Files
Paradise/code/game/objects/items/stacks/sheets/glass.dm
FalseIncarnate 25b9283717 Feedback Fixes
Changes instances of \red and \blue to use spans as per suggestions in
glass.dm and fishtank.dm

Fixed a mistake preventing the building of one direction windows and
fishbowls (whoops!)

Fixes grammar concerns in multiple messages

Holy water is now (magically?) worth 110% of it's reagent amount when
filling aquariums.
- This is a rather small boost to having the chaplain bless the water
you are going to dump into a filtration system anyways.

Moves the fishwater ingestion method out of the on_mob_life proc to
prevent spam, now will display when initially ingested

Updates the CritterCare vendor's sprite to include the pug and fox, as
well as adjusting the "static" between displays to give it a slight
variety.
2015-06-13 04:13:47 -04:00

428 lines
14 KiB
Plaintext

/* Glass stack types
* Contains:
* Glass sheets
* Reinforced glass sheets
* Glass shards - TODO: Move this into code/game/object/item/weapons
* Plasma Glass Sheets
* Reinforced Plasma Glass Sheets (AKA Holy fuck strong windows)
Todo: Create a unified construct_window(sheet, user, created_window, full_window)
*/
/*
* Glass sheets
*/
/obj/item/stack/sheet/glass
name = "glass"
desc = "HOLY SHEET! That is a lot of glass."
singular_name = "glass sheet"
icon_state = "sheet-glass"
g_amt = MINERAL_MATERIAL_AMOUNT
origin_tech = "materials=1"
var/created_window = /obj/structure/window/basic
var/full_window = /obj/structure/window/full/basic
/obj/item/stack/sheet/glass/cyborg
name = "glass"
desc = "HOLY SHEET! That is a lot of glass."
singular_name = "glass sheet"
icon_state = "sheet-glass"
g_amt = 0
created_window = /obj/structure/window/basic
/obj/item/stack/sheet/glass/attack_self(mob/user as mob)
construct_window(user)
/obj/item/stack/sheet/glass/attackby(obj/item/W, mob/user, params)
..()
if(istype(W,/obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/CC = W
if(CC.amount < 5)
user << "\b There is not enough wire in this coil. You need 5 lengths."
return
CC.use(5)
user << "<span class='notice'>You attach wire to the [name].</span>"
new /obj/item/stack/light_w(user.loc)
src.use(1)
else if( istype(W, /obj/item/stack/rods) )
var/obj/item/stack/rods/V = W
var/obj/item/stack/sheet/rglass/RG = new (user.loc)
RG.add_fingerprint(user)
RG.add_to_stacks(user)
V.use(1)
var/obj/item/stack/sheet/glass/G = src
src = null
var/replace = (user.get_inactive_hand()==G)
G.use(1)
if (!G && !RG && replace)
user.put_in_hands(RG)
else
return ..()
/obj/item/stack/sheet/glass/proc/construct_window(mob/user as mob)
if(!user || !src) return 0
if(!istype(user.loc,/turf)) return 0
if(!user.IsAdvancedToolUser())
user << "<span class='danger'>You don't have the dexterity to do this!</span>"
return 0
var/title = "Sheet-Glass"
title += " ([src.amount] sheet\s left)"
switch(input(title, "What would you like to construct?") in list("One Direction Window", "Full Window", "Fishbowl", "Fish Tank", "Wall Aquarium", "Cancel"))
if("One Direction Window")
if(!src) return 1
if(src.loc != user) return 1
var/list/directions = new/list(cardinal)
var/i = 0
for (var/obj/structure/window/win in user.loc)
i++
if(i >= 4)
user << "<span class='danger'>There are too many windows in this location.</span>"
return 1
directions-=win.dir
if(win.is_fulltile())
user << "<span class='danger'>Can't let you do that.</span>"
return 1
