Files
Bubberstation/code/game/objects/structures/window.dm
Cruix ac0bad5d61 Added priority overlay system. (#18225)
Added priority overlays to atoms, which will not be removed when overlays are cut and will always remain on top when new overlays are added. This requires everyone to use add_overlay() and cut_overlays() instead of overlays += and overlays.Cut(). These procs are found in __HELPERS/icons.dm, and the priority overlay list is found in game/atoms.dm. Everything else is replacing deprecated overlay manipulation.
2016-06-17 10:11:53 +12:00

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/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
var/maxhealth = 25
var/health = 0
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
/obj/structure/window/examine(mob/user)
..()
user << "<span class='notice'>Alt-click to rotate it clockwise.</span>"
/obj/structure/window/New(Loc,re=0)
..()
health = maxhealth
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/bullet_act(obj/item/projectile/P)
. = ..()
take_damage(P.damage, P.damage_type, 0)
/obj/structure/window/ex_act(severity, target)
switch(severity)
if(1)
qdel(src)
if(2)
shatter()
if(3)
take_damage(rand(25,75), BRUTE, 0)
/obj/structure/window/blob_act(obj/effect/blob/B)
shatter()
/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(prob(20))
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)
shatter()
/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/hitby(AM as mob|obj)
..()
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
take_damage(tforce)
/obj/structure/window/attack_tk(mob/user)
user.changeNext_move(CLICK_CD_MELEE)
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>")
add_fingerprint(user)
take_damage(50)
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/proc/attack_generic(mob/user, damage = 0, damage_type = BRUTE) //used by attack_alien, attack_animal, and attack_slime
if(!can_be_reached(user))
return
user.do_attack_animation(src)
user.changeNext_move(CLICK_CD_MELEE)
user.visible_message("<span class='danger'>[user] smashes into [src]!</span>")
take_damage(damage, damage_type)
/obj/structure/window/attack_alien(mob/living/user)
attack_generic(user, 15)
/obj/structure/window/attack_animal(mob/living/simple_animal/M)
if(!M.melee_damage_upper)
return
attack_generic(M, M.melee_damage_upper, M.melee_damage_type)
/obj/structure/window/attack_slime(mob/living/simple_animal/slime/user)
if(!user.is_adult)
return
attack_generic(user, rand(10, 15))
/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(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/I.toolspeed, target = src))
health = maxhealth
playsound(loc, 'sound/items/Welder2.ogg', 50, 1)
update_nearby_icons()
user << "<span class='notice'>You repair [src].</span>"
else
user << "<span class='warning'>[src] is already in good condition!</span>"
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 ? "<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, 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 ? "<span class='notice'>You unfasten the window from the frame.</span>" : "<span class='notice'>You fasten the window to the frame.</span>")
else if(reinf && state == 0)
anchored = !anchored
update_nearby_icons()
user << (anchored ? "<span class='notice'>You fasten the frame to the floor.</span>" : "<span class='notice'>You unfasten the frame from the floor.</span>")
else if(!reinf)
anchored = !anchored
update_nearby_icons()
user << (anchored ? "<span class='notice'>You fasten the window to the floor.</span>" : "<span class='notice'>You unfasten the window.</span>")
return
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/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 ? "<span class='notice'>You pry the window into the frame.</span>" : "<span class='notice'>You pry the window out of the frame.</span>")
return
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/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 << "<span class='notice'>You successfully disassemble [src].</span>"
qdel(src)
return
return ..()
/obj/structure/window/attacked_by(obj/item/I, mob/living/user)
..()
take_damage(I.force, I.damtype)
/obj/structure/window/mech_melee_attack(obj/mecha/M)
if(..())
take_damage(M.force, M.damtype)
/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/take_damage(damage, damage_type = BRUTE, sound_effect = 1)
if(reinf)
damage *= 0.5
switch(damage_type)
if(BRUTE)
if(sound_effect)
playsound(loc, 'sound/effects/Glasshit.ogg', 90, 1)
if(BURN)
if(sound_effect)
playsound(src.loc, 'sound/items/Welder.ogg', 100, 1)
else
return
health -= damage
update_nearby_icons()
if(health <= 0)
shatter()
/obj/structure/window/proc/shatter()
if(qdeleted(src))
return
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 << "<span class='warning'>[src] cannot be rotated while it is fastened to the floor!</span>"
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 << "<span class='warning'>[src] cannot be rotated while it is fastened to the floor!</span>"
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 << "<span class='warning'>You can't do that right now!</span>"
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 = health / maxhealth
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)
..()
/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
maxhealth = 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 health) */
/obj/structure/window/fulltile
icon = 'icons/obj/smooth_structures/window.dmi'
icon_state = "window"
dir = NORTHEAST
maxhealth = 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
maxhealth = 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"
maxhealth = 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
maxhealth = 100
wtype = "shuttle"
fulltile = 1
reinf = 1
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"
maxhealth = 100
explosion_block = 2 //fancy AND hard to destroy. the most useful combination.
/obj/structure/window/reinforced/clockwork/New(loc, direct)
..()
if(!fulltile)
var/obj/effect/E = PoolOrNew(/obj/effect/overlay/temp/ratvar/window/single, get_turf(src))
if(direct)
setDir(direct)
E.setDir(direct)
else
PoolOrNew(/obj/effect/overlay/temp/ratvar/window, get_turf(src))
for(var/obj/item/I in debris)
debris -= I
qdel(I)
debris += new/obj/item/clockwork/component/vanguard_cogwheel(src)
/obj/structure/window/reinforced/clockwork/ratvar_act()
health = maxhealth
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
maxhealth = 150