From b4e0c3d850488007fce6a47485ce3d4623097fa1 Mon Sep 17 00:00:00 2001 From: "baloh.matevz" Date: Fri, 18 May 2012 22:53:10 +0000 Subject: [PATCH] - Ported over (Well basically completely recoded) the smooth window code from Bay 12. Screenshot: http://www.kamletos.si/bay12%20windows.png git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3613 316c924e-a436-60f5-8080-3fe189b3f50e --- code/game/objects/window.dm | 49 ++++++++++++++++++++++++++++++++++++- 1 file changed, 48 insertions(+), 1 deletion(-) diff --git a/code/game/objects/window.dm b/code/game/objects/window.dm index 43e9da0dca3..2abfc03ad71 100644 --- a/code/game/objects/window.dm +++ b/code/game/objects/window.dm @@ -79,6 +79,7 @@ src.health = max(0, src.health - tforce) if (src.health <= 7 && !reinf) src.anchored = 0 + update_nearby_icons() step(src, get_dir(AM, src)) if (src.health <= 0) new /obj/item/weapon/shard( src.loc ) @@ -194,10 +195,12 @@ usr << ( state==1? "You have unfastened the window from the frame." : "You have fastened the window to the frame." ) else if(reinf && state == 0) anchored = !anchored + update_nearby_icons() playsound(src.loc, 'Screwdriver.ogg', 75, 1) user << (src.anchored ? "You have fastened the frame to the floor." : "You have unfastened the frame from the floor.") else if(!reinf) src.anchored = !( src.anchored ) + update_nearby_icons() playsound(src.loc, 'Screwdriver.ogg', 75, 1) user << (src.anchored ? "You have fastened the window to the floor." : "You have unfastened the window.") else if(istype(W, /obj/item/weapon/crowbar) && reinf && state <=1) @@ -213,6 +216,7 @@ playsound(src.loc, 'Glasshit.ogg', 75, 1) if (src.health <= 7) src.anchored = 0 + update_nearby_icons() step(src, get_dir(user, src)) if (src.health <= 0) if (src.dir == SOUTHWEST) @@ -303,6 +307,7 @@ icon_state = "window" update_nearby_tiles(need_rebuild=1) + update_nearby_icons() return @@ -312,6 +317,9 @@ update_nearby_tiles() playsound(src, "shatter", 70, 1) + + update_nearby_icons() + ..() /obj/structure/window/Move() @@ -324,6 +332,7 @@ return +//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 @@ -345,4 +354,42 @@ if(istype(source)) air_master.tiles_to_update += source if(istype(target)) air_master.tiles_to_update += target - return 1 \ No newline at end of file + 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() + src.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()) + return + var/junction = 0 //will be used to determine from which side the window is connected to other windows + if (src.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(src.x-W.x)-abs(src.y-W.y) ) //doesn't count windows, placed diagonally to src + junction |= get_dir(src,W) + if (opacity) + src.icon_state = "twindow[junction]" + else + if (reinf) + src.icon_state = "rwindow[junction]" + else + src.icon_state = "window[junction]" + + return