//Determine the direction. It will first check in the direction the person making the window is facing, if it finds an already made window it will try looking at the next cardinal direction, etc.
var/dir_to_set = 2
for(var/direction in list( user.dir, turn(user.dir,90), turn(user.dir,180), turn(user.dir,270) ))
var/found = 0
for(var/obj/structure/window/WT in user.loc)
if(WT.dir == direction)
found = 1
if(!found)
dir_to_set = direction
break
var/obj/structure/window/W
W = new /obj/structure/window/basic( user.loc, 0 )
W.dir = dir_to_set
W.ini_dir = W.dir
W.state = 0
W.anchored = 0
W.air_update_turf(1)
src.use(1)
if("Full Window")
if(!src) return 1
if(src.loc != user) return 1
if(src.amount < 2)
user << "<span class='danger'>You need more glass to do that.</span>"
return 1
if(locate(/obj/structure/window/full) in user.loc)
user << "<span class='danger'>There is a full window in the way.</span>"
return 1
var/obj/structure/window/W = new full_window( user.loc, 0 )
W.state = 0
W.anchored = 0
W.air_update_turf(1)
src.use(2)
if("Fishbowl")
if(!src) return 1
if(src.loc != user) return 1
var/obj/machinery/fishtank/F = new /obj/machinery/fishtank/bowl(user.loc, 0)
F.air_update_turf(1)
src.use(1)
if("Fish Tank")
if(!src) return 1
if(src.loc != user) return 1
if(src.amount < 3)
user << "<span class='danger'>You need more glass to do that.</span>"
return 1
var/obj/machinery/fishtank/F = new /obj/machinery/fishtank/tank(user.loc, 0)
F.air_update_turf(1)
src.use(3)
if("Wall Aquarium")
if(!src) return 1
if(src.loc != user) return 1
if(src.amount < 4)
user << "<span class='danger'>You need more glass to do that.</span>"
return 1
var/obj/machinery/fishtank/F = new /obj/machinery/fishtank/wall(user.loc, 0)
F.air_update_turf(1)
src.use(4)
return 0
/*
* Reinforced glass sheets
*/
/obj/item/stack/sheet/rglass
name = "reinforced glass"
desc = "Glass which seems to have rods or something stuck in them."
singular_name = "reinforced glass sheet"
icon_state = "sheet-rglass"
g_amt = MINERAL_MATERIAL_AMOUNT
m_amt = MINERAL_MATERIAL_AMOUNT / 2
origin_tech = "materials=2"
var/created_window = /obj/structure/window/reinforced
var/full_window = /obj/structure/window/full/reinforced
/obj/item/stack/sheet/rglass/cyborg
name = "reinforced glass"
desc = "Glass which seems to have rods or something stuck in them."
singular_name = "reinforced glass sheet"
icon_state = "sheet-rglass"
g_amt = 0
m_amt = 0
/obj/item/stack/sheet/rglass/attack_self(mob/user as mob)
construct_window(user)
/obj/item/stack/sheet/rglass/proc/construct_window(mob/user as mob)
if(!user || !src) return 0
if(!istype(user.loc,/turf)) return 0
if(!user.IsAdvancedToolUser())
user << "<span class='danger'>You don't have the dexterity to do this!</span>"
return 0
var/title = "Sheet Reinf. Glass"
title += " ([src.amount] sheet\s left)"
switch(input(title, "Would you like full tile glass a one direction glass pane or a windoor?") in list("One Direction", "Full Window", "Windoor", "Cancel"))
if("One Direction")
if(!src) return 1
if(src.loc != user) return 1
var/list/directions = new/list(cardinal)
var/i = 0
for (var/obj/structure/window/win in user.loc)
i++
if(i >= 4)
user << "<span class='danger'>There are too many windows in this location.</span>"
return 1
directions-=win.dir
if(win.is_fulltile())
user << "<span class='danger'>Can't let you do that.</span>"
return 1
//Determine the direction. It will first check in the direction the person making the window is facing, if it finds an already made window it will try looking at the next cardinal direction, etc.
