Bleeding edgy refresh (#303)
* not code stuff * other things * global vars, defines, helpers * onclick hud stuff, orphans, world.dm * controllers and datums * game folder * everything not client/mobs in modules * client folder * stage 1 mob stuff * simple animal things * silicons * carbon things * ayylmaos and monkeys * hyoomahn * icons n shit * sprite fixes * compile fixes * some fixes I cherrypicked. * qdel fixes * forgot brain refractors
This commit is contained in:
@@ -1,74 +0,0 @@
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/*
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BS12 object based lighting system from VG, ported to TG by Unusual Crow with plenty of help from PJB.
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*/
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/*
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Changes from TG DAL:
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- Lighting is done using objects instead of subareas.
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- Animated transitions. (newer TG DAL has this)
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- Full colours with mixing.
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- Support for lights on shuttles.
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- Code:
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- Instead of one flat luminosity var, light is represented by 3 atom vars:
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- light_range; range in tiles of the light, used for calculating falloff,
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- light_power; multiplier for the brightness of lights,
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- light_color; hex string representing the RGB colour of the light.
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- SetLuminosity() is now set_light() and takes the three variables above.
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- Variables can be left as null to not update them.
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- SetOpacity() is now set_opacity().
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- Areas have luminosity set to 1 permanently, no hard-lighting.
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- Objects inside other objects can have lights and they properly affect the turf. (flashlights)
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- area/master and area/list/related have been eviscerated since subareas aren't needed.
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*/
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/*
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Relevant vars/procs:
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global: (uh, I placed the only one in lighting_system.dm)
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- var/list/all_lighting_overlays; Just a list of ALL of the lighting overlays.
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atom: (lighting_atom.dm)
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- var/light_range; range in tiles of the light, used for calculating falloff
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- var/light_power; multiplier for the brightness of lights
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- var/light_color; hex string representing the RGB colour of the light
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- var/datum/light_source/light; light source datum for this atom, only present if light_range && light_power
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- var/list/light_sources; light sources in contents that are shining through this object, including this object
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- proc/set_light(l_range, l_power, l_color):
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- Sets light_range/power/color to non-null args and calls update_light()
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- proc/set_opacity(new_opacity):
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- Sets opacity to new_opacity.
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- If opacity has changed, call turf.reconsider_lights() to fix light occlusion
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- proc/update_light():
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- Updates the light var on this atom, deleting or creating as needed and calling .update()
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turf: (lighting_turf.dm)
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- var/list/affecting_lights; list of light sources that are shining onto this turf
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- var/list/lighting_overlays; list of lighting overlays in the turf. (only used if higher resolutions
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- var/lighting_overlay; ref to the lighting overlay (only used if resolution is 1)
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- proc/reconsider_lights():
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- Force all light sources shining onto this turf to update
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- proc/lighting_clear_overlays():
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- Delete (manual GC) all light overlays on this turf, used when changing turf to space
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- proc/lighting_build_overlays():
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- Create lighting overlays for this turf
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- proc/get_lumcount(var/minlum = 0, var/maxlum = 1)
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- Returns a decimal according to the amount of lums on a turf's overlay (also averages them)
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- With default arguments (based on the fact that 0 = pitch black and 1 = full bright), it will return .5 for a 50% lit tile.
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atom/movable/lighting_overlay: (lighting_overlay.dm)
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- var/lum_r, var/lum_g, var/lum_b; lumcounts of each colour
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- var/needs_update; set on update_lumcount, checked by lighting process
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- var/xoffset, var/yoffset; (only present when using sub-tile overlays) fractional offset of this overlay in the tile
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- proc/update_lumcount(delta_r, delta_g, delta_b):
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- Change the lumcount vars and queue the overlay for update
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- proc/update_overlay()
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- Called by the lighting process to update the color of the overlay
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*/
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@@ -2,15 +2,6 @@
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luminosity = TRUE
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var/dynamic_lighting = DYNAMIC_LIGHTING_ENABLED
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/area/New()
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. = ..()
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// Moved to the subsystem.
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/*
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if (dynamic_lighting)
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luminosity = FALSE
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*/
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/area/proc/set_dynamic_lighting(var/new_dynamic_lighting = DYNAMIC_LIGHTING_ENABLED)
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if (new_dynamic_lighting == dynamic_lighting)
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return FALSE
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@@ -18,13 +9,15 @@
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dynamic_lighting = new_dynamic_lighting
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if (IS_DYNAMIC_LIGHTING(src))
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cut_overlay(/obj/effect/fullbright)
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for (var/turf/T in area_contents(src))
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if (IS_DYNAMIC_LIGHTING(T))
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T.lighting_build_overlay()
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else
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add_overlay(/obj/effect/fullbright)
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for (var/turf/T in area_contents(src))
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if (T.lighting_overlay)
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if (T.lighting_object)
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T.lighting_clear_overlay()
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return TRUE
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@@ -14,7 +14,6 @@
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/atom/proc/set_light(var/l_range, var/l_power, var/l_color = NONSENSICAL_VALUE)
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if(l_range > 0 && l_range < MINIMUM_USEFUL_LIGHT_RANGE)
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l_range = MINIMUM_USEFUL_LIGHT_RANGE //Brings the range up to 1.4, which is just barely brighter than the soft lighting that surrounds players.
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if (l_power != null)
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light_power = l_power
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@@ -32,7 +31,7 @@
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// Creates or destroys it if needed, makes it update values, makes sure it's got the correct source turf...
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/atom/proc/update_light()
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set waitfor = FALSE
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if (qdeleted(src))
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if (QDELETED(src))
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return
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if (!light_power || !light_range) // We won't emit light anyways, destroy the light source.
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@@ -50,17 +49,6 @@
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else
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light = new/datum/light_source(src, .)
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// Incase any lighting vars are on in the typepath we turn the light on in New().
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/atom/New()
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. = ..()
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if (light_power && light_range)
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update_light()
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if (opacity && isturf(loc))
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var/turf/T = loc
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T.has_opaque_atom = TRUE // No need to recalculate it in this case, it's guaranteed to be on afterwards anyways.
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// Destroy our light source so we GC correctly.
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/atom/Destroy()
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if (light)
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@@ -71,10 +59,12 @@
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// If we have opacity, make sure to tell (potentially) affected light sources.
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/atom/movable/Destroy()
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var/turf/T = loc
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if (opacity && istype(T))
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T.reconsider_lights()
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. = ..()
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if (opacity && istype(T))
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var/old_has_opaque_atom = T.has_opaque_atom
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T.recalc_atom_opacity()
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if (old_has_opaque_atom != T.has_opaque_atom)
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T.reconsider_lights()
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// Should always be used to change the opacity of an atom.
