Files
CHOMPStation2/code/game/area/areas.dm
PsiOmega ffbbf2b858 Merge remote-tracking branch 'upstream/dev' into APC
Conflicts:
	code/ATMOSPHERICS/components/unary/heat_source.dm
2014-11-16 10:38:01 +01:00

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// Areas.dm
// ===
/area
var/global/global_uid = 0
var/uid
/area/New()
icon_state = ""
layer = 10
master = src //moved outside the spawn(1) to avoid runtimes in lighting.dm when it references loc.loc.master ~Carn
uid = ++global_uid
related = list(src)
all_areas += src
if(requires_power)
luminosity = 0
else
power_light = 0 //rastaf0
power_equip = 0 //rastaf0
power_environ = 0 //rastaf0
luminosity = 1
lighting_use_dynamic = 0
..()
// spawn(15)
power_change() // all machines set to current power level, also updates lighting icon
InitializeLighting()
/area/proc/poweralert(var/state, var/obj/source as obj)
if (state != poweralm)
poweralm = state
if(istype(source)) //Only report power alarms on the z-level where the source is located.
var/list/cameras = list()
for (var/area/RA in related)
for (var/obj/machinery/camera/C in RA)
cameras += C
if(state == 1)
C.network.Remove("Power Alarms")
else
C.network.Add("Power Alarms")
for (var/mob/living/silicon/aiPlayer in player_list)
if(aiPlayer.z == source.z)
if (state == 1)
aiPlayer.cancelAlarm("Power", src, source)
else
aiPlayer.triggerAlarm("Power", src, cameras, source)
for(var/obj/machinery/computer/station_alert/a in machines)
if(a.z == source.z)
if(state == 1)
a.cancelAlarm("Power", src, source)
else
a.triggerAlarm("Power", src, cameras, source)
return
/area/proc/atmosalert(danger_level)
// if(type==/area) //No atmos alarms in space
// return 0 //redudant
//Check all the alarms before lowering atmosalm. Raising is perfectly fine.
for (var/area/RA in related)
for (var/obj/machinery/alarm/AA in RA)
if (!(AA.stat & (NOPOWER|BROKEN)) && !AA.shorted && AA.report_danger_level)
danger_level = max(danger_level, AA.danger_level)
if(danger_level != atmosalm)
if (danger_level < 1 && atmosalm >= 1)
//closing the doors on red and opening on green provides a bit of hysteresis that will hopefully prevent fire doors from opening and closing repeatedly due to noise
air_doors_open()
if (danger_level < 2 && atmosalm >= 2)
for(var/area/RA in related)
for(var/obj/machinery/camera/C in RA)
C.network.Remove("Atmosphere Alarms")
for(var/mob/living/silicon/aiPlayer in player_list)
aiPlayer.cancelAlarm("Atmosphere", src, src)
for(var/obj/machinery/computer/station_alert/a in machines)
a.cancelAlarm("Atmosphere", src, src)
if (danger_level >= 2 && atmosalm < 2)
var/list/cameras = list()
for(var/area/RA in related)
//updateicon()
for(var/obj/machinery/camera/C in RA)
cameras += C
C.network.Add("Atmosphere Alarms")
for(var/mob/living/silicon/aiPlayer in player_list)
aiPlayer.triggerAlarm("Atmosphere", src, cameras, src)
for(var/obj/machinery/computer/station_alert/a in machines)
a.triggerAlarm("Atmosphere", src, cameras, src)
air_doors_close()
atmosalm = danger_level
for(var/area/RA in related)
for (var/obj/machinery/alarm/AA in RA)
AA.update_icon()
return 1
return 0
/area/proc/air_doors_close()
if(!src.master.air_doors_activated)
src.master.air_doors_activated = 1
for(var/obj/machinery/door/firedoor/E in src.master.all_doors)
if(!E:blocked)
if(E.operating)
E:nextstate = CLOSED
else if(!E.density)
spawn(0)
E.close()
/area/proc/air_doors_open()
if(src.master.air_doors_activated)
src.master.air_doors_activated = 0
for(var/obj/machinery/door/firedoor/E in src.master.all_doors)
if(!E:blocked)
if(E.operating)
E:nextstate = OPEN
else if(E.density)
spawn(0)
E.open()
/area/proc/firealert()
if(name == "Space") //no fire alarms in space
return
if( !fire )
fire = 1
master.fire = 1 //used for firedoor checks
updateicon()
mouse_opacity = 0
for(var/obj/machinery/door/firedoor/D in all_doors)
if(!D.blocked)
if(D.operating)
D.nextstate = CLOSED
else if(!D.density)
spawn()
D.close()
var/list/cameras = list()
for(var/area/RA in related)
for (var/obj/machinery/camera/C in RA)
cameras.Add(C)
C.network.Add("Fire Alarms")
for (var/mob/living/silicon/ai/aiPlayer in player_list)
aiPlayer.triggerAlarm("Fire", src, cameras, src)
for (var/obj/machinery/computer/station_alert/a in machines)
a.triggerAlarm("Fire", src, cameras, src)
/area/proc/firereset()
if (fire)
fire = 0
master.fire = 0 //used for firedoor checks
mouse_opacity = 0
updateicon()
for(var/obj/machinery/door/firedoor/D in all_doors)
if(!D.blocked)
if(D.operating)
D.nextstate = OPEN
else if(D.density)
spawn(0)
D.open()
for(var/area/RA in related)
for (var/obj/machinery/camera/C in RA)
C.network.Remove("Fire Alarms")
for (var/mob/living/silicon/ai/aiPlayer in player_list)
aiPlayer.cancelAlarm("Fire", src, src)
for (var/obj/machinery/computer/station_alert/a in machines)
a.cancelAlarm("Fire", src, src)
/area/proc/readyalert()
if(!eject)
eject = 1
updateicon()
return
/area/proc/readyreset()
if(eject)
eject = 0
updateicon()
return
/area/proc/partyalert()
if (!( party ))
party = 1
updateicon()
mouse_opacity = 0
return
/area/proc/partyreset()
if (party)
party = 0
mouse_opacity = 0
updateicon()
for(var/obj/machinery/door/firedoor/D in src)
if(!D.blocked)
if(D.operating)
D.nextstate = OPEN
else if(D.density)
spawn(0)
D.open()
return
/area/proc/updateicon()
if ((fire || eject || party) && (!requires_power||power_environ) && !lighting_space)//If it doesn't require power, can still activate this proc.
