Files
Paradise/code/game/objects/structures/window.dm
johnsonmt88@gmail.com d91ea514d9 More file structuring.
closet.dm, costume.dm, decal.dm and window.dm have been knocked out of the define folder and their defines have been moved into appropriate files.

The closet folder has been re-organized a little.

supplypacks.dm has been moved into the datums folder since that's what it is.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4627 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-05 22:44:48 +00:00

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/obj/structure/window
name = "window"
icon = 'icons/obj/structures.dmi'
desc = "A window."
density = 1
layer = 3.2//Just above doors
var/health = 14.0
var/ini_dir = null
var/state = 0
var/reinf = 0
var/silicate = 0 // number of units of silicate
var/icon/silicateIcon = null // the silicated icon
pressure_resistance = 4*ONE_ATMOSPHERE
anchored = 1.0
flags = ON_BORDER
/obj/structure/window/bullet_act(var/obj/item/projectile/Proj)
health -= Proj.damage
..()
if(health <=0)
new /obj/item/weapon/shard( src.loc )
new /obj/item/stack/rods( src.loc )
src.density = 0
del(src)
return
/obj/structure/window/ex_act(severity)
switch(severity)
if(1.0)
del(src)
return
if(2.0)
new /obj/item/weapon/shard( src.loc )
if(reinf) new /obj/item/stack/rods( src.loc)
//SN src = null
del(src)
return
if(3.0)
if (prob(50))
new /obj/item/weapon/shard( src.loc )
if(reinf) new /obj/item/stack/rods( src.loc)
del(src)
return
return
/obj/structure/window/blob_act()
if(reinf) new /obj/item/stack/rods( src.loc)
density = 0
del(src)
/obj/structure/window/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(istype(mover) && mover.checkpass(PASSGLASS))
return 1
if (src.dir == SOUTHWEST || src.dir == SOUTHEAST || src.dir == NORTHWEST || src.dir == NORTHEAST)
return 0 //full tile window, you can't move into it!
if(get_dir(loc, target) == dir)
return !density
else
return 1
/obj/structure/window/CheckExit(atom/movable/O as mob|obj, target as turf)
if(istype(O) && O.checkpass(PASSGLASS))
return 1
if (get_dir(O.loc, target) == dir)
return 0
return 1
/obj/structure/window/meteorhit()
//*****RM
//world << "glass at [x],[y],[z] Mhit"
src.health = 0
new /obj/item/weapon/shard( src.loc )
if(reinf) new /obj/item/stack/rods( src.loc)
src.density = 0
del(src)
return
/obj/structure/window/hitby(AM as mob|obj)
..()
for(var/mob/O in viewers(src, null))
O.show_message("\red <B>[src] was hit by [AM].</B>", 1)
var/tforce = 0
if(ismob(AM))
tforce = 40
else
tforce = AM:throwforce
if(reinf) tforce /= 4.0
playsound(src.loc, 'sound/effects/Glasshit.ogg', 100, 1)
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 )
if(reinf) new /obj/item/stack/rods( src.loc)
src.density = 0
del(src)
return
//..() //Does this really need to be here twice? The parent proc doesn't even do anything yet. - Nodrak
return
//These all need to be rewritten to use visiblemessage()
/obj/structure/window/attack_hand()
if ((HULK in usr.mutations) || (SUPRSTR in usr.augmentations))
usr << "\blue You smash through the window."
for(var/mob/O in oviewers())
if ((O.client && !( O.blinded )))
O << "\red [usr] smashes through the window!"
src.health = 0
new /obj/item/weapon/shard( src.loc )
if(reinf) new /obj/item/stack/rods( src.loc)
src.density = 0
del(src)
return
/obj/structure/window/attack_paw()
if ((HULK in usr.mutations))
usr << "\blue You smash through the window."
for(var/mob/O in oviewers())
if ((O.client && !( O.blinded )))
O << "\red [usr] smashes through the window!"
src.health = 0
new /obj/item/weapon/shard( src.loc )
if(reinf) new /obj/item/stack/rods( src.loc)
src.density = 0
del(src)
return
/obj/structure/window/attack_alien()
if (istype(usr, /mob/living/carbon/alien/larva))//Safety check for larva. /N
return
usr << "\green You smash against the window."
for(var/mob/O in oviewers())
if ((O.client && !( O.blinded )))
O << "\red [usr] smashes against the window."
playsound(src.loc, 'sound/effects/Glasshit.ogg', 100, 1)
src.health -= 15
if(src.health <= 0)
usr << "\green You smash through the window."
for(var/mob/O in oviewers())
if ((O.client && !( O.blinded )))
O << "\red [usr] smashes through the window!"
src.health = 0
new /obj/item/weapon/shard(src.loc)
if(reinf)
new /obj/item/stack/rods(src.loc)
src.density = 0
del(src)
return
return
/obj/structure/window/attack_animal(mob/living/simple_animal/M as mob)
if (M.melee_damage_upper == 0)
return
M << "\green You smash against the window."
for(var/mob/O in viewers(src, null))
if ((O.client && !( O.blinded )))
O << "\red [M] smashes against the window."
playsound(src.loc, 'sound/effects/Glasshit.ogg', 100, 1)
src.health -= M.melee_damage_upper
