Files
CHOMPStation2/code/game/objects/structures/window.dm
Cael_Aislinn 548f60d25d Merge remote-tracking branch 'remotes/git-svn' r4881 into bs12_with_tgport
Conflicts:
	baystation12.dme
	code/game/gamemodes/events.dm
	code/game/machinery/doors/door.dm
	code/game/machinery/gateway.dm
	code/game/objects/items/devices/flashlight.dm
	code/game/sound.dm
	code/global.dm
	code/modules/admin/admin_verbs.dm
	code/modules/awaymissions/zlevel.dm
	code/modules/food/recipes_microwave.dm
	code/modules/mining/mine_items.dm
	code/modules/mob/living/carbon/carbon.dm
	code/modules/mob/living/carbon/human/update_icons.dm
	code/modules/paperwork/clipboard.dm
	code/modules/paperwork/filingcabinet.dm
	code/modules/paperwork/folders.dm
	code/modules/paperwork/handlabeler.dm
	code/modules/paperwork/paper.dm
	code/modules/paperwork/paperbin.dm
	code/modules/paperwork/pen.dm
	code/modules/paperwork/photocopier.dm
	code/modules/paperwork/stamps.dm
	code/world.dm
	html/changelog.html
	maps/RandomZLevels/fileList.txt

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-10-15 23:17:18 +10:00

440 lines
12 KiB
Plaintext

/obj/structure/window
name = "window"
icon = 'icons/obj/structures.dmi'
desc = "A window."
density = 1
layer = 3.2//Just above doors
var/health = 14.0
var/ini_dir = null
var/state = 0
var/reinf = 0
var/silicate = 0 // number of units of silicate
var/icon/silicateIcon = null // the silicated icon
pressure_resistance = 4*ONE_ATMOSPHERE
anchored = 1.0
flags = ON_BORDER
/obj/structure/window/bullet_act(var/obj/item/projectile/Proj)
health -= Proj.damage
..()
if(health <=0)
new /obj/item/weapon/shard( src.loc )
new /obj/item/stack/rods( src.loc )
src.density = 0
del(src)
return
/obj/structure/window/ex_act(severity)
switch(severity)
if(1.0)
del(src)
return
if(2.0)
new /obj/item/weapon/shard( src.loc )
if(reinf) new /obj/item/stack/rods( src.loc)
//SN src = null
del(src)
return
if(3.0)
if (prob(50))
new /obj/item/weapon/shard( src.loc )
if(reinf) new /obj/item/stack/rods( src.loc)
del(src)
return
return
/obj/structure/window/blob_act()
if(reinf) new /obj/item/stack/rods( src.loc)
density = 0
del(src)
/obj/structure/window/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(istype(mover) && mover.checkpass(PASSGLASS))
return 1
if (src.dir == SOUTHWEST || src.dir == SOUTHEAST || src.dir == NORTHWEST || src.dir == NORTHEAST)
return 0 //full tile window, you can't move into it!
if(get_dir(loc, target) == dir)
return !density
else
return 1
/obj/structure/window/CheckExit(atom/movable/O as mob|obj, target as turf)
if(istype(O) && O.checkpass(PASSGLASS))
return 1
if (get_dir(O.loc, target) == dir)
return 0
return 1
/obj/structure/window/meteorhit()
//*****RM
//world << "glass at [x],[y],[z] Mhit"
src.health = 0
new /obj/item/weapon/shard( src.loc )
if(reinf) new /obj/item/stack/rods( src.loc)
src.density = 0
del(src)
return
/obj/structure/window/hitby(AM as mob|obj)
..()
for(var/mob/O in viewers(src, null))
O.show_message("\red <B>[src] was hit by [AM].</B>", 1)
var/tforce = 0
if(ismob(AM))
tforce = 40
else
tforce = AM:throwforce
if(reinf) tforce /= 4.0
playsound(src.loc, 'sound/effects/Glasshit.ogg', 100, 1)
src.health = max(0, src.health - tforce)
if (src.health <= 7 && !reinf)
src.anchored = 0
update_nearby_icons()
step(src, get_dir(AM, src))
if (src.health <= 0)
new /obj/item/weapon/shard( src.loc )
if(reinf) new /obj/item/stack/rods( src.loc)
src.density = 0
del(src)
return
//..() //Does this really need to be here twice? The parent proc doesn't even do anything yet. - Nodrak
return
//These all need to be rewritten to use visiblemessage()
/obj/structure/window/attack_hand()
if ((HULK in usr.mutations) || (SUPRSTR in usr.augmentations))
usr << "\blue You smash through the window."
for(var/mob/O in oviewers())
if ((O.client && !( O.blinded )))
O << "\red [usr] smashes through the window!"
