/obj/structure/ladder
name = "ladder"
desc = "A sturdy metal ladder."
icon = 'icons/obj/structures.dmi'
icon_state = "ladder11"
anchored = 1
var/id = null
var/height = 0 //the 'height' of the ladder. higher numbers are considered physically higher
var/obj/structure/ladder/down = null //the ladder below this one
var/obj/structure/ladder/up = null //the ladder above this one
var/use_verb = "climbs"
/obj/structure/ladder/New()
spawn(8)
for(var/obj/structure/ladder/L in world)
if(L.id == id)
if(L.height == (height - 1))
down = L
if(isnull(L.up))
L.up = src
continue
if(L.height == (height + 1))
up = L
if(isnull(L.down))
L.down = src
continue
if(up && down) //if both our connections are filled
break
update_icon()
/obj/structure/ladder/update_icon()
if(up && down)
icon_state = "ladder11"
else if(up)
icon_state = "ladder10"
else if(down)
icon_state = "ladder01"
else //wtf make your ladders properly assholes
icon_state = "ladder00"
/obj/structure/ladder/attack_hand(mob/user as mob)
if(up && down)
switch( alert("Go up or down the ladder?", "Ladder", "Up", "Down", "Cancel") )
if("Up")
user.visible_message("[user] climbs up \the [src]!", \
"You climb up \the [src]!")
user.forceMove(get_turf(up))
up.add_fingerprint(user)
if("Down")
user.visible_message("[user] climbs down \the [src]!", \
"You climb down \the [src]!")
user.forceMove(get_turf(down))
down.add_fingerprint(user)
if("Cancel")
return
else if(up)
user.visible_message("[user] climbs up \the [src]!", \
"You climb up \the [src]!")
user.forceMove(get_turf(up))
up.add_fingerprint(user)
else if(down)
user.visible_message("[user] climbs down \the [src]!", \
"You climb down \the [src]!")
user.forceMove(get_turf(down))
down.add_fingerprint(user)
add_fingerprint(user)
/obj/structure/ladder/attackby(obj/item/weapon/W, mob/user as mob, params)
return attack_hand(user)
/obj/structure/ladder/dive_point/buoy
name = "diving point bouy"
desc = "A buoy marking the location of an underwater dive area."
icon = 'icons/misc/beach.dmi'
icon_state = "buoy"
id = "dive"
height = 2
use_verb = "dives"
layer = MOB_LAYER + 0.2 //0.1 higher than the water overlay, this also means people can "swim" behind/under it
/obj/structure/ladder/dive_point/anchor
name = "diving point anchor"
desc = "An anchor tethered to the buoy at the surface, to keep the dive area marked."
icon = 'icons/misc/beach.dmi'
icon_state = "anchor"
id = "dive"
height = 1
use_verb = "ascends"
light_range = 5
/obj/structure/ladder/dive_point/New()
..()
set_light(light_range, light_power) //magical glowing anchor
/obj/structure/ladder/dive_point/update_icon()
return