Files
vgstation13/code/game/machinery/camera/camera.dm
Chinsky 4d7aa320cb Due to git tree being fucked up for some reason, manually reapplied many man many fixes.
Just got to tip of real tree and got zipball, then unpacked it here.
2013-02-07 07:13:27 +04:00

290 lines
8.8 KiB
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/obj/machinery/camera
name = "security camera"
desc = "It's used to monitor rooms."
icon = 'icons/obj/monitors.dmi'
icon_state = "camera"
use_power = 2
idle_power_usage = 5
active_power_usage = 10
layer = 5
var/list/network = list("SS13")
var/c_tag = null
var/c_tag_order = 999
var/status = 1.0
anchored = 1.0
var/panel_open = 0 // 0 = Closed / 1 = Open
var/invuln = null
var/bugged = 0
var/obj/item/weapon/camera_assembly/assembly = null
// WIRES
var/wires = 63 // 0b111111
var/list/IndexToFlag = list()
var/list/IndexToWireColor = list()
var/list/WireColorToIndex = list()
var/list/WireColorToFlag = list()
//OTHER
var/view_range = 7
var/short_range = 2
var/light_disabled = 0
var/alarm_on = 0
var/busy = 0
/obj/machinery/camera/New()
WireColorToFlag = randomCameraWires()
assembly = new(src)
assembly.state = 4
/* // Use this to look for cameras that have the same c_tag.
for(var/obj/machinery/camera/C in cameranet.cameras)
var/list/tempnetwork = C.network&src.network
if(C != src && C.c_tag == src.c_tag && tempnetwork.len)
world.log << "[src.c_tag] [src.x] [src.y] [src.z] conflicts with [C.c_tag] [C.x] [C.y] [C.z]"
*/
if(!src.network || src.network.len < 1)
if(loc)
error("[src.name] in [get_area(src)] (x:[src.x] y:[src.y] z:[src.z] has errored. [src.network?"Empty network list":"Null network list"]")
else
error("[src.name] in [get_area(src)]has errored. [src.network?"Empty network list":"Null network list"]")
ASSERT(src.network)
ASSERT(src.network.len > 0)
..()
/obj/machinery/camera/emp_act(severity)
if(!isEmpProof())
if(prob(100/severity))
icon_state = "[initial(icon_state)]emp"
var/list/previous_network = network
network = list()
cameranet.removeCamera(src)
stat |= EMPED
SetLuminosity(0)
triggerCameraAlarm()
spawn(900)
network = previous_network
icon_state = initial(icon_state)
stat &= ~EMPED
cancelCameraAlarm()
if(can_use())
cameranet.addCamera(src)
for(var/mob/O in mob_list)
if (istype(O.machine, /obj/machinery/computer/security))
var/obj/machinery/computer/security/S = O.machine
if (S.current == src)
O.unset_machine()
O.reset_view(null)
O << "The screen bursts into static."
..()
/obj/machinery/camera/ex_act(severity)
if(src.invuln)
return
else
..(severity)
return
/obj/machinery/camera/blob_act()
return
/obj/machinery/camera/proc/setViewRange(var/num = 7)
src.view_range = num
cameranet.updateVisibility(src, 0)
/obj/machinery/camera/proc/shock(var/mob/living/user)
if(!istype(user))
return
user.electrocute_act(10, src)
/obj/machinery/camera/attack_paw(mob/living/carbon/alien/humanoid/user as mob)
if(!istype(user))
return
status = 0
visible_message("<span class='warning'>\The [user] slashes at [src]!</span>")
playsound(src.loc, 'sound/weapons/slash.ogg', 100, 1)
icon_state = "[initial(icon_state)]1"
add_hiddenprint(user)
deactivate(user,0)
/obj/machinery/camera/attackby(W as obj, mob/living/user as mob)
// DECONSTRUCTION
if(isscrewdriver(W))
//user << "<span class='notice'>You start to [panel_open ? "close" : "open"] the camera's panel.</span>"
//if(toggle_panel(user)) // No delay because no one likes screwdrivers trying to be hip and have a duration cooldown
panel_open = !panel_open
user.visible_message("<span class='warning'>[user] screws the camera's panel [panel_open ? "open" : "closed"]!</span>",
"<span class='notice'>You screw the camera's panel [panel_open ? "open" : "closed"].</span>")
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
else if((iswirecutter(W) || ismultitool(W)) && panel_open)
interact(user)
else if(iswelder(W) && canDeconstruct())
if(weld(W, user))
if(assembly)
assembly.loc = src.loc
assembly.state = 1
del(src)
// OTHER
else if ((istype(W, /obj/item/weapon/paper) || istype(W, /obj/item/device/pda)) && isliving(user))
var/mob/living/U = user
var/obj/item/weapon/paper/X = null
var/obj/item/device/pda/P = null
var/itemname = ""
var/info = ""
if(istype(W, /obj/item/weapon/paper))
X = W
itemname = X.name
info = X.info
else
P = W
itemname = P.name
info = P.notehtml
U << "You hold \a [itemname] up to the camera ..."
for(var/mob/living/silicon/ai/O in living_mob_list)
if(!O.client) continue
if(U.name == "Unknown") O << "<b>[U]</b> holds \a [itemname] up to one of your cameras ..."
else O << "<b><a href='byond://?src=\ref[O];track2=\ref[O];track=\ref[U]'>[U]</a></b> holds \a [itemname] up to one of your cameras ..."
