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GS13NG/code/game/machinery/camera/camera.dm

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#define CAMERA_UPGRADE_XRAY 1
#define CAMERA_UPGRADE_EMP_PROOF 2
#define CAMERA_UPGRADE_MOTION 4
/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 = WALL_OBJ_LAYER
var/health = 50
var/list/network = list("SS13")
var/c_tag = null
var/c_tag_order = 999
var/status = 1
anchored = 1
var/start_active = 0 //If it ignores the random chance to start broken on round start
var/invuln = null
var/obj/item/device/camera_bug/bug = null
var/obj/machinery/camera_assembly/assembly = null
//OTHER
var/view_range = 7
var/short_range = 2
var/alarm_on = 0
var/busy = 0
var/emped = 0 //Number of consecutive EMP's on this camera
// Upgrades bitflag
var/upgrades = 0
/obj/machinery/camera/New()
..()
assembly = new(src)
assembly.state = 4
cameranet.cameras += src
cameranet.addCamera(src)
add_to_proximity_list(src, 1) //1 was default of everything
/* // 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]"
*/
/obj/machinery/camera/initialize()
if(z == 1 && prob(3) && !start_active)
toggle_cam()
/obj/machinery/camera/Move()
remove_from_proximity_list(src, 1)
return ..()
/obj/machinery/camera/Destroy()
toggle_cam(null, 0) //kick anyone viewing out
remove_from_proximity_list(src, 1)
if(assembly)
qdel(assembly)
assembly = null
if(bug)
bug.bugged_cameras -= src.c_tag
if(bug.current == src)
bug.current = null
bug = null
cameranet.removeCamera(src) //Will handle removal from the camera network and the chunks, so we don't need to worry about that
cameranet.cameras -= src
cameranet.removeCamera(src)
return ..()
/obj/machinery/camera/emp_act(severity)
if(!status)
return
if(!isEmpProof())
if(prob(150/severity))
update_icon()
var/list/previous_network = network
network = list()
cameranet.removeCamera(src)
stat |= EMPED
SetLuminosity(0)
emped = emped+1 //Increase the number of consecutive EMP's
update_icon()
var/thisemp = emped //Take note of which EMP this proc is for
spawn(900)
if(loc) //qdel limbo
triggerCameraAlarm() //camera alarm triggers even if multiple EMPs are in effect.
if(emped == thisemp) //Only fix it if the camera hasn't been EMP'd again
network = previous_network
stat &= ~EMPED
update_icon()
if(can_use())
cameranet.addCamera(src)
emped = 0 //Resets the consecutive EMP count
addtimer(src, "cancelCameraAlarm", 100)
for(var/mob/O in mob_list)
if (O.client && O.client.eye == src)
O.unset_machine()
O.reset_perspective(null)
O << "The screen bursts into static."
..()
/obj/machinery/camera/ex_act(severity, target)
if(src.invuln)
return
switch(severity)
if(1)
qdel(src)
if(2)
take_damage(50, BRUTE, 0)
else
take_damage(rand(30,60), BRUTE, 0)
/obj/machinery/camera/proc/setViewRange(num = 7)
src.view_range = num
cameranet.updateVisibility(src, 0)
/obj/machinery/camera/proc/shock(mob/living/user)
if(!istype(user))
return
user.electrocute_act(10, src)
/obj/machinery/camera/attackby(obj/W, mob/living/user, params)
var/msg = "<span class='notice'>You attach [W] into the assembly's inner circuits.</span>"
var/msg2 = "<span class='notice'>[src] already has that upgrade!</span>"
// DECONSTRUCTION
if(istype(W, /obj/item/weapon/screwdriver))
panel_open = !panel_open
user << "<span class='notice'>You screw the camera's panel [panel_open ? "open" : "closed"].</span>"
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
return
if(panel_open)
if(istype(W, /obj/item/weapon/wirecutters)) //enable/disable the camera
toggle_cam(user, 1)
health = initial(health) //this is a pretty simplistic way to heal the camera, but there's no reason for this to be complex.
return
else if(istype(W, /obj/item/device/multitool)) //change focus
setViewRange((view_range == initial(view_range)) ? short_range : initial(view_range))
user << "<span class='notice'>You [(view_range == initial(view_range)) ? "restore" : "mess up"] the camera's focus.</span>"
return
else if(istype(W, /obj/item/weapon/weldingtool))
if(weld(W, user))
visible_message("<span class='warning'>[user] unwelds [src], leaving it as just a frame screwed to the wall.</span>", "<span class='warning'>You unweld [src], leaving it as just a frame screwed to the wall</span>")
if(!assembly)
assembly = new()
assembly.loc = src.loc
assembly.state = 1
assembly.setDir(src.dir)
assembly = null
qdel(src)
return
else if(istype(W, /obj/item/device/analyzer))
if(!isXRay())
upgradeXRay()
qdel(W)
user << "[msg]"
else
user << "[msg2]"
return
else if(istype(W, /obj/item/stack/sheet/mineral/plasma))
if(!isEmpProof())
upgradeEmpProof()
user << "[msg]"
qdel(W)
else
user << "[msg2]"
return
else if(istype(W, /obj/item/device/assembly/prox_sensor))
if(!isMotion())
upgradeMotion()
user << "[msg]"
qdel(W)
else
user << "[msg2]"
return
// OTHER
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 << "<span class='notice'>You hold \the [itemname] up to the camera...</span>"
U.changeNext_move(CLICK_CD_MELEE)
for(var/mob/O in player_list)
if(istype(O, /mob/living/silicon/ai))
var/mob/living/silicon/ai/AI = O
if(AI.control_disabled || (AI.stat == DEAD))
return
if(U.name == "Unknown")
AI << "<b>[U]</b> holds <a href='?_src_=usr;show_paper=1;'>\a [itemname]</a> up to one of your cameras ..."
else
AI << "<b><a href='?src=\ref[AI];track=[html_encode(U.name)]'>[U]</a></b> holds <a href='?_src_=usr;show_paper=1;'>\a [itemname]</a> up to one of your cameras ..."
