//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_ANIMATE_TIME 2 //Time to animate() any lighting change. Actual number pulled out of my ass #define LIGHTING_MIN_ALPHA_DELTA_TO_ANIMATE 20 //How much does the alpha have to change to warrent an animation. #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. //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