12/21 modernizations from TG live (#103)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes
This commit is contained in:
Poojawa
2016-12-22 03:57:55 -06:00
committed by GitHub
parent f5e143a452
commit cf59ac1c3d
2215 changed files with 707445 additions and 87041 deletions
+14 -77
View File
@@ -1,79 +1,16 @@
#define DYNAMIC_LIGHTING_DISABLED 0 //dynamic lighting disabled (area stays at full brightness)
#define DYNAMIC_LIGHTING_ENABLED 1 //dynamic lighting enabled
#define DYNAMIC_LIGHTING_IFSTARLIGHT 2 //dynamic lighting enabled only if starlight is.
#define IS_DYNAMIC_LIGHTING(A) ( A.dynamic_lighting == DYNAMIC_LIGHTING_IFSTARLIGHT ? config.starlight : A.dynamic_lighting )
//Arbitrary lighting related stuff
#define LIGHTING_CIRCULAR 1 //Comment this out to use old square lighting effects.
#define LIGHTING_CAP 10 //The lumcount level at which alpha is 0 and we're fully lit.
#define LIGHTING_CAP_FRAC (255/LIGHTING_CAP) //A precal'd variable we'll use in turf/redraw_lighting()
#define LIGHTING_ICON 'icons/effects/alphacolors.dmi'
#define LIGHTING_ICON_STATE ""
#define LIGHTING_TIME 2 //Time to do any lighting change. Actual number pulled out of my ass
#define LIGHTING_DARKEST_VISIBLE_ALPHA 250 //Anything darker than this is so dark, we'll just consider the whole tile unlit
#define LIGHTING_LUM_FOR_FULL_BRIGHT 6 //Anything who's lum is lower then this starts off less bright.
#define LIGHTING_MIN_RADIUS 4 //Lowest radius a light source can effect.
//Bay lighting engine shit, not in /code/modules/lighting because BYOND is being shit about it
#define LIGHTING_INTERVAL 5 // frequency, in 1/10ths of a second, of the lighting process
#ifndef LIGHTING_INSTANT_UPDATES
#define LIGHTING_INTERVAL 5 // Frequency, in 1/10ths of a second, of the lighting process.
#include "../controllers/subsystem/lighting.dm"
#endif
#define LIGHTING_FALLOFF 1 // type of falloff to use for lighting; 1 for circular, 2 for square
#define LIGHTING_LAMBERTIAN 0 // use lambertian shading for light sources
#define LIGHTING_HEIGHT 1 // height off the ground of light sources on the pseudo-z-axis, you should probably leave this alone
#define LIGHTING_ROUND_VALUE 1 / 128 //Value used to round lumcounts, values smaller than 1/255 don't matter (if they do, thanks sinking points), greater values will make lighting less precise, but in turn increase performance, VERY SLIGHTLY.
#define LIGHTING_ICON 'icons/effects/lighting_overlay.png' // icon used for lighting shading effects
#define LIGHTING_SOFT_THRESHOLD 0.05 // If the max of the lighting lumcounts of each spectrum drops below this, disable luminosity on the lighting overlays.
// If I were you I'd leave this alone.
#define LIGHTING_BASE_MATRIX \
list \
( \
LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, 0, \
LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, 0, \
LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, 0, \
LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, 0, \
0, 0, 0, 1 \
) \
// Helpers so we can (more easily) control the colour matrices.
#define CL_MATRIX_RR 1
#define CL_MATRIX_RG 2
#define CL_MATRIX_RB 3
#define CL_MATRIX_RA 4
#define CL_MATRIX_GR 5
#define CL_MATRIX_GG 6
#define CL_MATRIX_GB 7
#define CL_MATRIX_GA 8
#define CL_MATRIX_BR 9
#define CL_MATRIX_BG 10
#define CL_MATRIX_BB 11
#define CL_MATRIX_BA 12
#define CL_MATRIX_AR 13
#define CL_MATRIX_AG 14
#define CL_MATRIX_AB 15
#define CL_MATRIX_AA 16
#define CL_MATRIX_CR 17
#define CL_MATRIX_CG 18
#define CL_MATRIX_CB 19
#define CL_MATRIX_CA 20
//Some defines to generalise colours used in lighting.
//Important note on colors. Colors can end up significantly different from the basic html picture, especially when saturated
#define LIGHT_COLOR_RED "#FA8282" //Warm but extremely diluted red. rgb(250, 130, 130)
#define LIGHT_COLOR_GREEN "#64C864" //Bright but quickly dissipating neon green. rgb(100, 200, 100)
#define LIGHT_COLOR_BLUE "#6496FA" //Cold, diluted blue. rgb(100, 150, 250)
#define LIGHT_COLOR_CYAN "#7DE1E1" //Diluted cyan. rgb(125, 225, 225)
#define LIGHT_COLOR_PINK "#E17DE1" //Diluted, mid-warmth pink. rgb(225, 125, 225)
#define LIGHT_COLOR_YELLOW "#E1E17D" //Dimmed yellow, leaning kaki. rgb(225, 225, 125)
#define LIGHT_COLOR_BROWN "#966432" //Clear brown, mostly dim. rgb(150, 100, 50)
#define LIGHT_COLOR_ORANGE "#FA9632" //Mostly pure orange. rgb(250, 150, 50)
//These ones aren't a direct colour like the ones above, because nothing would fit
#define LIGHT_COLOR_FIRE "#FAA019" //Warm orange color, leaning strongly towards yellow. rgb(250, 160, 25)
#define LIGHT_COLOR_FLARE "#FA644B" //Bright, non-saturated red. Leaning slightly towards pink for visibility. rgb(250, 100, 75)
#define LIGHT_COLOR_SLIME_LAMP "#AFC84B" //Weird color, between yellow and green, very slimy. rgb(175, 200, 75)
#define LIGHT_COLOR_TUNGSTEN "#FAE1AF" //Extremely diluted yellow, close to skin color (for some reason). rgb(250, 225, 175)
#define LIGHT_COLOR_HALOGEN "#F0FAFA" //Barely visible cyan-ish hue, as the doctor prescribed. rgb(240, 250, 250)
#define FOR_DVIEW(type, range, center, invis_flags) \
dview_mob.forceMove(center); \
dview_mob.see_invisible = invis_flags; \
for(type in view(range, dview_mob))
//different modes that lights can operate in
#define LIGHTING_REGULAR 1 //Apply all effects additively
#define LIGHTING_STARLIGHT 2 //Track all starlight but only apply brightest