Files
GS13NG/code/modules/lighting/lighting_atom.dm
L.E.D e1956df149 Glorious /vg/ Lighting Port (#66)
* fuck

* [CANT WAKE UP]

* AAAAAAAAAHHHHHHHHHHHH

* SAAAAVE MEEEEEEEEEEEEEEEE

* this is so bad how can i even call myself a coder

* thanks fam

* hello darkness my old friend

i've come to talk with you again

* ugh go away

* OH

* much less broken

* ayy

* aaaaa

* OH YEAAAAAAAAHHHHHHHHHHH

* aaaa

* k

* dfgjtxkytkjyd

* debug

* dangerously cheesy

* mm

* OH YEAAAAAAAAAAAAAAAAAAAAAAAAAA

* oH YEAH

* Some final touches and cleanup of the lighting port.

* One more

* More fixes.

* varedit hack for easy modification

* fixed

* C O L O R

* slym

* fffff

* oh great what the fuck is wrong now

* Revert "oh great what the fuck is wrong now"

This reverts commit e589ad51facb5464e107ca515317d41136dd1e5e.

* fu

* will it blend

* aaaaaaaaaaaaaaaaaaaa

* this is why im bad at porting

falalalala, lala la la

* k

* yeh

* can't forget majestic fire
2016-11-06 09:51:16 -05:00

106 lines
3.4 KiB
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#define MINIMUM_USEFUL_LIGHT_RANGE 1.4
/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
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.
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)
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()
// 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/movable/Moved(atom/OldLoc, Dir) //Implemented here because forceMove() doesn't call Move()
. = ..()
for (var/datum/light_source/L in src.light_sources) // Cycle through the light sources on this atom and tell them to update.
L.source_atom.update_light()