Files
Paradise/code/game/objects/structures/false_walls.dm
Tigercat2000 d20298e996 -tg- atom pooling system, qdel changes
This commit first and foremost ports the -tg- atom pooling system, and
removes the old experimental system entirely.

Secondly, this PR modifies the qdel system to use a -tg- lookalike
"destroy hint" system, which means that individual objects can tell qdel
what to do with them beyond taking care of things they need to delete.
This ties into the atom pooling system via a new hint define,
QDEL_HINT_PUTINPOOL, which will place the atom in the pool instead of
deleting it as per standard.

Emitter beams are now fully pooled.

Qdel now has semi-compatibility with all datum types, however it is not
the same as -tg-'s "Queue everything!" system. It simply passes it through
the GC immediately and adds it to the "hard del" lists. This means that
reagents can be qdel'ed, but there is no purpose as of yet, as it is more
or less the same as just deleting them, with the added effect of adding
logs of them being deleted to the garbage collector.
2015-06-21 15:47:57 -07:00

249 lines
6.6 KiB
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/*
* False Walls
*/
// Minimum pressure difference to fail building falsewalls.
// Also affects admin alerts.
#define FALSEDOOR_MAX_PRESSURE_DIFF 25.0
/obj/structure/falsewall
name = "wall"
desc = "A huge chunk of metal used to seperate rooms."
anchored = 1
icon = 'icons/turf/walls.dmi'
var/mineral = "metal"
var/walltype = "metal"
var/opening = 0
density = 1
opacity = 1
canSmoothWith = list(
/turf/simulated/wall,
/obj/structure/falsewall,
/obj/structure/falsewall/reinforced // WHY DO WE SMOOTH WITH FALSE R-WALLS WHEN WE DON'T SMOOTH WITH REAL R-WALLS.
)
/obj/structure/falsewall/New()
..()
relativewall_neighbours()
/obj/structure/falsewall/Destroy()
var/temploc = loc
loc = null
for(var/turf/simulated/wall/W in range(temploc,1))
W.relativewall()
for(var/obj/structure/falsewall/W in range(temploc,1))
W.relativewall()
return ..()
/obj/structure/falsewall/relativewall()
if(!density)
icon_state = "[walltype]fwall_open"
return
var/junction = findSmoothingNeighbors()
icon_state = "[walltype][junction]"
return
/obj/structure/falsewall/attack_hand(mob/user)
if(opening)
return
opening = 1
if(density)
do_the_flick()
sleep(4)
density = 0
set_opacity(0)
update_icon(0)
else
var/srcturf = get_turf(src)
for(var/mob/living/obstacle in srcturf) //Stop people from using this as a shield
opening = 0
return
do_the_flick()
density = 1
sleep(4)
set_opacity(1)
update_icon()
opening = 0
/obj/structure/falsewall/proc/do_the_flick()
if(density)
flick("[walltype]fwall_opening", src)
else
flick("[walltype]fwall_closing", src)
/obj/structure/falsewall/update_icon(relativewall = 1)//Calling icon_update will refresh the smoothwalls if it's closed, otherwise it will make sure the icon is correct if it's open
if(density)
icon_state = "[walltype]0"
if(relativewall)
relativewall()
else
icon_state = "[walltype]fwall_open"
/obj/structure/falsewall/proc/ChangeToWall(delete = 1)
var/turf/T = get_turf(src)
if(!walltype || walltype == "metal")
T.ChangeTurf(/turf/simulated/wall)
else
T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[walltype]"))
if(delete)
qdel(src)
return T
/obj/structure/falsewall/attackby(obj/item/weapon/W, mob/user, params)
if(opening)
user << "<span class='warning'>You must wait until the door has stopped moving.</span>"
return
if(density)
var/turf/T = get_turf(src)
if(T.density)
user << "<span class='warning'>[src] is blocked!</span>"
return
if(istype(W, /obj/item/weapon/screwdriver))
if (!istype(T, /turf/simulated/floor))
