Files
fulpstation/code/game/objects/structures/window.dm
kingofkosmos c8d79e7034 Removed unnecessary spaces in these situations:
"span class = '" changed to "span class='"
"'> " changed to "'>"
2015-06-14 12:13:19 +03:00

459 lines
13 KiB
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/obj/structure/window
name = "window"
desc = "A window."
icon = 'icons/obj/structures.dmi'
icon_state = "window"
density = 1
layer = 3.2//Just above doors
pressure_resistance = 4*ONE_ATMOSPHERE
anchored = 1.0
flags = ON_BORDER
var/maxhealth = 25
var/health = 0
var/ini_dir = null
var/state = 0
var/reinf = 0
var/disassembled = 0
var/wtype = "glass"
var/fulltile = 0
var/list/storeditems = list()
// var/silicate = 0 // number of units of silicate
// var/icon/silicateIcon = null // the silicated icon
/obj/structure/window/New(Loc,re=0)
..()
health = maxhealth
if(re)
reinf = re
storeditems.Add(new/obj/item/weapon/shard(src))
if(fulltile)
storeditems.Add(new/obj/item/weapon/shard(src))
ini_dir = dir
if(reinf)
state = 2*anchored
var/obj/item/stack/rods/R = new/obj/item/stack/rods(src)
storeditems.Add(R)
if(fulltile)
R.add(1)
air_update_turf(1)
update_nearby_icons()
return
/obj/structure/window/bullet_act(var/obj/item/projectile/Proj)
if((Proj.damage_type == BRUTE || Proj.damage_type == BURN))
health -= Proj.damage
update_nearby_icons()
..()
if(health <= 0)
spawnfragments()
return
/obj/structure/window/ex_act(severity, target)
switch(severity)
if(1.0)
qdel(src)
return
if(2.0)
spawnfragments()
return
if(3.0)
if(prob(50))
spawnfragments()
return
/obj/structure/window/blob_act()
spawnfragments()
/obj/structure/window/singularity_pull(S, current_size)
if(current_size >= STAGE_FIVE)
spawnfragments()
/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 as turf)
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)
..()
visible_message("<span class='danger'>[src] was hit by [AM].</span>")
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
playsound(loc, 'sound/effects/Glasshit.ogg', 100, 1)
health = max(0, health - tforce)
if(health <= 7 && !reinf)
anchored = 0
update_nearby_icons()
step(src, get_dir(AM, src))
if(health <= 0)
spawnfragments()
update_nearby_icons()
/obj/structure/window/attack_tk(mob/user as mob)
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)
hit(50)
return 1
/obj/structure/window/attack_hand(mob/user as mob)
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 as mob)
return attack_hand(user)
/obj/structure/window/proc/attack_generic(mob/user as mob, damage = 0) //used by attack_alien, attack_animal, and attack_slime
if(!can_be_reached(user))
return
user.changeNext_move(CLICK_CD_MELEE)
health -= damage
if(health <= 0)
user.visible_message("<span class='danger'>[user] smashes through [src]!</span>")
spawnfragments()
else //for nicer text~
user.visible_message("<span class='danger'>[user] smashes into [src]!</span>")
playsound(loc, 'sound/effects/Glasshit.ogg', 100, 1)
/obj/structure/window/attack_alien(mob/living/user as mob)
user.do_attack_animation(src)
if(islarva(user)) return
attack_generic(user, 15)
update_nearby_icons()
/obj/structure/window/attack_animal(mob/living/user as mob)
if(!isanimal(user))
return
var/mob/living/simple_animal/M = user
M.do_attack_animation(src)
if(M.melee_damage_upper <= 0)
return
attack_generic(M, M.melee_damage_upper)
update_nearby_icons()
/obj/structure/window/attack_slime(mob/living/simple_animal/slime/user as mob)
user.do_attack_animation(src)
if(!user.is_adult)
return
attack_generic(user, rand(10, 15))
update_nearby_icons()
/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/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, 40))
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>")
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))
