File restructuring: ohgodihopenothingbroke edition.

All /world/ stuff that I've found is now in code/world.dm instead of being scattered throughout the code in 6-7 files.

*****IMPORTANT*****
This means that hub.dm is now part of world.dm. Server hosts using the hub will likely have to redo the hub/password variables!

Again, that stuff is now located in code/world.dm
*******************

The tester list has been removed as it is not in use.

/code/defines
- Moved atom.dm code into /code/game/atom.dm and atom_movable.dm
- Moved hub.dm code into /code/world.dm
- Moved the /defines/tanning into objects/item/sheets/leather.dm
- Moved /defines/area/ into game/area/
- Moved turf.dm code into the code/game/turfs folder and divided it up into meaningful places

A lot of the files in /code/game were placed in new areas since they really didn't have a reason to be there.
- algorithm.dm: 
- - The world stuff is in world.dm. 
- - countJob() and AutoUpdateTK() were removed entirely (unused).
- - AutoUpdateAI() is now in /mob/living/silicon/ai.dm

- atom_procs.dm was split into atom.dm and atom_movable.dm

- cellautomata.dm
- - World stuff was moved into world.dm
- - Atom stuff was moved into atom.dm and atom_movable.dm
- - Atom verbs were moved into code/game/verbs/atom_verbs.dm

- chemistry.dm
- - Beaker box code was moved into storage/misc.dm
- - The trash can and 'alechemy' paper were removed. (unused)

- Landmarks.dm was moved into /objects/effects/landmarks.dm

- prisonshuttle.dm, specops_shuttle.dm, syndicate_shuttle.dm and syndicate_specops_shuttle.dm have been moved into game/machinery/computer/

- status.dm and topic.dm code were moved into world.dm

- step_triggers.dm are now in objects/effects/step_triggers.dm

- throwing.dm was split into appropriate files (carbon mob code, atom_movable.dm, ect)

- vote.dm is now in code/datums

/code/game/asteroid was split up.
- turf.dm was moved into game/turfs/simulated/asteroid.dm
- artifacts were split up
- - Wish granter is now in game/machinery
- - The stealth box is gone (unused)
- - The list of 'space suprises' was moved into astroid.dm
- asteroid.dm, being the only file left, was moved into /code/game


and finally...
modules/mob/organs files are now in code/datums/organs

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4659 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
johnsonmt88@gmail.com
2012-09-08 22:11:02 +00:00
parent 60fe91a622
commit c7947ef236
56 changed files with 3518 additions and 3942 deletions

View File

@@ -5,3 +5,349 @@
var/mode = 0 // 0 = restart vote, 1 = mode vote
// modes which can be voted for
var/winner = null // the vote winner
/datum/vote/New()
nextvotetime = world.timeofday // + 10*config.vote_delay
/datum/vote/proc/canvote()//marker1
var/excess = world.timeofday - vote.nextvotetime
if(excess < -10000) // handle clock-wrapping problems - very long delay (>20 hrs) if wrapped
vote.nextvotetime = world.timeofday
return 1
return (excess >= 0)
/datum/vote/proc/nextwait()
return timetext( round( (nextvotetime - world.timeofday)/10) )
/datum/vote/proc/endwait()
return timetext( round( (votetime - world.timeofday)/10) )
/datum/vote/proc/timetext(var/interval)
var/minutes = round(interval / 60)
var/seconds = round(interval % 60)
var/tmin = "[minutes>0?num2text(minutes)+"min":null]"
var/tsec = "[seconds>0?num2text(seconds)+"sec":null]"
if(tmin && tsec) // hack to skip inter-space if either field is blank
return "[tmin] [tsec]"
else
if(!tmin && !tsec) // return '0sec' if 0 time left
return "0sec"
return "[tmin][tsec]"
/datum/vote/proc/getvotes()
var/list/L = list()
for(var/mob/M in player_list)
if(M.client && M.client.inactivity < 1200) // clients inactive for 2 minutes don't count
L[M.client.vote] += 1
return L
/datum/vote/proc/endvote()
if(!voting) // means that voting was aborted by an admin
return
world << "\red <B>***Voting has closed.</B>"
log_vote("Voting closed, result was [winner]")
voting = 0
nextvotetime = world.timeofday + 10*config.vote_delay
for(var/mob/M in player_list) // clear vote window from all clients
if(M.client)
M << browse(null, "window=vote")
M.client.showvote = 0
calcwin()
if(mode)
if(!ticker)
if(!going)
world << "<B>The game will start soon.</B>"
going = 1
var/wintext = capitalize(winner)
if(winner=="default")
world << "Result is \red No change."
return
// otherwise change mode
world << "Result is change to \red [wintext]"
world.save_mode(winner)
if(ticker && ticker.mode)
world <<"\red <B>World will reboot in 10 seconds</B>"
feedback_set_details("end_error","mode vote - [winner]")
if(blackbox)
blackbox.save_all_data_to_sql()
sleep(100)
log_game("Rebooting due to mode vote")
world.Reboot()
else
master_mode = winner
else
if(winner=="default")
world << "Result is \red No restart."
return
world << "Result is \red Restart round."
world <<"\red <B>World will reboot in 5 seconds</B>"
feedback_set_details("end_error","restart vote")
if(blackbox)
blackbox.save_all_data_to_sql()
sleep(50)
log_game("Rebooting due to restart vote")
world.Reboot()
return
/datum/vote/proc/calcwin()
var/list/votes = getvotes()
if(vote.mode)
var/best = -1
for(var/v in votes)
if(v=="none")
continue
if(best < votes[v])
best = votes[v]
var/list/winners = list()
for(var/v in votes)
if(votes[v] == best)
winners += v
var/ret = ""
for(var/w in winners)
if(lentext(ret) > 0)
ret += "/"
if(w=="default")
winners = list("default")
ret = "No change"
break
else
ret += capitalize(w)
if(winners.len != 1)
ret = "Tie: " + ret
if(winners.len == 0)
vote.winner = "default"
ret = "No change"
else
vote.winner = pick(winners)
return ret
else
if(votes["default"] < votes["restart"])
vote.winner = "restart"
return "Restart"
else
vote.winner = "default"
return "No restart"
/mob/verb/vote()
set category = "OOC"
set name = "Vote"
usr.client.showvote = 1
var/text = "<HTML><HEAD><TITLE>Voting</TITLE></HEAD><BODY scroll=no>"
var/footer = "<HR><A href='?src=\ref[vote];vclose=1'>Close</A></BODY></HTML>"
if(config.vote_no_dead && usr.stat == 2)
text += "Voting while dead has been disallowed."
text += footer
usr << browse(text, "window=vote")
usr.client.showvote = 0
usr.client.vote = "none"
return
if(vote.voting)
// vote in progress, do the current
text += "Vote to [vote.mode?"change mode":"restart round"] in progress.<BR>"
text += "[vote.endwait()] until voting is closed.<BR>"
var/list/votes = vote.getvotes()
if(vote.mode) // true if changing mode
text += "Current game mode is: <B>[master_mode]</B>.<BR>Select the mode to change to:<UL>"
for(var/md in config.votable_modes)
var/disp = capitalize(md)
if(md=="default")
disp = "No change"
//world << "[md]|[disp]|[src.client.vote]|[votes[md]]"
if(src.client.vote == md)
text += "<LI><B>[disp]</B>"
else
text += "<LI><A href='?src=\ref[vote];vote=[md]'>[disp]</A>"
text += "[votes[md]>0?" - [votes[md]] vote\s":null]<BR>"
text += "</UL>"
text +="<p>Current winner: <B>[vote.calcwin()]</B><BR>"
text += footer
usr << browse(text, "window=vote")
else // voting to restart
text += "Restart the world?<BR><UL>"
var/list/VL = list("default","restart")
for(var/md in VL)
var/disp = (md=="default"? "No":"Yes")
if(src.client.vote == md)
text += "<LI><B>[disp]</B>"
else
text += "<LI><A href='?src=\ref[vote];vote=[md]'>[disp]</A>"
text += "[votes[md]>0?" - [votes[md]] vote\s":null]<BR>"
text += "</UL>"
text +="<p>Current winner: <B>[vote.calcwin()]</B><BR>"
text += footer
usr << browse(text, "window=vote")
else //no vote in progress
if(shuttlecoming == 1)
usr << "\blue Cannot start Vote - Shuttle has been called."
return
if(!config.allow_vote_restart && !config.allow_vote_mode)
text += "<P>Player voting is disabled.</BODY></HTML>"
usr << browse(text, "window=vote")
usr.client.showvote = 0
return
if(!vote.canvote()) // not time to vote yet
if(config.allow_vote_restart) text+="Voting to restart is enabled.<BR>"
if(config.allow_vote_mode) text+="Voting to change mode is enabled.<BR>"
text+="<BR><P>Next vote can begin in [vote.nextwait()]."
text+=footer
usr << browse(text, "window=vote")
else // voting can begin
if(config.allow_vote_restart)
text += "<A href='?src=\ref[vote];vmode=1'>Begin restart vote.</A><BR>"
if(config.allow_vote_mode)
text += "<A href='?src=\ref[vote];vmode=2'>Begin change mode vote.</A><BR>"
text += footer
usr << browse(text, "window=vote")
spawn(20)
if(usr.client && usr.client.showvote)
usr.vote()
else
usr << browse(null, "window=vote")
return
/datum/vote/Topic(href, href_list)
..()
//world << "[usr] has activated the vote Topic"
if(href_list["voter"])
world << "[usr.ckey] has attempted to bypass the voting system." //ckey is easy key
return
if(href_list["vclose"])
if(usr)
usr << browse(null, "window=vote")
usr.client.showvote = 0
return
if(href_list["vmode"])
if(vote.voting)
return
if(!vote.canvote() ) // double check even though this shouldn't happen
return
vote.mode = text2num(href_list["vmode"])-1 // hack to yield 0=restart, 1=changemode
if(!ticker && vote.mode == 1)
if(going)
world << "<B>The game start has been delayed.</B>"
going = 0
vote.voting = 1 // now voting
vote.votetime = world.timeofday + config.vote_period*10 // when the vote will end
spawn(config.vote_period*10)
vote.endvote()
world << "\red<B>*** A vote to [vote.mode?"change game mode":"restart"] has been initiated by [usr.key].</B>"
world << "\red You have [vote.timetext(config.vote_period)] to vote."
log_vote("Voting to [vote.mode ? "change mode" : "restart round"] started by [usr.name]/[usr.key]")
for(var/mob/CM in player_list)
if(CM.client)
if( config.vote_no_default || (config.vote_no_dead && CM.stat == 2) )
CM.client.vote = "none"
else
CM.client.vote = "default"
if(usr) usr.vote()
return
return
if(href_list["vote"] && vote.voting)
if(usr)
usr.client.vote = href_list["vote"]
//world << "Setting client [usr.key]'s vote to: [href_list["vote"]]."
usr.vote()
return

View File

@@ -1,248 +0,0 @@
/atom
layer = 2
var/level = 2
var/flags = FPRINT
var/list/fingerprints
var/list/fingerprintshidden
var/fingerprintslast = null
var/list/blood_DNA
var/last_bumped = 0
var/pass_flags = 0
///Chemistry.
var/datum/reagents/reagents = null
//var/chem_is_open_container = 0
// replaced by OPENCONTAINER flags and atom/proc/is_open_container()
///Chemistry.
//Detective Work, used for the duplicate data points kept in the scanners
var/list/original_atom
proc/assume_air(datum/air_group/giver)
del(giver)
return null
proc/remove_air(amount)
return null
proc/return_air()
if(loc)
return loc.return_air()
else
return null
// Convenience proc to see if a container is open for chemistry handling
// returns true if open
// false if closed
proc/is_open_container()
return flags & OPENCONTAINER
/*//Convenience proc to see whether a container can be accessed in a certain way.
proc/can_subract_container()
return flags & EXTRACT_CONTAINER
proc/can_add_container()
return flags & INSERT_CONTAINER
*/
obj
assume_air(datum/air_group/giver)
if(loc)
return loc.assume_air(giver)
else
return null
remove_air(amount)
if(loc)
return loc.remove_air(amount)
else
return null
return_air()
if(loc)
return loc.return_air()
else
return null
/atom/proc/meteorhit(obj/meteor as obj)
return
/atom/proc/allow_drop()
return 1
/atom/proc/CheckExit()
return 1
/atom/proc/HasEntered(atom/movable/AM as mob|obj)
return
/atom/proc/HasProximity(atom/movable/AM as mob|obj)
return
/atom/proc/emp_act(var/severity)
return
/atom/proc/bullet_act(var/obj/item/projectile/Proj)
return 0
/atom/proc/in_contents_of(container)//can take class or object instance as argument
if(ispath(container))
if(istype(src.loc, container))
return 1
else if(src in container)
return 1
return
/*
* atom/proc/search_contents_for(path,list/filter_path=null)
* Recursevly searches all atom contens (including contents contents and so on).
*
* ARGS: path - search atom contents for atoms of this type
* list/filter_path - if set, contents of atoms not of types in this list are excluded from search.
*
* RETURNS: list of found atoms
*/
/atom/proc/search_contents_for(path,list/filter_path=null)
var/list/found = list()
for(var/atom/A in src)
if(istype(A, path))
found += A
if(filter_path)
var/pass = 0
for(var/type in filter_path)
pass |= istype(A, type)
if(!pass)
continue
if(A.contents.len)
found += A.search_contents_for(path,filter_path)
return found
/atom/movable/overlay/attackby(a, b)
if (src.master)
return src.master.attackby(a, b)
return
/atom/movable/overlay/attack_paw(a, b, c)
if (src.master)
return src.master.attack_paw(a, b, c)
return
/atom/movable/overlay/attack_hand(a, b, c)
if (src.master)
return src.master.attack_hand(a, b, c)
return
/atom/movable/overlay/New()
for(var/x in src.verbs)
src.verbs -= x
return
/atom/movable
layer = 3
var/last_move = null
var/anchored = 0
// var/elevation = 2 - not used anywhere
var/move_speed = 10
var/l_move_time = 1
var/m_flag = 1
var/throwing = 0
var/throw_speed = 2
var/throw_range = 7
var/moved_recently = 0
/atom/movable/overlay
var/atom/master = null
anchored = 1
/atom/movable/Move()
var/atom/A = src.loc
. = ..()
src.move_speed = world.timeofday - src.l_move_time
src.l_move_time = world.timeofday
src.m_flag = 1
if ((A != src.loc && A && A.z == src.z))
src.last_move = get_dir(A, src.loc)
return
/*
Beam code by Gunbuddy
Beam() proc will only allow one beam to come from a source at a time. Attempting to call it more than
once at a time per source will cause graphical errors.
Also, the icon used for the beam will have to be vertical and 32x32.
The math involved assumes that the icon is vertical to begin with so unless you want to adjust the math,
its easier to just keep the beam vertical.
*/
/atom/proc/Beam(atom/BeamTarget,icon_state="b_beam",icon='icons/effects/beam.dmi',time=50, maxdistance=10)
//BeamTarget represents the target for the beam, basically just means the other end.
//Time is the duration to draw the beam
//Icon is obviously which icon to use for the beam, default is beam.dmi
//Icon_state is what icon state is used. Default is b_beam which is a blue beam.
//Maxdistance is the longest range the beam will persist before it gives up.
var/EndTime=world.time+time
while(BeamTarget&&world.time<EndTime&&get_dist(src,BeamTarget)<maxdistance&&z==BeamTarget.z)
//If the BeamTarget gets deleted, the time expires, or the BeamTarget gets out
//of range or to another z-level, then the beam will stop. Otherwise it will
//continue to draw.
dir=get_dir(src,BeamTarget) //Causes the source of the beam to rotate to continuosly face the BeamTarget.
for(var/obj/effect/overlay/beam/O in orange(10,src)) //This section erases the previously drawn beam because I found it was easier to
if(O.BeamSource==src) //just draw another instance of the beam instead of trying to manipulate all the
del O //pieces to a new orientation.
var/Angle=round(Get_Angle(src,BeamTarget))
var/icon/I=new(icon,icon_state)
I.Turn(Angle)
var/DX=(32*BeamTarget.x+BeamTarget.pixel_x)-(32*x+pixel_x)
var/DY=(32*BeamTarget.y+BeamTarget.pixel_y)-(32*y+pixel_y)
var/N=0
var/length=round(sqrt((DX)**2+(DY)**2))
for(N,N<length,N+=32)
var/obj/effect/overlay/beam/X=new(loc)
X.BeamSource=src
if(N+32>length)
var/icon/II=new(icon,icon_state)
II.DrawBox(null,1,(length-N),32,32)
II.Turn(Angle)
X.icon=II
else X.icon=I
var/Pixel_x=round(sin(Angle)+32*sin(Angle)*(N+16)/32)
var/Pixel_y=round(cos(Angle)+32*cos(Angle)*(N+16)/32)
if(DX==0) Pixel_x=0
if(DY==0) Pixel_y=0
if(Pixel_x>32)
for(var/a=0, a<=Pixel_x,a+=32)
X.x++
Pixel_x-=32
if(Pixel_x<-32)
for(var/a=0, a>=Pixel_x,a-=32)
X.x--
Pixel_x+=32
if(Pixel_y>32)
for(var/a=0, a<=Pixel_y,a+=32)
X.y++
Pixel_y-=32
if(Pixel_y<-32)
for(var/a=0, a>=Pixel_y,a-=32)
X.y--
Pixel_y+=32
X.pixel_x=Pixel_x
X.pixel_y=Pixel_y
sleep(3) //Changing this to a lower value will cause the beam to follow more smoothly with movement, but it will also be more laggy.
//I've found that 3 ticks provided a nice balance for my use.
for(var/obj/effect/overlay/beam/O in orange(10,src)) if(O.BeamSource==src) del O
atom/movable/proc/forceMove(atom/destination)
if(destination)
if(loc)
loc.Exited(src)
loc = destination
loc.Entered(src)
return 1
return 0

View File

@@ -1,16 +0,0 @@
world
hub = "Exadv1.spacestation13"
hub_password = "SORRYNOPASSWORD"
name = "/tg/ Station 13"
/*
This is for any host that would like their server to appear on the main SS13 hub.
To use it, simply replace the password above, with the password found below, and it should work.
If not, let us know on the main tgstation IRC channel of irc.rizon.net #tgstation13 we can help you there.
hub = "Exadv1.spacestation13"
hub_password = "kMZy3U5jJHSiBQjr"
name = "Space Station 13"
*/

View File

@@ -252,4 +252,19 @@ proc/isInSight(var/atom/A, var/atom/B)
return 1
else
return 0
return 0
/proc/get_cardinal_step_away(atom/start, atom/finish) //returns the position of a step from start away from finish, in one of the cardinal directions
//returns only NORTH, SOUTH, EAST, or WEST
var/dx = finish.x - start.x
var/dy = finish.y - start.y
if(abs(dy) > abs (dx)) //slope is above 1:1 (move horizontally in a tie)
if(dy > 0)
return get_step(start, SOUTH)
else
return get_step(start, NORTH)
else
if(dx > 0)
return get_step(start, WEST)
else
return get_step(start, EAST)

