/obj/structure/window name = "window" desc = "A window." icon = 'icons/obj/structures_vr.dmi' // VOREStation Edit - New icons density = 1 can_atmos_pass = ATMOS_PASS_PROC w_class = ITEMSIZE_NORMAL layer = WINDOW_LAYER pressure_resistance = 4*ONE_ATMOSPHERE anchored = 1.0 flags = ON_BORDER var/maxhealth = 14.0 var/maximal_heat = T0C + 100 // Maximal heat before this window begins taking damage from fire var/damage_per_fire_tick = 2.0 // Amount of damage per fire tick. Regular windows are not fireproof so they might as well break quickly. var/health var/force_threshold = 0 var/ini_dir = null var/state = 2 var/reinf = 0 var/basestate var/shardtype = /obj/item/weapon/material/shard var/glasstype = null // Set this in subtypes. Null is assumed strange or otherwise impossible to dismantle, such as for shuttle glass. var/silicate = 0 // number of units of silicate var/fulltile = FALSE // Set to true on full-tile variants. /obj/structure/window/examine(mob/user) . = ..() if(health == maxhealth) . += "It looks fully intact." else var/perc = health / maxhealth if(perc > 0.75) . += "It has a few cracks." else if(perc > 0.5) . += "It looks slightly damaged." else if(perc > 0.25) . += "It looks moderately damaged." else . += "It looks heavily damaged." if(silicate) if (silicate < 30) . += "It has a thin layer of silicate." else if (silicate < 70) . += "It is covered in silicate." else . += "There is a thick layer of silicate covering it." /obj/structure/window/examine_icon() return icon(icon=initial(icon),icon_state=initial(icon_state)) /obj/structure/window/take_damage(var/damage = 0, var/sound_effect = 1) var/initialhealth = health if(silicate) damage = damage * (1 - silicate / 200) health = max(0, health - damage) if(health <= 0) shatter() else if(sound_effect) playsound(loc, 'sound/effects/Glasshit.ogg', 100, 1) if(health < maxhealth / 4 && initialhealth >= maxhealth / 4) visible_message("[src] looks like it's about to shatter!" ) update_icon() else if(health < maxhealth / 2 && initialhealth >= maxhealth / 2) visible_message("[src] looks seriously damaged!" ) update_icon() else if(health < maxhealth * 3/4 && initialhealth >= maxhealth * 3/4) visible_message("Cracks begin to appear in [src]!" ) update_icon() return /obj/structure/window/proc/apply_silicate(var/amount) if(health < maxhealth) // Mend the damage health = min(health + amount * 3, maxhealth) if(health == maxhealth) visible_message("[src] looks fully repaired." ) else // Reinforce silicate = min(silicate + amount, 100) updateSilicate() /obj/structure/window/proc/updateSilicate() if (overlays) overlays.Cut() update_icon() var/image/img = image(src) img.color = "#ffffff" img.alpha = silicate * 255 / 100 overlays += img /obj/structure/window/proc/shatter(var/display_message = 1) playsound(src, "shatter", 70, 1) if(display_message) visible_message("[src] shatters!") new shardtype(loc) if(reinf) new /obj/item/stack/rods(loc) if(is_fulltile()) new shardtype(loc) //todo pooling? if(reinf) new /obj/item/stack/rods(loc) qdel(src) return /obj/structure/window/bullet_act(var/obj/item/projectile/Proj) var/proj_damage = Proj.get_structure_damage() if(!proj_damage) return ..() take_damage(proj_damage) return /obj/structure/window/ex_act(severity) switch(severity) if(1.0) qdel(src) return if(2.0) shatter(0) return if(3.0) if(prob(50)) shatter(0) return /obj/structure/window/blob_act() take_damage(50) /obj/structure/window/CanPass(atom/movable/mover, turf/target) if(istype(mover) && mover.checkpass(PASSGLASS)) return TRUE if(is_fulltile()) return FALSE //full tile window, you can't move into it! if((get_dir(loc, target) & dir) || (get_dir(mover, target) == turn(dir, 180))) return !density else return TRUE /obj/structure/window/CanZASPass(turf/T, is_zone) if(is_fulltile() || get_dir(T, loc) == turn(dir, 180)) // Make sure we're handling the border correctly. return !anchored // If it's anchored, it'll block air. return TRUE // Don't stop airflow from the other sides. /obj/structure/window/CheckExit(atom/movable/O as mob|obj, target as turf) if(istype(O) && O.checkpass(PASSGLASS)) return 1 if(get_dir(O.loc, target) == dir) return 0 return 1 /obj/structure/window/hitby(AM as mob|obj) ..