src.health = 0
new /obj/item/weapon/shard( src.loc )
if(reinf) new /obj/item/stack/rods( src.loc)
src.density = 0
del(src)
return
/obj/structure/window/attack_paw()
if ((HULK in usr.mutations))
usr << "\blue You smash through the window."
for(var/mob/O in oviewers())
if ((O.client && !( O.blinded )))
O << "\red [usr] smashes through the window!"
src.health = 0
new /obj/item/weapon/shard( src.loc )
if(reinf) new /obj/item/stack/rods( src.loc)
src.density = 0
del(src)
return
/obj/structure/window/attack_alien()
if (istype(usr, /mob/living/carbon/alien/larva))//Safety check for larva. /N
return
usr << "\green You smash against the window."
for(var/mob/O in oviewers())
if ((O.client && !( O.blinded )))
O << "\red [usr] smashes against the window."
playsound(src.loc, 'sound/effects/Glasshit.ogg', 100, 1)
src.health -= 15
if(src.health <= 0)
usr << "\green You smash through the window."
for(var/mob/O in oviewers())
if ((O.client && !( O.blinded )))
O << "\red [usr] smashes through the window!"
src.health = 0
new /obj/item/weapon/shard(src.loc)
if(reinf)
new /obj/item/stack/rods(src.loc)
src.density = 0
del(src)
return
return
/obj/structure/window/attack_animal(mob/living/simple_animal/M as mob)
if (M.melee_damage_upper == 0)
return
M << "\green You smash against the window."
for(var/mob/O in viewers(src, null))
if ((O.client && !( O.blinded )))
O << "\red [M] smashes against the window."
playsound(src.loc, 'sound/effects/Glasshit.ogg', 100, 1)
src.health -= M.melee_damage_upper
if(src.health <= 0)
M << "\green You smash through the window."
for(var/mob/O in viewers(src, null))
if ((O.client && !( O.blinded )))
O << "\red [M] smashes through the window!"
src.health = 0
new /obj/item/weapon/shard(src.loc)
if(reinf)
new /obj/item/stack/rods(src.loc)
src.density = 0
del(src)
return
return
/obj/structure/window/attack_metroid()
if(!istype(usr, /mob/living/carbon/metroid/adult))
return
usr<< "\green You smash against the window."
for(var/mob/O in oviewers())
if ((O.client && !( O.blinded )))
O << "\red [usr] smashes against the window."
playsound(src.loc, 'sound/effects/Glasshit.ogg', 100, 1)
src.health -= rand(10,15)
if(src.health <= 0)
usr << "\green You smash through the window."
for(var/mob/O in oviewers())
if ((O.client && !( O.blinded )))
O << "\red [usr] smashes through the window!"
src.health = 0
new /obj/item/weapon/shard(src.loc)
if(reinf)
new /obj/item/stack/rods(src.loc)
src.density = 0
del(src)
return
return
/obj/structure/window/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(!istype(W)) return//I really wish I did not need this
if (istype(W, /obj/item/weapon/screwdriver))
if(reinf && state >= 1)
state = 3 - state
playsound(src.loc, 'sound/items/Screwdriver.ogg', 75, 1)
usr << ( state==1? "You have unfastened the window from the frame." : "You have fastened the window to the frame." )
else if(reinf && state == 0)
anchored = !anchored
update_nearby_icons()
playsound(src.loc, 'sound/items/Screwdriver.ogg', 75, 1)
user << (src.anchored ? "You have fastened the frame to the floor." : "You have unfastened the frame from the floor.")
else if(!reinf)
src.anchored = !( src.anchored )
update_nearby_icons()
playsound(src.loc, 'sound/items/Screwdriver.ogg', 75, 1)
user << (src.anchored ? "You have fastened the window to the floor." : "You have unfastened the window.")
else if(istype(W, /obj/item/weapon/crowbar) && reinf && state <=1)
state = 1-state;
playsound(src.loc, 'sound/items/Crowbar.ogg', 75, 1)
user << (state ? "You have pried the window into the frame." : "You have pried the window out of the frame.")
else
if(W.damtype == BRUTE || W.damtype == BURN)
hit(W.force)
if (src.health <= 7)
src.anchored = 0
update_nearby_icons()
step(src, get_dir(user, src))
else
playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
..()
return
/obj/structure/window/proc/hit(var/damage, var/sound_effect = 1)
if(reinf) damage /= 2.0
src.health = max(0, src.health - damage)
if(sound_effect)
playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
if (src.health <= 0)
if (src.dir == SOUTHWEST)
var/index = null
index = 0
while(index < 2)
new /obj/item/weapon/shard( src.loc )
if(reinf) new /obj/item/stack/rods( src.loc)
index++
else
new /obj/item/weapon/shard( src.loc )
if(reinf) new /obj/item/stack/rods( src.loc)
src.density = 0
del(src)
return
/obj/structure/window/verb/rotate()
set name = "Rotate Window Counter-Clockwise"
set category = "Object"
set src in oview(1)
if (src.anchored)
usr << "It is fastened to the floor; therefore, you can't rotate it!"
