mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-09 16:12:17 +00:00
364 lines
10 KiB
Plaintext
364 lines
10 KiB
Plaintext
#define CHARS_PER_LINE 5
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#define FONT_SIZE "5pt"
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#define FONT_COLOR "#09f"
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#define FONT_STYLE "Arial Black"
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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
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///////////////////////////////////////////////////////////////////////////////////////////////
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// Brig Door control displays.
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// Description: This is a controls the timer for the brig doors, displays the timer on itself and
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// has a popup window when used, allowing to set the timer.
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// Code Notes: Combination of old brigdoor.dm code from rev4407 and the status_display.dm code
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// Date: 01/September/2010
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// Programmer: Veryinky
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/////////////////////////////////////////////////////////////////////////////////////////////////
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/obj/machinery/door_timer
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name = "Door Timer"
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icon = 'icons/obj/status_display.dmi'
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icon_state = "frame"
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desc = "A remote control for a door."
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req_access = list(access_brig)
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anchored = 1.0 // can't pick it up
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density = 0 // can walk through it.
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var/id = null // id of door it controls.
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var/releasetime = 0 // when world.timeofday reaches it - release the prisoner
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var/timing = 1 // boolean, true/1 timer is on, false/0 means it's not timing
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var/picture_state // icon_state of alert picture, if not displaying text/numbers
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var/list/obj/machinery/targets
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var/timetoset = 0 // Used to set releasetime upon starting the timer
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maptext_height = 26
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maptext_width = 32
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/obj/machinery/door_timer/Initialize()
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..()
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//Doors need to go first, and can't rely on init order, so come back to me.
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return INITIALIZE_HINT_LATELOAD
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/obj/machinery/door_timer/LateInitialize()
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. = ..()
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for(var/obj/machinery/door/window/brigdoor/M in machines)
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if (M.id == src.id)
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LAZYADD(targets,M)
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for(var/obj/machinery/flasher/F in machines)
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if(F.id == src.id)
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LAZYADD(targets,F)
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for(var/obj/structure/closet/secure_closet/brig/C in all_brig_closets)
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if(C.id == src.id)
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LAZYADD(targets,C)
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if(!LAZYLEN(targets))
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stat |= BROKEN
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update_icon()
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/obj/machinery/door_timer/Destroy()
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LAZYCLEARLIST(targets)
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return ..()
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//Main door timer loop, if it's timing and time is >0 reduce time by 1.
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// if it's less than 0, open door, reset timer
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// update the door_timer window and the icon
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/obj/machinery/door_timer/process()
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if(stat & (NOPOWER|BROKEN)) return
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if(src.timing)
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// poorly done midnight rollover
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// (no seriously there's gotta be a better way to do this)
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var/timeleft = timeleft()
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if(timeleft > 1e5)
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src.releasetime = 0
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if(world.timeofday > src.releasetime)
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src.timer_end() // open doors, reset timer, clear status screen
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src.timing = 0
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src.updateUsrDialog()
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src.update_icon()
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else
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timer_end()
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return
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// has the door power situation changed, if so update icon.
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/obj/machinery/door_timer/power_change()
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..()
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update_icon()
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return
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// open/closedoor checks if door_timer has power, if so it checks if the
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// linked door is open/closed (by density) then opens it/closes it.
