// Function from file: grille.dm public override dynamic attackby(dynamic A = null, dynamic user = null, string _params = null, bool?silent = null, bool?replace_spent = null) { dynamic R = null; dynamic ST = null; double? dir_to_set = null; Obj_Structure_Window WINDOW = null; Obj_Structure_Window WINDOW2 = null; Obj_Structure_Window WD = null; ((Mob)user).changeNext_move(8); this.add_fingerprint(user); if (A is Obj_Item_Weapon_Wirecutters) { if (!this.shock(user, 100)) { GlobalFuncs.playsound(this.loc, "sound/items/Wirecutter.ogg", 100, 1); this.Deconstruct(); } } else if (A is Obj_Item_Weapon_Screwdriver && (this.loc is Tile_Simulated || Lang13.Bool(this.anchored))) { if (!this.shock(user, 90)) { GlobalFuncs.playsound(this.loc, "sound/items/Screwdriver.ogg", 100, 1); this.anchored = !Lang13.Bool(this.anchored); ((Ent_Static)user).visible_message("<span class='notice'>" + user + " " + (Lang13.Bool(this.anchored) ? "fastens" : "unfastens") + " " + this + ".</span>", "<span class='notice'>You " + (Lang13.Bool(this.anchored) ? "fasten " + this + " to" : "unfasten " + this + " from") + " the floor.</span>"); return(null); } } else if (A is Obj_Item_Stack_Rods && this.destroyed) { R = A; if (!this.shock(user, 90)) { ((Ent_Static)user).visible_message("<span class='notice'>" + user + " rebuilds the broken grille.</span>", "<span class='notice'>You rebuild the broken grille.</span>"); this.health = 10; this.density = true; this.destroyed = false; this.icon_state = "grille"; R.use(1); return(null); } } else if (A is Obj_Item_Weapon_Rcd && this.loc is Tile_Simulated) { return(null); } else if (A is Obj_Item_Stack_Sheet_Rglass || A is Obj_Item_Stack_Sheet_Glass) { if (!this.destroyed) { ST = A; if ((((Obj_Item_Stack)ST).get_amount() ?? 0) < 2) { user.WriteMsg("<span class='warning'>You need at least two sheets of glass for that!</span>"); return(null); } dir_to_set = GlobalVars.SOUTHWEST; if (!Lang13.Bool(this.anchored)) { user.WriteMsg("<span class='warning'>" + this + " needs to be fastened to the floor first!</span>"); return(null); } foreach (dynamic _a in Lang13.Enumerate(this.loc, typeof(Obj_Structure_Window))) { WINDOW = _a; user.WriteMsg("<span class='warning'>There is already a window there!</span>"); return(null); } user.WriteMsg("<span class='notice'>You start placing the window...</span>"); if (GlobalFuncs.do_after(user, 20, null, this)) { if (!(this.loc != null) || !Lang13.Bool(this.anchored)) { return(null); } foreach (dynamic _b in Lang13.Enumerate(this.loc, typeof(Obj_Structure_Window))) { WINDOW2 = _b; return(null); } WD = null; if (A is Obj_Item_Stack_Sheet_Rglass) { WD = new Obj_Structure_Window_Reinforced_Fulltile(this.loc); } else { WD = new Obj_Structure_Window_Fulltile(this.loc); } WD.dir = ((int)(dir_to_set ?? 0)); WD.ini_dir = dir_to_set; WD.anchored = 0; WD.state = 0; ST.use(2); user.WriteMsg("<span class='notice'>You place " + WD + " on " + this + ".</span>"); } return(null); } } else if (A is Obj_Item_Weapon_Shard) { GlobalFuncs.playsound(this.loc, "sound/effects/grillehit.ogg", 80, 1); this.health -= Convert.ToDouble(A.force * 0.1); } else if (!this.shock(user, 70)) { dynamic _c = A.damtype; // Was a switch-case, sorry for the mess. if (_c == "stamina") { return(null); } else if (_c == "fire") { GlobalFuncs.playsound(this.loc, "sound/items/welder.ogg", 80, 1); } else { GlobalFuncs.playsound(this.loc, "sound/effects/grillehit.ogg", 80, 1); } this.health -= Convert.ToDouble(A.force * 0.3); } this.healthcheck(); base.attackby((object)(A), (object)(user), _params, silent, replace_spent); return(null); }
// 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); }