Files
CHOMPStation2/code/modules/assembly/infrared.dm
Mloc-Argent d5e9851b62 integrate XGM into the code
New turf proc: assume_gas().  Maps to air.adjust_gas_temp().
Lots of optimizations to processing, fire, lighting, HasEntered() and
 more.
Zones now process all fire data and existance in one go, fire objects
 only handle spreading.
Most code has been ported straight so some of it mightn't be ideally
 structured for the new gas_mixtures.

Signed-off-by: Mloc-Argent <colmohici@gmail.com>
2014-07-22 19:52:12 +01:00

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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
/obj/item/device/assembly/infra
name = "infrared emitter"
desc = "Emits a visible or invisible beam and is triggered when the beam is interrupted."
icon_state = "infrared"
matter = list("metal" = 1000, "glass" = 500, "waste" = 100)
origin_tech = "magnets=2"
wires = WIRE_PULSE
secured = 0
var/on = 0
var/visible = 0
var/obj/effect/beam/i_beam/first = null
proc
trigger_beam()
activate()
if(!..()) return 0//Cooldown check
on = !on
update_icon()
return 1
toggle_secure()
secured = !secured
if(secured)
processing_objects.Add(src)
else
on = 0
if(first) del(first)
processing_objects.Remove(src)
update_icon()
return secured
update_icon()
overlays.Cut()
attached_overlays = list()
if(on)
overlays += "infrared_on"
attached_overlays += "infrared_on"
if(holder)
holder.update_icon()
return
process()//Old code
if(!on)
if(first)
del(first)
return
if((!(first) && (secured && (istype(loc, /turf) || (holder && istype(holder.loc, /turf))))))
var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam((holder ? holder.loc : loc) )
I.master = src
I.density = 1
I.dir = dir
step(I, I.dir)
if(I)
I.density = 0
first = I
I.vis_spread(visible)
spawn(0)
if(I)
//world << "infra: setting limit"
I.limit = 8
//world << "infra: processing beam \ref[I]"
I.process()
return
return
attack_hand()
del(first)
..()
return
Move()
var/t = dir
..()
dir = t
del(first)
return
holder_movement()
if(!holder) return 0
// dir = holder.dir
del(first)
return 1
trigger_beam()
if((!secured)||(!on)||(cooldown > 0)) return 0
pulse(0)
if(!holder)
visible_message("\icon[src] *beep* *beep*")
cooldown = 2
spawn(10)
process_cooldown()
return
interact(mob/user as mob)//TODO: change this this to the wire control panel
if(!secured) return
user.set_machine(src)
var/dat = text("<TT><B>Infrared Laser</B>\n<B>Status</B>: []<BR>\n<B>Visibility</B>: []<BR>\n</TT>", (on ? text("<A href='?src=\ref[];state=0'>On</A>", src) : text("<A href='?src=\ref[];state=1'>Off</A>", src)), (src.visible ? text("<A href='?src=\ref[];visible=0'>Visible</A>", src) : text("<A href='?src=\ref[];visible=1'>Invisible</A>", src)))
dat += "<BR><BR><A href='?src=\ref[src];refresh=1'>Refresh</A>"
dat += "<BR><BR><A href='?src=\ref[src];close=1'>Close</A>"
user << browse(dat, "window=infra")
onclose(user, "infra")
return
Topic(href, href_list)
..()
if(!usr.canmove || usr.stat || usr.restrained() || !in_range(loc, usr))
usr << browse(null, "window=infra")
onclose(usr, "infra")
return
if(href_list["state"])
on = !(on)
update_icon()
if(href_list["visible"])
visible = !(visible)
spawn(0)
if(first)
first.vis_spread(visible)
if(href_list["close"])
usr << browse(null, "window=infra")
return
if(usr)
attack_self(usr)
return
verb/rotate()//This could likely be better
set name = "Rotate Infrared Laser"
set category = "Object"
set src in usr
dir = turn(dir, 90)
return
/***************************IBeam*********************************/
/obj/effect/beam/i_beam
name = "i beam"
icon = 'icons/obj/projectiles.dmi'
icon_state = "ibeam"
var/obj/effect/beam/i_beam/next = null
var/obj/item/device/assembly/infra/master = null
var/limit = null
var/visible = 0.0
var/left = null
anchored = 1.0
flags = TABLEPASS
/obj/effect/beam/i_beam/proc/hit()
//world << "beam \ref[src]: hit"
if(master)
//world << "beam hit \ref[src]: calling master \ref[master].hit"
master.trigger_beam()
del(src)
return
/obj/effect/beam/i_beam/proc/vis_spread(v)
//world << "i_beam \ref[src] : vis_spread"
visible = v
spawn(0)
if(next)
//world << "i_beam \ref[src] : is next [next.type] \ref[next], calling spread"
next.vis_spread(v)
return
return
/obj/effect/beam/i_beam/process()
//world << "i_beam \ref[src] : process"
if((loc.density || !(master)))
// world << "beam hit loc [loc] or no master [master], deleting"
del(src)
return
//world << "proccess: [src.left] left"
if(left > 0)
left--
if(left < 1)
if(!(visible))
invisibility = 101
else
invisibility = 0
else
invisibility = 0
//world << "now [src.left] left"
var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam(loc)
I.master = master
I.density = 1
I.dir = dir
//world << "created new beam \ref[I] at [I.x] [I.y] [I.z]"
step(I, I.dir)
if(I)
//world << "step worked, now at [I.x] [I.y] [I.z]"
if(!(next))
//world << "no next"
I.density = 0
//world << "spreading"
I.vis_spread(visible)
next = I
spawn(0)
//world << "limit = [limit] "
if((I && limit > 0))
I.limit = limit - 1
//world << "calling next process"
I.process()
return
else
//world << "is a next: \ref[next], deleting beam \ref[I]"
del(I)
else
//world << "step failed, deleting \ref[next]"
del(next)
spawn(10)
process()
return
return
/obj/effect/beam/i_beam/Bump()
del(src)
return
/obj/effect/beam/i_beam/Bumped()
hit()
return
/obj/effect/beam/i_beam/Crossed(atom/movable/AM as mob|obj)
if(istype(AM, /obj/effect/beam))
return
spawn(0)
hit()
return
return
/obj/effect/beam/i_beam/Del()
del(next)
..()
return