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CHOMPStation2/code/game/objects/structures/window.dm
2014-02-19 17:11:09 -07:00

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/obj/structure/window
name = "window"
desc = "A window."
icon = 'icons/obj/structures.dmi'
density = 1
layer = 3.2//Just above doors
pressure_resistance = 4*ONE_ATMOSPHERE
anchored = 1.0
flags = ON_BORDER
var/health = 14.0
var/ini_dir = null
var/state = 2
var/reinf = 0
var/basestate
var/shardtype = /obj/item/weapon/shard
// var/silicate = 0 // number of units of silicate
// var/icon/silicateIcon = null // the silicated icon
/obj/structure/window/bullet_act(var/obj/item/projectile/Proj)
health -= Proj.damage
..()
if(health <= 0)
new /obj/item/weapon/shard(loc)
new /obj/item/stack/rods(loc)
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(loc)
if(reinf) new /obj/item/stack/rods(loc)
del(src)
return
if(3.0)
if(prob(50))
new /obj/item/weapon/shard(loc)
if(reinf) new /obj/item/stack/rods(loc)
del(src)
return
/obj/structure/window/blob_act()
new /obj/item/weapon/shard(loc)
if(reinf) new /obj/item/stack/rods(loc)
del(src)
/obj/structure/window/meteorhit()
//world << "glass at [x],[y],[z] Mhit"
new /obj/item/weapon/shard( loc )
if(reinf) new /obj/item/stack/rods( loc)
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(dir == SOUTHWEST || dir == SOUTHEAST || dir == NORTHWEST || 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/hitby(AM as mob|obj)
..()
visible_message("<span class='danger'>[src] was hit by [AM].</span>")
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
playsound(loc, 'sound/effects/Glasshit.ogg', 100, 1)
health = max(0, health - tforce)
if(health <= 7 && !reinf)
anchored = 0
update_nearby_icons()
step(src, get_dir(AM, src))
if(health <= 0)
new /obj/item/weapon/shard(loc)
if(reinf) new /obj/item/stack/rods(loc)
del(src)
/obj/structure/window/attack_tk(mob/user as mob)
user.visible_message("<span class='notice'>Something knocks on [src].</span>")
playsound(loc, 'sound/effects/Glasshit.ogg', 50, 1)
/obj/structure/window/attack_hand(mob/user as mob)
if(HULK in user.mutations)
user.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!"))
user.visible_message("<span class='danger'>[user] smashes through [src]!</span>")
new /obj/item/weapon/shard(loc)
if(reinf) new /obj/item/stack/rods(loc)
del(src)
else if (usr.a_intent == "hurt")
playsound(src.loc, 'sound/effects/glassknock.ogg', 80, 1)
usr.visible_message("\red [usr.name] bangs against the [src.name]!", \
"\red You bang against the [src.name]!", \
"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_paw(mob/user as mob)
return attack_hand(user)
/obj/structure/window/proc/attack_generic(mob/user as mob, damage = 0) //used by attack_alien, attack_animal, and attack_slime
health -= damage
if(health <= 0)
user.visible_message("<span class='danger'>[user] smashes through [src]!</span>")
new /obj/item/weapon/shard(loc)
if(reinf) new /obj/item/stack/rods(loc)
del(src)
else //for nicer text~
user.visible_message("<span class='danger'>[user] smashes into [src]!</span>")
playsound(loc, 'sound/effects/Glasshit.ogg', 100, 1)
/obj/structure/window/attack_alien(mob/user as mob)
if(islarva(user)) return
attack_generic(user, 15)
/obj/structure/window/attack_animal(mob/user as mob)
if(!isanimal(user)) return
var/mob/living/simple_animal/M = user
if(M.melee_damage_upper <= 0) return
attack_generic(M, M.melee_damage_upper)
/obj/structure/window/attack_slime(mob/user as mob)
if(!isslimeadult(user)) return
attack_generic(user, rand(10, 15))
/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/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
del(W) //gotta delete it here because if window breaks, it won't get deleted
switch (state)
if(1)
M.apply_damage(7)
hit(10)
visible_message("\red [user] slams [M] against \the [src]!")