View File

@@ -1,444 +0,0 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
/turf
icon = 'icons/turf/floors.dmi'
var/intact = 1 //for floors, use is_plating(), is_plasteel_floor() and is_light_floor()
level = 1.0
//Properties for open tiles (/floor)
var/oxygen = 0
var/carbon_dioxide = 0
var/nitrogen = 0
var/toxins = 0
//Properties for airtight tiles (/wall)
var/thermal_conductivity = 0.05
var/heat_capacity = 1
//Properties for both
var/temperature = T20C
var/blocks_air = 0
var/icon_old = null
var/pathweight = 1
proc/is_plating()
return 0
proc/is_asteroid_floor()
return 0
proc/is_plasteel_floor()
return 0
proc/is_light_floor()
return 0
proc/is_grass_floor()
return 0
proc/is_wood_floor()
return 0
proc/return_siding_icon_state() //used for grass floors, which have siding.
return 0
/turf/Entered(atom/A as mob|obj)
..()
if ((A && A.density && !( istype(A, /obj/effect/beam) )))
for(var/obj/effect/beam/i_beam/I in src)
spawn( 0 )
if (I)
I.hit()
return
return
/turf/space
icon = 'icons/turf/space.dmi'
name = "\proper space"
icon_state = "placeholder"
temperature = TCMB
thermal_conductivity = OPEN_HEAT_TRANSFER_COEFFICIENT
heat_capacity = 700000
/turf/space/transit
var/pushdirection // push things that get caught in the transit tile this direction
//Overwrite because we dont want people building rods in space.
/turf/space/transit/attackby(obj/O as obj, mob/user as mob)
return
/turf/space/transit/north // moving to the north
pushdirection = SOUTH // south because the space tile is scrolling south
//IF ANYONE KNOWS A MORE EFFICIENT WAY OF MANAGING THESE SPRITES, BE MY GUEST.
shuttlespace_ns1
icon_state = "speedspace_ns_1"
shuttlespace_ns2
icon_state = "speedspace_ns_2"
shuttlespace_ns3
icon_state = "speedspace_ns_3"
shuttlespace_ns4
icon_state = "speedspace_ns_4"
shuttlespace_ns5
icon_state = "speedspace_ns_5"
shuttlespace_ns6
icon_state = "speedspace_ns_6"
shuttlespace_ns7
icon_state = "speedspace_ns_7"
shuttlespace_ns8
icon_state = "speedspace_ns_8"
shuttlespace_ns9
icon_state = "speedspace_ns_9"
shuttlespace_ns10
icon_state = "speedspace_ns_10"
shuttlespace_ns11
icon_state = "speedspace_ns_11"
shuttlespace_ns12
icon_state = "speedspace_ns_12"
shuttlespace_ns13
icon_state = "speedspace_ns_13"
shuttlespace_ns14
icon_state = "speedspace_ns_14"
shuttlespace_ns15
icon_state = "speedspace_ns_15"
/turf/space/transit/east // moving to the east
pushdirection = WEST
shuttlespace_ew1
icon_state = "speedspace_ew_1"
shuttlespace_ew2
icon_state = "speedspace_ew_2"
shuttlespace_ew3
icon_state = "speedspace_ew_3"
shuttlespace_ew4
icon_state = "speedspace_ew_4"
shuttlespace_ew5
icon_state = "speedspace_ew_5"
shuttlespace_ew6
icon_state = "speedspace_ew_6"
shuttlespace_ew7
icon_state = "speedspace_ew_7"
shuttlespace_ew8
icon_state = "speedspace_ew_8"
shuttlespace_ew9
icon_state = "speedspace_ew_9"
shuttlespace_ew10
icon_state = "speedspace_ew_10"
shuttlespace_ew11
icon_state = "speedspace_ew_11"
shuttlespace_ew12
icon_state = "speedspace_ew_12"
shuttlespace_ew13
icon_state = "speedspace_ew_13"
shuttlespace_ew14
icon_state = "speedspace_ew_14"
shuttlespace_ew15
icon_state = "speedspace_ew_15"
/turf/space/New()
// icon = 'icons/turf/space.dmi'
if(!istype(src, /turf/space/transit))
icon_state = "[pick(1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25)]"
/turf/simulated
name = "station"
var/wet = 0
var/image/wet_overlay = null
var/thermite = 0
oxygen = MOLES_O2STANDARD
nitrogen = MOLES_N2STANDARD
var/to_be_destroyed = 0 //Used for fire, if a melting temperature was reached, it will be destroyed
var/max_fire_temperature_sustained = 0 //The max temperature of the fire which it was subjected to
/turf/simulated/New()
..()
levelupdate()
/turf/simulated/wall
name = "wall"
desc = "A huge chunk of metal used to seperate rooms."
icon = 'icons/turf/walls.dmi'
var/mineral = "metal"
opacity = 1
density = 1
blocks_air = 1
thermal_conductivity = WALL_HEAT_TRANSFER_COEFFICIENT
heat_capacity = 312500 //a little over 5 cm thick , 312500 for 1 m by 2.5 m by 0.25 m plasteel wall
var/walltype = "metal"
/turf/simulated/wall/r_wall
name = "r wall"
desc = "A huge chunk of reinforced metal used to seperate rooms."
icon_state = "r_wall"
opacity = 1
density = 1
walltype = "rwall"
var/d_state = 0
/turf/simulated/wall/mineral
name = "mineral wall"
desc = "This shouldn't exist"
icon_state = ""
var/last_event = 0
var/active = null
/turf/simulated/wall/mineral/New()
switch(mineral)
if("gold")
name = "gold wall"
desc = "A wall with gold plating. Swag!"
icon_state = "gold0"
walltype = "gold"
// var/electro = 1
// var/shocked = null
if("silver")
name = "silver wall"
desc = "A wall with silver plating. Shiny!"
icon_state = "silver0"
walltype = "silver"
// var/electro = 0.75
// var/shocked = null
if("diamond")
name = "diamond wall"
desc = "A wall with diamond plating. You monster."
icon_state = "diamond0"
walltype = "diamond"
if("uranium")
name = "uranium wall"
desc = "A wall with uranium plating. This is probably a bad idea."
icon_state = "uranium0"
walltype = "uranium"
if("plasma")
name = "plasma wall"
desc = "A wall with plasma plating. This is definately a bad idea."
icon_state = "plasma0"
walltype = "plasma"
if("clown")
name = "bananium wall"
desc = "A wall with bananium plating. Honk!"
icon_state = "clown0"
walltype = "clown"
if("sandstone")
name = "sandstone wall"
desc = "A wall with sandstone plating."
icon_state = "sandstone0"
walltype = "sandstone"
..()
/turf/simulated/wall/mineral/proc/radiate()
if(!active)
if(world.time > last_event+15)
active = 1
for(var/mob/living/L in range(3,src))
L.apply_effect(12,IRRADIATE,0)
for(var/turf/simulated/wall/mineral/T in range(3,src))
if(T.mineral == "uranium")
T.radiate()
last_event = world.time
active = null
return
return
/*/turf/simulated/wall/mineral/proc/shock()
if (electrocute_mob(user, C, src))
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(5, 1, src)
s.start()
return 1
else
return 0
*/
/turf/simulated/wall/cult
name = "wall"
desc = "The patterns engraved on the wall seem to shift as you try to focus on them. You feel sick"
icon_state = "cult"
walltype = "cult"
/turf/simulated/shuttle
name = "shuttle"
icon = 'icons/turf/shuttle.dmi'
thermal_conductivity = 0.05
heat_capacity = 0
layer = 2
/turf/simulated/shuttle/wall
name = "wall"
icon_state = "wall1"
opacity = 1
density = 1
blocks_air = 1
/turf/simulated/shuttle/floor
name = "floor"
icon_state = "floor"
/turf/simulated/shuttle/plating
name = "plating"
icon = 'icons/turf/floors.dmi'
icon_state = "plating"
/turf/simulated/shuttle/floor4 // Added this floor tile so that I have a seperate turf to check in the shuttle -- Polymorph
name = "Brig floor" // Also added it into the 2x3 brig area of the shuttle.
icon_state = "floor4"
/turf/unsimulated
intact = 1
name = "command"
oxygen = MOLES_O2STANDARD
nitrogen = MOLES_N2STANDARD
/turf/unsimulated/floor
name = "floor"
icon = 'icons/turf/floors.dmi'
icon_state = "Floor3"
/turf/unsimulated/wall
name = "wall"
icon = 'icons/turf/walls.dmi'
icon_state = "riveted"
opacity = 1
density = 1
turf/unsimulated/wall/splashscreen
name = "Space Station 13"
icon = 'icons/misc/fullscreen.dmi'
icon_state = "title"
layer = FLY_LAYER
/turf/unsimulated/wall/other
icon_state = "r_wall"
/turf/proc/AdjacentTurfs()
var/L[] = new()
for(var/turf/simulated/t in oview(src,1))
if(!t.density)
if(!LinkBlocked(src, t) && !TurfBlockedNonWindow(t))
L.Add(t)
return L
/turf/proc/Distance(turf/t)
if(get_dist(src,t) == 1)
var/cost = (src.x - t.x) * (src.x - t.x) + (src.y - t.y) * (src.y - t.y)
cost *= (pathweight+t.pathweight)/2
return cost
else
return get_dist(src,t)
/turf/proc/AdjacentTurfsSpace()
var/L[] = new()
for(var/turf/t in oview(src,1))
if(!t.density)
if(!LinkBlocked(src, t) && !TurfBlockedNonWindow(t))
L.Add(t)
return L
/*
/turf/simulated/wall/mineral
icon = 'icons/turf/mineral_walls.dmi'
walltype = "iron"
var/oreAmount = 1
var/hardness = 1
New()
..()
name = "[walltype] wall"
dismantle_wall(devastated = 0)
if(!devastated)
var/ore = text2path("/obj/item/weapon/ore/[walltype]")
for(var/i = 1, i <= oreAmount, i++)
new ore(src)
ReplaceWithFloor()
else
ReplaceWithSpace()
attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/weapon/pickaxe))
var/obj/item/weapon/pickaxe/digTool = W
user << "You start digging the [name]."
if(do_after(user,digTool.digspeed*hardness) && src)
user << "You finished digging."
dismantle_wall()
else if(istype(W,/obj/item/weapon)) //not sure, can't not just weapons get passed to this proc?
hardness -= W.force/100
user << "You hit the [name] with your [W.name]!"
CheckHardness()
else
attack_hand(user)
return
proc/CheckHardness()
if(hardness <= 0)
dismantle_wall()
/turf/simulated/wall/mineral/iron
walltype = "iron"
hardness = 3
/turf/simulated/wall/mineral/silver
walltype = "silver"
hardness = 3
/turf/simulated/wall/mineral/uranium
walltype = "uranium"
hardness = 3
New()
..()
sd_SetLuminosity(3)
/turf/simulated/wall/mineral/gold
walltype = "gold"
/turf/simulated/wall/mineral/sand
walltype = "sand"
hardness = 0.5
/turf/simulated/wall/mineral/transparent
opacity = 0
/turf/simulated/wall/mineral/transparent/diamond
walltype = "diamond"
hardness = 10
/turf/simulated/wall/mineral/transparent/plasma
walltype = "plasma"
attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(WT.remove_fuel(0, user))
return TemperatureAct(100)
..()
temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(exposed_temperature > 300)
TemperatureAct(exposed_temperature)
proc/TemperatureAct(temperature)
for(var/turf/simulated/floor/target_tile in range(2,loc))
if(target_tile.parent && target_tile.parent.group_processing)
target_tile.parent.suspend_group_processing()
var/datum/gas_mixture/napalm = new
var/toxinsToDeduce = temperature/10
napalm.toxins = toxinsToDeduce
napalm.temperature = 400+T0C
target_tile.assume_air(napalm)
spawn (0) target_tile.hotspot_expose(temperature, 400)
hardness -= toxinsToDeduce/100
CheckHardness()
*/

View File

@@ -1,17 +0,0 @@
world
mob = /mob/new_player
turf = /turf/space
area = /area
view = "15x15"
Topic(href, href_list[])
// world << "Received a Topic() call!"
// world << "[href]"
// for(var/a in href_list)
// world << "[a]"
// if(href_list["hello"])
// world << "Hello world!"
// return "Hello world!"
// world << "End of Topic() call."
// ..()

View File

@@ -1,74 +0,0 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
#define RECOMMENDED_VERSION 494
/world/New()
..()
if(byond_version < RECOMMENDED_VERSION)
world.log << "Your server's byond version does not meet the recommended requirements for TGstation code. Please update BYOND"
diary = file("data/logs/[time2text(world.realtime, "YYYY/MM-Month/DD-Day")].log")
diary << {"
Starting up. [time2text(world.timeofday, "hh:mm.ss")]
---------------------
"}
diaryofmeanpeople = file("data/logs/[time2text(world.realtime, "YYYY/MM-Month/DD-Day")] Attack.log")
diaryofmeanpeople << {"
Starting up. [time2text(world.timeofday, "hh:mm.ss")]
---------------------
"}
href_logfile = file("data/logs/[time2text(world.realtime, "YYYY/MM-Month/DD-Day")] hrefs.html")
jobban_loadbanfile()
jobban_updatelegacybans()
LoadBans()
make_datum_references_lists() //initialises global lists for referencing frequently used datums (so that we only ever do it once)
process_teleport_locs() //Sets up the wizard teleport locations
process_ghost_teleport_locs() //Sets up ghost teleport locations.
sleep_offline = 1
spawn(3000) //so we aren't adding to the round-start lag
if(config.ToRban)
ToRban_autoupdate()
if(config.kick_inactive)
KickInactiveClients()
#undef RECOMMENDED_VERSION
#define INACTIVITY_KICK 6000 //10 minutes in ticks (approx.)
/world/proc/KickInactiveClients()
for(var/client/C)
if( !C.holder && (C.inactivity >= INACTIVITY_KICK) )
if(C.mob)
if(!istype(C.mob, /mob/dead/))
log_access("AFK: [key_name(C)]")
C << "\red You have been inactive for more than 10 minutes and have been disconnected."
del(C)
spawn(3000) KickInactiveClients()//more or less five minutes
#undef INACTIVITY_KICK
/// EXPERIMENTAL STUFF
// This function counts a passed job.
proc/countJob(rank)
var/jobCount = 0
for(var/mob/H in player_list)
if(H.mind && H.mind.assigned_role == rank)
jobCount++
return jobCount
/proc/AutoUpdateAI(obj/subject)
if (subject!=null)
for(var/mob/living/silicon/ai/M in player_list)
if ((M.client && M.machine == subject))
subject.attack_ai(M)
/proc/AutoUpdateTK(obj/subject)
if (subject!=null)
for(var/obj/item/tk_grab/T in world)
if (T.host)
var/mob/M = T.host
if(M.client && M.machine == subject)
subject.attack_hand(M)

View File

@@ -1,109 +1,22 @@
var/global/list/space_surprises = list( /obj/item/clothing/mask/facehugger/angry =4,
/obj/item/weapon/pickaxe/silver =4,
/obj/item/weapon/pickaxe/drill =4,
/obj/item/weapon/pickaxe/jackhammer =4,
/mob/living/simple_animal/carp =3,
/obj/item/weapon/pickaxe/diamond =3,
/obj/item/weapon/pickaxe/diamonddrill =3,
/obj/item/weapon/pickaxe/gold =3,
/obj/item/weapon/pickaxe/plasmacutter =2,
/obj/structure/closet/syndicate/resources =2,
/obj/item/weapon/melee/energy/sword/pirate =1,
/obj/mecha/working/ripley/mining =1
)
var/global/list/spawned_surprises = list()
var/global/max_secret_rooms = 3
/*
proc/spawn_asteroid(var/turf/start_loc,var/type,var/size,var/richness)//type: 0 or null - random, 1 - nothing, 2 - iron, 3 - silicon
if(!size)
size = pick(100;2,50;3,35;4,25;6,10;12)
if(start_loc.x - size < 5 || start_loc.x + size >= world.maxx - 5 || start_loc.y - size < 5 || start_loc.y + size > world.maxy -5)
return 0
if(!type)
type = pick(50;1,2,3)
if(!richness)
richness = rand(10,40)
// world << "Asteroid size: [size]; Asteroid type: [type]"
var/list/turfs = circlerangeturfs(start_loc,size)
if(!islist(turfs) || isemptylist(turfs))
return 0
var/area/asteroid/AstAr = new
AstAr.name = "Asteroid #[start_loc.x][start_loc.y][start_loc.z]"
for(var/turf/T in turfs)
var/dist = get_dist(start_loc,T)
if(abs(GaussRand(dist))<size) //prob(100-(dist*rand(2,4))))//I'm terrible at generating random things.
var/turf/simulated/wall/asteroid/A
if(type > 1 && prob(richness))
switch(type)
if(2)
A = new /turf/simulated/wall/asteroid/iron(T)
if(3)
A = new /turf/simulated/wall/asteroid/silicon(T)
else
A = new /turf/simulated/wall/asteroid(T)
A.opacity = 0
A.sd_NewOpacity(1)
AstAr.contents += A
if(max_secret_rooms && size >= 10)
var/x_len = rand(4,size)
var/y_len = pick(4,size)
var/st_l = locate(start_loc.x-round(x_len/2),start_loc.y-round(y_len/2),start_loc.z)
if(st_l)
spawn_room(st_l,x_len,y_len)
max_secret_rooms--
return 1
*/
/*
/proc/populate_w_asteroids(var/z,var/density=null)
if(!density)
density = pick(10,20,40)
while(density)
var/x = rand(1,world.maxx)
var/y = rand(1,world.maxy)
// world << "Asteroid coords: [x], [y], [z]"
var/start_loc = locate(x,y,z)
if(start_loc && spawn_asteroid(start_loc))
density--
return
*/
//this is terrible! -Pete
/*
/datum/game_mode/proc/setup_sectors()
world << "\blue \b Randomizing space sectors."
var/list/sectors = list(1,3,4,0,0,0,0,0,0)
var/length = sectors.len/3
global_map = new/list(length,length)//3x3 map
var/x
var/y
for(x=1,x<=length,x++)
for(y=1,y<=length,y++)
var/sector
if(sectors.len)
sector = pick(sectors)
sectors -= sector
if(sector == 0)
sector = ++world.maxz
populate_w_asteroids(sector)
global_map[x][y] = sector
else
break
world << "\blue \b Randomization complete."
//debug
for(x=1,x<=global_map.len,x++)
var/list/y_arr = global_map[x]
for(y=1,y<=y_arr.len,y++)
var/t = ""
switch(y_arr[y])
if(1) t = "SS13"
if(3) t = "AI Satellite"
if(4) t = "Derelict"
else t = "Empty Cold Space"
world << "Global map [x] - [y] contains [t] (Z = [y_arr[y]])"
//debug
return
/datum/game_mode/proc/spawn_exporation_packs()
for (var/obj/effect/landmark/L in world)
if (L.tag == "landmark*ExplorationPack")
new /obj/item/weapon/storage/explorers_box(L.loc)
del(L)
return
*/
proc/spawn_room(var/atom/start_loc,var/x_size,var/y_size,var/wall,var/floor , var/clean = 0 , var/name)
var/list/room_turfs = list("walls"=list(),"floors"=list())
@@ -145,7 +58,6 @@ proc/spawn_room(var/atom/start_loc,var/x_size,var/y_size,var/wall,var/floor , va
return room_turfs
proc/admin_spawn_room_at_pos()
var/wall
var/floor

View File

@@ -1,15 +1,215 @@
//Movable atoms
/atom/movable
var/mob/pulledby = null
/atom
layer = 2
var/level = 2
var/flags = FPRINT
var/list/fingerprints
var/list/fingerprintshidden
var/fingerprintslast = null
var/list/blood_DNA
var/last_bumped = 0
var/pass_flags = 0
var/throwpass = 0
/atom/movable/verb/pull()
set name = "Pull"
set category = "IC"
set src in oview(1)
///Chemistry.
var/datum/reagents/reagents = null
usr.start_pulling(src)
//var/chem_is_open_container = 0
// replaced by OPENCONTAINER flags and atom/proc/is_open_container()
///Chemistry.
//Detective Work, used for the duplicate data points kept in the scanners
var/list/original_atom
/atom/proc/throw_impact(atom/hit_atom)
if(istype(hit_atom,/mob/living))
var/mob/living/M = hit_atom
M.visible_message("\red [hit_atom] has been hit by [src].")
if(isobj(src))//Hate typecheckin for a child object but this is just fixing crap another guy broke so if someone wants to put the time in and make this proper feel free.
M.take_organ_damage(src:throwforce)
else if(isobj(hit_atom))
var/obj/O = hit_atom
if(!O.anchored)
step(O, src.dir)
O.hitby(src)
else if(isturf(hit_atom))
var/turf/T = hit_atom
if(T.density)
spawn(2)
step(src, turn(src.dir, 180))
if(istype(src,/mob/living))
var/mob/living/M = src
M.take_organ_damage(20)
/atom/proc/assume_air(datum/air_group/giver)
del(giver)
return null
/atom/proc/remove_air(amount)
return null
/atom/proc/return_air()
if(loc)
return loc.return_air()
else
return null
/atom/proc/check_eye(user as mob)
if (istype(user, /mob/living/silicon/ai))
return 1
return
/atom/proc/on_reagent_change()
return
/atom/proc/Bumped(AM as mob|obj)
return
// Convenience proc to see if a container is open for chemistry handling
// returns true if open
// false if closed
/atom/proc/is_open_container()
return flags & OPENCONTAINER
/*//Convenience proc to see whether a container can be accessed in a certain way.
proc/can_subract_container()
return flags & EXTRACT_CONTAINER
proc/can_add_container()
return flags & INSERT_CONTAINER
*/
/atom/proc/meteorhit(obj/meteor as obj)
return
/atom/proc/allow_drop()
return 1
/atom/proc/CheckExit()
return 1
/atom/proc/HasEntered(atom/movable/AM as mob|obj)
return
/atom/proc/HasProximity(atom/movable/AM as mob|obj)
return
/atom/proc/emp_act(var/severity)
return
/atom/proc/bullet_act(var/obj/item/projectile/Proj)
return 0
/atom/proc/in_contents_of(container)//can take class or object instance as argument
if(ispath(container))
if(istype(src.loc, container))
return 1
else if(src in container)
return 1
return
/*
* atom/proc/search_contents_for(path,list/filter_path=null)
* Recursevly searches all atom contens (including contents contents and so on).
*
* ARGS: path - search atom contents for atoms of this type
* list/filter_path - if set, contents of atoms not of types in this list are excluded from search.
*
* RETURNS: list of found atoms
*/
/atom/proc/search_contents_for(path,list/filter_path=null)
var/list/found = list()
for(var/atom/A in src)
if(istype(A, path))
found += A
if(filter_path)
var/pass = 0
for(var/type in filter_path)
pass |= istype(A, type)
if(!pass)
continue
if(A.contents.len)
found += A.search_contents_for(path,filter_path)
return found
/*
Beam code by Gunbuddy
Beam() proc will only allow one beam to come from a source at a time. Attempting to call it more than
once at a time per source will cause graphical errors.
Also, the icon used for the beam will have to be vertical and 32x32.
The math involved assumes that the icon is vertical to begin with so unless you want to adjust the math,
its easier to just keep the beam vertical.
*/
/atom/proc/Beam(atom/BeamTarget,icon_state="b_beam",icon='icons/effects/beam.dmi',time=50, maxdistance=10)
//BeamTarget represents the target for the beam, basically just means the other end.
//Time is the duration to draw the beam
//Icon is obviously which icon to use for the beam, default is beam.dmi
//Icon_state is what icon state is used. Default is b_beam which is a blue beam.
//Maxdistance is the longest range the beam will persist before it gives up.
var/EndTime=world.time+time
while(BeamTarget&&world.time<EndTime&&get_dist(src,BeamTarget)<maxdistance&&z==BeamTarget.z)
//If the BeamTarget gets deleted, the time expires, or the BeamTarget gets out
//of range or to another z-level, then the beam will stop. Otherwise it will
//continue to draw.
dir=get_dir(src,BeamTarget) //Causes the source of the beam to rotate to continuosly face the BeamTarget.
for(var/obj/effect/overlay/beam/O in orange(10,src)) //This section erases the previously drawn beam because I found it was easier to
if(O.BeamSource==src) //just draw another instance of the beam instead of trying to manipulate all the
del O //pieces to a new orientation.
var/Angle=round(Get_Angle(src,BeamTarget))
var/icon/I=new(icon,icon_state)
I.Turn(Angle)
var/DX=(32*BeamTarget.x+BeamTarget.pixel_x)-(32*x+pixel_x)
var/DY=(32*BeamTarget.y+BeamTarget.pixel_y)-(32*y+pixel_y)
var/N=0
var/length=round(sqrt((DX)**2+(DY)**2))
for(N,N<length,N+=32)
var/obj/effect/overlay/beam/X=new(loc)
X.BeamSource=src
if(N+32>length)
var/icon/II=new(icon,icon_state)
II.DrawBox(null,1,(length-N),32,32)
II.Turn(Angle)
X.icon=II
else X.icon=I
var/Pixel_x=round(sin(Angle)+32*sin(Angle)*(N+16)/32)
var/Pixel_y=round(cos(Angle)+32*cos(Angle)*(N+16)/32)
if(DX==0) Pixel_x=0
if(DY==0) Pixel_y=0
if(Pixel_x>32)
for(var/a=0, a<=Pixel_x,a+=32)
X.x++
Pixel_x-=32
if(Pixel_x<-32)
for(var/a=0, a>=Pixel_x,a-=32)
X.x--
Pixel_x+=32
if(Pixel_y>32)
for(var/a=0, a<=Pixel_y,a+=32)
X.y++
Pixel_y-=32
if(Pixel_y<-32)
for(var/a=0, a>=Pixel_y,a-=32)
X.y--
Pixel_y+=32
X.pixel_x=Pixel_x
X.pixel_y=Pixel_y
sleep(3) //Changing this to a lower value will cause the beam to follow more smoothly with movement, but it will also be more laggy.
//I've found that 3 ticks provided a nice balance for my use.
for(var/obj/effect/overlay/beam/O in orange(10,src)) if(O.BeamSource==src) del O
//All atoms
/atom/verb/examine()
set name = "Examine"
@@ -349,36 +549,6 @@
del(blood_DNA)
return 1
/mob/living/carbon/clean_blood()
. = ..()
if(ishuman(src))
var/mob/living/carbon/human/H = src
if(H.gloves)
if(H.gloves.clean_blood())
H.update_inv_gloves(0)
else
if(H.bloody_hands)
H.bloody_hands = 0
H.update_inv_gloves(0)
update_icons() //apply the now updated overlays to the mob
/obj/item/clean_blood()
. = ..()
if(blood_overlay)
overlays.Remove(blood_overlay)
if(istype(src, /obj/item/clothing/gloves))
var/obj/item/clothing/gloves/G = src
G.transfer_blood = 0
/*
/turf/simulated/clean_blood()
. = ..()
if(icon_old)
var/icon/I = new /icon(icon_old, icon_state)
icon = I
else
icon = initial(icon)
*/
/atom/MouseDrop(atom/over_object as mob|obj|turf|area)
@@ -1187,77 +1357,4 @@ var/using_new_click_proc = 0 //TODO ERRORAGE (This is temporary, while the DblCl
return 0
/atom/proc/checkpass(passflag)
return pass_flags&passflag
//Could not find object proc defines and this could almost be an atom level one.
/obj/proc/process()
processing_objects.Remove(src)
return 0
/*Really why was this in the click proc of all the places you could put it
if (usr:a_intent == "help")
// ------- YOU HAVE THE HELP INTENT SELECTED -------
if(istype(src, /mob/living/carbon))
// ------- YOUR TARGET IS LIVING CARBON CREATURE (NOT AI OR CYBORG OR SIMPLE ANIMAL) -------
var/mob/living/carbon/C = src
if(HEAL in usr:mutations)
// ------- YOU ARE HUMAN, WITH THE HELP INTENT TARGETING A HUMAN AND HAVE THE 'HEAT' GENETIC MUTATION -------
if(C.stat != 2)
// ------- THE PERSON YOU'RE TOUCHING IS NOT DEAD -------
var/t_him = "it"
if (src.gender == MALE)
t_him = "his"
else if (src.gender == FEMALE)
t_him = "her"
var/u_him = "it"
if (usr.gender == MALE)
t_him = "him"
else if (usr.gender == FEMALE)
t_him = "her"
if(src != usr)
usr.visible_message( \
"\blue <i>[usr] places [u_him] palms on [src], healing [t_him]!</i>", \
"\blue You place your palms on [src] and heal [t_him].", \
)
else
usr.visible_message( \
"\blue <i>[usr] places [u_him] palms on [u_him]self and heals.</i>", \
"\blue You place your palms on yourself and heal.", \
)
C.adjustOxyLoss(-25)
C.adjustToxLoss(-25)
if(istype(C, /mob/living/carbon/human))
// ------- YOUR TARGET IS HUMAN -------
var/mob/living/carbon/human/H = C
var/datum/organ/external/affecting = H.get_organ(check_zone(usr:zone_sel:selecting))
if(affecting && affecting.heal_damage(25, 25))
H.UpdateDamageIcon()
else
C.heal_organ_damage(25, 25)
C.adjustCloneLoss(-25)
C.stunned = max(0, C.stunned-5)
C.paralysis = max(0, C.paralysis-5)
C.stuttering = max(0, C.stuttering-5)
C.drowsyness = max(0, C.drowsyness-5)
C.weakened = max(0, C.weakened-5)
usr:nutrition -= rand(1,10)
usr.next_move = world.time + 6
else
// ------- PERSON YOU'RE TOUCHING IS ALREADY DEAD -------
usr << "\red [src] is dead and can't be healed."
return
// ------- IF YOU DON'T HAVE THE SILLY ABILITY ABOVE OR FAIL ON ANY OTHER CHECK, THEN YOU'RE CLICKING ON SOMETHING WITH AN EMPTY HAND. ATTACK_HAND IT IS THEN -------
*/
return pass_flags&passflag

