diff --git a/code/game/machinery/doors/windowdoor.dm b/code/game/machinery/doors/windowdoor.dm
index e8ff575bf40..a5f6d14aea6 100644
--- a/code/game/machinery/doors/windowdoor.dm
+++ b/code/game/machinery/doors/windowdoor.dm
@@ -4,9 +4,8 @@
icon = 'icons/obj/doors/windoor.dmi'
icon_state = "left"
var/base_state = "left"
- var/health = 150.0 //If you change this, consiter changing ../door/window/brigdoor/ health at the bottom of this .dm file
+ var/health = 150.0 //If you change this, consider changing ../door/window/brigdoor/ health at the bottom of this .dm file
visible = 0.0
- use_power = 0
flags = ON_BORDER
opacity = 0
var/obj/item/weapon/airlock_electronics/electronics = null
@@ -22,7 +21,8 @@
/obj/machinery/door/window/Destroy()
density = 0
- playsound(src, "shatter", 70, 1)
+ if(health == 0)
+ playsound(src, "shatter", 70, 1)
..()
@@ -104,7 +104,7 @@
if (!ticker)
return 0
if(!forced)
- if(stat & NOPOWER)
+ if(!hasPower())
return 0
if(forced < 2)
if(emagged)
@@ -130,7 +130,7 @@
if (src.operating)
return 0
if(!forced)
- if(stat & NOPOWER)
+ if(!hasPower())
return 0
if(forced < 2)
if(emagged)
@@ -252,9 +252,68 @@
emagged = 1
return 1
+ if(istype(I, /obj/item/weapon/screwdriver))
+ if(src.density || src.operating)
+ user << "You need to open the door to access the maintenance panel."
+ return
+ playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
+ src.p_open = !( src.p_open )
+ user << "You [p_open ? "open":"close"] the maintenance panel of the [src.name]."
+ return
+
+ if(istype(I, /obj/item/weapon/crowbar))
+ if(p_open && !src.density && !src.operating)
+ playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
+ user.visible_message("[user] removes the electronics from the [src.name].", \
+ "You start to remove electronics from the [src.name].")
+ if(do_after(user,40))
+ if(src.p_open && !src.density && !src.operating && src.loc)
+ var/obj/structure/windoor_assembly/WA = new /obj/structure/windoor_assembly(src.loc)
+ switch(base_state)
+ if("left")
+ WA.facing = "l"
+ if("right")
+ WA.facing = "r"
+ if("leftsecure")
+ WA.facing = "l"
+ WA.secure = 1
+ if("rightsecure")
+ WA.facing = "r"
+ WA.secure = 1
+ WA.anchored = 1
+ WA.state= "02"
+ WA.dir = src.dir
+ WA.ini_dir = src.dir
+ WA.update_icon()
+ WA.created_name = src.name
+
+ if(emagged)
+ user << "You discard the damaged electronics."
+ qdel(src)
+ return
+
+ user << "You removed the airlock electronics!"
+
+ var/obj/item/weapon/airlock_electronics/ae
+ if(!electronics)
+ ae = new/obj/item/weapon/airlock_electronics( src.loc )
+ if(req_one_access)
+ ae.use_one_access = 1
+ ae.conf_access = src.req_one_access
+ else
+ ae.conf_access = src.req_access
+ else
+ ae = electronics
+ electronics = null
+ ae.loc = src.loc
+
+ qdel(src)
+ return
+
+
//If windoor is unpowered, crowbar, fireaxe and armblade can force it.
if(istype(I, /obj/item/weapon/crowbar) || istype(I, /obj/item/weapon/twohanded/fireaxe) || istype(I, /obj/item/weapon/melee/arm_blade) )
- if(stat & NOPOWER)
+ if(!hasPower())
if(src.density)
open(2)
else
@@ -264,6 +323,8 @@
//If it's a weapon, smash windoor. Unless it's an id card, agent card, ect.. then ignore it (Cards really shouldnt damage a door anyway)
if(src.density && istype(I, /obj/item/weapon) && !istype(I, /obj/item/weapon/card) )
user.changeNext_move(CLICK_CD_MELEE)
+ if( (I.flags&NOBLUDGEON) || !I.force )
+ return
var/aforce = I.force
playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
visible_message("\The [src] has been hit by [user] with [I].")
diff --git a/code/game/objects/items/stacks/sheets/glass.dm b/code/game/objects/items/stacks/sheets/glass.dm
index 57d716488b1..a7c45e1e54a 100644
--- a/code/game/objects/items/stacks/sheets/glass.dm
+++ b/code/game/objects/items/stacks/sheets/glass.dm
@@ -219,15 +219,18 @@
src.use(2)
if("Windoor")
- if(!src || src.loc != user) return 1
-
- if(isturf(user.loc) && locate(/obj/structure/windoor_assembly/, user.loc))
- user << "There is already a windoor assembly in that location."
