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Paradise/code/game/area/areas.dm

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// Areas.dm
// ===
/area
var/global/global_uid = 0
var/uid
var/list/ambientsounds = list('sound/ambience/ambigen1.ogg','sound/ambience/ambigen3.ogg',\
'sound/ambience/ambigen4.ogg','sound/ambience/ambigen5.ogg',\
'sound/ambience/ambigen6.ogg','sound/ambience/ambigen7.ogg',\
'sound/ambience/ambigen8.ogg','sound/ambience/ambigen9.ogg',\
'sound/ambience/ambigen10.ogg','sound/ambience/ambigen11.ogg',\
'sound/ambience/ambigen12.ogg','sound/ambience/ambigen14.ogg')
/area/New()
icon_state = ""
layer = 10
uid = ++global_uid
all_areas += src
if(type == /area) // override defaults for space. TODO: make space areas of type /area/space rather than /area
requires_power = 1
always_unpowered = 1
lighting_use_dynamic = 1
power_light = 0
power_equip = 0
power_environ = 0
// lighting_state = 4
//has_gravity = 0 // Space has gravity. Because.. because.
if(!requires_power)
power_light = 0 //rastaf0
power_equip = 0 //rastaf0
power_environ = 0 //rastaf0
..()
// spawn(15)
power_change() // all machines set to current power level, also updates lighting icon
/area/proc/get_cameras()
var/list/cameras = list()
for (var/obj/machinery/camera/C in src)
cameras += C
return cameras
/area/proc/atmosalert(danger_level, var/alarm_source)
if (danger_level == 0)
atmosphere_alarm.clearAlarm(src, alarm_source)
else
atmosphere_alarm.triggerAlarm(src, alarm_source, severity = danger_level)
//Check all the alarms before lowering atmosalm. Raising is perfectly fine.
for (var/obj/machinery/alarm/AA in src)
if (!(AA.stat & (NOPOWER|BROKEN)) && !AA.shorted && AA.report_danger_level)
danger_level = max(danger_level, AA.danger_level)
if(danger_level != atmosalm)
if (danger_level < 1 && atmosalm >= 1)
//closing the doors on red and opening on green provides a bit of hysteresis that will hopefully prevent fire doors from opening and closing repeatedly due to noise
air_doors_open()
else if (danger_level >= 2 && atmosalm < 2)
air_doors_close()
atmosalm = danger_level
for (var/obj/machinery/alarm/AA in src)
AA.update_icon()
air_alarm_repository.update_cache(src)
return 1
air_alarm_repository.update_cache(src)
return 0
/area/proc/air_doors_close()
if(!src.air_doors_activated)
src.air_doors_activated = 1
for(var/obj/machinery/door/firedoor/E in src.all_doors)
if(!E.blocked)
if(E.operating)
E.nextstate = CLOSED
else if(!E.density)
spawn(0)
E.close()
/area/proc/air_doors_open()
if(src.air_doors_activated)
src.air_doors_activated = 0
for(var/obj/machinery/door/firedoor/E in src.all_doors)
if(!E.blocked)
if(E.operating)
E.nextstate = OPEN
else if(E.density)
spawn(0)
E.open()
/area/proc/fire_alert()
if(!fire)
fire = 1 //used for firedoor checks
updateicon()
mouse_opacity = 0
air_doors_close()
/area/proc/fire_reset()
if (fire)
fire = 0 //used for firedoor checks
updateicon()
mouse_opacity = 0
air_doors_open()
return
/area/proc/burglaralert(var/obj/trigger)
if(always_unpowered == 1) //no burglar alarms in space/asteroid
return
//Trigger alarm effect
set_fire_alarm_effect()
//Lockdown airlocks
for(var/obj/machinery/door/airlock/A in src)
spawn(0)
A.close()
if(A.density)
A.lock()
burglar_alarm.triggerAlarm(src, trigger)
spawn(600)
burglar_alarm.clearAlarm(src, trigger)
/area/proc/set_fire_alarm_effect()
fire = 1
updateicon()
mouse_opacity = 0
/area/proc/readyalert()
if(!eject)
eject = 1
updateicon()
return
/area/proc/readyreset()
if(eject)
eject = 0
updateicon()
return
/area/proc/radiation_alert()
if(!radalert)
radalert = 1
updateicon()
return
/area/proc/reset_radiation_alert()
if(radalert)
radalert = 0
updateicon()
return
/area/proc/partyalert()
if (!( party ))
party = 1
updateicon()
mouse_opacity = 0
return
/area/proc/partyreset()
if (party)
party = 0
mouse_opacity = 0
updateicon()
for(var/obj/machinery/door/firedoor/D in src)
if(!D.blocked)
if(D.operating)
D.nextstate = OPEN
else if(D.density)
spawn(0)
D.open()
return
/area/proc/updateicon()
if(radalert) // always show the radiation alert, regardless of power
icon_state = "radiation"
blend_mode = BLEND_MULTIPLY
else if ((fire || eject || party) && (!requires_power||power_environ))//If it doesn't require power, can still activate this proc.
