Show Extra Descriptions in Chat (#13712)

This commit is contained in:
SleepyGemmy
2022-05-02 01:58:24 +02:00
committed by GitHub
parent 0a62c83f8d
commit 2e315a9d8b
12 changed files with 178 additions and 245 deletions

View File

@@ -14,26 +14,27 @@
var/pass_flags = 0
var/throwpass = 0
var/germ_level = GERM_LEVEL_AMBIENT // The higher the germ level, the more germ on the atom.
var/simulated = 1 //filter for actions - used by lighting overlays
var/simulated = 1 // Filter for actions. Used by lighting overlays.
var/fluorescent // Shows up under a UV light.
///Chemistry.
/// Chemistry.
var/datum/reagents/reagents = null
var/list/reagents_to_add
var/list/reagent_data
var/list/atom_colours //used to store the different colors on an atom
//its inherent color, the colored paint applied on it, special color effect etc...
var/list/atom_colours // Used to store the different colors on an atom, such as its inherent color, the colored paint applied on it, special color effect, and so on.
//var/chem_is_open_container = 0
// replaced by OPENCONTAINER flags and atom/proc/is_open_container()
///Chemistry.
//Detective Work, used for the duplicate data points kept in the scanners
// Detective work, used for the duplicate data points kept in the scanners.
var/list/original_atom
var/gfi_layer_rotation = GFI_ROTATION_DEFAULT
// Extra descriptions.
var/desc_fluff = null // Text about the atom's fluff description, if any exists.
var/desc_info = null // Blue text (SPAN_NOTICE()), informing the user about how to use the item or about game controls.
var/desc_antag = null // Red text (SPAN_ALERT()), informing the user about how they can use an object to antagonize.
var/desc_cult = null // Purple text (SPAN_CULT()), telling the user, if they're a cultist, how they can use certain items related to being a cultist.
/atom/proc/reveal_blood()
return
@@ -49,17 +50,17 @@
else
return null
//Will return the contents of an atom recursively to a depth of 'searchDepth'
// Will return the contents of an atom recursively to a depth of "searchDepth".
/atom/proc/GetAllContents(searchDepth = 5, checkClient = 1, checkSight = 1, includeMobs = 1, includeObjects = 1)
var/list/L = list()
recursive_content_check(src, L, searchDepth, checkClient, checkSight, includeMobs, includeObjects)
return L
//return flags that should be added to the viewer's sight var.
//Otherwise return a negative number to indicate that the view should be cancelled.
// Return flags that should be added to the viewer's sight variable.
// Otherwise return a negative number to indicate that the view should be cancelled.
/atom/proc/check_eye(user as mob)
if (istype(user, /mob/living/silicon/ai)) // WHYYYY
if (istype(user, /mob/living/silicon/ai))
return 0
return -1
@@ -77,38 +78,26 @@
set waitfor = FALSE
return
// Convenience proc to see if a container is open for chemistry handling
// returns true if open
// false if closed
// Convenience proc to see if a container is open for chemistry handling.
// Returns true if open, false if closed.
/atom/proc/is_open_container()
return flags & OPENCONTAINER
/*//Convenience proc to see whether a container can be accessed in a certain way.
proc/can_subract_container()
return flags & EXTRACT_CONTAINER
proc/can_add_container()
return flags & INSERT_CONTAINER
*/
/atom/proc/CheckExit()
return 1
// If you want to use this, the atom must have the PROXMOVE flag, and the moving
// atom must also have the PROXMOVE flag currently to help with lag. ~ ComicIronic
// If you want to use this, the atom must have the PROXMOVE flag and the moving atom must also have the PROXMOVE flag currently to help with lag. -ComicIronic
/atom/proc/HasProximity(atom/movable/AM as mob|obj)
return
/atom/proc/emp_act(var/severity)
return
/atom/proc/bullet_act(obj/item/projectile/P, def_zone)
P.on_hit(src, 0, def_zone)
. = 0
/atom/proc/in_contents_of(container)//can take class or object instance as argument
/atom/proc/in_contents_of(container) // Can take class or object instance as argument.
if(ispath(container))
if(istype(src.loc, container))
return 1
@@ -128,46 +117,45 @@
// Checks if user can use this object. Set use_flags to customize what checks are done.
