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Aurora.3/code/modules/lighting/lighting_atom.dm
2016-09-09 23:55:48 +03:00

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/atom
var/light_power = 1 // intensity of the light
var/light_range = 0 // range in tiles of the light
var/light_color // RGB string representing the colour of the light
var/datum/light_source/light
var/list/light_sources
//If this var is set, and this object casts light, and the object is worn/held on a mob
//Then the light source will be offset this many tiles in the mob's facing direction
//To make this work, must make sure this object is set as the source atom of any lightsource it creates
//For now, this will only offset one tile, regardless of the value set, but this can be expanded in future
var/offset_light = 0
//If this object emits light and is worn/held on a mob
//The light applied to the owner's tile is multiplied by this value
//This is a means to simulate directional light and is only used with offset_light
var/owner_light_mult = 0.5
//If 1, this light has reduced effect on diona
//It won't stack with other restricted light sources
var/diona_restricted_light = 0
/atom/proc/set_light(l_range, l_power, l_color)
if(l_power != null) light_power = l_power
if(l_range != null) light_range = l_range
if(l_color != null) light_color = l_color
update_light()
/atom/proc/update_light()
if(!light_power || !light_range)
if(light)
light.destroy()
light = null
else
if(!istype(loc, /atom/movable))
. = src
else
. = loc
if(light)
light.update(.)
else
light = new /datum/light_source(src, .)
/atom/New()
. = ..()
if(light_power && light_range)
update_light()
/atom/Destroy()
if(light)
light.destroy()
light = null
return ..()
/atom/movable/Destroy()
var/turf/T = loc
if(opacity && istype(T))
T.reconsider_lights()
return ..()
/atom/Entered(atom/movable/obj, atom/prev_loc)
. = ..()
if(obj && prev_loc != src)
for(var/datum/light_source/L in obj.light_sources)
L.source_atom.update_light()
/atom/proc/set_opacity(new_opacity)
var/old_opacity = opacity
opacity = new_opacity
var/turf/T = loc
if(old_opacity != new_opacity && istype(T))
T.reconsider_lights()
/obj/item/equipped()
. = ..()
update_light()
/obj/item/pickup()
. = ..()
update_light()
/obj/item/dropped()
. = ..()
update_light()