() visible_message("[src] was hit by [AM].") var/tforce = 0 if(ismob(AM)) tforce = 40 else if(isobj(AM)) var/obj/item/I = AM tforce = I.throwforce if(reinf) tforce *= 0.25 if(health - tforce <= 7 && !reinf) anchored = 0 update_verbs() update_nearby_icons() step(src, get_dir(AM, src)) take_damage(tforce) /obj/structure/window/attack_tk(mob/user as mob) user.visible_message("Something knocks on [src].") playsound(loc, 'sound/effects/Glasshit.ogg', 50, 1) /obj/structure/window/attack_hand(mob/user as mob) user.setClickCooldown(user.get_attack_speed()) if(HULK in user.mutations) user.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!")) user.visible_message("[user] smashes through [src]!") user.do_attack_animation(src) shatter() else if (usr.a_intent == I_HURT) if (istype(usr,/mob/living/carbon/human)) var/mob/living/carbon/human/H = usr if(H.species.can_shred(H)) attack_generic(H,25) return playsound(src.loc, 'sound/effects/glassknock.ogg', 80, 1) user.do_attack_animation(src) usr.visible_message("\The [usr] bangs against \the [src]!", "You bang against \the [src]!", "You hear a banging sound.") else playsound(src.loc, 'sound/effects/glassknock.ogg', 80, 1) usr.visible_message("[usr.name] knocks on the [src.name].", "You knock on the [src.name].", "You hear a knocking sound.") return /obj/structure/window/attack_generic(var/mob/user, var/damage) user.setClickCooldown(user.get_attack_speed()) if(!damage) return if(damage >= STRUCTURE_MIN_DAMAGE_THRESHOLD) visible_message("[user] smashes into [src]!") if(reinf) damage = damage / 2 take_damage(damage) else visible_message("\The [user] bonks \the [src] harmlessly.") user.do_attack_animation(src) return 1 /obj/structure/window/attackby(obj/item/W as obj, mob/user as mob) if(!istype(W)) return//I really wish I did not need this // Fixing. if(istype(W, /obj/item/weapon/weldingtool) && user.a_intent == I_HELP) var/obj/item/weapon/weldingtool/WT = W if(health < maxhealth) if(WT.remove_fuel(1 ,user)) to_chat(user, "You begin repairing [src]...") playsound(src, WT.usesound, 50, 1) if(do_after(user, 40 * WT.toolspeed, target = src)) health = maxhealth // playsound(src, 'sound/items/Welder.ogg', 50, 1) update_icon() to_chat(user, "You repair [src].") else to_chat(user, "[src] is already in good condition!") return // Slamming. if (istype(W, /obj/item/weapon/grab) && get_dist(src,user)<2) var/obj/item/weapon/grab/G = W if(istype(G.affecting,/mob/living)) var/mob/living/M = G.affecting var/state = G.state qdel(W) //gotta delete it here because if window breaks, it won't get deleted switch (state) if(1) M.visible_message("[user] slams [M] against \the [src]!") M.apply_damage(7) hit(10) if(2) M.visible_message("[user] bashes [M] against \the [src]!") if (prob(50)) M.Weaken(1) M.apply_damage(10) hit(25) if(3) M.visible_message("[user] crushes [M] against \the [src]!") M.Weaken(5) M.apply_damage(20) hit(50) return if(W.flags & NOBLUDGEON) return if(W.is_screwdriver()) if(reinf && state >= 1) state = 3 - state update_nearby_icons() playsound(src, W.usesound, 75, 1) to_chat(user, "You have [state == 1 ? "un" : ""]fastened the window [state ? "from" : "to"] the frame.") else if(reinf && state == 0) anchored = !anchored update_nearby_icons() update_verbs() playsound(src, W.usesound, 75, 1) to_chat(user, "You have [anchored ? "" : "un"]fastened the frame [anchored ? "to" : "from"] the floor.") else if(!reinf) anchored = !anchored