// Returns 0 if they can use it, a value representing why they can't if not.
// Flags are in `code/__defines/misc.dm`
// Flags are in "code/__defines/misc.dm".
/atom/proc/use_check(mob/user, use_flags = 0, show_messages = FALSE)
. = USE_SUCCESS
if (NOT_FLAG(USE_ALLOW_NONLIVING) && !isliving(user))
// No message for ghosts.
if(NOT_FLAG(USE_ALLOW_NONLIVING) && !isliving(user)) // No message for ghosts.
return USE_FAIL_NONLIVING
if (NOT_FLAG(USE_ALLOW_NON_ADJACENT) && !Adjacent(user))
if(NOT_FLAG(USE_ALLOW_NON_ADJACENT) && !Adjacent(user))
if (show_messages)
to_chat(user, "<span class='notice'>You're too far away from [src] to do that.</span>")
to_chat(user, SPAN_NOTICE("You're too far away from [src] to do that."))
return USE_FAIL_NON_ADJACENT
if (NOT_FLAG(USE_ALLOW_DEAD) && user.stat == DEAD)
if(NOT_FLAG(USE_ALLOW_DEAD) && user.stat == DEAD)
if (show_messages)
to_chat(user, "<span class='notice'>How do you expect to do that when you're dead?</span>")
to_chat(user, SPAN_NOTICE("How do you expect to do that when you're dead?"))
return USE_FAIL_DEAD
if (NOT_FLAG(USE_ALLOW_INCAPACITATED) && (user.incapacitated()))
if(NOT_FLAG(USE_ALLOW_INCAPACITATED) && (user.incapacitated()))
if (show_messages)
to_chat(user, "<span class='notice'>You cannot do that in your current state.</span>")
to_chat(user, SPAN_NOTICE("You cannot do that in your current state."))
return USE_FAIL_INCAPACITATED
if (NOT_FLAG(USE_ALLOW_NON_ADV_TOOL_USR) && !user.IsAdvancedToolUser())
if(NOT_FLAG(USE_ALLOW_NON_ADV_TOOL_USR) && !user.IsAdvancedToolUser())
if (show_messages)
to_chat(user, "<span class='notice'>You don't know how to operate [src].</span>")
to_chat(user, SPAN_NOTICE("You don't know how to operate [src]."))
return USE_FAIL_NON_ADV_TOOL_USR
if (HAS_FLAG(USE_DISALLOW_SILICONS) && issilicon(user))
if(HAS_FLAG(USE_DISALLOW_SILICONS) && issilicon(user))
if (show_messages)
to_chat(user, "<span class='notice'>How do you propose doing that without hands?</span>")
to_chat(user, SPAN_NOTICE("How do you propose doing that without hands?"))
return USE_FAIL_IS_SILICON
if (HAS_FLAG(USE_DISALLOW_SPECIALS) && is_mob_special(user))
if(HAS_FLAG(USE_DISALLOW_SPECIALS) && is_mob_special(user))
if (show_messages)
to_chat(user, "<span class='notice'>Your current mob type prevents you from doing this.</span>")
to_chat(user, SPAN_NOTICE("Your current mob type prevents you from doing this."))
return USE_FAIL_IS_MOB_SPECIAL
if (HAS_FLAG(USE_FORCE_SRC_IN_USER) && !(src in user))
if(HAS_FLAG(USE_FORCE_SRC_IN_USER) && !(src in user))
if (show_messages)
to_chat(user, "<span class='notice'>You need to be holding [src] to do that.</span>")
to_chat(user, SPAN_NOTICE("You need to be holding [src] to do that."))
return USE_FAIL_NOT_IN_USER
/atom/proc/use_check_and_message(mob/user, use_flags = 0)
@@ -181,36 +169,31 @@
color = origin.color
set_light(origin.light_range, origin.light_power, origin.light_color)
// This function will recurse up the hierarchy containing src, in search of the target. It will stop when it reaches an area, as areas have no loc.
