mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 10:43:20 +00:00
Moving stuff around part 2!
Committing this early to allow pete to commit something involving the .dme file which would probably conflict otherwise. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4514 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
398
code/game/objects/structures/window.dm
Normal file
398
code/game/objects/structures/window.dm
Normal file
@@ -0,0 +1,398 @@
|
||||
/obj/structure/window/bullet_act(var/obj/item/projectile/Proj)
|
||||
health -= Proj.damage
|
||||
..()
|
||||
if(health <=0)
|
||||
new /obj/item/weapon/shard( src.loc )
|
||||
new /obj/item/stack/rods( src.loc )
|
||||
src.density = 0
|
||||
del(src)
|
||||
return
|
||||
|
||||
/obj/structure/window/ex_act(severity)
|
||||
switch(severity)
|
||||
if(1.0)
|
||||
del(src)
|
||||
return
|
||||
if(2.0)
|
||||
new /obj/item/weapon/shard( src.loc )
|
||||
if(reinf) new /obj/item/stack/rods( src.loc)
|
||||
//SN src = null
|
||||
del(src)
|
||||
return
|
||||
if(3.0)
|
||||
if (prob(50))
|
||||
new /obj/item/weapon/shard( src.loc )
|
||||
if(reinf) new /obj/item/stack/rods( src.loc)
|
||||
|
||||
del(src)
|
||||
return
|
||||
return
|
||||
|
||||
/obj/structure/window/blob_act()
|
||||
if(reinf) new /obj/item/stack/rods( src.loc)
|
||||
density = 0
|
||||
del(src)
|
||||
|
||||
/obj/structure/window/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
|
||||
if(istype(mover) && mover.checkpass(PASSGLASS))
|
||||
return 1
|
||||
if (src.dir == SOUTHWEST || src.dir == SOUTHEAST || src.dir == NORTHWEST || src.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/meteorhit()
|
||||
|
||||
//*****RM
|
||||
//world << "glass at [x],[y],[z] Mhit"
|
||||
src.health = 0
|
||||
new /obj/item/weapon/shard( src.loc )
|
||||
if(reinf) new /obj/item/stack/rods( src.loc)
|
||||
src.density = 0
|
||||
|
||||
|
||||
del(src)
|
||||
return
|
||||
|
||||
|
||||
/obj/structure/window/hitby(AM as mob|obj)
|
||||
|
||||
..()
|
||||
for(var/mob/O in viewers(src, null))
|
||||
O.show_message("\red <B>[src] was hit by [AM].</B>", 1)
|
||||
var/tforce = 0
|
||||
if(ismob(AM))
|
||||
tforce = 40
|
||||
else
|
||||
tforce = AM:throwforce
|
||||
if(reinf) tforce /= 4.0
|
||||
playsound(src.loc, 'sound/effects/Glasshit.ogg', 100, 1)
|
||||
src.health = max(0, src.health - tforce)
|
||||
if (src.health <= 7 && !reinf)
|
||||
src.anchored = 0
|
||||
update_nearby_icons()
|
||||
step(src, get_dir(AM, src))
|
||||
if (src.health <= 0)
|
||||
new /obj/item/weapon/shard( src.loc )
|
||||
if(reinf) new /obj/item/stack/rods( src.loc)
|
||||
src.density = 0
|
||||
del(src)
|
||||
return
|
||||
//..() //Does this really need to be here twice? The parent proc doesn't even do anything yet. - Nodrak
|
||||
return
|
||||
|
||||
//These all need to be rewritten to use visiblemessage()
|
||||
|
||||
/obj/structure/window/attack_hand()
|
||||
if ((HULK in usr.mutations) || (SUPRSTR in usr.augmentations))
|
||||
usr << "\blue You smash through the window."
|
||||
for(var/mob/O in oviewers())
|
||||
if ((O.client && !( O.blinded )))
|
||||
O << "\red [usr] smashes through the window!"
