Files
Yogstation/code/game/objects/structures/window.dm
phil235 6809603669 Changes obj/effect/blob,spider,swarmer,energy_net,spacevines to be ob/structures instead, since you can hit and destroy them.
Adds a large ash and large molten item decal (for future use)
simplifies decal/cleanable/replace_decal() code a bit.
Changes construction() proc to on_construction() for consistency, same for deconstruction().
Made a deconstruct() proc for machinery and computer (also for future use).
2016-09-27 19:58:27 +02:00

565 lines
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/obj/structure/window
name = "window"
desc = "A window."
icon_state = "window"
density = 1
layer = ABOVE_OBJ_LAYER //Just above doors
pressure_resistance = 4*ONE_ATMOSPHERE
anchored = 1 //initially is 0 for tile smoothing
flags = ON_BORDER
var/maxhealth = 25
var/health = 0
var/ini_dir = null
var/state = 0
var/reinf = 0
var/wtype = "glass"
var/fulltile = 0
// var/silicate = 0 // number of units of silicate
// var/icon/silicateIcon = null // the silicated icon
var/image/crack_overlay
var/list/debris = list()
can_be_unanchored = 1
/obj/structure/window/examine(mob/user)
..()
user << "<span class='notice'>Alt-click to rotate it clockwise.</span>"
/obj/structure/window/New(Loc,re=0)
..()
health = maxhealth
if(re)
reinf = re
if(reinf)
state = 2*anchored
ini_dir = dir
air_update_turf(1)
// Precreate our own debris
var/shards = 1
if(fulltile)
shards++
var/rods = 0
if(reinf)
rods++
if(fulltile)
rods++
for(var/i in 1 to shards)
debris += new /obj/item/weapon/shard(src)
if(rods)
debris += new /obj/item/stack/rods(src, rods)
/obj/structure/window/bullet_act(obj/item/projectile/P)
. = ..()
take_damage(P.damage, P.damage_type, 0)
/obj/structure/window/ex_act(severity, target)
switch(severity)
if(1)
qdel(src)
if(2)
shatter()
if(3)
take_damage(rand(25,75), BRUTE, 0)
/obj/structure/window/blob_act(obj/structure/blob/B)
take_damage(rand(75,150), BRUTE, 0)
/obj/structure/window/narsie_act()
color = NARSIE_WINDOW_COLOUR
for(var/obj/item/weapon/shard/shard in debris)
shard.color = NARSIE_WINDOW_COLOUR
/obj/structure/window/ratvar_act()
if(!fulltile)
new/obj/structure/window/reinforced/clockwork(get_turf(src), dir)
else
new/obj/structure/window/reinforced/clockwork/fulltile(get_turf(src))
qdel(src)
/obj/structure/window/singularity_pull(S, current_size)
if(current_size >= STAGE_FIVE)
shatter()
/obj/structure/window/setDir(direct)
if(!fulltile)
..()
/obj/structure/window/CanPass(atom/movable/mover, turf/target, height=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)
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)
..()
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
take_damage(tforce)
/obj/structure/window/attack_tk(mob/user)
user.changeNext_move(CLICK_CD_MELEE)
user.visible_message("<span class='notice'>Something knocks on [src].</span>")
add_fingerprint(user)
playsound(loc, 'sound/effects/Glassknock.ogg', 50, 1)
/obj/structure/window/attack_hulk(mob/living/carbon/human/user)
if(!can_be_reached(user))
return
..(user, 1)
user.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!"))
user.visible_message("<span class='danger'>[user] smashes through [src]!</span>")
add_fingerprint(user)
take_damage(50)
return 1
/obj/structure/window/attack_hand(mob/user)
if(!can_be_reached(user))
return
user.changeNext_move(CLICK_CD_MELEE)
user.visible_message("[user] knocks on [src].")
