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Paradise/code/game/objects/items/weapons/metals_rods.dm

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/*
CONTAINS:
RODS
METAL
REINFORCED METAL
LATTICE
*/
// RODS
/obj/item/weapon/rods/examine()
set src in view(1)
..()
usr << text("There are [] rod\s left on the stack.", src.amount)
return
/obj/item/weapon/rods/attack_hand(mob/user as mob)
if ((user.r_hand == src || user.l_hand == src))
src.add_fingerprint(user)
var/obj/item/weapon/rods/F = new /obj/item/weapon/rods( user )
F.amount = 1
src.amount--
if (user.hand)
user.l_hand = F
else
user.r_hand = F
F.layer = 20
F.add_fingerprint(user)
if (src.amount < 1)
//SN src = null
del(src)
return
else
..()
return
/obj/item/weapon/rods/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/weldingtool) && W:welding)
if(amount < 2)
user << "\blue You need at least two rods to do this."
return
if (W:get_fuel() < 2)
user << "\blue You need more welding fuel to complete this task."
return
W:eyecheck(user)
W:use_fuel(2)
new /obj/item/weapon/sheet/metal(usr.loc)
for (var/mob/M in viewers(src))
M.show_message("\red [src] is shaped into metal by [user.name] with the weldingtool.", 3, "\red You hear welding.", 2)
amount -= 2
if(amount == 0)
del(src)
return
if (istype(W, /obj/item/weapon/rods))
if (W:amount == 6)
return
if (W:amount + src:amount > 6)
src.amount = W:amount + src:amount - 6
W:amount = 6
else
W:amount += src:amount
//SN src = null
del(src)
return
return
/obj/item/weapon/rods/attack_self(mob/user as mob)
if (locate(/obj/grille, usr.loc))
for(var/obj/grille/G in usr.loc)
if (G.destroyed)
G.health = 10
G.density = 1
G.destroyed = 0
G.icon_state = "grille"
src.amount--
else
else
if (src.amount < 2)
return
src.amount -= 2
new /obj/grille( usr.loc )
if (src.amount < 1)
del(src)
return
src.add_fingerprint(user)
return
// METAL SHEET
/obj/item/weapon/sheet/metal/examine()
set src in view(1)
..()
usr << text("There are [] metal sheet\s on the stack.", src.amount)
return
/obj/item/weapon/sheet/metal/attack_hand(mob/user as mob)
if ((user.r_hand == src || user.l_hand == src))
src.add_fingerprint(user)
var/obj/item/weapon/sheet/metal/F = new /obj/item/weapon/sheet/metal( user )
F.amount = 1
src.amount--
if (user.hand)
user.l_hand = F
else
user.r_hand = F
F.layer = 20
F.add_fingerprint(user)
if (src.amount < 1)
del(src)
return
else
..()
src.force = 5
return
/obj/item/weapon/sheet/metal/attackby(obj/item/weapon/sheet/metal/W as obj, mob/user as mob)
if (!( istype(W, /obj/item/weapon/sheet/metal) ))
return
if (W.amount >= 5)
return
if (W.amount + src.amount > 5)
src.amount = W.amount + src.amount - 5
W.amount = 5
else
W.amount += src.amount
//SN src = null
del(src)
return
return
/obj/item/weapon/sheet/metal/attack_self(mob/user as mob)
var/t1 = text("<HTML><HEAD></HEAD><TT>Amount Left: [] <BR>", src.amount)
var/counter = 1
var/list/L = list( )
L["stool"] = "stool"
L["chair"] = "chair"
L["bed"] = "bed (2 metal)<BR>"
L["table"] = "table parts (2 metal)"
L["rack"] = "rack parts<BR>"
L["aircan"] = "air canister (2 metal)"
L["o2can"] = "oxygen canister (2 metal)"
L["carboncan"] = "co2 canister (2 metal)"
L["plcan"] = "plasma canister (2 metal)"
L["n2can"] = "n2 canister (2 metal)"
L["n2ocan"] = "n2o canister (2 metal)"
L["closet"] = "closet (2 metal)<BR>"
L["fl_tiles"] = "4x floor tiles"
L["rods"] = "2x metal rods"
L["casing"] = "grenade casing (1 metal)"
L["reinforced"] = "reinforced sheet (2 metal)<BR>"
L["computer"] = "computer frame (5 metal)<BR>"
L["construct"] = "construct wall girders (2 metal)"
L["airlock"] = "construct airlock assembly (4 metal)"
for(var/t in L)
counter++
t1 += text("<A href='?src=\ref[];make=[]'>[]</A> ", src, t, L[t])
if (counter > 2)
counter = 1
t1 += "<BR>"
t1 += "</TT></HTML>"
user << browse(t1, "window=met_sheet")
onclose(user, "met_sheet")
return
/obj/item/weapon/sheet/metal/Topic(href, href_list)
..()
if ((usr.restrained() || usr.stat || usr.equipped() != src))
return
if (href_list["make"])
if (src.amount < 1)
//SN src = null
del(src)
return
switch(href_list["make"])
if("rods")
src.amount--
var/obj/item/weapon/rods/R = new /obj/item/weapon/rods( usr.loc )
R.amount = 2
if("table")
if (src.amount < 2)
usr << text("\red You haven't got enough metal to build the table parts!")
