mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2025-12-31 20:11:56 +00:00
Adjusts the click code to not use client/Click(). The code is largely unchanged, except that it allows the compiler default behaviour of calling atom/Click(), and then forwards the call to mob/ClickOn(). I had some reports that melee combat mixed with movement was behaving oddly, and I believe it may be due to the use of client/Click; the byond documentation says that redefining client/Click() causes additional overhead, and it isn't strictly necessary. Alters the way double clicks are handled, in an attempt to better handle clickspam, as often occurs during pitched combat. This may also be responsible for the above, but I don't know. Inserts proximity (aka flag) checks in all afterattack() procs. The old assumption was that unless an item used the USEDELAY flag, afterattack() was only called when adjacent, but this is no longer true. This led to beakers, soap, crayons, etc, all being usable at all ranges. Removes the NODELAY flag, which was unused. Removes all existing uses of the USEDELAY flag so that it can be readded to things that need extra delay. Removes the hand_* procs, previously used by restrained actions. Instead, the mob helper mob/RestrainedClickOn() has abosrbed basically all the functionality they were used for, which is really only monkeys with jungle fever. Adds a special case of the Adjacency() proc for doors. This fixes #136, airlocks being unreachable due to border fire doors. However, this only takes us back to the unpleasant position where you have to open-hand the door, switch to a crowbar, and pry open the firedoor; it still needs a better fix.
365 lines
10 KiB
Plaintext
365 lines
10 KiB
Plaintext
/obj/structure/window
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name = "window"
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desc = "A window."
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icon = 'icons/obj/structures.dmi'
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density = 1
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layer = 3.2//Just above doors
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pressure_resistance = 4*ONE_ATMOSPHERE
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anchored = 1.0
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flags = ON_BORDER
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var/health = 14.0
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var/ini_dir = null
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var/state = 0
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var/reinf = 0
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// var/silicate = 0 // number of units of silicate
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// var/icon/silicateIcon = null // the silicated icon
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/obj/structure/window/bullet_act(var/obj/item/projectile/Proj)
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health -= Proj.damage
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..()
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if(health <= 0)
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new /obj/item/weapon/shard(loc)
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new /obj/item/stack/rods(loc)
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del(src)
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return
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/obj/structure/window/ex_act(severity)
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switch(severity)
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if(1.0)
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del(src)
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return
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if(2.0)
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new /obj/item/weapon/shard(loc)
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if(reinf) new /obj/item/stack/rods(loc)
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del(src)
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return
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if(3.0)
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if(prob(50))
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new /obj/item/weapon/shard(loc)
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if(reinf) new /obj/item/stack/rods(loc)
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del(src)
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return
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/obj/structure/window/blob_act()
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new /obj/item/weapon/shard(loc)
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if(reinf) new /obj/item/stack/rods(loc)
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del(src)
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/obj/structure/window/meteorhit()
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//world << "glass at [x],[y],[z] Mhit"
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new /obj/item/weapon/shard( loc )
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if(reinf) new /obj/item/stack/rods( loc)
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del(src)
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/obj/structure/window/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(istype(mover) && mover.checkpass(PASSGLASS))
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return 1
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if(dir == SOUTHWEST || dir == SOUTHEAST || dir == NORTHWEST || dir == NORTHEAST)
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return 0 //full tile window, you can't move into it!
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if(get_dir(loc, target) == dir)
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return !density
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else
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return 1
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/obj/structure/window/CheckExit(atom/movable/O as mob|obj, target as turf)
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if(istype(O) && O.checkpass(PASSGLASS))
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return 1
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if(get_dir(O.loc, target) == dir)
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return 0
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return 1
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/obj/structure/window/hitby(AM as mob|obj)
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..()
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visible_message("<span class='danger'>[src] was hit by [AM].</span>")
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var/tforce = 0
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if(ismob(AM))
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tforce = 40
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else if(isobj(AM))
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var/obj/item/I = AM
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tforce = I.throwforce
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if(reinf) tforce *= 0.25
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playsound(loc, 'sound/effects/Glasshit.ogg', 100, 1)
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health = max(0, health - tforce)
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if(health <= 7 && !reinf)
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anchored = 0
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update_nearby_icons()
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step(src, get_dir(AM, src))
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if(health <= 0)
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new /obj/item/weapon/shard(loc)
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if(reinf) new /obj/item/stack/rods(loc)
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del(src)
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/obj/structure/window/attack_tk(mob/user as mob)
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user.visible_message("<span class='notice'>Something knocks on [src].</span>")
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playsound(loc, 'sound/effects/Glasshit.ogg', 50, 1)
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/obj/structure/window/attack_hand(mob/user as mob)
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if(!can_be_reached(user))
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return
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if(HULK in user.mutations)
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user.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!"))
