Files
Bubberstation/code/modules/lighting/lighting_object.dm
Cyberboss 9e1ef0ffe2 Global variable wrappers (#25325)
* Add the system for managed global variables

* Travis ban old globals

* So you CAN inline proccall, that's neat

* Fix that

* master.dm

* Remove the hack procs

* Move InitGlobals to the proper spot

* configuration.dm

* Fix the missing pre-slash

* clockcult.dm

* This is probably for the best

* Doy

* Fix shit

* Rest of the DEFINES tree

* Fix

* Use global. for access

* Update find_references_in_globals

Always hated that proc

Whoever made it must've bee a r e a l idiot...

* __HELPERS tree

* Move global initialization to master.

Fix the declaration

* database.dm

* Dat newline

* I said DECLARATIVE order!

* Here's something you can chew on @Iamgoofball

* game_modes.dm

* Fix this

* genetics.dm

* flavor_misc.dm

* More stuff

* Do it mso's way. Keep the controllers as global

* Make master actually see it

* Fix

* Finish _globalvars/lists

* Finish the rest of the _globalvars tree

* This is weird

* Migrate the controllers

* SLOTH -> GLOB

* Lighting globals

* round_start_time -> ticker

* PAI card list -> pai SS

* record_id_num -> static

* Diseases list -> SSdisease

* More disease globals to the SS

* More disease stuff

* Emote list

* Better and better

* Bluh

* So much stuff

* Ahh

* Wires

* dview

* station_areas

* Teleportlocs

* blood_splatter_icons

* Stuff and such

* More stuff

* RAD IO

* More stuff and such

* Blob shit

* Changeling stuff

* Add "Balance" to changelogs

* Balance for changelog compiler + Auto Tagging

* Update the PR template

* hivemind_bank

* Bip

* sacrificed

* Good shit

* Better define

* More cult shit

* Devil shit

* Gang shit

* > borers

Fix shit

* Rename the define

* Nuke

* Objectives

* Sandbox

* Multiverse sword

* Announce systems

* Stuff and such

* TC con

* Airlock

* doppllllerrrrrr

* holopads

* Shut up byond you inconsistent fuck

* Sneaky fuck

* Burp

* Bip

* Fixnshit

* Port without regard

* askdlfjs;

* asdfjasoidojfi

* Protected globals and more

* SO MANY

* ajsimkvahsaoisd

* akfdsiaopwimfeoiwafaw

* gsdfigjosidjfgiosdg

* AHHHHHHHHHHHHHHHHHHHHHHH!!!!!

* facerolll

* ASDFASDFASDF

* Removes the unused parts of dmm_suite

* WIP

* Fix quote

* asdfjauwfnkjs

* afwlunhskjfda

* asfjlaiwuefhaf

* SO CLOSE

* wwwweeeeeewwwww

* agdgmoewranwg

* HOLY MOTHER OF FUCK AND THATS JUST HALF THE JOB?!?

* Fix syntax errors

* 100 errors

* Another 100

* So many...

* Ugh

* More shit

* kilme

* Stuuuuuufffff

* ajrgmrlshio;djfa;sdkl

* jkbhkhjbmjvjmh

* soi soi soi

* butt

* TODAY WE LEARNED THAT GLOBAL AND STATIC ARE THE EXACT SAME FUCKING THING

* lllllllllllllllllllllllllllllllllllllllllll

* afsdijfiawhnflnjhnwsdfs

* yugykihlugk,kj

* time to go

* STUFFF!!!

* AAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!

* ngoaijdjlfkamsdlkf

* Break time

* aufjsdklfalsjfi

* CONTROL KAY AND PRAY

* IT COMPILEELEELELAKLJFKLDAFJLKFDJLADKJHFLJKAJGAHIEJALDFJ!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

* Goteem

* Fix testing mode

* This does not belong in this PR

* Convert it to a controller

* Eh, fuck this option

* Revert controllerization Ill do it some other time

* Fix

* Working controllerization

* FOR THE LOVE OF CHRIST PROTECT THE LOGS

* Protect admins and deadmins

* Use the inbuilt proc
2017-04-06 23:26:13 -06:00

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GLOBAL_LIST_EMPTY(all_lighting_objects) // 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()
GLOB.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)
GLOB.all_lighting_objects -= src
GLOB.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/static/datum/lighting_corner/dummy/dummy_lighting_corner = new
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)
var/rr = cr.cache_r
var/rg = cr.cache_g
var/rb = cr.cache_b
var/gr = cg.cache_r
var/gg = cg.cache_g
var/gb = cg.cache_b
var/br = cb.cache_r
var/bg = cb.cache_g
var/bb = cb.cache_b
var/ar = ca.cache_r
var/ag = ca.cache_g
var/ab = ca.cache_b
#if LIGHTING_SOFT_THRESHOLD != 0
var/set_luminosity = max > LIGHTING_SOFT_THRESHOLD
#else
// Because of floating points<74>?, it won't even be a flat 0.
// This number is mostly arbitrary.
var/set_luminosity = max > 1e-6
#endif
if((rr & gr & br & ar) && (rg + gg + bg + ag + rb + gb + bb + ab == 8))
//anything that passes the first case is very likely to pass the second, and addition is a little faster in this case
icon_state = "transparent"
color = null
else if(!set_luminosity)
icon_state = "dark"
color = null
else
icon_state = null
color = list(
rr, rg, rb, 00,
gr, gg, gb, 00,
br, bg, bb, 00,
ar, ag, ab, 00,
00, 00, 00, 01
)
luminosity = set_luminosity
// 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)
. = ..()