|
||||
src.health = 0
|
||||
new /obj/item/weapon/shard( src.loc )
|
||||
if(reinf) new /obj/item/stack/rods( src.loc)
|
||||
src.density = 0
|
||||
del(src)
|
||||
return
|
||||
|
||||
/obj/structure/window/attack_paw()
|
||||
if ((HULK in usr.mutations))
|
||||
usr << "\blue You smash through the window."
|
||||
for(var/mob/O in oviewers())
|
||||
if ((O.client && !( O.blinded )))
|
||||
O << "\red [usr] smashes through the window!"
|
||||
src.health = 0
|
||||
new /obj/item/weapon/shard( src.loc )
|
||||
if(reinf) new /obj/item/stack/rods( src.loc)
|
||||
src.density = 0
|
||||
del(src)
|
||||
return
|
||||
|
||||
/obj/structure/window/attack_alien()
|
||||
if (istype(usr, /mob/living/carbon/alien/larva))//Safety check for larva. /N
|
||||
return
|
||||
usr << "\green You smash against the window."
|
||||
for(var/mob/O in oviewers())
|
||||
if ((O.client && !( O.blinded )))
|
||||
O << "\red [usr] smashes against the window."
|
||||
playsound(src.loc, 'sound/effects/Glasshit.ogg', 100, 1)
|
||||
src.health -= 15
|
||||
if(src.health <= 0)
|
||||
usr << "\green You smash through the window."
|
||||
for(var/mob/O in oviewers())
|
||||
if ((O.client && !( O.blinded )))
|
||||
O << "\red [usr] smashes through the window!"
|
||||
src.health = 0
|
||||
new /obj/item/weapon/shard(src.loc)
|
||||
if(reinf)
|
||||
new /obj/item/stack/rods(src.loc)
|
||||
src.density = 0
|
||||
del(src)
|
||||
return
|
||||
return
|
||||
|
||||
|
||||
/obj/structure/window/attack_animal(mob/living/simple_animal/M as mob)
|
||||
if (M.melee_damage_upper == 0)
|
||||
return
|
||||
M << "\green You smash against the window."
|
||||
for(var/mob/O in viewers(src, null))
|
||||
if ((O.client && !( O.blinded )))
|
||||
O << "\red [M] smashes against the window."
|
||||
playsound(src.loc, 'sound/effects/Glasshit.ogg', 100, 1)
|
||||
src.health -= M.melee_damage_upper
|
||||
if(src.health <= 0)
|
||||
M << "\green You smash through the window."
|
||||
for(var/mob/O in viewers(src, null))
|
||||
if ((O.client && !( O.blinded )))
|
||||
O << "\red [M] smashes through the window!"
|
||||
src.health = 0
|
||||
new /obj/item/weapon/shard(src.loc)
|
||||
if(reinf)
|
||||
new /obj/item/stack/rods(src.loc)
|
||||
src.density = 0
|
||||
del(src)
|
||||
return
|
||||
return
|
||||
|
||||
/obj/structure/window/attack_metroid()
|
||||
if(!istype(usr, /mob/living/carbon/metroid/adult))
|
||||
return
|
||||
|
||||
usr<< "\green You smash against the window."
|
||||
for(var/mob/O in oviewers())
|
||||
if ((O.client && !( O.blinded )))
|
||||
O << "\red [usr] smashes against the window."
|
||||
playsound(src.loc, 'sound/effects/Glasshit.ogg', 100, 1)
|
||||
src.health -= rand(10,15)
|
||||
if(src.health <= 0)
|
||||
usr << "\green You smash through the window."
|
||||
for(var/mob/O in oviewers())
|
||||
if ((O.client && !( O.blinded )))
|
||||
O << "\red [usr] smashes through the window!"
