Files
CHOMPStation2/code/modules/lighting/lighting_atom.dm
Leshana a29b807953 Allow set_opacity() to work for turfs too.
Fixes lighting opacity not updating on mined rock walls and false doors.
2017-04-15 10:37:35 -05:00

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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 // Hexadecimal RGB string representing the colour of the light
var/datum/light_source/light
var/list/light_sources
// Nonsensical value for l_color default, so we can detect if it gets set to null.
#define NONSENSICAL_VALUE -99999
/atom/proc/set_light(l_range, l_power, l_color = NONSENSICAL_VALUE)
. = 0 //make it less costly if nothing's changed
if(l_power != null && l_power != light_power)
light_power = l_power
. = 1
if(l_range != null && l_range != light_range)
light_range = l_range
. = 1
if(l_color != NONSENSICAL_VALUE && l_color != light_color)
light_color = l_color
. = 1
if(.) update_light()
#undef NONSENSICAL_VALUE
/atom/proc/update_light()
set waitfor = FALSE
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()
if(opacity && isturf(loc))
var/turf/T = loc
T.has_opaque_atom = TRUE // No need to recalculate it in this case, it's guranteed to be on afterwards anyways.
/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/movable/Move()
var/turf/old_loc = loc
. = ..()
if(loc != old_loc)
for(var/datum/light_source/L in light_sources)
L.source_atom.update_light()
var/turf/new_loc = loc
if(istype(old_loc) && opacity)
old_loc.reconsider_lights()
if(istype(new_loc) && opacity)
new_loc.reconsider_lights()
/atom/proc/set_opacity(new_opacity)
if(new_opacity == opacity)
return
opacity = new_opacity
var/turf/T = isturf(src) ? src : loc
if(!isturf(T))
return
if(new_opacity == TRUE)
T.has_opaque_atom = TRUE
T.reconsider_lights()
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()
/obj/item/equipped()
. = ..()
update_light()
/obj/item/pickup()
. = ..()
update_light()
/obj/item/dropped()
. = ..()
update_light()