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// It notifies (potentially) affected light sources so they can update (if needed).
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@@ -97,7 +87,26 @@
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T.reconsider_lights()
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/atom/movable/Moved(atom/OldLoc, Dir) //Implemented here because forceMove() doesn't call Move()
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/atom/movable/Moved(atom/OldLoc, Dir)
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. = ..()
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for (var/datum/light_source/L in src.light_sources) // Cycle through the light sources on this atom and tell them to update.
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var/datum/light_source/L
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var/thing
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for (thing in light_sources) // Cycle through the light sources on this atom and tell them to update.
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L = thing
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L.source_atom.update_light()
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/atom/vv_edit_var(var_name, var_value)
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switch (var_name)
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if ("light_range")
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set_light(l_range=var_value)
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return
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if ("light_power")
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set_light(l_power=var_value)
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return
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if ("light_color")
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set_light(l_color=var_value)
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return
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return ..()
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@@ -1,6 +1,6 @@
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/var/list/datum/lighting_corner/all_lighting_corners = list()
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/var/datum/lighting_corner/dummy/dummy_lighting_corner = new
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// Because we can control each corner of every lighting overlay.
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// Because we can control each corner of every lighting object.
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// And corners get shared between multiple turfs (unless you're on the corners of the map, then 1 corner doesn't).
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// For the record: these should never ever ever be deleted, even if the turf doesn't have dynamic lighting.
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@@ -83,8 +83,11 @@
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/datum/lighting_corner/proc/update_active()
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active = FALSE
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for (var/turf/T in masters)
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if (T.lighting_overlay)
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var/turf/T
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var/thing
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for (thing in masters)
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T = thing
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if (T.lighting_object)
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active = TRUE
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// God that was a mess, now to do the rest of the corner code! Hooray!
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@@ -93,45 +96,47 @@
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lum_g += delta_g
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lum_b += delta_b
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#ifndef LIGHTING_INSTANT_UPDATES
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if (!needs_update)
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needs_update = TRUE
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lighting_update_corners += src
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/datum/lighting_corner/proc/update_overlays()
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#endif
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// Cache these values a head of time so 4 individual lighting overlays don't all calculate them individually.
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var/mx = max(lum_r, lum_g, lum_b) // Scale it so 1 is the strongest lum, if it is above 1.
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/datum/lighting_corner/proc/update_objects()
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// Cache these values a head of time so 4 individual lighting objects don't all calculate them individually.
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var/mx = max(lum_r, lum_g, lum_b) // Scale it so one of them is the strongest lum, if it is above 1.
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. = 1 // factor
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if (mx > 1)
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. = 1 / mx
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#if LIGHTING_SOFT_THRESHOLD != 0
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else if (mx < LIGHTING_SOFT_THRESHOLD)
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. = 0 // 0 means soft lighting.
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cache_r = lum_r * . || LIGHTING_SOFT_THRESHOLD
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cache_g = lum_g * . || LIGHTING_SOFT_THRESHOLD
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cache_b = lum_b * . || LIGHTING_SOFT_THRESHOLD
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#else
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cache_r = lum_r * .
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cache_g = lum_g * .
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cache_b = lum_b * .
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#endif
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cache_mx = mx
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for (var/TT in masters)
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var/turf/T = TT
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if (T.lighting_overlay)
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#ifdef LIGHTING_INSTANT_UPDATES
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T.lighting_overlay.update_overlay()
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#else
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if (!T.lighting_overlay.needs_update)
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T.lighting_overlay.needs_update = TRUE
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lighting_update_overlays += T.lighting_overlay
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#endif
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if (T.lighting_object)
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if (!T.lighting_object.needs_update)
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T.lighting_object.needs_update = TRUE
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lighting_update_objects += T.lighting_object
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/datum/lighting_corner/dummy/New()
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return
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/datum/lighting_corner/Destroy(var/force)
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if(force)
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CRASH("Nope you're not deleting me!")
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/datum/lighting_corner/Destroy(var/force)
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if (!force)
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return QDEL_HINT_LETMELIVE
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stack_trace("Ok, Look, TG, I need you to find whatever fucker decided to call qdel on a fucking lighting corner, then tell him very nicely and politely that he is 100% retarded and needs his head checked. Thanks. Send them my regards by the way.")
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// Yeah fuck you anyways.
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return QDEL_HINT_LETMELIVE
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+33
-36
@@ -1,63 +1,60 @@
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/var/list/all_lighting_overlays = list() // Global list of lighting overlays.
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/var/list/all_lighting_objects = list() // Global list of lighting objects.
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/atom/movable/lighting_overlay
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/atom/movable/lighting_object
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name = ""
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anchored = TRUE
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icon = LIGHTING_ICON
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color = LIGHTING_BASE_MATRIX
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plane = LIGHTING_PLANE
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mouse_opacity = 0
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layer = LIGHTING_LAYER
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invisibility = INVISIBILITY_LIGHTING
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blend_mode = BLEND_MULTIPLY
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blend_mode = BLEND_ADD
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var/needs_update = FALSE
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/atom/movable/lighting_overlay/New(var/atom/loc, var/no_update = FALSE)
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/atom/movable/lighting_object/Initialize(mapload, var/no_update = FALSE)
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. = ..()
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verbs.Cut()
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global.all_lighting_overlays += src
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global.all_lighting_objects += src
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var/turf/T = loc // If this runtimes atleast we'll know what's creating overlays in things that aren't turfs.
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T.lighting_overlay = src
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T.lighting_object = src
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T.luminosity = 0
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for(var/turf/open/space/S in RANGE_TURFS(1,src)) //RANGE_TURFS is in code\__HELPERS\game.dm
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for(var/turf/open/space/S in RANGE_TURFS(1, src)) //RANGE_TURFS is in code\__HELPERS\game.dm
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S.update_starlight()
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if (no_update)
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return
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update_overlay()
|
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update()
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/atom/movable/lighting_overlay/Destroy(var/force)
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/atom/movable/lighting_object/Destroy(var/force)
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if (force)
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global.all_lighting_overlays -= src
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global.lighting_update_overlays -= src
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global.lighting_update_overlays_old -= src
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global.all_lighting_objects -= src
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global.lighting_update_objects -= src
|
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|
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var/turf/T = loc
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if (istype(T))
|
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T.lighting_overlay = null
|
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T.lighting_object = null
|
||||
T.luminosity = 1
|
||||
|
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..()
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return QDEL_HINT_PUTINPOOL
|
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return ..()
|
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else
|
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// Fuck you!
|
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return QDEL_HINT_LETMELIVE
|
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|
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/atom/movable/lighting_overlay/proc/update_overlay()
|
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/atom/movable/lighting_object/proc/update()
|
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var/turf/T = loc
|
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if (!istype(T)) // Erm...