|
||||
src.health = 0
|
||||
new /obj/item/weapon/shard(src.loc)
|
||||
if(reinf)
|
||||
new /obj/item/stack/rods(src.loc)
|
||||
src.density = 0
|
||||
del(src)
|
||||
return
|
||||
return
|
||||
|
||||
/obj/structure/window/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if(!istype(W)) return//I really wish I did not need this
|
||||
if (istype(W, /obj/item/weapon/screwdriver))
|
||||
if(reinf && state >= 1)
|
||||
state = 3 - state
|
||||
playsound(src.loc, 'sound/items/Screwdriver.ogg', 75, 1)
|
||||
usr << ( state==1? "You have unfastened the window from the frame." : "You have fastened the window to the frame." )
|
||||
else if(reinf && state == 0)
|
||||
anchored = !anchored
|
||||
update_nearby_icons()
|
||||
playsound(src.loc, 'sound/items/Screwdriver.ogg', 75, 1)
|
||||
user << (src.anchored ? "You have fastened the frame to the floor." : "You have unfastened the frame from the floor.")
|
||||
else if(!reinf)
|
||||
src.anchored = !( src.anchored )
|
||||
update_nearby_icons()
|
||||
playsound(src.loc, 'sound/items/Screwdriver.ogg', 75, 1)
|
||||
user << (src.anchored ? "You have fastened the window to the floor." : "You have unfastened the window.")
|
||||
else if(istype(W, /obj/item/weapon/crowbar) && reinf && state <=1)
|
||||
state = 1-state;
|
||||
playsound(src.loc, 'sound/items/Crowbar.ogg', 75, 1)
|
||||
user << (state ? "You have pried the window into the frame." : "You have pried the window out of the frame.")
|
||||
else
|
||||
|
||||
var/aforce = W.force
|
||||
if(reinf) aforce /= 2.0
|
||||
if(W.damtype == BRUTE || W.damtype == BURN)
|
||||
src.health = max(0, src.health - aforce)
|
||||
playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
|
||||
if (src.health <= 7)
|
||||
src.anchored = 0
|
||||
update_nearby_icons()
|
||||
step(src, get_dir(user, src))
|
||||
if (src.health <= 0)
|
||||
if (src.dir == SOUTHWEST)
|
||||
var/index = null
|
||||
index = 0
|
||||
while(index < 2)
|
||||
new /obj/item/weapon/shard( src.loc )
|
||||
if(reinf) new /obj/item/stack/rods( src.loc)
|
||||
index++
|
||||
else
|
||||
new /obj/item/weapon/shard( src.loc )
|
||||
if(reinf) new /obj/item/stack/rods( src.loc)
|
||||
src.density = 0
|
||||
del(src)
|
||||
return
|
||||
..()
|
||||
return
|
||||
|
||||
|
||||
/obj/structure/window/verb/rotate()
|
||||
set name = "Rotate Window Counter-Clockwise"
|
||||
set category = "Object"
|
||||
set src in oview(1)
|
||||
|
||||
if (src.anchored)
|
||||
usr << "It is fastened to the floor; therefore, you can't rotate it!"
|
||||
return 0
|
||||
|
||||
update_nearby_tiles(need_rebuild=1) //Compel updates before
|
||||
|
||||
src.dir = turn(src.dir, 90)
|
||||
|
||||
updateSilicate()
|
||||
|
||||
update_nearby_tiles(need_rebuild=1)
|
||||
|
||||
src.ini_dir = src.dir
|
||||
return
|
||||
|
||||
/obj/structure/window/verb/revrotate()
|
||||
set name = "Rotate Window Clockwise"
|
||||
set category = "Object"
|
||||
set src in oview(1)
|
||||
|
||||
if (src.anchored)
|
||||
usr << "It is fastened to the floor; therefore, you can't rotate it!"