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// Closes and locks doors, power check
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/obj/machinery/door_timer/proc/timer_start()
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if(stat & (NOPOWER|BROKEN)) return 0
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if(!LAZYLEN(targets)) return 0
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// Set releasetime
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releasetime = world.timeofday + timetoset
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for(var/obj/machinery/door/window/brigdoor/door in targets)
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if(door.density) continue
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spawn(0)
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door.close()
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for(var/obj/structure/closet/secure_closet/brig/C in targets)
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if(C.broken) continue
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if(C.opened && !C.close()) continue
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C.locked = 1
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C.icon_state = "closed_locked"
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return 1
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// Opens and unlocks doors, power check
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/obj/machinery/door_timer/proc/timer_end()
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if(stat & (NOPOWER|BROKEN)) return 0
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if(!LAZYLEN(targets)) return 0
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// Reset releasetime
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releasetime = 0
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for(var/obj/machinery/door/window/brigdoor/door in targets)
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if(!door.density) continue
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spawn(0)
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door.open()
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for(var/obj/structure/closet/secure_closet/brig/C in targets)
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if(C.broken) continue
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if(C.opened) continue
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C.locked = 0
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C.icon_state = "closed_unlocked"
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return 1
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// Check for releasetime timeleft
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/obj/machinery/door_timer/proc/timeleft()
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. = (releasetime - world.timeofday)/10
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if(. < 0)
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. = 0
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// Set timetoset
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/obj/machinery/door_timer/proc/timeset(var/seconds)
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timetoset = seconds * 10
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if(timetoset <= 0)
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timetoset = 0
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return
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//Allows AIs to use door_timer, see human attack_hand function below
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/obj/machinery/door_timer/attack_ai(var/mob/user as mob)
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return src.attack_hand(user)
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//Allows humans to use door_timer
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//Opens dialog window when someone clicks on door timer
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// Allows altering timer and the timing boolean.
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// Flasher activation limited to 150 seconds
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/obj/machinery/door_timer/attack_hand(var/mob/user as mob)
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if(..())
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return
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// Used for the 'time left' display
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var/second = round(timeleft() % 60)
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var/minute = round((timeleft() - second) / 60)
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// Used for 'set timer'
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var/setsecond = round((timetoset / 10) % 60)
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var/setminute = round(((timetoset / 10) - setsecond) / 60)
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user.set_machine(src)
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// dat
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var/dat = "<HTML><BODY><TT>"
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dat += "<HR>Timer System:</hr>"
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dat += " <b>Door [src.id] controls</b><br/>"
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// Start/Stop timer
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if (src.timing)
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dat += "<a href='?src=\ref[src];timing=0'>Stop Timer and open door</a><br/>"
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else
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dat += "<a href='?src=\ref[src];timing=1'>Activate Timer and close door</a><br/>"
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// Time Left display (uses releasetime)
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dat += "Time Left: [(minute ? text("[minute]:") : null)][second] <br/>"
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dat += "<br/>"
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// Set Timer display (uses timetoset)
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if(src.timing)
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dat += "Set Timer: [(setminute ? text("[setminute]:") : null)][setsecond] <a href='?src=\ref[src];change=1'>Set</a><br/>"
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else
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dat += "Set Timer: [(setminute ? text("[setminute]:") : null)][setsecond]<br/>"
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// Controls
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dat += "<a href='?src=\ref[src];tp=-60'>-</a> <a href='?src=\ref[src];tp=-1'>-</a> <a href='?src=\ref[src];tp=1'>+</a> <A href='?src=\ref[src];tp=60'>+</a><br/>"
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// Mounted flash controls
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if(LAZYLEN(targets))
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for(var/obj/machinery/flasher/F in targets)
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if(F.last_flash && (F.last_flash + 150) > world.time)
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dat += "<br/><A href='?src=\ref[src];fc=1'>Flash Charging</A>"
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else
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dat += "<br/><A href='?src=\ref[src];fc=1'>Activate Flash</A>"
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dat += "<br/><br/><a href='?src=\ref[user];mach_close=computer'>Close</a>"
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dat += "</TT></BODY></HTML>"
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user << browse(dat, "window=computer;size=400x500")
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onclose(user, "computer")
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return
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//Function for using door_timer dialog input, checks if user has permission
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// href_list to
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// "timing" turns on timer
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// "tp" value to modify timer
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// "fc" activates flasher
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// "change" resets the timer to the timetoset amount while the timer is counting down
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// Also updates dialog window and timer icon
