = top_atom.loc
. = 1
if (source_atom.light_power != light_power)
light_power = source_atom.light_power
. = 1
if (source_atom.light_range != light_range)
light_range = source_atom.light_range
. = 1
if (light_range && light_power && !applied)
. = 1
if (source_atom.light_color != light_color)
light_color = source_atom.light_color
parse_light_color()
. = 1
// Decompile the hexadecimal colour into lumcounts of each perspective.
/datum/light_source/proc/parse_light_color()
if (light_color)
lum_r = GetRedPart (light_color) / 255
lum_g = GetGreenPart (light_color) / 255
lum_b = GetBluePart (light_color) / 255
else
lum_r = 1
lum_g = 1
lum_b = 1
// 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.
#define APPLY_CORNER(C) \
. = LUM_FALLOFF(C, source_turf); \
\
. *= light_power; \
\
effect_str[C] = .; \
\
C.update_lumcount \
( \
. * applied_lum_r, \
. * applied_lum_g, \
. * applied_lum_b \
);
// I don't need to explain what this does, do I?
#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.
#define LUM_FALLOFF(C, T) (1 - CLAMP01(sqrt((C.x - T.x) ** 2 + (C.y - T.y) ** 2 + LIGHTING_HEIGHT) / max(1, light_range)))
/datum/light_source/proc/apply_lum()
var/static/update_gen = 1
applied = 1
// Keep track of the last applied lum values so that the lighting can be reversed
applied_lum_r = lum_r
applied_lum_g = lum_g
applied_lum_b = lum_b
FOR_DVIEW(var/turf/T, light_range, source_turf, INVISIBILITY_LIGHTING)
apply_lum_to_turf(T,update_gen)
if(istype(T,/turf/portal))
var/turf/portal/P = T
if(P.target_turf)
apply_lum_to_turf(P.target_turf,update_gen)
update_gen++
/datum/light_source/proc/apply_lum_to_turf(var/turf/T,var/update_gen)
if (!T.lighting_corners_initialised)
T.generate_missing_corners()
for (var/datum/lighting_corner/C in T.get_corners())
if (C.update_gen == update_gen)
continue
C.update_gen = update_gen
C.affecting += src
if (!C.active)
effect_str[C] = 0
continue
APPLY_CORNER(C)
if (!T.affecting_lights)
T.affecting_lights = list()
T.affecting_lights += src
affecting_turfs += T
/datum/light_source/proc/remove_lum()
applied = FALSE
for (var/turf/T in affecting_turfs)
if (!T.affecting_lights)
T.affecting_lights = list()
else
T.affecting_lights -= src
affecting_turfs.Cut()
for (var/datum/lighting_corner/C in effect_str)
REMOVE_CORNER(C)
C.affecting -= src
effect_str.Cut()
/datum/light_source/proc/recalc_corner(var/datum/lighting_corner/C)
if (effect_str.Find(C)) // Already have one.
REMOVE_CORNER(C)
APPLY_CORNER(C)
/datum/light_source/proc/smart_vis_update()
var/list/datum/lighting_corner/corners = list()
var/list/turf/turfs = list()
FOR_DVIEW(var/turf/T, light_range, source_turf, 0)
if (!T.lighting_corners_initialised)
T.generate_missing_corners()
corners |= T.get_corners()
turfs += T
var/turf/portal/P = locate(/turf/portal) in T
if(P && isturf(P.loc))
var/turf/TP = P.loc
if (!TP.lighting_corners_initialised)
TP.generate_missing_corners()
corners |= TP.get_corners()
turfs += TP
P = locate(/turf/portal) in T.vis_locs
if(P && isturf(P.loc))
var/turf/TP = P.loc
if (!TP.lighting_corners_initialised)
TP.generate_missing_corners()
corners |= TP.get_corners()
turfs += TP
var/list/L = turfs - affecting_turfs // New turfs, add us to the affecting lights of them.
affecting_turfs += L
for (var/turf/T in L)
if (!T.affecting_lights)
T.affecting_lights = list(src)
else
T.affecting_lights += src
L = affecting_turfs - turfs // Now-gone turfs, remove us from the affecting lights.
affecting_turfs -= L
for (var/turf/T in L)
if(T.affecting_lights)
T.affecting_lights.Remove(src)
for (var/datum/lighting_corner/C in corners - effect_str) // New corners
C.affecting += src
if (!C.active)
effect_str[C] = 0
continue
APPLY_CORNER(C)
for (var/datum/lighting_corner/C in effect_str - corners) // Old, now gone, corners.
REMOVE_CORNER(C)
C.affecting -= src
effect_str -= C
#undef effect_update
#undef LUM_FALLOFF
#undef REMOVE_CORNER
#undef APPLY_CORNER