Files
Paradise/code/modules/awaymissions/zvis.dm
Crazylemon64 20eee9064c Fixes init on various things, as well as allowing the
map loader to safely load templates mid-run
2016-07-07 23:52:44 -07:00

370 lines
9.6 KiB
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/area/awaymission/upperlevel
name = "Open Space"
color = "#888"
lighting_use_dynamic = 0
requires_power = 0
// Used by /turf/unsimulated/floor/upperlevel as a reference for where the other floor is
/obj/effect/levelref
name = "level reference"
icon = 'icons/mob/screen_gen.dmi'
icon_state = "x2"
invisibility = 101
var/id = null
var/obj/effect/levelref/other = null
var/offset_x
var/offset_y
var/offset_z
var/global/list/levels[0]
/obj/effect/levelref/New()
..()
levels += src
/obj/effect/levelref/initialize()
..()
for(var/obj/effect/levelref/O in levels)
if(id == O.id && O != src)
other = O
update_offset()
O.other = src
O.update_offset()
for(var/turf/unsimulated/floor/upperlevel/U in get_area(loc))
U.init(src)
return
/obj/effect/levelref/Destroy()
levels -= src
return ..()
/obj/effect/levelref/proc/update_offset()
offset_x = other.x - x
offset_y = other.y - y
offset_z = other.z - z
// Used by /turf/unsimulated/floor/upperlevel and /obj/effect/view_portal/visual
// to know if the world changed on the remote side
/obj/effect/portal_sensor
invisibility = 101
var/light_hash = -1
var/triggered_this_tick = 0
var/datum/owner // owner that receive signals
var/list/params[0] // what to send to the main object to indicate which sensor
var/trigger_limit = 5 // number of time we're allowed to trigger per ptick
/obj/effect/portal_sensor/New(loc, o, ...)
..()
owner = o
if(args.len >= 3)
params = args.Copy(3)
processing_objects += src
trigger()
/obj/effect/portal_sensor/Destroy()
processing_objects -= src
return ..()
/obj/effect/portal_sensor/Crossed(A)
trigger()
/obj/effect/portal_sensor/Uncrossed(A)
trigger()
/obj/effect/portal_sensor/process()
check_light()
if(triggered_this_tick >= trigger_limit)
call(owner, "trigger")(arglist(params))
triggered_this_tick = 0
/obj/effect/portal_sensor/proc/trigger()
triggered_this_tick++
if(triggered_this_tick < trigger_limit)
call(owner, "trigger")(arglist(params))
/obj/effect/portal_sensor/proc/check_light()
var/turf/T = loc
if(istype(T) && T.lighting_overlay && !T.lighting_overlay.needs_update)
var/atom/movable/lighting_overlay/O = T.lighting_overlay
var/hash = O.lum_r + O.lum_g + O.lum_b
if(hash != light_hash)
light_hash = hash
trigger()
else
if(light_hash != -1)
light_hash = -1
trigger()
// for second floor showing floor below
/turf/unsimulated/floor/upperlevel
icon = 'icons/turf/areas.dmi'
icon_state = "dark128"
layer = AREA_LAYER + 0.5
appearance_flags = TILE_BOUND | KEEP_TOGETHER
var/turf/lower_turf
var/obj/effect/portal_sensor/sensor
/turf/unsimulated/floor/upperlevel/New()
..()
var/obj/effect/levelref/R = locate() in get_area(src)
if(R && R.other)
init(R)
/turf/unsimulated/floor/upperlevel/Destroy()
qdel(sensor)
sensor = null
return ..()
/turf/unsimulated/floor/upperlevel/proc/init(var/obj/effect/levelref/R)
lower_turf = locate(x + R.offset_x, y + R.offset_y, z + R.offset_z)
if(lower_turf)
sensor = new(lower_turf, src)