if(fire && !eject && !party)
icon_state = "blue"
/*else if(atmosalm && !fire && !eject && !party)
icon_state = "bluenew"*/
else if(!fire && eject && !party)
icon_state = "red"
else if(party && !fire && !eject)
icon_state = "party"
else
icon_state = "blue-red"
else
// new lighting behaviour with obj lights
icon_state = null
/*
#define EQUIP 1
#define LIGHT 2
#define ENVIRON 3
*/
/area/proc/powered(var/chan) // return true if the area has power to given channel
if(!master.requires_power)
return 1
if(master.always_unpowered)
return 0
if(src.lighting_space)
return 0 // Nope sorry
switch(chan)
if(EQUIP)
return master.power_equip
if(LIGHT)
return master.power_light
if(ENVIRON)
return master.power_environ
return 0
// called when power status changes
/area/proc/power_change()
for(var/area/RA in related)
for(var/obj/machinery/M in RA) // for each machine in the area
M.power_change() // reverify power status (to update icons etc.)
if (fire || eject || party)
RA.updateicon()
/area/proc/usage(var/chan)
var/used = 0
switch(chan)
if(LIGHT)
used += master.used_light
if(EQUIP)
used += master.used_equip
if(ENVIRON)
used += master.used_environ
if(TOTAL)
used += master.used_light + master.used_equip + master.used_environ
return used
/area/proc/clear_usage()
master.used_equip = 0
master.used_light = 0
master.used_environ = 0
/area/proc/use_power(var/amount, var/chan)
switch(chan)
if(EQUIP)
master.used_equip += amount
if(LIGHT)
master.used_light += amount
if(ENVIRON)
master.used_environ += amount
var/list/mob/living/forced_ambiance_list = new
/area/Entered(A)
if(!istype(A,/mob/living)) return
var/mob/living/L = A
if(!L.ckey) return
if(!L.lastarea)
L.lastarea = get_area(L.loc)
var/area/newarea = get_area(L.loc)
var/area/oldarea = L.lastarea
if((oldarea.has_gravity == 0) && (newarea.has_gravity == 1) && (L.m_intent == "run")) // Being ready when you change areas gives you a chance to avoid falling all together.
thunk(L)
L.make_floating(0)
L.lastarea = newarea
play_ambience(L)
/area/proc/play_ambience(var/mob/living/L)
// Ambience goes down here -- make sure to list each area seperately for ease of adding things in later, thanks! Note: areas adjacent to each other should have the same sounds to prevent cutoff when possible.- LastyScratch
if(!(L && L.client && (L.client.prefs.toggles & SOUND_AMBIENCE))) return
// If we previously were in an area with force-played ambiance, stop it.
if(L in forced_ambiance_list)
L << sound(null, channel = 1)
forced_ambiance_list -= L
if(!L.client.ambience_playing)
L.client.ambience_playing = 1
L << sound('sound/ambience/shipambience.ogg', repeat = 1, wait = 0, volume = 35, channel = 2)
if(forced_ambience)
forced_ambiance_list += L
L << forced_ambience
else if(src.ambience.len && prob(35))
if((world.time >= L.client.played + 600))
var/musVolume = 25
var/sound = pick(ambience)
L << sound(sound, repeat = 0, wait = 0, volume = musVolume, channel = 1)
L.client.played = world.time
/area/proc/gravitychange(var/gravitystate = 0, var/area/A)
A.has_gravity = gravitystate
for(var/area/SubA in A.related)
SubA.has_gravity = gravitystate
if(gravitystate)
for(var/mob/living/carbon/human/M in SubA)
thunk(M)
for(var/mob/M1 in SubA)
M1.make_floating(0)
else
for(var/mob/M in SubA)
if(M.Check_Dense_Object() && istype(src,/mob/living/carbon/human/))
var/mob/living/carbon/human/H = src
if(istype(H.shoes, /obj/item/clothing/shoes/magboots) && (H.shoes.flags & NOSLIP)) //magboots + dense_object = no floaty effect
H.make_floating(0)
else
H.make_floating(1)
else
M.make_floating(1)
/area/proc/thunk(mob)
if(istype(mob,/mob/living/carbon/human/)) // Only humans can wear magboots, so we give them a chance to.
if((istype(mob:shoes, /obj/item/clothing/shoes/magboots) && (mob:shoes.flags & NOSLIP)))
return
if(istype(get_turf(mob), /turf/space)) // Can't fall onto nothing.
return
if((istype(mob,/mob/living/carbon/human/)) && (mob:m_intent == "run")) // Only clumbsy humans can fall on their asses.
mob:AdjustStunned(5)
mob:AdjustWeakened(5)
else if (istype(mob,/mob/living/carbon/human/))
mob:AdjustStunned(2)
mob:AdjustWeakened(2)
mob << "Gravity!"