diff --git a/code/game/machinery/doors/brigdoors.dm b/code/game/machinery/doors/brigdoors.dm index 4d634d45895..a5eb560e3c1 100644 --- a/code/game/machinery/doors/brigdoors.dm +++ b/code/game/machinery/doors/brigdoors.dm @@ -17,222 +17,287 @@ anchored = 1.0 // can't pick it up density = 0 // can walk through it. var/id = null // id of door it controls. - var/releasetime = 0 // when world.time reaches it - release the prisoneer + var/releasetime = 0 // when world.timeofday reaches it - release the prisoner var/timing = 1 // boolean, true/1 timer is on, false/0 means it's not timing var/picture_state // icon_state of alert picture, if not displaying text/numbers var/list/obj/machinery/targets = list() + var/timetoset = 0 // Used to set releasetime upon starting the timer - New() - ..() +/obj/machinery/door_timer/New() + ..() - pixel_x = ((src.dir & 3)? (0) : (src.dir == 4 ? 32 : -32)) - pixel_y = ((src.dir & 3)? (src.dir ==1 ? 24 : -32) : (0)) + pixel_x = ((src.dir & 3)? (0) : (src.dir == 4 ? 32 : -32)) + pixel_y = ((src.dir & 3)? (src.dir ==1 ? 24 : -32) : (0)) - spawn(20) - for(var/obj/machinery/door/window/brigdoor/M in world) - if (M.id == src.id) - targets += M + spawn(20) + for(var/obj/machinery/door/window/brigdoor/M in world) + if (M.id == src.id) + targets += M - for(var/obj/machinery/flasher/F in world) - if(F.id == src.id) - targets += F + for(var/obj/machinery/flasher/F in world) + if(F.id == src.id) + targets += F - for(var/obj/structure/closet/secure_closet/brig/C in world) - if(C.id == src.id) - targets += C + for(var/obj/structure/closet/secure_closet/brig/C in world) + if(C.id == src.id) + targets += C - if(targets.len==0) - stat |= BROKEN - update_icon() - return + if(targets.len==0) + stat |= BROKEN + update_icon() return + return //Main door timer loop, if it's timing and time is >0 reduce time by 1. // if it's less than 0, open door, reset timer // update the door_timer window and the icon - process() - if(stat & (NOPOWER|BROKEN)) return - if(src.timing) - if(world.time > src.releasetime) - src.timer_end() // open doors, reset timer, clear status screen - src.timing = 0 - src.updateUsrDialog() - src.update_icon() - else - timer_end() - return +/obj/machinery/door_timer/process() + + if(stat & (NOPOWER|BROKEN)) return + if(src.timing) + + // poorly done midnight rollover + // (no seriously there's gotta be a better way to do this) + var/timeleft = timeleft() + if(timeleft > 1e5) + src.releasetime = 0 -// has the door power sitatuation changed, if so update icon. - power_change() - ..() - update_icon() - return + if(world.timeofday > src.releasetime) + src.timer_end() // open doors, reset timer, clear status screen + src.timing = 0 + + src.updateUsrDialog() + src.update_icon() + + else + timer_end() + + return + + +// has the door power situation changed, if so update icon. +/obj/machinery/door_timer/power_change() + ..() + update_icon() + return // open/closedoor checks if door_timer has power, if so it checks if the // linked door is open/closed (by density) then opens it/closes it. - proc/timer_start() - if(stat & (NOPOWER|BROKEN)) return 0 - for(var/obj/machinery/door/window/brigdoor/door in targets) - if(door.density) continue - spawn(0) - door.close() +// Closes and locks doors, power check +/obj/machinery/door_timer/proc/timer_start() + if(stat & (NOPOWER|BROKEN)) return 0 - for(var/obj/structure/closet/secure_closet/brig/C in targets) - if(C.broken) continue - if(C.opened && !C.close()) continue - C.locked = 1 - C.icon_state = C.icon_locked - return 1 + // Set releasetime + releasetime = world.timeofday + timetoset + + for(var/obj/machinery/door/window/brigdoor/door in targets) + if(door.density) continue + spawn(0) + door.close() + + for(var/obj/structure/closet/secure_closet/brig/C in targets) + if(C.broken) continue + if(C.opened && !C.close()) continue + C.locked = 1 + C.icon_state = C.icon_locked + return 1 - proc/timer_end() - if(stat & (NOPOWER|BROKEN)) return 0 +// Opens and unlocks doors, power check +/obj/machinery/door_timer/proc/timer_end() + if(stat & (NOPOWER|BROKEN)) return 0 - for(var/obj/machinery/door/window/brigdoor/door in targets) - if(!door.density) continue - spawn(0) - door.open() + // Reset releasetime + releasetime = 0 - for(var/obj/structure/closet/secure_closet/brig/C in targets) - if(C.broken) continue - if(C.opened) continue - C.locked = 0 - C.icon_state = C.icon_closed + for(var/obj/machinery/door/window/brigdoor/door in targets) + if(!door.density) continue + spawn(0) + door.open() - return 1 + for(var/obj/structure/closet/secure_closet/brig/C in targets) + if(C.broken) continue + if(C.opened) continue + C.locked = 0 + C.icon_state = C.icon_closed + + return 1 - proc/timeleft() - . = (releasetime-world.time)/10 - if(. < 0) - . = 0 +// Check for releasetime timeleft +/obj/machinery/door_timer/proc/timeleft() + . = (releasetime - world.timeofday)/10 + if(. < 0) + . = 0 +// Set timetoset +/obj/machinery/door_timer/proc/timeset(var/seconds) + timetoset = seconds * 10 - proc/timeset(var/seconds) - releasetime=world.time+seconds*10 - return + if(timetoset <= 0) + timetoset = 0 + return //Allows AIs to use door_timer, see human attack_hand function below - attack_ai(var/mob/user as mob) - return src.attack_hand(user) +/obj/machinery/door_timer/attack_ai(var/mob/user as mob) + return src.attack_hand(user) //Allows humans to use door_timer //Opens dialog window when someone clicks on door timer // Allows altering timer and the timing boolean. // Flasher activation limited to 150 seconds - attack_hand(var/mob/user as mob) - if(..()) - return - var/second = round(timeleft() % 60) - var/minute = round((timeleft() - second) / 60) - user.set_machine(src) - var/dat = "" - dat += "
Timer System:" - dat += "Door [src.id] controls
" - if (src.timing) - dat += "Stop Timer and open door
" - else - dat += "Activate Timer and close door
" - - dat += "Time Left: [(minute ? text("[minute]:") : null)][second]
" - dat += "- - + +
" - - for(var/obj/machinery/flasher/F in targets) - if(F.last_flash && (F.last_flash + 150) > world.time) - dat += "
Flash Charging" - else - dat += "
Activate Flash" - - dat += "

Close" - dat += "
" - user << browse(dat, "window=computer;size=400x500") - onclose(user, "computer") +/obj/machinery/door_timer/attack_hand(var/mob/user as mob) + if(..()) return + // Used for the 'time left' display + var/second = round(timeleft() % 60) + var/minute = round((timeleft() - second) / 60) + + // Used for 'set timer' + var/setsecond = round((timetoset / 10) % 60) + var/setminute = round(((timetoset / 10) - setsecond) / 60) + + user.set_machine(src) + + // dat + var/dat = "" + + dat += "
Timer System:" + dat += " Door [src.id] controls
" + + // Start/Stop timer + if (src.timing) + dat += "Stop Timer and open door
" + else + dat += "Activate Timer and close door
" + + // Time Left display (uses releasetime) + dat += "Time Left: [(minute ? text("[minute]:") : null)][second]
" + dat += "
" + + // Set Timer display (uses timetoset) + if(src.timing) + dat += "Set Timer: [(setminute ? text("[setminute]:") : null)][setsecond] Set
" + else + dat += "Set Timer: [(setminute ? text("[setminute]:") : null)][setsecond]
" + + // Controls + dat += "- - + +
" + + // Mounted flash controls + for(var/obj/machinery/flasher/F in targets) + if(F.last_flash && (F.last_flash + 150) > world.time) + dat += "
Flash Charging" + else + dat += "
Activate Flash" + + dat += "

Close" + dat += "
" + + user << browse(dat, "window=computer;size=400x500") + onclose(user, "computer") + return + //Function for using door_timer dialog input, checks if user has permission // href_list to // "timing" turns on timer // "tp" value to modify timer // "fc" activates flasher +// "change" resets the timer to the timetoset amount while the timer is counting down // Also updates dialog window and timer icon - Topic(href, href_list) - if(..()) - return - if(!src.allowed(usr)) - return +/obj/machinery/door_timer/Topic(href, href_list) + if(..