+ if(!src || src.loc != user || !isturf(user.loc))
return 1
- if(isturf(user.loc) && locate(/obj/machinery/door/window/, user.loc))
- user << "There is already a windoor in that location."
- return 1
+ for(var/obj/structure/windoor_assembly/WA in user.loc)
+ if(WA.dir == user.dir)
+ user << "There is already a windoor assembly in that location."
+ return 1
+
+ for(var/obj/machinery/door/window/W in user.loc)
+ if(W.dir == user.dir)
+ user << "There is already a windoor in that location."
+ return 1
if(src.get_amount() < 5)
user << "You need more glass to do that."
diff --git a/code/game/objects/structures/windoor_assembly.dm b/code/game/objects/structures/windoor_assembly.dm
index b9b561e42e8..d1dbc0e6a22 100644
--- a/code/game/objects/structures/windoor_assembly.dm
+++ b/code/game/objects/structures/windoor_assembly.dm
@@ -20,11 +20,12 @@ obj/structure/windoor_assembly
var/ini_dir
var/obj/item/weapon/airlock_electronics/electronics = null
+ var/created_name = null
//Vars to help with the icon's name
var/facing = "l" //Does the windoor open to the left or right?
- var/secure = "" //Whether or not this creates a secure windoor
- var/state = "01" //How far the door assembly has progressed in terms of sprites
+ var/secure = 0 //Whether or not this creates a secure windoor
+ var/state = "01" //How far the door assembly has progressed
obj/structure/windoor_assembly/New(dir=NORTH)
..()
@@ -42,7 +43,7 @@ obj/structure/windoor_assembly/Destroy()
move_update_air(T)
/obj/structure/windoor_assembly/update_icon()
- icon_state = "[facing]_[secure]windoor_assembly[state]"
+ icon_state = "[facing]_[secure ? "secure_" : ""]windoor_assembly[state]"
/obj/structure/windoor_assembly/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(istype(mover) && mover.checkpass(PASSGLASS))
@@ -93,11 +94,20 @@ obj/structure/windoor_assembly/Destroy()
//Wrenching an unsecure assembly anchors it in place. Step 4 complete
if(istype(W, /obj/item/weapon/wrench) && !anchored)
+ for(var/obj/machinery/door/window/WD in src.loc)
+ if(WD.dir == src.dir)
+ user << "There is already a windoor in that location."
+ return
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
user.visible_message("[user] secures the windoor assembly to the floor.", "You start to secure the windoor assembly to the floor.")
if(do_after(user, 40))
- if(!src) return
+ if(!src || src.anchored)
+ return
+ for(var/obj/machinery/door/window/WD in src.loc)
+ if(WD.dir == src.dir)
+ user << "There is already a windoor in that location."
+ return
user << "You've secured the windoor assembly!"
src.anchored = 1
if(src.secure)
@@ -111,7 +121,8 @@ obj/structure/windoor_assembly/Destroy()
user.visible_message("[user] unsecures the windoor assembly to the floor.", "You start to unsecure the windoor assembly to the floor.")
if(do_after(user, 40))
- if(!src) return
+ if(!src || !src.anchored)
+ return
user << "You've unsecured the windoor assembly!"
src.anchored = 0
if(src.secure)
@@ -128,11 +139,12 @@ obj/structure/windoor_assembly/Destroy()
user << "You start to reinforce the windoor with plasteel."
if(do_after(user,40))
- if(!src) return
+ if(!src || secure)
+ return
P.use(2)
user << "You reinforce the windoor."
- src.secure = "secure_"
+ src.secure = 1
if(src.anchored)
src.name = "secure anchored windoor assembly"
else
@@ -143,7 +155,8 @@ obj/structure/windoor_assembly/Destroy()
user.visible_message("[user] wires the windoor assembly.", "You start to wire the windoor assembly.")
if(do_after(user, 40))
- if(!src) return
+ if(!src || !src.anchored || src.state != "01")
+ return
var/obj/item/stack/cable_coil/CC = W
CC.use(1)
user << "You wire the windoor!"
@@ -163,26 +176,28 @@ obj/structure/windoor_assembly/Destroy()
user.visible_message("[user] cuts the wires from the airlock assembly.", "You start to cut the wires from airlock assembly.")
if(do_after(user, 40))
- if(!src) return
+ if(!src || src.state != "02")
+ return
user << "You cut the windoor wires!"
new/obj/item/stack/cable_coil(get_turf(user), 1)
src.state = "01"
if(src.secure)
- src.name = "secure wired windoor assembly"
+ src.name = "secure anchored windoor assembly"
else
- src.name = "wired windoor assembly"
+ src.name = "anchored windoor assembly"
//Adding airlock electronics for access. Step 6 complete.
else if(istype(W, /obj/item/weapon/airlock_electronics))
playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
user.visible_message("[user] installs the electronics into the airlock assembly.", "You start to install electronics into the airlock assembly.")
