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vgstation13/code/modules/lighting/lighting_atom.dm
PJB3005 182ffbbf3b Lighting stuff. (#10943)
Probably fixes null.x.
2016-07-17 16:10:17 +01:00

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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/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.
/atom/proc/set_light(var/l_range, var/l_power, var/l_color)
if (l_power != null)
light_power = l_power
if (l_range != null)
light_range = l_range
if (l_color != null)
light_color = l_color
update_light()
// 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 (gcDestroyed)
return
if (!global.lighting_corners_initialised)
sleep(20)
if (!light_power || !light_range) // We won't emit light anyways, destroy the light source.
if(light)
light.destroy()
light = null
else
if (!istype(loc, /atom/movable)) // 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, .)
// Incase any lighting vars are on in the typepath we turn the light on in New().
/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 guaranteed to be on afterwards anyways.
// Destroy our light source so we GC correctly.
/atom/Destroy()
if (light)
light.destroy()
light = null
. = ..()
// If we have opacity, make sure to tell (potentially) affected light sources.
/atom/movable/Destroy()
var/turf/T = loc
if (opacity && istype(T))
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)
var/old_opacity = opacity
opacity = new_opacity
var/turf/T = loc
if (old_opacity != new_opacity && istype(T))
T.reconsider_lights()
// This code makes the light be queued for update when it is moved.
// Entered() should handle it, however Exited() can do it if it is being moved to nullspace (as there would be no Entered() call in that situation).
/atom/Entered(var/atom/movable/Obj, var/atom/OldLoc) //Implemented here because forceMove() doesn't call Move()
. = ..()
if (Obj && OldLoc != src)
for (var/datum/light_source/L in Obj.light_sources) // Cycle through the light sources on this atom and tell them to update.
L.source_atom.update_light()
/atom/Exited(var/atom/movable/Obj, var/atom/newloc)
. = ..()
if (!newloc && Obj && newloc != src) // Incase the atom is being moved to nullspace, we handle queuing for a lighting update here.
for (var/datum/light_source/L in Obj.light_sources) // Cycle through the light sources on this atom and tell them to update.
L.source_atom.update_light()