/obj/structure/window name = "window" desc = "A window." icon_state = "window" density = 1 layer = ABOVE_OBJ_LAYER //Just above doors pressure_resistance = 4*ONE_ATMOSPHERE anchored = 1 //initially is 0 for tile smoothing flags = ON_BORDER max_integrity = 25 obj_integrity = 25 var/ini_dir = null var/state = 0 var/reinf = 0 var/wtype = "glass" var/fulltile = 0 // var/silicate = 0 // number of units of silicate // var/icon/silicateIcon = null // the silicated icon var/image/crack_overlay var/list/debris = list() can_be_unanchored = 1 resistance_flags = ACID_PROOF armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 100) /obj/structure/window/examine(mob/user) ..() user << "Alt-click to rotate it clockwise." /obj/structure/window/New(Loc,re=0) ..() obj_integrity = max_integrity if(re) reinf = re if(reinf) state = 2*anchored ini_dir = dir air_update_turf(1) // Precreate our own debris var/shards = 1 if(fulltile) shards++ var/rods = 0 if(reinf) rods++ if(fulltile) rods++ for(var/i in 1 to shards) debris += new /obj/item/weapon/shard(src) if(rods) debris += new /obj/item/stack/rods(src, rods) /obj/structure/window/narsie_act() color = NARSIE_WINDOW_COLOUR for(var/obj/item/weapon/shard/shard in debris) shard.color = NARSIE_WINDOW_COLOUR /obj/structure/window/ratvar_act() if(!fulltile) new/obj/structure/window/reinforced/clockwork(get_turf(src), dir) else new/obj/structure/window/reinforced/clockwork/fulltile(get_turf(src)) qdel(src) /obj/structure/window/singularity_pull(S, current_size) if(current_size >= STAGE_FIVE) deconstruct(FALSE) /obj/structure/window/setDir(direct) if(!fulltile) ..() /obj/structure/window/CanPass(atom/movable/mover, turf/target, height=0) if(istype(mover) && mover.checkpass(PASSGLASS)) return 1 if(dir == SOUTHWEST || dir == SOUTHEAST || dir == NORTHWEST || dir == NORTHEAST) return 0 //full tile window, you can't move into it! if(get_dir(loc, target) == dir) return !density else return 1 /obj/structure/window/CheckExit(atom/movable/O as mob|obj, target) if(istype(O) && O.checkpass(PASSGLASS)) return 1 if(get_dir(O.loc, target) == dir) return 0 return 1 /obj/structure/window/attack_tk(mob/user) user.changeNext_move(CLICK_CD_MELEE) user.visible_message("Something knocks on [src].") add_fingerprint(user) playsound(loc, 'sound/effects/Glassknock.ogg', 50, 1) /obj/structure/window/attack_hulk(mob/living/carbon/human/user, does_attack_animation = 0) if(!can_be_reached(user)) return 1 ..() /obj/structure/window/attack_hand(mob/user) if(!can_be_reached(user)) return user.changeNext_move(CLICK_CD_MELEE) user.visible_message("[user] knocks on [src].") add_fingerprint(user) playsound(loc, 'sound/effects/Glassknock.ogg', 50, 1) /obj/structure/window/attack_paw(mob/user) return attack_hand(user) /obj/structure/window/attack_generic(mob/user, damage_amount = 0, damage_type = BRUTE, damage_flag = 0, sound_effect = 1) //used by attack_alien, attack_animal, and attack_slime if(!can_be_reached(user)) return ..() /obj/structure/window/attackby(obj/item/I, mob/living/user, params) if(!can_be_reached(user)) return 1 //skip the afterattack add_fingerprint(user) if(istype(I, /obj/item/weapon/weldingtool) && user.a_intent == "help") var/obj/item/weapon/weldingtool/WT = I if(obj_integrity < max_integrity) if(WT.remove_fuel(0,user)) user << "You begin repairing [src]..." playsound(loc, 'sound/items/Welder.ogg', 40, 1) if(do_after(user, 40/I.toolspeed, target = src)) obj_integrity = max_integrity playsound(loc, 'sound/items/Welder2.ogg', 50, 1) update_nearby_icons() user << "You repair [src]." else user << "[src] is already in good condition!" return if(!(flags&NODECONSTRUCT)) if(istype(I, /obj/item/weapon/screwdriver)) playsound(loc, 'sound/items/Screwdriver.ogg', 75, 1) if(reinf && (state == 2 || state == 1)) user << (state == 2 ? "You begin to unscrew the window from the frame..." : "You begin to screw the window to the frame...") else if(reinf && state == 0) user << (anchored ? "You begin to unscrew the frame from the floor..." : "You begin to screw the frame to the floor...") else if(!reinf) user << (anchored ? "You begin to unscrew the window from the floor..." : "You begin to screw the window to the floor...") if(do_after(user, 30/I.toolspeed, target = src)) if(reinf && (state == 1 || state == 2)) //If state was unfastened, fasten it, else do the reverse state = (state == 1 ? 