Files
Bubberstation/code/game/objects/structures/window.dm
Razharas 0921aa201f Added datum mutations
Also removed some mob vars like sdisabilities and merged the usability
with disabilities
Removed need for mutations var, they are not handled in dna
Removed blinded var, now its handled by eye_blind being bigger than zero
Ands lots, lots of other shit in files that used mutations
2014-12-12 04:48:11 +03:00

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/obj/structure/window
name = "window"
desc = "A window."
icon = 'icons/obj/structures.dmi'
icon_state = "window"
density = 1
layer = 3.2//Just above doors
pressure_resistance = 4*ONE_ATMOSPHERE
anchored = 1.0
flags = ON_BORDER
var/maxhealth = 25
var/health = 0
var/ini_dir = null
var/state = 0
var/reinf = 0
var/disassembled = 0
var/shuttlew = 0
var/fulltile = 0
var/obj/item/stack/rods/storedrods
var/obj/item/weapon/shard/storedshard
// var/silicate = 0 // number of units of silicate
// var/icon/silicateIcon = null // the silicated icon
/obj/structure/window/New(Loc,re=0)
..()
health = maxhealth
if(re) reinf = re
storedshard = new/obj/item/weapon/shard(src)
ini_dir = dir
if(reinf)
icon_state = "rwindow"
desc = "A reinforced window."
name = "reinforced window"
state = 2*anchored
if(opacity)
icon_state = "twindow"
storedrods = new/obj/item/stack/rods(src)
else
icon_state = "window"
air_update_turf(1)
update_nearby_icons()
return
/obj/structure/window/bullet_act(var/obj/item/projectile/Proj)
if((Proj.damage_type == BRUTE || Proj.damage_type == BURN))
health -= Proj.damage
update_nearby_icons()
..()
if(health <= 0)
spawnfragments()
return
/obj/structure/window/ex_act(severity, target)
switch(severity)
if(1.0)
qdel(src)
return
if(2.0)
spawnfragments()
return
if(3.0)
if(prob(50))
spawnfragments()
return
/obj/structure/window/blob_act()
spawnfragments()
/obj/structure/window/singularity_pull(S, current_size)
if(current_size >= STAGE_FIVE)
spawnfragments()
/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 as turf)
if(istype(O) && O.checkpass(PASSGLASS))
return 1
if(get_dir(O.loc, target) == dir)
return 0
return 1
/obj/structure/window/hitby(AM as mob|obj)
..()
visible_message("<span class='danger'>[src] was hit by [AM].</span>")
var/tforce = 0
if(ismob(AM))
tforce = 40
else if(isobj(AM))
var/obj/item/I = AM
tforce = I.throwforce
if(reinf)
tforce *= 0.25
playsound(loc, 'sound/effects/Glasshit.ogg', 100, 1)
health = max(0, health - tforce)
if(health <= 7 && !reinf)
anchored = 0
update_nearby_icons()
step(src, get_dir(AM, src))
if(health <= 0)
spawnfragments()
update_nearby_icons()
/obj/structure/window/attack_tk(mob/user as mob)
user.visible_message("<span class='notice'>Something knocks on [src].</span>")
add_fingerprint(user)
playsound(loc, 'sound/effects/Glassknock.ogg', 50, 1)
/obj/structure/window/attack_hulk(mob/living/carbon/human/user)
if(!can_be_reached(user))
return
..(user, 1)
user.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!"))
