Files
CHOMPStation2/code/game/machinery/door_control.dm
Neerti be73b8c36a for(var/bad_code in world)
Removes a very large amount of world loops.
Adds a macro to painlessly generate a global list, and the needed code to modify the list when an object is made or deleted automatically.
Cleans up some commented out code.
2018-04-29 17:55:04 -04:00

205 lines
4.2 KiB
Plaintext

/obj/machinery/button/remote
name = "remote object control"
desc = "It controls objects, remotely."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "doorctrl0"
power_channel = ENVIRON
var/desiredstate = 0
var/exposedwires = 0
var/wires = 3
/*
Bitflag, 1=checkID
2=Network Access
*/
anchored = 1.0
use_power = 1
idle_power_usage = 2
active_power_usage = 4
/obj/machinery/button/remote/attack_ai(mob/user as mob)
if(wires & 2)
return attack_hand(user)
else
user << "Error, no route to host."
/obj/machinery/button/remote/attackby(obj/item/weapon/W, mob/user as mob)
return attack_hand(user)
/obj/machinery/button/remote/emag_act(var/remaining_charges, var/mob/user)
if(req_access.len || req_one_access.len)
req_access = list()
req_one_access = list()
playsound(src.loc, "sparks", 100, 1)
return 1
/obj/machinery/button/remote/attack_hand(mob/user as mob)
if(..())
return
add_fingerprint(user)
if(stat & (NOPOWER|BROKEN))
return
if(!allowed(user) && (wires & 1))
user << "<span class='warning'>Access Denied</span>"
flick("doorctrl-denied",src)
return
use_power(5)
icon_state = "doorctrl1"
desiredstate = !desiredstate
trigger(user)
spawn(15)
update_icon()
/obj/machinery/button/remote/proc/trigger()
return
/obj/machinery/button/remote/power_change()
..()
update_icon()
/obj/machinery/button/remote/update_icon()
if(stat & NOPOWER)
icon_state = "doorctrl-p"
else
icon_state = "doorctrl0"
/*
Airlock remote control
*/
// Bitmasks for door switches.
#define OPEN 0x1
#define IDSCAN 0x2
#define BOLTS 0x4
#define SHOCK 0x8
#define SAFE 0x10
/obj/machinery/button/remote/airlock
name = "remote door-control"
desc = "It controls doors, remotely."
var/specialfunctions = 1
/*
Bitflag, 1= open
2= idscan,
4= bolts
8= shock
16= door safties
*/
/obj/machinery/button/remote/airlock/trigger()
for(var/obj/machinery/door/airlock/D in machines)
if(D.id_tag == id)
if(specialfunctions & OPEN)
if(D.density)
spawn(0)
D.open()
return
else
spawn(0)
D.close()
return
if(desiredstate == 1)
if(specialfunctions & IDSCAN)
D.set_idscan(0)
if(specialfunctions & BOLTS)
D.lock()
if(specialfunctions & SHOCK)
D.electrify(-1)
if(specialfunctions & SAFE)
D.set_safeties(0)
else
if(specialfunctions & IDSCAN)
D.set_idscan(1)
if(specialfunctions & BOLTS)
D.unlock()
if(specialfunctions & SHOCK)
D.electrify(0)
if(specialfunctions & SAFE)
D.set_safeties(1)
#undef OPEN
#undef IDSCAN
#undef BOLTS
#undef SHOCK
#undef SAFE
/*
Blast door remote control
*/
/obj/machinery/button/remote/blast_door
name = "remote blast door-control"
desc = "It controls blast doors, remotely."
/obj/machinery/button/remote/blast_door/trigger()
for(var/obj/machinery/door/blast/M in machines)
if(M.id == id)
if(M.density)
spawn(0)
M.open()
return
else
spawn(0)
M.close()
return
/*
Emitter remote control
*/
/obj/machinery/button/remote/emitter
name = "remote emitter control"
desc = "It controls emitters, remotely."
/obj/machinery/button/remote/emitter/trigger(mob/user as mob)
for(var/obj/machinery/power/emitter/E in machines)
if(E.id == id)
spawn(0)
E.activate(user)
return
/*
Mass driver remote control
*/
/obj/machinery/button/remote/driver
name = "mass driver button"
desc = "A remote control switch for a mass driver."
icon = 'icons/obj/objects.dmi'
icon_state = "launcherbtt"
/obj/machinery/button/remote/driver/trigger(mob/user as mob)
active = 1
update_icon()
for(var/obj/machinery/door/blast/M in machines)
if(M.id == id)
spawn(0)
M.open()
return
sleep(20)
for(var/obj/machinery/mass_driver/M in machines)
if(M.id == id)
M.drive()
sleep(50)
for(var/obj/machinery/door/blast/M in machines)
if(M.id == id)
spawn(0)
M.close()
return
icon_state = "launcherbtt"
update_icon()
return
/obj/machinery/button/remote/driver/update_icon()
if(!active || (stat & NOPOWER))
icon_state = "launcherbtt"
else
icon_state = "launcheract"