add_fingerprint(user)
playsound(loc, 'sound/effects/Glassknock.ogg', 50, 1)
/obj/structure/window/attack_paw(mob/user)
return attack_hand(user)
/obj/structure/window/proc/attack_generic(mob/user, damage = 0, damage_type = BRUTE) //used by attack_alien, attack_animal, and attack_slime
if(!can_be_reached(user))
return
user.do_attack_animation(src)
user.changeNext_move(CLICK_CD_MELEE)
user.visible_message("<span class='danger'>[user] smashes into [src]!</span>")
take_damage(damage, damage_type)
/obj/structure/window/attack_alien(mob/living/user)
attack_generic(user, 15)
/obj/structure/window/attack_animal(mob/living/simple_animal/M)
if(!M.melee_damage_upper && !M.obj_damage)
return
if(M.obj_damage)
attack_generic(M, M.obj_damage, M.melee_damage_type)
else
attack_generic(M, M.melee_damage_upper, M.melee_damage_type)
/obj/structure/window/attack_slime(mob/living/simple_animal/slime/user)
if(!user.is_adult)
return
attack_generic(user, rand(10, 15))
/obj/structure/window/attackby(obj/item/I, mob/living/user, params)
if(!can_be_reached(user))
return 1 //skip the afterattack
add_fingerprint(user)
if(istype(I, /obj/item/weapon/weldingtool) && user.a_intent == "help")
var/obj/item/weapon/weldingtool/WT = I
if(health < maxhealth)
if(WT.remove_fuel(0,user))
user << "<span class='notice'>You begin repairing [src]...</span>"
playsound(loc, 'sound/items/Welder.ogg', 40, 1)
if(do_after(user, 40/I.toolspeed, target = src))
health = maxhealth
playsound(loc, 'sound/items/Welder2.ogg', 50, 1)
update_nearby_icons()
user << "<span class='notice'>You repair [src].</span>"
else
user << "<span class='warning'>[src] is already in good condition!</span>"
return
if(!(flags&NODECONSTRUCT))
if(istype(I, /obj/item/weapon/screwdriver))
playsound(loc, 'sound/items/Screwdriver.ogg', 75, 1)
if(reinf && (state == 2 || state == 1))
user << (state == 2 ? "<span class='notice'>You begin to unscrew the window from the frame...</span>" : "<span class='notice'>You begin to screw the window to the frame...</span>")
else if(reinf && state == 0)
user << (anchored ? "<span class='notice'>You begin to unscrew the frame from the floor...</span>" : "<span class='notice'>You begin to screw the frame to the floor...</span>")
else if(!reinf)
user << (anchored ? "<span class='notice'>You begin to unscrew the window from the floor...</span>" : "<span class='notice'>You begin to screw the window to the floor...</span>")
if(do_after(user, 30/I.toolspeed, target = src))
if(reinf && (state == 1 || state == 2))
//If state was unfastened, fasten it, else do the reverse
state = (state == 1 ? 2 : 1)
user << (state == 1 ? "<span class='notice'>You unfasten the window from the frame.</span>" : "<span class='notice'>You fasten the window to the frame.</span>")
else if(reinf && state == 0)
anchored = !anchored
update_nearby_icons()
user << (anchored ? "<span class='notice'>You fasten the frame to the floor.</span>" : "<span class='notice'>You unfasten the frame from the floor.</span>")
else if(!reinf)
anchored = !anchored
update_nearby_icons()
user << (anchored ? "<span class='notice'>You fasten the window to the floor.</span>" : "<span class='notice'>You unfasten the window.</span>")
return
else if (istype(I, /obj/item/weapon/crowbar) && reinf && (state == 0 || state == 1))
user << (state == 0 ? "<span class='notice'>You begin to lever the window into the frame...</span>" : "<span class='notice'>You begin to lever the window out of the frame...</span>")
playsound(loc, 'sound/items/Crowbar.ogg', 75, 1)