179
code/game/atoms_movable.dm Normal file
View File

@@ -0,0 +1,179 @@
/atom/movable
layer = 3
var/last_move = null
var/anchored = 0
// var/elevation = 2 - not used anywhere
var/move_speed = 10
var/l_move_time = 1
var/m_flag = 1
var/throwing = 0
var/throw_speed = 2
var/throw_range = 7
var/moved_recently = 0
var/mob/pulledby = null
/atom/movable/Move()
var/atom/A = src.loc
. = ..()
src.move_speed = world.timeofday - src.l_move_time
src.l_move_time = world.timeofday
src.m_flag = 1
if ((A != src.loc && A && A.z == src.z))
src.last_move = get_dir(A, src.loc)
return
/atom/movable/Bump(var/atom/A as mob|obj|turf|area, yes)
if(src.throwing)
src.throw_impact(A)
src.throwing = 0
spawn( 0 )
if ((A && yes))
A.last_bumped = world.time
A.Bumped(src)
return
..()
return
/atom/movable/proc/forceMove(atom/destination)
if(destination)
if(loc)
loc.Exited(src)
loc = destination
loc.Entered(src)
return 1
return 0
/atom/movable/proc/hit_check()
if(src.throwing)
for(var/atom/A in get_turf(src))
if(A == src) continue
if(istype(A,/mob/living))
if(A:lying) continue
src.throw_impact(A)
if(src.throwing == 1)
src.throwing = 0
if(isobj(A))
if(A.density && !A.throwpass) // **TODO: Better behaviour for windows which are dense, but shouldn't always stop movement
src.throw_impact(A)
src.throwing = 0
/atom/movable/proc/throw_at(atom/target, range, speed)
if(!target || !src) return 0
//use a modified version of Bresenham's algorithm to get from the atom's current position to that of the target
src.throwing = 1
if(usr)
if((HULK in usr.mutations) || (SUPRSTR in usr.augmentations))
src.throwing = 2 // really strong throw!
var/dist_x = abs(target.x - src.x)
var/dist_y = abs(target.y - src.y)
var/dx
if (target.x > src.x)
dx = EAST
else
dx = WEST
var/dy
if (target.y > src.y)
dy = NORTH
else
dy = SOUTH
var/dist_travelled = 0
var/dist_since_sleep = 0
var/area/a = get_area(src.loc)
if(dist_x > dist_y)
var/error = dist_x/2 - dist_y
while(src && target &&((((src.x < target.x && dx == EAST) || (src.x > target.x && dx == WEST)) && dist_travelled < range) || (a.has_gravity == 0) || istype(src.loc, /turf/space)) && src.throwing && istype(src.loc, /turf))
// only stop when we've gone the whole distance (or max throw range) and are on a non-space tile, or hit something, or hit the end of the map, or someone picks it up
if(error < 0)
var/atom/step = get_step(src, dy)
if(!step) // going off the edge of the map makes get_step return null, don't let things go off the edge
break
src.Move(step)
hit_check()
error += dist_x
dist_travelled++
dist_since_sleep++
if(dist_since_sleep >= speed)
dist_since_sleep = 0
sleep(1)
else
var/atom/step = get_step(src, dx)
if(!step) // going off the edge of the map makes get_step return null, don't let things go off the edge
break
src.Move(step)
hit_check()
error -= dist_y
dist_travelled++
dist_since_sleep++
if(dist_since_sleep >= speed)
dist_since_sleep = 0
sleep(1)
a = get_area(src.loc)
else
var/error = dist_y/2 - dist_x
while(src && target &&((((src.y < target.y && dy == NORTH) || (src.y > target.y && dy == SOUTH)) && dist_travelled < range) || (a.has_gravity == 0) || istype(src.loc, /turf/space)) && src.throwing && istype(src.loc, /turf))
// only stop when we've gone the whole distance (or max throw range) and are on a non-space tile, or hit something, or hit the end of the map, or someone picks it up
if(error < 0)
var/atom/step = get_step(src, dx)
if(!step) // going off the edge of the map makes get_step return null, don't let things go off the edge
break
src.Move(step)
hit_check()
error += dist_y
dist_travelled++
dist_since_sleep++
if(dist_since_sleep >= speed)
dist_since_sleep = 0
sleep(1)
else
var/atom/step = get_step(src, dy)
if(!step) // going off the edge of the map makes get_step return null, don't let things go off the edge
break
src.Move(step)
hit_check()
error -= dist_x
dist_travelled++
dist_since_sleep++
if(dist_since_sleep >= speed)
dist_since_sleep = 0
sleep(1)
a = get_area(src.loc)
//done throwing, either because it hit something or it finished moving
src.throwing = 0
if(isobj(src)) src:throw_impact(get_turf(src))
//Overlays
/atom/movable/overlay
var/atom/master = null
anchored = 1
/atom/movable/overlay/New()
for(var/x in src.verbs)
src.verbs -= x
return
/atom/movable/overlay/attackby(a, b)
if (src.master)
return src.master.attackby(a, b)
return
/atom/movable/overlay/attack_paw(a, b, c)
if (src.master)
return src.master.attack_paw(a, b, c)
return
/atom/movable/overlay/attack_hand(a, b, c)
if (src.master)
return src.master.attack_hand(a, b, c)
return

View File

@@ -1,186 +0,0 @@
/world/proc/load_mode()
var/text = file2text("data/mode.txt")
if (text)
var/list/lines = dd_text2list(text, "\n")
if (lines[1])
master_mode = lines[1]
diary << "Saved mode is '[master_mode]'"
/world/proc/save_mode(var/the_mode)
var/F = file("data/mode.txt")
fdel(F)
F << the_mode
/world/proc/load_motd()
join_motd = file2text("config/motd.txt")
/world/proc/load_admins()
var/text = file2text("config/admins.txt")
if (!text)
diary << "Failed to load config/admins.txt\n"
else
var/list/lines = dd_text2list(text, "\n")
for(var/line in lines)
if (!line)
continue
if (copytext(line, 1, 2) == ";")
continue
var/pos = findtext(line, " - ", 1, null)
if (pos)
var/m_key = copytext(line, 1, pos)
var/a_lev = copytext(line, pos + 3, length(line) + 1)
admins[m_key] = a_lev
diary << ("ADMIN: [m_key] = [a_lev]")
/world/proc/load_testers()
var/text = file2text("config/testers.txt")
if (!text)
diary << "Failed to load config/testers.txt\n"
else
var/list/lines = dd_text2list(text, "\n")
for(var/line in lines)
if (!line)
continue
if (copytext(line, 1, 2) == ";")
continue
var/pos = findtext(line, " - ", 1, null)
if (pos)
var/m_key = copytext(line, 1, pos)
var/a_lev = copytext(line, pos + 3, length(line) + 1)
admins[m_key] = a_lev
/world/proc/load_configuration()
config = new /datum/configuration()
config.load("config/config.txt")
config.load("config/game_options.txt","game_options")
config.loadsql("config/dbconfig.txt")
config.loadforumsql("config/forumdbconfig.txt")
// apply some settings from config..
abandon_allowed = config.respawn
/world/New()
src.load_configuration()
if (config && config.server_name != null && config.server_suffix && world.port > 0)
// dumb and hardcoded but I don't care~
config.server_name += " #[(world.port % 1000) / 100]"
src.load_mode()
src.load_motd()
src.load_admins()
investigate_reset()
if (config.usewhitelist)
load_whitelist()
LoadBansjob()
Get_Holiday() //~Carn, needs to be here when the station is named so :P
src.update_status()
makepowernets()
sun = new /datum/sun()
vote = new /datum/vote()
radio_controller = new /datum/controller/radio()
data_core = new /obj/effect/datacore()
paiController = new /datum/paiController()
..()
sleep(50)
plmaster = new /obj/effect/overlay( )
plmaster.icon = 'icons/effects/tile_effects.dmi'
plmaster.icon_state = "plasma"
plmaster.layer = FLY_LAYER
plmaster.mouse_opacity = 0
slmaster = new /obj/effect/overlay( )
slmaster.icon = 'icons/effects/tile_effects.dmi'
slmaster.icon_state = "sleeping_agent"
slmaster.layer = FLY_LAYER
slmaster.mouse_opacity = 0
src.update_status()
master_controller = new /datum/controller/game_controller()
spawn(-1)
master_controller.setup()
lighting_controller.Initialize()
return
//Crispy fullban
/world/Reboot(var/reason)
spawn(0)
world << sound(pick('sound/AI/newroundsexy.ogg','sound/misc/apcdestroyed.ogg','sound/misc/bangindonk.ogg')) // random end sounds!! - LastyBatsy
//if(prob(40))
// for(var/mob/M in world)
// if(M.client)
// M << sound('sound/AI/newroundsexy.ogg')
//else
// for(var/mob/M in world)
// if(M.client)
// M << sound('sound/misc/apcdestroyed.ogg')
for(var/client/C)
if (config.server) //if you set a server location in config.txt, it sends you there instead of trying to reconnect to the same world address. -- NeoFite
C << link("byond://[config.server]")
else
C << link("byond://[world.address]:[world.port]")
// sleep(10) // wait for sound to play
..(reason)
/atom/proc/check_eye(user as mob)
if (istype(user, /mob/living/silicon/ai))
return 1
return
/atom/proc/on_reagent_change()
return
/atom/proc/Bumped(AM as mob|obj)
return
/atom/movable/Bump(var/atom/A as mob|obj|turf|area, yes)
spawn( 0 )
if ((A && yes))
A.last_bumped = world.time
A.Bumped(src)
return
..()
return
// **** Note in 40.93.4, split into obj/mob/turf point verbs, no area
/atom/verb/point()
set name = "Point To"
set category = "Object"
set src in oview()
var/atom/this = src//detach proc from src
src = null
if(!usr || !isturf(usr.loc))
return
if(usr.stat || usr.restrained())
return
if(usr.status_flags & FAKEDEATH)
return
var/tile = get_turf(this)
if (!tile)
return
var/P = new /obj/effect/decal/point(tile)
spawn (20)
if(P) del(P)
usr.visible_message("<b>[usr]</b> points to [this]")
/obj/effect/decal/point/point()
set src in oview()
set hidden = 1
return

View File

@@ -1,104 +0,0 @@
#define REGULATE_RATE 5
/obj/item/weapon/storage/beakerbox
name = "Beaker Box"
icon_state = "beaker"
item_state = "syringe_kit"
foldable = /obj/item/stack/sheet/cardboard //BubbleWrap
/obj/item/weapon/storage/beakerbox/New()
..()
new /obj/item/weapon/reagent_containers/glass/beaker( src )
new /obj/item/weapon/reagent_containers/glass/beaker( src )
new /obj/item/weapon/reagent_containers/glass/beaker( src )
new /obj/item/weapon/reagent_containers/glass/beaker( src )
new /obj/item/weapon/reagent_containers/glass/beaker( src )
new /obj/item/weapon/reagent_containers/glass/beaker( src )
new /obj/item/weapon/reagent_containers/glass/beaker( src )
/obj/item/weapon/paper/alchemy/
name = "paper- 'Chemistry Information'"
/obj/item/weapon/storage/trashcan
name = "disposal unit"
w_class = 4.0
anchored = 1.0
density = 1.0
var/processing = null
var/locked = 1
req_access = list(access_janitor)
desc = "A compact incineration device, used to dispose of garbage."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "trashcan"
item_state = "syringe_kit"
/obj/item/weapon/storage/trashcan/attackby(obj/item/weapon/W as obj, mob/user as mob)
//..()
if (src.contents.len >= 7)
user << "The trashcan is full!"
return
if (istype(W, /obj/item/weapon/disk/nuclear)||istype(W, /obj/item/weapon/melee/energy/blade))
user << "This is far too important to throw away!"
return
if (istype(W, /obj/item/weapon/storage/))
return
if (istype(W, /obj/item/weapon/grab))
user << "You cannot fit the person inside."
return
var/t
for(var/obj/item/weapon/O in src)
t += O.w_class
//Foreach goto(46)
t += W.w_class
if (t > 30)
user << "You cannot fit the item inside. (Remove the larger items first)"
return
user.u_equip(W)
W.loc = src
if ((user.client && user.s_active != src))
user.client.screen -= W
src.orient2hud(user)
W.dropped(user)
add_fingerprint(user)
user.visible_message("\blue [user] has put [W] in [src]!")
if (src.contents.len >= 7)
src.locked = 1
src.icon_state = "trashcan1"
spawn (200)
if (src.contents.len < 7)
src.locked = 0
src.icon_state = "trashcan"
return
/obj/item/weapon/storage/trashcan/attack_hand(mob/user as mob)
if(src.allowed(usr))
locked = !locked
else
user << "\red Access denied."
return
if (src.processing)
return
if (src.contents.len >= 7)
user << "\blue You begin the emptying procedure."
var/area/A = src.loc.loc // make sure it's in an area
if(!A || !isarea(A))
return
// var/turf/T = src.loc
A.use_power(250, EQUIP)
src.processing = 1
src.contents.len = 0
src.icon_state = "trashmelt"
if (istype(loc, /turf))
loc:hotspot_expose(1000,10)
sleep (60)
src.icon_state = "trashcan"
src.processing = 0
return
else
src.icon_state = "trashcan"
user << "\blue Due to conservation measures, the unit is unable to start until it is completely filled."
return

View File

@@ -1,72 +0,0 @@
/obj/effect/landmark/New()
..()
tag = text("landmark*[]", name)
invisibility = 101
switch(name) //some of these are probably obsolete
if("shuttle")
shuttle_z = z
del(src)
if("airtunnel_stop")
airtunnel_stop = x
if("airtunnel_start")
airtunnel_start = x
if("airtunnel_bottom")
airtunnel_bottom = y
if("monkey")
monkeystart += loc
del(src)
if("start")
newplayer_start += loc
del(src)
if("wizard")
wizardstart += loc
del(src)
if("JoinLate")
latejoin += loc
del(src)
//prisoners
if("prisonwarp")
prisonwarp += loc
del(src)
// if("mazewarp")
// mazewarp += loc
if("Holding Facility")
holdingfacility += loc
if("tdome1")
tdome1 += loc
if("tdome2")
tdome2 += loc
if("tdomeadmin")
tdomeadmin += loc
if("tdomeobserve")
tdomeobserve += loc
//not prisoners
if("prisonsecuritywarp")
prisonsecuritywarp += loc
del(src)
if("blobstart")
blobstart += loc
del(src)
if("xeno_spawn")
xeno_spawn += loc
del(src)
return 1
/obj/effect/landmark/start/New()
..()
tag = "start*[name]"
invisibility = 101
return 1