2 : 1) user << (state == 1 ? "You unfasten the window from the frame." : "You fasten the window to the frame.") else if(reinf && state == 0) anchored = !anchored update_nearby_icons() user << (anchored ? "You fasten the frame to the floor." : "You unfasten the frame from the floor.") else if(!reinf) anchored = !anchored update_nearby_icons() user << (anchored ? "You fasten the window to the floor." : "You unfasten the window.") return else if (istype(I, /obj/item/weapon/crowbar) && reinf && (state == 0 || state == 1)) user << (state == 0 ? "You begin to lever the window into the frame..." : "You begin to lever the window out of the frame...") playsound(loc, 'sound/items/Crowbar.ogg', 75, 1) if(do_after(user, 40/I.toolspeed, target = src)) //If state was out of frame, put into frame, else do the reverse state = (state == 0 ? 1 : 0) user << (state == 1 ? "You pry the window into the frame." : "You pry the window out of the frame.") return else if(istype(I, /obj/item/weapon/wrench) && !anchored) playsound(loc, 'sound/items/Ratchet.ogg', 75, 1) user << " You begin to disassemble [src]..." if(do_after(user, 40/I.toolspeed, target = src)) if(qdeleted(src)) return if(reinf) var/obj/item/stack/sheet/rglass/RG = new (user.loc) RG.add_fingerprint(user) if(fulltile) //fulltiles drop two panes RG = new (user.loc) RG.add_fingerprint(user) else var/obj/item/stack/sheet/glass/G = new (user.loc) G.add_fingerprint(user) if(fulltile) G = new (user.loc) G.add_fingerprint(user) playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1) user << "You successfully disassemble [src]." qdel(src) return return ..() /obj/structure/window/mech_melee_attack(obj/mecha/M) if(!can_be_reached()) return ..() /obj/structure/window/proc/can_be_reached(mob/user) if(!fulltile) if(get_dir(user,src) & dir) for(var/obj/O in loc) if(!O.CanPass(user, user.loc, 1)) return 0 return 1 /obj/structure/window/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1) . = ..() if(.) //received damage update_nearby_icons() /obj/structure/window/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0) switch(damage_type) if(BRUTE) if(damage_amount) playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1) else playsound(src, 'sound/weapons/tap.ogg', 50, 1) if(BURN) playsound(src.loc, 'sound/items/Welder.ogg', 100, 1) /obj/structure/window/deconstruct(disassembled = TRUE) if(qdeleted(src)) return if(!disassembled) playsound(src, "shatter", 70, 1) var/turf/T = loc if(!(flags & NODECONSTRUCT)) for(var/i in debris) var/obj/item/I = i I.loc = T transfer_fingerprints_to(I) qdel(src) update_nearby_icons() /obj/structure/window/verb/rotate() set name = "Rotate Window Counter-Clockwise" set category = "Object" set src in oview(1) if(usr.stat || !usr.canmove || usr.restrained()) return if(anchored) usr << "[src] cannot be rotated while it is fastened to the floor!" return 0 setDir(turn(dir, 90)) // updateSilicate() air_update_turf(1) ini_dir = dir add_fingerprint(usr) return /obj/structure/window/verb/revrotate() set name = "Rotate Window Clockwise" set category = "Object" set src in oview(1) if(usr.stat || !usr.canmove || usr.restrained()) return if(anchored) usr << "[src] cannot be rotated while it is fastened to the floor!" return 0 setDir(turn(dir, 270)) // updateSilicate() air_update_turf(1) ini_dir = dir add_fingerprint(usr) return /obj/structure/window/AltClick(mob/user) ..() if(user.incapacitated()) user << "You can't do that right now!" return if(!in_range(src, user)) return else revrotate() /* /obj/structure/window/proc/updateSilicate() what do you call a syndicate silicon? if(silicateIcon && silicate) icon = initial(icon) var/icon/I = icon(icon,icon_state,dir) var/r = (silicate / 100) + 1 var/g = (silicate / 70) + 1 var/b = (silicate / 50) + 1 I.SetIntensity(r,g,b) icon = I silicateIcon = I */ /obj/structure/window/Destroy() density = 0 air_update_turf(1) update_nearby_icons() return ..() /obj/structure/window/Move() var/turf/T = loc ..() setDir(ini_dir) move_update_air(T) /obj/structure/window/CanAtmosPass(turf/T) if(get_dir(loc, T) == dir) return !density if(dir == SOUTHWEST || dir == SOUTHEAST || dir == NORTHWEST || dir == NORTHEAST) return !density return 1 //This proc is used to update the icons of nearby windows. /obj/structure/window/proc/update_nearby_icons() update_icon() if(smooth) queue_smooth_neighbors(src) //merges adjacent full-tile windows into one /obj/structure/window/update_icon() if(!qdeleted(src)) if(!fulltile) return var/ratio = obj_integrity / max_integrity ratio = Ceiling(ratio*4) * 25 if(smooth) queue_smooth(src) overlays -= crack_overlay if(ratio > 75) return crack_overlay = image('icons/obj/structures.dmi',"damage[ratio]",-(layer+0.1)) add_overlay(crack_overlay) /obj/structure/window/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume) if(exposed_temperature > T0C + (reinf ? 