Files
Paradise/code/game/objects/structures/window.dm
Fox-McCloud 0870c66303 tweak
2016-07-26 14:02:07 -04:00

537 lines
16 KiB
Plaintext

var/global/wcBar = pick(list("#0d8395", "#58b5c3", "#58c366", "#90d79a", "#ffffff"))
var/global/wcBrig = pick(list("#aa0808", "#7f0606", "#ff0000"))
var/global/wcCommon = pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e", "#8fcf44", "#ffffff"))
/obj/proc/color_windows(var/obj/W as obj)
var/list/wcBarAreas = list(/area/crew_quarters/bar)
var/list/wcBrigAreas = list(/area/security,/area/prison,/area/shuttle/gamma)
var/newcolor
var/turf/T = get_turf(W)
if(!istype(T)) return
var/area/A = T.loc
if(is_type_in_list(A,wcBarAreas))
newcolor = wcBar
else if(is_type_in_list(A,wcBrigAreas))
newcolor = wcBrig
else
newcolor = wcCommon
return newcolor
/obj/structure/window
name = "window"
desc = "A window."
icon = 'icons/obj/structures.dmi'
density = 1
layer = 3.2//Just above doors
pressure_resistance = 4*ONE_ATMOSPHERE
anchored = 1.0
flags = ON_BORDER
var/health = 14.0
var/ini_dir = null
var/state = 2
var/reinf = 0
var/basestate
var/shardtype = /obj/item/weapon/shard
var/glasstype = /obj/item/stack/sheet/glass
var/disassembled = 0
var/sheets = 1 // Number of sheets needed to build this window (determines how much shit is spawned by destroy())
// var/silicate = 0 // number of units of silicate
// var/icon/silicateIcon = null // the silicated icon
/obj/structure/window/bullet_act(var/obj/item/projectile/Proj)
if((Proj.damage_type == BRUTE || Proj.damage_type == BURN))
health -= Proj.damage
air_update_turf(1)
..()
if(health <= 0)
destroy()
return
// This should result in the same materials used to make the window.
/obj/structure/window/proc/destroy()
for(var/i=0;i<sheets;i++)
new shardtype(loc)
if(reinf)
new /obj/item/stack/rods(loc)
qdel(src)
/obj/structure/window/ex_act(severity)
switch(severity)
if(1.0)
qdel(src)
return
if(2.0)
destroy()
return
if(3.0)
if(prob(50))
destroy()
return
/obj/structure/window/blob_act()
destroy()
/obj/structure/window/singularity_pull(S, current_size)
if(current_size >= STAGE_FIVE)
destroy()
/obj/structure/window/CheckExit(var/atom/movable/O, var/turf/target)
if(istype(O) && O.checkpass(PASSGLASS))
return 1
if(get_dir(O.loc, target) == dir)
return !density
return 1
/obj/structure/window/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(istype(mover) && mover.checkpass(PASSGLASS))
return 1
if(dir == SOUTHWEST || dir == SOUTHEAST || dir == NORTHWEST || 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/CanAStarPass(ID, to_dir)
if(!density)
return 1
if((dir == SOUTHWEST) || (dir == to_dir))
return 0
return 1
/obj/structure/window/hitby(AM as mob|obj)
..()
var/tforce = 0
if(isobj(AM))
var/obj/item/I = AM
tforce = I.throwforce
if(reinf) tforce *= 0.25
playsound(loc, 'sound/effects/Glasshit.ogg', 100, 1)
health = max(0, health - tforce)
if(health <= 7 && !reinf)
anchored = 0
update_nearby_icons()
step(src, get_dir(AM, src))
if(health <= 0)
destroy()
/obj/structure/window/attack_hand(mob/user as mob)
if(HULK in user.mutations)
user.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!"))
user.visible_message("<span class='danger'>[user] smashes through [src]!</span>")
destroy()
else if(user.a_intent == I_HARM)
user.changeNext_move(CLICK_CD_MELEE)
playsound(get_turf(src), 'sound/effects/glassknock.ogg', 80, 1)
user.visible_message("\red [user.name] bangs against the [src.name]!", \
"\red You bang against the [src.name]!", \
"You hear a banging sound.")
