Files
GS13NG/code/game/machinery/doors/door.dm
T
2017-10-02 01:04:53 -05:00

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/obj/machinery/door
name = "door"
desc = "It opens and closes."
icon = 'icons/obj/doors/Doorint.dmi'
icon_state = "door1"
anchored = TRUE
opacity = 1
density = TRUE
layer = OPEN_DOOR_LAYER
power_channel = ENVIRON
max_integrity = 350
armor = list(melee = 30, bullet = 30, laser = 20, energy = 20, bomb = 10, bio = 100, rad = 100, fire = 80, acid = 70)
CanAtmosPass = ATMOS_PASS_DENSITY
flags_1 = PREVENT_CLICK_UNDER_1
var/secondsElectrified = 0
var/shockedby = list()
var/visible = TRUE
var/operating = FALSE
var/glass = FALSE
var/welded = FALSE
var/normalspeed = 1
var/heat_proof = FALSE // For rglass-windowed airlocks and firedoors
var/emergency = FALSE // Emergency access override
var/sub_door = FALSE // true if it's meant to go under another door.
var/closingLayer = CLOSED_DOOR_LAYER
var/autoclose = FALSE //does it automatically close after some time
var/safe = TRUE //whether the door detects things and mobs in its way and reopen or crushes them.
var/locked = FALSE //whether the door is bolted or not.
var/assemblytype //the type of door frame to drop during deconstruction
var/auto_close //TO BE REMOVED, no longer used, it's just preventing a runtime with a map var edit.
var/datum/effect_system/spark_spread/spark_system
var/damage_deflection = 10
var/real_explosion_block //ignore this, just use explosion_block
/obj/machinery/door/examine(mob/user)
..()
to_chat(user, "<span class='notice'>Its maintenance panel is <b>screwed</b> in place.</span>")
/obj/machinery/door/New()
..()
if(density)
layer = CLOSED_DOOR_LAYER //Above most items if closed
else
layer = OPEN_DOOR_LAYER //Under all objects if opened. 2.7 due to tables being at 2.6
update_freelook_sight()
air_update_turf(1)
GLOB.airlocks += src
spark_system = new /datum/effect_system/spark_spread
spark_system.set_up(2, 1, src)
//doors only block while dense though so we have to use the proc
real_explosion_block = explosion_block
explosion_block = EXPLOSION_BLOCK_PROC
/obj/machinery/door/Destroy()
density = FALSE
air_update_turf(1)
update_freelook_sight()
GLOB.airlocks -= src
if(spark_system)
qdel(spark_system)
spark_system = null
return ..()
//process()
//return
/obj/machinery/door/CollidedWith(atom/movable/AM)
if(operating || emagged)
return
if(ismob(AM))
var/mob/B = AM
if((isdrone(B) || iscyborg(B)) && B.stat)
return
if(isliving(AM))
var/mob/living/M = AM
if(world.time - M.last_bumped <= 10)
return //Can bump-open one airlock per second. This is to prevent shock spam.
M.last_bumped = world.time
if(M.restrained() && !check_access(null))
return
bumpopen(M)
return
if(ismecha(AM))
var/obj/mecha/mecha = AM
if(density)
if(mecha.occupant)
if(world.time - mecha.occupant.last_bumped <= 10)
return
mecha.occupant.last_bumped = world.time
if(mecha.occupant && (src.allowed(mecha.occupant) || src.check_access_list(mecha.operation_req_access)))
open()
else
do_animate("deny")
return
return
/obj/machinery/door/Move()
var/turf/T = loc
..()
move_update_air(T)
/obj/machinery/door/CanPass(atom/movable/mover, turf/target)
if(istype(mover) && mover.checkpass(PASSGLASS))
return !opacity
return !density
/obj/machinery/door/proc/bumpopen(mob/user)
if(operating)
return
src.add_fingerprint(user)
if(!src.requiresID())
user = null
if(density && !emagged)
if(allowed(user))
open()
else
do_animate("deny")
return
/obj/machinery/door/attack_ai(mob/user)
return src.attack_hand(user)
/obj/machinery/door/attack_hand(mob/user)
return try_to_activate_door(user)
/obj/machinery/door/attack_tk(mob/user)
if(requiresID() && !allowed(null))
return
..()
/obj/machinery/door/proc/try_to_activate_door(mob/user)
add_fingerprint(user)
if(operating || emagged)
return
if(!requiresID())
user = null //so allowed(user) always succeeds
if(allowed(user))
if(density)
open()
else
close()
return
if(density)
do_animate("deny")
/obj/machinery/door/allowed(mob/M)
if(emergency)
return TRUE
return ..()
/obj/machinery/door/proc/try_to_weld(obj/item/weldingtool/W, mob/user)
return
/obj/machinery/door/proc/try_to_crowbar(obj/item/I, mob/user)
return
/obj/machinery/door/attackby(obj/item/I, mob/user, params)
if(user.a_intent != INTENT_HARM && (istype(I, /obj/item/crowbar) || istype(I, /obj/item/twohanded/fireaxe)))
try_to_crowbar(I, user)
return 1
else if(istype(I, /obj/item/weldingtool))
try_to_weld(I, user)
return 1
else if(!(I.flags_1 & NOBLUDGEON_1) && user.a_intent != INTENT_HARM)
