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)