else
user.changeNext_move(CLICK_CD_MELEE)
playsound(src.loc, 'sound/effects/glassknock.ogg', 80, 1)
user.visible_message("[user.name] knocks on the [src.name].", \
"You knock on the [src.name].", \
"You hear a knocking sound.")
return
/obj/structure/window/proc/attack_generic(mob/living/user as mob, damage = 0) //used by attack_alien, attack_animal, and attack_slime
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(src)
health -= damage
if(health <= 0)
user.visible_message("<span class='danger'>[user] smashes through [src]!</span>")
destroy()
else //for nicer text~
user.visible_message("<span class='danger'>[user] smashes into [src]!</span>")
playsound(loc, 'sound/effects/Glasshit.ogg', 100, 1)
/obj/structure/window/attack_alien(mob/living/user as mob)
if(islarva(user)) return
attack_generic(user, 15)
/obj/structure/window/attack_animal(mob/living/user as mob)
if(!isanimal(user)) return
var/mob/living/simple_animal/M = user
if(M.melee_damage_upper <= 0 || (M.melee_damage_type != BRUTE && M.melee_damage_type != BURN))
return
attack_generic(M, M.melee_damage_upper)
/obj/structure/window/attack_slime(mob/living/user as mob)
var/mob/living/carbon/slime/S = user
if(!S.is_adult)
return
attack_generic(user, rand(10, 15))
/obj/structure/window/attackby(obj/item/weapon/W as obj, mob/living/user as mob, params)
if(!istype(W)) return//I really wish I did not need this
if(istype(W, /obj/item/weapon/grab) && get_dist(src,user)<2)
var/obj/item/weapon/grab/G = W
if(istype(G.affecting,/mob/living))
var/mob/living/M = G.affecting
var/state = G.state
qdel(W) //gotta delete it here because if window breaks, it won't get deleted
switch(state)
if(1)
M.visible_message("<span class='warning'>[user] slams [M] against \the [src]!</span>")
M.apply_damage(7)
hit(10)
if(2)
M.visible_message("<span class='danger'>[user] bashes [M] against \the [src]!</span>")
if(prob(50))
M.Weaken(1)
M.apply_damage(10)
hit(25)
if(3)
M.visible_message("<span class='danger'><big>[user] crushes [M] against \the [src]!</big></span>")
M.Weaken(5)
M.apply_damage(20)
hit(50)
if(4)
visible_message("<span class='danger'><big>[user] smashes [M] against \the [src]!</big></span>")
M.Weaken(5)
M.apply_damage(30)
hit(75)
return
if(W.flags & NOBLUDGEON) return
if(istype(W, /obj/item/weapon/screwdriver))
if(reinf && state >= 1)
state = 3 - state
playsound(loc, 'sound/items/Screwdriver.ogg', 75, 1)
to_chat(user, (state == 1 ? "<span class='notice'>You have unfastened the window from the frame.</span>" : "<span class='notice'>You have fastened the window to the frame.</span>"))
else if(reinf && state == 0)
anchored = !anchored
update_nearby_icons()
playsound(loc, 'sound/items/Screwdriver.ogg', 75, 1)
to_chat(user, (anchored ? "<span class='notice'>You have fastened the frame to the floor.</span>" : "<span class='notice'>You have unfastened the frame from the floor.</span>"))
else if(!reinf)
anchored = !anchored
update_nearby_icons()
playsound(loc, 'sound/items/Screwdriver.ogg', 75, 1)
to_chat(user, (anchored ? "<span class='notice'>You have fastened the window to the floor.</span>" : "<span class='notice'>You have unfastened the window.</span>"))
else if(istype(W, /obj/item/weapon/crowbar) && reinf && state <= 1)
state = 1 - state
playsound(loc, 'sound/items/Crowbar.ogg', 75, 1)
