Files
Paradise/code/game/objects/window.dm
vageyenaman@gmail.com ebcdc09c10 There's a few things in this revision made by me, and some made by other people that
requested I commit into the SVN. Please PM the collective coders if you find any bugs in 

their work.


AI:

     The AI now has a verb that lets it change its appearance. It doesn't do much, but but 

it's some neat aesthetics that compliment the little display panes scattered around the 

station that the AI can modify. This was a combined effort between Firecage, Petethegoat, 

and Superxpdude.



Miscellaneous Changes (by Petethegreat):

     - Cup Ramen sprite changed to a nicer one by Cheridan
     - Plasma sheet sprite changed to a thicker one by Aru




Metroids:

     They work. There might be some lingering bugs I simply cannot catch by testing alone, 

but they WORK. They act as an entire new player-controllable race, are found in 

xeniobiology, and I refuse to say anything else on the matter that would spoil anything. If 

you feel so entitled to, you can view the source code to spoil everything like a little 

cheater! I haven't completed everything I would like to, and as a result Metroids are 

pretty useless. They're still very fun though!

     Xenobiology, as a result of Metroids, got a bit of expansion. Scientists have access 

to Xenobiology now, for now. If anyone wants Xenobiology to become a standalone job or 

whatever, here's the place to post feedback.


Bugfixes:
     
     - Perriot's Throat virus no longer makes you mute, instead, does what it was intended 

to HONKHONKHONKHONK!!!!
     - Some bugfixes with Turrets.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1774 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-05 19:34:42 +00:00

