Files
Paradise/code/game/objects/structures/window.dm
Kortgstation@gmail.com b0077b3498 Removed nanoaugs, they were unbalanced and never used outside of badmins shitting things up.
They also added extra checks to

-Everytime a mob attacked (checking for super strength and electric hands)
-Every time a mob was attacked (checking for dermal armour)
-Every time a human was shot (checking for reflex)
-Every time a human breathed (checking for rebreather)
-Every tick of human life (checking for regen)
-Every hud update (checking for radar)

Not to mention just cluttered mob code in general. I know there won't be any noticeable performance increase from this but seeing as they were never going to be finished (I asked Doohl beforehand) and mob code is messy enough as is, I think only good can come of removing the code.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5587 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-20 10:45:20 +00:00

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/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 = 0
var/reinf = 0
// 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)
health -= Proj.damage
..()
if(health <= 0)
new /obj/item/weapon/shard(loc)
new /obj/item/stack/rods(loc)
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(loc)
if(reinf) new /obj/item/stack/rods(loc)
del(src)
return
if(3.0)
if(prob(50))
new /obj/item/weapon/shard(loc)
if(reinf) new /obj/item/stack/rods(loc)
del(src)
return
/obj/structure/window/blob_act()
new /obj/item/weapon/shard(loc)
if(reinf) new /obj/item/stack/rods(loc)
del(src)
/obj/structure/window/meteorhit()
//world << "glass at [x],[y],[z] Mhit"
new /obj/item/weapon/shard( loc )
if(reinf) new /obj/item/stack/rods( loc)
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(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/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/hitby(AM as mob|obj)
..()
visible_message("<span class='danger'>[src] was hit by [AM].</span>")
var/tforce = 0
if(ismob(AM))
tforce = 40
else 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)
new /obj/item/weapon/shard(loc)
if(reinf) new /obj/item/stack/rods(loc)
del(src)
/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>")
new /obj/item/weapon/shard(loc)
if(reinf) new /obj/item/stack/rods(loc)
del(src)
else
user.visible_message("<span class='notice'>[user] knocks on [src].</span>")
playsound(loc, 'sound/effects/Glasshit.ogg', 50, 1)
/obj/structure/window/attack_paw(mob/user as mob)
return attack_hand(user)
/obj/structure/window/proc/attack_generic(mob/user as mob, damage = 0) //used by attack_alien, attack_animal, and attack_slime
health -= damage
if(health <= 0)
user.visible_message("<span class='danger'>[user] smashes through [src]!</span>")
new /obj/item/weapon/shard(loc)
if(reinf) new /obj/item/stack/rods(loc)
del(src)
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/user as mob)
if(islarva(user)) return
attack_generic(user, 15)
/obj/structure/window/attack_animal(mob/user as mob)
if(!isanimal(user)) return
var/mob/living/simple_animal/M = user
if(M.melee_damage_upper <= 0) return
attack_generic(M, M.melee_damage_upper)
/obj/structure/window/attack_slime(mob/user as mob)
if(!isslimeadult(user)) return
attack_generic(user, rand(10, 15))
/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(loc, 'sound/items/Screwdriver.ogg', 75, 1)
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)
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)
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)
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(W.damtype == BRUTE || W.damtype == BURN)
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/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)
if(dir == SOUTHWEST)
var/index = null
index = 0
while(index < 2)
new /obj/item/weapon/shard(loc)
if(reinf) new /obj/item/stack/rods(loc)
index++
else
new /obj/item/weapon/shard(loc)
if(reinf) new /obj/item/stack/rods(loc)
del(src)
return
/obj/structure/window/verb/rotate()
set name = "Rotate Window Counter-Clockwise"
set category = "Object"
set src in oview(1)
if(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
dir = turn(dir, 90)
// updateSilicate()
update_nearby_tiles(need_rebuild=1)
ini_dir = dir
return
/obj/structure/window/verb/revrotate()
set name = "Rotate Window Clockwise"
set category = "Object"
set src in oview(1)
if(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
dir = turn(dir, 270)
// updateSilicate()
update_nearby_tiles(need_rebuild=1)
ini_dir = dir
return
/*
/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)
..()
if(re) reinf = re
ini_dir = 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)
..()
dir = ini_dir
update_nearby_tiles(need_rebuild=1)
//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()
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(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(x-W.x)-abs(y-W.y) ) //doesn't count windows, placed diagonally to src
junction |= get_dir(src,W)
if(opacity)
icon_state = "twindow[junction]"
else
if(reinf)
icon_state = "rwindow[junction]"
else
icon_state = "window[junction]"
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"
/obj/structure/window/reinforced
name = "reinforced window"
icon_state = "rwindow"
reinf = 1
/obj/structure/window/reinforced/tinted
name = "tinted window"
icon_state = "twindow"
opacity = 1
/obj/structure/window/reinforced/tinted/frosted
name = "frosted window"
icon_state = "fwindow"