to_chat(user, (state ? "<span class='notice'>You have pried the window into the frame.</span>" : "<span class='notice'>You have pried the window out of the frame.</span>"))
else if(istype(W, /obj/item/weapon/wrench) && !anchored && health > 7) //Disassemble deconstructed window into parts
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
for(var/i=0;i<sheets;i++)
var/obj/item/stack/sheet/glass/NG = new glasstype(src.loc)
for(var/obj/item/stack/sheet/glass/G in src.loc) //Stack em up
if(G==NG)
continue
if(G.amount>=G.max_amount)
continue
G.attackby(NG, user, params)
if(reinf)
var/obj/item/stack/rods/NR = new (src.loc)
for(var/obj/item/stack/rods/R in src.loc)
if(R==NR)
continue
if(R.amount>=R.max_amount)
continue
R.attackby(NR, user, params)
to_chat(user, "<span class='notice'>You have disassembled the window.</span>")
disassembled = 1
density = 0
air_update_turf(1)
update_nearby_icons()
qdel(src)
else
if(W.damtype == BRUTE || W.damtype == BURN)
user.changeNext_move(CLICK_CD_MELEE)
hit(W.force)
if(health <= 7)
anchored = 0
update_nearby_icons()
step(src, get_dir(user, src))
else
playsound(loc, 'sound/effects/Glasshit.ogg', 75, 1)
..()
return
/obj/structure/window/mech_melee_attack(obj/mecha/M)
if(..())
hit(M.force, 1)
/obj/structure/window/proc/hit(var/damage, var/sound_effect = 1)
if(reinf) damage *= 0.5
health = max(0, health - damage)
if(sound_effect)
playsound(loc, 'sound/effects/Glasshit.ogg', 75, 1)
if(health <= 0)
destroy()
return
/obj/structure/window/verb/rotate()
set name = "Rotate Window Counter-Clockwise"
set category = "Object"
set src in oview(1)
if(usr.stat || !usr.canmove || usr.restrained())
return
if(anchored)
to_chat(usr, "<span class='warning'>It is fastened to the floor therefore you can't rotate it!</span>")
return 0
dir = turn(dir, 90)
// updateSilicate()
air_update_turf(1)
ini_dir = dir
add_fingerprint(usr)
return
/obj/structure/window/verb/revrotate()
set name = "Rotate Window Clockwise"
set category = "Object"
set src in oview(1)
if(usr.stat || !usr.canmove || usr.restrained())
return
if(anchored)
to_chat(usr, "<span class='warning'>It is fastened to the floor therefore you can't rotate it!</span>")
return 0
dir = turn(dir, 270)
// updateSilicate()
air_update_turf(1)
ini_dir = dir
add_fingerprint(usr)
return
/obj/structure/window/AltClick(mob/user)
if(user.incapacitated())
to_chat(user, "<span class='warning'>You can't do that right now!</span>")
return
if(!Adjacent(user))
return
revrotate()
/*
/obj/structure/window/proc/updateSilicate()
if(silicateIcon && silicate)
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)
..()
ini_dir = dir
if(!color && !istype(src,/obj/structure/window/plasmabasic) && !istype(src,/obj/structure/window/plasmareinforced))
color = color_windows(src)
update_nearby_icons()
return
/obj/structure/window/initialize()
air_update_turf(1)
return ..()
/obj/structure/window/Destroy()
density = 0
air_update_turf(1)
if(loc && !disassembled)
playsound(get_turf(src), "shatter", 70, 1)
return ..()
/obj/structure/window/Move()
var/turf/T = loc
..()
dir = ini_dir
move_update_air(T)
//checks if this window is full-tile one
/obj/structure/window/proc/is_fulltile()
if(dir & (dir - 1))
return 1
return 0
/obj/structure/window/CanAtmosPass(turf/T)
if(get_dir(loc, T) == dir)
return !density
if(dir == SOUTHWEST || dir == SOUTHEAST || dir == NORTHWEST || dir == NORTHEAST)
return !density
return 1
//This proc is used to update the icons of nearby windows.