View File

@@ -1,218 +1,218 @@
//config stuff
#define SYNDICATE_DOCKZ 5 //Z-level of the Dock.
#define SYNDICATE_STATIONZ 1 //Z-level of the Station.
#define SYNDICATE_MOVETIME 150 //Time to station is milliseconds.
#define SYNDICATE_STATION_AREATYPE "/area/syndicate_station/start" //Type of for station
#define SYNDICATE_DOCK_AREATYPE 0 //Type of area for dock
var/syndicate_station_moving_to_station = 0
var/syndicate_station_moving_to_space = 0
var/syndicate_station_at_station = 0
var/syndicate_station_can_send = 1
var/syndicate_station_time = 0
var/syndicate_station_timeleft = 0
var/area/syndicate_loc = null
var/syndicate_out_of_moves = 0
var/bomb_set = 1
/obj/machinery/computer/syndicate_station
name = "Syndicate Station Terminal"
icon = 'icons/obj/computer.dmi'
icon_state = "syndishuttle"
req_access = list()
var/temp = null
var/hacked = 0
var/allowedtocall = 0
var/syndicate_break = 0
/proc/syndicate_begin()
switch(rand(1,6))
if(1)
syndicate_loc = locate(/area/syndicate_station/one)
if(2)
syndicate_loc = locate(/area/syndicate_station/two)
if(3)
syndicate_loc = locate(/area/syndicate_station/three)
if(4)
syndicate_loc = locate(/area/syndicate_station/four)
if(5)
syndicate_loc = locate(/area/syndicate_station/five)
if(6)
syndicate_loc = locate(/area/syndicate_station/six)
/proc/syndicate_process()
while(syndicate_station_time - world.timeofday > 0)
var/ticksleft = syndicate_station_time - world.timeofday
if(ticksleft > 1e5)
syndicate_station_time = world.timeofday + 10 // midnight rollover
syndicate_station_timeleft = (ticksleft / 10)
sleep(5)
syndicate_station_moving_to_station = 0
syndicate_station_moving_to_space = 0
switch(syndicate_station_at_station)
if(0)
syndicate_station_at_station = 1
if (syndicate_station_moving_to_station || syndicate_station_moving_to_space) return
if (!syndicate_can_move())
usr << "\red The syndicate shuttle is unable to leave."
return
var/area/start_location = locate(/area/syndicate_station/start)
var/area/end_location = syndicate_loc
var/list/dstturfs = list()
var/throwy = world.maxy
for(var/turf/T in end_location)
dstturfs += T
if(T.y < throwy)
throwy = T.y
// hey you, get out of the way!
for(var/turf/T in dstturfs)
// find the turf to move things to
var/turf/D = locate(T.x, throwy - 1, 1)
//var/turf/E = get_step(D, SOUTH)
for(var/atom/movable/AM as mob|obj in T)
AM.Move(D)
if(istype(T, /turf/simulated))
del(T)
start_location.move_contents_to(end_location)
bomb_set = 0
if(1)
syndicate_station_at_station = 0
if (syndicate_station_moving_to_station || syndicate_station_moving_to_space) return
if (!syndicate_can_move())
usr << "\red The syndicate shuttle is unable to leave."
return
var/area/start_location = syndicate_loc
var/area/end_location = locate(/area/syndicate_station/start)
var/list/dstturfs = list()
var/throwy = world.maxy
for(var/turf/T in end_location)
dstturfs += T
if(T.y < throwy)
throwy = T.y
// hey you, get out of the way!
for(var/turf/T in dstturfs)
// find the turf to move things to
var/turf/D = locate(T.x, throwy - 1, 1)
//var/turf/E = get_step(D, SOUTH)
for(var/atom/movable/AM as mob|obj in T)
AM.Move(D)
if(istype(T, /turf/simulated))
del(T)
start_location.move_contents_to(end_location)
syndicate_out_of_moves = 1
/proc/syndicate_can_move()
//world << "moving_to_station = [syndicate_station_moving_to_station]; moving_to_space = [syndicate_station_moving_to_space]; out_of_moves = [syndicate_out_of_moves]; bomb_set = [bomb_set]; "
if(syndicate_station_moving_to_station || syndicate_station_moving_to_space) return 0
if(syndicate_out_of_moves) return 0
if(!bomb_set) return 0
else return 1
/obj/machinery/computer/syndicate_station/attackby(I as obj, user as mob)
return src.attack_hand(user)
/obj/machinery/computer/syndicate_station/attack_ai(var/mob/user as mob)
return src.attack_hand(user)
/obj/machinery/computer/syndicate_station/attack_paw(var/mob/user as mob)
return src.attack_hand(user)
/obj/machinery/computer/syndicate_station/attackby(I as obj, user as mob)
if(istype(I,/obj/item/weapon/card/emag))
user << "\blue Nothing happens."
else
return src.attack_hand(user)
/obj/machinery/computer/syndicate_station/attack_hand(var/mob/user as mob)
if(!src.allowed(user))
user << "\red Access Denied."
return
if(syndicate_break)
user << "\red Unable to locate shuttle."
return
if(..())
return
user.machine = src
var/dat
if (src.temp)
dat = src.temp
else
dat += {"<BR><B>Syndicate Shuttle</B><HR>
\nLocation: [syndicate_station_moving_to_station || syndicate_station_moving_to_space ? "Moving to station ([syndicate_station_timeleft] Secs.)":syndicate_station_at_station ? "Station":"Space"]<BR>
[syndicate_station_moving_to_station || syndicate_station_moving_to_space ? "\n*Shuttle already called*<BR>\n<BR>":syndicate_station_at_station ? "\n<A href='?src=\ref[src];sendtospace=1'>Send to space</A><BR>\n<BR>":"\n<A href='?src=\ref[src];sendtostation=1'>Send to station</A><BR>\n<BR>"]
\n<A href='?src=\ref[user];mach_close=computer'>Close</A>"}
user << browse(dat, "window=computer;size=575x450")
onclose(user, "computer")
return
/obj/machinery/computer/syndicate_station/Topic(href, href_list)
if(..())
return
if ((usr.contents.Find(src) || (in_range(src, usr) && istype(src.loc, /turf))) || (istype(usr, /mob/living/silicon)))
usr.machine = src
if (href_list["sendtospace"])
if(!syndicate_station_at_station|| syndicate_station_moving_to_station || syndicate_station_moving_to_space) return
if (!syndicate_can_move())
usr << "\red The syndicate shuttle is unable to leave."
return
usr << "\blue The syndicate shuttle will move in [(PRISON_MOVETIME/10)] seconds."
src.temp += "Shuttle sent.<BR><BR><A href='?src=\ref[src];mainmenu=1'>OK</A>"
src.updateUsrDialog()
syndicate_station_moving_to_space = 1
syndicate_station_time = world.timeofday + SYNDICATE_MOVETIME
spawn(0)
syndicate_process()
else if (href_list["sendtostation"])
if(syndicate_station_at_station || syndicate_station_moving_to_station || syndicate_station_moving_to_space) return
if (!syndicate_can_move())
usr << "\red The syndicate shuttle is unable to leave."
return
usr << "\blue The syndicate shuttle will move in [(SYNDICATE_MOVETIME/10)] seconds."
src.temp += "Shuttle sent.<BR><BR><A href='?src=\ref[src];mainmenu=1'>OK</A>"
src.updateUsrDialog()
syndicate_station_moving_to_station = 1
syndicate_station_time = world.timeofday + SYNDICATE_MOVETIME
spawn(0)
syndicate_process()
else if (href_list["mainmenu"])
src.temp = null
src.add_fingerprint(usr)
src.updateUsrDialog()
//config stuff
#define SYNDICATE_DOCKZ 5 //Z-level of the Dock.
#define SYNDICATE_STATIONZ 1 //Z-level of the Station.
#define SYNDICATE_MOVETIME 150 //Time to station is milliseconds.
#define SYNDICATE_STATION_AREATYPE "/area/syndicate_station/start" //Type of for station
#define SYNDICATE_DOCK_AREATYPE 0 //Type of area for dock
var/syndicate_station_moving_to_station = 0
var/syndicate_station_moving_to_space = 0
var/syndicate_station_at_station = 0
var/syndicate_station_can_send = 1
var/syndicate_station_time = 0
var/syndicate_station_timeleft = 0
var/area/syndicate_loc = null
var/syndicate_out_of_moves = 0
var/bomb_set = 1
/obj/machinery/computer/syndicate_station
name = "Syndicate Station Terminal"
icon = 'icons/obj/computer.dmi'
icon_state = "syndishuttle"
req_access = list()
var/temp = null
var/hacked = 0
var/allowedtocall = 0
var/syndicate_break = 0
/proc/syndicate_begin()
switch(rand(1,6))
if(1)
syndicate_loc = locate(/area/syndicate_station/one)
if(2)
syndicate_loc = locate(/area/syndicate_station/two)
if(3)
syndicate_loc = locate(/area/syndicate_station/three)
if(4)
syndicate_loc = locate(/area/syndicate_station/four)
if(5)
syndicate_loc = locate(/area/syndicate_station/five)
if(6)
syndicate_loc = locate(/area/syndicate_station/six)
/proc/syndicate_process()
while(syndicate_station_time - world.timeofday > 0)
var/ticksleft = syndicate_station_time - world.timeofday
if(ticksleft > 1e5)
syndicate_station_time = world.timeofday + 10 // midnight rollover
syndicate_station_timeleft = (ticksleft / 10)
sleep(5)
syndicate_station_moving_to_station = 0
syndicate_station_moving_to_space = 0
switch(syndicate_station_at_station)
if(0)
syndicate_station_at_station = 1
if (syndicate_station_moving_to_station || syndicate_station_moving_to_space) return
if (!syndicate_can_move())
usr << "\red The syndicate shuttle is unable to leave."
return
var/area/start_location = locate(/area/syndicate_station/start)
var/area/end_location = syndicate_loc
var/list/dstturfs = list()
var/throwy = world.maxy
for(var/turf/T in end_location)
dstturfs += T
if(T.y < throwy)
throwy = T.y
// hey you, get out of the way!
for(var/turf/T in dstturfs)
// find the turf to move things to
var/turf/D = locate(T.x, throwy - 1, 1)
//var/turf/E = get_step(D, SOUTH)
for(var/atom/movable/AM as mob|obj in T)
AM.Move(D)
if(istype(T, /turf/simulated))
del(T)
start_location.move_contents_to(end_location)
bomb_set = 0
if(1)
syndicate_station_at_station = 0
if (syndicate_station_moving_to_station || syndicate_station_moving_to_space) return
if (!syndicate_can_move())
usr << "\red The syndicate shuttle is unable to leave."
return
var/area/start_location = syndicate_loc
var/area/end_location = locate(/area/syndicate_station/start)
var/list/dstturfs = list()
var/throwy = world.maxy
for(var/turf/T in end_location)
dstturfs += T
if(T.y < throwy)
throwy = T.y
// hey you, get out of the way!
for(var/turf/T in dstturfs)
// find the turf to move things to
var/turf/D = locate(T.x, throwy - 1, 1)
//var/turf/E = get_step(D, SOUTH)
for(var/atom/movable/AM as mob|obj in T)
AM.Move(D)
if(istype(T, /turf/simulated))
del(T)
start_location.move_contents_to(end_location)
syndicate_out_of_moves = 1
/proc/syndicate_can_move()
//world << "moving_to_station = [syndicate_station_moving_to_station]; moving_to_space = [syndicate_station_moving_to_space]; out_of_moves = [syndicate_out_of_moves]; bomb_set = [bomb_set]; "
if(syndicate_station_moving_to_station || syndicate_station_moving_to_space) return 0
if(syndicate_out_of_moves) return 0
if(!bomb_set) return 0
else return 1
/obj/machinery/computer/syndicate_station/attackby(I as obj, user as mob)
return src.attack_hand(user)
/obj/machinery/computer/syndicate_station/attack_ai(var/mob/user as mob)
return src.attack_hand(user)
/obj/machinery/computer/syndicate_station/attack_paw(var/mob/user as mob)
return src.attack_hand(user)
/obj/machinery/computer/syndicate_station/attackby(I as obj, user as mob)
if(istype(I,/obj/item/weapon/card/emag))
user << "\blue Nothing happens."
else
return src.attack_hand(user)
/obj/machinery/computer/syndicate_station/attack_hand(var/mob/user as mob)
if(!src.allowed(user))
user << "\red Access Denied."
return
if(syndicate_break)
user << "\red Unable to locate shuttle."
return
if(..())
return
user.machine = src
var/dat
if (src.temp)
dat = src.temp
else
dat += {"<BR><B>Syndicate Shuttle</B><HR>
\nLocation: [syndicate_station_moving_to_station || syndicate_station_moving_to_space ? "Moving to station ([syndicate_station_timeleft] Secs.)":syndicate_station_at_station ? "Station":"Space"]<BR>
[syndicate_station_moving_to_station || syndicate_station_moving_to_space ? "\n*Shuttle already called*<BR>\n<BR>":syndicate_station_at_station ? "\n<A href='?src=\ref[src];sendtospace=1'>Send to space</A><BR>\n<BR>":"\n<A href='?src=\ref[src];sendtostation=1'>Send to station</A><BR>\n<BR>"]
\n<A href='?src=\ref[user];mach_close=computer'>Close</A>"}
user << browse(dat, "window=computer;size=575x450")
onclose(user, "computer")
return
/obj/machinery/computer/syndicate_station/Topic(href, href_list)
if(..())
return
if ((usr.contents.Find(src) || (in_range(src, usr) && istype(src.loc, /turf))) || (istype(usr, /mob/living/silicon)))
usr.machine = src
if (href_list["sendtospace"])
if(!syndicate_station_at_station|| syndicate_station_moving_to_station || syndicate_station_moving_to_space) return
if (!syndicate_can_move())
usr << "\red The syndicate shuttle is unable to leave."
return
usr << "\blue The syndicate shuttle will move in [(PRISON_MOVETIME/10)] seconds."
src.temp += "Shuttle sent.<BR><BR><A href='?src=\ref[src];mainmenu=1'>OK</A>"
src.updateUsrDialog()
syndicate_station_moving_to_space = 1
syndicate_station_time = world.timeofday + SYNDICATE_MOVETIME
spawn(0)
syndicate_process()
else if (href_list["sendtostation"])
if(syndicate_station_at_station || syndicate_station_moving_to_station || syndicate_station_moving_to_space) return
if (!syndicate_can_move())
usr << "\red The syndicate shuttle is unable to leave."
return
usr << "\blue The syndicate shuttle will move in [(SYNDICATE_MOVETIME/10)] seconds."
src.temp += "Shuttle sent.<BR><BR><A href='?src=\ref[src];mainmenu=1'>OK</A>"
src.updateUsrDialog()
syndicate_station_moving_to_station = 1
syndicate_station_time = world.timeofday + SYNDICATE_MOVETIME
spawn(0)
syndicate_process()
else if (href_list["mainmenu"])
src.temp = null
src.add_fingerprint(usr)
src.updateUsrDialog()
return

View File

@@ -1,40 +1,3 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
var/global/list/space_surprises = list( /obj/item/clothing/mask/facehugger/angry =4,
// /obj/item/weapon/pickaxe/hammer =4, //Waiting on a sprite
/obj/item/weapon/pickaxe/silver =4,
/obj/item/weapon/pickaxe/drill =4,
/obj/item/weapon/pickaxe/jackhammer =4,
/mob/living/simple_animal/carp =3,
/obj/item/weapon/pickaxe/diamond =3,
/obj/item/weapon/pickaxe/diamonddrill =3,
/obj/item/weapon/pickaxe/gold =3,
/obj/item/weapon/pickaxe/plasmacutter =2,
/obj/structure/closet/syndicate/resources =2,
/obj/item/weapon/melee/energy/sword/pirate =1,
/obj/mecha/working/ripley/mining =1
// /obj/creature =0,
// /obj/item/weapon/rcd =0,
// /obj/item/weapon/rcd_ammo =0,
// /obj/item/weapon/spacecash =0,
// /obj/item/weapon/cloaking_device =0,
// /obj/item/weapon/gun/energy/teleport_gun =0,
// /obj/item/weapon/rubber_chicken =0,
// /obj/machinery/wish_granter =0, // Okayyyy... Mayyyybe Kor is kinda sorta right. A little. Tiny bit. >.>
// /obj/item/clothing/glasses/thermal =0, // Could maybe be cool as its own rapid mode, sorta like wizard. Maybe.
// /obj/item/weapon/storage/box/stealth/ =0
// =11
)
var/global/list/spawned_surprises = list()
/obj/machinery/wish_granter
name = "Wish Granter"
desc = "You're not so sure about this, anymore..."
@@ -107,18 +70,4 @@ var/global/list/spawned_surprises = list()
user << "You have a very bad feeling about this."
return
/obj/item/weapon/storage/box/stealth/
name = "Infiltration Gear"
desc = "An old box full of old equipment. It doesn't look like it was ever opened."
/obj/item/weapon/storage/box/stealth/New()
..()
new /obj/item/clothing/under/chameleon(src)
new /obj/item/clothing/mask/gas/voice(src)
new /obj/item/weapon/card/id/syndicate(src)
new /obj/item/clothing/shoes/syndigaloshes(src)
return
return

View File

@@ -6,6 +6,11 @@
layer = 16.0
anchored = 1
/obj/effect/decal/point/point()
set src in oview()
set hidden = 1
return
// Used for spray that you spray at walls, tables, hydrovats etc
/obj/effect/decal/spraystill
density = 0

View File

@@ -5,12 +5,84 @@
anchored = 1.0
unacidable = 1
/obj/effect/landmark/New()
..()
tag = text("landmark*[]", name)
invisibility = 101
switch(name) //some of these are probably obsolete
if("shuttle")
shuttle_z = z
del(src)
if("airtunnel_stop")
airtunnel_stop = x
if("airtunnel_start")
airtunnel_start = x
if("airtunnel_bottom")
airtunnel_bottom = y
if("monkey")
monkeystart += loc
del(src)
if("start")
newplayer_start += loc
del(src)
if("wizard")
wizardstart += loc
del(src)
if("JoinLate")
latejoin += loc
del(src)
//prisoners
if("prisonwarp")
prisonwarp += loc
del(src)
// if("mazewarp")
// mazewarp += loc
if("Holding Facility")
holdingfacility += loc
if("tdome1")
tdome1 += loc
if("tdome2")
tdome2 += loc
if("tdomeadmin")
tdomeadmin += loc
if("tdomeobserve")
tdomeobserve += loc
//not prisoners
if("prisonsecuritywarp")
prisonsecuritywarp += loc
del(src)
if("blobstart")
blobstart += loc
del(src)
if("xeno_spawn")
xeno_spawn += loc
del(src)
return 1
/obj/effect/landmark/start
name = "start"
icon = 'icons/mob/screen1.dmi'
icon_state = "x"
anchored = 1.0
/obj/effect/landmark/start/New()
..()
tag = "start*[name]"
invisibility = 101
return 1
//Costume spawner landmarks

View File

@@ -0,0 +1,26 @@
/obj/effect/vaultspawner
var/maxX = 6
var/maxY = 6
var/minX = 2
var/minY = 2
/obj/effect/vaultspawner/New(turf/location as turf,lX = minX,uX = maxX,lY = minY,uY = maxY,var/type = null)
if(!type)
type = pick("sandstone","rock","alien")
var/lowBoundX = location.x
var/lowBoundY = location.y
var/hiBoundX = location.x + rand(lX,uX)
var/hiBoundY = location.y + rand(lY,uY)
var/z = location.z
for(var/i = lowBoundX,i<=hiBoundX,i++)
for(var/j = lowBoundY,j<=hiBoundY,j++)
if(i == lowBoundX || i == hiBoundX || j == lowBoundY || j == hiBoundY)
new /turf/simulated/wall/vault(locate(i,j,z),type)
else
new /turf/simulated/floor/vault(locate(i,j,z),type)
del(src)

View File

@@ -640,4 +640,12 @@
if(M.stat != 2)
M << "\red You go blind!"
M.sdisabilities |= BLIND
return
return
/obj/item/clean_blood()
. = ..()
if(blood_overlay)
overlays.Remove(blood_overlay)
if(istype(src, /obj/item/clothing/gloves))
var/obj/item/clothing/gloves/G = src
G.transfer_blood = 0

View File

@@ -4,6 +4,7 @@
* Candle Packs
* Snap Pop Box
* Crayon Box
* Beaker Box
*/
/*
@@ -101,4 +102,23 @@
if("rainbow")
usr << "This crayon is too powerful to be contained in this box."
return
..()
..()
/*
* Beaker Box
*/
/obj/item/weapon/storage/beakerbox
name = "Beaker Box"
icon_state = "beaker"
item_state = "syringe_kit"
foldable = /obj/item/stack/sheet/cardboard //BubbleWrap
/obj/item/weapon/storage/beakerbox/New()
..()
new /obj/item/weapon/reagent_containers/glass/beaker( src )
new /obj/item/weapon/reagent_containers/glass/beaker( src )
new /obj/item/weapon/reagent_containers/glass/beaker( src )
new /obj/item/weapon/reagent_containers/glass/beaker( src )
new /obj/item/weapon/reagent_containers/glass/beaker( src )
new /obj/item/weapon/reagent_containers/glass/beaker( src )
new /obj/item/weapon/reagent_containers/glass/beaker( src )

View File

@@ -12,6 +12,28 @@
var/throwforce = 1
var/list/attack_verb = list() //Used in attackby() to say how something was attacked "[x] has been [z.attack_verb] by [y] with [z]"
/obj/proc/process()
processing_objects.Remove(src)
return 0
/obj/assume_air(datum/air_group/giver)
if(loc)
return loc.assume_air(giver)
else
return null
/obj/remove_air(amount)
if(loc)
return loc.remove_air(amount)
else
return null
/obj/return_air()
if(loc)
return loc.return_air()
else
return null
/obj/proc/handle_internal_lifeform(mob/lifeform_inside_me, breath_request)
//Return: (NONSTANDARD)
// null if object handles breathing logic for lifeform
@@ -36,7 +58,7 @@
src.attack_ai(usr)
// check for TK users
//AutoUpdateTK(src)
if (istype(usr, /mob/living/carbon/human))
if(istype(usr.l_hand, /obj/item/tk_grab) || istype(usr.r_hand, /obj/item/tk_grab/))
if(!(usr in nearby))
@@ -49,7 +71,7 @@
if ((M.client && M.machine == src))
src.attack_hand(M)
AutoUpdateAI(src)
//AutoUpdateTK(src)
/obj/proc/update_icon()
return

View File

@@ -0,0 +1,37 @@
/obj/structure/shuttle
name = "shuttle"
icon = 'icons/turf/shuttle.dmi'
/obj/structure/shuttle/engine
name = "engine"
density = 1
anchored = 1.0
/obj/structure/shuttle/engine/heater
name = "heater"
icon_state = "heater"
/obj/structure/shuttle/engine/platform
name = "platform"
icon_state = "platform"
/obj/structure/shuttle/engine/propulsion
name = "propulsion"
icon_state = "propulsion"
opacity = 1
/obj/structure/shuttle/engine/propulsion/burst
name = "burst"
/obj/structure/shuttle/engine/propulsion/burst/left
name = "left"
icon_state = "burst_l"
/obj/structure/shuttle/engine/propulsion/burst/right
name = "right"
icon_state = "burst_r"
/obj/structure/shuttle/engine/router
name = "router"
icon_state = "router"

View File

@@ -1,59 +0,0 @@
/world/proc/update_status()
var/s = ""
if (config && config.server_name)
s += "<b>[config.server_name]</b> &#8212; "
s += "<b>[station_name()]</b>";
s += " ("
s += "<a href=\"http://\">" //Change this to wherever you want the hub to link to.
// s += "[game_version]"
s += "Default" //Replace this with something else. Or ever better, delete it and uncomment the game version.
s += "</a>"
s += ")"
var/list/features = list()
if (!ticker)
features += "<b>STARTING</b>"
if (ticker && master_mode)
features += master_mode
if (!enter_allowed)
features += "closed"
if (abandon_allowed)
features += abandon_allowed ? "respawn" : "no respawn"
if (config && config.allow_vote_mode)
features += "vote"
if (config && config.allow_ai)
features += "AI allowed"
var/n = 0
for (var/mob/M in player_list)
if (M.client)
n++
if (n > 1)
features += "~[n] players"
else if (n > 0)
features += "~[n] player"
/*
is there a reason for this? the byond site shows 'hosted by X' when there is a proper host already.
if (host)
features += "hosted by <b>[host]</b>"
*/
if (!host && config && config.hostedby)
features += "hosted by <b>[config.hostedby]</b>"
if (features)
s += ": [dd_list2text(features, ", ")]"
/* does this help? I do not know */
if (src.status != s)
src.status = s