()) + return + if(!src.allowed(usr)) + return + + usr.set_machine(src) + + if(href_list["timing"]) + src.timing = text2num(href_list["timing"]) - usr.set_machine(src) - if(href_list["timing"]) - src.timing = text2num(href_list["timing"]) - else - if(href_list["tp"]) //adjust timer, close door if not already closed - var/tp = text2num(href_list["tp"]) - var/timeleft = timeleft() - timeleft += tp - timeleft = min(max(round(timeleft), 0), 3600) - timeset(timeleft) - //src.timing = 1 - //src.closedoor() - if(href_list["fc"]) - for(var/obj/machinery/flasher/F in targets) - F.flash() - src.add_fingerprint(usr) - src.updateUsrDialog() - src.update_icon() if(src.timing) src.timer_start() else src.timer_end() - return + + else + if(href_list["tp"]) //adjust timer, close door if not already closed + var/tp = text2num(href_list["tp"]) + var/addtime = (timetoset / 10) + addtime += tp + addtime = min(max(round(addtime), 0), 3600) + + timeset(addtime) + + if(href_list["fc"]) + for(var/obj/machinery/flasher/F in targets) + F.flash() + + if(href_list["change"]) + src.timer_start() + + src.add_fingerprint(usr) + src.updateUsrDialog() + src.update_icon() + + /* if(src.timing) + src.timer_start() + + else + src.timer_end() */ + + return //icon update function // if NOPOWER, display blank // if BROKEN, display blue screen of death icon AI uses // if timing=true, run update display function - update_icon() - if(stat & (NOPOWER)) - icon_state = "frame" - return - if(stat & (BROKEN)) - set_picture("ai_bsod") - return - if(src.timing) - var/disp1 = uppertext(id) - var/timeleft = timeleft() - var/disp2 = "[add_zero(num2text((timeleft / 60) % 60),2)]~[add_zero(num2text(timeleft % 60), 2)]" - spawn( 5 ) - update_display(disp1, disp2) - else - update_display("SET","TIME") +/obj/machinery/door_timer/update_icon() + if(stat & (NOPOWER)) + icon_state = "frame" return + if(stat & (BROKEN)) + set_picture("ai_bsod") + return + if(src.timing) + var/disp1 = uppertext(id) + var/timeleft = timeleft() + var/disp2 = "[add_zero(num2text((timeleft / 60) % 60),2)]~[add_zero(num2text(timeleft % 60), 2)]" + spawn( 5 ) + update_display(disp1, disp2) + else + update_display("SET","TIME") + return // Adds an icon in case the screen is broken/off, stolen from status_display.dm - proc/set_picture(var/state) - picture_state = state - overlays.Cut() - overlays += image('icons/obj/status_display.dmi', icon_state=picture_state) +/obj/machinery/door_timer/proc/set_picture(var/state) + picture_state = state + overlays.Cut() + overlays += image('icons/obj/status_display.dmi', icon_state=picture_state) //Checks to see if there's 1 line or 2, adds text-icons-numbers/letters over display // Stolen from status_display - proc/update_display(var/line1, var/line2) - if(line2 == null) // single line display - overlays.Cut() - overlays += texticon(line1, 23, -13) - else // dual line display - overlays.Cut() - overlays += texticon(line1, 23, -9) - overlays += texticon(line2, 23, -17) +/obj/machinery/door_timer/proc/update_display(var/line1, var/line2) + if(line2 == null) // single line display + overlays.Cut() + overlays += texticon(line1, 23, -13) + else // dual line display + overlays.Cut() + overlays += texticon(line1, 23, -9) + overlays += texticon(line2, 23, -17) // return an icon of a time text string (tn) // valid characters are 0-9 and : // px, py are pixel offsets @@ -240,19 +305,19 @@ //Actual string input to icon display for loop, with 5 pixel x offsets for each letter. //Stolen from status_display - proc/texticon(var/tn, var/px = 0, var/py = 0) - var/image/I = image('icons/obj/status_display.dmi', "blank") - var/len = lentext(tn) +/obj/machinery/door_timer/proc/texticon(var/tn, var/px = 0, var/py = 0) + var/image/I = image('icons/obj/status_display.dmi', "blank") + var/len = lentext(tn) - for(var/d = 1 to len) - var/char = copytext(tn, len-d+1, len-d+2) - if(char == " ") - continue - var/image/ID = image('icons/obj/status_display.dmi', icon_state=char) - ID.pixel_x = -(d-1)*5 + px - ID.pixel_y = py - I.overlays += ID - return I + for(var/d = 1 to len) + var/char = copytext(tn, len-d+1, len-d+2) + if(char == " ") + continue + var/image/ID = image('icons/obj/status_display.dmi', icon_state=char) + ID.pixel_x = -(d-1)*5 + px + ID.pixel_y = py + I.overlays += ID + return I /obj/machinery/door_timer/cell_1