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/obj/machinery/door_timer/Topic(href, href_list)
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if(..())
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return
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if(!src.allowed(usr))
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return
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usr.set_machine(src)
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if(href_list["timing"])
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src.timing = text2num(href_list["timing"])
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if(src.timing)
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src.timer_start()
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else
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src.timer_end()
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else
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if(href_list["tp"]) //adjust timer, close door if not already closed
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var/tp = text2num(href_list["tp"])
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var/addtime = (timetoset / 10)
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addtime += tp
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addtime = min(max(round(addtime), 0), 3600)
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timeset(addtime)
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if(href_list["fc"])
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if(LAZYLEN(targets))
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for(var/obj/machinery/flasher/F in targets)
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F.flash()
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if(href_list["change"])
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src.timer_start()
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src.add_fingerprint(usr)
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src.updateUsrDialog()
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src.update_icon()
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/* if(src.timing)
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src.timer_start()
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else
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src.timer_end() */
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return
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//icon update function
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// if NOPOWER, display blank
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// if BROKEN, display blue screen of death icon AI uses
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// if timing=true, run update display function
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/obj/machinery/door_timer/update_icon()
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if(stat & (NOPOWER))
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icon_state = "frame"
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return
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if(stat & (BROKEN))
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set_picture("ai_bsod")
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return
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if(src.timing)
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var/disp1 = id
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var/timeleft = timeleft()
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var/disp2 = "[add_zero(num2text((timeleft / 60) % 60),2)]~[add_zero(num2text(timeleft % 60), 2)]"
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if(length(disp2) > CHARS_PER_LINE)
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disp2 = "Error"
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update_display(disp1, disp2)
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else
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if(maptext) maptext = ""
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return
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// Adds an icon in case the screen is broken/off, stolen from status_display.dm
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/obj/machinery/door_timer/proc/set_picture(var/state)
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picture_state = state
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overlays.Cut()
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overlays += image('icons/obj/status_display.dmi', icon_state=picture_state)
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//Checks to see if there's 1 line or 2, adds text-icons-numbers/letters over display
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// Stolen from status_display
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/obj/machinery/door_timer/proc/update_display(var/line1, var/line2)
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var/new_text = {"<div style="font-size:[FONT_SIZE];color:[FONT_COLOR];font:'[FONT_STYLE]';text-align:center;" valign="top">[line1]<br>[line2]</div>"}
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if(maptext != new_text)
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maptext = new_text
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//Actual string input to icon display for loop, with 5 pixel x offsets for each letter.
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//Stolen from status_display
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/obj/machinery/door_timer/proc/texticon(var/tn, var/px = 0, var/py = 0)
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var/image/I = image('icons/obj/status_display.dmi', "blank")
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var/len = length(tn)
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for(var/d = 1 to len)
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var/char = copytext(tn, len-d+1, len-d+2)
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if(char == " ")
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continue
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var/image/ID = image('icons/obj/status_display.dmi', icon_state=char)
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ID.pixel_x = -(d-1)*5 + px
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ID.pixel_y = py
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I.overlays += ID
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return I
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/obj/machinery/door_timer/cell_1
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name = "Cell 1"
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id = "Cell 1"
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/obj/machinery/door_timer/cell_2
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name = "Cell 2"
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id = "Cell 2"
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/obj/machinery/door_timer/cell_3
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name = "Cell 3"
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id = "Cell 3"
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/obj/machinery/door_timer/cell_4
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name = "Cell 4"
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id = "Cell 4"
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/obj/machinery/door_timer/cell_5
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name = "Cell 5"
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id = "Cell 5"
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/obj/machinery/door_timer/cell_6
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name = "Cell 6"
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id = "Cell 6"
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/obj/machinery/door_timer/tactical_pet_storage //Vorestation Addition
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name = "Tactical Pet Storage"
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id = "tactical_pet_storage"
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desc = "Opens and Closes on a timer. This one seals away a tactical boost in morale."
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#undef FONT_SIZE
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#undef FONT_COLOR
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#undef FONT_STYLE
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#undef CHARS_PER_LINE
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