/turf/unsimulated/floor/upperlevel/Entered(atom/movable/AM, atom/OL, ignoreRest = 0)
if(isliving(AM) || istype(AM, /obj))
if(isliving(AM))
var/mob/living/M = AM
M.emote("scream")
M.SpinAnimation(5, 1)
AM.forceMove(lower_turf)
/turf/unsimulated/floor/upperlevel/attack_ghost(mob/user)
user.forceMove(lower_turf)
/turf/unsimulated/floor/upperlevel/proc/trigger()
name = lower_turf.name
desc = lower_turf.desc
// render each atom
underlays.Cut()
for(var/X in list(lower_turf) + lower_turf.contents)
var/atom/A = X
if(A && A.invisibility <= SEE_INVISIBLE_LIVING)
var/image/I = image(A, layer = AREA_LAYER + A.layer * 0.01, dir = A.dir)
I.pixel_x = A.pixel_x
I.pixel_y = A.pixel_y
underlays += I
// remote end of narnia portal
/obj/effect/view_portal
name = "portal target"
icon = 'icons/mob/screen_gen.dmi'
icon_state = "x2"
invisibility = 101
anchored = 1
var/id = null // id of other portal turf we connect to
var/obj/effect/view_portal/other = null
var/global/list/portals[0]
/obj/effect/view_portal/New()
..()
portals += src
/obj/effect/view_portal/initialize()
..()
if(id)
for(var/obj/effect/view_portal/O in portals)
if(id == O.id && O != src && can_link(O))
other = O
O.other = src
linkup()
O.linkup()
if(other)
return
/obj/effect/view_portal/Destroy()
portals -= src
return ..()
/obj/effect/view_portal/proc/can_link(obj/effect/view_portal/P)
return P.type == /obj/effect/view_portal/visual && !P.other
/obj/effect/view_portal/proc/linkup()
// allow it to link to multiple visual nodes
other = null
// near end of nania portal
/obj/effect/view_portal/visual
name = "???"
desc = "You'll have to get closer to clearly see what this is."
icon = 'icons/turf/floors.dmi'
icon_state = "loadingarea"
opacity = 1
density = 1
invisibility = 0
appearance_flags = TILE_BOUND | KEEP_TOGETHER
var/dist = 6 // dist that we render out
var/radius = 3 // dist we render on other axis, in each direction
var/frustrum = 0 // if 1, get wider and wider at each step outward
var/teleport = 1 // should teleport?
var/list/render_block
var/list/sensors[0]
var/list/tiles[0]
var/list/near_render_block
var/turf/near_viewpoint
/obj/effect/view_portal/visual/Destroy()
for(var/T in sensors)
qdel(sensors[T])
sensors.Cut()
sensors = null
for(var/T in tiles)
qdel(tiles[T])
tiles.Cut()
tiles = null
render_block = null
near_render_block = null
near_viewpoint = null
return ..()
/obj/effect/view_portal/visual/can_link(obj/effect/view_portal/P)
return P.type == /obj/effect/view_portal
/obj/effect/view_portal/visual/linkup()
icon = null
icon_state = null
var/turf/Tloc = get_turf(loc)
if(Tloc)
Tloc.icon = null
Tloc.icon_state = null
Tloc.dynamic_lighting = 0
layer = AREA_LAYER + 0.5
// setup references
var/crossdir = angle2dir((dir2angle(dir) + 90) % 360)
near_viewpoint = get_step(get_turf(src), GetOppositeDir(dir))
// setup far turfs
var/turf/T1 = get_turf(other)
var/turf/T2 = T1
for(var/i in 1 to radius)
T1 = get_step(T1, crossdir)
T2 = get_step(T2, GetOppositeDir(crossdir))
if(frustrum)
// make a trapazoid, with length dist, short end radius*2 long,
// and 45 degree angles
render_block = block(T1, T2)
for(var/i in 1 to dist)
T1 = get_step(get_step(T1, dir), crossdir)
T2 = get_step(get_step(T2, dir), GetOppositeDir(crossdir))