/atom/proc/find_up_hierarchy(var/atom/target)
//This function will recurse up the hierarchy containing src, in search of the target
//It will stop when it reaches an area, as areas have no loc
var/x = 0//As a safety, we'll crawl up a maximum of ten layers
var/x = 0 // As a safety, we'll crawl up a maximum of ten layers.
var/atom/a = src
while (x < 10)
x++
if (isnull(a))
return 0
if (a == target)//we found it!
if (a == target) // We found it!
return 1
if (istype(a, /area))
return 0//Can't recurse any higher than this.
return 0 // Can't recurse any higher than this.
a = a.loc
return 0//If we get here, we must be buried many layers deep in nested containers. Shouldn't happen
/*
* atom/proc/search_contents_for(path,list/filter_path=null)
* Recursevly searches all atom contens (including contents contents and so on).
*
* ARGS: path - search atom contents for atoms of this type
* list/filter_path - if set, contents of atoms not of types in this list are excluded from search.
*
* RETURNS: list of found atoms
*/
return 0 // If we get here, we must be buried many layers deep in nested containers, which shouldn't happen.
// Recursively searches all atom contents (including the contents' contents and so on).
//
// ARGS: path - Search atom contents for atoms of this type.
// filter_path - If set, contents of atoms not of types in this list are excluded from search.
//
// RETURNS: list of found atoms
/atom/proc/search_contents_for(path,list/filter_path=null)
var/list/found = list()
for(var/atom/A in src)
@@ -226,10 +209,8 @@
found += A.search_contents_for(path,filter_path)
return found
//All atoms
// Examination code for all atoms.
/atom/proc/examine(mob/user, var/distance = -1, var/infix = "", var/suffix = "")
//This reformat names to get a/an properly working on item descriptions when they are bloody
var/f_name = "\a [src][infix]."
if(src.blood_DNA && !istype(src, /obj/effect/decal))
if(gender == PLURAL)
@@ -241,43 +222,79 @@
else
f_name += "oil-stained [name][infix]."
to_chat(user, "[icon2html(src, user)] That's [f_name] [suffix]")
to_chat(user, desc)
to_chat(user, "[icon2html(src, user)] That's [f_name] [suffix]") // Object name. I.e. "This is an Object. It is a normal-sized item."
to_chat(user, desc) // Object description.
// Extra object descriptions examination code.
if(desc_fluff || desc_info || (desc_antag && player_is_antag(user.mind)) || (desc_cult && user.mind?.special_role == "Cultist")) // Checks if the object has a fluff description, a mechanics description, an antagonist description (and if the user is an antagonist), and/or a cultist description (and if the user is a cultist).
to_chat(user, FONT_SMALL(SPAN_NOTICE("\[?\] This object has additional examine info. <a href=?src=\ref[src];examine_fluff=1>\[Show In Chat\]</a>"))) // If any of the above are true, show that the object has more information available.
if(desc_fluff) // If the item has a fluff description, show that it is available.
to_chat(user, FONT_SMALL("- This object has additional fluff info."))
if(desc_info) // If the item has a mechanics description, show that it is available.
to_chat(user, FONT_SMALL(SPAN_NOTICE("- This object has additional info about mechanics.")))
if(desc_antag && player_is_antag(user.mind)) // If the item has an antagonist description and the user is an antagonist, show that it is available.
to_chat(user, FONT_SMALL(SPAN_ALERT("- This object has additional info for antagonists.")))
if(desc_cult && user.mind?.special_role == "Cultist") // If the item has a cultist description and the user is a cultist, show that it is available.
to_chat(user, FONT_SMALL(SPAN_CULT("- This object has additional information for those within the veil...")))
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(H.glasses)
H.glasses.glasses_examine_atom(src, H)
if(description_cult && (user.mind?.special_role == "Cultist" || isobserver(src)))
to_chat(user, FONT_SMALL(SPAN_CULT(description_cult)))
if(desc_info || desc_fluff)
to_chat(user, SPAN_NOTICE("This item has additional examine info. <a href=?src=\ref[src];examine=fluff>\[View\]</a>"))
if(desc_antag && player_is_antag(user.mind))
to_chat(user, SPAN_NOTICE("This item has additional antag info. <a href=?src=\ref[src];examine=fluff>\[View\]</a>"))
return distance == -1 || (get_dist(src, user) <= distance)
// Same as examine(), but without the "this object has more info" thing and with the extra information instead.