user.visible_message("<span class='danger'>[user] smashes through [src]!</span>")
storedshard.add_fingerprint(user)
if(storedrods)
storedrods.add_fingerprint(user)
hit(50)
return 1
/obj/structure/window/attack_hand(mob/user as mob)
if(!can_be_reached(user))
return
user.changeNext_move(CLICK_CD_MELEE)
user.visible_message("<span class='notice'>[user] knocks on [src].</span>")
add_fingerprint(user)
playsound(loc, 'sound/effects/Glassknock.ogg', 50, 1)
/obj/structure/window/attack_paw(mob/user as mob)
return attack_hand(user)
/obj/structure/window/proc/attack_generic(mob/user as mob, damage = 0) //used by attack_alien, attack_animal, and attack_slime
if(!can_be_reached(user))
return
user.changeNext_move(CLICK_CD_MELEE)
health -= damage
if(health <= 0)
user.visible_message("<span class='danger'>[user] smashes through [src]!</span>")
spawnfragments()
else //for nicer text~
user.visible_message("<span class='danger'>[user] smashes into [src]!</span>")
playsound(loc, 'sound/effects/Glasshit.ogg', 100, 1)
/obj/structure/window/attack_alien(mob/living/user as mob)
user.do_attack_animation(src)
if(islarva(user)) return
attack_generic(user, 15)
update_nearby_icons()
/obj/structure/window/attack_animal(mob/living/user as mob)
if(!isanimal(user))
return
var/mob/living/simple_animal/M = user
M.do_attack_animation(src)
if(M.melee_damage_upper <= 0)
return
attack_generic(M, M.melee_damage_upper)
update_nearby_icons()
/obj/structure/window/attack_slime(mob/living/carbon/slime/user as mob)
user.do_attack_animation(src)
if(!user.is_adult)
return
attack_generic(user, rand(10, 15))
update_nearby_icons()
/obj/structure/window/attackby(obj/item/I, mob/living/user)
if(!can_be_reached(user))
return 1 //skip the afterattack
add_fingerprint(user)
if(istype(I, /obj/item/weapon/screwdriver))
playsound(loc, 'sound/items/Screwdriver.ogg', 75, 1)
if(reinf && (state == 2 || state == 1))
user << (state == 2 ? "<span class='notice'>You begin to unscrew the window from the frame.</span>" : "<span class='notice'>You begin to screw the window to the frame.</span>")
else if(reinf && state == 0)
user << (anchored ? "<span class='notice'>You begin to unscrew the frame from the floor.</span>" : "<span class='notice'>You begin to screw the frame to the floor.</span>")
else if(!reinf)
user << (anchored ? "<span class='notice'>You begin to unscrew the window from the floor.</span>" : "<span class='notice'>You begin to screw the window to the floor.</span>")
if(do_after(user, 40))
if(reinf && (state == 1 || state == 2))
//If state was unfastened, fasten it, else do the reverse
state = (state == 1 ? 2 : 1)
user << (state == 1 ? "<span class='notice'>You have unfastened the window from the frame.</span>" : "<span class='notice'>You have fastened the window to the frame.</span>")
else if(reinf && state == 0)
anchored = !anchored
update_nearby_icons()
user << (anchored ? "<span class='notice'>You have fastened the frame to the floor.</span>" : "<span class='notice'>You have unfastened the frame from the floor.</span>")
else if(!reinf)
anchored = !anchored
update_nearby_icons()
user << (anchored ? "<span class='notice'>You have fastened the window to the floor.</span>" : "<span class='notice'>You have unfastened the window.</span>")
else if (istype(I, /obj/item/weapon/crowbar) && reinf && (state == 0 || state == 1))
user << (state == 0 ? "<span class='notice'>You begin to lever the window into the frame.</span>" : "<span class='notice'>You begin to lever the window out of the frame.</span>")
playsound(loc, 'sound/items/Crowbar.ogg', 75, 1)
if(do_after(user, 40))
//If state was out of frame, put into frame, else do the reverse
state = (state == 0 ? 1 : 0)
user << (state == 1 ? "<span class='notice'>You have pried the window into the frame.</span>" : "<span class='notice'>You have pried the window out of the frame.</span>")
else if(istype(I, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = I
if(user.a_intent == "help") //so you can still break windows with welding tools
if(health < maxhealth)
if(WT.remove_fuel(0,user))
user << "<span class='notice'>You begin repairing [src].</span>"