|
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if (loc)
|
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warning("A lighting overlay realised its loc was NOT a turf (actual loc: [loc], [loc.type]) in update_overlay() and got pooled!")
|
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warning("A lighting object realised its loc was NOT a turf (actual loc: [loc], [loc.type]) in update()!")
|
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|
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else
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warning("A lighting overlay realised it was in nullspace in update_overlay() and got pooled!")
|
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warning("A lighting object realised it was in nullspace in update()!")
|
||||
|
||||
qdel(src, TRUE)
|
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return
|
||||
@@ -71,7 +68,6 @@
|
||||
// Including with these comments.
|
||||
|
||||
// See LIGHTING_CORNER_DIAGONAL in lighting_corner.dm for why these values are what they are.
|
||||
// No I seriously cannot think of a more efficient method, fuck off Comic.
|
||||
var/datum/lighting_corner/cr = T.corners[3] || dummy_lighting_corner
|
||||
var/datum/lighting_corner/cg = T.corners[2] || dummy_lighting_corner
|
||||
var/datum/lighting_corner/cb = T.corners[4] || dummy_lighting_corner
|
||||
@@ -86,32 +82,33 @@
|
||||
ca.cache_r, ca.cache_g, ca.cache_b, 0,
|
||||
0, 0, 0, 1
|
||||
)
|
||||
#if LIGHTING_SOFT_THRESHOLD != 0
|
||||
luminosity = max > LIGHTING_SOFT_THRESHOLD
|
||||
#else
|
||||
// Because of floating points™️, it won't even be a flat 0.
|
||||
// This number is mostly arbitrary.
|
||||
luminosity = max > 1e-6
|
||||
#endif
|
||||
|
||||
// Variety of overrides so the overlays don't get affected by weird things.
|
||||
|
||||
/atom/movable/lighting_overlay/ex_act(severity)
|
||||
/atom/movable/lighting_object/ex_act(severity)
|
||||
return 0
|
||||
|
||||
/atom/movable/lighting_overlay/singularity_act()
|
||||
/atom/movable/lighting_object/singularity_act()
|
||||
return
|
||||
|
||||
/atom/movable/lighting_overlay/singularity_pull()
|
||||
/atom/movable/lighting_object/singularity_pull()
|
||||
return
|
||||
|
||||
/atom/movable/lighting_overlay/blob_act()
|
||||
/atom/movable/lighting_object/blob_act()
|
||||
return
|
||||
|
||||
// Override here to prevent things accidentally moving around overlays.
|
||||
/atom/movable/lighting_overlay/forceMove(atom/destination, var/no_tp=FALSE, var/harderforce = FALSE)
|
||||
if(harderforce)
|
||||
. = ..()
|
||||
|
||||
/atom/movable/lighting_overlay/ResetVars()
|
||||
color = LIGHTING_BASE_MATRIX
|
||||
|
||||
..("color")
|
||||
|
||||
// Nope nope nope!
|
||||
/atom/movable/lighting_overlay/onShuttleMove(turf/T1, rotation)
|
||||
/atom/movable/lighting_object/onShuttleMove(turf/T1, rotation)
|
||||
return FALSE
|
||||
|
||||
// Override here to prevent things accidentally moving around overlays.
|
||||
/atom/movable/lighting_object/forceMove(atom/destination, var/no_tp=FALSE, var/harderforce = FALSE)
|
||||
if(harderforce)
|
||||
. = ..()
|
||||
@@ -1,12 +1,13 @@
|
||||
/proc/create_all_lighting_overlays()
|
||||
/proc/create_all_lighting_objects()
|
||||
for (var/zlevel = 1 to world.maxz)
|
||||
create_lighting_overlays_zlevel(zlevel)
|
||||
create_lighting_objects_zlevel(zlevel)
|
||||
|
||||
|
||||
/proc/create_lighting_overlays_zlevel(var/zlevel)
|
||||
/proc/create_lighting_objects_zlevel(zlevel)
|
||||
ASSERT(zlevel)
|
||||
|
||||
for (var/turf/T in block(locate(1, 1, zlevel), locate(world.maxx, world.maxy, zlevel)))
|
||||
var/turf/T
|
||||
var/thing
|
||||
for (thing in block(locate(1, 1, zlevel), locate(world.maxx, world.maxy, zlevel)))
|
||||
T = thing
|
||||
if (!IS_DYNAMIC_LIGHTING(T))
|
||||
continue
|
||||
|
||||
@@ -14,4 +15,5 @@
|
||||
if (!IS_DYNAMIC_LIGHTING(A))
|
||||
continue
|
||||
|
||||
PoolOrNew(/atom/movable/lighting_overlay, list(T, TRUE))
|
||||
new/atom/movable/lighting_object(T, TRUE)
|
||||
CHECK_TICK
|
||||
|
||||
@@ -6,6 +6,7 @@
|
||||
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()
|
||||
@@ -44,6 +45,8 @@
|
||||
top_atom.light_sources += src
|
||||
|
||||
source_turf = top_atom
|
||||
pixel_turf = get_turf_pixel(top_atom) || source_turf
|
||||
|
||||
light_power = source_atom.light_power
|
||||
light_range = source_atom.light_range
|
||||
light_color = source_atom.light_color
|
||||
@@ -62,13 +65,9 @@
|
||||
destroyed = TRUE
|
||||
force_update()
|
||||
if (source_atom)
|
||||
if (source_atom.light == src)
|
||||
source_atom.light = null
|
||||
source_atom.light_sources -= src
|
||||
|
||||
if (source_atom.light_sources)
|
||||
source_atom.light_sources -= src
|
||||
|
||||
if (top_atom && top_atom.light_sources)
|
||||
if (top_atom)
|
||||
top_atom.light_sources -= src
|
||||
|
||||
// Fuck supporting force.
|
||||
@@ -76,61 +75,41 @@
|
||||
destroy()
|
||||
return QDEL_HINT_IWILLGC
|
||||
|
||||
|
||||
#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) \
|
||||
// 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 \
|
||||
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.
|
||||
if(top_atom != source_atom && top_atom.light_sources) // 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()
|
||||
LAZYADD(top_atom.light_sources, src) // Add ourselves to the light sources of our new top atom.
|
||||
|
||||
top_atom.light_sources += src // Add ourselves to the light sources of our new top atom.
|
||||
|
||||
effect_update(null)
|
||||
EFFECT_UPDATE
|
||||
|
||||
// Will force an update without checking if it's actually needed.
|
||||
/datum/light_source/proc/force_update()
|
||||
force_update = 1
|
||||
|
||||
effect_update(null)
|
||||
EFFECT_UPDATE
|
||||
|
||||
// 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)
|
||||
EFFECT_UPDATE
|
||||
|
||||
// Will check if we actually need to update, and update any variables that may need to be updated.