/atom/proc/examine_fluff(mob/user, var/distance = -1, var/infix = "", var/suffix = "")
var/f_name = "\a [src][infix]."
if(src.blood_DNA && !istype(src, /obj/effect/decal))
if(gender == PLURAL)
f_name = "some "
else
f_name = "a "
if(blood_color != "#030303")
f_name += "<span class='danger'>blood-stained</span> [name][infix]!"
else
f_name += "oil-stained [name][infix]."
to_chat(user, "[icon2html(src, user)] That's [f_name] [suffix]") // Object name. I.e. "This is an Object."
to_chat(user, desc) // Object description.
if(desc_fluff) // If the item has a fluff description, show it.
to_chat(user, desc_fluff)
if(desc_info) // If the item has a mechanics description, show it.
to_chat(user, FONT_SMALL(SPAN_NOTICE("- [desc_info]")))
if(desc_antag && player_is_antag(user.mind)) // If the item has an antagonist description and the user is an antagonist, show it.
to_chat(user, FONT_SMALL(SPAN_ALERT("- [desc_antag]")))
if(desc_cult && user.mind?.special_role == "Cultist") // If the item has a cultist description and the user is a cultist, show it.
to_chat(user, FONT_SMALL(SPAN_CULT("- [desc_cult]")))
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(H.glasses)
H.glasses.glasses_examine_atom(src, H)
return distance == -1 || (get_dist(src, user) <= distance)
/atom/Topic(href,href_list[])
// Used to check if "examine_fluff" from the HTML link in examine() is true, i.e. if it was clicked.
/atom/Topic(href, href_list)
. = ..()
if (.)
return
switch(href_list["examine"])
if("fluff")
usr.client.statpanel = "Examine"
if(href_list["examine_fluff"])
examine_fluff(usr)
// called by mobs when e.g. having the atom as their machine, pulledby, loc (AKA mob being inside the atom) or buckled_to var set.
// see code/modules/mob/mob_movement.dm for more.
// Called by mobs when e.g. having the atom as their machine, pulledby, loc (AKA mob being inside the atom) or buckled_to var set.
// See code/modules/mob/mob_movement.dm for more.
/atom/proc/relaymove()
return
//called to set the atom's dir and used to add behaviour to dir-changes
// Called to set the atom's dir and used to add behaviour to dir-changes.
/atom/proc/set_dir(new_dir)
. = new_dir != dir
dir = new_dir
// Lighting
// Lighting.
if (.)
var/datum/light_source/L
for (var/thing in light_sources)
@@ -333,20 +350,20 @@
if(issilicon(M)) return
if(isnull(M.key)) return
if (ishuman(M))
//Add the list if it does not exist.
// Add the list if it does not exist.
if(!fingerprintshidden)
fingerprintshidden = list()
//Fibers~
// Fibers.
add_fibers(M)
//He has no prints!
// They have no prints.
if (mFingerprints in M.mutations)
if(fingerprintslast != M.key)
fingerprintshidden += "(Has no fingerprints) Real name: [M.real_name], Key: [M.key]"
fingerprintslast = M.key
return 0 //Now, lets get to the dirty work.
//First, make sure their DNA makes sense.
return 0 //Now, lets get to the dirty work.
// First, make sure their DNA makes sense.
var/mob/living/carbon/human/H = M
if (!istype(H.dna, /datum/dna) || !H.dna.uni_identity || (length(H.dna.uni_identity) != 32))
if(!istype(H.dna, /datum/dna))
@@ -354,86 +371,84 @@
H.dna.real_name = H.real_name
H.check_dna()
//Now, deal with gloves.
// Now, deal with gloves.
if (H.gloves && H.gloves != src)
if(fingerprintslast != H.key)
fingerprintshidden += text("\[[]\](Wearing gloves). Real name: [], Key: []",time_stamp(), H.real_name, H.key)
fingerprintslast = H.key
H.gloves.add_fingerprint(M)
//Deal with gloves the pass finger/palm prints.