playsound(loc, 'sound/items/Welder.ogg', 40, 1)
if(do_after(user, 40))
health = maxhealth
playsound(loc, 'sound/items/Welder2.ogg', 50, 1)
else
user << "<span class='notice'>[src] is already in good condition.</span>"
update_nearby_icons()
else if(istype(I, /obj/item/weapon/wrench) && !anchored)
playsound(loc, 'sound/items/Ratchet.ogg', 75, 1)
user << "<span class='notice'> You begin to disassemble [src].</span>"
if(do_after(user, 40))
if(disassembled)
return //Prevents multiple deconstruction attempts
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)
disassembled = 1
user << "<span class='notice'> You successfully disassemble [src].</span>"
qdel(src)
else
if(I.damtype == BRUTE || I.damtype == BURN)
user.changeNext_move(CLICK_CD_MELEE)
hit(I.force)
if(health <= 7)
anchored = 0
update_nearby_icons()
step(src, get_dir(user, src))
else
playsound(loc, 'sound/effects/Glasshit.ogg', 75, 1)
..()
return
/obj/structure/window/mech_melee_attack(obj/mecha/M)
if(..())
hit(M.force, 1)
/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/proc/hit(var/damage, var/sound_effect = 1)
if(reinf) damage *= 0.5
health = max(0, health - damage)
update_nearby_icons()
if(sound_effect)
playsound(loc, 'sound/effects/Glasshit.ogg', 75, 1)
if(health <= 0)
if(dir == SOUTHWEST)
var/index = null
index = 0
while(index < 2)
spawnfragments()
index++
else
spawnfragments()
return
/obj/structure/window/proc/spawnfragments()
var/turf/T = loc
storedshard.loc = T
transfer_fingerprints_to(storedshard)
if(storedrods)
storedrods.loc = T
transfer_fingerprints_to(storedrods)
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 << "It is fastened to the floor therefore you can't rotate it!"
return 0
dir = 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 << "It is fastened to the floor therefore you can't rotate it!"
return 0
dir = turn(dir, 270)
// updateSilicate()
air_update_turf(1)
ini_dir = dir
add_fingerprint(usr)
return
/*
/obj/structure/window/proc/updateSilicate()
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)
if(!disassembled)
playsound(src, "shatter", 70, 1)
update_nearby_icons()
..()
/obj/structure/window/Move()
var/turf/T = loc
..()
dir = 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()
for(var/direction in cardinal)
for(var/obj/structure/window/W in get_step(src,direction) )
W.update_icon()
//merges adjacent full-tile windows into one (blatant ripoff from game/smoothwall.dm)
/obj/structure/window/update_icon()
//A little cludge here, since I don't know how it will work with slim windows. Most likely VERY wrong.
//this way it will only update full-tile ones
//This spawn is here so windows get properly updated when one gets deleted.
spawn(2)
if(!src) return
if(!fulltile)
return
var/junction = 0 //will be used to determine from which side the window is connected to other windows
if(anchored)
for(var/obj/structure/window/W in orange(src,1))
if(W.anchored && W.density && W.fulltile) //Only counts anchored, not-destroyed fill-tile windows.
if(abs(x-W.x)-abs(y-W.y) ) //doesn't count windows, placed diagonally to src
junction |= get_dir(src,W)
if(opacity)
icon_state = "twindow[junction]"
else
if(shuttlew)
icon_state = "swindow[junction]"
else if(reinf)
icon_state = "rwindow[junction]"
else
icon_state = "window[junction]"
overlays.Cut()
var/ratio = health / maxhealth
ratio = Ceiling(ratio*4) * 25
overlays += "damage[ratio]"
return
/obj/structure/window/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(exposed_temperature > T0C + 800)
hit(round(exposed_volume / 100), 0)
..()
/obj/structure/window/reinforced
name = "reinforced window"
icon_state = "rwindow"
reinf = 1
maxhealth = 50
/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 health) */
/obj/structure/window/fulltile
dir = 5
maxhealth = 50
fulltile = 1
/obj/structure/window/reinforced/fulltile
dir = 5
maxhealth = 100
fulltile = 1
/obj/structure/window/reinforced/tinted/fulltile
dir = 5
fulltile = 1
/obj/structure/window/shuttle
name = "shuttle window"
desc = "A strong, air-locked pod window that is extremely difficult to destroy."
icon_state = "swindow"
dir = 5
maxhealth = 100
shuttlew = 1
fulltile = 1