Files
Paradise/code/game/objects/grille.dm
T
rockdtben 9db4138a4f -Fixed a runtime error.
The shock code for grilles assumed that all grilles have cables connected to them. Fixed that.

runtime error: list index out of bounds
proc name: electrocute mob (/proc/electrocute_mob)
  source file: power.dm,453
  usr: Brett Prescott (/mob/living/carbon/human)
  src: null
  call stack:
electrocute mob(Brett Prescott (/mob/living/carbon/human), the power cable (/obj/cable), the grille (/obj/grille), 1)
the grille (/obj/grille): shock(Brett Prescott (/mob/living/carbon/human), 70)
the grille (/obj/grille): attack hand(Brett Prescott (/mob/living/carbon/human), 1)
the grille (/obj/grille): DblClick()
the grille (/obj/grille): Click(the floor (97,118,1) (/turf/simulated/floor), "mapwindow.map", "icon-x=16;icon-y=12;left=1;scr...")
Brokenriddle (/client): Click(the grille (/obj/grille), the floor (97,118,1) (/turf/simulated/floor), "mapwindow.map", "icon-x=16;icon-y=12;left=1;scr...")

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2306 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-01 20:24:34 +00:00

206 lines
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/obj/grille
desc = "A piece of metal with evenly spaced gridlike holes in it. Blocks large object but lets small items, gas, or energy beams through. Strangely enough these grilles also lets meteors pass through them, whether they be small or huge station breaking death stones."
name = "grille"
icon = 'structures.dmi'
icon_state = "grille"
density = 1
anchored = 1.0
flags = FPRINT | CONDUCT
pressure_resistance = 5*ONE_ATMOSPHERE
layer = 2.9
var
health = 10
destroyed = 0
proc
healthcheck()
shock(mob/user, prb)
ex_act(severity)
switch(severity)
if(1.0)
del(src)
return
if(2.0)
if(prob(50))
del(src)
return
if(3.0)
if(prob(25))
src.health -= 11
healthcheck()
return
blob_act()
del(src)
return
meteorhit(var/obj/M)
if (M.icon_state == "flaming")
src.health -= 2
healthcheck()
return
attack_hand(var/mob/user)
playsound(src.loc, 'grillehit.ogg', 80, 1)
user.visible_message("[user.name] kicks the [src.name].", \
"You kick the [src.name].", \
"You hear a noise")
if((usr.mutations & HULK))
src.health -= 5
else if(!shock(user, 70))
src.health -= 3
healthcheck()
return
attack_paw(var/mob/user)
attack_hand(user)
attack_alien(var/mob/user)
if (istype(usr, /mob/living/carbon/alien/larva)) return
playsound(src.loc, 'grillehit.ogg', 80, 1)
user.visible_message("[user.name] mangles the [src.name].", \
"You mangle the [src.name].", \
"You hear a noise")
if(!shock(usr, 70))
src.health -= 5
healthcheck()
return
attack_metroid(var/mob/user)
if(!istype(usr, /mob/living/carbon/metroid/adult)) return
playsound(src.loc, 'grillehit.ogg', 80, 1)
user.visible_message("[user.name] smashes against the [src.name].", \
"You smash against the [src.name].", \
"You hear a noise")
src.health -= rand(2,3)
healthcheck()
return
CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group || (height==0)) return 1
if(istype(mover) && mover.checkpass(PASSGRILLE))
return 1
else
if (istype(mover, /obj/item/projectile))
return prob(30)
else
return !src.density
attackby(obj/item/weapon/W, mob/user)
if(iswirecutter(W))
if(!shock(user, 100))
playsound(src.loc, 'Wirecutter.ogg', 100, 1)
src.health = 0
if(!destroyed)
src.health = -100
else if ((isscrewdriver(W)) && (istype(src.loc, /turf/simulated) || src.anchored))
if(!shock(user, 90))
playsound(src.loc, 'Screwdriver.ogg', 100, 1)
src.anchored = !( src.anchored )
user << (src.anchored ? "You have fastened the grille to the floor." : "You have unfastened the grill.")
for(var/mob/O in oviewers())
O << text("\red [user] [src.anchored ? "fastens" : "unfastens"] the grille.")
return
else if(istype(W, /obj/item/weapon/shard))
src.health -= W.force * 0.1
else if(!shock(user, 70))
playsound(src.loc, 'grillehit.ogg', 80, 1)
switch(W.damtype)
if("fire")
src.health -= W.force
if("brute")
src.health -= W.force * 0.1
src.healthcheck()
..()
return
healthcheck()
if (src.health <= 0)
if (!( src.destroyed ))
src.icon_state = "brokengrille"
src.density = 0
src.destroyed = 1
new /obj/item/stack/rods( src.loc )
else
if (src.health <= -10.0)
new /obj/item/stack/rods( src.loc )
//SN src = null
del(src)
return
return
// shock user with probability prb (if all connections & power are working)
// returns 1 if shocked, 0 otherwise
shock(mob/user, prb)
if(!anchored || destroyed) // anchored/destroyed grilles are never connected
return 0
if(!prob(prb))
return 0
var/turf/T = get_turf(src)
var/obj/cable/C = T.get_cable_node()
if(C)
if (electrocute_mob(user, C, src))
var/datum/effects/system/spark_spread/s = new /datum/effects/system/spark_spread
s.set_up(5, 1, src)
s.start()
return 1
else
return 0
return 0
/*if(ishuman(user)) //Let's check if the guy's wearing electrically insulated gloves --Agourimarkan
var/mob/living/carbon/human/H = user
if(H.gloves)
var/obj/item/clothing/gloves/G = H.gloves
if(istype(G,/obj/item/clothing/gloves/yellow) ) //Business as usual for guys with gloves
src.health -= W.force * 0.2
else // Guy has gloves, not electrically insulated ones
var/outcome = pick(1,2,3)
switch(outcome) // 3 possible outcomes
if(1) //Guy gets shocked. If not electrified, cause damage.
if(shock(user,100))
return
else
src.health -= W.force *0.2
if(2) //Shard breaks
user << "<font color='blue'>The shard breaks!</font>"
del W
return
if(3) //You somehow manage to damage the grille. Beefin' up the damage, a bit. Instead of doing 10% damage it now does... 20% of the shard's force? Yeah, 20% sounds good at 66% chance of failure.
src.health -=W.force *0.2
else //SHIT SON, GUY DOESN'T HAVE ANY GLOVES
var/outcome = pick(1,2,3)
switch(outcome)
if(1) // Let's see, the guy damages it but takes some damage back
user << "<font color='red'>You cut yourself with the shard as you hit the grille!</font>"
src.health -= W.force *0.2
var/brutedamagetaken = rand(3,6)
H.take_organ_damage(brutedamagetaken,0)
if(2) //Guy gets shocked. If not electrified, apply damage
if(shock(user,100))
return
else
src.health -= W.force *0.2
if(3) // It breaks in his hands. Ouch.
user << "<font color='red'>As you smash the grille the shard breaks into smithereens in your palm!</font>"
src.health -= W.force *0.2
del(W)
var/brutedamagetaken = rand(5,8)
H.take_organ_damage(brutedamagetaken,0)
return
else //Alright, he's not a human. Can monkeys or aliens even wear gloves?
src.health -= W.force *0.1*/ //10% damage only for non-glorious human master race members