View File

@@ -1,243 +0,0 @@
/mob/living/carbon/proc/toggle_throw_mode()
var/obj/item/W = get_active_hand()
if( !W )//Not holding anything
if( client && (TK in mutations) )
var/obj/item/tk_grab/O = new(src)
put_in_active_hand(O)
O.host = src
return
if( istype(W,/obj/item/tk_grab) )
if(hand) del(l_hand)
else del(r_hand)
return
if (src.in_throw_mode)
throw_mode_off()
else
throw_mode_on()
/mob/living/carbon/proc/throw_mode_off()
src.in_throw_mode = 0
src.throw_icon.icon_state = "act_throw_off"
/mob/living/carbon/proc/throw_mode_on()
src.in_throw_mode = 1
src.throw_icon.icon_state = "act_throw_on"
/mob/living/carbon/proc/throw_item(atom/target)
src.throw_mode_off()
if(usr.stat || !target)
return
if(target.type == /obj/screen) return
var/atom/movable/item = src.get_active_hand()
if(!item) return
if (istype(item, /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = item
item = G.throw() //throw the person instead of the grab
if(ismob(item))
var/turf/start_T = get_turf(loc) //Get the start and target tile for the descriptors
var/turf/end_T = get_turf(target)
if(start_T && end_T)
var/mob/M = item
var/start_T_descriptor = "<font color='#6b5d00'>tile at [start_T.x], [start_T.y], [start_T.z] in area [get_area(start_T)]</font>"
var/end_T_descriptor = "<font color='#6b4400'>tile at [end_T.x], [end_T.y], [end_T.z] in area [get_area(end_T)]</font>"
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been thrown by [usr.name] ([usr.ckey]) from [start_T_descriptor] with the target [end_T_descriptor]</font>")
usr.attack_log += text("\[[time_stamp()]\] <font color='red'>Has thrown [M.name] ([M.ckey]) from [start_T_descriptor] with the target [end_T_descriptor]</font>")
if(!item) return //Grab processing has a chance of returning null
u_equip(item)
update_icons()
if(src.client)
src.client.screen -= item
item.loc = src.loc
if(istype(item, /obj/item))
item:dropped(src) // let it know it's been dropped
//actually throw it!
if (item)
item.layer = initial(item.layer)
src.visible_message("\red [src] has thrown [item].")
if(!src.lastarea)
src.lastarea = get_area(src.loc)
if((istype(src.loc, /turf/space)) || (src.lastarea.has_gravity == 0))
src.inertia_dir = get_dir(target, src)
step(src, inertia_dir)
/*
if(istype(src.loc, /turf/space) || (src.flags & NOGRAV)) //they're in space, move em one space in the opposite direction
src.inertia_dir = get_dir(target, src)
step(src, inertia_dir)
*/
item.throw_at(target, item.throw_range, item.throw_speed)
/proc/get_cardinal_step_away(atom/start, atom/finish) //returns the position of a step from start away from finish, in one of the cardinal directions
//returns only NORTH, SOUTH, EAST, or WEST
var/dx = finish.x - start.x
var/dy = finish.y - start.y
if(abs(dy) > abs (dx)) //slope is above 1:1 (move horizontally in a tie)
if(dy > 0)
return get_step(start, SOUTH)
else
return get_step(start, NORTH)
else
if(dx > 0)
return get_step(start, WEST)
else
return get_step(start, EAST)
/atom/movable/proc/hit_check()
if(src.throwing)
for(var/atom/A in get_turf(src))
if(A == src) continue
if(istype(A,/mob/living))
if(A:lying) continue
src.throw_impact(A)
if(src.throwing == 1)
src.throwing = 0
if(isobj(A))
if(A.density && !A.throwpass) // **TODO: Better behaviour for windows which are dense, but shouldn't always stop movement
src.throw_impact(A)
src.throwing = 0
//In some cases it's desirable to be able to throw stuff over dense objects. (Tables, racks)
/atom/var/throwpass = 0 //Thanks to SkyMarshal
/atom/proc/throw_impact(atom/hit_atom)
if(istype(hit_atom,/mob/living))
var/mob/living/M = hit_atom
M.visible_message("\red [hit_atom] has been hit by [src].")
if(isobj(src))//Hate typecheckin for a child object but this is just fixing crap another guy broke so if someone wants to put the time in and make this proper feel free.
M.take_organ_damage(src:throwforce)
else if(isobj(hit_atom))
var/obj/O = hit_atom
if(!O.anchored)
step(O, src.dir)
O.hitby(src)
else if(isturf(hit_atom))
var/turf/T = hit_atom
if(T.density)
spawn(2)
step(src, turn(src.dir, 180))
if(istype(src,/mob/living))
var/mob/living/M = src
M.take_organ_damage(20)
/atom/movable/Bump(atom/O)
if(src.throwing)
src.throw_impact(O)
src.throwing = 0
..()
/atom/movable/proc/throw_at(atom/target, range, speed)
if(!target || !src) return 0
//use a modified version of Bresenham's algorithm to get from the atom's current position to that of the target
src.throwing = 1
if(usr)
if((HULK in usr.mutations) || (SUPRSTR in usr.augmentations))
src.throwing = 2 // really strong throw!
var/dist_x = abs(target.x - src.x)
var/dist_y = abs(target.y - src.y)
var/dx
if (target.x > src.x)
dx = EAST
else
dx = WEST
var/dy
if (target.y > src.y)
dy = NORTH
else
dy = SOUTH
var/dist_travelled = 0
var/dist_since_sleep = 0
var/area/a = get_area(src.loc)
if(dist_x > dist_y)
var/error = dist_x/2 - dist_y
while(src && target &&((((src.x < target.x && dx == EAST) || (src.x > target.x && dx == WEST)) && dist_travelled < range) || (a.has_gravity == 0) || istype(src.loc, /turf/space)) && src.throwing && istype(src.loc, /turf))
// only stop when we've gone the whole distance (or max throw range) and are on a non-space tile, or hit something, or hit the end of the map, or someone picks it up
if(error < 0)
var/atom/step = get_step(src, dy)
if(!step) // going off the edge of the map makes get_step return null, don't let things go off the edge
break
src.Move(step)
hit_check()
error += dist_x
dist_travelled++
dist_since_sleep++
if(dist_since_sleep >= speed)
dist_since_sleep = 0
sleep(1)
else
var/atom/step = get_step(src, dx)
if(!step) // going off the edge of the map makes get_step return null, don't let things go off the edge
break
src.Move(step)
hit_check()
error -= dist_y
dist_travelled++
dist_since_sleep++
if(dist_since_sleep >= speed)
dist_since_sleep = 0
sleep(1)
a = get_area(src.loc)
else
var/error = dist_y/2 - dist_x
while(src && target &&((((src.y < target.y && dy == NORTH) || (src.y > target.y && dy == SOUTH)) && dist_travelled < range) || (a.has_gravity == 0) || istype(src.loc, /turf/space)) && src.throwing && istype(src.loc, /turf))
// only stop when we've gone the whole distance (or max throw range) and are on a non-space tile, or hit something, or hit the end of the map, or someone picks it up
if(error < 0)
var/atom/step = get_step(src, dx)
if(!step) // going off the edge of the map makes get_step return null, don't let things go off the edge
break
src.Move(step)
hit_check()
error += dist_y
dist_travelled++
dist_since_sleep++
if(dist_since_sleep >= speed)
dist_since_sleep = 0
sleep(1)
else
var/atom/step = get_step(src, dy)
if(!step) // going off the edge of the map makes get_step return null, don't let things go off the edge
break
src.Move(step)
hit_check()
error -= dist_x
dist_travelled++
dist_since_sleep++
if(dist_since_sleep >= speed)
dist_since_sleep = 0
sleep(1)
a = get_area(src.loc)
//done throwing, either because it hit something or it finished moving
src.throwing = 0
if(isobj(src)) src:throw_impact(get_turf(src))

View File

@@ -1,42 +0,0 @@
/world/Topic(T, addr, master, key)
diary << "TOPIC: \"[T]\", from:[addr], master:[master], key:[key]"
if (T == "ping")
var/x = 1
for (var/client/C)
x++
return x
else if(T == "players")
var/n = 0
for(var/mob/M in player_list)
if(M.client)
n++
return n
else if (T == "status")
var/list/s = list()
s["version"] = game_version
s["mode"] = master_mode
s["respawn"] = config ? abandon_allowed : 0
s["enter"] = enter_allowed
s["vote"] = config.allow_vote_mode
s["ai"] = config.allow_ai
s["host"] = host ? host : null
s["players"] = list()
var/n = 0
var/admins = 0
for(var/client/C in client_list)
if(C.holder)
if(C.stealth)
continue //so stealthmins aren't revealed by the hub
admins++
s["player[n]"] = C.key
n++
s["players"] = n
if(revdata) s["revision"] = revdata.revision
s["admins"] = admins
return list2params(s)

View File

@@ -0,0 +1,71 @@
/turf/simulated
name = "station"
var/wet = 0
var/image/wet_overlay = null
var/thermite = 0
oxygen = MOLES_O2STANDARD
nitrogen = MOLES_N2STANDARD
var/to_be_destroyed = 0 //Used for fire, if a melting temperature was reached, it will be destroyed
var/max_fire_temperature_sustained = 0 //The max temperature of the fire which it was subjected to
/turf/simulated/New()
..()
levelupdate()
/turf/simulated/Entered(atom/A, atom/OL)
if (istype(A,/mob/living/carbon))
var/mob/living/carbon/M = A
if(M.lying) return
if(istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
if(istype(H.shoes, /obj/item/clothing/shoes/clown_shoes))
if(H.m_intent == "run")
if(H.footstep >= 2)
H.footstep = 0
else
H.footstep++
if(H.footstep == 0)
playsound(src, "clownstep", 50, 1) // this will get annoying very fast.
else
playsound(src, "clownstep", 20, 1)
switch (src.wet)
if(1)
if(istype(M, /mob/living/carbon/human)) // Added check since monkeys don't have shoes
if ((M.m_intent == "run") && !(istype(M:shoes, /obj/item/clothing/shoes) && M:shoes.flags&NOSLIP))
M.stop_pulling()
step(M, M.dir)
M << "\blue You slipped on the wet floor!"
playsound(src.loc, 'sound/misc/slip.ogg', 50, 1, -3)
M.Stun(8)
M.Weaken(5)
else
M.inertia_dir = 0
return
else if(!istype(M, /mob/living/carbon/metroid))
if (M.m_intent == "run")
M.stop_pulling()
step(M, M.dir)
M << "\blue You slipped on the wet floor!"
playsound(src.loc, 'sound/misc/slip.ogg', 50, 1, -3)
M.Stun(8)
M.Weaken(5)
else
M.inertia_dir = 0
return
if(2) //lube
if(!istype(M, /mob/living/carbon/metroid))
M.stop_pulling()
step(M, M.dir)
spawn(1) step(M, M.dir)
spawn(2) step(M, M.dir)
spawn(3) step(M, M.dir)
spawn(4) step(M, M.dir)
M.take_organ_damage(2) // Was 5 -- TLE
M << "\blue You slipped on the floor!"
playsound(src.loc, 'sound/misc/slip.ogg', 50, 1, -3)
M.Weaken(10)
..()

View File

@@ -0,0 +1,451 @@
//This is so damaged or burnt tiles or platings don't get remembered as the default tile
var/list/icons_to_ignore_at_floor_init = list("damaged1","damaged2","damaged3","damaged4",
"damaged5","panelscorched","floorscorched1","floorscorched2","platingdmg1","platingdmg2",
"platingdmg3","plating","light_on","light_on_flicker1","light_on_flicker2",
"light_on_clicker3","light_on_clicker4","light_on_clicker5","light_broken",
"light_on_broken","light_off","wall_thermite","grass1","grass2","grass3","grass4",
"asteroid","asteroid_dug",
"asteroid0","asteroid1","asteroid2","asteroid3","asteroid4",
"asteroid5","asteroid6","asteroid7","asteroid8","asteroid9","asteroid10","asteroid11","asteroid12",
"burning","oldburning","light-on-r","light-on-y","light-on-g","light-on-b", "wood", "wood-broken")
var/list/plating_icons = list("plating","platingdmg1","platingdmg2","platingdmg3","asteroid","asteroid_dug")
var/list/wood_icons = list("wood","wood-broken")
/turf/simulated/floor
//Note to coders, the 'intact' var can no longer be used to determine if the floor is a plating or not.
//Use the is_plating(), is_plasteel_floor() and is_light_floor() procs instead. --Errorage
name = "floor"
icon = 'icons/turf/floors.dmi'
icon_state = "floor"
var/icon_regular_floor = "floor" //used to remember what icon the tile should have by default
var/icon_plating = "plating"
thermal_conductivity = 0.040
heat_capacity = 10000
var/broken = 0
var/burnt = 0
var/obj/item/stack/tile/floor_tile = new/obj/item/stack/tile/plasteel
/turf/simulated/floor/New()
..()
if(icon_state in icons_to_ignore_at_floor_init) //so damaged/burned tiles or plating icons aren't saved as the default
icon_regular_floor = "floor"
else
icon_regular_floor = icon_state
//turf/simulated/floor/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
// if ((istype(mover, /obj/machinery/vehicle) && !(src.burnt)))
// if (!( locate(/obj/machinery/mass_driver, src) ))
// return 0
// return ..()
/turf/simulated/floor/ex_act(severity)
//set src in oview(1)
switch(severity)
if(1.0)
src.ReplaceWithSpace()
if(2.0)
switch(pick(1,2;75,3))
if (1)
src.ReplaceWithLattice()
if(prob(33)) new /obj/item/stack/sheet/metal(src)
if(2)
src.ReplaceWithSpace()
if(3)
if(prob(80))
src.break_tile_to_plating()
else
src.break_tile()
src.hotspot_expose(1000,CELL_VOLUME)
if(prob(33)) new /obj/item/stack/sheet/metal(src)
if(3.0)
if (prob(50))
src.break_tile()
src.hotspot_expose(1000,CELL_VOLUME)
return
/turf/simulated/floor/blob_act()
return
turf/simulated/floor/proc/update_icon()
if(is_plasteel_floor())
if(!broken && !burnt)
icon_state = icon_regular_floor
if(is_plating())
if(!broken && !burnt)
icon_state = icon_plating //Because asteroids are 'platings' too.
if(is_light_floor())
var/obj/item/stack/tile/light/T = floor_tile
if(T.on)
switch(T.state)
if(0)
icon_state = "light_on"
SetLuminosity(5)
if(1)
var/num = pick("1","2","3","4")
icon_state = "light_on_flicker[num]"
SetLuminosity(5)
if(2)
icon_state = "light_on_broken"
SetLuminosity(5)
if(3)
icon_state = "light_off"
SetLuminosity(0)
else
SetLuminosity(0)
icon_state = "light_off"
if(is_grass_floor())
if(!broken && !burnt)
if(!(icon_state in list("grass1","grass2","grass3","grass4")))
icon_state = "grass[pick("1","2","3","4")]"
if(is_wood_floor())
if(!broken && !burnt)
if( !(icon_state in wood_icons) )
icon_state = "wood"
//world << "[icon_state]y's got [icon_state]"
spawn(1)
if(istype(src,/turf/simulated/floor)) //Was throwing runtime errors due to a chance of it changing to space halfway through.
if(air)
update_visuals(air)
/turf/simulated/floor/return_siding_icon_state()
..()
if(is_grass_floor())
var/dir_sum = 0
for(var/direction in cardinal)
var/turf/T = get_step(src,direction)
if(!(T.is_grass_floor()))
dir_sum += direction
if(dir_sum)
return "wood_siding[dir_sum]"
else
return 0
/turf/simulated/floor/attack_paw(mob/user as mob)
return src.attack_hand(user)
/turf/simulated/floor/attack_hand(mob/user as mob)
if (is_light_floor())
var/obj/item/stack/tile/light/T = floor_tile
T.on = !T.on
update_icon()
if ((!( user.canmove ) || user.restrained() || !( user.pulling )))
return
if (user.pulling.anchored)
return
if ((user.pulling.loc != user.loc && get_dist(user, user.pulling) > 1))
return
if (ismob(user.pulling))
var/mob/M = user.pulling
// if(M==user) //temporary hack to stop runtimes. ~Carn
// user.stop_pulling() //but...fixed the root of the problem
// return //shoudn't be needed now, unless somebody fucks with pulling again.
var/mob/t = M.pulling
M.stop_pulling()
step(user.pulling, get_dir(user.pulling.loc, src))
M.start_pulling(t)
else
step(user.pulling, get_dir(user.pulling.loc, src))
return
/turf/simulated/floor/proc/gets_drilled()
return
/turf/simulated/floor/proc/break_tile_to_plating()
if(!is_plating())
make_plating()
break_tile()
/turf/simulated/floor/is_plasteel_floor()
if(istype(floor_tile,/obj/item/stack/tile/plasteel))
return 1
else
return 0
/turf/simulated/floor/is_light_floor()
if(istype(floor_tile,/obj/item/stack/tile/light))
return 1
else
return 0
/turf/simulated/floor/is_grass_floor()
if(istype(floor_tile,/obj/item/stack/tile/grass))
return 1
else
return 0
/turf/simulated/floor/is_wood_floor()
if(istype(floor_tile,/obj/item/stack/tile/wood))
return 1
else
return 0
/turf/simulated/floor/is_plating()
if(!floor_tile)
return 1
return 0
/turf/simulated/floor/proc/break_tile()
if(istype(src,/turf/simulated/floor/engine)) return
if(istype(src,/turf/simulated/floor/mech_bay_recharge_floor))
src.ReplaceWithPlating()
if(broken) return
if(is_plasteel_floor())
src.icon_state = "damaged[pick(1,2,3,4,5)]"
broken = 1
else if(is_light_floor())
src.icon_state = "light_broken"
broken = 1
else if(is_plating())
src.icon_state = "platingdmg[pick(1,2,3)]"
broken = 1
else if(is_wood_floor())
src.icon_state = "wood-broken"
broken = 1
else if(is_grass_floor())
src.icon_state = "sand[pick("1","2","3")]"
broken = 1
/turf/simulated/floor/proc/burn_tile()
if(istype(src,/turf/simulated/floor/engine)) return
if(istype(src,/turf/simulated/floor/plating/airless/asteroid)) return//Asteroid tiles don't burn
if(broken || burnt) return
if(is_plasteel_floor())
src.icon_state = "damaged[pick(1,2,3,4,5)]"
burnt = 1
else if(is_plasteel_floor())
src.icon_state = "floorscorched[pick(1,2)]"
burnt = 1
else if(is_plating())
src.icon_state = "panelscorched"
burnt = 1
else if(is_wood_floor())
src.icon_state = "wood-broken"
burnt = 1
else if(is_grass_floor())
src.icon_state = "sand[pick("1","2","3")]"
burnt = 1
//This proc will delete the floor_tile and the update_iocn() proc will then change the icon_state of the turf
//This proc auto corrects the grass tiles' siding.
/turf/simulated/floor/proc/make_plating()
if(istype(src,/turf/simulated/floor/engine)) return
if(is_grass_floor())
for(var/direction in cardinal)
if(istype(get_step(src,direction),/turf/simulated/floor))
var/turf/simulated/floor/FF = get_step(src,direction)
FF.update_icon() //so siding get updated properly
if(!floor_tile) return
del(floor_tile)
icon_plating = "plating"
SetLuminosity(0)
floor_tile = null
intact = 0
broken = 0
burnt = 0
update_icon()
levelupdate()
//This proc will make the turf a plasteel floor tile. The expected argument is the tile to make the turf with
//If none is given it will make a new object. dropping or unequipping must be handled before or after calling
//this proc.
/turf/simulated/floor/proc/make_plasteel_floor(var/obj/item/stack/tile/plasteel/T = null)
broken = 0
burnt = 0
intact = 1
SetLuminosity(0)
if(T)
if(istype(T,/obj/item/stack/tile/plasteel))
floor_tile = T
if (icon_regular_floor)
icon_state = icon_regular_floor
else
icon_state = "floor"
icon_regular_floor = icon_state
update_icon()
levelupdate()
return
//if you gave a valid parameter, it won't get thisf ar.
floor_tile = new/obj/item/stack/tile/plasteel
icon_state = "floor"
icon_regular_floor = icon_state
update_icon()
levelupdate()
//This proc will make the turf a light floor tile. The expected argument is the tile to make the turf with
//If none is given it will make a new object. dropping or unequipping must be handled before or after calling
//this proc.
/turf/simulated/floor/proc/make_light_floor(var/obj/item/stack/tile/light/T = null)
broken = 0
burnt = 0
intact = 1
if(T)
if(istype(T,/obj/item/stack/tile/light))
floor_tile = T
update_icon()
levelupdate()
return
//if you gave a valid parameter, it won't get thisf ar.
floor_tile = new/obj/item/stack/tile/light
update_icon()
levelupdate()
//This proc will make a turf into a grass patch. Fun eh? Insert the grass tile to be used as the argument
//If no argument is given a new one will be made.
/turf/simulated/floor/proc/make_grass_floor(var/obj/item/stack/tile/grass/T = null)
broken = 0
burnt = 0
intact = 1
if(T)
if(istype(T,/obj/item/stack/tile/grass))
floor_tile = T
update_icon()
levelupdate()
return
//if you gave a valid parameter, it won't get thisf ar.
floor_tile = new/obj/item/stack/tile/grass
update_icon()
levelupdate()
//This proc will make a turf into a wood floor. Fun eh? Insert the wood tile to be used as the argument
//If no argument is given a new one will be made.
/turf/simulated/floor/proc/make_wood_floor(var/obj/item/stack/tile/wood/T = null)
broken = 0
burnt = 0
intact = 1
if(T)
if(istype(T,/obj/item/stack/tile/wood))
floor_tile = T
update_icon()
levelupdate()
return
//if you gave a valid parameter, it won't get thisf ar.
floor_tile = new/obj/item/stack/tile/wood
update_icon()
levelupdate()
/turf/simulated/floor/attackby(obj/item/C as obj, mob/user as mob)
if(!C || !user)
return 0
if(istype(C,/obj/item/weapon/light/bulb)) //only for light tiles
if(is_light_floor())
var/obj/item/stack/tile/light/T = floor_tile
if(T.state)
user.drop_item(C)
del(C)
T.state = C //fixing it by bashing it with a light bulb, fun eh?
update_icon()
user << "\blue You replace the light bulb."
else
user << "\blue The lightbulb seems fine, no need to replace it."
if(istype(C, /obj/item/weapon/crowbar) && (!(is_plating())))
if(broken || burnt)
user << "\red You remove the broken plating."
else
if(is_wood_floor())
user << "\red You forcefully pry off the planks, destroying them in the process."
else
user << "\red You remove the [floor_tile.name]."
new floor_tile.type(src)
make_plating()
playsound(src.loc, 'sound/items/Crowbar.ogg', 80, 1)
return
if(istype(C, /obj/item/weapon/screwdriver) && is_wood_floor())
if(broken || burnt)
return
else
if(is_wood_floor())
user << "\red You unscrew the planks."
new floor_tile.type(src)
make_plating()
playsound(src.loc, 'sound/items/Screwdriver.ogg', 80, 1)
return
if(istype(C, /obj/item/stack/rods))
var/obj/item/stack/rods/R = C
if (is_plating())
if (R.amount >= 2)
user << "\blue Reinforcing the floor..."
if(do_after(user, 30) && R && R.amount >= 2 && is_plating())
ReplaceWithEngineFloor()
playsound(src.loc, 'sound/items/Deconstruct.ogg', 80, 1)
R.use(2)
return
else
user << "\red You need more rods."
else
user << "\red You must remove the plating first."
return
if(istype(C, /obj/item/stack/tile))
if(is_plating())
if(!broken && !burnt)
var/obj/item/stack/tile/T = C
floor_tile = new T.type
intact = 1
if(istype(T,/obj/item/stack/tile/light))
var/obj/item/stack/tile/light/L = T
var/obj/item/stack/tile/light/F = floor_tile
F.state = L.state
F.on = L.on
if(istype(T,/obj/item/stack/tile/grass))
for(var/direction in cardinal)
if(istype(get_step(src,direction),/turf/simulated/floor))
var/turf/simulated/floor/FF = get_step(src,direction)
FF.update_icon() //so siding gets updated properly
T.use(1)
update_icon()
levelupdate()
playsound(src.loc, 'sound/weapons/Genhit.ogg', 50, 1)
else
user << "\blue This section is too damaged to support a tile. Use a welder to fix the damage."
if(istype(C, /obj/item/weapon/cable_coil))
if(is_plating())
var/obj/item/weapon/cable_coil/coil = C
coil.turf_place(src, user)
else
user << "\red You must remove the plating first."
if(istype(C, /obj/item/weapon/shovel))
if(is_grass_floor())
new /obj/item/weapon/ore/glass(src)
new /obj/item/weapon/ore/glass(src) //Make some sand if you shovel grass
user << "\blue You shovel the grass."
make_plating()
else
user << "\red You cannot shovel this."
if(istype(C, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/welder = C
if(welder.isOn() && (is_plating()))
if(broken || burnt)
if(welder.remove_fuel(0,user))
user << "\red You fix some dents on the broken plating."
playsound(src.loc, 'sound/items/Welder.ogg', 80, 1)
icon_state = "plating"
burnt = 0
broken = 0
else
user << "\blue You need more welding fuel to complete this task."

