/obj/structure/window name = "window" desc = "A window." icon = 'icons/obj/structures.dmi' density = 1 w_class = 3 layer = 3.2//Just above doors 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/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 /obj/structure/window/examine(mob/user) . = ..(user) if(health == maxhealth) user << "It looks fully intact." else var/perc = health / maxhealth if(perc > 0.75) user << "It has a few cracks." else if(perc > 0.5) user << "It looks slightly damaged." else if(perc > 0.25) user << "It looks moderately damaged." else user << "It looks heavily damaged." if(silicate) if (silicate < 30) user << "It has a thin layer of silicate." else if (silicate < 70) user << "It is covered in silicate." else user << "There is a thick layer of silicate covering it." /obj/structure/window/proc/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!" ) else if(health < maxhealth / 2 && initialhealth >= maxhealth / 2) visible_message("[src] looks seriously damaged!" ) else if(health < maxhealth * 3/4 && initialhealth >= maxhealth * 3/4) visible_message("Cracks begin to appear in [src]!" ) 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() var/image/img = image(src.icon, src.icon_state) 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!") if(dir == SOUTHWEST) var/index = null index = 0 while(index < 2) new shardtype(loc) //todo pooling? if(reinf) PoolOrNew(/obj/item/stack/rods, loc) index++ else new shardtype(loc) //todo pooling? if(reinf) PoolOrNew(/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 //TODO: Make full windows a separate type of window. //Once a full window, it will always be a full window, so there's no point //having the same type for both. /obj/structure/window/proc/is_full_window() return (dir == SOUTHWEST || dir == SOUTHEAST || dir == NORTHWEST || dir == NORTHEAST) /obj/structure/window/CanPass(atom/movable/mover, turf/target, height=0, air_group=0) if(istype(mover) && mover.checkpass(PASSGLASS)) return 1 if(is_full_window()) return 0 //full tile window, you can't move into it! if(get_dir(loc, target) & dir) return !density else return 1 /obj/structure/window/CheckExit(atom/movable/O as mob|obj, target as turf) if(istype(O) && O.checkpass(PASSGLASS)) return 1 if(get_dir(O.loc, target) == dir) return 0 return 1 /obj/structure/window/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(DEFAULT_ATTACK_COOLDOWN) 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(DEFAULT_ATTACK_COOLDOWN) if(!damage) return if(damage >= 10) visible_message("[user] smashes into [src]!") 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 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(istype(W, /obj/item/weapon/screwdriver)) if(reinf && state >= 1) state = 3 - state update_nearby_icons() playsound(loc, 'sound/items/Screwdriver.ogg', 75, 1) user << (state == 1 ? "You have unfastened the window from the frame." : "You have fastened the window to the frame.") else if(reinf && state == 0) anchored = !anchored update_nearby_icons() update_verbs() playsound(loc, 'sound/items/Screwdriver.ogg', 75, 1) user << (anchored ? "You have fastened the frame to the floor." : "You have unfastened the frame from the floor.") else if(!reinf) anchored = !anchored update_nearby_icons() update_verbs() playsound(loc, 'sound/items/Screwdriver.ogg', 75, 1) user << (anchored ? "You have fastened the window to the floor." : "You have unfastened the window.") else if(istype(W, /obj/item/weapon/crowbar) && reinf && state <= 1) state = 1 - state playsound(loc, 'sound/items/Crowbar.ogg', 75, 1) user << (state ? "You have pried the window into the frame." : "You have pried the window out of the frame.") else if(istype(W, /obj/item/weapon/wrench) && !anchored && (!state || !reinf)) if(!glasstype) user << "You're not sure how to dismantle \the [src] properly." else playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1) visible_message("[user] dismantles \the [src].") if(dir == SOUTHWEST) var/obj/item/stack/material/mats = new glasstype(loc) mats.amount = is_fulltile() ? 4 : 2 else new glasstype(loc) qdel(src) else if(istype(W,/obj/item/frame) && anchored) var/obj/item/frame/F = W F.try_build(src) else user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN) 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(reinf) damage *= 0.5 take_damage(damage) return /obj/structure/window/proc/rotate() set name = "Rotate Window Counter-Clockwise" set category = "Object" set src in oview(1) if(usr.incapacitated()) return 0 if(anchored) usr << "It is fastened to the floor therefore you can't rotate it!" return 0 update_nearby_tiles(need_rebuild=1) //Compel updates before set_dir(turn(dir, 90)) updateSilicate() update_nearby_tiles(need_rebuild=1) return /obj/structure/window/proc/revrotate() set name = "Rotate Window Clockwise" set category = "Object" set src in oview(1) if(usr.incapacitated()) return 0 if(anchored) usr << "It is fastened to the floor therefore you can't rotate it!" return 0 update_nearby_tiles(need_rebuild=1) //Compel updates before set_dir(turn(dir, 270)) updateSilicate() update_nearby_tiles(need_rebuild=1) return /obj/structure/window/New(Loc, start_dir=null, constructed=0) ..() //player-constructed windows if (constructed) anchored = 0 update_verbs() if (start_dir) set_dir(start_dir) 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 loc = null for(var/obj/structure/window/W in orange(location, 1)) W.update_icon() loc = location ..() /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() if(dir & (dir - 1)) return 1 return 0 //This proc is used to update the icons of nearby windows. It should not be confused with update_nearby_tiles(), which is an atmos proc! /obj/structure/window/proc/update_nearby_icons() 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) verbs -= /obj/structure/window/proc/rotate verbs -= /obj/structure/window/proc/revrotate else verbs += /obj/structure/window/proc/rotate verbs += /obj/structure/window/proc/revrotate //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()) 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.type == src.type && 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 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... 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 /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 /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 /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 /obj/structure/window/New(Loc, constructed=0) ..() //player-constructed windows if (constructed) state = 0 /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 /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 /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/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]"