/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/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. // 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(var/l_range, var/l_power, var/l_color = NONSENSICAL_VALUE) 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 SEND_SIGNAL(src, COMSIG_ATOM_SET_LIGHT, l_range, l_power, l_color) 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_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, .) // If we have opacity, make sure to tell (potentially) affected light sources. /atom/movable/Destroy() var/turf/T = loc . = ..() if (opacity && istype(T)) 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() // 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 opacity = new_opacity var/turf/T = 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() /atom/movable/Moved(atom/OldLoc, Dir) . = ..() var/datum/light_source/L var/thing for (thing in light_sources) // Cycle through the light sources on this atom and tell them to update. L = thing L.source_atom.update_light() /atom/vv_edit_var(var_name, var_value) switch (var_name) if (NAMEOF(src, light_range)) set_light(l_range=var_value) datum_flags |= DF_VAR_EDITED return TRUE if (NAMEOF(src, light_power)) set_light(l_power=var_value) datum_flags |= DF_VAR_EDITED return TRUE if (NAMEOF(src, light_color)) set_light(l_color=var_value) datum_flags |= DF_VAR_EDITED return TRUE return ..() /atom/proc/flash_lighting_fx(_range = FLASH_LIGHT_RANGE, _power = FLASH_LIGHT_POWER, _color = LIGHT_COLOR_WHITE, _duration = FLASH_LIGHT_DURATION, _reset_lighting = TRUE) return /turf/flash_lighting_fx(_range = FLASH_LIGHT_RANGE, _power = FLASH_LIGHT_POWER, _color = LIGHT_COLOR_WHITE, _duration = FLASH_LIGHT_DURATION, _reset_lighting = TRUE) if(!_duration) stack_trace("Lighting FX obj created on a turf without a duration") new /obj/effect/dummy/lighting_obj (src, _color, _range, _power, _duration) /obj/flash_lighting_fx(_range = FLASH_LIGHT_RANGE, _power = FLASH_LIGHT_POWER, _color = LIGHT_COLOR_WHITE, _duration = FLASH_LIGHT_DURATION, _reset_lighting = TRUE) var/temp_color var/temp_power var/temp_range if(!_reset_lighting) //incase the obj already has a lighting color that you don't want cleared out after, ie computer monitors. temp_color = light_color temp_power = light_power temp_range = light_range set_light(_range, _power, _color) addtimer(CALLBACK(src, /atom/proc/set_light, _reset_lighting ? initial(light_range) : temp_range, _reset_lighting ? initial(light_power) : temp_power, _reset_lighting ? initial(light_color) : temp_color), _duration, TIMER_OVERRIDE|TIMER_UNIQUE) /mob/living/flash_lighting_fx(_range = FLASH_LIGHT_RANGE, _power = FLASH_LIGHT_POWER, _color = LIGHT_COLOR_WHITE, _duration = FLASH_LIGHT_DURATION, _reset_lighting = TRUE) mob_light(_color, _range, _power, _duration) /mob/living/proc/mob_light(_color, _range, _power, _duration) var/obj/effect/dummy/lighting_obj/moblight/mob_light_obj = new (src, _color, _range, _power, _duration) return mob_light_obj