// Deal with gloves that pass finger/palm prints.
if(!ignoregloves)
if(istype(H.gloves, /obj/item/clothing/gloves) && H.gloves != src)
var/obj/item/clothing/gloves/G = H.gloves
if(!prob(G.fingerprint_chance))
return 0
//More adminstuffz
// Admin related.
if(fingerprintslast != H.key)
fingerprintshidden += text("\[[]\]Real name: [], Key: []",time_stamp(), H.real_name, H.key)
fingerprintslast = H.key
//Make the list if it does not exist.
// Make the list if it does not exist.
if(!fingerprints)
fingerprints = list()
//Hash this shit.
// Hash it.
var/full_print = H.get_full_print()
// Add the fingerprints
//
// Add the fingerprints.
if(fingerprints[full_print])
switch(stringpercent(fingerprints[full_print])) //tells us how many stars are in the current prints.
switch(stringpercent(fingerprints[full_print])) // Tells us how many stars are in the current prints.
if(28 to 32)
if(prob(1))
fingerprints[full_print] = full_print // You rolled a one buddy.
fingerprints[full_print] = full_print // You rolled a one buddy.
else
fingerprints[full_print] = stars(full_print, rand(0,40)) // 24 to 32
fingerprints[full_print] = stars(full_print, rand(0,40)) // 24 to 32.
if(24 to 27)
if(prob(3))
fingerprints[full_print] = full_print //Sucks to be you.
fingerprints[full_print] = full_print // Sucks to be you.
else
fingerprints[full_print] = stars(full_print, rand(15, 55)) // 20 to 29
fingerprints[full_print] = stars(full_print, rand(15, 55)) // 20 to 29.
if(20 to 23)
if(prob(5))
fingerprints[full_print] = full_print //Had a good run didn't ya.
fingerprints[full_print] = full_print // Had a good run didn't ya.
else
fingerprints[full_print] = stars(full_print, rand(30, 70)) // 15 to 25
fingerprints[full_print] = stars(full_print, rand(30, 70)) // 15 to 25.
if(16 to 19)
if(prob(5))
fingerprints[full_print] = full_print //Welp.
fingerprints[full_print] = full_print // Welp.
else
fingerprints[full_print] = stars(full_print, rand(40, 100)) // 0 to 21
fingerprints[full_print] = stars(full_print, rand(40, 100)) // 0 to 21.
if(0 to 15)
if(prob(5))
fingerprints[full_print] = stars(full_print, rand(0,50)) // small chance you can smudge.
fingerprints[full_print] = stars(full_print, rand(0,50)) // Small chance you can smudge.
else
fingerprints[full_print] = full_print
else
fingerprints[full_print] = stars(full_print, rand(0, 20)) //Initial touch, not leaving much evidence the first time.
fingerprints[full_print] = stars(full_print, rand(0, 20)) // Initial touch, not leaving much evidence the first time.
return 1
else
//Smudge up dem prints some
// Smudge up the prints a bit.
if(fingerprintslast != M.key)
fingerprintshidden += text("\[[]\]Real name: [], Key: []",time_stamp(), M.real_name, M.key)
fingerprintslast = M.key
//Cleaning up shit.
// Cleaning up.
if(fingerprints && !fingerprints.len)
qdel(fingerprints)
return
/atom/proc/transfer_fingerprints_to(var/atom/A)
if(!istype(A.fingerprints,/list))
A.fingerprints = list()
@@ -443,22 +458,20 @@
if(!istype(fingerprintshidden, /list))
fingerprintshidden = list()
//skytodo
//A.fingerprints |= fingerprints //detective
//A.fingerprintshidden |= fingerprintshidden //admin
if(A.fingerprints && fingerprints)
A.fingerprints |= fingerprints.Copy() //detective
A.fingerprints |= fingerprints.Copy() // Detective.
if(A.fingerprintshidden && fingerprintshidden)
A.fingerprintshidden |= fingerprintshidden.Copy() //admin A.fingerprintslast = fingerprintslast
A.fingerprintshidden |= fingerprintshidden.Copy() // Admin. (A.fingerprintslast = fingerprintslast)
//returns 1 if made bloody, returns 0 otherwise
// Returns 1 if made bloody, returns 0 otherwise.