update_nearby_icons() update_verbs() playsound(src, W.usesound, 75, 1) to_chat(user, "You have [anchored ? "" : "un"]fastened the window [anchored ? "to" : "from"] the floor.") else if(W.is_crowbar() && reinf && state <= 1) state = 1 - state playsound(src, W.usesound, 75, 1) to_chat(user, "You have pried the window [state ? "into" : "out of"] the frame.") else if(W.is_wrench() && !anchored && (!state || !reinf)) if(!glasstype) to_chat(user, "You're not sure how to dismantle \the [src] properly.") else playsound(src, W.usesound, 75, 1) visible_message("[user] dismantles \the [src].") var/obj/item/stack/material/mats = new glasstype(loc) if(is_fulltile()) mats.amount = 4 qdel(src) else if(istype(W, /obj/item/stack/cable_coil) && reinf && state == 0 && !istype(src, /obj/structure/window/reinforced/polarized)) var/obj/item/stack/cable_coil/C = W if (C.use(1)) playsound(src.loc, 'sound/effects/sparks1.ogg', 75, 1) user.visible_message( \ "\The [user] begins to wire \the [src] for electrochromic tinting.", \ "You begin to wire \the [src] for electrochromic tinting.", \ "You hear sparks.") if(do_after(user, 20 * C.toolspeed, src) && state == 0) playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1) var/obj/structure/window/reinforced/polarized/P = new(loc, dir) if(is_fulltile()) P.fulltile = TRUE P.icon_state = "fwindow" P.maxhealth = maxhealth P.health = health P.state = state P.anchored = anchored qdel(src) else if(istype(W,/obj/item/frame) && anchored) var/obj/item/frame/F = W F.try_build(src, user) else user.setClickCooldown(user.get_attack_speed(W)) if(W.damtype == BRUTE || W.damtype == BURN) user.do_attack_animation(src) hit(W.force) if(health <= 7) anchored = 0 update_nearby_icons() step(src, get_dir(user, src)) else playsound(loc, 'sound/effects/Glasshit.ogg', 75, 1) ..() return /obj/structure/window/proc/hit(var/damage, var/sound_effect = 1) if(damage < force_threshold || force_threshold < 0) return if(reinf) damage *= 0.5 take_damage(damage) return /obj/structure/window/verb/rotate_counterclockwise() set name = "Rotate Window Counterclockwise" set category = "Object" set src in oview(1) if(usr.incapacitated()) return 0 if(is_fulltile()) return 0 if(anchored) to_chat(usr, "It is fastened to the floor therefore you can't rotate it!") return 0 update_nearby_tiles(need_rebuild=1) //Compel updates before src.set_dir(turn(src.dir, 90)) updateSilicate() update_nearby_tiles(need_rebuild=1) return /obj/structure/window/verb/rotate_clockwise() set name = "Rotate Window Clockwise" set category = "Object" set src in oview(1) if(usr.incapacitated()) return 0 if(is_fulltile()) return 0 if(anchored) to_chat(usr, "It is fastened to the floor therefore you can't rotate it!") return 0 update_nearby_tiles(need_rebuild=1) //Compel updates before src.set_dir(turn(src.dir, 270)) updateSilicate() update_nearby_tiles(need_rebuild=1) return /obj/structure/window/New(Loc, start_dir=null, constructed=0) ..() if (start_dir) set_dir(start_dir) //player-constructed windows if (constructed) anchored = 0 state = 0 update_verbs() health = maxhealth ini_dir = dir update_nearby_tiles(need_rebuild=1) update_nearby_icons() /obj/structure/window/Destroy() density = 0 update_nearby_tiles() var/turf/location = loc . = ..() for(var/obj/structure/window/W in orange(location, 1)) W.update_icon() /obj/structure/window/Move() var/ini_dir = dir update_nearby_tiles(need_rebuild=1) . = ..