return
src.amount -= 2
new /obj/item/weapon/table_parts( usr.loc )
if("stool")
src.amount--
new /obj/stool( usr.loc )
if("chair")
src.amount--
var/obj/stool/chair/C = new /obj/stool/chair( usr.loc )
C.dir = usr.dir
if (C.dir == NORTH)
C.layer = 5
if("rack")
src.amount--
new /obj/item/weapon/rack_parts( usr.loc )
if("aircan")
if (src.amount < 2)
usr << text("\red You haven't got enough metal to build the canister!")
return
src.amount -= 2
var/obj/machinery/portable_atmospherics/canister/C = new /obj/machinery/portable_atmospherics/canister(usr.loc)
C.color = "grey"
C.icon_state = "grey"
if("o2can")
if (src.amount < 2)
usr << text("\red You haven't got enough metal to build the canister!")
return
src.amount -= 2
var/obj/machinery/portable_atmospherics/canister/C = new /obj/machinery/portable_atmospherics/canister(usr.loc)
C.color = "blue"
C.icon_state = "blue"
if("carboncan")
if (src.amount < 2)
usr << text("\red You haven't got enough metal to build the canister!")
return
src.amount -= 2
var/obj/machinery/portable_atmospherics/canister/C = new /obj/machinery/portable_atmospherics/canister(usr.loc)
C.color = "black"
C.icon_state = "black"
if("plcan")
if (src.amount < 2)
usr << text("\red You haven't got enough metal to build the canister!")
return
src.amount -= 2
var/obj/machinery/portable_atmospherics/canister/C = new /obj/machinery/portable_atmospherics/canister(usr.loc)
C.color = "orange"
C.icon_state = "orange"
if("n2can")
if (src.amount < 2)
usr << text("\red You haven't got enough metal to build the canister!")
return
src.amount -= 2
var/obj/machinery/portable_atmospherics/canister/C = new /obj/machinery/portable_atmospherics/canister(usr.loc)
C.color = "red"
C.icon_state = "red"
if("n2ocan")
if (src.amount < 2)
usr << text("\red You haven't got enough metal to build the canister!")
return
src.amount -= 2
var/obj/machinery/portable_atmospherics/canister/C = new /obj/machinery/portable_atmospherics/canister(usr.loc)
C.color = "redws"
C.icon_state = "redws"
if("reinforced")
if (src.amount < 2)
usr << text("\red You haven't got enough metal to build the reinforced sheet!")
return
src.amount -= 2
var/obj/item/weapon/sheet/r_metal/C = new /obj/item/weapon/sheet/r_metal( usr.loc )
C.amount = 1
if("casing")
if (src.amount < 1) //Not possible!
usr << text("\red You haven't got enough metal to create the grenade casing!")
return
src.amount--
new /obj/item/weapon/chem_grenade( usr.loc )
if("closet")
if (src.amount < 2)
usr << text("\red You haven't got enough metal to build the reinforced closet!")
return
src.amount -= 2
new /obj/closet( usr.loc )
if("fl_tiles")
src.amount--
var/obj/item/weapon/tile/R = new /obj/item/weapon/tile( usr.loc )
R.amount = 4
if("bed")
if (src.amount < 2)
usr << text("\red You haven't got enough metal to build the bed!")