if(fire && !radalert && !eject && !party)
icon_state = "red"
blend_mode = BLEND_MULTIPLY
/*else if(atmosalm && !fire && !eject && !party)
icon_state = "bluenew"*/
else if(!fire && eject && !party)
icon_state = "red"
blend_mode = BLEND_MULTIPLY
else if(party && !fire && !eject)
icon_state = "party"
blend_mode = BLEND_MULTIPLY
else
icon_state = "blue-red"
blend_mode = BLEND_MULTIPLY
else
// new lighting behaviour with obj lights
icon_state = null
blend_mode = BLEND_DEFAULT
/area/space/updateicon()
icon_state = null
/*
#define EQUIP 1
#define LIGHT 2
#define ENVIRON 3
*/
/area/proc/powered(var/chan) // return true if the area has power to given channel
if(!requires_power)
return 1
if(always_unpowered)
return 0
switch(chan)
if(EQUIP)
return power_equip
if(LIGHT)
return power_light
if(ENVIRON)
return power_environ
return 0
/area/space/powered(chan) //Nope.avi
return 0
// called when power status changes
/area/proc/power_change()
for(var/obj/machinery/M in src) // for each machine in the area
M.power_change() // reverify power status (to update icons etc.)
if (fire || eject || party)
updateicon()
/area/proc/usage(var/chan)
var/used = 0
switch(chan)
if(LIGHT)
used += used_light
if(EQUIP)
used += used_equip
if(ENVIRON)
used += used_environ
if(TOTAL)
used += used_light + used_equip + used_environ
if(STATIC_EQUIP)
used += static_equip
if(STATIC_LIGHT)
used += static_light
if(STATIC_ENVIRON)
used += static_environ
return used
/area/proc/addStaticPower(value, powerchannel)
switch(powerchannel)
if(STATIC_EQUIP)
static_equip += value
if(STATIC_LIGHT)
static_light += value
if(STATIC_ENVIRON)
static_environ += value
/area/proc/clear_usage()
used_equip = 0
used_light = 0
used_environ = 0
/area/proc/use_power(var/amount, var/chan)
switch(chan)
if(EQUIP)
used_equip += amount
if(LIGHT)
used_light += amount
if(ENVIRON)
used_environ += amount
/area/proc/use_battery_power(var/amount, var/chan)
switch(chan)
if(EQUIP)
used_equip += amount
if(LIGHT)
used_light += amount
if(ENVIRON)
used_environ += amount
/area/Entered(A)
var/area/newarea
var/area/oldarea
if(istype(A,/mob))
var/mob/M=A
if(!M.lastarea)
M.lastarea = get_area_master(M)
newarea = get_area_master(M)
oldarea = M.lastarea
if(newarea==oldarea) return
M.lastarea = src
// /vg/ - EVENTS!
CallHook("MobAreaChange", list("mob" = M, "new" = newarea, "old" = oldarea))
if(!istype(A,/mob/living)) return
var/mob/living/L = A
if(!L.ckey) return
if((oldarea.has_gravity == 0) && (newarea.has_gravity == 1) && (L.m_intent == "run")) // Being ready when you change areas gives you a chance to avoid falling all together.
thunk(L)
// Ambience goes down here -- make sure to list each area seperately for ease of adding things in later, thanks! Note: areas adjacent to each other should have the same sounds to prevent cutoff when possible.- LastyScratch
if(L && L.client && !L.client.ambience_playing && (L.client.prefs.sound & SOUND_BUZZ)) //split off the white noise from the rest of the ambience because of annoyance complaints - Kluys
L.client.ambience_playing = 1
to_chat(L, sound('sound/ambience/shipambience.ogg', repeat = 1, wait = 0, volume = 35, channel = 2))
else if (L && L.client && !(L.client.prefs.sound & SOUND_BUZZ)) L.client.ambience_playing = 0
if(prob(35) && !newarea.media_source && L && L.client && (L.client.prefs.sound & SOUND_AMBIENCE))
var/sound = pick(ambientsounds)
if(!L.client.played)
to_chat(L, sound(sound, repeat = 0, wait = 0, volume = 25, channel = 1))
L.client.played = 1
spawn(600) //ewww - this is very very bad
if(L.&& L.client)
L.client.played = 0
/area/proc/gravitychange(var/gravitystate = 0, var/area/A)
A.has_gravity = gravitystate
if(gravitystate)
for(var/mob/living/carbon/human/M in A)
thunk(M)
/area/proc/thunk(var/mob/living/carbon/human/M)
if(istype(M,/mob/living/carbon/human/)) // Only humans can wear magboots, so we give them a chance to.
if(istype(M.shoes, /obj/item/clothing/shoes/magboots) && (M.shoes.flags & NOSLIP))
return
if (M.buckled) //Cam't fall down if you are buckled
return
if(istype(get_turf(M), /turf/space)) // Can't fall onto nothing.
return
if((istype(M,/mob/living/carbon/human/)) && (M.m_intent == "run")).
M.Stun(5)
M.Weaken(5)
else if (istype(M,/mob/living/carbon/human/))
M.Stun(2)
M.Weaken(2)
to_chat(M, "Gravity!")
/proc/has_gravity(atom/AT, turf/T)
if(!T)
T = get_turf(AT)
var/area/A = get_area(T)
if(istype(T, /turf/space)) // Turf never has gravity
return 0
else if(A && A.has_gravity) // Areas which always has gravity
return 1
else
// There's a gravity generator on our z level
if(T && gravity_generators["[T.z]"] && length(gravity_generators["[T.z]"]))
return 1
return 0
/area/proc/prison_break()
for(var/obj/machinery/power/apc/temp_apc in src)
temp_apc.overload_lighting(70)
for(var/obj/machinery/door/airlock/temp_airlock in src)
temp_airlock.prison_open()
for(var/obj/machinery/door/window/temp_windoor in src)
temp_windoor.open()