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user.visible_message("<span class='danger'>[user] smashes through [src]!</span>")
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new /obj/item/weapon/shard(loc)
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if(reinf) new /obj/item/stack/rods(loc)
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del(src)
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else
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user.visible_message("<span class='notice'>[user] knocks on [src].</span>")
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playsound(loc, 'sound/effects/Glasshit.ogg', 50, 1)
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/obj/structure/window/attack_paw(mob/user as mob)
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return attack_hand(user)
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/obj/structure/window/proc/attack_generic(mob/user as mob, damage = 0) //used by attack_alien, attack_animal, and attack_slime
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if(!can_be_reached(user))
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return
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health -= damage
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if(health <= 0)
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user.visible_message("<span class='danger'>[user] smashes through [src]!</span>")
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new /obj/item/weapon/shard(loc)
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if(reinf) new /obj/item/stack/rods(loc)
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del(src)
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else //for nicer text~
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user.visible_message("<span class='danger'>[user] smashes into [src]!</span>")
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playsound(loc, 'sound/effects/Glasshit.ogg', 100, 1)
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/obj/structure/window/attack_alien(mob/user as mob)
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if(islarva(user)) return
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attack_generic(user, 15)
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/obj/structure/window/attack_animal(mob/user as mob)
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if(!isanimal(user)) return
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var/mob/living/simple_animal/M = user
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if(M.melee_damage_upper <= 0) return
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attack_generic(M, M.melee_damage_upper)
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/obj/structure/window/attack_slime(mob/user as mob)
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if(!isslimeadult(user)) return
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attack_generic(user, rand(10, 15))
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/obj/structure/window/attackby(obj/item/I, mob/user)
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if(!can_be_reached(user))
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return 1 //returning 1 will skip the afterattack()
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if(istype(I, /obj/item/weapon/screwdriver))
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if(reinf && state >= 1)
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state = 3 - state
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playsound(loc, 'sound/items/Screwdriver.ogg', 75, 1)
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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>")
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else if(reinf && state == 0)
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anchored = !anchored
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update_nearby_icons()
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playsound(loc, 'sound/items/Screwdriver.ogg', 75, 1)
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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>")
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else if(!reinf)
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anchored = !anchored
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update_nearby_icons()
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playsound(loc, 'sound/items/Screwdriver.ogg', 75, 1)
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user << (anchored ? "<span class='notice'>You have fastened the window to the floor.</span>" : "<span class='notice'>You have unfastened the window.</span>")
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else if(istype(I, /obj/item/weapon/crowbar) && reinf && state <= 1)
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state = 1 - state
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playsound(loc, 'sound/items/Crowbar.ogg', 75, 1)
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user << (state ? "<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>")
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else
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if(I.damtype == BRUTE || I.damtype == BURN)
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hit(I.force)
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if(health <= 7)
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anchored = 0
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update_nearby_icons()
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step(src, get_dir(user, src))
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else
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playsound(loc, 'sound/effects/Glasshit.ogg', 75, 1)
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..()
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return
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/obj/structure/window/proc/can_be_reached(mob/user)
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if(!is_fulltile())
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if(get_dir(user,src) & dir)
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for(var/obj/O in loc)
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if(!O.CanPass(user, user.loc, 1, 0))
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return 0
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return 1
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/obj/structure/window/proc/hit(var/damage, var/sound_effect = 1)
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if(reinf) damage *= 0.5
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health = max(0, health - damage)
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if(sound_effect)
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playsound(loc, 'sound/effects/Glasshit.ogg', 75, 1)
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if(health <= 0)
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if(dir == SOUTHWEST)
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var/index = null
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index = 0
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while(index < 2)
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new /obj/item/weapon/shard(loc)
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if(reinf) new /obj/item/stack/rods(loc)
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index++
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else
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new /obj/item/weapon/shard(loc)
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if(reinf) new /obj/item/stack/rods(loc)
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del(src)
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return
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/obj/structure/window/verb/rotate()
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set name = "Rotate Window Counter-Clockwise"
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set category = "Object"
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set src in oview(1)
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if(anchored)
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usr << "It is fastened to the floor therefore you can't rotate it!"
