Exemple #1
0
        // Function from file: windowdoor.dm
        public override dynamic attackby(dynamic A = null, dynamic user = null, string _params = null, bool?silent = null, bool?replace_spent = null)
        {
            Obj_Structure_WindoorAssembly WA = null;
            dynamic ae     = null;
            dynamic aforce = null;


            if (this.operating)
            {
                return(null);
            }

            if (A is Obj_Item_Weapon_Card_Emag)
            {
                return(null);
            }
            this.add_fingerprint(user);

            if (!Lang13.Bool(this.flags & 128))
            {
                if (A is Obj_Item_Weapon_Screwdriver)
                {
                    if (this.density || this.operating)
                    {
                        user.WriteMsg("<span class='warning'>You need to open the door to access the maintenance panel!</span>");
                        return(null);
                    }
                    GlobalFuncs.playsound(this.loc, "sound/items/Screwdriver.ogg", 50, 1);
                    this.p_open = !this.p_open;
                    user.WriteMsg("<span class='notice'>You " + (this.p_open ? "open" : "close") + " the maintenance panel of the " + this.name + ".</span>");
                    return(null);
                }

                if (A is Obj_Item_Weapon_Crowbar)
                {
                    if (this.p_open && !this.density && !this.operating)
                    {
                        GlobalFuncs.playsound(this.loc, "sound/items/Crowbar.ogg", 100, 1);
                        ((Ent_Static)user).visible_message("" + user + " removes the electronics from the " + this.name + ".", "<span class='notice'>You start to remove electronics from the " + this.name + "...</span>");

                        if (GlobalFuncs.do_after(user, 40 / A.toolspeed, null, this))
                        {
                            if (this.p_open && !this.density && !this.operating && this.loc != null)
                            {
                                WA = new Obj_Structure_WindoorAssembly(this.loc);

                                switch ((string)(this.base_state))
                                {
                                case "left":
                                    WA.facing = "l";
                                    break;

                                case "right":
                                    WA.facing = "r";
                                    break;

                                case "leftsecure":
                                    WA.facing = "l";
                                    WA.secure = true;
                                    break;

                                case "rightsecure":
                                    WA.facing = "r";
                                    WA.secure = true;
                                    break;
                                }
                                WA.anchored = 1;
                                WA.state    = "02";
                                WA.dir      = this.dir;
                                WA.ini_dir  = this.dir;
                                WA.update_icon();
                                WA.created_name = this.name;

                                if (Lang13.Bool(this.emagged))
                                {
                                    user.WriteMsg("<span class='warning'>You discard the damaged electronics.</span>");
                                    GlobalFuncs.qdel(this);
                                    return(null);
                                }
                                user.WriteMsg("<span class='notice'>You remove the airlock electronics.</span>");
                                ae = null;

                                if (!Lang13.Bool(this.electronics))
                                {
                                    ae = new Obj_Item_Weapon_Electronics_Airlock(this.loc);

                                    if (Lang13.Bool(this.req_one_access))
                                    {
                                        ae.one_access = true;
                                        ae.accesses   = this.req_one_access;
                                    }
                                    else
                                    {
                                        ae.accesses = this.req_access;
                                    }
                                }
                                else
                                {
                                    ae = this.electronics;
                                    this.electronics = null;
                                    ae.loc           = this.loc;
                                }
                                GlobalFuncs.qdel(this);
                            }
                        }
                        return(null);
                    }
                }
            }

            if (A is Obj_Item_Weapon_Crowbar || A is Obj_Item_Weapon_Twohanded_Fireaxe || A is Obj_Item_Weapon_Melee_ArmBlade)
            {
                if (!this.hasPower())
                {
                    if (this.density)
                    {
                        this.open(2);
                    }
                    else
                    {
                        this.close(2);
                    }
                    return(null);
                }
            }

            if (this.density && A is Obj_Item_Weapon && !(A is Obj_Item_Weapon_Card))
            {
                ((Mob)user).changeNext_move(8);
                ((Ent_Dynamic)user).do_attack_animation(this);

                if (Lang13.Bool(A.flags & 4) || !Lang13.Bool(A.force))
                {
                    return(null);
                }
                aforce = A.force;
                GlobalFuncs.playsound(this.loc, "sound/effects/Glasshit.ogg", 75, 1);
                this.visible_message(new Txt("<span class='danger'>").item(user).str(" has hit ").the(this).item().str(" with ").item(A).str(".</span>").ToString());

                if (A.damtype == "fire" || A.damtype == "brute")
                {
                    this.take_damage(aforce);
                }
                return(null);
            }

            if (!this.requiresID())
            {
                user = null;
            }

            if (this.allowed(user))
            {
                if (this.density)
                {
                    this.open();
                }
                else
                {
                    this.close();
                }
            }
            else if (this.density)
            {
                Icon13.Flick("" + this.base_state + "deny", this);
            }
            return(null);
        }
Exemple #2
0
        // Function from file: glass.dm
        public bool construct_window(dynamic user = null)
        {
            string  title            = null;
            ByTable directions       = null;
            int     i                = 0;
            Obj_Structure_Window win = null;
            dynamic dir_to_set       = null;
            dynamic direction        = null;
            bool    found            = false;
            Obj_Structure_Window                     WT = null;
            Obj_Structure_Window_Reinforced          W  = null;
            Obj_Structure_Window_Reinforced_Fulltile W2 = null;
            Obj_Structure_WindoorAssembly            WA = null;
            Obj_Machinery_Door_Window                W3 = null;
            Obj_Structure_WindoorAssembly            WD = null;