() set_dir(ini_dir) update_nearby_tiles(need_rebuild=1) //checks if this window is full-tile one /obj/structure/window/proc/is_fulltile() return fulltile //This proc is used to update the icons of nearby windows. It should not be confused with update_nearby_tiles(), which is an atmos proc! /obj/structure/window/proc/update_nearby_icons() update_icon() for(var/obj/structure/window/W in orange(src, 1)) W.update_icon() //Updates the availabiliy of the rotation verbs /obj/structure/window/proc/update_verbs() if(anchored || is_fulltile()) verbs -= /obj/structure/window/verb/rotate_counterclockwise verbs -= /obj/structure/window/verb/rotate_clockwise else if(!is_fulltile()) verbs += /obj/structure/window/verb/rotate_counterclockwise verbs += /obj/structure/window/verb/rotate_clockwise //merges adjacent full-tile windows into one (blatant ripoff from game/smoothwall.dm) /obj/structure/window/update_icon() //A little cludge here, since I don't know how it will work with slim windows. Most likely VERY wrong. //this way it will only update full-tile ones overlays.Cut() if(!is_fulltile()) // Rotate the sprite somewhat so non-fulltiled windows can be seen as needing repair. var/full_tilt_degrees = 15 var/tilt_to_apply = abs((health / maxhealth) - 1) if(tilt_to_apply && prob(50)) tilt_to_apply = -tilt_to_apply adjust_rotation(LERP(0, full_tilt_degrees, tilt_to_apply)) icon_state = "[basestate]" return var/list/dirs = list() if(anchored) for(var/obj/structure/window/W in orange(src,1)) if(W.anchored && W.density && W.glasstype == src.glasstype && W.is_fulltile()) //Only counts anchored, not-destroyed fill-tile windows. dirs += get_dir(src, W) var/list/connections = dirs_to_corner_states(dirs) icon_state = "" for(var/i = 1 to 4) var/image/I = image(icon, "[basestate][connections[i]]", dir = 1<<(i-1)) overlays += I // Damage overlays. var/ratio = health / maxhealth ratio = CEILING(ratio * 4, 1) * 25 if(ratio > 75) return var/image/I = image(icon, "damage[ratio]", layer = layer + 0.1) overlays += I return /obj/structure/window/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume) if(exposed_temperature > maximal_heat) hit(damage_per_fire_tick, 0) ..() /obj/structure/window/basic desc = "It looks thin and flimsy. A few knocks with... almost anything, really should shatter it." icon_state = "window" basestate = "window" glasstype = /obj/item/stack/material/glass maximal_heat = T0C + 100 damage_per_fire_tick = 2.0 maxhealth = 12.0 force_threshold = 3 /obj/structure/window/basic/full icon_state = "window-full" maxhealth = 24 fulltile = TRUE /obj/structure/window/phoronbasic name = "phoron window" desc = "A borosilicate alloy window. It seems to be quite strong." basestate = "phoronwindow" icon_state = "phoronwindow" shardtype = /obj/item/weapon/material/shard/phoron glasstype = /obj/item/stack/material/glass/phoronglass maximal_heat = T0C + 2000 damage_per_fire_tick = 1.0 maxhealth = 40.0 force_threshold = 5 /obj/structure/window/phoronbasic/full icon_state = "phoronwindow-full" maxhealth = 80 fulltile = TRUE /obj/structure/window/phoronreinforced name = "reinforced borosilicate window" desc = "A borosilicate alloy window, with rods supporting it. It seems to be very strong." basestate = "phoronrwindow" icon_state = "phoronrwindow" shardtype = /obj/item/weapon/material/shard/phoron glasstype = /obj/item/stack/material/glass/phoronrglass reinf = 1 maximal_heat = T0C + 4000 damage_per_fire_tick = 1.0 // This should last for 80 fire ticks if the window is not damaged at all. The idea is that borosilicate windows have something like ablative layer that protects them for a while. maxhealth = 80.0 force_threshold = 10 /obj/structure/window/phoronreinforced/full icon_state = "phoronrwindow-full" maxhealth = 160 fulltile = TRUE /obj/structure/window/reinforced name = "reinforced window" desc = "It looks rather strong. Might take a few good hits to shatter it." icon_state = "rwindow" basestate = "rwindow" maxhealth = 40.0 reinf = 1 maximal_heat = T0C + 750 damage_per_fire_tick = 2.0 glasstype = /obj/item/stack/material/glass/reinforced force_threshold = 6 /obj/structure/window/reinforced/full icon_state = "rwindow-full" maxhealth = 80 fulltile = TRUE /obj/structure/window/reinforced/tinted