Files
CHOMPStation2/code/modules/lighting/lighting_atom.dm
2021-06-18 04:23:09 +00:00

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/atom
///Light systems, both shouldn't be active at the same time.
var/light_system = STATIC_LIGHT
///Range of the light in tiles. Zero means no light.
var/light_range = 0
///Intensity of the light. The stronger, the less shadows you will see on the lit area.
var/light_power = 1
///Hexadecimal RGB string representing the colour of the light. White by default.
var/light_color = COLOR_WHITE
///Boolean variable for toggleable lights. Has no effect without the proper light_system, light_range and light_power values.
var/light_on = FALSE
///Bitflags to determine lighting-related atom properties.
var/light_flags = NONE
///Our light source. Don't fuck with this directly unless you have a good reason!
var/tmp/datum/light_source/light
///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.
var/tmp/list/light_sources
/atom/movable
///Hint for directional light cone positioning. X is relevant when facing north/south (this setting is for south and inverted for north)
var/light_cone_x_offset // When facing south, inverted when facing north
///Hint for directional light cone positioning. Y is relevant when facing east/west (same value used for both east and west)
var/light_cone_y_offset // When facing east/west, ignored for north/south (uses 16 in those cases)
///Highest-intensity light affecting us, which determines our visibility.
var/affecting_dynamic_lumi = 0
///Lazylist to keep track on the sources of illumination.
var/list/affected_dynamic_lights
///Either FALSE, [EMISSIVE_BLOCK_GENERIC], or [EMISSIVE_BLOCK_UNIQUE]
var/blocks_emissive = FALSE
///Internal holder for emissive blocker object, do not use directly use blocks_emissive
var/atom/movable/emissive_blocker/em_block
// The proc you should always use to set the light of this atom.
// Nonesensical 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, l_on)
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(SEND_SIGNAL(src, COMSIG_ATOM_SET_LIGHT, l_range, l_power, l_color, l_on) & COMPONENT_BLOCK_LIGHT_UPDATE)
return
// Legacy behavior helper
if(l_range == 0)
l_on = FALSE
else if(l_range > 0)
l_on = TRUE
var/needs_update = FALSE
if(!isnull(l_power) && l_power != light_power)
if(!isnull(set_light_power(l_power)))
needs_update = TRUE
if(!isnull(l_range) && l_range != light_range)
if(!isnull(set_light_range(l_range)))
needs_update = TRUE
if(l_color != NONSENSICAL_VALUE && l_color != light_color)
if(!isnull(set_light_color(l_color)))
needs_update = TRUE
if(!isnull(l_on) && l_on != light_on)
if(!isnull(set_light_on(l_on)))
needs_update = TRUE
if(needs_update)
update_light()
#undef NONSENSICAL_VALUE
// 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()
set waitfor = FALSE
if (QDELETED(src))
return
if(light_system != STATIC_LIGHT)
CRASH("update_light() for [src] with following light_system value: [light_system]")
if (!light_on || !light_power || !light_range) // We won't emit light anyways, destroy the light source.
QDEL_NULL(light)
else
if (!ismovable(loc)) // We choose what atom should be the top atom of the light here.
. = src
else
. = loc
if (light) // Update the light or create it if it does not exist.
light.update(.)
else
light = new/datum/light_source(src, .)
/**
* Updates the atom's opacity value.
*
* This exists to act as a hook for associated behavior.
* It notifies (potentially) affected light sources so they can update (if needed).
*/
/atom/proc/set_opacity(new_opacity)
if(new_opacity == opacity)
return
SEND_SIGNAL(src, COMSIG_ATOM_SET_OPACITY, new_opacity)
. = opacity
opacity = new_opacity
/atom/movable/set_opacity(new_opacity)
. = ..()
if(isnull(.) || !isturf(loc))
return
if(opacity)
AddElement(/datum/element/light_blocking)
else
RemoveElement(/datum/element/light_blocking)
/turf/set_opacity(new_opacity)
. = ..()
if(isnull(.))