return 0
update_nearby_tiles(need_rebuild=1) //Compel updates before
src.dir = turn(src.dir, 90)
updateSilicate()
update_nearby_tiles(need_rebuild=1)
src.ini_dir = src.dir
return
/obj/structure/window/verb/revrotate()
set name = "Rotate Window Clockwise"
set category = "Object"
set src in oview(1)
if (src.anchored)
usr << "It is fastened to the floor; therefore, you can't rotate it!"
return 0
update_nearby_tiles(need_rebuild=1) //Compel updates before
src.dir = turn(src.dir, 270)
updateSilicate()
update_nearby_tiles(need_rebuild=1)
src.ini_dir = src.dir
return
/obj/structure/window/proc/updateSilicate()
if(silicateIcon && silicate)
src.icon = initial(icon)
var/icon/I = icon(icon,icon_state,dir)
var/r = (silicate / 100) + 1
var/g = (silicate / 70) + 1
var/b = (silicate / 50) + 1
I.SetIntensity(r,g,b)
icon = I
silicateIcon = I
/obj/structure/window/New(Loc,re=0)
..()
if(re) reinf = re
src.ini_dir = src.dir
if(reinf)
icon_state = "rwindow"
desc = "A reinforced window."
name = "reinforced window"
state = 2*anchored
health = 40
if(opacity)
icon_state = "twindow"
else
icon_state = "window"
update_nearby_tiles(need_rebuild=1)
update_nearby_icons()
return
/obj/structure/window/Del()
density = 0
update_nearby_tiles()
playsound(src, "shatter", 70, 1)
update_nearby_icons()
..()
/obj/structure/window/Move()
update_nearby_tiles(need_rebuild=1)
..()
src.dir = src.ini_dir
update_nearby_tiles(need_rebuild=1)
return
//This proc has to do with airgroups and atmos, it has nothing to do with smoothwindows, that's update_nearby_tiles().
/obj/structure/window/proc/update_nearby_tiles(need_rebuild)
if(!air_master) return 0
if(!dir in cardinal)
var/turf/simulated/source = get_turf(src)
if(istype(source))
air_master.tiles_to_update |= source
for(var/dir in cardinal)
var/turf/simulated/target = get_step(source,dir)
if(istype(target)) air_master.tiles_to_update |= target
return 1
var/turf/simulated/source = get_turf(src)
var/turf/simulated/target = get_step(source,dir)
if(istype(source)) air_master.tiles_to_update |= source
if(istype(target)) air_master.tiles_to_update |= target
return 1
//checks if this window is full-tile one
/obj/structure/window/proc/is_fulltile()
if(dir in list(5,6,9,10))
return 1
return 0
//This proc is used to update the icons of nearby windows. It should not be confused with update_nearby_tiles(), which is an atmos proc!
/obj/structure/window/proc/update_nearby_icons()
src.update_icon()
for(var/direction in cardinal)
for(var/obj/structure/window/W in get_step(src,direction) )
W.update_icon()
//merges adjacent full-tile windows into one (blatant ripoff from game/smoothwall.dm)
/obj/structure/window/update_icon()
//A little cludge here, since I don't know how it will work with slim windows. Most likely VERY wrong.
//this way it will only update full-tile ones
//This spawn is here so windows get properly updated when one gets deleted.
spawn(2)
if(!src) return
if (!is_fulltile())
return
var/junction = 0 //will be used to determine from which side the window is connected to other windows
if (src.anchored)
for(var/obj/structure/window/W in orange(src,1))
if (W.anchored && W.density && W.is_fulltile()) //Only counts anchored, not-destroyed fill-tile windows.
if (abs(src.x-W.x)-abs(src.y-W.y) ) //doesn't count windows, placed diagonally to src
junction |= get_dir(src,W)
if (opacity)
src.icon_state = "twindow[junction]"
else
if (reinf)
src.icon_state = "rwindow[junction]"
else
src.icon_state = "window[junction]"
return
/obj/structure/window/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(exposed_temperature > T0C + 600)
hit(round(exposed_volume / 100), 0)
..()
/obj/structure/window/basic
icon_state = "window"
/obj/structure/window/reinforced
reinf = 1
icon_state = "rwindow"
name = "reinforced window"
/obj/structure/window/reinforced/tinted
name = "tinted window"
icon_state = "twindow"
opacity = 1
/obj/structure/window/reinforced/tinted/frosted
icon_state = "fwindow"
name = "frosted window"