f67e9f6d87
* not code stuff * other things * global vars, defines, helpers * onclick hud stuff, orphans, world.dm * controllers and datums * game folder * everything not client/mobs in modules * client folder * stage 1 mob stuff * simple animal things * silicons * carbon things * ayylmaos and monkeys * hyoomahn * icons n shit * sprite fixes * compile fixes * some fixes I cherrypicked. * qdel fixes * forgot brain refractors
115 lines
3.2 KiB
Plaintext
115 lines
3.2 KiB
Plaintext
/var/list/all_lighting_objects = list() // Global list of lighting objects.
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/atom/movable/lighting_object
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name = ""
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anchored = TRUE
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icon = LIGHTING_ICON
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color = LIGHTING_BASE_MATRIX
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plane = LIGHTING_PLANE
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mouse_opacity = 0
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layer = LIGHTING_LAYER
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invisibility = INVISIBILITY_LIGHTING
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blend_mode = BLEND_ADD
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var/needs_update = FALSE
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/atom/movable/lighting_object/Initialize(mapload, var/no_update = FALSE)
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. = ..()
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verbs.Cut()
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global.all_lighting_objects += src
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var/turf/T = loc // If this runtimes atleast we'll know what's creating overlays in things that aren't turfs.
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T.lighting_object = src
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T.luminosity = 0
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for(var/turf/open/space/S in RANGE_TURFS(1, src)) //RANGE_TURFS is in code\__HELPERS\game.dm
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S.update_starlight()
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if (no_update)
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return
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update()
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/atom/movable/lighting_object/Destroy(var/force)
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if (force)
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global.all_lighting_objects -= src
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global.lighting_update_objects -= src
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var/turf/T = loc
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if (istype(T))
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T.lighting_object = null
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T.luminosity = 1
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return ..()
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else
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return QDEL_HINT_LETMELIVE
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/atom/movable/lighting_object/proc/update()
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var/turf/T = loc
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if (!istype(T)) // Erm...
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if (loc)
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warning("A lighting object realised its loc was NOT a turf (actual loc: [loc], [loc.type]) in update()!")
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else
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warning("A lighting object realised it was in nullspace in update()!")
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qdel(src, TRUE)
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return
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// To the future coder who sees this and thinks
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// "Why didn't he just use a loop?"
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// Well my man, it's because the loop performed like shit.
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// And there's no way to improve it because
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// without a loop you can make the list all at once which is the fastest you're gonna get.
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// Oh it's also shorter line wise.
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// Including with these comments.
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// See LIGHTING_CORNER_DIAGONAL in lighting_corner.dm for why these values are what they are.
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var/datum/lighting_corner/cr = T.corners[3] || dummy_lighting_corner
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var/datum/lighting_corner/cg = T.corners[2] || dummy_lighting_corner
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var/datum/lighting_corner/cb = T.corners[4] || dummy_lighting_corner
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var/datum/lighting_corner/ca = T.corners[1] || dummy_lighting_corner
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var/max = max(cr.cache_mx, cg.cache_mx, cb.cache_mx, ca.cache_mx)
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color = list(
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cr.cache_r, cr.cache_g, cr.cache_b, 0,
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cg.cache_r, cg.cache_g, cg.cache_b, 0,
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cb.cache_r, cb.cache_g, cb.cache_b, 0,
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ca.cache_r, ca.cache_g, ca.cache_b, 0,
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0, 0, 0, 1
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)
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#if LIGHTING_SOFT_THRESHOLD != 0
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luminosity = max > LIGHTING_SOFT_THRESHOLD
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#else
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// Because of floating points™️, it won't even be a flat 0.
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// This number is mostly arbitrary.
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luminosity = max > 1e-6
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#endif
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// Variety of overrides so the overlays don't get affected by weird things.
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/atom/movable/lighting_object/ex_act(severity)
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return 0
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/atom/movable/lighting_object/singularity_act()
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return
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/atom/movable/lighting_object/singularity_pull()
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return
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/atom/movable/lighting_object/blob_act()
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return
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// Nope nope nope!
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/atom/movable/lighting_object/onShuttleMove(turf/T1, rotation)
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return FALSE
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// Override here to prevent things accidentally moving around overlays.
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/atom/movable/lighting_object/forceMove(atom/destination, var/no_tp=FALSE, var/harderforce = FALSE)
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if(harderforce)
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. = ..()
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