Files
Bubberstation/code/LINDA/LINDA_system.dm
T
MrStonedOne addb63adad Utterly guts the use of .locs from the game.
They

This means that multi-tile things may not handle correctly, but the only thing that used it was atmos for double wide doors, and they are used in one location that is unlikely to have atmos changes

see: http://www.byond.com/forum/?post=1852790 for justifcation. (tl;dr: accessing .locs causes memory leaks)
2015-05-21 23:41:47 -07:00

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/turf/proc/CanAtmosPass(var/turf/T)
if(!istype(T)) return 0
var/R
if(blocks_air || T.blocks_air)
R = 1
for(var/obj/O in contents)
if(!O.CanAtmosPass(T))
R = 1
if(O.BlockSuperconductivity()) //the direction and open/closed are already checked on CanAtmosPass() so there are no arguments
var/D = get_dir(src, T)
atmos_supeconductivity |= D
D = get_dir(T, src)
T.atmos_supeconductivity |= D
return 0 //no need to keep going, we got all we asked
for(var/obj/O in T.contents)
if(!O.CanAtmosPass(src))
R = 1
if(O.BlockSuperconductivity())
var/D = get_dir(src, T)
atmos_supeconductivity |= D
D = get_dir(T, src)
T.atmos_supeconductivity |= D
return 0
var/D = get_dir(src, T)
atmos_supeconductivity &= ~D
D = get_dir(T, src)
T.atmos_supeconductivity &= ~D
if(!R)
return 1
atom/movable/proc/CanAtmosPass()
return 1
atom/proc/CanPass(atom/movable/mover, turf/target, height=1.5)
return (!density || !height)
turf/CanPass(atom/movable/mover, turf/target, height=1.5)
if(!target) return 0
if(istype(mover)) // turf/Enter(...) will perform more advanced checks
return !density
else // Now, doing more detailed checks for air movement and air group formation
if(target.blocks_air||blocks_air)
return 0
for(var/obj/obstacle in src)
if(!obstacle.CanPass(mover, target, height))
return 0
for(var/obj/obstacle in target)
if(!obstacle.CanPass(mover, src, height))
return 0
return 1
/atom/movable/proc/BlockSuperconductivity() // objects that block air and don't let superconductivity act. Only firelocks atm.
return 0
/turf/proc/CalculateAdjacentTurfs()
atmos_adjacent_turfs_amount = 0
for(var/direction in cardinal)
var/turf/T = get_step(src, direction)
if(!istype(T))
continue
var/counterdir = get_dir(T, src)
if(CanAtmosPass(T))
atmos_adjacent_turfs_amount += 1
atmos_adjacent_turfs |= direction
if(!(T.atmos_adjacent_turfs & counterdir))
T.atmos_adjacent_turfs_amount += 1
T.atmos_adjacent_turfs |= counterdir
else
atmos_adjacent_turfs &= ~direction
if(T.atmos_adjacent_turfs & counterdir)
T.atmos_adjacent_turfs_amount -= 1
T.atmos_adjacent_turfs &= ~counterdir
/atom/movable/proc/air_update_turf(var/command = 0)
if(!istype(loc,/turf) && command)
return
var/turf/T = loc
T.air_update_turf(command)
/turf/proc/air_update_turf(var/command = 0)
if(command)
CalculateAdjacentTurfs()
SSair.add_to_active(src,command)
/atom/movable/proc/move_update_air(var/turf/T)
if(istype(T,/turf))
T.air_update_turf(1)
air_update_turf(1)
/atom/movable/proc/atmos_spawn_air(var/text, var/amount) //because a lot of people loves to copy paste awful code lets just make a easy proc to spawn your plasma fires
var/turf/simulated/T = get_turf(src)
if(!istype(T))
return
T.atmos_spawn_air(text, amount)
var/const/SPAWN_HEAT = 1
var/const/SPAWN_20C = 2
var/const/SPAWN_TOXINS = 4
var/const/SPAWN_OXYGEN = 8
var/const/SPAWN_CO2 = 16
var/const/SPAWN_NITROGEN = 32
var/const/SPAWN_N2O = 64
var/const/SPAWN_AIR = 256
/turf/simulated/proc/atmos_spawn_air(var/flag, var/amount)
if(!text || !amount || !air)
return
var/datum/gas_mixture/G = new
if(flag & SPAWN_20C)
G.temperature = T20C
if(flag & SPAWN_HEAT)
G.temperature += 1000
if(flag & SPAWN_TOXINS)
G.toxins += amount
if(flag & SPAWN_OXYGEN)
G.oxygen += amount
if(flag & SPAWN_CO2)
G.carbon_dioxide += amount
if(flag & SPAWN_NITROGEN)
G.nitrogen += amount
if(flag & SPAWN_N2O)
var/datum/gas/sleeping_agent/T = new
T.moles += amount
G.trace_gases += T
if(flag & SPAWN_AIR)
G.oxygen += MOLES_O2STANDARD * amount
G.nitrogen += MOLES_N2STANDARD * amount
air.merge(G)
SSair.add_to_active(src, 0)