|
||||
return 0
|
||||
|
||||
update_nearby_tiles(need_rebuild=1) //Compel updates before
|
||||
|
||||
src.dir = turn(src.dir, 270)
|
||||
|
||||
updateSilicate()
|
||||
|
||||
update_nearby_tiles(need_rebuild=1)
|
||||
|
||||
src.ini_dir = src.dir
|
||||
return
|
||||
|
||||
/obj/structure/window/proc/updateSilicate()
|
||||
if(silicateIcon && silicate)
|
||||
src.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/New(Loc,re=0)
|
||||
..()
|
||||
|
||||
if(re) reinf = re
|
||||
|
||||
src.ini_dir = src.dir
|
||||
if(reinf)
|
||||
icon_state = "rwindow"
|
||||
desc = "A reinforced window."
|
||||
name = "reinforced window"
|
||||
state = 2*anchored
|
||||
health = 40
|
||||
if(opacity)
|
||||
icon_state = "twindow"
|
||||
else
|
||||
icon_state = "window"
|
||||
|
||||
update_nearby_tiles(need_rebuild=1)
|
||||
update_nearby_icons()
|
||||
|
||||
return
|
||||
|
||||
/obj/structure/window/Del()
|
||||
density = 0
|
||||
|
||||
update_nearby_tiles()
|
||||
|
||||
playsound(src, "shatter", 70, 1)
|
||||
|
||||
update_nearby_icons()
|
||||
|
||||
..()
|
||||
|
||||
/obj/structure/window/Move()
|
||||
update_nearby_tiles(need_rebuild=1)
|
||||
|
||||
..()
|
||||
|
||||
src.dir = src.ini_dir
|
||||
update_nearby_tiles(need_rebuild=1)
|
||||
|
||||
return
|
||||
|
||||
//This proc has to do with airgroups and atmos, it has nothing to do with smoothwindows, that's update_nearby_tiles().
|
||||
/obj/structure/window/proc/update_nearby_tiles(need_rebuild)
|
||||
if(!air_master) return 0
|
||||
|
||||
var/turf/simulated/source = loc
|
||||
var/turf/simulated/target = get_step(source,dir)
|
||||
|
||||
if(need_rebuild)
|
||||
if(istype(source)) //Rebuild/update nearby group geometry
|
||||
if(source.parent)
|
||||
air_master.groups_to_rebuild += source.parent
|
||||
else
|
||||
air_master.tiles_to_update += source
|
||||
if(istype(target))
|
||||
if(target.parent)
|
||||
air_master.groups_to_rebuild += target.parent
|
||||
else
|
||||
air_master.tiles_to_update += target
|
||||
else
|
||||
if(istype(source)) air_master.tiles_to_update += source
|
||||
if(istype(target)) air_master.tiles_to_update += target
|
||||
|
||||
return 1
|
||||
|
||||
//checks if this window is full-tile one
|
||||
/obj/structure/window/proc/is_fulltile()
|
||||
if(dir in list(5,6,9,10))
|
||||
return 1
|
||||
return 0
|
||||
|
||||
//This proc is used to update the icons of nearby windows. It should not be confused with update_nearby_tiles(), which is an atmos proc!
|
||||
/obj/structure/window/proc/update_nearby_icons()
|
||||
src.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 (!is_fulltile())
|
||||
return
|
||||
var/junction = 0 //will be used to determine from which side the window is connected to other windows
|
||||
if (src.anchored)
|
||||
for(var/obj/structure/window/W in orange(src,1))
|
||||
if (W.anchored && W.density && W.is_fulltile()) //Only counts anchored, not-destroyed fill-tile windows.
|
||||
if (abs(src.x-W.x)-abs(src.y-W.y) ) //doesn't count windows, placed diagonally to src
|
||||
junction |= get_dir(src,W)
|
||||
if (opacity)
|
||||
src.icon_state = "twindow[junction]"
|
||||
else
|
||||
if (reinf)
|
||||
src.icon_state = "rwindow[junction]"
|
||||
else
|
||||
src.icon_state = "window[junction]"
|
||||
|
||||
return
|
||||
Reference in New Issue
Block a user