|
||||
/datum/light_source/proc/check()
|
||||
@@ -142,13 +121,20 @@
|
||||
top_atom = source_atom
|
||||
. = 1
|
||||
|
||||
if (istype(top_atom, /turf))
|
||||
if (isturf(top_atom))
|
||||
if (source_turf != top_atom)
|
||||
source_turf = top_atom
|
||||
pixel_turf = source_turf
|
||||
. = 1
|
||||
else if (top_atom.loc != source_turf)
|
||||
source_turf = top_atom.loc
|
||||
pixel_turf = get_turf_pixel(top_atom)
|
||||
. = 1
|
||||
else
|
||||
var/P = get_turf_pixel(top_atom)
|
||||
if (P != pixel_turf)
|
||||
. = 1
|
||||
pixel_turf = get_turf_pixel(top_atom)
|
||||
|
||||
if (source_atom.light_power != light_power)
|
||||
light_power = source_atom.light_power
|
||||
@@ -182,9 +168,9 @@
|
||||
// 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 LUM_FALLOFF(C, T) (1 - CLAMP01(sqrt((C.x - T.x) ** 2 + (C.y - T.y) ** 2 + LIGHTING_HEIGHT) / max(1, light_range)))
|
||||
#define APPLY_CORNER(C) \
|
||||
. = LUM_FALLOFF(C, source_turf); \
|
||||
. = LUM_FALLOFF(C, pixel_turf); \
|
||||
\
|
||||
. *= light_power; \
|
||||
\
|
||||
@@ -208,7 +194,7 @@
|
||||
);
|
||||
|
||||
// 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
|
||||
@@ -218,46 +204,46 @@
|
||||
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)
|
||||
var/thing
|
||||
var/datum/lighting_corner/C
|
||||
FOR_DVIEW(var/turf/T, light_range+1, source_turf, INVISIBILITY_LIGHTING)
|
||||
if (!T.lighting_corners_initialised)
|
||||
T.generate_missing_corners()
|
||||
|
||||
for (var/datum/lighting_corner/C in T.get_corners())
|
||||
for (thing in T.get_corners())
|
||||
C = thing
|
||||
if (C.update_gen == update_gen)
|
||||
continue
|
||||
|
||||
C.update_gen = update_gen
|
||||
C.affecting += src
|
||||
LAZYADD(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
|
||||
LAZYADD(T.affecting_lights, src)
|
||||
affecting_turfs += T
|
||||
|
||||
update_gen++
|
||||
|
||||
/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
|
||||
var/thing
|
||||
for (thing in affecting_turfs)
|
||||
var/turf/T = thing
|
||||
LAZYREMOVE(T.affecting_lights, src)
|
||||
|
||||
affecting_turfs.Cut()
|
||||
|
||||
for (var/datum/lighting_corner/C in effect_str)
|
||||
var/datum/lighting_corner/C
|
||||
for (thing in effect_str)
|
||||
C = thing
|
||||
REMOVE_CORNER(C)
|
||||
|
||||
C.affecting -= src
|
||||
LAZYREMOVE(C.affecting, src)
|
||||
|
||||
effect_str.Cut()
|
||||
|
||||
@@ -270,38 +256,48 @@
|
||||
/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)
|
||||
var/thing
|
||||
var/datum/lighting_corner/C
|
||||
var/turf/T
|
||||
|
||||
FOR_DVIEW(T, light_range+1, source_turf, 0)
|
||||
if (!T.lighting_corners_initialised)
|
||||
T.generate_missing_corners()
|
||||
corners |= T.get_corners()
|
||||
turfs += T
|
||||
for (thing in T.get_corners(source_turf))
|
||||
C = thing
|
||||
corners[C] = 0
|
||||
turfs += T
|
||||
|
||||
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
|
||||
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 (var/turf/T in L)
|
||||
T.affecting_lights -= src
|
||||
for (thing in L)
|
||||
T = thing
|
||||
LAZYREMOVE(T.affecting_lights, src)
|
||||
|
||||
for (var/datum/lighting_corner/C in corners - effect_str) // New corners
|
||||
C.affecting += src
|
||||
|
||||
|
||||
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)
|
||||
|
||||
for (var/datum/lighting_corner/C in effect_str - corners) // Old, now gone, corners.
|
||||
for (thing in effect_str - corners) // Old, now gone, corners.
|
||||
C = thing
|
||||
REMOVE_CORNER(C)
|
||||
C.affecting -= src
|
||||
LAZYREMOVE(C.affecting, src)
|
||||
effect_str -= C
|
||||
|
||||
#undef effect_update
|
||||
#undef EFFECT_UPDATE
|
||||
#undef LUM_FALLOFF
|
||||
#undef REMOVE_CORNER
|
||||
#undef APPLY_CORNER
|
||||
|
||||
@@ -1,416 +0,0 @@
|
||||
/*
|
||||
This is /tg/'s 'newer' lighting system. It's basically a combination of Forum_Account's and ShadowDarke's
|
||||
respective lighting libraries heavily modified by Carnwennan for /tg/station with further edits by
|
||||
MrPerson. Credits, where due, to them.
|
||||
|
||||
Originally, like all other lighting libraries on BYOND, we used areas to render different hard-coded light levels.
|
||||
The idea was that this was cheaper than using objects. Well as it turns out, the cost of the system is primarily from the
|
||||
massive loops the system has to run, not from the areas or objects actually doing any work. Thus the newer system uses objects
|
||||
so we can have more lighting states and smooth transitions between them.
|
||||
|
||||
This is a queueing system. Everytime we call a change to opacity or luminosity throwgh SetOpacity() or SetLuminosity(),
|
||||
we are simply updating variables and scheduling certain lights/turfs for an update. Actual updates are handled
|
||||
periodically by the SSlighting subsystem. Specifically, it runs check() on every light datum that ran changed().
|
||||
Then it runs redraw_lighting() on every turf that ran update_lumcount().
|
||||
|
||||
Unlike our older system, there are hardcoded maximum luminosities (different for certain atoms).
|
||||
This is to cap the cost of creating lighting effects.
|
||||
(without this, an atom with luminosity of 20 would have to update 41^2 turfs!) :s
|
||||
|
||||
Each light remembers the effect it casts on each turf. It reduces cost of removing lighting effects by a lot!