AI.last_paper_seen = "<HTML><HEAD><TITLE>[itemname]</TITLE></HEAD><BODY><TT>[info]</TT></BODY></HTML>"
else if (O.client && O.client.eye == 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))
return
else if(istype(W, /obj/item/device/camera_bug))
if(!can_use())
user << "<span class='notice'>Camera non-functional.</span>"
return
if(bug)
user << "<span class='notice'>Camera bug removed.</span>"
bug.bugged_cameras -= src.c_tag
bug = null
else
user << "<span class='notice'>Camera bugged.</span>"
bug = W
bug.bugged_cameras[src.c_tag] = src
return
else if(istype(W, /obj/item/weapon/pai_cable))
var/obj/item/weapon/pai_cable/cable = W
cable.plugin(src, user)
return
return ..()
/obj/machinery/camera/take_damage(damage, damage_type = BRUTE, sound_effect = 1)
switch(damage_type)
if(BRUTE)
if(sound_effect)
if(damage)
playsound(src, 'sound/weapons/smash.ogg', 50, 1)
else
playsound(src, 'sound/weapons/tap.ogg', 50, 1)
if(BURN)
if(sound_effect)
playsound(src.loc, 'sound/items/Welder.ogg', 100, 1)
else
return
if(damage < 10) //camera has a damage resistance threshold
return
health = max(0, health - damage)
if(!health && status)
triggerCameraAlarm()
toggle_cam(null, 0)
/obj/machinery/camera/update_icon()
if(!status)
icon_state = "[initial(icon_state)]1"
else if (stat & EMPED)
icon_state = "[initial(icon_state)]emp"
else
icon_state = "[initial(icon_state)]"
/obj/machinery/camera/proc/toggle_cam(mob/user, displaymessage = 1)
status = !status
if(can_use())
cameranet.addCamera(src)
else
SetLuminosity(0)
cameranet.removeCamera(src)
cameranet.updateChunk(x, y, z)
var/change_msg = "deactivates"
if(status)
change_msg = "reactivates"
triggerCameraAlarm()
addtimer(src, "cancelCameraAlarm", 100)
if(displaymessage)
if(user)
visible_message("<span class='danger'>[user] [change_msg] [src]!</span>")
add_hiddenprint(user)
else
visible_message("<span class='danger'>\The [src] [change_msg]!</span>")
playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
update_icon()
// 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 (O.client && O.client.eye == src)
O.unset_machine()
O.reset_perspective(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), 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 = get_hear(view_range, pos)
return see
/atom/proc/auto_turn()
//Automatically turns based on nearby walls.
var/turf/closed/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.setDir(SOUTH)
if(SOUTH)
src.setDir(NORTH)
if(WEST)
src.setDir(EAST)
if(EAST)
src.setDir(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(obj/item/weapon/weldingtool/WT, mob/living/user)
if(busy)
return 0
if(!WT.remove_fuel(0, user))
return 0
user << "<span class='notice'>You start to weld [src]...</span>"
playsound(src.loc, 'sound/items/Welder.ogg', 50, 1)
busy = 1
if(do_after(user, 100, target = src))
busy = 0
if(!WT.isOn())
return 0
return 1
busy = 0
return 0
/obj/machinery/camera/proc/Togglelight(on=0)
for(var/mob/living/silicon/ai/A in ai_list)
for(var/obj/machinery/camera/cam in A.lit_cameras)
if(cam == src)
return
if(on)
src.SetLuminosity(AI_CAMERA_LUMINOSITY)
else
src.SetLuminosity(0)
/obj/machinery/camera/bullet_act(obj/item/projectile/P)
. = ..()
take_damage(P.damage, P.damage_type, 0)
/obj/machinery/camera/portable //Cameras which are placed inside of things, such as helmets.
var/turf/prev_turf
/obj/machinery/camera/portable/New()
..()
assembly.state = 0 //These cameras are portable, and so shall be in the portable state if removed.
assembly.anchored = 0
assembly.update_icon()
/obj/machinery/camera/portable/process() //Updates whenever the camera is moved.
if(cameranet && get_turf(src) != prev_turf)
cameranet.updatePortableCamera(src)
prev_turf = get_turf(src)
/obj/machinery/camera/get_remote_view_fullscreens(mob/user)
if(view_range == short_range) //unfocused
user.overlay_fullscreen("remote_view", /obj/screen/fullscreen/impaired, 2)
/obj/machinery/camera/update_remote_sight(mob/living/user)
user.see_invisible = SEE_INVISIBLE_LIVING //can't see ghosts through cameras
if(isXRay())
user.sight |= (SEE_TURFS|SEE_MOBS|SEE_OBJS)
user.see_in_dark = max(user.see_in_dark, 8)
else
user.sight = 0
user.see_in_dark = 2
return 1