//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>")
else if(istype(I, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = I
if(user.a_intent == "help") //so you can still break windows with welding tools
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))
health = maxhealth
playsound(loc, 'sound/items/Welder2.ogg', 50, 1)
else
user << "<span class='warning'>[src] is already in good condition!</span>"
update_nearby_icons()
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))
if(disassembled)
return //Prevents multiple deconstruction attempts
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)
disassembled = 1
user << "<span class='notice'>You successfully disassemble [src].</span>"
qdel(src)
else
if(I.damtype == BRUTE || I.damtype == BURN)
user.changeNext_move(CLICK_CD_MELEE)
hit(I.force)
else
playsound(loc, 'sound/effects/Glasshit.ogg', 75, 1)
..()
return
/obj/structure/window/mech_melee_attack(obj/mecha/M)
if(..())
hit(M.force, 1)
/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/hit(var/damage, var/sound_effect = 1)
if(reinf)
damage *= 0.5
health = max(0, health - damage)
update_nearby_icons()
if(sound_effect)
playsound(loc, 'sound/effects/Glasshit.ogg', 75, 1)
if(health <= 0)
spawnfragments()
return
/obj/structure/window/proc/spawnfragments()
if(!loc) //if already qdel'd somehow, we do nothing
return
var/turf/T = loc
for(var/obj/item/I in storeditems)
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'>It is fastened to the floor therefore you can't rotate it!</span>"
return 0
dir = 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'>It is fastened to the floor therefore you can't rotate it!</span>"
return 0
dir = turn(dir, 270)
// updateSilicate()
air_update_turf(1)
ini_dir = dir
add_fingerprint(usr)
return
/*
/obj/structure/window/proc/updateSilicate()
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)
if(!disassembled)
playsound(src, "shatter", 70, 1)
update_nearby_icons()
..()
/obj/structure/window/Move()
var/turf/T = loc
..()
dir = 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()
for(var/direction in cardinal)
for(var/obj/structure/window/W in get_step(src,direction) )
W.update_icon()
//merges adjacent full-tile windows into one (blatant ripoff from game/smoothwall.dm)
/obj/structure/window/update_icon()
//A little cludge here, since I don't know how it will work with slim windows. Most likely VERY wrong.
//this way it will only update full-tile ones
//This spawn is here so windows get properly updated when one gets deleted.
spawn(2)
if(!src) return
if(!fulltile)
return
var/junction = 0 //will be used to determine from which side the window is connected to other windows
if(anchored)
for(var/obj/structure/window/W in orange(src,1))
if(W.anchored && W.density && W.fulltile) //Only counts anchored, not-destroyed fill-tile windows.
if(src.wtype == W.wtype)
if(abs(x-W.x)-abs(y-W.y) ) //doesn't count windows, placed diagonally to src
junction |= get_dir(src,W)
icon_state = "[initial(icon_state)][junction]"
overlays.Cut()
var/ratio = health / maxhealth
ratio = Ceiling(ratio*4) * 25
overlays += "damage[ratio]"
return
/obj/structure/window/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(exposed_temperature > T0C + 800)
hit(round(exposed_volume / 100), 0)
..()
/obj/structure/window/reinforced
name = "reinforced window"
icon_state = "rwindow"
reinf = 1
maxhealth = 50
/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
dir = 5
maxhealth = 50
fulltile = 1
/obj/structure/window/reinforced/fulltile
dir = 5
maxhealth = 100
fulltile = 1
/obj/structure/window/reinforced/tinted/fulltile
dir = 5
fulltile = 1
/obj/structure/window/shuttle
name = "shuttle window"
desc = "A reinforced, air-locked pod window."
icon_state = "swindow"
dir = 5
maxhealth = 100
wtype = "shuttle"
fulltile = 1
reinf = 1