Files
vgstation13/code/modules/assembly/infrared.dm
Rob Nelson 097559eef9 GC fixes.
2014-02-16 12:37:06 -08:00

284 lines
6.1 KiB
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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
/obj/item/device/assembly/infra
name = "infrared emitter"
desc = "Emits a visible or invisible beam and is triggered when the beam is interrupted."
icon_state = "infrared"
m_amt = 1000
g_amt = 500
w_type = RECYK_ELECTRONIC
origin_tech = "magnets=2"
wires = WIRE_PULSE
secured = 0
var/on = 0
var/visible = 0
var/obj/effect/beam/i_beam/first = null
proc
trigger_beam()
//describe()
// return "The infrared trigger is [on?"on":"off"]."
activate()
if(!..()) return 0//Cooldown check
on = !on
update_icon()
return 1
toggle_secure()
secured = !secured
if(secured)
processing_objects.Add(src)
else
on = 0
if(first) del(first)
processing_objects.Remove(src)
update_icon()
return secured
update_icon()
overlays.Cut()
attached_overlays = list()
if(on)
overlays += "infrared_on"
attached_overlays += "infrared_on"
if(holder)
holder.update_icon()
return
process()//Old code
if(!on)
if(first)
del(first)
return
if(first || !secured) return
var/turf/T = null
if(istype(loc,/turf))
T = loc
else if (holder)
if (istype(holder.loc,/turf))
T = holder.loc
else if (istype(holder.loc.loc,/turf)) //for onetankbombs and other tertiary builds with assemblies
T = holder.loc.loc
else if(istype(loc,/obj/item/weapon/grenade) && istype(loc.loc,/turf))
T = loc.loc
if(T)
var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam(T)
I.master = src
I.density = 1
I.dir = dir
step(I, I.dir)
if(I)
I.density = 0
first = I
I.vis_spread(visible)
spawn(0)
if(I)
//world << "infra: setting limit"
I.limit = 8
//world << "infra: processing beam \ref[I]"
I.process()
return
return
attack_hand()
del(first)
..()
return
Move()
var/t = dir
..()
dir = t
del(first)
return
holder_movement()
if(!holder) return 0
// dir = holder.dir
del(first)
return 1
trigger_beam()
if((!secured)||(!on)||(cooldown > 0)) return 0
pulse(0)
if(!holder)
visible_message("\icon[src] *beep* *beep*")
cooldown = 2
spawn(10)
process_cooldown()
return
interact(mob/user as mob)//TODO: change this this to the wire control panel
if(!secured) return
user.set_machine(src)
var/dat = text("<TT><B>Infrared Laser</B>\n<B>Status</B>: []<BR>\n<B>Visibility</B>: []<BR>\n</TT>", (on ? text("<A href='?src=\ref[];state=0'>On</A>", src) : text("<A href='?src=\ref[];state=1'>Off</A>", src)), (src.visible ? text("<A href='?src=\ref[];visible=0'>Visible</A>", src) : text("<A href='?src=\ref[];visible=1'>Invisible</A>", src)))
// AUTOFIXED BY fix_string_idiocy.py
// C:\Users\Rob\Documents\Projects\vgstation13\code\modules\assembly\infrared.dm:117: dat += "<BR><BR><A href='?src=\ref[src];refresh=1'>Refresh</A>"
dat += {"<BR><BR><A href='?src=\ref[src];refresh=1'>Refresh</A>
<BR><BR><A href='?src=\ref[src];close=1'>Close</A>"}
// END AUTOFIX
user << browse(dat, "window=infra")
onclose(user, "infra")
return
Topic(href, href_list)
..()
if(!usr.canmove || usr.stat || usr.restrained() || !in_range(loc, usr))
usr << browse(null, "window=infra")
onclose(usr, "infra")
return
if(href_list["state"])
on = !(on)
update_icon()
if(href_list["visible"])
visible = !(visible)
spawn(0)
if(first)
first.vis_spread(visible)
if(href_list["close"])
usr << browse(null, "window=infra")
return
if(usr)
attack_self(usr)
return
verb/rotate()//This could likely be better
set name = "Rotate Infrared Laser"
set category = "Object"
set src in usr
dir = turn(dir, 90)
return
/***************************IBeam*********************************/
/obj/effect/beam/i_beam
name = "i beam"
icon = 'icons/obj/projectiles.dmi'
icon_state = "ibeam"
var/obj/effect/beam/i_beam/next = null
var/obj/item/device/assembly/infra/master = null
var/limit = null
var/visible = 0.0
var/left = null
anchored = 1.0
flags = TABLEPASS
/obj/effect/beam/i_beam/proc/hit()
//world << "beam \ref[src]: hit"
if(master)
//world << "beam hit \ref[src]: calling master \ref[master].hit"
master.trigger_beam()
del(src)
return
/obj/effect/beam/i_beam/proc/vis_spread(v)
//world << "i_beam \ref[src] : vis_spread"
visible = v
spawn(0)
if(next)
//world << "i_beam \ref[src] : is next [next.type] \ref[next], calling spread"
next.vis_spread(v)
return
return
/obj/effect/beam/i_beam/process()
//world << "i_beam \ref[src] : process"
if((loc.density || !(master)))
// world << "beam hit loc [loc] or no master [master], deleting"
del(src)
return
//world << "proccess: [src.left] left"
if(left > 0)
left--
if(left < 1)
if(!(visible))
invisibility = 101
else
invisibility = 0
else
invisibility = 0
//world << "now [src.left] left"
var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam(loc)
I.master = master
I.density = 1
I.dir = dir
//world << "created new beam \ref[I] at [I.x] [I.y] [I.z]"
step(I, I.dir)
if(I)
//world << "step worked, now at [I.x] [I.y] [I.z]"
if(!(next))
//world << "no next"
I.density = 0
//world << "spreading"
I.vis_spread(visible)
next = I
spawn(0)
//world << "limit = [limit] "
if((I && limit > 0))
I.limit = limit - 1
//world << "calling next process"
I.process()
return
else
//world << "is a next: \ref[next], deleting beam \ref[I]"
del(I)
else
//world << "step failed, deleting \ref[next]"
del(next)
spawn(10)
process()
return
return
/obj/effect/beam/i_beam/Bump()
del(src)
return
/obj/effect/beam/i_beam/Bumped()
hit()
return
/obj/effect/beam/i_beam/HasEntered(atom/movable/AM as mob|obj)
if(istype(AM, /obj/effect/beam))
return
spawn(0)
hit()
return
return
/obj/effect/beam/i_beam/Destroy()
del(next)
..()
return