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:
Poojawa
2017-03-21 11:44:10 -05:00
committed by GitHub
parent 099a6c8764
commit f67e9f6d87
1476 changed files with 344416 additions and 40694 deletions
+114
View File
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/var/list/all_lighting_objects = list() // Global list of lighting objects.
/atom/movable/lighting_object
name = ""
anchored = TRUE
icon = LIGHTING_ICON
color = LIGHTING_BASE_MATRIX
plane = LIGHTING_PLANE
mouse_opacity = 0
layer = LIGHTING_LAYER
invisibility = INVISIBILITY_LIGHTING
blend_mode = BLEND_ADD
var/needs_update = FALSE
/atom/movable/lighting_object/Initialize(mapload, var/no_update = FALSE)
. = ..()
verbs.Cut()
global.all_lighting_objects += src
var/turf/T = loc // If this runtimes atleast we'll know what's creating overlays in things that aren't turfs.
T.lighting_object = src
T.luminosity = 0
for(var/turf/open/space/S in RANGE_TURFS(1, src)) //RANGE_TURFS is in code\__HELPERS\game.dm
S.update_starlight()
if (no_update)
return
update()
/atom/movable/lighting_object/Destroy(var/force)
if (force)
global.all_lighting_objects -= src
global.lighting_update_objects -= src
var/turf/T = loc
if (istype(T))
T.lighting_object = null
T.luminosity = 1
return ..()
else
return QDEL_HINT_LETMELIVE
/atom/movable/lighting_object/proc/update()
var/turf/T = loc
if (!istype(T)) // Erm...
if (loc)
warning("A lighting object realised its loc was NOT a turf (actual loc: [loc], [loc.type]) in update()!")
else
warning("A lighting object realised it was in nullspace in update()!")
qdel(src, TRUE)
return
// To the future coder who sees this and thinks
// "Why didn't he just use a loop?"
// Well my man, it's because the loop performed like shit.
// And there's no way to improve it because
// without a loop you can make the list all at once which is the fastest you're gonna get.
// Oh it's also shorter line wise.
// Including with these comments.
// See LIGHTING_CORNER_DIAGONAL in lighting_corner.dm for why these values are what they are.
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
var/datum/lighting_corner/ca = T.corners[1] || dummy_lighting_corner
var/max = max(cr.cache_mx, cg.cache_mx, cb.cache_mx, ca.cache_mx)
color = list(
cr.cache_r, cr.cache_g, cr.cache_b, 0,
cg.cache_r, cg.cache_g, cg.cache_b, 0,
cb.cache_r, cb.cache_g, cb.cache_b, 0,
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_object/ex_act(severity)
return 0
/atom/movable/lighting_object/singularity_act()
return
/atom/movable/lighting_object/singularity_pull()
return
/atom/movable/lighting_object/blob_act()
return
// Nope nope nope!
/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)
. = ..()