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return 0
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dir = turn(dir, 90)
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// updateSilicate()
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air_update_turf(1)
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ini_dir = dir
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return
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/obj/structure/window/verb/revrotate()
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set name = "Rotate Window Clockwise"
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set category = "Object"
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set src in oview(1)
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if(anchored)
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usr << "It is fastened to the floor therefore you can't rotate it!"
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return 0
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dir = turn(dir, 270)
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// updateSilicate()
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air_update_turf(1)
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ini_dir = dir
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return
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/*
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/obj/structure/window/proc/updateSilicate()
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if(silicateIcon && silicate)
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icon = initial(icon)
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var/icon/I = icon(icon,icon_state,dir)
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var/r = (silicate / 100) + 1
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var/g = (silicate / 70) + 1
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var/b = (silicate / 50) + 1
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I.SetIntensity(r,g,b)
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icon = I
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silicateIcon = I
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*/
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/obj/structure/window/New(Loc,re=0)
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..()
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if(re) reinf = re
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ini_dir = dir
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if(reinf)
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icon_state = "rwindow"
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desc = "A reinforced window."
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name = "reinforced window"
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state = 2*anchored
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health = 40
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if(opacity)
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icon_state = "twindow"
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else
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icon_state = "window"
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air_update_turf(1)
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update_nearby_icons()
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return
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/obj/structure/window/Del()
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density = 0
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air_update_turf(1)
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playsound(src, "shatter", 70, 1)
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update_nearby_icons()
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loc = null //garbage collect
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/obj/structure/window/Move()
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air_update_turf(1)
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..()
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dir = ini_dir
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air_update_turf(1)
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/obj/structure/window/CanAtmosPass(turf/T)
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if(get_dir(loc, T) == dir)
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return !density
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if(dir == SOUTHWEST || dir == SOUTHEAST || dir == NORTHWEST || dir == NORTHEAST)
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return !density
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return 1
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//checks if this window is full-tile one
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/obj/structure/window/proc/is_fulltile()
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if(dir in list(5,6,9,10))
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return 1
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return 0
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//This proc is used to update the icons of nearby windows.
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/obj/structure/window/proc/update_nearby_icons()
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update_icon()
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for(var/direction in cardinal)
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for(var/obj/structure/window/W in get_step(src,direction) )
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W.update_icon()
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//merges adjacent full-tile windows into one (blatant ripoff from game/smoothwall.dm)
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/obj/structure/window/update_icon()
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//A little cludge here, since I don't know how it will work with slim windows. Most likely VERY wrong.
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//this way it will only update full-tile ones
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//This spawn is here so windows get properly updated when one gets deleted.
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spawn(2)
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if(!src) return
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if(!is_fulltile())
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return
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var/junction = 0 //will be used to determine from which side the window is connected to other windows
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if(anchored)
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for(var/obj/structure/window/W in orange(src,1))
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if(W.anchored && W.density && W.is_fulltile()) //Only counts anchored, not-destroyed fill-tile windows.
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if(abs(x-W.x)-abs(y-W.y) ) //doesn't count windows, placed diagonally to src
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junction |= get_dir(src,W)
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if(opacity)
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icon_state = "twindow[junction]"
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else
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if(reinf)
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icon_state = "rwindow[junction]"
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else
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icon_state = "window[junction]"
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return
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/obj/structure/window/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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if(exposed_temperature > T0C + 800)
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hit(round(exposed_volume / 100), 0)
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..()
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/obj/structure/window/basic
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icon_state = "window"
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/obj/structure/window/reinforced
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name = "reinforced window"
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icon_state = "rwindow"
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reinf = 1
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/obj/structure/window/reinforced/tinted
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name = "tinted window"
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icon_state = "twindow"
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opacity = 1
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/obj/structure/window/reinforced/tinted/frosted
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name = "frosted window"
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icon_state = "fwindow" |