if(2)
if (prob(50))
M.Weaken(1)
M.apply_damage(10)
hit(25)
visible_message("\red <b>[user] bashes [M] against \the [src]!</b>")
if(3)
M.Weaken(5)
M.apply_damage(20)
hit(50)
visible_message("\red <big><b>[user] crushes [M] against \the [src]!</b></big>")
return
if(istype(W, /obj/item/weapon/screwdriver))
if(reinf && state >= 1)
state = 3 - state
playsound(loc, 'sound/items/Screwdriver.ogg', 75, 1)
user << (state == 1 ? "<span class='notice'>You have unfastened the window from the frame.</span>" : "<span class='notice'>You have fastened the window to the frame.</span>")
else if(reinf && state == 0)
anchored = !anchored
update_nearby_icons()
playsound(loc, 'sound/items/Screwdriver.ogg', 75, 1)
user << (anchored ? "<span class='notice'>You have fastened the frame to the floor.</span>" : "<span class='notice'>You have unfastened the frame from the floor.</span>")
else if(!reinf)
anchored = !anchored
update_nearby_icons()
playsound(loc, 'sound/items/Screwdriver.ogg', 75, 1)
user << (anchored ? "<span class='notice'>You have fastened the window to the floor.</span>" : "<span class='notice'>You have unfastened the window.</span>")
else if(istype(W, /obj/item/weapon/crowbar) && reinf && state <= 1)
state = 1 - state
playsound(loc, 'sound/items/Crowbar.ogg', 75, 1)
user << (state ? "<span class='notice'>You have pried the window into the frame.</span>" : "<span class='notice'>You have pried the window out of the frame.</span>")
else
if(W.damtype == BRUTE || W.damtype == BURN)
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
health = max(0, health - damage)
if(sound_effect)
playsound(loc, 'sound/effects/Glasshit.ogg', 75, 1)
if(health <= 0)
if(dir == SOUTHWEST)
var/index = null
index = 0
while(index < 2)
new shardtype(loc)
if(reinf) new /obj/item/stack/rods(loc)
index++
else
new shardtype(loc)
if(reinf) new /obj/item/stack/rods(loc)
del(src)
return
/obj/structure/window/verb/rotate()
set name = "Rotate Window Counter-Clockwise"
set category = "Object"
set src in oview(1)
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
dir = turn(dir, 90)
// updateSilicate()
update_nearby_tiles(need_rebuild=1)
ini_dir = dir
return
/obj/structure/window/verb/revrotate()
set name = "Rotate Window Clockwise"
set category = "Object"
set src in oview(1)
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
dir = turn(dir, 270)
// updateSilicate()
update_nearby_tiles(need_rebuild=1)
ini_dir = dir
return
/*
/obj/structure/window/proc/updateSilicate()
if(silicateIcon && silicate)
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
ini_dir = dir
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)
..()
dir = ini_dir
update_nearby_tiles(need_rebuild=1)
//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
air_master.mark_for_update(get_turf(src))
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()
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())
icon_state = "[basestate]"
return
var/junction = 0 //will be used to determine from which side the window is connected to other windows
if(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(x-W.x)-abs(y-W.y) ) //doesn't count windows, placed diagonally to src
junction |= get_dir(src,W)
if(opacity)
icon_state = "[basestate][junction]"
else
if(reinf)
icon_state = "[basestate][junction]"
else
icon_state = "[basestate][junction]"
return
/obj/structure/window/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(exposed_temperature > T0C + 800)
hit(round(exposed_volume / 100), 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"
/obj/structure/window/plasmabasic
name = "plasma window"
desc = "A plasma-glass alloy window. It looks insanely tough to break. It appears it's also insanely tough to burn through."
basestate = "plasmawindow"
icon_state = "plasmawindow"
shardtype = /obj/item/weapon/shard/plasma
health = 120
/obj/structure/window/plasmabasic/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(exposed_temperature > T0C + 32000)
hit(round(exposed_volume / 1000), 0)
..()
/obj/structure/window/plasmareinforced
name = "reinforced plasma window"
desc = "A plasma-glass alloy window, with rods supporting it. It looks hopelessly tough to break. It also looks completely fireproof, considering how basic plasma windows are insanely fireproof."
basestate = "plasmarwindow"
icon_state = "plasmarwindow"
shardtype = /obj/item/weapon/shard/plasma
reinf = 1
health = 160
/obj/structure/window/plasmareinforced/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
return
/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"
health = 40
reinf = 1
/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"
health = 30