return
src.amount -= 2
new /obj/stool/bed( usr.loc )
if("computer")
if(src.amount < 5)
usr << text("\red You haven't got enough metal to build the computer frame!")
return
src.amount -= 5
new /obj/computerframe( usr.loc )
if("construct")
if (src.amount < 2)
usr << text("\red You haven't got enough metal to construct the wall girders!")
return
usr << "\blue Building wall girders ..."
var/turf/location = usr.loc
sleep(50)
if ((usr.loc == location))
if (!istype(location, /turf/simulated/floor))
return
src.amount -= 2
new /obj/structure/girder(location)
if("airlock")
if (src.amount < 4)
usr << text("\red You haven't got enough metal to construct the airlock assembly!")
return
usr << "\blue Building airlock assembly ..."
var/turf/location = usr.loc
sleep(50)
if ((usr.loc == location))
if (!istype(location, /turf/simulated/floor))
return
src.amount -= 4
new /obj/door_assembly(location)
if (src.amount <= 0)
usr << browse(null, "window=met_sheet")
onclose(usr, "met_sheet")
usr.u_equip(src)
del(src)
return
spawn( 0 )
src.attack_self(usr)
return
return
// REINFORCED METAL SHEET
/obj/item/weapon/sheet/r_metal/attackby(obj/item/weapon/sheet/r_metal/W as obj, mob/user as mob)
if (!( istype(W, /obj/item/weapon/sheet/r_metal) ))
return
if (W.amount >= 5)
return
if (W.amount + src.amount > 5)
src.amount = W.amount + src.amount - 5
W.amount = 5
else
W.amount += src.amount
//SN src = null
del(src)
return
return
/obj/item/weapon/sheet/r_metal/attack_self(mob/user as mob)
var/t1 = text("<HTML><HEAD></HEAD><TT>Amount Left: [] <BR>", src.amount)
var/counter = 1
var/list/L = list( )
L["table"] = "table parts (2 metal)"
L["metal"] = "2x metal sheet (1 metal)<BR>"
L["core"] = "AI core (4 metal)"
for(var/t in L)
counter++
t1 += text("<A href='?src=\ref[];make=[]'>[]</A> ", src, t, L[t])
if (counter > 2)
counter = 1
t1 += "<BR>"
t1 += "</TT></HTML>"
user << browse(t1, "window=met_sheet")
onclose(user, "met_sheet")
return
/obj/item/weapon/sheet/r_metal/Topic(href, href_list)
..()
if ((usr.restrained() || usr.stat || usr.equipped() != src))
return
if (href_list["make"])
if (src.amount < 1)
//SN src = null
del(src)
return
switch(href_list["make"])
if("table")
if (src.amount < 2)
usr << text("\red You haven't got enough metal to build the reinforced table parts!")
return
src.amount -= 2
new /obj/item/weapon/table_parts/reinforced( usr.loc )
if("metal")
if (src.amount < 2)
usr << text("\red You haven't got enough metal to build the metal sheets!")
return
src.amount -= 2
var/obj/item/weapon/sheet/C = new /obj/item/weapon/sheet( usr.loc )
C.amount = 2
if("core")
if (src.amount < 4)
usr << text("\red You haven't got enough metal to build the metal sheets!")
return
src.amount -= 4
new /obj/AIcore( usr.loc )
if (src.amount <= 0)
usr << browse(null, "window=met_sheet")
onclose(usr, "met_sheet")
usr.u_equip(src)
del(src)
return
spawn( 0 )
src.attack_self(usr)
return
return
// LATTICE????
/obj/lattice/blob_act()
del(src)
return
/obj/lattice/ex_act(severity)
switch(severity)
if(1.0)
del(src)
return
if(2.0)
del(src)
return
if(3.0)
return
else
return
/obj/lattice/attackby(obj/item/weapon/C as obj, mob/user as mob)
if (istype(C, /obj/item/weapon/tile))
C:build(get_turf(src))
C:amount--
playsound(src.loc, 'Genhit.ogg', 50, 1)
C.add_fingerprint(user)
if (C:amount < 1)
user.u_equip(C)
del(C)
del(src)
return
if (istype(C, /obj/item/weapon/weldingtool) && C:welding)
user << "\blue Slicing lattice joints ..."
C:eyecheck(user)
new /obj/item/weapon/rods(src.loc)
del(src)
return