user << "<span class='warning'>[src] bolts must be tightened on the floor!</span>"
return
user.visible_message("<span class='notice'>[user] tightens some bolts on the wall.</span>", "<span class='warning'>You tighten the bolts on the wall.</span>")
ChangeToWall()
if(istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(WT.remove_fuel(0,user))
dismantle(user)
else
user << "<span class='warning'>You can't reach, close it first!</span>"
if(istype(W, /obj/item/weapon/pickaxe/plasmacutter) || istype(W, /obj/item/weapon/pickaxe/diamonddrill) || istype(W, /obj/item/weapon/melee/energy/blade))
dismantle(user)
/obj/structure/falsewall/proc/dismantle(mob/user)
user.visible_message("<span class='notice'>[user] dismantles the false wall.</span>", "<span class='warning'>You dismantle the false wall.</span>")
new /obj/structure/girder/displaced(loc)
if(mineral == "metal")
if(istype(src, /obj/structure/falsewall/reinforced))
new /obj/item/stack/sheet/plasteel(loc)
new /obj/item/stack/sheet/plasteel(loc)
else
new /obj/item/stack/sheet/metal(loc)
new /obj/item/stack/sheet/metal(loc)
else
var/P = text2path("/obj/item/stack/sheet/mineral/[mineral]")
new P(loc)
new P(loc)
playsound(src, 'sound/items/Welder.ogg', 100, 1)
qdel(src)
/*
* False R-Walls
*/
/obj/structure/falsewall/reinforced
name = "reinforced wall"
desc = "A huge chunk of reinforced metal used to seperate rooms."
icon_state = "r_wall"
walltype = "rwall"
/obj/structure/falsewall/reinforced/ChangeToWall(delete = 1)
var/turf/T = get_turf(src)
T.ChangeTurf(/turf/simulated/wall/r_wall)
if(delete)
qdel(src)
return T
/*
* Uranium Falsewalls
*/
/obj/structure/falsewall/uranium
name = "uranium wall"
desc = "A wall with uranium plating. This is probably a bad idea."
icon_state = ""
mineral = "uranium"
walltype = "uranium"
var/active = null
var/last_event = 0
/obj/structure/falsewall/uranium/attackby(obj/item/weapon/W as obj, mob/user as mob, params)
radiate()
..()
/obj/structure/falsewall/uranium/attack_hand(mob/user as mob)
radiate()
..()
/obj/structure/falsewall/uranium/proc/radiate()
if(!active)
if(world.time > last_event+15)
active = 1
for(var/mob/living/L in range(3,src))
L.apply_effect(12,IRRADIATE,0)
for(var/turf/simulated/wall/mineral/uranium/T in range(3,src))
T.radiate()
last_event = world.time
active = null
return
return
/*
* Other misc falsewall types
*/
/obj/structure/falsewall/gold
name = "gold wall"
desc = "A wall with gold plating. Swag!"
icon_state = ""
mineral = "gold"
walltype = "gold"
/obj/structure/falsewall/silver
name = "silver wall"
desc = "A wall with silver plating. Shiny."
icon_state = ""
mineral = "silver"
walltype = "silver"
/obj/structure/falsewall/diamond
name = "diamond wall"
desc = "A wall with diamond plating. You monster."
icon_state = ""
mineral = "diamond"
walltype = "diamond"
/obj/structure/falsewall/plasma
name = "plasma wall"
desc = "A wall with plasma plating. This is definately a bad idea."
icon_state = ""
mineral = "plasma"
walltype = "plasma"
/obj/structure/falsewall/plasma/proc/burnbabyburn(user)
playsound(src, 'sound/items/Welder.ogg', 100, 1)
atmos_spawn_air(SPAWN_HEAT | SPAWN_TOXINS, 400)
new /obj/structure/girder/displaced(loc)
qdel(src)
/obj/structure/falsewall/plasma/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(exposed_temperature > 300)
burnbabyburn()
//-----------wtf?-----------start
/obj/structure/falsewall/clown
name = "bananium wall"
desc = "A wall with bananium plating. Honk!"
icon_state = ""
mineral = "clown"
walltype = "clown"
/obj/structure/falsewall/sandstone
name = "sandstone wall"
desc = "A wall with sandstone plating."
icon_state = ""
mineral = "sandstone"
walltype = "sandstone"
//------------wtf?------------end