if(src.health <= 0)
M << "\green You smash through the window."
for(var/mob/O in viewers(src, null))
if ((O.client && !( O.blinded )))
O << "\red [M] smashes through the window!"
src.health = 0
new /obj/item/weapon/shard(src.loc)
if(reinf)
new /obj/item/stack/rods(src.loc)
src.density = 0
del(src)
return
return
/obj/structure/window/attack_metroid()
if(!istype(usr, /mob/living/carbon/metroid/adult))
return
usr<< "\green You smash against the window."
for(var/mob/O in oviewers())
if ((O.client && !( O.blinded )))
O << "\red [usr] smashes against the window."
playsound(src.loc, 'sound/effects/Glasshit.ogg', 100, 1)
src.health -= rand(10,15)
if(src.health <= 0)
usr << "\green You smash through the window."
for(var/mob/O in oviewers())
if ((O.client && !( O.blinded )))
O << "\red [usr] smashes through the window!"
src.health = 0
new /obj/item/weapon/shard(src.loc)
if(reinf)
new /obj/item/stack/rods(src.loc)
src.density = 0
del(src)
return
return
/obj/structure/window/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(!istype(W)) return//I really wish I did not need this
if (istype(W, /obj/item/weapon/screwdriver))
if(reinf && state >= 1)
state = 3 - state
playsound(src.loc, 'sound/items/Screwdriver.ogg', 75, 1)
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, 'sound/items/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, 'sound/items/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)
state = 1-state;
playsound(src.loc, 'sound/items/Crowbar.ogg', 75, 1)
user << (state ? "You have pried the window into the frame." : "You have pried the window out of the frame.")
else
var/aforce = W.force
if(reinf) aforce /= 2.0
if(W.damtype == BRUTE || W.damtype == BURN)
src.health = max(0, src.health - aforce)
playsound(src.loc, 'sound/effects/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)
var/index = null
index = 0
while(index < 2)
new /obj/item/weapon/shard( src.loc )
if(reinf) new /obj/item/stack/rods( src.loc)
index++
else
new /obj/item/weapon/shard( src.loc )
if(reinf) new /obj/item/stack/rods( src.loc)
src.density = 0
del(src)
return
..()
return
/obj/structure/window/verb/rotate()
set name = "Rotate Window Counter-Clockwise"
set category = "Object"
set src in oview(1)
if (src.anchored)
usr << "It is fastened to the floor; therefore, you can't rotate it!"
return 0
update_nearby_tiles(need_rebuild=1) //Compel updates before
src.dir = turn(src.dir, 90)
updateSilicate()
update_nearby_tiles(need_rebuild=1)
src.ini_dir = src.dir
return
/obj/structure/window/verb/revrotate()
set name = "Rotate Window Clockwise"
set category = "Object"
set src in oview(1)
if (src.anchored)
usr << "It is fastened to the floor; therefore, you can't rotate it!"
return 0
update_nearby_tiles(need_rebuild=1) //Compel updates before
src.dir = turn(src.dir, 270)
updateSilicate()
update_nearby_tiles(need_rebuild=1)
src.ini_dir = src.dir
return
/obj/structure/window/proc/updateSilicate()
if(silicateIcon && silicate)
src.icon = initial(icon)
var/icon/I = icon(icon,icon_state,dir)
var/r = (silicate / 100) + 1
var/g = (silicate / 70) + 1
var/b = (silicate / 50) + 1
I.SetIntensity(r,g,b)
icon = I
silicateIcon = I
/obj/structure/window/New(Loc,re=0)
..()
if(re) reinf = re
src.ini_dir = src.dir
if(reinf)
icon_state = "rwindow"
desc = "A reinforced window."
name = "reinforced window"
state = 2*anchored
health = 40
if(opacity)
icon_state = "twindow"
else
icon_state = "window"
update_nearby_tiles(need_rebuild=1)
update_nearby_icons()
return
/obj/structure/window/Del()
density = 0
update_nearby_tiles()
playsound(src, "shatter", 70, 1)
update_nearby_icons()
..()
/obj/structure/window/Move()
update_nearby_tiles(need_rebuild=1)
..()
src.dir = src.ini_dir
update_nearby_tiles(need_rebuild=1)
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
var/turf/simulated/source = loc
var/turf/simulated/target = get_step(source,dir)
if(need_rebuild)
if(istype(source)) //Rebuild/update nearby group geometry
if(source.parent)
air_master.groups_to_rebuild += source.parent
else
air_master.tiles_to_update += source
if(istype(target))
if(target.parent)
air_master.groups_to_rebuild += target.parent
else
air_master.tiles_to_update += target
else
if(istype(source)) air_master.tiles_to_update += source
if(istype(target)) air_master.tiles_to_update += target
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
/obj/structure/window/basic
icon_state = "window"
/obj/structure/window/reinforced
reinf = 1
icon_state = "rwindow"
name = "reinforced window"
/obj/structure/window/reinforced/tinted
name = "tinted window"
icon_state = "twindow"
opacity = 1
/obj/structure/window/reinforced/tinted/frosted
icon_state = "fwindow"
name = "frosted window"