try_to_activate_door(user)
return 1
return ..()
/obj/machinery/door/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir)
if(damage_flag == "melee" && damage_amount < damage_deflection)
return 0
. = ..()
/obj/machinery/door/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir)
. = ..()
if(. && obj_integrity > 0)
if(damage_amount >= 10 && prob(30))
spark_system.start()
/obj/machinery/door/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
if(BRUTE)
if(glass)
playsound(loc, 'sound/effects/glasshit.ogg', 90, 1)
else if(damage_amount)
playsound(loc, 'sound/weapons/smash.ogg', 50, 1)
else
playsound(src, 'sound/weapons/tap.ogg', 50, 1)
if(BURN)
playsound(src.loc, 'sound/items/welder.ogg', 100, 1)
/obj/machinery/door/emp_act(severity)
if(prob(20/severity) && (istype(src, /obj/machinery/door/airlock) || istype(src, /obj/machinery/door/window)) )
INVOKE_ASYNC(src, .proc/open)
if(prob(40/severity))
if(secondsElectrified == 0)
secondsElectrified = -1
shockedby += "\[[time_stamp()]\]EM Pulse"
addtimer(CALLBACK(src, .proc/unelectrify), 300)
..()
/obj/machinery/door/proc/unelectrify()
secondsElectrified = 0
/obj/machinery/door/update_icon()
if(density)
icon_state = "door1"
else
icon_state = "door0"
/obj/machinery/door/proc/do_animate(animation)
switch(animation)
if("opening")
if(panel_open)
flick("o_doorc0", src)
else
flick("doorc0", src)
if("closing")
if(panel_open)
flick("o_doorc1", src)
else
flick("doorc1", src)
if("deny")
if(!stat)
flick("door_deny", src)
/obj/machinery/door/proc/open()
if(!density)
return 1
if(operating)
return
operating = TRUE
do_animate("opening")
set_opacity(0)
sleep(5)
density = FALSE
sleep(5)
layer = OPEN_DOOR_LAYER
update_icon()
set_opacity(0)
operating = FALSE
air_update_turf(1)
update_freelook_sight()
if(autoclose)
spawn(autoclose)
close()
return 1
/obj/machinery/door/proc/close()
if(density)
return 1
if(operating)
return
if(safe)
for(var/atom/movable/M in get_turf(src))
if(M.density && M != src) //something is blocking the door
if(autoclose)
addtimer(CALLBACK(src, .proc/autoclose), 60)
return
operating = TRUE
do_animate("closing")
layer = closingLayer
sleep(5)
density = TRUE
sleep(5)
update_icon()
if(visible && !glass)
set_opacity(1)
operating = FALSE
air_update_turf(1)
update_freelook_sight()
if(safe)
CheckForMobs()
else
crush()
return 1
/obj/machinery/door/proc/CheckForMobs()
if(locate(/mob/living) in get_turf(src))
sleep(1)
open()
/obj/machinery/door/proc/crush()
for(var/mob/living/L in get_turf(src))
L.visible_message("<span class='warning'>[src] closes on [L], crushing them!</span>", "<span class='userdanger'>[src] closes on you and crushes you!</span>")
if(isalien(L)) //For xenos
L.adjustBruteLoss(DOOR_CRUSH_DAMAGE * 1.5) //Xenos go into crit after aproximately the same amount of crushes as humans.
L.emote("roar")
else if(ishuman(L)) //For humans
L.adjustBruteLoss(DOOR_CRUSH_DAMAGE)
L.emote("scream")
L.Knockdown(100)
else if(ismonkey(L)) //For monkeys
L.adjustBruteLoss(DOOR_CRUSH_DAMAGE)
L.Knockdown(100)
else //for simple_animals & borgs
L.adjustBruteLoss(DOOR_CRUSH_DAMAGE)
var/turf/location = get_turf(src)
//add_blood doesn't work for borgs/xenos, but add_blood_floor does.
L.add_splatter_floor(location)
for(var/obj/mecha/M in get_turf(src))
M.take_damage(DOOR_CRUSH_DAMAGE)
/obj/machinery/door/proc/autoclose()
if(!QDELETED(src) && !density && !operating && !locked && !welded && autoclose)
close()
/obj/machinery/door/proc/requiresID()
return 1
/obj/machinery/door/proc/hasPower()
return !(stat & NOPOWER)
/obj/machinery/door/proc/update_freelook_sight()
if(!glass && GLOB.cameranet)
GLOB.cameranet.updateVisibility(src, 0)
/obj/machinery/door/BlockSuperconductivity() // All non-glass airlocks block heat, this is intended.
if(opacity || heat_proof)
return 1
return 0
/obj/machinery/door/morgue
icon = 'icons/obj/doors/doormorgue.dmi'
/obj/machinery/door/get_dumping_location(obj/item/storage/source,mob/user)
return null
/obj/machinery/door/proc/lock()
return
/obj/machinery/door/proc/unlock()
return
/obj/machinery/door/proc/hostile_lockdown(mob/origin)
if(!stat) //So that only powered doors are closed.
close() //Close ALL the doors!
/obj/machinery/door/proc/disable_lockdown()
if(!stat) //Opens only powered doors.
open() //Open everything!
/obj/machinery/door/ex_act(severity, target)
//if it blows up a wall it should blow up a door
..(severity ? max(1, severity - 1) : 0, target)
/obj/machinery/door/GetExplosionBlock()
return density ? real_explosion_block : 0