Files
Aurora.3/code/modules/lighting/lighting_atom.dm
Lohikar 5e33bd0e2c Misc tweaks (#3916)
changes:

/obj/visual_effect has been repathed to /obj/effect/visual.
Openspace movables will no longer use the space plane when on an openturf mimicing a space turf.
Lights now only update on direction change if your direction actually changed.
Fixed some bad set_dir() procs that were either pointless or that didn't return parent.
Mapped-in or maint dirtier-spawned glowing goo no longer self-deletes after 2 minutes.
Fixed an issue that may have caused some openspace movables to not properly handle direction changes.
2017-12-09 00:36:53 +02:00

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#define MINIMUM_USEFUL_LIGHT_RANGE 1.4
/atom
var/light_power = 1 // Intensity of the light.
var/light_range = 0 // Range in tiles of the light.
var/light_color // Hexadecimal RGB string representing the colour of the light.
var/uv_intensity = 255 // How much UV light is being emitted by this object. Valid range: 0-255.
var/light_wedge // The angle that the light's emission should be restricted to. null for omnidirectional.
#ifdef ENABLE_SUNLIGHT
var/light_novis // If TRUE, visibility checks will be skipped when calculating this light.
#endif
var/tmp/datum/light_source/light // Our light source. Don't fuck with this directly unless you have a good reason!
var/tmp/list/light_sources // Any light sources that are "inside" of us, for example, if src here was a mob that's carrying a flashlight, that flashlight's light source would be part of this list.
// Nonesensical value for l_color default, so we can detect if it gets set to null.
#define NONSENSICAL_VALUE -99999
// The proc you should always use to set the light of this atom.
/atom/proc/set_light(var/l_range, var/l_power, var/l_color = NONSENSICAL_VALUE, var/uv = NONSENSICAL_VALUE, var/angle = NONSENSICAL_VALUE, var/no_update = FALSE)
//L_PROF(src, "atom_setlight")
if(l_range > 0 && l_range < MINIMUM_USEFUL_LIGHT_RANGE)
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.
if (l_power != null)
light_power = l_power
if (l_range != null)
light_range = l_range
if (l_color != NONSENSICAL_VALUE)
light_color = l_color
if (uv != NONSENSICAL_VALUE)
set_uv(uv, no_update = TRUE)
if (angle != NONSENSICAL_VALUE)
light_wedge = angle
if (no_update)
return
update_light()
#undef NONSENSICAL_VALUE
/atom/proc/set_uv(var/intensity, var/no_update)
//L_PROF(src, "atom_setuv")
if (intensity < 0 || intensity > 255)
intensity = min(max(intensity, 255), 0)
uv_intensity = intensity
if (no_update)
return
update_light()
// Will update the light (duh).
// Creates or destroys it if needed, makes it update values, makes sure it's got the correct source turf...
/atom/proc/update_light()
if (QDELING(src))
return
//L_PROF(src, "atom_update")
if (!light_power || !light_range) // We won't emit light anyways, destroy the light source.
QDEL_NULL(light)
else
if (!istype(loc, /atom/movable)) // We choose what atom should be the top atom of the light here.
. = src
else
. = loc
#ifdef ENABLE_SUNLIGHT
if (light) // Update the light or create it if it does not exist.
light.update(.)
else if (light_novis)
light = new/datum/light_source/sunlight(src, .)
else
light = new/datum/light_source(src, .)
#else
if (light)
light.update(.)
else
light = new /datum/light_source(src, .)
#endif
// If we have opacity, make sure to tell (potentially) affected light sources.
/atom/movable/Destroy()
var/turf/T = loc
. = ..()
if (opacity && istype(T))
T.recalc_atom_opacity()
T.reconsider_lights()
// Should always be used to change the opacity of an atom.
// It notifies (potentially) affected light sources so they can update (if needed).
/atom/proc/set_opacity(var/new_opacity)
if (new_opacity == opacity)
return
//L_PROF(src, "atom_setopacity")
opacity = new_opacity
var/turf/T = loc
if (!isturf(T))
return
if (new_opacity == TRUE)
T.has_opaque_atom = TRUE
T.reconsider_lights()
#ifdef AO_USE_LIGHTING_OPACITY
T.regenerate_ao()
#endif
else
var/old_has_opaque_atom = T.has_opaque_atom
T.recalc_atom_opacity()
if (old_has_opaque_atom != T.has_opaque_atom)
T.reconsider_lights()
/atom/movable/forceMove()
. = ..()
var/datum/light_source/L
var/thing
for (thing in light_sources)
L = thing
L.source_atom.update_light()