/atom/proc/add_blood(mob/living/carbon/human/M)
if(flags & NOBLOODY)
return 0
if(!blood_DNA || !istype(blood_DNA, /list)) //if our list of DNA doesn't exist yet (or isn't a list) initialise it.
if(!blood_DNA || !istype(blood_DNA, /list)) // If our list of DNA doesn't exist yet (or isn't a list), initialise it.
blood_DNA = list()
was_bloodied = 1
@@ -473,8 +486,8 @@
. = 1
return 1
//For any objects that may require additional handling when swabbed, e.g. a beaker may need to provide information about its contents, not just itself
//Children must return additional_evidence list
// For any objects that may require additional handling when swabbed, e.g. a beaker may need to provide information about its contents, not just itself.
// Children must return additional_evidence list.
/atom/proc/get_additional_forensics_swab_info()
SHOULD_CALL_PARENT(TRUE)
var/list/additional_evidence = list(
@@ -494,7 +507,7 @@
inject_reagents.trans_to_obj(this, min(15, inject_reagents.total_volume))
this.reagents.add_reagent(/decl/reagent/acid/stomach, 5)
// Make toxins vomit look different
// Make toxins related vomit look different.
if(toxvomit)
this.icon_state = "vomittox_[pick(1,4)]"
@@ -539,10 +552,10 @@
else
return 0
// Show a message to all mobs and objects in sight of this atom
// Use for objects performing visible actions
// message is output to anyone who can see, e.g. "The [src] does something!"
// blind_message (optional) is what blind people will hear e.g. "You hear something!"
// Show a message to all mobs and objects in sight of this atom.
// Use for objects performing visible actions.
// The message is output to anyone who can see, e.g. "The [src] does something!"
// "blind_message" (optional) is what blind people will hear e.g. "You hear something!"
/atom/proc/visible_message(var/message, var/blind_message, var/range = world.view, var/intent_message = null, var/intent_range = 7)
var/turf/T = get_turf(src)
var/list/mobs = list()
@@ -563,13 +576,12 @@
if(intent_message)
intent_message(intent_message, intent_range)
// Show a message to all mobs and objects in earshot of this atom
// Use for objects performing audible actions
// message is the message output to anyone who can hear.
// deaf_message (optional) is what deaf people will see.
// hearing_distance (optional) is the range, how many tiles away the message can be heard.
// Show a message to all mobs and objects in earshot of this atom.
// Use for objects performing audible actions.
// "message" is the message output to anyone who can hear.
// "deaf_message" (optional) is what deaf people will see.
// "hearing_distance" (optional) is the range, how many tiles away the message can be heard.
/atom/proc/audible_message(var/message, var/deaf_message, var/hearing_distance, var/intent_message = null, var/intent_range = 7)
var/range = world.view
if(hearing_distance)
range = hearing_distance
@@ -619,8 +631,8 @@
/atom/movable/onDropInto(var/atom/movable/AM)
return loc // If onDropInto returns something, then dropInto will attempt to drop AM there.
// This proc is used by ghost spawners to assign a player to a specific atom
// It receives the curent mob of the player s argument and MUST return the mob the player has been assigned.
// This proc is used by ghost spawners to assign a player to a specific atom.
// It receives the current mob of the player's argument and MUST return the mob the player has been assigned.
/atom/proc/assign_player(var/mob/user)
return
@@ -649,10 +661,10 @@
/atom/proc/set_angle(degrees)
var/matrix/M = matrix()
M.Turn(degrees)
// If we aint 0, make it NN transform
// If we aren't 0, make it NN transform.
if(degrees)
appearance_flags |= PIXEL_SCALE
transform = M
/atom/proc/handle_middle_mouse_click(var/mob/user)
return FALSE
return FALSE

View File

@@ -2,7 +2,7 @@
name = "ragged hood"
icon_state = "culthood"
desc = "A torn, dust-caked hood."
description_cult = "This can be reforged to become an eldritch voidsuit helmet."