var/dir_to_set = 2
for(var/direction in list( user.dir, turn(user.dir,90), turn(user.dir,180), turn(user.dir,270) ))
var/found = 0
for(var/obj/structure/window/WT in user.loc)
if(WT.dir == direction)
found = 1
if(!found)
dir_to_set = direction
break
var/obj/structure/window/W
W = new /obj/structure/window/reinforced( user.loc, 1 )
W.state = 0
W.dir = dir_to_set
W.ini_dir = W.dir
W.anchored = 0
src.use(1)
if("Full Window")
if(!src) return 1
if(src.loc != user) return 1
if(src.amount < 2)
user << "<span class='danger'>You need more glass to do that.</span>"
return 1
if(locate(/obj/structure/window/full) in user.loc)
user << "<span class='danger'>There is a window in the way.</span>"
return 1
var/obj/structure/window/W = new full_window( user.loc, 0 )
W.state = 0
W.anchored = 0
src.use(2)
if("Windoor")
if(!src || src.loc != user) return 1
if(isturf(user.loc) && locate(/obj/structure/windoor_assembly/, user.loc))
user << "<span class='danger'>There is already a windoor assembly in that location.</span>"
return 1
if(isturf(user.loc) && locate(/obj/machinery/door/window/, user.loc))
user << "<span class='danger'>There is already a windoor in that location.</span>"
return 1
if(src.amount < 5)
user << "<span class='danger'>You need more glass to do that.</span>"
return 1
var/obj/structure/windoor_assembly/WD
WD = new /obj/structure/windoor_assembly(user.loc)
WD.state = "01"
WD.anchored = 0
src.use(5)
switch(user.dir)
if(SOUTH)
WD.dir = SOUTH
WD.ini_dir = SOUTH
if(EAST)
WD.dir = EAST
WD.ini_dir = EAST
if(WEST)
WD.dir = WEST
WD.ini_dir = WEST
else//If the user is facing northeast. northwest, southeast, southwest or north, default to north
WD.dir = NORTH
WD.ini_dir = NORTH
else
return 1
return 0
/obj/item/stack/sheet/plasmaglass
name = "plasma glass"
desc = "A very strong and very resistant sheet of a plasma-glass alloy."
singular_name = "glass sheet"
icon_state = "sheet-plasmaglass"
g_amt = MINERAL_MATERIAL_AMOUNT * 2
origin_tech = "materials=3;plasma=2"
var/created_window = /obj/structure/window/plasmabasic
var/full_window = /obj/structure/window/full/plasmabasic
/obj/item/stack/sheet/plasmaglass/attack_self(mob/user as mob)
construct_window(user)
/obj/item/stack/sheet/plasmaglass/attackby(obj/item/W, mob/user, params)
..()
if( istype(W, /obj/item/stack/rods) )
var/obj/item/stack/rods/V = W
var/obj/item/stack/sheet/plasmarglass/RG = new (user.loc)
RG.add_fingerprint(user)
RG.add_to_stacks(user)
V.use(1)
var/obj/item/stack/sheet/glass/G = src
src = null
var/replace = (user.get_inactive_hand()==G)
G.use(1)
if (!G && !RG && replace)
user.put_in_hands(RG)
else
return ..()
/obj/item/stack/sheet/plasmaglass/proc/construct_window(mob/user as mob)
if(!user || !src) return 0
if(!istype(user.loc,/turf)) return 0
if(!user.IsAdvancedToolUser())
user << "<span class='danger'> You don't have the dexterity to do this!"
return 0
var/title = "Plasma-glass alloy"
title += " ([src.amount] sheet\s left)"
switch(alert(title, "Would you like full tile glass or one direction?", "One Direction", "Full Window", "Cancel", null))
if("One Direction")
if(!src) return 1
if(src.loc != user) return 1
var/list/directions = new/list(cardinal)
var/i = 0
for (var/obj/structure/window/win in user.loc)
i++
if(i >= 4)
user << "<span class='danger'>There are too many windows in this location.</span>"
return 1
directions-=win.dir
if(!(win.ini_dir in cardinal))
user << "<span class='danger'>Can't let you do that.</span>"