/obj/structure/window/proc/update_nearby_icons()
if(!loc) return 0
update_icon()
for(var/direction in cardinal)
for(var/obj/structure/window/W in get_step(src,direction) )
W.update_icon()
/obj/structure/window/update_icon()
return
/obj/structure/window/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(exposed_temperature > T0C + 800)
hit(round(exposed_volume / 100), 0)
..()
/obj/structure/window/basic
icon_state = "window"
desc = "It looks thin and flimsy. A few knocks with... anything, really should shatter it."
basestate = "window"
/obj/structure/window/plasmabasic
name = "plasma window"
desc = "A plasma-glass alloy window. It looks insanely tough to break. It appears it's also insanely tough to burn through."
basestate = "plasmawindow"
icon_state = "plasmawindow"
shardtype = /obj/item/weapon/shard/plasma
glasstype = /obj/item/stack/sheet/plasmaglass
health = 120
/obj/structure/window/plasmabasic/New(Loc,re=0)
..()
ini_dir = dir
update_nearby_icons()
return
/obj/structure/window/plasmabasic/initialize()
..()
air_update_turf(1)
/obj/structure/window/plasmabasic/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(exposed_temperature > T0C + 32000)
hit(round(exposed_volume / 1000), 0)
..()
/obj/structure/window/plasmabasic/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(exposed_temperature > T0C + 32000)
hit(round(exposed_volume / 1000), 0)
..()
/obj/structure/window/plasmabasic/BlockSuperconductivity()
return 1
/obj/structure/window/plasmareinforced
name = "reinforced plasma window"
desc = "A plasma-glass alloy window, with rods supporting it. It looks hopelessly tough to break. It also looks completely fireproof, considering how basic plasma windows are insanely fireproof."
basestate = "plasmarwindow"
icon_state = "plasmarwindow"
shardtype = /obj/item/weapon/shard/plasma
glasstype = /obj/item/stack/sheet/plasmaglass
reinf = 1
health = 160
/obj/structure/window/plasmareinforced/New(Loc,re=0)
..()
ini_dir = dir
update_nearby_icons()
return
/obj/structure/window/plasmareinforced/initialize()
..()
air_update_turf(1)
/obj/structure/window/plasmareinforced/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
return
/obj/structure/window/plasmareinforced/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
return
/obj/structure/window/plasmareinforced/BlockSuperconductivity()
return 1 //okay this SHOULD MAKE THE TOXINS CHAMBER WORK
/obj/structure/window/reinforced
name = "reinforced window"
desc = "It looks rather strong. Might take a few good hits to shatter it."
icon_state = "rwindow"
reinf = 1
basestate = "rwindow"
health = 40
/obj/structure/window/reinforced/tinted
name = "tinted window"
desc = "It looks rather strong and opaque. Might take a few good hits to shatter it."
icon_state = "twindow"
basestate = "twindow"
opacity = 1
/obj/structure/window/reinforced/tinted/frosted
name = "frosted window"
desc = "It looks rather strong and frosted over. Looks like it might take a few less hits then a normal reinforced window."
icon_state = "fwindow"
basestate = "fwindow"
health = 30
/obj/structure/window/reinforced/polarized
name = "electrochromic window"
desc = "Adjusts its tint with voltage. Might take a few good hits to shatter it."
var/id
/obj/structure/window/reinforced/polarized/proc/toggle()
if(opacity)
animate(src, color="#FFFFFF", time=5)
set_opacity(0)
else
animate(src, color="#222222", time=5)
set_opacity(1)
/obj/machinery/button/windowtint
name = "window tint control"
icon = 'icons/obj/power.dmi'
icon_state = "light0"
desc = "A remote control switch for polarized windows."
var/range = 7
var/id = 0
var/active = 0
/obj/machinery/button/windowtint/attack_hand(mob/user as mob)
if(..())
return 1
toggle_tint()
/obj/machinery/button/windowtint/proc/toggle_tint()
use_power(5)
active = !active
update_icon()
for(var/obj/structure/window/reinforced/polarized/W in range(src,range))
if(W.id == src.id || !W.id)
spawn(0)
W.toggle()
return
/obj/machinery/button/windowtint/power_change()
..()
if(active && !powered(power_channel))
toggle_tint()
/obj/machinery/button/windowtint/update_icon()
icon_state = "light[active]"