desc_cult = "This can be reforged to become an eldritch voidsuit helmet."
flags_inv = HIDEFACE|HIDEEARS|HIDEEYES
body_parts_covered = HEAD|EYES
armor = list(
@@ -25,9 +25,9 @@
icon_state = "cult_hoodalt"
/obj/item/clothing/suit/cultrobes
name = "ragged robes"
desc = "A ragged, dusty set of robes."
description_cult = "This can be reforged to become an eldritch voidsuit."
name = "ragged robe"
desc = "A ragged, dusty robe."
desc_cult = "This can be reforged to become an eldritch voidsuit."
icon_state = "cultrobes"
item_state = "cultrobes"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS

View File

@@ -1,6 +1,6 @@
/obj/item/book/tome
name = "arcane tome"
description_cult = null
desc_cult = null
icon_state = "tome"
item_state = "tome"
throw_speed = 1

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@@ -1,7 +1,7 @@
/obj/item/device/flashlight/lamp
name = "desk lamp"
desc = "A desk lamp with an adjustable mount."
description_cult = "This can be reforged to become a pylon."
desc_cult = "This can be reforged to become a pylon."
icon_state = "lamp"
item_state = "lamp"
center_of_mass = list("x" = 13,"y" = 11)

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@@ -1,7 +1,7 @@
/obj/item/material/sword
name = "claymore"
desc = "What are you standing around staring at this for? Get to killing!"
description_cult = "This can be reforged to become a cult blade."
desc_cult = "This can be reforged to become a cult blade."
icon = 'icons/obj/sword.dmi'
icon_state = "claymore"
item_state = "claymore"

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@@ -6,7 +6,7 @@
/obj/item/storage/backpack
name = "backpack"
desc = "You wear this on your back and put items into it."
description_cult = "This can be reforged to become a cult backpack. Any stored items will be transferred."
desc_cult = "This can be reforged to become a cult backpack. Any stored items will be transferred."
item_icons = list(//ITEM_ICONS ARE DEPRECATED. USE CONTAINED SPRITES IN FUTURE
slot_l_hand_str = 'icons/mob/items/storage/lefthand_backpacks.dmi',
slot_r_hand_str = 'icons/mob/items/storage/righthand_backpacks.dmi'
@@ -109,7 +109,7 @@
/obj/item/storage/backpack/cultpack
name = "trophy rack"
desc = "It's useful for both carrying extra gear and proudly declaring your insanity."
description_cult = null
desc_cult = null
icon_state = "cultpack"
/obj/item/storage/backpack/cultpack/adorned

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@@ -119,7 +119,7 @@
/obj/item/tank/emergency_oxygen
name = "emergency oxygen tank"
desc = "Used for emergencies. Contains very little oxygen, so try to conserve it until you actually need it."
description_cult = "This can be reforged to become a large brown oxygen tank."
desc_cult = "This can be reforged to become a large brown oxygen tank."
icon_state = "emergency"
item_state = "emergency"
gauge_icon = "indicator_emergency"

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@@ -1,101 +0,0 @@
/* This code is responsible for the examine tab. When someone examines something, it copies the examined object's desc_info,
desc_fluff, and desc_antag, and shows it in a new tab.
In this file, some atom and mob stuff is defined here. It is defined here instead of in the normal files, to keep the whole system self-contained.
This means that this file can be unchecked, along with the other examine files, and can be removed entirely with no effort.
*/
/atom/
var/desc_info = null //Helpful blue text.
var/desc_fluff = null //Green text about the atom's fluff, if any exists.
var/desc_antag = null //Malicious red text, for the antags.
var/description_cult = null // Spooky purple text, telling cultists how they can use certain items
//Override these if you need special behaviour for a specific type.