|
||||
|
||||
Known Issues/TODO:
|
||||
Shuttles still do not have support for dynamic lighting (I hope to fix this at some point) -probably trivial now
|
||||
No directional lighting support. (prototype looked ugly)
|
||||
Allow lights to be weaker than 'cap' radius
|
||||
Colored lights
|
||||
*/
|
||||
|
||||
/datum/light_source
|
||||
var/atom/owner
|
||||
var/radius = 0
|
||||
var/luminosity = 0
|
||||
var/cap = 0
|
||||
var/changed = 0
|
||||
var/mode = LIGHTING_REGULAR
|
||||
var/list/effect = list()
|
||||
var/__x = 0 //x coordinate at last update
|
||||
var/__y = 0 //y coordinate at last update
|
||||
|
||||
/datum/light_source/New(atom/A)
|
||||
if(!istype(A))
|
||||
CRASH("The first argument to the light object's constructor must be the atom that is the light source. Expected atom, received '[A]' instead.")
|
||||
..()
|
||||
owner = A
|
||||
UpdateLuminosity(A.luminosity)
|
||||
|
||||
/datum/light_source/Destroy()
|
||||
if(owner && owner.light == src)
|
||||
remove_effect()
|
||||
owner.light = null
|
||||
owner.luminosity = 0
|
||||
owner = null
|
||||
if(changed)
|
||||
SSlighting.changed_lights -= src
|
||||
return ..()
|
||||
|
||||
/datum/light_source/proc/UpdateLuminosity(new_luminosity, new_cap)
|
||||
if(new_luminosity < 0)
|
||||
new_luminosity = 0
|
||||
|
||||
if(luminosity == new_luminosity && (new_cap == null || cap == new_cap))
|
||||
return
|
||||
|
||||
radius = max(LIGHTING_MIN_RADIUS, new_luminosity)
|
||||
luminosity = new_luminosity
|
||||
if (new_cap != null)
|
||||
cap = new_cap
|
||||
|
||||
changed()
|
||||
|
||||
|
||||
//Check a light to see if its effect needs reprocessing. If it does, remove any old effect and create a new one
|
||||
/datum/light_source/proc/check()
|
||||
if(!owner)
|
||||
remove_effect()
|
||||
return 0
|
||||
|
||||
if(changed)
|
||||
changed = 0
|
||||
remove_effect()
|
||||
return add_effect()
|
||||
|
||||
return 1
|
||||
|
||||
//Tell the lighting subsystem to check() next fire
|
||||
/datum/light_source/proc/changed()
|
||||
if(owner)
|
||||
__x = owner.x
|
||||
__y = owner.y
|
||||
if(!changed)
|
||||
changed = 1
|
||||
SSlighting.changed_lights |= src
|
||||
|
||||
//Remove current effect
|
||||
/datum/light_source/proc/remove_effect().
|
||||
for(var/turf/T in effect)
|
||||
LAZYREMOVE(T.affecting_lights, src)
|
||||
T.update_lumcount(-effect[T], mode)
|
||||
|
||||
effect.Cut()
|
||||
|
||||
//Apply a new effect.
|
||||
/datum/light_source/proc/add_effect()
|
||||
// only do this if the light is turned on and is on the map
|
||||
if(!owner || !owner.loc)
|
||||
return 0
|
||||
var/range = owner.get_light_range(radius)
|
||||
if(range <= 0 || luminosity <= 0)
|
||||
owner.luminosity = 0
|
||||
return 0
|
||||
|
||||
effect = list()
|
||||
var/turf/To = get_turf(owner)
|
||||
|
||||
|
||||
for(var/atom/movable/AM in To)
|
||||
if(AM == owner)
|
||||
continue
|
||||
if(AM.opacity)
|
||||
range = 1
|
||||
break
|
||||
|
||||
owner.luminosity = range
|
||||
var/center_strength = 0
|
||||
if (cap <= 0)
|
||||
center_strength = LIGHTING_CAP/LIGHTING_LUM_FOR_FULL_BRIGHT*(luminosity)
|
||||
else
|
||||
center_strength = cap
|
||||
|
||||
for(var/turf/T in view(range+1, To))
|
||||
|
||||
#ifdef LIGHTING_CIRCULAR
|
||||
var/distance = cheap_hypotenuse(T.x, T.y, __x, __y)
|
||||
#else
|
||||
var/distance = max(abs(T,x - __x), abs(T.y - __y))
|
||||
#endif
|
||||
|
||||
var/delta_lumcount = Clamp(center_strength * (range - distance) / range, 0, LIGHTING_CAP)
|
||||
|
||||
if(delta_lumcount > 0)
|
||||
effect[T] = delta_lumcount
|
||||
T.update_lumcount(delta_lumcount, mode)
|
||||
|
||||
LAZYINITLIST(T.affecting_lights)
|
||||
T.affecting_lights |= src
|
||||
|
||||
return 1
|
||||
|
||||
/atom
|
||||
var/datum/light_source/light
|
||||
|
||||
//Objects with opacity will trigger nearby lights to update at next SSlighting fire
|
||||
/atom/movable/Destroy()
|
||||
qdel(light)
|
||||
if(opacity && isturf(loc))
|
||||
loc.UpdateAffectingLights()
|
||||
return ..()
|
||||
|
||||
|
||||
//Sets our luminosity.
|
||||
//If we have no light it will create one.
|
||||
//If we are setting luminosity to 0 the light will be cleaned up by the controller and garbage collected once all its
|
||||
//queues are complete.
|
||||
//if we have a light already it is merely updated, rather than making a new one.
|
||||
//The second arg allows you to scale the light cap for calculating falloff.
|
||||
|
||||
/atom/proc/SetLuminosity(new_luminosity, new_cap)
|
||||
if (!light)
|
||||
if (new_luminosity <= 0)
|
||||
return
|
||||
light = new(src)
|
||||
|
||||
light.UpdateLuminosity(new_luminosity, new_cap)
|
||||
|
||||
/atom/proc/AddLuminosity(delta_luminosity)
|
||||
if(light)
|
||||
SetLuminosity(light.luminosity + delta_luminosity)
|
||||
else
|
||||
SetLuminosity(delta_luminosity)
|
||||
|
||||
/area/SetLuminosity(new_luminosity) //we don't want dynamic lighting for areas
|
||||
luminosity = !!new_luminosity
|
||||
|
||||
|
||||
//change our opacity (defaults to toggle), and then update all lights that affect us.
|
||||
/atom/proc/SetOpacity(new_opacity)
|
||||
if(new_opacity == null)
|
||||
new_opacity = !opacity //default = toggle opacity
|
||||
else if(opacity == new_opacity)
|
||||
return 0 //opacity hasn't changed! don't bother doing anything
|
||||
opacity = new_opacity //update opacity, the below procs now call light updates.