return
recalculate_directional_opacity()
/atom/proc/flash_lighting_fx(_range = FLASH_LIGHT_RANGE, _power = FLASH_LIGHT_POWER, _color = COLOR_WHITE, _duration = FLASH_LIGHT_DURATION)
return
/turf/flash_lighting_fx(_range = FLASH_LIGHT_RANGE, _power = FLASH_LIGHT_POWER, _color = COLOR_WHITE, _duration = FLASH_LIGHT_DURATION)
if(!_duration)
stack_trace("Lighting FX obj created on a turf without a duration")
new /obj/effect/dummy/lighting_obj (src, _range, _power, _color, _duration)
/obj/flash_lighting_fx(_range = FLASH_LIGHT_RANGE, _power = FLASH_LIGHT_POWER, _color = COLOR_WHITE, _duration = FLASH_LIGHT_DURATION)
if(!_duration)
stack_trace("Lighting FX obj created on a obj without a duration")
new /obj/effect/dummy/lighting_obj (get_turf(src), _range, _power, _color, _duration)
/mob/living/flash_lighting_fx(_range = FLASH_LIGHT_RANGE, _power = FLASH_LIGHT_POWER, _color = COLOR_WHITE, _duration = FLASH_LIGHT_DURATION)
mob_light(_range, _power, _color, _duration)
/mob/living/proc/mob_light(_range, _power, _color, _duration)
var/obj/effect/dummy/lighting_obj/moblight/mob_light_obj = new (src, _range, _power, _color, _duration)
return mob_light_obj
/// Setter for the light power of this atom.
/atom/proc/set_light_power(new_power)
if(new_power == light_power)
return
if(SEND_SIGNAL(src, COMSIG_ATOM_SET_LIGHT_POWER, new_power) & COMPONENT_BLOCK_LIGHT_UPDATE)
return
. = light_power
light_power = new_power
SEND_SIGNAL(src, COMSIG_ATOM_UPDATE_LIGHT_POWER, .)
/// Setter for the light range of this atom.
/atom/proc/set_light_range(new_range)
if(new_range == light_range)
return
if(SEND_SIGNAL(src, COMSIG_ATOM_SET_LIGHT_RANGE, new_range) & COMPONENT_BLOCK_LIGHT_UPDATE)
return
. = light_range
light_range = new_range
SEND_SIGNAL(src, COMSIG_ATOM_UPDATE_LIGHT_RANGE, .)
/// Setter for the light color of this atom.
/atom/proc/set_light_color(new_color)
if(new_color == light_color)
return
if(SEND_SIGNAL(src, COMSIG_ATOM_SET_LIGHT_COLOR, new_color) & COMPONENT_BLOCK_LIGHT_UPDATE)
return
. = light_color
light_color = new_color
SEND_SIGNAL(src, COMSIG_ATOM_UPDATE_LIGHT_COLOR, .)
/// Setter for whether or not this atom's light is on.
/atom/proc/set_light_on(new_value)
if(new_value == light_on)
return
if(SEND_SIGNAL(src, COMSIG_ATOM_SET_LIGHT_ON, new_value) & COMPONENT_BLOCK_LIGHT_UPDATE)
return
. = light_on
light_on = new_value
SEND_SIGNAL(src, COMSIG_ATOM_UPDATE_LIGHT_ON, .)
/// Setter for the light flags of this atom.
/atom/proc/set_light_flags(new_value)
if(new_value == light_flags)
return
if(SEND_SIGNAL(src, COMSIG_ATOM_SET_LIGHT_FLAGS, new_value) & COMPONENT_BLOCK_LIGHT_UPDATE)
return
. = light_flags
light_flags = new_value
SEND_SIGNAL(src, COMSIG_ATOM_UPDATE_LIGHT_FLAGS, .)
///Keeps track of the sources of dynamic luminosity and updates our visibility with the highest.
/atom/movable/proc/update_dynamic_luminosity()
var/highest = 0
for(var/i in affected_dynamic_lights)
if(affected_dynamic_lights[i] <= highest)
continue
highest = affected_dynamic_lights[i]
if(highest == affecting_dynamic_lumi)
return
luminosity -= affecting_dynamic_lumi
affecting_dynamic_lumi = highest
luminosity += affecting_dynamic_lumi
///Helper to change several lighting overlay settings.
/atom/movable/proc/set_light_range_power_color(range, power, color)
set_light_range(range)
set_light_power(power)
set_light_color(color)