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Yogstation/code/modules/lighting/lighting_object.dm
2017-05-06 02:07:38 -07:00

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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
icon_state = "transparent"
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)
. = ..()
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()
needs_update = TRUE
GLOB.lighting_update_objects += src
/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/list/corners = T.corners
var/datum/lighting_corner/cr = dummy_lighting_corner
var/datum/lighting_corner/cg = dummy_lighting_corner
var/datum/lighting_corner/cb = dummy_lighting_corner
var/datum/lighting_corner/ca = dummy_lighting_corner
if (corners) //done this way for speed
cr = corners[3] || dummy_lighting_corner
cg = corners[2] || dummy_lighting_corner
cb = corners[4] || dummy_lighting_corner
ca = 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)
. = ..()