+ user.drop_item()
+ W.loc = src
if(do_after(user, 40))
- if(!src) return
-
- user.drop_item()
- W.loc = src
+ if(!src || src.electronics)
+ W.loc = src.loc
+ return
user << "You've installed the airlock electronics!"
src.name = "near finished windoor assembly"
src.electronics = W
@@ -198,16 +213,24 @@ obj/structure/windoor_assembly/Destroy()
user.visible_message("[user] removes the electronics from the airlock assembly.", "You start to uninstall electronics from the airlock assembly.")
if(do_after(user, 40))
- if(!src) return
+ if(!src || !electronics)
+ return
user << "You've removed the airlock electronics!"
src.name = "wired windoor assembly"
var/obj/item/weapon/airlock_electronics/ae
- if (!electronics) //This shouldnt happen, but if it does, lets not crash and runtime.
- ae = new/obj/item/weapon/airlock_electronics( src.loc )
- else
- ae = electronics
- electronics = null
- ae.loc = src.loc
+ ae = electronics
+ electronics = null
+ ae.loc = src.loc
+
+ else if(istype(W, /obj/item/weapon/pen))
+ var/t = copytext(stripped_input(user, "Enter the name for the door.", src.name, src.created_name),1,MAX_NAME_LEN)
+ if(!t)
+ return
+ if(!in_range(src, usr) && src.loc != usr)
+ return
+ created_name = t
+ return
+
//Crowbar to complete the assembly, Step 7 complete.
@@ -221,44 +244,51 @@ obj/structure/windoor_assembly/Destroy()
if(do_after(user, 40))
- if(!src) return
+ if(src.loc && src.electronics)
+
+ density = 1 //Shouldn't matter but just incase
+ user << "You finish the windoor!"
+
+ if(secure)
+ var/obj/machinery/door/window/brigdoor/windoor = new /obj/machinery/door/window/brigdoor(src.loc)
+ if(src.facing == "l")
+ windoor.icon_state = "leftsecureopen"
+ windoor.base_state = "leftsecure"
+ else
+ windoor.icon_state = "rightsecureopen"
+ windoor.base_state = "rightsecure"
+ windoor.dir = src.dir
+ windoor.density = 0
+
+ if(src.electronics.use_one_access)
+ windoor.req_one_access = src.electronics.conf_access
+ else
+ windoor.req_access = src.electronics.conf_access
+ windoor.electronics = src.electronics
+ src.electronics.loc = windoor
+ if(created_name)
+ windoor.name = created_name
+ windoor.close()
- density = 1 //Shouldn't matter but just incase
- user << "You finish the windoor!"
- if(secure)
- var/obj/machinery/door/window/brigdoor/windoor = new /obj/machinery/door/window/brigdoor(src.loc)
- if(src.facing == "l")
- windoor.icon_state = "leftsecureopen"
- windoor.base_state = "leftsecure"
else
- windoor.icon_state = "rightsecureopen"
- windoor.base_state = "rightsecure"
- windoor.dir = src.dir
- windoor.density = 0
+ var/obj/machinery/door/window/windoor = new /obj/machinery/door/window(src.loc)
+ if(src.facing == "l")
+ windoor.icon_state = "leftopen"
+ windoor.base_state = "left"
+ else
+ windoor.icon_state = "rightopen"
+ windoor.base_state = "right"
+ windoor.dir = src.dir
+ windoor.density = 0
- if(src.electronics.use_one_access)
- windoor.req_one_access = src.electronics.conf_access
- else
windoor.req_access = src.electronics.conf_access
- windoor.electronics = src.electronics
- src.electronics.loc = windoor
- windoor.close()
- else
- var/obj/machinery/door/window/windoor = new /obj/machinery/door/window(src.loc)
- if(src.facing == "l")
- windoor.icon_state = "leftopen"
- windoor.base_state = "left"
- else
- windoor.icon_state = "rightopen"
- windoor.base_state = "right"
- windoor.dir = src.dir
- windoor.density = 0
+ windoor.electronics = src.electronics
+ src.electronics.loc = windoor
+ if(created_name)
+ windoor.name = created_name
+ windoor.close()
- windoor.req_access = src.electronics.conf_access
- windoor.electronics = src.electronics
- src.electronics.loc = windoor
- windoor.close()
qdel(src)