|
||||
UpdateAffectingLights()
|
||||
return 1
|
||||
|
||||
/atom/movable/light
|
||||
icon = LIGHTING_ICON
|
||||
icon_state = LIGHTING_ICON_STATE
|
||||
layer = LIGHTING_LAYER
|
||||
plane = LIGHTING_PLANE
|
||||
mouse_opacity = 0
|
||||
blend_mode = BLEND_OVERLAY
|
||||
invisibility = INVISIBILITY_LIGHTING
|
||||
color = "#000"
|
||||
luminosity = 0
|
||||
infra_luminosity = 1
|
||||
anchored = 1
|
||||
|
||||
/atom/movable/light/Destroy(force)
|
||||
if(!force)
|
||||
return QDEL_HINT_LETMELIVE
|
||||
var/turf/T = loc
|
||||
. = ..()
|
||||
if (T.lighting_object == src)
|
||||
T.lighting_object = null
|
||||
|
||||
/atom/movable/light/New()
|
||||
if (!isturf(loc))
|
||||
PutOut()
|
||||
throw EXCEPTION("Invalid light placement: loc must be a turf")
|
||||
var/turf/T = loc
|
||||
|
||||
if (T.lighting_object && T.lighting_object != src)
|
||||
PutOut()
|
||||
throw EXCEPTION("BUG: /atom/movable/light created on a turf that already has one")
|
||||
T.lighting_object = src
|
||||
|
||||
/atom/movable/light/proc/PutOut()
|
||||
alpha = 0
|
||||
qdel(src, force = TRUE)
|
||||
|
||||
/atom/movable/light/Move()
|
||||
return 0
|
||||
|
||||
/turf
|
||||
var/lighting_lumcount = 0
|
||||
var/lighting_changed = 0
|
||||
var/atom/movable/light/lighting_object //Will be null for space turfs and anything in a static lighting area
|
||||
var/list/affecting_lights //all /light_source affecting this turf, lazy initialized
|
||||
var/starlight = 0 //Amount of starlight hitting this turf
|
||||
|
||||
/turf/ChangeTurf(path)
|
||||
if(!path || (!use_preloader && path == type)) //Sucks this is here but it would cause problems otherwise.
|
||||
return ..()
|
||||
|
||||
for(var/obj/effect/decal/cleanable/decal in src.contents)
|
||||
qdel(decal)
|
||||
|
||||
if(light)
|
||||
qdel(light)
|
||||
|
||||
var/old_lumcount = lighting_lumcount - initial(lighting_lumcount)
|
||||
var/oldbaseturf = baseturf
|
||||
var/old_starlight = starlight
|
||||
|
||||
var/list/our_lights //reset affecting_lights if needed
|
||||
if(opacity != initial(path:opacity) && old_lumcount)
|
||||
UpdateAffectingLights()
|
||||
|
||||
if(affecting_lights)
|
||||
our_lights = affecting_lights.Copy()
|
||||
|
||||
. = ..() //At this point the turf has changed
|
||||
|
||||
affecting_lights = our_lights
|
||||
|
||||
lighting_changed = 1 //Don't add ourself to SSlighting.changed_turfs
|
||||
update_lumcount(old_lumcount, LIGHTING_REGULAR)
|
||||
starlight = old_starlight
|
||||
baseturf = oldbaseturf
|
||||
lighting_object = locate() in src
|
||||
|
||||
init_lighting()
|
||||
|
||||
for(var/turf/open/space/S in RANGE_TURFS(1,src)) //RANGE_TURFS is in code\__HELPERS\game.dm
|
||||
S.update_starlight()
|
||||
|
||||
/turf/proc/update_lumcount(amount, mode)
|
||||
switch(mode)
|
||||
if(LIGHTING_REGULAR)
|
||||
lighting_lumcount += amount
|
||||
if(LIGHTING_STARLIGHT)
|
||||
if(amount > starlight)
|
||||
lighting_lumcount -= starlight
|
||||
starlight = amount
|
||||
lighting_lumcount += amount
|
||||
else if(amount && amount == -starlight)
|
||||
lighting_lumcount -= starlight
|
||||
starlight = 0
|
||||
for(var/thing in affecting_lights)
|
||||
var/datum/light_source/LS = thing
|
||||
if(LS.mode == LIGHTING_STARLIGHT)
|
||||
var/starlight_test = LS.effect[src]
|
||||
if(starlight < starlight_test)
|
||||
starlight = starlight_test
|
||||
lighting_lumcount += starlight
|
||||
|
||||
if(!lighting_changed)
|
||||
SSlighting.changed_turfs += src
|
||||
lighting_changed = 1
|
||||
|
||||
/turf/open/space/update_lumcount(amount, mode) //Keep track in case the turf becomes a floor at some point, but don't process.
|
||||
lighting_changed = TRUE
|
||||
..()
|
||||
lighting_changed = FALSE
|
||||
|
||||
/turf/proc/init_lighting()
|
||||
var/area/A = loc
|
||||
if(!IS_DYNAMIC_LIGHTING(A))
|
||||
if(lighting_changed)
|
||||
lighting_changed = 0
|
||||
if(lighting_object)
|
||||
lighting_object.PutOut()
|
||||
else
|
||||
if(!lighting_object)
|
||||
lighting_object = new (src)
|
||||
redraw_lighting(1)
|
||||
for(var/turf/open/space/T in RANGE_TURFS(1,src))
|
||||
T.update_starlight()
|
||||
|
||||
|
||||
/turf/open/space/init_lighting()
|
||||
if(lighting_changed)
|
||||
lighting_changed = 0
|
||||
if(lighting_object)
|
||||
lighting_object.PutOut()
|
||||
|
||||
/turf/proc/redraw_lighting(instantly = 0)
|
||||
if(lighting_object)
|
||||
var/newalpha
|
||||
if(lighting_lumcount <= 0)
|
||||
newalpha = 255
|
||||
else
|
||||
if(lighting_lumcount < LIGHTING_CAP)
|
||||
var/num = Clamp(lighting_lumcount * LIGHTING_CAP_FRAC, 0, 255)
|
||||
newalpha = 255-num
|
||||
else //if(lighting_lumcount >= LIGHTING_CAP)
|
||||
newalpha = 0
|
||||
if(newalpha >= LIGHTING_DARKEST_VISIBLE_ALPHA)
|
||||
newalpha = 255
|
||||
if(lighting_object.alpha != newalpha)
|
||||
if(instantly || abs(lighting_object.alpha - newalpha) < LIGHTING_MIN_ALPHA_DELTA_TO_ANIMATE)
|
||||
lighting_object.alpha = newalpha
|
||||
else
|
||||
animate(lighting_object, alpha = newalpha, time = LIGHTING_ANIMATE_TIME)
|
||||
if(newalpha >= LIGHTING_DARKEST_VISIBLE_ALPHA)
|
||||
luminosity = 0
|
||||
lighting_object.luminosity = 0
|
||||
else
|
||||
luminosity = 1
|
||||
lighting_object.luminosity = 1
|
||||
|
||||
lighting_changed = 0
|
||||
|
||||
/turf/proc/get_lumcount()
|
||||
. = LIGHTING_CAP
|
||||
var/area/A = src.loc
|
||||
if(IS_DYNAMIC_LIGHTING(A))
|
||||
. = src.lighting_lumcount
|
||||
|
||||
/area
|
||||
var/lighting_use_dynamic = DYNAMIC_LIGHTING_ENABLED //Turn this flag off to make the area fullbright
|
||||
|
||||
/area/New()
|
||||
. = ..()
|
||||
if(lighting_use_dynamic != DYNAMIC_LIGHTING_ENABLED)
|
||||
luminosity = 1
|
||||
|
||||
/area/proc/SetDynamicLighting()
|
||||
if (lighting_use_dynamic == DYNAMIC_LIGHTING_DISABLED)
|
||||
lighting_use_dynamic = DYNAMIC_LIGHTING_ENABLED
|
||||
luminosity = 0
|
||||
for(var/turf/T in src.contents)
|
||||
T.init_lighting()
|
||||
T.update_lumcount(0)
|
||||
|
||||
//set the changed status of all lights which could have possibly lit this atom.