name = "tinted window" desc = "It looks rather strong and opaque. Might take a few good hits to shatter it." icon_state = "twindow" basestate = "twindow" opacity = 1 /obj/structure/window/reinforced/tinted/frosted name = "frosted window" desc = "It looks rather strong and frosted over. Looks like it might take a few less hits then a normal reinforced window." icon_state = "fwindow" basestate = "fwindow" maxhealth = 30 force_threshold = 5 /obj/structure/window/shuttle name = "shuttle window" desc = "It looks rather strong. Might take a few good hits to shatter it." icon = 'icons/obj/podwindows.dmi' icon_state = "window" basestate = "window" maxhealth = 40 reinf = 1 basestate = "w" dir = 5 force_threshold = 7 /obj/structure/window/reinforced/polarized name = "electrochromic window" desc = "Adjusts its tint with voltage. Might take a few good hits to shatter it." var/id /obj/structure/window/reinforced/polarized/full icon_state = "rwindow-full" maxhealth = 80 fulltile = TRUE /obj/structure/window/reinforced/polarized/attackby(obj/item/W as obj, mob/user as mob) if(istype(W, /obj/item/device/multitool) && !anchored) // Only allow programming if unanchored! var/obj/item/device/multitool/MT = W // First check if they have a windowtint button buffered if(istype(MT.connectable, /obj/machinery/button/windowtint)) var/obj/machinery/button/windowtint/buffered_button = MT.connectable src.id = buffered_button.id to_chat(user, "\The [src] is linked to \the [buffered_button].") return TRUE // Otherwise fall back to asking them var/t = sanitizeSafe(input(user, "Enter the ID for the window.", src.name, null), MAX_NAME_LEN) if (!t && user.get_active_hand() != W && in_range(src, user)) src.id = t to_chat(user, "The new ID of \the [src] is [id]") return TRUE . = ..() /obj/structure/window/reinforced/polarized/proc/toggle() if(opacity) animate(src, color="#FFFFFF", time=5) set_opacity(0) else animate(src, color="#222222", time=5) set_opacity(1) /obj/machinery/button/windowtint name = "window tint control" icon = 'icons/obj/power.dmi' icon_state = "light0" desc = "A remote control switch for polarized windows." var/range = 7 /obj/machinery/button/windowtint/attack_hand(mob/user as mob) if(..()) return 1 toggle_tint() /obj/machinery/button/windowtint/proc/toggle_tint() use_power(5) active = !active update_icon() for(var/obj/structure/window/reinforced/polarized/W in range(src,range)) if (W.id == src.id || !W.id) spawn(0) W.toggle() return /obj/machinery/button/windowtint/power_change() ..() if(active && !powered(power_channel)) toggle_tint() /obj/machinery/button/windowtint/update_icon() icon_state = "light[active]" /obj/machinery/button/windowtint/attackby(obj/item/W as obj, mob/user as mob) if(istype(W, /obj/item/device/multitool)) var/obj/item/device/multitool/MT = W if(!id) // If no ID is set yet (newly built button?) let them select an ID for first-time use! var/t = sanitizeSafe(input(user, "Enter an ID for \the [src].", src.name, null), MAX_NAME_LEN) if (t && user.get_active_hand() != W && in_range(src, user)) src.id = t to_chat(user, "The new ID of \the [src] is [id]") if(id) // It already has an ID (or they just set one), buffer it for copying to windows. to_chat(user, "You store \the [src] in \the [MT]'s buffer!") MT.connectable = src MT.update_icon() return TRUE . = ..() /obj/structure/window/rcd_values(mob/living/user, obj/item/weapon/rcd/the_rcd, passed_mode) switch(passed_mode) if(RCD_DECONSTRUCT) return list( RCD_VALUE_MODE = RCD_DECONSTRUCT, RCD_VALUE_DELAY = 5 SECONDS, RCD_VALUE_COST = RCD_SHEETS_PER_MATTER_UNIT * 5 ) /obj/structure/window/rcd_act(mob/living/user, obj/item/weapon/rcd/the_rcd, passed_mode) switch(passed_mode) if(RCD_DECONSTRUCT) to_chat(user, span("notice", "You deconstruct \the [src].")) qdel(src) return TRUE return FALSE