1600 : 800)) take_damage(round(exposed_volume / 100), BURN, 0, 0) ..() /obj/structure/window/storage_contents_dump_act(obj/item/weapon/storage/src_object, mob/user) return 0 /obj/structure/window/CanAStarPass(ID, to_dir) if(!density) return 1 if((dir == SOUTHWEST) || (dir == to_dir)) return 0 return 1 /obj/structure/window/reinforced name = "reinforced window" icon_state = "rwindow" reinf = 1 armor = list(melee = 50, bullet = 0, laser = 0, energy = 0, bomb = 25, bio = 100, rad = 100, fire = 80, acid = 100) max_integrity = 50 explosion_block = 1 /obj/structure/window/reinforced/tinted name = "tinted window" icon_state = "twindow" opacity = 1 /obj/structure/window/reinforced/tinted/frosted name = "frosted window" icon_state = "fwindow" /* Full Tile Windows (more obj_integrity) */ /obj/structure/window/fulltile icon = 'icons/obj/smooth_structures/window.dmi' icon_state = "window" dir = NORTHEAST max_integrity = 50 fulltile = 1 smooth = SMOOTH_TRUE canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile, /obj/structure/window/reinforced/tinted/fulltile) /obj/structure/window/reinforced/fulltile icon = 'icons/obj/smooth_structures/reinforced_window.dmi' icon_state = "r_window" dir = NORTHEAST max_integrity = 100 fulltile = 1 smooth = SMOOTH_TRUE canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile, /obj/structure/window/reinforced/tinted/fulltile) level = 3 /obj/structure/window/reinforced/tinted/fulltile icon = 'icons/obj/smooth_structures/tinted_window.dmi' icon_state = "tinted_window" dir = NORTHEAST fulltile = 1 smooth = SMOOTH_TRUE canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile, /obj/structure/window/reinforced/tinted/fulltile/) level = 3 /obj/structure/window/reinforced/fulltile/ice icon = 'icons/obj/smooth_structures/rice_window.dmi' icon_state = "ice_window" max_integrity = 150 canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile, /obj/structure/window/reinforced/tinted/fulltile, /obj/structure/window/reinforced/fulltile/ice) level = 3 /obj/structure/window/shuttle name = "shuttle window" desc = "A reinforced, air-locked pod window." icon = 'icons/obj/smooth_structures/shuttle_window.dmi' icon_state = "shuttle_window" dir = NORTHEAST max_integrity = 100 wtype = "shuttle" fulltile = 1 reinf = 1 armor = list(melee = 50, bullet = 0, laser = 0, energy = 0, bomb = 25, bio = 100, rad = 100, fire = 80, acid = 100) smooth = SMOOTH_TRUE canSmoothWith = null explosion_block = 1 level = 3 /obj/structure/window/shuttle/narsie_act() color = "#3C3434" /obj/structure/window/shuttle/tinted opacity = TRUE /obj/structure/window/reinforced/clockwork name = "brass window" desc = "A paper-thin pane of translucent yet reinforced brass." icon = 'icons/obj/smooth_structures/clockwork_window.dmi' icon_state = "clockwork_window_single" max_integrity = 100 explosion_block = 2 //fancy AND hard to destroy. the most useful combination. var/made_glow = FALSE /obj/structure/window/reinforced/clockwork/New(loc, direct) ..() for(var/obj/item/I in debris) debris -= I qdel(I) if(!fulltile) if(direct) var/obj/effect/E = PoolOrNew(/obj/effect/overlay/temp/ratvar/window/single, get_turf(src)) setDir(direct) E.setDir(direct) made_glow = TRUE debris += new/obj/item/stack/sheet/brass(src, 1) else PoolOrNew(/obj/effect/overlay/temp/ratvar/window, get_turf(src)) made_glow = TRUE debris += new/obj/item/stack/sheet/brass(src, 2) change_construction_value(fulltile ? 3 : 2) /obj/structure/window/reinforced/clockwork/setDir(direct) if(!made_glow) var/obj/effect/E = PoolOrNew(/obj/effect/overlay/temp/ratvar/window/single, get_turf(src)) E.setDir(direct) made_glow = TRUE ..() /obj/structure/window/reinforced/clockwork/Destroy() change_construction_value(fulltile ? -3 : -2) return ..() /obj/structure/window/reinforced/clockwork/ratvar_act() obj_integrity = max_integrity update_icon() return 0 /obj/structure/window/reinforced/clockwork/narsie_act() take_damage(rand(25, 75), BRUTE) if(src) var/previouscolor = color color = "#960000" animate(src, color = previouscolor, time = 8) /obj/structure/window/reinforced/clockwork/fulltile icon_state = "clockwork_window" smooth = SMOOTH_TRUE canSmoothWith = null fulltile = 1 dir = NORTHEAST max_integrity = 150