return 1
//Determine the direction. It will first check in the direction the person making the window is facing, if it finds an already made window it will try looking at the next cardinal direction, etc.
var/dir_to_set = 2
for(var/direction in list( user.dir, turn(user.dir,90), turn(user.dir,180), turn(user.dir,270) ))
var/found = 0
for(var/obj/structure/window/WT in user.loc)
if(WT.dir == direction)
found = 1
if(!found)
dir_to_set = direction
break
var/obj/structure/window/W
W = new /obj/structure/window/plasmabasic( user.loc, 0 )
W.dir = dir_to_set
W.ini_dir = W.dir
W.state = 0
W.anchored = 0
src.use(1)
if("Full Window")
if(!src) return 1
if(src.loc != user) return 1
if(src.amount < 2)
user << "<span class='danger'>You need more glass to do that.</span>"
return 1
if(locate(/obj/structure/window) in user.loc)
user << "<span class='danger'>There is a window in the way.</span>"
return 1
var/obj/structure/window/W = new full_window( user.loc, 0 )
W.state = 0
W.anchored = 0
src.use(2)
return 0
/*
* Reinforced plasma glass sheets
*/
/obj/item/stack/sheet/plasmarglass
name = "reinforced plasma glass"
desc = "Plasma glass which seems to have rods or something stuck in them."
singular_name = "reinforced plasma glass sheet"
icon_state = "sheet-plasmarglass"
g_amt = MINERAL_MATERIAL_AMOUNT * 2
m_amt = MINERAL_MATERIAL_AMOUNT / 2
origin_tech = "materials=3;plasma=2"
var/created_window = /obj/structure/window/plasmareinforced
var/full_window = /obj/structure/window/full/plasmareinforced
/obj/item/stack/sheet/plasmarglass/attack_self(mob/user as mob)
construct_window(user)
/obj/item/stack/sheet/plasmarglass/proc/construct_window(mob/user as mob)
if(!user || !src) return 0
if(!istype(user.loc,/turf)) return 0
if(!user.IsAdvancedToolUser())
user << "<span class='danger'>You don't have the dexterity to do this!</span>"
return 0
var/title = "Reinforced plasma-glass alloy"
title += " ([src.amount] sheet\s left)"
switch(alert(title, "Would you like full tile glass or one direction?", "One Direction", "Full Window", "Cancel", null))
if("One Direction")
if(!src) return 1
if(src.loc != user) return 1
var/list/directions = new/list(cardinal)
var/i = 0
for (var/obj/structure/window/win in user.loc)
i++
if(i >= 4)
user << "<span class='danger'>There are too many windows in this location.</span>"
return 1
directions-=win.dir
if(!(win.ini_dir in cardinal))
user << "<span class='danger'>Can't let you do that.</span>"
return 1
//Determine the direction. It will first check in the direction the person making the window is facing, if it finds an already made window it will try looking at the next cardinal direction, etc.
var/dir_to_set = 2
for(var/direction in list( user.dir, turn(user.dir,90), turn(user.dir,180), turn(user.dir,270) ))
var/found = 0
for(var/obj/structure/window/WT in user.loc)
if(WT.dir == direction)
found = 1
if(!found)
dir_to_set = direction
break
var/obj/structure/window/W
W = new /obj/structure/window/plasmareinforced( user.loc, 0 )
W.dir = dir_to_set
W.ini_dir = W.dir
W.state = 0
W.anchored = 0
src.use(1)
if("Full Window")
if(!src) return 1
if(src.loc != user) return 1
if(src.amount < 2)
user << "<span class='danger'>You need more glass to do that.</span>"
return 1
if(locate(/obj/structure/window) in user.loc)
user << "<span class='danger'>There is a window in the way.</span>"
return 1
var/obj/structure/window/W = new full_window( user.loc, 0 )
W.state = 0
W.anchored = 0
src.use(2)
return 0