render_block += block(T1, T2)
else
// else make a box dist x radius*2
for(var/i in 1 to dist)
T2 = get_step(T2, dir)
render_block = block(T1, T2)
for(var/turf/T in render_block)
sensors[T] = new /obj/effect/portal_sensor(T, src, 0, T)
// setup turfs on this side of the portal to cover the map streaming
// has to be done later for view() to be correct (so it happens when the walls exist)
/obj/effect/view_portal/visual/proc/setup_near()
var/nvs = dir & (EAST|WEST) ? near_viewpoint.x - x : near_viewpoint.y - y
if(nvs)
nvs = SIGN(nvs)
// need a mob for view() to work correctly
var/mob/M = new(near_viewpoint)
M.see_invisible = SEE_INVISIBLE_LIVING
near_render_block = view(M, world.view)
qdel(M)
for(var/A in near_render_block)
var/turf/T = A
if(istype(T))
var/ts = dir & (EAST|WEST) ? T.x - x : T.y - y
if(ts)
ts = SIGN(ts)
if(nvs == ts)
sensors[T] = new /obj/effect/portal_sensor(T, src, 1, T)
else
near_render_block -= T
else
near_render_block -= T
/obj/effect/view_portal/visual/Bumped(atom/movable/thing)
if((istype(thing, /obj) || isliving(thing)) && other && teleport)
if(!near_render_block)
setup_near()
var/mob/living/M = thing
// make the person glide onto the dest, giving a smooth transition
var/ox = thing.x - x
var/oy = thing.y - y
if(istype(M) && M.client)
M.notransform = 1
// cover up client-side map loading
M.screen_loc = "CENTER"
M.client.screen += M
for(var/T in tiles)
M.client.screen += tiles[T]
// wait a tick for the screen to replicate across network
// or this whole exercise of covering the transition is pointless
spawn(1)
thing.forceMove(locate(other.x + ox, other.y + oy, other.z))
sleep(1)
if(istype(M) && M.client)
for(var/T in tiles)
M.client.screen -= tiles[T]
M.client.screen -= M
M.screen_loc = initial(M.screen_loc)
thing.forceMove(get_turf(other.loc))
if(istype(M) && M.client)
M.notransform = 0
/obj/effect/view_portal/visual/attack_ghost(mob/user)
user.forceMove(get_turf(other.loc))
/obj/effect/view_portal/visual/proc/trigger(near, turf/T)
var/obj/effect/view_portal_dummy/D = tiles[T]
if(D)
D.overlays.Cut()
else
D = new(src, near, T)
tiles[T] = D
// render atoms to overlays of a dummy object
if(D.name != T.name)
D.name = T.name
D.desc = T.desc
for(var/AX in list(T) + T.contents)
var/atom/A = AX
if(A && A.invisibility <= SEE_INVISIBLE_LIVING)
var/image/I = image(A, layer = D.layer + A.layer * 0.01, dir = A.dir)
I.pixel_x = A.pixel_x
I.pixel_y = A.pixel_y
D.overlays += I
// tile of rendered other side for narnia portal
/obj/effect/view_portal_dummy
var/obj/effect/view_portal/visual/owner
/obj/effect/view_portal_dummy/New(obj/effect/view_portal/visual/V, near, turf/T)
..()
if(!near)
loc = V.loc
owner = V
var/ox
var/oy
if(near)
ox = (T.x - V.near_viewpoint.x)
oy = (T.y - V.near_viewpoint.y)
layer = AREA_LAYER + 0.4
else
ox = T.x - V.other.x + V.x - V.near_viewpoint.x
oy = T.y - V.other.y + V.y - V.near_viewpoint.y
pixel_x = 32 * (T.x - V.other.x)
pixel_y = 32 * (T.y - V.other.y)
layer = AREA_LAYER + 0.5
if(abs(ox) <= world.view && abs(oy) <= world.view)
screen_loc = "CENTER[ox >= 0 ? "+" : ""][ox],CENTER[oy >= 0 ? "+" : ""][oy]"
/obj/effect/view_portal_dummy/attack_ghost(mob/user)
owner.attack_ghost(user)