            if (!Lang13.Bool(user) || !(this != null))
            {
                return(false);
            }

            if (!(user.loc is Tile))
            {
                return(false);
            }

            if (!((Mob)user).IsAdvancedToolUser())
            {
                user.WriteMsg("<span class='warning'>You don't have the dexterity to do this!</span>");
                return(false);
            }
            title  = "Sheet Reinf. Glass";
            title += new Txt(" (").item(this.get_amount()).str(" sheet").s().str(" left)").ToString();

            dynamic _g = Interface13.Input(title, "Would you like full tile glass a one direction glass pane or a windoor?", null, null, new ByTable(new object [] { "One Direction", "Full Window", "Windoor", "Cancel" }), InputType.Any);               // Was a switch-case, sorry for the mess.

            if (_g == "One Direction")
            {
                if (!(this != null))
                {
                    return(true);
                }

                if (this.loc != user)
                {
                    return(true);
                }
                directions = new ByTable(GlobalVars.cardinal);
                i          = 0;

                foreach (dynamic _a in Lang13.Enumerate(user.loc, typeof(Obj_Structure_Window)))
                {
                    win = _a;

                    i++;

                    if (i >= 4)
                    {
                        user.WriteMsg("<span class='danger'>There are too many windows in this location.</span>");
                        return(true);
                    }
                    directions.Remove(win.dir);

                    if (!GlobalVars.cardinal.Contains(win.ini_dir))
                    {
                        user.WriteMsg("<span class='danger'>Can't let you do that.</span>");
                        return(true);
                    }
                }
                dir_to_set = 2;

                foreach (dynamic _c in Lang13.Enumerate(new ByTable(new object [] { user.dir, Num13.Rotate(user.dir, 90), Num13.Rotate(user.dir, 180), Num13.Rotate(user.dir, 270) })))
                {
                    direction = _c;

                    found = false;

                    foreach (dynamic _b in Lang13.Enumerate(user.loc, typeof(Obj_Structure_Window)))
                    {
                        WT = _b;


                        if (WT.dir == direction)
                        {
                            found = true;
                        }
                    }

                    if (!found)
                    {
                        dir_to_set = direction;
                        break;
                    }
                }
                W          = null;
                W          = new Obj_Structure_Window_Reinforced(user.loc, true);
                W.state    = 0;
                W.dir      = Convert.ToInt32(dir_to_set);
                W.ini_dir  = W.dir;
                W.anchored = 0;
                W.add_fingerprint(user);
                this.use(1);
            }
            else if (_g == "Full Window")
            {
                if (!(this != null))
                {
                    return(true);
                }

                if (this.loc != user)
                {
                    return(true);
                }

                if ((this.get_amount() ?? 0) < 2)
                {
                    user.WriteMsg("<span class='warning'>You need more glass to do that!</span>");
                    return(true);
                }

                if (Lang13.Bool(Lang13.FindIn(typeof(Obj_Structure_Window), user.loc)))
                {
                    user.WriteMsg("<span class='warning'>There is a window in the way!</span>");
                    return(true);
                }
                W2          = null;
                W2          = new Obj_Structure_Window_Reinforced_Fulltile(user.loc, true);
                W2.state    = 0;
                W2.anchored = 0;
                W2.add_fingerprint(user);
                this.use(2);
            }
            else if (_g == "Windoor")
            {
                if (!(this != null) || this.loc != user || !(user.loc is Tile))
                {
                    return(true);
                }

                foreach (dynamic _d in Lang13.Enumerate(user.loc, typeof(Obj_Structure_WindoorAssembly)))
                {
                    WA = _d;


                    if (WA.dir == Convert.ToInt32(user.dir))
                    {
                        user.WriteMsg("<span class='warning'>There is already a windoor assembly in that location!</span>");
                        return(true);
                    }
                }

                foreach (dynamic _e in Lang13.Enumerate(user.loc, typeof(Obj_Machinery_Door_Window)))
                {
                    W3 = _e;


                    if (W3.dir == Convert.ToInt32(user.dir))
                    {
                        user.WriteMsg("<span class='warning'>There is already a windoor in that location!</span>");
                        return(true);
                    }
                }

                if ((this.get_amount() ?? 0) < 5)
                {
                    user.WriteMsg("<span class='warning'>You need more glass to do that!</span>");
                    return(true);
                }
                WD          = new Obj_Structure_WindoorAssembly(user.loc);
                WD.state    = "01";
                WD.anchored = 0;
                WD.add_fingerprint(user);
                this.use(5);

                dynamic _f = user.dir;                 // Was a switch-case, sorry for the mess.
                if (_f == 2)
                {
                    WD.dir     = ((int)(GlobalVars.SOUTH));
                    WD.ini_dir = GlobalVars.SOUTH;
                }
                else if (_f == 4)
                {
                    WD.dir     = ((int)(GlobalVars.EAST));
                    WD.ini_dir = GlobalVars.EAST;
                }
                else if (_f == 8)
                {
                    WD.dir     = ((int)(GlobalVars.WEST));
                    WD.ini_dir = GlobalVars.WEST;
                }
                else
                {
                    WD.dir     = ((int)(GlobalVars.NORTH));
                    WD.ini_dir = GlobalVars.NORTH;
                }
            }
            else
            {
                return(true);
            }
            return(false);
        }