if(do_after(user, 40/I.toolspeed, target = src))
//If state was out of frame, put into frame, else do the reverse
state = (state == 0 ? 1 : 0)
user << (state == 1 ? "<span class='notice'>You pry the window into the frame.</span>" : "<span class='notice'>You pry the window out of the frame.</span>")
return
else if(istype(I, /obj/item/weapon/wrench) && !anchored)
playsound(loc, 'sound/items/Ratchet.ogg', 75, 1)
user << "<span class='notice'> You begin to disassemble [src]...</span>"
if(do_after(user, 40/I.toolspeed, target = src))
if(qdeleted(src))
return
if(reinf)
var/obj/item/stack/sheet/rglass/RG = new (user.loc)
RG.add_fingerprint(user)
if(fulltile) //fulltiles drop two panes
RG = new (user.loc)
RG.add_fingerprint(user)
else
var/obj/item/stack/sheet/glass/G = new (user.loc)
G.add_fingerprint(user)
if(fulltile)
G = new (user.loc)
G.add_fingerprint(user)
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
user << "<span class='notice'>You successfully disassemble [src].</span>"
qdel(src)
return
return ..()
/obj/structure/window/attacked_by(obj/item/I, mob/living/user)
..()
take_damage(I.force, I.damtype)
/obj/structure/window/mech_melee_attack(obj/mecha/M)
if(..())
take_damage(M.force, M.damtype)
/obj/structure/window/proc/can_be_reached(mob/user)
if(!fulltile)
if(get_dir(user,src) & dir)
for(var/obj/O in loc)
if(!O.CanPass(user, user.loc, 1))
return 0
return 1
/obj/structure/window/proc/take_damage(damage, damage_type = BRUTE, sound_effect = 1)
if(reinf)
damage *= 0.5
switch(damage_type)
if(BRUTE)
if(sound_effect)
playsound(loc, 'sound/effects/Glasshit.ogg', 90, 1)
if(BURN)
if(sound_effect)
playsound(src.loc, 'sound/items/Welder.ogg', 100, 1)
else
return
health -= damage
update_nearby_icons()
if(health <= 0)
shatter()
/obj/structure/window/proc/shatter()
if(qdeleted(src))
return
playsound(src, "shatter", 70, 1)
var/turf/T = loc
if(!(flags & NODECONSTRUCT))
for(var/i in debris)
var/obj/item/I = i
I.loc = T
transfer_fingerprints_to(I)
qdel(src)
update_nearby_icons()
/obj/structure/window/verb/rotate()
set name = "Rotate Window Counter-Clockwise"
set category = "Object"
set src in oview(1)
if(usr.stat || !usr.canmove || usr.restrained())
return
if(anchored)
usr << "<span class='warning'>[src] cannot be rotated while it is fastened to the floor!</span>"
return 0
setDir(turn(dir, 90))
// updateSilicate()
air_update_turf(1)
ini_dir = dir
add_fingerprint(usr)
return
/obj/structure/window/verb/revrotate()
set name = "Rotate Window Clockwise"
set category = "Object"
set src in oview(1)
if(usr.stat || !usr.canmove || usr.restrained())
return
if(anchored)
usr << "<span class='warning'>[src] cannot be rotated while it is fastened to the floor!</span>"
return 0
setDir(turn(dir, 270))
// updateSilicate()
air_update_turf(1)
ini_dir = dir
add_fingerprint(usr)
return
/obj/structure/window/AltClick(mob/user)
..()
if(user.incapacitated())
user << "<span class='warning'>You can't do that right now!</span>"
return
if(!in_range(src, user))
return
else
revrotate()
/*
/obj/structure/window/proc/updateSilicate() what do you call a syndicate silicon?
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/Destroy()
density = 0
air_update_turf(1)
update_nearby_icons()
return ..()
/obj/structure/window/Move()
var/turf/T = loc
..()
setDir(ini_dir)
move_update_air(T)
/obj/structure/window/CanAtmosPass(turf/T)
if(get_dir(loc, T) == dir)
return !density
if(dir == SOUTHWEST || dir == SOUTHEAST || dir == NORTHWEST || dir == NORTHEAST)
return !density
return 1
//This proc is used to update the icons of nearby windows.
