Files
CHOMPStation2/code/game/area/areas.dm
PsiOmega 570806046b Merge remote-tracking branch 'upstream/dev-freeze' into dev
Conflicts:
	code/modules/clothing/clothing.dm
	code/modules/mob/living/carbon/human/inventory.dm
	code/modules/mob/living/silicon/ai/ai.dm
	code/modules/mob/living/silicon/robot/custom_sprites.dm
	code/modules/organs/organ_stump.dm
	code/setup.dm
2015-08-10 17:56:14 +02:00

310 lines
7.6 KiB
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// Areas.dm
// ===
/area
var/global/global_uid = 0
var/uid
/area/New()
icon_state = ""
layer = 10
uid = ++global_uid
all_areas += src
if(!requires_power)
power_light = 0
power_equip = 0
power_environ = 0
..()
/area/proc/initialize()
if(!requires_power || !apc)
power_light = 0
power_equip = 0
power_environ = 0
power_change() // all machines set to current power level, also updates lighting icon
/area/proc/get_contents()
return contents
/area/proc/get_cameras()
var/list/cameras = list()
for (var/obj/machinery/camera/C in src)
cameras += C
return cameras
/area/proc/atmosalert(danger_level, var/alarm_source)
if (danger_level == 0)
atmosphere_alarm.clearAlarm(src, alarm_source)
else
atmosphere_alarm.triggerAlarm(src, alarm_source, severity = danger_level)
//Check all the alarms before lowering atmosalm. Raising is perfectly fine.
for (var/obj/machinery/alarm/AA in src)
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()
else if (danger_level >= 2 && atmosalm < 2)
air_doors_close()
atmosalm = danger_level
for (var/obj/machinery/alarm/AA in src)
AA.update_icon()
return 1
return 0
/area/proc/air_doors_close()
if(!air_doors_activated)
air_doors_activated = 1
for(var/obj/machinery/door/firedoor/E in 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(air_doors_activated)
air_doors_activated = 0
for(var/obj/machinery/door/firedoor/E in all_doors)
if(!E.blocked)
if(E.operating)
E.nextstate = OPEN
else if(E.density)
spawn(0)
E.open()
/area/proc/fire_alert()
if(!fire)
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()
/area/proc/fire_reset()
if (fire)
fire = 0 //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 = OPEN
else if(D.density)
spawn(0)
D.open()
/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) && !istype(src, /area/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(!requires_power)
return 1
if(always_unpowered)
return 0
switch(chan)
if(EQUIP)
return power_equip
if(LIGHT)
return power_light
if(ENVIRON)
return power_environ
return 0
// called when power status changes
/area/proc/power_change()
for(var/obj/machinery/M in src) // for each machine in the area
M.power_change() // reverify power status (to update icons etc.)
if (fire || eject || party)
updateicon()
/area/proc/usage(var/chan)
var/used = 0
switch(chan)
if(LIGHT)
used += used_light
if(EQUIP)
used += used_equip
if(ENVIRON)
used += used_environ
if(TOTAL)
used += used_light + used_equip + used_environ
return used
/area/proc/clear_usage()
used_equip = 0
used_light = 0
used_environ = 0
/area/proc/use_power(var/amount, var/chan)
switch(chan)
if(EQUIP)
used_equip += amount
if(LIGHT)
used_light += amount
if(ENVIRON)
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.update_floating( L.Check_Dense_Object() )
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)
if(forced_ambience.len)
forced_ambiance_list |= L
L << sound(pick(forced_ambience), repeat = 1, wait = 0, volume = 25, channel = 1)
else
L << sound(null, channel = 1)
else if(src.ambience.len && prob(35))
if((world.time >= L.client.played + 600))
var/sound = pick(ambience)
L << sound(sound, repeat = 0, wait = 0, volume = 25, channel = 1)
L.client.played = world.time
/area/proc/gravitychange(var/gravitystate = 0, var/area/A)
A.has_gravity = gravitystate
for(var/mob/M in A)
if(has_gravity)
thunk(M)
M.update_floating( M.Check_Dense_Object() )
/area/proc/thunk(mob)
if(istype(get_turf(mob), /turf/space)) // Can't fall onto nothing.
return
if(istype(mob,/mob/living/carbon/human/))
var/mob/living/carbon/human/H = mob
if(istype(H.shoes, /obj/item/clothing/shoes/magboots) && (H.shoes.flags & NOSLIP))
return
if(H.m_intent == "run")
H.AdjustStunned(2)
H.AdjustWeakened(2)
else
H.AdjustStunned(1)
H.AdjustWeakened(1)
mob << "<span class='notice'>The sudden appearance of gravity makes you fall to the floor!</span>"
/area/proc/prison_break()
for(var/obj/machinery/power/apc/temp_apc in src)
temp_apc.overload_lighting(70)
for(var/obj/machinery/door/airlock/temp_airlock in src)
temp_airlock.prison_open()
for(var/obj/machinery/door/window/temp_windoor in src)
temp_windoor.open()
/area/proc/has_gravity()
return has_gravity
/area/space/has_gravity()
return 0
/proc/has_gravity(atom/AT, turf/T)
if(!T)
T = get_turf(AT)
var/area/A = get_area(T)
if(A && A.has_gravity())
return 1
return 0