|
||||
//We don't need to worry about lights which lit us but moved away, since they will have change status set already
|
||||
//This proc can cause lots of lights to be updated. :(
|
||||
/atom/proc/UpdateAffectingLights()
|
||||
|
||||
/atom/movable/UpdateAffectingLights()
|
||||
if(isturf(loc))
|
||||
loc.UpdateAffectingLights()
|
||||
|
||||
/turf/UpdateAffectingLights()
|
||||
if(affecting_lights)
|
||||
for(var/datum/light_source/thing in affecting_lights)
|
||||
if (!thing.changed)
|
||||
thing.changed() //force it to update at next process()
|
||||
|
||||
|
||||
#define LIGHTING_MAX_LUMINOSITY_STATIC 8 //Maximum luminosity to reduce lag.
|
||||
#define LIGHTING_MAX_LUMINOSITY_MOBILE 7 //Moving objects have a lower max luminosity since these update more often. (lag reduction)
|
||||
#define LIGHTING_MAX_LUMINOSITY_MOB 6
|
||||
#define LIGHTING_MAX_LUMINOSITY_TURF 8 //turfs are static too, why was this 1?!
|
||||
|
||||
//caps luminosity effects max-range based on what type the light's owner is.
|
||||
/atom/proc/get_light_range(radius)
|
||||
return min(radius, LIGHTING_MAX_LUMINOSITY_STATIC)
|
||||
|
||||
/atom/movable/get_light_range(radius)
|
||||
return min(radius, LIGHTING_MAX_LUMINOSITY_MOBILE)
|
||||
|
||||
/mob/get_light_range(radius)
|
||||
return min(radius, LIGHTING_MAX_LUMINOSITY_MOB)
|
||||
|
||||
/obj/machinery/light/get_light_range(radius)
|
||||
return min(radius, LIGHTING_MAX_LUMINOSITY_STATIC)
|
||||
|
||||
/turf/get_light_range(radius)
|
||||
return min(radius, LIGHTING_MAX_LUMINOSITY_TURF)
|
||||
|
||||
#undef LIGHTING_MAX_LUMINOSITY_STATIC
|
||||
#undef LIGHTING_MAX_LUMINOSITY_MOBILE
|
||||
#undef LIGHTING_MAX_LUMINOSITY_MOB
|
||||
#undef LIGHTING_MAX_LUMINOSITY_TURF
|
||||
@@ -1,63 +1,67 @@
|
||||
/turf
|
||||
var/dynamic_lighting = DYNAMIC_LIGHTING_ENABLED
|
||||
var/dynamic_lighting = TRUE
|
||||
luminosity = 1
|
||||
|
||||
var/tmp/lighting_corners_initialised = FALSE
|
||||
|
||||
var/tmp/list/datum/light_source/affecting_lights // List of light sources affecting this turf.
|
||||
var/tmp/atom/movable/lighting_overlay/lighting_overlay // Our lighting overlay.
|
||||
var/tmp/atom/movable/lighting_object/lighting_object // Our lighting object.
|
||||
var/tmp/list/datum/lighting_corner/corners
|
||||
var/tmp/has_opaque_atom = FALSE // Not to be confused with opacity, this will be TRUE if there's any opaque atom on the tile.
|
||||
|
||||
/turf/New()
|
||||
. = ..()
|
||||
|
||||
if (opacity)
|
||||
has_opaque_atom = TRUE
|
||||
|
||||
// Causes any affecting light sources to be queued for a visibility update, for example a door got opened.
|
||||
/turf/proc/reconsider_lights()
|
||||
for (var/datum/light_source/L in affecting_lights)
|
||||
var/datum/light_source/L
|
||||
var/thing
|
||||
for (thing in affecting_lights)
|
||||
L = thing
|
||||
L.vis_update()
|
||||
|
||||
/turf/proc/lighting_clear_overlay()
|
||||
if (lighting_overlay)
|
||||
qdel(lighting_overlay, TRUE)
|
||||
lighting_overlay = null
|
||||
if (lighting_object)
|
||||
qdel(lighting_object, TRUE)
|
||||
|
||||
for (var/datum/lighting_corner/C in corners)
|
||||
var/datum/lighting_corner/C
|
||||
var/thing
|
||||
for (thing in corners)
|
||||
C = thing
|
||||
C.update_active()
|
||||
|
||||
for(var/turf/open/space/S in RANGE_TURFS(1,src)) //RANGE_TURFS is in code\__HELPERS\game.dm
|
||||
S.update_starlight()
|
||||
|
||||
// Builds a lighting overlay for us, but only if our area is dynamic.
|
||||
// Builds a lighting object for us, but only if our area is dynamic.
|
||||
/turf/proc/lighting_build_overlay()
|
||||
if (lighting_overlay)
|
||||
if (lighting_object)
|
||||
return
|
||||
|
||||
var/area/A = loc
|
||||
if (IS_DYNAMIC_LIGHTING(A))
|
||||
if (!lighting_corners_initialised)
|
||||
generate_missing_corners()
|
||||
if (!IS_DYNAMIC_LIGHTING(A))
|
||||
return
|
||||
|
||||
PoolOrNew(/atom/movable/lighting_overlay, src)
|
||||
if (!lighting_corners_initialised)
|
||||
generate_missing_corners()
|
||||
|
||||
for (var/datum/lighting_corner/C in corners)
|
||||
if (!C.active) // We would activate the corner, calculate the lighting for it.