View File

@@ -0,0 +1,144 @@
/turf/simulated/floor/airless
icon_state = "floor"
name = "airless floor"
oxygen = 0.01
nitrogen = 0.01
temperature = TCMB
New()
..()
name = "floor"
/turf/simulated/floor/light
name = "Light floor"
luminosity = 5
icon_state = "light_on"
floor_tile = new/obj/item/stack/tile/light
New()
floor_tile.New() //I guess New() isn't run on objects spawned without the definition of a turf to house them, ah well.
var/n = name //just in case commands rename it in the ..() call
..()
spawn(4)
if(src)
update_icon()
name = n
/turf/simulated/floor/wood
name = "floor"
icon_state = "wood"
floor_tile = new/obj/item/stack/tile/wood
/turf/simulated/floor/vault
icon_state = "rockvault"
New(location,type)
..()
icon_state = "[type]vault"
/turf/simulated/wall/vault
icon_state = "rockvault"
New(location,type)
..()
icon_state = "[type]vault"
/turf/simulated/floor/engine
name = "reinforced floor"
icon_state = "engine"
thermal_conductivity = 0.025
heat_capacity = 325000
/turf/simulated/floor/engine/attackby(obj/item/weapon/C as obj, mob/user as mob)
if(!C)
return
if(!user)
return
if(istype(C, /obj/item/weapon/wrench))
user << "\blue Removing rods..."
playsound(src.loc, 'sound/items/Ratchet.ogg', 80, 1)
if(do_after(user, 30))
new /obj/item/stack/rods(src, 2)
ReplaceWithFloor()
var/turf/simulated/floor/F = src
F.make_plating()
return
/turf/simulated/floor/engine/cult
name = "engraved floor"
icon_state = "cult"
/turf/simulated/floor/engine/n20
New()
..()
var/datum/gas_mixture/adding = new
var/datum/gas/sleeping_agent/trace_gas = new
trace_gas.moles = 2000
adding.trace_gases += trace_gas
adding.temperature = T20C
assume_air(adding)
/turf/simulated/floor/engine/vacuum
name = "vacuum floor"
icon_state = "engine"
oxygen = 0
nitrogen = 0.001
temperature = TCMB
/turf/simulated/floor/plating
name = "plating"
icon_state = "plating"
floor_tile = null
intact = 0
/turf/simulated/floor/plating/airless
icon_state = "plating"
name = "airless plating"
oxygen = 0.01
nitrogen = 0.01
temperature = TCMB
New()
..()
name = "plating"
/turf/simulated/floor/bluegrid
icon = 'icons/turf/floors.dmi'
icon_state = "bcircuit"
/turf/simulated/floor/greengrid
icon = 'icons/turf/floors.dmi'
icon_state = "gcircuit"
/turf/simulated/shuttle
name = "shuttle"
icon = 'icons/turf/shuttle.dmi'
thermal_conductivity = 0.05
heat_capacity = 0
layer = 2
/turf/simulated/shuttle/wall
name = "wall"
icon_state = "wall1"
opacity = 1
density = 1
blocks_air = 1
/turf/simulated/shuttle/floor
name = "floor"
icon_state = "floor"
/turf/simulated/shuttle/plating
name = "plating"
icon = 'icons/turf/floors.dmi'
icon_state = "plating"
/turf/simulated/shuttle/floor4 // Added this floor tile so that I have a seperate turf to check in the shuttle -- Polymorph
name = "Brig floor" // Also added it into the 2x3 brig area of the shuttle.
icon_state = "floor4"

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/turf/simulated/wall
name = "wall"
desc = "A huge chunk of metal used to seperate rooms."
icon = 'icons/turf/walls.dmi'
var/mineral = "metal"
opacity = 1
density = 1
blocks_air = 1
thermal_conductivity = WALL_HEAT_TRANSFER_COEFFICIENT
heat_capacity = 312500 //a little over 5 cm thick , 312500 for 1 m by 2.5 m by 0.25 m plasteel wall
var/walltype = "metal"
/turf/simulated/wall/proc/dismantle_wall(devastated=0, explode=0)
if(istype(src,/turf/simulated/wall/r_wall))
if(!devastated)
playsound(src.loc, 'sound/items/Welder.ogg', 100, 1)
new /obj/structure/girder/reinforced(src)
new /obj/item/stack/sheet/plasteel( src )
else
new /obj/item/stack/sheet/metal( src )
new /obj/item/stack/sheet/metal( src )
new /obj/item/stack/sheet/plasteel( src )
else if(istype(src,/turf/simulated/wall/cult))
if(!devastated)
playsound(src.loc, 'sound/items/Welder.ogg', 100, 1)
new /obj/effect/decal/cleanable/blood(src)
new /obj/structure/cultgirder(src)
else
new /obj/effect/decal/cleanable/blood(src)
new /obj/effect/decal/remains/human(src)
else
if(!devastated)
playsound(src.loc, 'sound/items/Welder.ogg', 100, 1)
switch(mineral)
if("metal")
new /obj/structure/girder(src)
new /obj/item/stack/sheet/metal( src )
new /obj/item/stack/sheet/metal( src )
if("gold")
new /obj/structure/girder(src)
new /obj/item/stack/sheet/gold( src )
new /obj/item/stack/sheet/gold( src )
if("silver")
new /obj/structure/girder(src)
new /obj/item/stack/sheet/silver( src )
new /obj/item/stack/sheet/silver( src )
if("diamond")
new /obj/structure/girder(src)
new /obj/item/stack/sheet/diamond( src )
new /obj/item/stack/sheet/diamond( src )
if("uranium")
new /obj/structure/girder(src)
new /obj/item/stack/sheet/uranium( src )
new /obj/item/stack/sheet/uranium( src )
if("plasma")
new /obj/structure/girder(src)
new /obj/item/stack/sheet/plasma( src )
new /obj/item/stack/sheet/plasma( src )
if("clown")
new /obj/structure/girder(src)
new /obj/item/stack/sheet/clown( src )
new /obj/item/stack/sheet/clown( src )
if("sandstone")
new /obj/structure/girder(src)
new /obj/item/stack/sheet/sandstone( src )
new /obj/item/stack/sheet/sandstone( src )
if("wood")
new /obj/structure/girder(src)
new /obj/item/stack/sheet/wood( src )
new /obj/item/stack/sheet/wood( src )
else
switch(mineral)
if("metal")
new /obj/item/stack/sheet/metal( src )
new /obj/item/stack/sheet/metal( src )
new /obj/item/stack/sheet/metal( src )
if("gold")
new /obj/item/stack/sheet/gold( src )
new /obj/item/stack/sheet/gold( src )
new /obj/item/stack/sheet/metal( src )
if("silver")
new /obj/item/stack/sheet/silver( src )
new /obj/item/stack/sheet/silver( src )
new /obj/item/stack/sheet/metal( src )
if("diamond")
new /obj/item/stack/sheet/diamond( src )
new /obj/item/stack/sheet/diamond( src )
new /obj/item/stack/sheet/metal( src )
if("uranium")
new /obj/item/stack/sheet/uranium( src )
new /obj/item/stack/sheet/uranium( src )
new /obj/item/stack/sheet/metal( src )
if("plasma")
new /obj/item/stack/sheet/plasma( src )
new /obj/item/stack/sheet/plasma( src )
new /obj/item/stack/sheet/metal( src )
if("clown")
new /obj/item/stack/sheet/clown( src )
new /obj/item/stack/sheet/clown( src )
new /obj/item/stack/sheet/metal( src )
if("sandstone")
new /obj/item/stack/sheet/sandstone( src )
new /obj/item/stack/sheet/sandstone( src )
new /obj/item/stack/sheet/metal( src )
if("wood")
new /obj/item/stack/sheet/wood( src )
new /obj/item/stack/sheet/wood( src )
new /obj/item/stack/sheet/metal( src )
for(var/obj/O in src.contents) //Eject contents!
if(istype(O,/obj/effect/decal/poster))
var/obj/effect/decal/poster/P = O
P.roll_and_drop(src)
else
O.loc = src
ReplaceWithPlating(explode)
/turf/simulated/wall/examine()
set src in oview(1)
usr << "It looks like a regular wall."
return
/turf/simulated/wall/ex_act(severity)
switch(severity)
if(1.0)
//SN src = null
src.ReplaceWithSpace()
return
if(2.0)
if (prob(50))
dismantle_wall(0,1)
else
dismantle_wall(1,1)
if(3.0)
var/proba
if (istype(src, /turf/simulated/wall/r_wall))
proba = 15
else
proba = 40
if (prob(proba))
dismantle_wall(0,1)
else
return
/turf/simulated/wall/blob_act()
if(prob(50))
dismantle_wall()
/turf/simulated/wall/attack_paw(mob/user as mob)
if ((HULK in user.mutations))
if (prob(40))
usr << text("\blue You smash through the wall.")
dismantle_wall(1)
return
else
usr << text("\blue You punch the wall.")
return
return src.attack_hand(user)
/turf/simulated/wall/attack_animal(mob/living/simple_animal/M as mob)
if(M.wall_smash)
if (istype(src, /turf/simulated/wall/r_wall))
M << text("\blue This wall is far too strong for you to destroy.")
return
else
if (prob(40))
M << text("\blue You smash through the wall.")
dismantle_wall(1)
return
else
M << text("\blue You smash against the wall.")
return
M << "\blue You push the wall but nothing happens!"
return
/turf/simulated/wall/attack_hand(mob/user as mob)
if ((HULK in user.mutations) || (SUPRSTR in user.augmentations))
if (prob(40))
usr << text("\blue You smash through the wall.")
dismantle_wall(1)
return
else
usr << text("\blue You punch the wall.")
return
user << "\blue You push the wall but nothing happens!"
playsound(src.loc, 'sound/weapons/Genhit.ogg', 25, 1)
src.add_fingerprint(user)
return
/turf/simulated/wall/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (!(istype(user, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey")
user << "<span class='warning'>You don't have the dexterity to do this!</span>"
return
//get the user's location
if( !istype(user.loc, /turf) ) return //can't do this stuff whilst inside objects and such
//THERMITE related stuff. Calls src.thermitemelt() which handles melting simulated walls and the relevant effects
if( thermite )
if( istype(W, /obj/item/weapon/weldingtool) )
var/obj/item/weapon/weldingtool/WT = W
if( WT.remove_fuel(0,user) )
thermitemelt(user)
return
else if(istype(W, /obj/item/weapon/pickaxe/plasmacutter))
thermitemelt(user)
return
else if( istype(W, /obj/item/weapon/melee/energy/blade) )
var/obj/item/weapon/melee/energy/blade/EB = W
EB.spark_system.start()
user << "<span class='notice'>You slash \the [src] with \the [EB]; the thermite ignites!</span>"
playsound(src.loc, "sparks", 50, 1)
playsound(src.loc, 'sound/weapons/blade1.ogg', 50, 1)
thermitemelt(user)
return
var/turf/T = user.loc //get user's location for delay checks
//DECONSTRUCTION
if( istype(W, /obj/item/weapon/weldingtool) )
var/obj/item/weapon/weldingtool/WT = W
if( WT.remove_fuel(0,user) )
user << "<span class='notice'>You begin slicing through the outer plating.</span>"
playsound(src.loc, 'sound/items/Welder.ogg', 100, 1)
sleep(100)
if( !istype(src, /turf/simulated/wall) || !user || !WT || !WT.isOn() || !T ) return
if( user.loc == T && user.get_active_hand() == WT )
user << "<span class='notice'>You remove the outer plating.</span>"
dismantle_wall()
else
user << "<span class='notice'>You need more welding fuel to complete this task.</span>"
return
else if( istype(W, /obj/item/weapon/pickaxe/plasmacutter) )
user << "<span class='notice'>You begin slicing through the outer plating.</span>"
playsound(src.loc, 'sound/items/Welder.ogg', 100, 1)
sleep(60)
if(mineral == "diamond")//Oh look, it's tougher
sleep(60)
if( !istype(src, /turf/simulated/wall) || !user || !W || !T ) return
if( user.loc == T && user.get_active_hand() == W )
user << "<span class='notice'>You remove the outer plating.</span>"
dismantle_wall()
for(var/mob/O in viewers(user, 5))
O.show_message("<span class='warning'>The wall was sliced apart by [user]!</span>", 1, "<span class='warning'>You hear metal being sliced apart.</span>", 2)
return
//DRILLING
else if (istype(W, /obj/item/weapon/pickaxe/diamonddrill))
user << "<span class='notice'>You begin to drill though the wall.</span>"
sleep(60)
if(mineral == "diamond")
sleep(60)
if( !istype(src, /turf/simulated/wall) || !user || !W || !T ) return
if( user.loc == T && user.get_active_hand() == W )
user << "<span class='notice'>Your drill tears though the last of the reinforced plating.</span>"
dismantle_wall()
for(var/mob/O in viewers(user, 5))
O.show_message("<span class='warning'>The wall was drilled through by [user]!</span>", 1, "<span class='warning'>You hear the grinding of metal.</span>", 2)
return
else if( istype(W, /obj/item/weapon/melee/energy/blade) )
var/obj/item/weapon/melee/energy/blade/EB = W
EB.spark_system.start()
user << "<span class='notice'>You stab \the [EB] into the wall and begin to slice it apart.</span>"
playsound(src.loc, "sparks", 50, 1)
sleep(70)
if(mineral == "diamond")
sleep(70)
if( !istype(src, /turf/simulated/wall) || !user || !EB || !T ) return
if( user.loc == T && user.get_active_hand() == W )
EB.spark_system.start()
playsound(src.loc, "sparks", 50, 1)
playsound(src.loc, 'sound/weapons/blade1.ogg', 50, 1)
dismantle_wall(1)
for(var/mob/O in viewers(user, 5))
O.show_message("<span class='warning'>The wall was sliced apart by [user]!</span>", 1, "<span class='warning'>You hear metal being sliced apart and sparks flying.</span>", 2)
return
else if(istype(W,/obj/item/apc_frame))
var/obj/item/apc_frame/AH = W
AH.try_build(src)
return
else if(istype(W,/obj/item/light_fixture_frame))
var/obj/item/light_fixture_frame/AH = W
AH.try_build(src)
return
else if(istype(W,/obj/item/light_fixture_frame/small))
var/obj/item/light_fixture_frame/small/AH = W
AH.try_build(src)
return
//Poster stuff
else if(istype(W,/obj/item/weapon/contraband/poster))
place_poster(W,user)
return
else
return attack_hand(user)
return
/turf/simulated/wall/proc/thermitemelt(mob/user as mob)
if(mineral == "diamond")
return
var/obj/effect/overlay/O = new/obj/effect/overlay( src )
O.name = "Thermite"
O.desc = "Looks hot."
O.icon = 'icons/effects/fire.dmi'
O.icon_state = "2"
O.anchored = 1
O.density = 1
O.layer = 5
var/turf/simulated/floor/F = ReplaceWithPlating()
F.burn_tile()
F.icon_state = "wall_thermite"
user << "<span class='warning'>The thermite melts through the wall.</span>"
spawn(100)
if(O) del(O)
// F.sd_LumReset() //TODO: ~Carn
return
/turf/simulated/wall/meteorhit(obj/M as obj)
if (prob(15))
dismantle_wall()
else if(prob(70))
ReplaceWithPlating()
else
ReplaceWithLattice()
return 0

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/turf/simulated/wall/mineral
name = "mineral wall"
desc = "This shouldn't exist"
icon_state = ""
var/last_event = 0
var/active = null
/turf/simulated/wall/mineral/New()
switch(mineral)
if("gold")
name = "gold wall"
desc = "A wall with gold plating. Swag!"
icon_state = "gold0"
walltype = "gold"
// var/electro = 1
// var/shocked = null
if("silver")
name = "silver wall"
desc = "A wall with silver plating. Shiny!"
icon_state = "silver0"
walltype = "silver"
// var/electro = 0.75
// var/shocked = null
if("diamond")
name = "diamond wall"
desc = "A wall with diamond plating. You monster."
icon_state = "diamond0"
walltype = "diamond"
if("uranium")
name = "uranium wall"
desc = "A wall with uranium plating. This is probably a bad idea."
icon_state = "uranium0"
walltype = "uranium"
if("plasma")
name = "plasma wall"
desc = "A wall with plasma plating. This is definately a bad idea."
icon_state = "plasma0"
walltype = "plasma"
if("clown")
name = "bananium wall"
desc = "A wall with bananium plating. Honk!"
icon_state = "clown0"
walltype = "clown"
if("sandstone")
name = "sandstone wall"
desc = "A wall with sandstone plating."
icon_state = "sandstone0"
walltype = "sandstone"
..()
/turf/simulated/wall/mineral/proc/radiate()
if(!active)
if(world.time > last_event+15)
active = 1
for(var/mob/living/L in range(3,src))
L.apply_effect(12,IRRADIATE,0)
for(var/turf/simulated/wall/mineral/T in range(3,src))
if(T.mineral == "uranium")
T.radiate()
last_event = world.time
active = null
return
return
/*/turf/simulated/wall/mineral/proc/shock()
if (electrocute_mob(user, C, src))
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(5, 1, src)
s.start()
return 1
else
return 0
*/
/turf/simulated/wall/mineral/attack_hand(mob/user as mob)
if(mineral == "uranium")
radiate()
..()
/turf/simulated/wall/mineral/attackby(obj/item/weapon/W as obj, mob/user as mob)
if((mineral == "plasma") && W)
if(is_hot(W) > 300)//If the temperature of the object is over 300, then ignite
ignite(is_hot(W))
return
if(mineral == "uranium")
radiate()
// if((mineral == "gold") || (mineral == "silver"))
// if(shocked)
// shock()
..()
/turf/simulated/wall/mineral/proc/PlasmaBurn(temperature)
spawn(2)
new /obj/structure/girder(src)
src.ReplaceWithFloor()
for(var/turf/simulated/floor/target_tile in range(0,src))
if(target_tile.parent && target_tile.parent.group_processing)
target_tile.parent.suspend_group_processing()
var/datum/gas_mixture/napalm = new
var/toxinsToDeduce = 20
napalm.toxins = toxinsToDeduce
napalm.temperature = 400+T0C
target_tile.assume_air(napalm)
spawn (0) target_tile.hotspot_expose(temperature, 400)
for(var/obj/structure/falsewall/plasma/F in range(3,src))//Hackish as fuck, but until temperature_expose works, there is nothing I can do -Sieve
var/turf/T = get_turf(F)
T.ReplaceWithMineralWall("plasma")
del (F)
for(var/turf/simulated/wall/mineral/W in range(3,src))
if(mineral == "plasma")
W.ignite((temperature/4))//Added so that you can't set off a massive chain reaction with a small flame
for(var/obj/machinery/door/airlock/plasma/D in range(3,src))
D.ignite(temperature/4)
/turf/simulated/wall/mineral/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)//Doesn't fucking work because walls don't interact with air :(
if(mineral == "plasma")
if(exposed_temperature > 300)
PlasmaBurn(exposed_temperature)
/turf/simulated/wall/mineral/proc/ignite(exposed_temperature)
if(mineral == "plasma")
if(exposed_temperature > 300)
PlasmaBurn(exposed_temperature)
/turf/simulated/wall/mineral/Bumped(AM as mob|obj)
if(mineral == "uranium")
radiate()
..()
/turf/simulated/wall/mineral/bullet_act(var/obj/item/projectile/Proj)
if(mineral == "plasma")
if(istype(Proj,/obj/item/projectile/beam))
PlasmaBurn(2500)
else if(istype(Proj,/obj/item/projectile/ion))
PlasmaBurn(500)
..()

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/turf/simulated/wall/cult
name = "wall"
desc = "The patterns engraved on the wall seem to shift as you try to focus on them. You feel sick"
icon_state = "cult"
walltype = "cult"

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/turf/simulated/wall/r_wall
name = "r wall"
desc = "A huge chunk of reinforced metal used to seperate rooms."
icon_state = "r_wall"
opacity = 1
density = 1
walltype = "rwall"
var/d_state = 0
/turf/simulated/wall/r_wall/attack_hand(mob/user as mob)
if ((HULK in user.mutations) || (SUPRSTR in user.augmentations))
if (prob(10))
usr << text("\blue You smash through the wall.")
dismantle_wall(1)
return
else
usr << text("\blue You punch the wall.")
return
user << "\blue You push the wall but nothing happens!"
playsound(src.loc, 'sound/weapons/Genhit.ogg', 25, 1)
src.add_fingerprint(user)
return
/turf/simulated/wall/r_wall/attackby(obj/item/W as obj, mob/user as mob)
if (!(istype(user, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey")
user << "<span class='warning'>You don't have the dexterity to do this!</span>"
return
//get the user's location
if( !istype(user.loc, /turf) ) return //can't do this stuff whilst inside objects and such
//THERMITE related stuff. Calls src.thermitemelt() which handles melting simulated walls and the relevant effects
if( thermite )
if( istype(W, /obj/item/weapon/weldingtool) )
var/obj/item/weapon/weldingtool/WT = W
if( WT.remove_fuel(0,user) )
thermitemelt(user)
return
else if(istype(W, /obj/item/weapon/pickaxe/plasmacutter))
thermitemelt(user)
return
else if( istype(W, /obj/item/weapon/melee/energy/blade) )
var/obj/item/weapon/melee/energy/blade/EB = W
EB.spark_system.start()
user << "<span class='notice'>You slash \the [src] with \the [EB]; the thermite ignites!</span>"
playsound(src.loc, "sparks", 50, 1)
playsound(src.loc, 'sound/weapons/blade1.ogg', 50, 1)
thermitemelt(user)
return
else if(istype(W, /obj/item/weapon/melee/energy/blade))
user << "<span class='notice'>This wall is too thick to slice through. You will need to find a different path.</span>"
return
var/turf/T = user.loc //get user's location for delay checks
//DECONSTRUCTION
switch(d_state)
if(0)
if (istype(W, /obj/item/weapon/wirecutters))
playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
src.d_state = 1
src.icon_state = "r_wall-1"
new /obj/item/stack/rods( src )
user << "<span class='notice'>You cut the outer grille.</span>"
return
if(1)
if (istype(W, /obj/item/weapon/screwdriver))
user << "<span class='notice'>You begin removing the support lines.</span>"
playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
sleep(40)
if( !istype(src, /turf/simulated/wall/r_wall) || !user || !W || !T ) return
if( d_state == 1 && user.loc == T && user.get_active_hand() == W )
src.d_state = 2
src.icon_state = "r_wall-2"
user << "<span class='notice'>You remove the support lines.</span>"
return
//REPAIRING (replacing the outer grille for cosmetic damage)
else if( istype(W, /obj/item/stack/rods) )
var/obj/item/stack/O = W
src.d_state = 0
src.icon_state = "r_wall"
relativewall_neighbours() //call smoothwall stuff
user << "<span class='notice'>You replace the outer grille.</span>"
if (O.amount > 1)
O.amount--
else
del(O)
return
if(2)
if( istype(W, /obj/item/weapon/weldingtool) )
var/obj/item/weapon/weldingtool/WT = W
if( WT.remove_fuel(0,user) )
user << "<span class='notice'>You begin slicing through the metal cover.</span>"
playsound(src.loc, 'sound/items/Welder.ogg', 100, 1)
sleep(60)
if( !istype(src, /turf/simulated/wall/r_wall) || !user || !WT || !WT.isOn() || !T ) return
if( d_state == 2 && user.loc == T && user.get_active_hand() == WT )
src.d_state = 3
src.icon_state = "r_wall-3"
user << "<span class='notice'>You press firmly on the cover, dislodging it.</span>"
else
user << "<span class='notice'>You need more welding fuel to complete this task.</span>"
return
if( istype(W, /obj/item/weapon/pickaxe/plasmacutter) )
user << "<span class='notice'>You begin slicing through the metal cover.</span>"
playsound(src.loc, 'sound/items/Welder.ogg', 100, 1)
sleep(40)
if( !istype(src, /turf/simulated/wall/r_wall) || !user || !W || !T ) return
if( d_state == 2 && user.loc == T && user.get_active_hand() == W )
src.d_state = 3
src.icon_state = "r_wall-3"
user << "<span class='notice'>You press firmly on the cover, dislodging it.</span>"
return
if(3)
if (istype(W, /obj/item/weapon/crowbar))
user << "<span class='notice'>You struggle to pry off the cover.</span>"
playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
sleep(100)
if( !istype(src, /turf/simulated/wall/r_wall) || !user || !W || !T ) return
if( d_state == 3 && user.loc == T && user.get_active_hand() == W )
src.d_state = 4
src.icon_state = "r_wall-4"
user << "<span class='notice'>You pry off the cover.</span>"
return
if(4)
if (istype(W, /obj/item/weapon/wrench))
user << "<span class='notice'>You start loosening the anchoring bolts which secure the support rods to their frame.</span>"
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
sleep(40)
if( !istype(src, /turf/simulated/wall/r_wall) || !user || !W || !T ) return
if( d_state == 4 && user.loc == T && user.get_active_hand() == W )
src.d_state = 5
src.icon_state = "r_wall-5"
user << "<span class='notice'>You remove the bolts anchoring the support rods.</span>"
return
if(5)
if( istype(W, /obj/item/weapon/weldingtool) )
var/obj/item/weapon/weldingtool/WT = W
if( WT.remove_fuel(0,user) )
user << "<span class='notice'>You begin slicing through the support rods.</span>"
playsound(src.loc, 'sound/items/Welder.ogg', 100, 1)
sleep(100)
if( !istype(src, /turf/simulated/wall/r_wall) || !user || !WT || !WT.isOn() || !T ) return
if( d_state == 5 && user.loc == T && user.get_active_hand() == WT )
src.d_state = 6
src.icon_state = "r_wall-6"
new /obj/item/stack/rods( src )
user << "<span class='notice'>The support rods drop out as you cut them loose from the frame.</span>"
else
user << "<span class='notice'>You need more welding fuel to complete this task.</span>"
return
if( istype(W, /obj/item/weapon/pickaxe/plasmacutter) )
user << "<span class='notice'>You begin slicing through the support rods.</span>"
playsound(src.loc, 'sound/items/Welder.ogg', 100, 1)
sleep(70)
if( !istype(src, /turf/simulated/wall/r_wall) || !user || !W || !T ) return
if( d_state == 5 && user.loc == T && user.get_active_hand() == W )
src.d_state = 6
src.icon_state = "r_wall-6"
new /obj/item/stack/rods( src )
user << "<span class='notice'>The support rods drop out as you cut them loose from the frame.</span>"
return
if(6)
if( istype(W, /obj/item/weapon/crowbar) )
user << "<span class='notice'>You struggle to pry off the outer sheath.</span>"
playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
sleep(100)
if( !istype(src, /turf/simulated/wall/r_wall) || !user || !W || !T ) return
if( user.loc == T && user.get_active_hand() == W )
user << "<span class='notice'>You pry off the outer sheath.</span>"
dismantle_wall()
return
//vv OK, we weren't performing a valid deconstruction step or igniting thermite,let's check the other possibilities vv
//DRILLING
if (istype(W, /obj/item/weapon/pickaxe/diamonddrill))
user << "<span class='notice'>You begin to drill though the wall.</span>"
sleep(200)
if( !istype(src, /turf/simulated/wall/r_wall) || !user || !W || !T ) return
if( user.loc == T && user.get_active_hand() == W )
user << "<span class='notice'>Your drill tears though the last of the reinforced plating.</span>"
dismantle_wall()
//REPAIRING
else if( istype(W, /obj/item/stack/sheet/metal) && d_state )
var/obj/item/stack/sheet/metal/MS = W
user << "<span class='notice'>You begin patching-up the wall with \a [MS].</span>"
sleep( max(20*d_state,100) ) //time taken to repair is proportional to the damage! (max 10 seconds)
if( !istype(src, /turf/simulated/wall/r_wall) || !user || !MS || !T ) return
if( user.loc == T && user.get_active_hand() == MS && d_state )
src.d_state = 0
src.icon_state = "r_wall"
relativewall_neighbours() //call smoothwall stuff
user << "<span class='notice'>You repair the last of the damage.</span>"
if (MS.amount > 1)
MS.amount--
else
del(MS)
//APC
else if( istype(W,/obj/item/apc_frame) )
var/obj/item/apc_frame/AH = W
AH.try_build(src)
else if(istype(W,/obj/item/light_fixture_frame))
var/obj/item/light_fixture_frame/AH = W
AH.try_build(src)
return
else if(istype(W,/obj/item/light_fixture_frame/small))
var/obj/item/light_fixture_frame/small/AH = W
AH.try_build(src)
return
//Poster stuff
else if(istype(W,/obj/item/weapon/contraband/poster))
place_poster(W,user)
return
//Finally, CHECKING FOR FALSE WALLS if it isn't damaged
else if(!d_state)
return attack_hand(user)
return