313 lines
7.9 KiB
Plaintext

/obj/window/bullet_act(flag)
if (flag == PROJECTILE_BULLET)
if(!reinf)
new /obj/item/weapon/shard( src.loc )
//SN src = null
src.density = 0
del(src)
else
health -= 35
if(health <=0)
new /obj/item/weapon/shard( src.loc )
new /obj/item/stack/rods( src.loc )
src.density = 0
del(src)
return
return
/obj/window/ex_act(severity)
switch(severity)
if(1.0)
del(src)
return
if(2.0)
new /obj/item/weapon/shard( src.loc )
if(reinf) new /obj/item/stack/rods( src.loc)
//SN src = null
del(src)
return
if(3.0)
if (prob(50))
new /obj/item/weapon/shard( src.loc )
if(reinf) new /obj/item/stack/rods( src.loc)
del(src)
return
return
/obj/window/blob_act()
if(reinf) new /obj/item/stack/rods( src.loc)
density = 0
del(src)
/obj/window/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(istype(mover) && mover.checkpass(PASSGLASS))
return 1
if (src.dir == SOUTHWEST || src.dir == SOUTHEAST || src.dir == NORTHWEST || src.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/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/window/meteorhit()
//*****RM
//world << "glass at [x],[y],[z] Mhit"
src.health = 0
new /obj/item/weapon/shard( src.loc )
if(reinf) new /obj/item/stack/rods( src.loc)
src.density = 0
del(src)
return
/obj/window/hitby(AM as mob|obj)
..()
for(var/mob/O in viewers(src, null))
O.show_message(text("\red <B>[src] was hit by [AM].</B>"), 1)
var/tforce = 0
if(ismob(AM))
tforce = 40
else
tforce = AM:throwforce
if(reinf) tforce /= 4.0
playsound(src.loc, 'Glasshit.ogg', 100, 1)
src.health = max(0, src.health - tforce)
if (src.health <= 7 && !reinf)
src.anchored = 0
step(src, get_dir(AM, src))
if (src.health <= 0)
new /obj/item/weapon/shard( src.loc )
if(reinf) new /obj/item/stack/rods( src.loc)
src.density = 0
del(src)
return
..()
return
/obj/window/attack_hand()
if ((usr.mutations & HULK))
usr << text("\blue You smash through the window.")
for(var/mob/O in oviewers())
if ((O.client && !( O.blinded )))
O << text("\red [] smashes through the window!", usr)
src.health = 0
new /obj/item/weapon/shard( src.loc )
if(reinf) new /obj/item/stack/rods( src.loc)
src.density = 0
del(src)
return
/obj/window/attack_paw()
if ((usr.mutations & HULK))
usr << text("\blue You smash through the window.")
for(var/mob/O in oviewers())
if ((O.client && !( O.blinded )))
O << text("\red [] smashes through the window!", usr)
src.health = 0
new /obj/item/weapon/shard( src.loc )
if(reinf) new /obj/item/stack/rods( src.loc)
src.density = 0
del(src)
return
/obj/window/attack_alien()
if (istype(usr, /mob/living/carbon/alien/larva))//Safety check for larva. /N
return
usr << text("\green You smash against the window.")
for(var/mob/O in oviewers())
if ((O.client && !( O.blinded )))
O << text("\red [] smashes against the window.", usr)
playsound(src.loc, 'Glasshit.ogg', 100, 1)
src.health -= 15
if(src.health <= 0)
usr << text("\green You smash through the window.")
for(var/mob/O in oviewers())
if ((O.client && !( O.blinded )))
O << text("\red [] smashes through the window!", usr)
src.health = 0
new /obj/item/weapon/shard(src.loc)
if(reinf)
new /obj/item/stack/rods(src.loc)
src.density = 0
del(src)
return
return
/obj/window/attack_metroid()
if(!istype(usr, /mob/living/carbon/metroid/adult))
return
usr<< text("\green You smash against the window.")
for(var/mob/O in oviewers())
if ((O.client && !( O.blinded )))
O << text("\red [] smashes against the window.", usr)
playsound(src.loc, 'Glasshit.ogg', 100, 1)
src.health -= rand(10,15)
if(src.health <= 0)
usr << text("\green You smash through the window.")
for(var/mob/O in oviewers())
if ((O.client && !( O.blinded )))
O << text("\red [] smashes through the window!", usr)
src.health = 0
new /obj/item/weapon/shard(src.loc)
if(reinf)
new /obj/item/stack/rods(src.loc)
src.density = 0
del(src)
return
return
/obj/window/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/screwdriver))
if(reinf && state >= 1)
state = 3 - state
playsound(src.loc, 'Screwdriver.ogg', 75, 1)
usr << ( state==1? "You have unfastened the window from the frame." : "You have fastened the window to the frame." )
else if(reinf && state == 0)
anchored = !anchored
playsound(src.loc, 'Screwdriver.ogg', 75, 1)
user << (src.anchored ? "You have fastened the frame to the floor." : "You have unfastened the frame from the floor.")
else if(!reinf)
src.anchored = !( src.anchored )
playsound(src.loc, 'Screwdriver.ogg', 75, 1)
user << (src.anchored ? "You have fastened the window to the floor." : "You have unfastened the window.")
else if(istype(W, /obj/item/weapon/crowbar) && reinf)
if(state <=1)
state = 1-state;
playsound(src.loc, 'Crowbar.ogg', 75, 1)
user << (state ? "You have pried the window into the frame." : "You have pried the window out of the frame.")
else
var/aforce = W.force
if(reinf) aforce /= 2.0
src.health = max(0, src.health - aforce)
playsound(src.loc, 'Glasshit.ogg', 75, 1)
if (src.health <= 7)
src.anchored = 0
step(src, get_dir(user, src))
if (src.health <= 0)
if (src.dir == SOUTHWEST)
var/index = null
index = 0
while(index < 2)
new /obj/item/weapon/shard( src.loc )
if(reinf) new /obj/item/stack/rods( src.loc)
index++
else
new /obj/item/weapon/shard( src.loc )
if(reinf) new /obj/item/stack/rods( src.loc)
src.density = 0
del(src)
return
..()
return
/obj/window/verb/rotate()
set name = "Rotate Window Counter-Clockwise"
set category = "Object"
set src in oview(1)
if (src.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
src.dir = turn(src.dir, 90)
update_nearby_tiles(need_rebuild=1)
src.ini_dir = src.dir
return
/obj/window/verb/revrotate()
set name = "Rotate Window Clockwise"
set category = "Object"
set src in oview(1)
if (src.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
src.dir = turn(src.dir, 270)
update_nearby_tiles(need_rebuild=1)
src.ini_dir = src.dir
return
/obj/window/New(Loc,re=0)
..()
if(re) reinf = re
src.ini_dir = src.dir
if(reinf)
icon_state = "rwindow"
desc = "A reinforced window."
name = "reinforced window"
state = 2*anchored
health = 40
if(opacity)
icon_state = "twindow"
update_nearby_tiles(need_rebuild=1)
return
/obj/window/Del()
density = 0
update_nearby_tiles()
playsound(src, "shatter", 70, 1)
..()
/obj/window/Move()
update_nearby_tiles(need_rebuild=1)
..()
src.dir = src.ini_dir
update_nearby_tiles(need_rebuild=1)
return
/obj/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