|
||||
for (var/L in C.affecting)
|
||||
var/datum/light_source/S = L
|
||||
S.recalc_corner(C)
|
||||
new/atom/movable/lighting_object(src)
|
||||
|
||||
C.active = TRUE
|
||||
var/thing
|
||||
var/datum/lighting_corner/C
|
||||
var/datum/light_source/S
|
||||
for (thing in corners)
|
||||
C = thing
|
||||
if (!C.active) // We would activate the corner, calculate the lighting for it.
|
||||
for (thing in C.affecting)
|
||||
S = thing
|
||||
S.recalc_corner(C)
|
||||
C.active = TRUE
|
||||
|
||||
// Used to get a scaled lumcount.
|
||||
/turf/proc/get_lumcount(var/minlum = 0, var/maxlum = 1)
|
||||
if (!lighting_overlay)
|
||||
return 0.5
|
||||
if (!lighting_object)
|
||||
return 1
|
||||
|
||||
var/totallums = 0
|
||||
for (var/datum/lighting_corner/L in corners)
|
||||
var/thing
|
||||
var/datum/lighting_corner/L
|
||||
for (thing in corners)
|
||||
L = thing
|
||||
totallums += L.lum_r + L.lum_b + L.lum_g
|
||||
|
||||
totallums /= 12 // 4 corners, each with 3 channels, get the average.
|
||||
@@ -66,12 +70,24 @@
|
||||
|
||||
return CLAMP01(totallums)
|
||||
|
||||
// Returns a boolean whether the turf is on soft lighting.
|
||||
// Soft lighting being the threshold at which point the overlay considers
|
||||
// itself as too dark to allow sight and see_in_dark becomes useful.
|
||||
// So basically if this returns true the tile is unlit black.
|
||||
/turf/proc/is_softly_lit()
|
||||
if (!lighting_object)
|
||||
return FALSE
|
||||
|
||||
return !lighting_object.luminosity
|
||||
|
||||
// Can't think of a good name, this proc will recalculate the has_opaque_atom variable.
|
||||
/turf/proc/recalc_atom_opacity()
|
||||
has_opaque_atom = FALSE
|
||||
for (var/atom/A in src.contents + src) // Loop through every movable atom on our tile PLUS ourselves (we matter too...)
|
||||
if (A.opacity)
|
||||
has_opaque_atom = TRUE
|
||||
has_opaque_atom = opacity
|
||||
if (!has_opaque_atom)
|
||||
for (var/atom/A in src.contents) // Loop through every movable atom on our tile PLUS ourselves (we matter too...)
|
||||
if (A.opacity)
|
||||
has_opaque_atom = TRUE
|
||||
break
|
||||
|
||||
// If an opaque movable atom moves around we need to potentially update visibility.
|
||||
/turf/Entered(var/atom/movable/Obj, var/atom/OldLoc)
|
||||
@@ -88,9 +104,9 @@
|
||||
recalc_atom_opacity() // Make sure to do this before reconsider_lights(), incase we're on instant updates.
|
||||
reconsider_lights()
|
||||
|
||||
/turf/change_area(var/area/old_area, var/area/new_area)
|
||||
if (IS_DYNAMIC_LIGHTING(new_area) != IS_DYNAMIC_LIGHTING(old_area))
|
||||
if (IS_DYNAMIC_LIGHTING(new_area))
|
||||
/turf/proc/change_area(var/area/old_area, var/area/new_area)
|
||||
if (new_area.dynamic_lighting != old_area.dynamic_lighting)
|
||||
if (new_area.dynamic_lighting)
|
||||
lighting_build_overlay()
|
||||
|
||||
else
|
||||
@@ -113,41 +129,31 @@
|
||||
|
||||
corners[i] = new/datum/lighting_corner(src, LIGHTING_CORNER_DIAGONAL[i])
|
||||
|
||||
|
||||
/turf/ChangeTurf(path)
|
||||
if(!path || (!use_preloader && path == type)) //Sucks this is here but it would cause problems otherwise.
|
||||
if (!path || (!use_preloader && path == type) || !SSlighting.initialized)
|
||||
return ..()
|
||||
|
||||
if (!lighting_corners_initialised)
|
||||
if (!corners)
|
||||
corners = list(null, null, null, null)
|
||||
|
||||
for (var/i = 1 to 4)
|
||||
if (corners[i]) // Already have a corner on this direction.
|
||||
continue
|
||||
|
||||
corners[i] = new/datum/lighting_corner(src, LIGHTING_CORNER_DIAGONAL[i])
|
||||
|
||||
|
||||
var/old_opacity = opacity
|
||||
var/old_dynamic_lighting = dynamic_lighting
|
||||
var/old_affecting_lights = affecting_lights
|
||||
var/old_lighting_overlay = lighting_overlay
|
||||
var/old_lighting_object = lighting_object
|
||||
var/old_corners = corners
|
||||
|
||||
for(var/obj/effect/decal/cleanable/decal in src.contents)
|
||||
qdel(decal)
|
||||
|
||||
. = ..() //At this point the turf has changed
|
||||
|
||||
lighting_corners_initialised = TRUE
|
||||
recalc_atom_opacity()
|
||||
lighting_overlay = old_lighting_overlay
|
||||
lighting_object = old_lighting_object
|
||||
affecting_lights = old_affecting_lights
|
||||
corners = old_corners
|
||||
if((old_opacity != opacity) || (dynamic_lighting != old_dynamic_lighting))
|
||||
if (old_opacity != opacity || dynamic_lighting != old_dynamic_lighting)
|
||||
reconsider_lights()
|
||||
if(dynamic_lighting != old_dynamic_lighting)
|
||||
if(IS_DYNAMIC_LIGHTING(src))
|
||||
|
||||
if (dynamic_lighting != old_dynamic_lighting)
|
||||
if (IS_DYNAMIC_LIGHTING(src))
|
||||
lighting_build_overlay()
|
||||
else
|
||||
lighting_clear_overlay()
|
||||
|
||||
for(var/turf/open/space/S in RANGE_TURFS(1, src)) //RANGE_TURFS is in code\__HELPERS\game.dm
|
||||
S.update_starlight()
|
||||
@@ -1,12 +0,0 @@
|
||||
#ifdef LIGHTING_INSTANT_UPDATES
|
||||
#undef LIGHTING_INTERVAL
|
||||
#undef LIGHTING_INSTANT_UPDATES
|
||||
#endif
|
||||
|
||||
#undef LIGHTING_FALLOFF
|
||||
#undef LIGHTING_LAMBERTIAN
|
||||
#undef LIGHTING_HEIGHT
|
||||
|
||||
#undef LIGHTING_ICON
|
||||
|
||||
#undef LIGHTING_BASE_MATRIX
|
||||
Reference in New Issue
Block a user