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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
resistance_flags = FIRE_PROOF
armor = list(melee = 50, bullet = 20, laser = 20, energy = 20, bomb = 0, bio = 0, rad = 0, fire = 90, acid = 50)
obj_integrity = 100
max_integrity = 100
integrity_failure = 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/structure/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/Initialize(mapload)
. = ..()
assembly = new(src)
assembly.state = 4
GLOB.cameranet.cameras += src
GLOB.cameranet.addCamera(src)
proximity_monitor = new(src, 1)
if(mapload && z == ZLEVEL_STATION && prob(3) && !start_active)
toggle_cam()
/obj/machinery/camera/Destroy()
toggle_cam(null, 0) //kick anyone viewing out
if(assembly)
qdel(assembly)
assembly = null
if(bug)
bug.bugged_cameras -= src.c_tag
if(bug.current == src)
bug.current = null
bug = null
GLOB.cameranet.removeCamera(src) //Will handle removal from the camera network and the chunks, so we don't need to worry about that
GLOB.cameranet.cameras -= src
GLOB.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()
GLOB.cameranet.removeCamera(src)
stat |= EMPED
set_light(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())
GLOB.cameranet.addCamera(src)
emped = 0 //Resets the consecutive EMP count
addtimer(CALLBACK(src, .proc/cancelCameraAlarm), 100)
for(var/mob/O in GLOB.mob_list)
if (O.client && O.client.eye == src)
O.unset_machine()
O.reset_perspective(null)
to_chat(O, "The screen bursts into static.")
..()
/obj/machinery/camera/tesla_act(var/power)//EMP proof upgrade also makes it tesla immune
if(isEmpProof())
return
..()
qdel(src)//to prevent bomb testing camera from exploding over and over forever
/obj/machinery/camera/ex_act(severity, target)
if(invuln)
return
..()
/obj/machinery/camera/proc/setViewRange(num = 7)
src.view_range = num
GLOB.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/item/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
to_chat(user, "<span class='notice'>You screw the camera's panel [panel_open ? "open" : "closed"].</span>")
playsound(src.loc, W.usesound, 50, 1)
return
if(panel_open)
if(istype(W, /obj/item/weapon/wirecutters)) //enable/disable the camera
toggle_cam(user, 1)
obj_integrity = max_integrity //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))
to_chat(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 bolted to the wall.</span>", "<span class='warning'>You unweld [src], leaving it as just a frame bolted to the wall</span>")
deconstruct(TRUE)
return
else if(istype(W, /obj/item/device/analyzer))
if(!isXRay())
if(!user.drop_item(W))
return
upgradeXRay()
qdel(W)
to_chat(user, "[msg]")
else
to_chat(user, "[msg2]")
return
else if(istype(W, /obj/item/stack/sheet/mineral/plasma))
if(!isEmpProof())
var/obj/item/stack/sheet/mineral/plasma/P = W
upgradeEmpProof()
to_chat(user, "[msg]")
P.use(1)
else
to_chat(user, "[msg2]")
return
else if(istype(W, /obj/item/device/assembly/prox_sensor))
if(!isMotion())
upgradeMotion()
to_chat(user, "[msg]")
qdel(W)
else
to_chat(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
to_chat(U, "<span class='notice'>You hold \the [itemname] up to the camera...</span>")
U.changeNext_move(CLICK_CD_MELEE)
for(var/mob/O in GLOB.player_list)
if(isAI(O))
var/mob/living/silicon/ai/AI = O
if(AI.control_disabled || (AI.stat == DEAD))
return
if(U.name == "Unknown")
to_chat(AI, "<b>[U]</b> holds <a href='?_src_=usr;show_paper=1;'>\a [itemname]</a> up to one of your cameras ...")
else
to_chat(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)
to_chat(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())
to_chat(user, "<span class='notice'>Camera non-functional.</span>")
return
if(bug)
to_chat(user, "<span class='notice'>Camera bug removed.</span>")
bug.bugged_cameras -= src.c_tag
bug = null
else
to_chat(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/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir)
if(damage_flag == "melee" && damage_amount < 12 && !(stat & BROKEN))
return 0
. = ..()
/obj/machinery/camera/obj_break(damage_flag)
if(status && !(flags & NODECONSTRUCT))
triggerCameraAlarm()
toggle_cam(null, 0)
/obj/machinery/camera/deconstruct(disassembled = TRUE)
if(!(flags & NODECONSTRUCT))
if(disassembled)
if(!assembly)
assembly = new()
assembly.loc = src.loc
assembly.state = 1
assembly.setDir(dir)
assembly = null
else
var/obj/item/I = new /obj/item/wallframe/camera (loc)
I.obj_integrity = I.max_integrity * 0.5
new /obj/item/stack/cable_coil(loc, 2)
qdel(src)
/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())
GLOB.cameranet.addCamera(src)
else
set_light(0)
GLOB.cameranet.removeCamera(src)
GLOB.cameranet.updateChunk(x, y, z)
var/change_msg = "deactivates"
if(status)
change_msg = "reactivates"
triggerCameraAlarm()
addtimer(CALLBACK(src, .proc/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 GLOB.player_list)
if (O.client && O.client.eye == src)
O.unset_machine()
O.reset_perspective(null)
to_chat(O, "The screen bursts into static.")
/obj/machinery/camera/proc/triggerCameraAlarm()
alarm_on = 1
for(var/mob/living/silicon/S in GLOB.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 GLOB.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
to_chat(user, "<span class='notice'>You start to weld [src]...</span>")
playsound(src.loc, WT.usesound, 50, 1)
busy = 1
if(do_after(user, 100*WT.toolspeed, 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 GLOB.ai_list)
for(var/obj/machinery/camera/cam in A.lit_cameras)
if(cam == src)
return
if(on)
set_light(AI_CAMERA_LUMINOSITY)
else
set_light(0)
/obj/machinery/camera/portable //Cameras which are placed inside of things, such as helmets.
var/turf/prev_turf
/obj/machinery/camera/portable/Initialize()
. = ..()
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(GLOB.cameranet && get_turf(src) != prev_turf)
GLOB.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