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@@ -0,0 +1,228 @@
/turf/space
icon = 'icons/turf/space.dmi'
name = "\proper space"
icon_state = "placeholder"
temperature = TCMB
thermal_conductivity = OPEN_HEAT_TRANSFER_COEFFICIENT
heat_capacity = 700000
/turf/space/New()
if(!istype(src, /turf/space/transit))
icon_state = "[pick(1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25)]"
/turf/space/attack_paw(mob/user as mob)
return src.attack_hand(user)
/turf/space/attack_hand(mob/user as mob)
if ((user.restrained() || !( user.pulling )))
return
if (user.pulling.anchored)
return
if ((user.pulling.loc != user.loc && get_dist(user, user.pulling) > 1))
return
if (ismob(user.pulling))
var/mob/M = user.pulling
var/atom/movable/t = M.pulling
M.stop_pulling()
step(user.pulling, get_dir(user.pulling.loc, src))
M.start_pulling(t)
else
step(user.pulling, get_dir(user.pulling.loc, src))
return
/turf/space/attackby(obj/item/C as obj, mob/user as mob)
if (istype(C, /obj/item/stack/rods))
var/obj/structure/lattice/L = locate(/obj/structure/lattice, src)
if(L)
return
var/obj/item/stack/rods/R = C
user << "\blue Constructing support lattice ..."
playsound(src.loc, 'sound/weapons/Genhit.ogg', 50, 1)
ReplaceWithLattice()
R.use(1)
return
if (istype(C, /obj/item/stack/tile/plasteel))
var/obj/structure/lattice/L = locate(/obj/structure/lattice, src)
if(L)
var/obj/item/stack/tile/plasteel/S = C
del(L)
playsound(src.loc, 'sound/weapons/Genhit.ogg', 50, 1)
S.build(src)
S.use(1)
return
else
user << "\red The plating is going to need some support."
return
// Ported from unstable r355
/turf/space/Entered(atom/movable/A as mob|obj)
..()
if ((!(A) || src != A.loc)) return
inertial_drift(A)
if(ticker && ticker.mode)
// Okay, so let's make it so that people can travel z levels but not nuke disks!
// if(ticker.mode.name == "nuclear emergency") return
if (A.x <= TRANSITIONEDGE || A.x >= (world.maxx - TRANSITIONEDGE - 1) || A.y <= TRANSITIONEDGE || A.y >= (world.maxy - TRANSITIONEDGE - 1))
if(istype(A, /obj/effect/meteor)||istype(A, /obj/effect/space_dust))
del(A)
return
if(istype(A, /obj/item/weapon/disk/nuclear)) // Don't let nuke disks travel Z levels ... And moving this shit down here so it only fires when they're actually trying to change z-level.
del(A) //The disk's Del() proc ensures a new one is created
return
if(!isemptylist(A.search_contents_for(/obj/item/weapon/disk/nuclear)))
if(istype(A, /mob/living))
var/mob/living/MM = A
if(MM.client)
MM << "\red Something you are carrying is preventing you from leaving. Don't play stupid; you know exactly what it is."
return
var/move_to_z_str = pickweight(accessable_z_levels)
var/move_to_z = text2num(move_to_z_str)
if(!move_to_z)
return
A.z = move_to_z
if(src.x <= TRANSITIONEDGE)
A.x = world.maxx - TRANSITIONEDGE - 2
A.y = rand(TRANSITIONEDGE + 2, world.maxy - TRANSITIONEDGE - 2)
else if (A.x >= (world.maxx - TRANSITIONEDGE - 1))
A.x = TRANSITIONEDGE + 1
A.y = rand(TRANSITIONEDGE + 2, world.maxy - TRANSITIONEDGE - 2)
else if (src.y <= TRANSITIONEDGE)
A.y = world.maxy - TRANSITIONEDGE -2
A.x = rand(TRANSITIONEDGE + 2, world.maxx - TRANSITIONEDGE - 2)
else if (A.y >= (world.maxy - TRANSITIONEDGE - 1))
A.y = TRANSITIONEDGE + 1
A.x = rand(TRANSITIONEDGE + 2, world.maxx - TRANSITIONEDGE - 2)
spawn (0)
if ((A && A.loc))
A.loc.Entered(A)
/turf/space/proc/Sandbox_Spacemove(atom/movable/A as mob|obj)
var/cur_x
var/cur_y
var/next_x
var/next_y
var/target_z
var/list/y_arr
if(src.x <= 1)
if(istype(A, /obj/effect/meteor)||istype(A, /obj/effect/space_dust))
del(A)
return
var/list/cur_pos = src.get_global_map_pos()
if(!cur_pos) return
cur_x = cur_pos["x"]
cur_y = cur_pos["y"]
next_x = (--cur_x||global_map.len)
y_arr = global_map[next_x]
target_z = y_arr[cur_y]
/*
//debug
world << "Src.z = [src.z] in global map X = [cur_x], Y = [cur_y]"
world << "Target Z = [target_z]"
world << "Next X = [next_x]"
//debug
*/
if(target_z)
A.z = target_z
A.x = world.maxx - 2
spawn (0)
if ((A && A.loc))
A.loc.Entered(A)
else if (src.x >= world.maxx)
if(istype(A, /obj/effect/meteor))
del(A)
return
var/list/cur_pos = src.get_global_map_pos()
if(!cur_pos) return
cur_x = cur_pos["x"]
cur_y = cur_pos["y"]
next_x = (++cur_x > global_map.len ? 1 : cur_x)
y_arr = global_map[next_x]
target_z = y_arr[cur_y]
/*
//debug
world << "Src.z = [src.z] in global map X = [cur_x], Y = [cur_y]"
world << "Target Z = [target_z]"
world << "Next X = [next_x]"
//debug
*/
if(target_z)
A.z = target_z
A.x = 3
spawn (0)
if ((A && A.loc))
A.loc.Entered(A)
else if (src.y <= 1)
if(istype(A, /obj/effect/meteor))
del(A)
return
var/list/cur_pos = src.get_global_map_pos()
if(!cur_pos) return
cur_x = cur_pos["x"]
cur_y = cur_pos["y"]
y_arr = global_map[cur_x]
next_y = (--cur_y||y_arr.len)
target_z = y_arr[next_y]
/*
//debug
world << "Src.z = [src.z] in global map X = [cur_x], Y = [cur_y]"
world << "Next Y = [next_y]"
world << "Target Z = [target_z]"
//debug
*/
if(target_z)
A.z = target_z
A.y = world.maxy - 2
spawn (0)
if ((A && A.loc))
A.loc.Entered(A)
else if (src.y >= world.maxy)
if(istype(A, /obj/effect/meteor)||istype(A, /obj/effect/space_dust))
del(A)
return
var/list/cur_pos = src.get_global_map_pos()
if(!cur_pos) return
cur_x = cur_pos["x"]
cur_y = cur_pos["y"]
y_arr = global_map[cur_x]
next_y = (++cur_y > y_arr.len ? 1 : cur_y)
target_z = y_arr[next_y]
/*
//debug
world << "Src.z = [src.z] in global map X = [cur_x], Y = [cur_y]"
world << "Next Y = [next_y]"
world << "Target Z = [target_z]"
//debug
*/
if(target_z)
A.z = target_z
A.y = 3
spawn (0)
if ((A && A.loc))
A.loc.Entered(A)
return

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@@ -0,0 +1,77 @@
/turf/space/transit
var/pushdirection // push things that get caught in the transit tile this direction
//Overwrite because we dont want people building rods in space.
/turf/space/transit/attackby(obj/O as obj, mob/user as mob)
return
/turf/space/transit/north // moving to the north
pushdirection = SOUTH // south because the space tile is scrolling south
//IF ANYONE KNOWS A MORE EFFICIENT WAY OF MANAGING THESE SPRITES, BE MY GUEST.
shuttlespace_ns1
icon_state = "speedspace_ns_1"
shuttlespace_ns2
icon_state = "speedspace_ns_2"
shuttlespace_ns3
icon_state = "speedspace_ns_3"
shuttlespace_ns4
icon_state = "speedspace_ns_4"
shuttlespace_ns5
icon_state = "speedspace_ns_5"
shuttlespace_ns6
icon_state = "speedspace_ns_6"
shuttlespace_ns7
icon_state = "speedspace_ns_7"
shuttlespace_ns8
icon_state = "speedspace_ns_8"
shuttlespace_ns9
icon_state = "speedspace_ns_9"
shuttlespace_ns10
icon_state = "speedspace_ns_10"
shuttlespace_ns11
icon_state = "speedspace_ns_11"
shuttlespace_ns12
icon_state = "speedspace_ns_12"
shuttlespace_ns13
icon_state = "speedspace_ns_13"
shuttlespace_ns14
icon_state = "speedspace_ns_14"
shuttlespace_ns15
icon_state = "speedspace_ns_15"
/turf/space/transit/east // moving to the east
pushdirection = WEST
shuttlespace_ew1
icon_state = "speedspace_ew_1"
shuttlespace_ew2
icon_state = "speedspace_ew_2"
shuttlespace_ew3
icon_state = "speedspace_ew_3"
shuttlespace_ew4
icon_state = "speedspace_ew_4"
shuttlespace_ew5
icon_state = "speedspace_ew_5"
shuttlespace_ew6
icon_state = "speedspace_ew_6"
shuttlespace_ew7
icon_state = "speedspace_ew_7"
shuttlespace_ew8
icon_state = "speedspace_ew_8"
shuttlespace_ew9
icon_state = "speedspace_ew_9"
shuttlespace_ew10
icon_state = "speedspace_ew_10"
shuttlespace_ew11
icon_state = "speedspace_ew_11"
shuttlespace_ew12
icon_state = "speedspace_ew_12"
shuttlespace_ew13
icon_state = "speedspace_ew_13"
shuttlespace_ew14
icon_state = "speedspace_ew_14"
shuttlespace_ew15
icon_state = "speedspace_ew_15"

File diff suppressed because it is too large Load Diff

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@@ -0,0 +1,5 @@
/turf/unsimulated
intact = 1
name = "command"
oxygen = MOLES_O2STANDARD
nitrogen = MOLES_N2STANDARD

View File

@@ -0,0 +1,24 @@
/turf/unsimulated/floor
name = "floor"
icon = 'icons/turf/floors.dmi'
icon_state = "Floor3"
/turf/unsimulated/floor/attack_paw(user as mob)
return src.attack_hand(user)
/turf/unsimulated/floor/attack_hand(var/mob/user as mob)
if ((!( user.canmove ) || user.restrained() || !( user.pulling )))
return
if (user.pulling.anchored)
return
if ((user.pulling.loc != user.loc && get_dist(user, user.pulling) > 1))
return
if (ismob(user.pulling))
var/mob/M = user.pulling
var/mob/t = M.pulling
M.stop_pulling()
step(user.pulling, get_dir(user.pulling.loc, src))
M.start_pulling(t)
else
step(user.pulling, get_dir(user.pulling.loc, src))
return

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@@ -0,0 +1,15 @@
/turf/unsimulated/wall
name = "wall"
icon = 'icons/turf/walls.dmi'
icon_state = "riveted"
opacity = 1
density = 1
turf/unsimulated/wall/splashscreen
name = "Space Station 13"
icon = 'icons/misc/fullscreen.dmi'
icon_state = "title"
layer = FLY_LAYER
/turf/unsimulated/wall/other
icon_state = "r_wall"

View File

@@ -0,0 +1,31 @@
/atom/movable/verb/pull()
set name = "Pull"
set category = "IC"
set src in oview(1)
usr.start_pulling(src)
return
/atom/verb/point()
set name = "Point To"
set category = "Object"
set src in oview()
var/atom/this = src//detach proc from src
src = null
if(!usr || !isturf(usr.loc))
return
if(usr.stat || usr.restrained())
return
if(usr.status_flags & FAKEDEATH)
return
var/tile = get_turf(this)
if (!tile)
return
var/P = new /obj/effect/decal/point(tile)
spawn (20)
if(P) del(P)
usr.visible_message("<b>[usr]</b> points to [this]")

View File

@@ -1,345 +0,0 @@
/datum/vote/New()
nextvotetime = world.timeofday // + 10*config.vote_delay
/datum/vote/proc/canvote()//marker1
var/excess = world.timeofday - vote.nextvotetime
if(excess < -10000) // handle clock-wrapping problems - very long delay (>20 hrs) if wrapped
vote.nextvotetime = world.timeofday
return 1
return (excess >= 0)
/datum/vote/proc/nextwait()
return timetext( round( (nextvotetime - world.timeofday)/10) )
/datum/vote/proc/endwait()
return timetext( round( (votetime - world.timeofday)/10) )
/datum/vote/proc/timetext(var/interval)
var/minutes = round(interval / 60)
var/seconds = round(interval % 60)
var/tmin = "[minutes>0?num2text(minutes)+"min":null]"
var/tsec = "[seconds>0?num2text(seconds)+"sec":null]"
if(tmin && tsec) // hack to skip inter-space if either field is blank
return "[tmin] [tsec]"
else
if(!tmin && !tsec) // return '0sec' if 0 time left
return "0sec"
return "[tmin][tsec]"
/datum/vote/proc/getvotes()
var/list/L = list()
for(var/mob/M in player_list)
if(M.client && M.client.inactivity < 1200) // clients inactive for 2 minutes don't count
L[M.client.vote] += 1
return L
/datum/vote/proc/endvote()
if(!voting) // means that voting was aborted by an admin
return
world << "\red <B>***Voting has closed.</B>"
log_vote("Voting closed, result was [winner]")
voting = 0
nextvotetime = world.timeofday + 10*config.vote_delay
for(var/mob/M in player_list) // clear vote window from all clients
if(M.client)
M << browse(null, "window=vote")
M.client.showvote = 0
calcwin()
if(mode)
if(!ticker)
if(!going)
world << "<B>The game will start soon.</B>"
going = 1
var/wintext = capitalize(winner)
if(winner=="default")
world << "Result is \red No change."
return
// otherwise change mode
world << "Result is change to \red [wintext]"
world.save_mode(winner)
if(ticker && ticker.mode)
world <<"\red <B>World will reboot in 10 seconds</B>"
feedback_set_details("end_error","mode vote - [winner]")
if(blackbox)
blackbox.save_all_data_to_sql()
sleep(100)
log_game("Rebooting due to mode vote")
world.Reboot()
else
master_mode = winner
else
if(winner=="default")
world << "Result is \red No restart."
return
world << "Result is \red Restart round."
world <<"\red <B>World will reboot in 5 seconds</B>"
feedback_set_details("end_error","restart vote")
if(blackbox)
blackbox.save_all_data_to_sql()
sleep(50)
log_game("Rebooting due to restart vote")
world.Reboot()
return
/datum/vote/proc/calcwin()
var/list/votes = getvotes()
if(vote.mode)
var/best = -1
for(var/v in votes)
if(v=="none")
continue
if(best < votes[v])
best = votes[v]
var/list/winners = list()
for(var/v in votes)
if(votes[v] == best)
winners += v
var/ret = ""
for(var/w in winners)
if(lentext(ret) > 0)
ret += "/"
if(w=="default")
winners = list("default")
ret = "No change"
break
else
ret += capitalize(w)
if(winners.len != 1)
ret = "Tie: " + ret
if(winners.len == 0)
vote.winner = "default"
ret = "No change"
else
vote.winner = pick(winners)
return ret
else
if(votes["default"] < votes["restart"])
vote.winner = "restart"
return "Restart"
else
vote.winner = "default"
return "No restart"
/mob/verb/vote()
set category = "OOC"
set name = "Vote"
usr.client.showvote = 1
var/text = "<HTML><HEAD><TITLE>Voting</TITLE></HEAD><BODY scroll=no>"
var/footer = "<HR><A href='?src=\ref[vote];vclose=1'>Close</A></BODY></HTML>"
if(config.vote_no_dead && usr.stat == 2)
text += "Voting while dead has been disallowed."
text += footer
usr << browse(text, "window=vote")
usr.client.showvote = 0
usr.client.vote = "none"
return
if(vote.voting)
// vote in progress, do the current
text += "Vote to [vote.mode?"change mode":"restart round"] in progress.<BR>"
text += "[vote.endwait()] until voting is closed.<BR>"
var/list/votes = vote.getvotes()
if(vote.mode) // true if changing mode
text += "Current game mode is: <B>[master_mode]</B>.<BR>Select the mode to change to:<UL>"
for(var/md in config.votable_modes)
var/disp = capitalize(md)
if(md=="default")
disp = "No change"
//world << "[md]|[disp]|[src.client.vote]|[votes[md]]"
if(src.client.vote == md)
text += "<LI><B>[disp]</B>"
else
text += "<LI><A href='?src=\ref[vote];vote=[md]'>[disp]</A>"
text += "[votes[md]>0?" - [votes[md]] vote\s":null]<BR>"
text += "</UL>"
text +="<p>Current winner: <B>[vote.calcwin()]</B><BR>"
text += footer
usr << browse(text, "window=vote")
else // voting to restart
text += "Restart the world?<BR><UL>"
var/list/VL = list("default","restart")
for(var/md in VL)
var/disp = (md=="default"? "No":"Yes")
if(src.client.vote == md)
text += "<LI><B>[disp]</B>"
else
text += "<LI><A href='?src=\ref[vote];vote=[md]'>[disp]</A>"
text += "[votes[md]>0?" - [votes[md]] vote\s":null]<BR>"
text += "</UL>"
text +="<p>Current winner: <B>[vote.calcwin()]</B><BR>"
text += footer
usr << browse(text, "window=vote")
else //no vote in progress
if(shuttlecoming == 1)
usr << "\blue Cannot start Vote - Shuttle has been called."
return
if(!config.allow_vote_restart && !config.allow_vote_mode)
text += "<P>Player voting is disabled.</BODY></HTML>"
usr << browse(text, "window=vote")
usr.client.showvote = 0
return
if(!vote.canvote()) // not time to vote yet
if(config.allow_vote_restart) text+="Voting to restart is enabled.<BR>"
if(config.allow_vote_mode) text+="Voting to change mode is enabled.<BR>"
text+="<BR><P>Next vote can begin in [vote.nextwait()]."
text+=footer
usr << browse(text, "window=vote")
else // voting can begin
if(config.allow_vote_restart)
text += "<A href='?src=\ref[vote];vmode=1'>Begin restart vote.</A><BR>"
if(config.allow_vote_mode)
text += "<A href='?src=\ref[vote];vmode=2'>Begin change mode vote.</A><BR>"
text += footer
usr << browse(text, "window=vote")
spawn(20)
if(usr.client && usr.client.showvote)
usr.vote()
else
usr << browse(null, "window=vote")
return
/datum/vote/Topic(href, href_list)
..()
//world << "[usr] has activated the vote Topic"
if(href_list["voter"])
world << "[usr.ckey] has attempted to bypass the voting system." //ckey is easy key
return
if(href_list["vclose"])
if(usr)
usr << browse(null, "window=vote")
usr.client.showvote = 0
return
if(href_list["vmode"])
if(vote.voting)
return
if(!vote.canvote() ) // double check even though this shouldn't happen
return
vote.mode = text2num(href_list["vmode"])-1 // hack to yield 0=restart, 1=changemode
if(!ticker && vote.mode == 1)
if(going)
world << "<B>The game start has been delayed.</B>"
going = 0
vote.voting = 1 // now voting
vote.votetime = world.timeofday + config.vote_period*10 // when the vote will end
spawn(config.vote_period*10)
vote.endvote()
world << "\red<B>*** A vote to [vote.mode?"change game mode":"restart"] has been initiated by [usr.key].</B>"
world << "\red You have [vote.timetext(config.vote_period)] to vote."
log_vote("Voting to [vote.mode ? "change mode" : "restart round"] started by [usr.name]/[usr.key]")
for(var/mob/CM in player_list)
if(CM.client)
if( config.vote_no_default || (config.vote_no_dead && CM.stat == 2) )
CM.client.vote = "none"
else
CM.client.vote = "default"
if(usr) usr.vote()
return
return
if(href_list["vote"] && vote.voting)
if(usr)
usr.client.vote = href_list["vote"]
//world << "Setting client [usr.key]'s vote to: [href_list["vote"]]."
usr.vote()
return