/obj/structure/window/proc/update_nearby_icons()
update_icon()
if(smooth)
queue_smooth_neighbors(src)
//merges adjacent full-tile windows into one
/obj/structure/window/update_icon()
if(!qdeleted(src))
if(!fulltile)
return
var/ratio = health / maxhealth
ratio = Ceiling(ratio*4) * 25
if(smooth)
queue_smooth(src)
overlays -= crack_overlay
if(ratio > 75)
return
crack_overlay = image('icons/obj/structures.dmi',"damage[ratio]",-(layer+0.1))
add_overlay(crack_overlay)
/obj/structure/window/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(exposed_temperature > T0C + (reinf ? 1600 : 800))
take_damage(round(exposed_volume / 100), BURN, 0)
..()
/obj/structure/window/storage_contents_dump_act(obj/item/weapon/storage/src_object, mob/user)
return 0
/obj/structure/window/CanAStarPass(ID, to_dir)
if(!density)
return 1
if((dir == SOUTHWEST) || (dir == to_dir))
return 0
return 1
/obj/structure/window/reinforced
name = "reinforced window"
icon_state = "rwindow"
reinf = 1
maxhealth = 50
explosion_block = 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"
/* Full Tile Windows (more health) */
/obj/structure/window/fulltile
icon = 'icons/obj/smooth_structures/window.dmi'
icon_state = "window"
dir = NORTHEAST
maxhealth = 50
fulltile = 1
smooth = SMOOTH_TRUE
canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile, /obj/structure/window/reinforced/tinted/fulltile)
/obj/structure/window/reinforced/fulltile
icon = 'icons/obj/smooth_structures/reinforced_window.dmi'
icon_state = "r_window"
dir = NORTHEAST
maxhealth = 100
fulltile = 1
smooth = SMOOTH_TRUE
canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile, /obj/structure/window/reinforced/tinted/fulltile)
level = 3
/obj/structure/window/reinforced/tinted/fulltile
icon = 'icons/obj/smooth_structures/tinted_window.dmi'
icon_state = "tinted_window"
dir = NORTHEAST
fulltile = 1
smooth = SMOOTH_TRUE
canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile, /obj/structure/window/reinforced/tinted/fulltile/)
level = 3
/obj/structure/window/reinforced/fulltile/ice
icon = 'icons/obj/smooth_structures/rice_window.dmi'
icon_state = "ice_window"
maxhealth = 150
canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile, /obj/structure/window/reinforced/tinted/fulltile, /obj/structure/window/reinforced/fulltile/ice)
level = 3
/obj/structure/window/shuttle
name = "shuttle window"
desc = "A reinforced, air-locked pod window."
icon = 'icons/obj/smooth_structures/shuttle_window.dmi'
icon_state = "shuttle_window"
dir = NORTHEAST
maxhealth = 100
wtype = "shuttle"
fulltile = 1
reinf = 1
smooth = SMOOTH_TRUE
canSmoothWith = null
explosion_block = 1
level = 3
/obj/structure/window/shuttle/narsie_act()
color = "#3C3434"
/obj/structure/window/shuttle/tinted
opacity = TRUE
/obj/structure/window/reinforced/clockwork
name = "brass window"
desc = "A paper-thin pane of translucent yet reinforced brass."
icon = 'icons/obj/smooth_structures/clockwork_window.dmi'
icon_state = "clockwork_window_single"
maxhealth = 100
explosion_block = 2 //fancy AND hard to destroy. the most useful combination.
var/made_glow = FALSE
/obj/structure/window/reinforced/clockwork/New(loc, direct)
..()
for(var/obj/item/I in debris)
debris -= I
qdel(I)
if(!fulltile)
if(direct)
var/obj/effect/E = PoolOrNew(/obj/effect/overlay/temp/ratvar/window/single, get_turf(src))
setDir(direct)
E.setDir(direct)
made_glow = TRUE
debris += new/obj/item/stack/sheet/brass(src, 1)
else
PoolOrNew(/obj/effect/overlay/temp/ratvar/window, get_turf(src))
made_glow = TRUE
debris += new/obj/item/stack/sheet/brass(src, 2)
change_construction_value(fulltile ? 3 : 2)
/obj/structure/window/reinforced/clockwork/setDir(direct)
if(!made_glow)
var/obj/effect/E = PoolOrNew(/obj/effect/overlay/temp/ratvar/window/single, get_turf(src))
E.setDir(direct)
made_glow = TRUE
..()
/obj/structure/window/reinforced/clockwork/Destroy()
change_construction_value(fulltile ? -3 : -2)
return ..()
/obj/structure/window/reinforced/clockwork/ratvar_act()
health = maxhealth
update_icon()
return 0
/obj/structure/window/reinforced/clockwork/narsie_act()
take_damage(rand(25, 75), BRUTE)
if(src)
var/previouscolor = color
color = "#960000"
animate(src, color = previouscolor, time = 8)
/obj/structure/window/reinforced/clockwork/fulltile
icon_state = "clockwork_window"
smooth = SMOOTH_TRUE
canSmoothWith = null
fulltile = 1
dir = NORTHEAST
maxhealth = 150