O << browse(text("<HTML><HEAD><TITLE>[]</TITLE></HEAD><BODY><TT>[]</TT></BODY></HTML>", itemname, info), text("window=[]", itemname))
for(var/mob/O in player_list)
if (istype(O.machine, /obj/machinery/computer/security))
var/obj/machinery/computer/security/S = O.machine
if (S.current == src)
O << "[U] holds \a [itemname] up to one of the cameras ..."
O << browse(text("<HTML><HEAD><TITLE>[]</TITLE></HEAD><BODY><TT>[]</TT></BODY></HTML>", itemname, info), text("window=[]", itemname))
else if (istype(W, /obj/item/weapon/camera_bug))
if (!src.can_use())
user << "\blue Camera non-functional"
return
if (src.bugged)
user << "\blue Camera bug removed."
src.bugged = 0
else
user << "\blue Camera bugged."
src.bugged = 1
else if(istype(W, /obj/item/weapon/melee/energy/blade))//Putting it here last since it's a special case. I wonder if there is a better way to do these than type casting.
deactivate(user,2)//Here so that you can disconnect anyone viewing the camera, regardless if it's on or off.
var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
spark_system.set_up(5, 0, loc)
spark_system.start()
playsound(loc, 'sound/weapons/blade1.ogg', 50, 1)
playsound(loc, "sparks", 50, 1)
visible_message("\blue The camera has been sliced apart by [] with an energy blade!")
del(src)
else
..()
return
/obj/machinery/camera/proc/deactivate(user as mob, var/choice = 1)
if(choice==1)
status = !( src.status )
if (!(src.status))
visible_message("\red [user] has deactivated [src]!")
playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
icon_state = "[initial(icon_state)]1"
add_hiddenprint(user)
else
visible_message("\red [user] has reactivated [src]!")
playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
icon_state = initial(icon_state)
add_hiddenprint(user)
// now disconnect anyone using the camera
//Apparently, this will disconnect anyone even if the camera was re-activated.
//I guess that doesn't matter since they can't use it anyway?
for(var/mob/O in player_list)
if (istype(O.machine, /obj/machinery/computer/security))
var/obj/machinery/computer/security/S = O.machine
if (S.current == src)
O.unset_machine()
O.reset_view(null)
O << "The screen bursts into static."
/obj/machinery/camera/proc/triggerCameraAlarm()
alarm_on = 1
for(var/mob/living/silicon/S in mob_list)
S.triggerAlarm("Camera", get_area(src), list(src), src)
/obj/machinery/camera/proc/cancelCameraAlarm()
alarm_on = 0
for(var/mob/living/silicon/S in mob_list)
S.cancelAlarm("Camera", get_area(src), list(src), src)
/obj/machinery/camera/proc/can_use()
if(!status)
return 0
if(stat & EMPED)
return 0
return 1
/obj/machinery/camera/proc/can_see()
var/list/see = null
var/turf/pos = get_turf(src)
if(isXRay())
see = range(view_range, pos)
else
see = hear(view_range, pos)
return see
/atom/proc/auto_turn()
//Automatically turns based on nearby walls.
var/turf/simulated/wall/T = null
for(var/i = 1, i <= 8; i += i)
T = get_ranged_target_turf(src, i, 1)
if(istype(T))
//If someone knows a better way to do this, let me know. -Giacom
switch(i)
if(NORTH)
src.dir = SOUTH
if(SOUTH)
src.dir = NORTH
if(WEST)
src.dir = EAST
if(EAST)
src.dir = WEST
break
//Return a working camera that can see a given mob
//or null if none
/proc/seen_by_camera(var/mob/M)
for(var/obj/machinery/camera/C in oview(4, M))
if(C.can_use()) // check if camera disabled
return C
break
return null
/proc/near_range_camera(var/mob/M)
for(var/obj/machinery/camera/C in range(4, M))
if(C.can_use()) // check if camera disabled
return C
break
return null
/obj/machinery/camera/proc/weld(var/obj/item/weapon/weldingtool/WT, var/mob/user)
if(busy)
return 0
if(!WT.isOn())
return 0
// Do after stuff here
user << "<span class='notice'>You start to weld the [src]..</span>"
playsound(src.loc, 'sound/items/Welder.ogg', 50, 1)
WT.eyecheck(user)
busy = 1
if(do_after(user, 100))
busy = 0
if(!WT.isOn())
return 0
return 1
busy = 0
return 0