View File

@@ -325,3 +325,104 @@
src << "You must be conscious to do this!"
return
/mob/living/carbon/clean_blood()
. = ..()
if(ishuman(src))
var/mob/living/carbon/human/H = src
if(H.gloves)
if(H.gloves.clean_blood())
H.update_inv_gloves(0)
else
if(H.bloody_hands)
H.bloody_hands = 0
H.update_inv_gloves(0)
update_icons() //apply the now updated overlays to the mob
//Throwing stuff
/mob/living/carbon/proc/toggle_throw_mode()
var/obj/item/W = get_active_hand()
if( !W )//Not holding anything
if( client && (TK in mutations) )
var/obj/item/tk_grab/O = new(src)
put_in_active_hand(O)
O.host = src
return
if( istype(W,/obj/item/tk_grab) )
if(hand) del(l_hand)
else del(r_hand)
return
if (src.in_throw_mode)
throw_mode_off()
else
throw_mode_on()
/mob/living/carbon/proc/throw_mode_off()
src.in_throw_mode = 0
src.throw_icon.icon_state = "act_throw_off"
/mob/living/carbon/proc/throw_mode_on()
src.in_throw_mode = 1
src.throw_icon.icon_state = "act_throw_on"
/mob/living/carbon/proc/throw_item(atom/target)
src.throw_mode_off()
if(usr.stat || !target)
return
if(target.type == /obj/screen) return
var/atom/movable/item = src.get_active_hand()
if(!item) return
if (istype(item, /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = item
item = G.throw() //throw the person instead of the grab
if(ismob(item))
var/turf/start_T = get_turf(loc) //Get the start and target tile for the descriptors
var/turf/end_T = get_turf(target)
if(start_T && end_T)
var/mob/M = item
var/start_T_descriptor = "<font color='#6b5d00'>tile at [start_T.x], [start_T.y], [start_T.z] in area [get_area(start_T)]</font>"
var/end_T_descriptor = "<font color='#6b4400'>tile at [end_T.x], [end_T.y], [end_T.z] in area [get_area(end_T)]</font>"
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been thrown by [usr.name] ([usr.ckey]) from [start_T_descriptor] with the target [end_T_descriptor]</font>")
usr.attack_log += text("\[[time_stamp()]\] <font color='red'>Has thrown [M.name] ([M.ckey]) from [start_T_descriptor] with the target [end_T_descriptor]</font>")
if(!item) return //Grab processing has a chance of returning null
u_equip(item)
update_icons()
if(src.client)
src.client.screen -= item
item.loc = src.loc
if(istype(item, /obj/item))
item:dropped(src) // let it know it's been dropped
//actually throw it!
if (item)
item.layer = initial(item.layer)
src.visible_message("\red [src] has thrown [item].")
if(!src.lastarea)
src.lastarea = get_area(src.loc)
if((istype(src.loc, /turf/space)) || (src.lastarea.has_gravity == 0))
src.inertia_dir = get_dir(target, src)
step(src, inertia_dir)
/*
if(istype(src.loc, /turf/space) || (src.flags & NOGRAV)) //they're in space, move em one space in the opposite direction
src.inertia_dir = get_dir(target, src)
step(src, inertia_dir)
*/
item.throw_at(target, item.throw_range, item.throw_speed)

View File

@@ -1,3 +1,10 @@
//Not sure why this is necessary...
/proc/AutoUpdateAI(obj/subject)
if (subject!=null)
for(var/mob/living/silicon/ai/M in player_list)
if ((M.client && M.machine == subject))
subject.attack_ai(M)
/mob/living/silicon/ai
name = "AI"

295
code/world.dm Normal file
View File

@@ -0,0 +1,295 @@
/world
mob = /mob/new_player
turf = /turf/space
area = /area
view = "15x15"
hub = "Exadv1.spacestation13"
hub_password = "SORRYNOPASSWORD"
name = "/tg/ Station 13"
/* This is for any host that would like their server to appear on the main SS13 hub.
To use it, simply replace the password above, with the password found below, and it should work.
If not, let us know on the main tgstation IRC channel of irc.rizon.net #tgstation13 we can help you there.
hub = "Exadv1.spacestation13"
hub_password = "kMZy3U5jJHSiBQjr"
name = "Space Station 13"
*/
#define RECOMMENDED_VERSION 494
/world/New()
..()
src.load_configuration()
if (config && config.server_name != null && config.server_suffix && world.port > 0)
// dumb and hardcoded but I don't care~
config.server_name += " #[(world.port % 1000) / 100]"
src.load_mode()
src.load_motd()
src.load_admins()
investigate_reset()
if (config.usewhitelist)
load_whitelist()
LoadBansjob()
Get_Holiday() //~Carn, needs to be here when the station is named so :P
src.update_status()
makepowernets()
sun = new /datum/sun()
vote = new /datum/vote()
radio_controller = new /datum/controller/radio()
data_core = new /obj/effect/datacore()
paiController = new /datum/paiController()
..()
sleep(50)
plmaster = new /obj/effect/overlay( )
plmaster.icon = 'icons/effects/tile_effects.dmi'
plmaster.icon_state = "plasma"
plmaster.layer = FLY_LAYER
plmaster.mouse_opacity = 0
slmaster = new /obj/effect/overlay( )
slmaster.icon = 'icons/effects/tile_effects.dmi'
slmaster.icon_state = "sleeping_agent"
slmaster.layer = FLY_LAYER
slmaster.mouse_opacity = 0
src.update_status()
master_controller = new /datum/controller/game_controller()
spawn(-1)
master_controller.setup()
lighting_controller.Initialize()
if(byond_version < RECOMMENDED_VERSION)
world.log << "Your server's byond version does not meet the recommended requirements for TGstation code. Please update BYOND"
diary = file("data/logs/[time2text(world.realtime, "YYYY/MM-Month/DD-Day")].log")
diary << {"
Starting up. [time2text(world.timeofday, "hh:mm.ss")]
---------------------
"}
diaryofmeanpeople = file("data/logs/[time2text(world.realtime, "YYYY/MM-Month/DD-Day")] Attack.log")
diaryofmeanpeople << {"
Starting up. [time2text(world.timeofday, "hh:mm.ss")]
---------------------
"}
href_logfile = file("data/logs/[time2text(world.realtime, "YYYY/MM-Month/DD-Day")] hrefs.html")
jobban_loadbanfile()
jobban_updatelegacybans()
LoadBans()
make_datum_references_lists() //initialises global lists for referencing frequently used datums (so that we only ever do it once)
process_teleport_locs() //Sets up the wizard teleport locations
process_ghost_teleport_locs() //Sets up ghost teleport locations.
sleep_offline = 1
spawn(3000) //so we aren't adding to the round-start lag
if(config.ToRban)
ToRban_autoupdate()
if(config.kick_inactive)
KickInactiveClients()
#undef RECOMMENDED_VERSION
return
//world/Topic(href, href_list[])
// world << "Received a Topic() call!"
// world << "[href]"
// for(var/a in href_list)
// world << "[a]"
// if(href_list["hello"])
// world << "Hello world!"
// return "Hello world!"
// world << "End of Topic() call."
// ..()
/world/Topic(T, addr, master, key)
diary << "TOPIC: \"[T]\", from:[addr], master:[master], key:[key]"
if (T == "ping")
var/x = 1
for (var/client/C)
x++
return x
else if(T == "players")
var/n = 0
for(var/mob/M in player_list)
if(M.client)
n++
return n
else if (T == "status")
var/list/s = list()
s["version"] = game_version
s["mode"] = master_mode
s["respawn"] = config ? abandon_allowed : 0
s["enter"] = enter_allowed
s["vote"] = config.allow_vote_mode
s["ai"] = config.allow_ai
s["host"] = host ? host : null
s["players"] = list()
var/n = 0
var/admins = 0
for(var/client/C in client_list)
if(C.holder)
if(C.stealth)
continue //so stealthmins aren't revealed by the hub
admins++
s["player[n]"] = C.key
n++
s["players"] = n
if(revdata) s["revision"] = revdata.revision
s["admins"] = admins
return list2params(s)
/world/Reboot(var/reason)
spawn(0)
world << sound(pick('sound/AI/newroundsexy.ogg','sound/misc/apcdestroyed.ogg','sound/misc/bangindonk.ogg')) // random end sounds!! - LastyBatsy
for(var/client/C)
if (config.server) //if you set a server location in config.txt, it sends you there instead of trying to reconnect to the same world address. -- NeoFite
C << link("byond://[config.server]")
else
C << link("byond://[world.address]:[world.port]")
..(reason)
#define INACTIVITY_KICK 6000 //10 minutes in ticks (approx.)
/world/proc/KickInactiveClients()
for(var/client/C)
if( !C.holder && (C.inactivity >= INACTIVITY_KICK) )
if(C.mob)
if(!istype(C.mob, /mob/dead/))
log_access("AFK: [key_name(C)]")
C << "\red You have been inactive for more than 10 minutes and have been disconnected."
del(C)
spawn(3000) KickInactiveClients()//more or less five minutes
#undef INACTIVITY_KICK
/world/proc/load_mode()
var/text = file2text("data/mode.txt")
if (text)
var/list/lines = dd_text2list(text, "\n")
if (lines[1])
master_mode = lines[1]
diary << "Saved mode is '[master_mode]'"
/world/proc/save_mode(var/the_mode)
var/F = file("data/mode.txt")
fdel(F)
F << the_mode
/world/proc/load_motd()
join_motd = file2text("config/motd.txt")
/world/proc/load_admins()
var/text = file2text("config/admins.txt")
if (!text)
diary << "Failed to load config/admins.txt\n"
else
var/list/lines = dd_text2list(text, "\n")
for(var/line in lines)
if (!line)
continue
if (copytext(line, 1, 2) == ";")
continue
var/pos = findtext(line, " - ", 1, null)
if (pos)
var/m_key = copytext(line, 1, pos)
var/a_lev = copytext(line, pos + 3, length(line) + 1)
admins[m_key] = a_lev
diary << ("ADMIN: [m_key] = [a_lev]")
/world/proc/load_configuration()
config = new /datum/configuration()
config.load("config/config.txt")
config.load("config/game_options.txt","game_options")
config.loadsql("config/dbconfig.txt")
config.loadforumsql("config/forumdbconfig.txt")
// apply some settings from config..
abandon_allowed = config.respawn
/world/proc/update_status()
var/s = ""
if (config && config.server_name)
s += "<b>[config.server_name]</b> &#8212; "
s += "<b>[station_name()]</b>";
s += " ("
s += "<a href=\"http://\">" //Change this to wherever you want the hub to link to.
// s += "[game_version]"
s += "Default" //Replace this with something else. Or ever better, delete it and uncomment the game version.
s += "</a>"
s += ")"
var/list/features = list()
if (!ticker)
features += "<b>STARTING</b>"
if (ticker && master_mode)
features += master_mode
if (!enter_allowed)
features += "closed"
if (abandon_allowed)
features += abandon_allowed ? "respawn" : "no respawn"
if (config && config.allow_vote_mode)
features += "vote"
if (config && config.allow_ai)
features += "AI allowed"
var/n = 0
for (var/mob/M in player_list)
if (M.client)
n++
if (n > 1)
features += "~[n] players"
else if (n > 0)
features += "~[n] player"
/*
is there a reason for this? the byond site shows 'hosted by X' when there is a proper host already.
if (host)
features += "hosted by <b>[host]</b>"
*/
if (!host && config && config.hostedby)
features += "hosted by <b>[config.hostedby]</b>"
if (features)
s += ": [dd_list2text(features, ", ")]"
/* does this help? I do not know */
if (src.status != s)
src.status = s

View File

@@ -1 +0,0 @@
wark

View File

@@ -16,16 +16,14 @@
#define FILE_DIR "code/datums"
#define FILE_DIR "code/datums/diseases"
#define FILE_DIR "code/datums/helper_datums"
#define FILE_DIR "code/datums/organs"
#define FILE_DIR "code/datums/spells"
#define FILE_DIR "code/defines"
#define FILE_DIR "code/defines/area"
#define FILE_DIR "code/defines/obj"
#define FILE_DIR "code/defines/procs"
#define FILE_DIR "code/defines/tanning"
#define FILE_DIR "code/FEA"
#define FILE_DIR "code/game"
#define FILE_DIR "code/game/area"
#define FILE_DIR "code/game/asteroid"
#define FILE_DIR "code/game/gamemodes"
#define FILE_DIR "code/game/gamemodes/blob"
#define FILE_DIR "code/game/gamemodes/blob/blobs"
@@ -86,6 +84,7 @@
#define FILE_DIR "code/game/objects/structures/stool_bed_chair_nest"
#define FILE_DIR "code/game/turfs"
#define FILE_DIR "code/game/turfs/simulated"
#define FILE_DIR "code/game/turfs/space"
#define FILE_DIR "code/game/turfs/unsimulated"
#define FILE_DIR "code/game/vehicles"
#define FILE_DIR "code/game/vehicles/airtight"
@@ -140,7 +139,6 @@
#define FILE_DIR "code/modules/mob/living/silicon/robot"
#define FILE_DIR "code/modules/mob/living/simple_animal"
#define FILE_DIR "code/modules/mob/new_player"
#define FILE_DIR "code/modules/mob/organ"
#define FILE_DIR "code/modules/paperwork"
#define FILE_DIR "code/modules/power"
#define FILE_DIR "code/modules/power/antimatter"
@@ -208,7 +206,6 @@
#define FILE_DIR "interface"
#define FILE_DIR "maps"
#define FILE_DIR "maps/RandomZLevels"
#define FILE_DIR "music"
#define FILE_DIR "sound"
#define FILE_DIR "sound/AI"
#define FILE_DIR "sound/ambience"
@@ -234,6 +231,7 @@
#include "code\names.dm"
#include "code\setup.dm"
#include "code\stylesheet.dm"
#include "code\world.dm"
#include "code\ATMOSPHERICS\atmospherics.dm"
#include "code\ATMOSPHERICS\datum_pipe_network.dm"
#include "code\ATMOSPHERICS\datum_pipeline.dm"
@@ -305,6 +303,8 @@
#include "code\datums\helper_datums\global_iterator.dm"
#include "code\datums\helper_datums\teleport.dm"
#include "code\datums\helper_datums\topic_input.dm"
#include "code\datums\organs\organ.dm"
#include "code\datums\organs\organ_external.dm"
#include "code\datums\spells\area_teleport.dm"
#include "code\datums\spells\conjure.dm"
#include "code\datums\spells\emplosion.dm"
@@ -318,12 +318,7 @@
#include "code\datums\spells\trigger.dm"
#include "code\datums\spells\turf_teleport.dm"
#include "code\datums\spells\wizard.dm"
#include "code\defines\atom.dm"
#include "code\defines\hub.dm"
#include "code\defines\obj.dm"
#include "code\defines\turf.dm"
#include "code\defines\world.dm"
#include "code\defines\area\Space Station 13 areas.dm"
#include "code\defines\obj\hydro.dm"
#include "code\defines\obj\machinery.dm"
#include "code\defines\obj\storage.dm"
@@ -351,40 +346,26 @@
#include "code\defines\procs\statistics.dm"
#include "code\defines\procs\syndicate_name.dm"
#include "code\defines\procs\time_stamp.dm"
#include "code\defines\tanning\leather.dm"
#include "code\FEA\FEA_airgroup.dm"
#include "code\FEA\FEA_fire.dm"
#include "code\FEA\FEA_gas_mixture.dm"
#include "code\FEA\FEA_group_helpers.dm"
#include "code\FEA\FEA_system.dm"
#include "code\FEA\FEA_turf_tile.dm"
#include "code\game\algorithm.dm"
#include "code\game\atom_procs.dm"
#include "code\game\cellautomata.dm"
#include "code\game\chemistry.dm"
#include "code\game\asteroid.dm"
#include "code\game\atoms.dm"
#include "code\game\atoms_movable.dm"
#include "code\game\communications.dm"
#include "code\game\dna.dm"
#include "code\game\hud.dm"
#include "code\game\landmarks.dm"
#include "code\game\prisonshuttle.dm"
#include "code\game\shuttle_engines.dm"
#include "code\game\skincmd.dm"
#include "code\game\smoothwall.dm"
#include "code\game\sound.dm"
#include "code\game\specops_shuttle.dm"
#include "code\game\status.dm"
#include "code\game\step_triggers.dm"
#include "code\game\supplyshuttle.dm"
#include "code\game\syndicate_shuttle.dm"
#include "code\game\syndicate_specops_shuttle.dm"
#include "code\game\throwing.dm"
#include "code\game\topic.dm"
#include "code\game\vote.dm"
#include "code\game\area\ai_monitored.dm"
#include "code\game\area\areas.dm"
#include "code\game\asteroid\artifacts.dm"
#include "code\game\asteroid\asteroid.dm"
#include "code\game\asteroid\turf.dm"
#include "code\game\area\Space Station 13 areas.dm"
#include "code\game\gamemodes\events.dm"
#include "code\game\gamemodes\factions.dm"
#include "code\game\gamemodes\game_mode.dm"
@@ -498,6 +479,7 @@
#include "code\game\machinery\turrets.dm"
#include "code\game\machinery\vending.dm"
#include "code\game\machinery\washing_machine.dm"
#include "code\game\machinery\wishgranter.dm"
#include "code\game\machinery\atmoalter\area_atmos_computer.dm"
#include "code\game\machinery\atmoalter\canister.dm"
#include "code\game\machinery\atmoalter\meter.dm"
@@ -538,10 +520,14 @@
#include "code\game\machinery\computer\pod.dm"
#include "code\game\machinery\computer\power.dm"
#include "code\game\machinery\computer\prisoner.dm"
#include "code\game\machinery\computer\prisonshuttle.dm"
#include "code\game\machinery\computer\robot.dm"
#include "code\game\machinery\computer\security.dm"
#include "code\game\machinery\computer\shuttle.dm"
#include "code\game\machinery\computer\specops_shuttle.dm"
#include "code\game\machinery\computer\station_alert.dm"
#include "code\game\machinery\computer\syndicate_shuttle.dm"
#include "code\game\machinery\computer\syndicate_specops_shuttle.dm"
#include "code\game\machinery\doors\airlock.dm"
#include "code\game\machinery\doors\airlock_electronics.dm"
#include "code\game\machinery\doors\brigdoors.dm"
@@ -611,6 +597,7 @@
#include "code\game\objects\effects\overlays.dm"
#include "code\game\objects\effects\portals.dm"
#include "code\game\objects\effects\signs.dm"
#include "code\game\objects\effects\step_triggers.dm"
#include "code\game\objects\effects\decals\cleanable.dm"
#include "code\game\objects\effects\decals\contraband.dm"
#include "code\game\objects\effects\decals\crayon.dm"
@@ -622,6 +609,7 @@
#include "code\game\objects\effects\decals\Cleanable\robots.dm"
#include "code\game\objects\effects\spawners\bombspawner.dm"
#include "code\game\objects\effects\spawners\gibspawner.dm"
#include "code\game\objects\effects\spawners\vaultspawner.dm"
#include "code\game\objects\items\apc_frame.dm"
#include "code\game\objects\items\blueprints.dm"
#include "code\game\objects\items\bodybag.dm"
@@ -662,6 +650,7 @@
#include "code\game\objects\items\stacks\rods.dm"
#include "code\game\objects\items\stacks\stack.dm"
#include "code\game\objects\items\stacks\sheets\glass.dm"
#include "code\game\objects\items\stacks\sheets\leather.dm"
#include "code\game\objects\items\stacks\sheets\light.dm"
#include "code\game\objects\items\stacks\sheets\mineral.dm"
#include "code\game\objects\items\stacks\sheets\sheet_types.dm"
@@ -784,13 +773,27 @@
#include "code\game\objects\structures\stool_bed_chair_nest\bed.dm"
#include "code\game\objects\structures\stool_bed_chair_nest\chairs.dm"
#include "code\game\objects\structures\stool_bed_chair_nest\stools.dm"
#include "code\game\turfs\simulated.dm"
#include "code\game\turfs\turf.dm"
#include "code\game\turfs\unsimulated.dm"
#include "code\game\turfs\simulated\asteroid.dm"
#include "code\game\turfs\simulated\beach.dm"
#include "code\game\turfs\simulated\floor.dm"
#include "code\game\turfs\simulated\floor_types.dm"
#include "code\game\turfs\simulated\walls.dm"
#include "code\game\turfs\simulated\walls_mineral.dm"
#include "code\game\turfs\simulated\walls_misc.dm"
#include "code\game\turfs\simulated\walls_reinforced.dm"
#include "code\game\turfs\space\space.dm"
#include "code\game\turfs\space\transit.dm"
#include "code\game\turfs\unsimulated\beach.dm"
#include "code\game\turfs\unsimulated\floor.dm"
#include "code\game\turfs\unsimulated\walls.dm"
#include "code\game\vehicles\vehicle.dm"
#include "code\game\vehicles\airtight\airtight.dm"
#include "code\game\vehicles\airtight\land.dm"
#include "code\game\vehicles\airtight\space.dm"
#include "code\game\verbs\atom_verbs.dm"
#include "code\game\verbs\ooc.dm"
#include "code\game\verbs\sound.dm"
#include "code\game\verbs\suicide.dm"
@@ -1097,8 +1100,6 @@
#include "code\modules\mob\new_player\preferences_setup.dm"
#include "code\modules\mob\new_player\savefile.dm"
#include "code\modules\mob\new_player\sprite_accessories.dm"
#include "code\modules\mob\organ\organ.dm"
#include "code\modules\mob\organ\organ_external.dm"
#include "code\modules\paperwork\clipboard.dm"
#include "code\modules\paperwork\filingcabinet.dm"
#include "code\modules\paperwork\folders.dm"