/atom/proc/get_desc_info()
if(desc_info)
return desc_info
return
/atom/proc/get_desc_fluff()
if(desc_fluff)
return desc_fluff
return
/atom/proc/get_desc_antag()
if(desc_antag)
return desc_antag
return
/mob/living/get_desc_fluff()
if(flavor_text) //Get flavor text for the green text.
return flavor_text
else //No flavor text? Try for hardcoded fluff instead.
return ..()
/mob/living/carbon/human/get_desc_fluff()
return print_flavor_text(0)
/atom/proc/get_description_cult()
if(description_cult)
return description_cult
return
/* The examine panel itself */
/client/var/description_holders[0]
/client/proc/update_description_holders(atom/A, update_antag_info = FALSE, show_cult_info = FALSE)
description_holders["info"] = A.get_desc_info()
description_holders["fluff"] = A.get_desc_fluff()
description_holders["antag"] = (update_antag_info)? A.get_desc_antag() : ""
description_holders["cult"] = show_cult_info ? A.get_description_cult() : ""
description_holders["name"] = "[A.name]"
description_holders["icon"] = "[icon2html(A, usr)]"
description_holders["desc"] = A.desc
/client/Stat()
. = ..()
if(usr && statpanel("Examine"))
stat(null,"[description_holders["icon"]] <font size='5'>[description_holders["name"]]</font>") //The name, written in big letters.
stat(null,"[description_holders["desc"]]") //the default examine text.
if(description_holders["info"])
stat(null,"<font color='#084B8A'><b>[description_holders["info"]]</b></font>") //Blue, informative text.
if(description_holders["fluff"])
stat(null,"<font color='#298A08'><b>[description_holders["fluff"]]</b></font>") //Yellow, fluff-related text.
if(description_holders["antag"])
stat(null,"<font color='#8A0808'><b>[description_holders["antag"]]</b></font>") //Red, malicious antag-related text
if(description_holders["cult"])
stat(null,"<font color='#9A0AAD'><b>[description_holders["cult"]]</b></font>") // Spooky purple text, telling cultists how they can use certain items
//override examinate verb to update description holders when things are examined
/mob/examinate(atom/A as mob|obj|turf in view())
if(UNLINT(..()))
return 1
if(!A)
return 0
var/is_antag = mind?.special_role || isobserver(src) //ghosts don't have minds
var/is_cult = mind?.special_role == "Cultist" || isobserver(src)
if(client)
client.update_description_holders(A, is_antag, is_cult)
/mob/proc/can_examine()
if(client?.eye == src)
return TRUE
return FALSE
/mob/living/silicon/pai/can_examine()
. = ..()
if(!.)
var/atom/our_holder = recursive_loc_turf_check(src, 5)
if(isturf(our_holder.loc)) // are we folded in on the ground
return TRUE
/mob/living/simple_animal/borer/can_examine()
. = ..()
if(!. && iscarbon(loc) && isturf(loc.loc)) // we're inside someone, let us examine still
return TRUE

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@@ -192,7 +192,7 @@
slot_r_hand_str = 'icons/mob/items/righthand_books.dmi'
)
icon_state = "book"
description_cult = "This can be reforged to become a cult tome."
desc_cult = "This can be reforged to become a cult tome."
throw_speed = 1
throw_range = 5
w_class = ITEMSIZE_NORMAL //upped to three because books are, y'know, pretty big. (and you could hide them inside eachother recursively forever)

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@@ -327,6 +327,23 @@
face_atom(A)
A.examine(src)
/mob/proc/can_examine()
if(client?.eye == src)
return TRUE
return FALSE
/mob/living/silicon/pai/can_examine()
. = ..()
if(!.)
var/atom/our_holder = recursive_loc_turf_check(src, 5)
if(isturf(our_holder.loc)) // Are we folded on the ground?
return TRUE
/mob/living/simple_animal/borer/can_examine()
. = ..()
if(!. && iscarbon(loc) && isturf(loc.loc)) // We're inside someone, let us examine still.
return TRUE
/mob/var/obj/effect/decal/point/pointing_effect = null//Spam control, can only point when the previous pointer qdels
/mob/verb/pointed(atom/A as mob|obj|turf in view())
@@ -1456,4 +1473,4 @@
if(!check_has_body_select())
return
var/obj/screen/zone_sel/selector = mob.zone_sel
selector.set_selected_zone(next_in_list(mob.zone_sel.selecting,zones))
selector.set_selected_zone(next_in_list(mob.zone_sel.selecting,zones))