Big Bad Bed Upbed (#7120)

Better bed, bedsheet and linen bin sprites
Also added some additional bedsheets , functionally similar, of course. ( Have fun, mappers! )
Added more functionality to bedsheets.
This commit is contained in:
alsoandanswer
2019-11-18 07:41:07 +08:00
committed by Werner
parent 8d7d26175c
commit bf45eef8cc
10 changed files with 317 additions and 51 deletions

View File

@@ -8,26 +8,179 @@ LINEN BINS
name = "bedsheet"
desc = "A surprisingly soft linen bedsheet."
icon = 'icons/obj/bedsheets.dmi'
icon_state = "sheet"
icon_state = "bedsheet"
item_state = "bedsheet"
slot_flags = SLOT_BACK
layer = 4.0
throwforce = 1
throw_speed = 1
throw_range = 2
w_class = 2.0
w_class = 4.0
drop_sound = 'sound/items/drop/clothing.ogg'
randpixel = 0
center_of_mass = null
var/roll = FALSE
var/fold = FALSE
var/inuse = FALSE
var/inside_storage_item = FALSE
/obj/item/bedsheet/attack_self(mob/user as mob)
user.drop_item()
if(layer == initial(layer))
layer = 5
/obj/item/bedsheet/afterattack(atom/A, mob/user)
if(istype(A, /obj/structure/bed))
user.drop_item()
forceMove(get_turf(A))
add_fingerprint(user)
return
/obj/item/bedsheet/attack_hand(mob/user as mob)
if(fold || inside_storage_item)
if(inside_storage_item)
inside_storage_item = FALSE
if(!istype(loc,/mob))
user.put_in_hands(src)
if(!istype(loc,/mob))
toggle_roll(user)
else
layer = initial(layer)
..()
add_fingerprint(user)
/obj/item/bedsheet/on_enter_storage(obj/item/storage/S as obj)
inside_storage_item = TRUE
return
/obj/item/bedsheet/on_exit_storage(obj/item/storage/S as obj)
inside_storage_item = FALSE
return
/obj/item/bedsheet/AltClick(mob/user as mob)
if(!istype(loc,/mob))
toggle_fold(user)
else
user.show_message("<span class='warning'>Drop \the [src] first.</span>")
..()
add_fingerprint(user)
/obj/item/bedsheet/MouseDrop(mob/user as mob)
if((user && (!use_check(user))) && (user.contents.Find(src) || in_range(src, user)))
if(!istype(user, /mob/living/carbon/slime) && !istype(user, /mob/living/simple_animal))
if( !user.get_active_hand() ) //if active hand is empty
var/mob/living/carbon/human/H = user
var/obj/item/organ/external/temp = H.organs_by_name["r_hand"]
if (H.hand)
temp = H.organs_by_name["l_hand"]
if(temp && !temp.is_usable())
to_chat(user, "<span class='notice'>You try to move your [temp.name], but cannot!</span>")
return
to_chat(user, "<span class='notice'>You pick up the [src].</span>")
user.put_in_hands(src)
return
/obj/item/bedsheet/update_icon()
if(fold)
icon_state = "sheet-fold"
else if(roll)
icon_state = "sheet-roll"
else
icon_state = initial(icon_state)
/obj/item/bedsheet/Crossed(H as mob) //Basically, stepping on it resets it to below people.
if(isliving(H))
var/mob/living/M = H
if(M.loc == src.loc)
return
else
layer = initial(layer)
/obj/item/bedsheet/verb/fold_verb(var/mob/living/user)
set name = "Fold Bedsheet"
set category = "Object"
set src in view(1)
if(ishuman(user))
toggle_fold(user)
/obj/item/bedsheet/proc/toggle_fold(var/mob/living/user) // Fold sheets to make them more portable through secret janitor-fu.
if(!user)
return FALSE
if(inuse)
return FALSE
if(roll)
user.show_message("<span class='warning'>Unroll \the [src] first.</span>")
return FALSE
inuse = TRUE
if (do_after(user, 25, src))
if(user.loc != loc)
user.do_attack_animation(src)
playsound(get_turf(loc), "rustle", 15, 1, -5)
var/folds = fold
user.visible_message("<span class='notice'>\The [user] [folds ? "unfolds" : "folds"] \the [src].", "You [fold ? "unfold" : "fold"] \the [src].</span>")
if(!fold)
fold = TRUE
slot_flags = null
w_class = 2.0
layer = initial(layer)
else
fold = FALSE
slot_flags = SLOT_BACK
w_class = 4.0
update_icon()
inuse = FALSE
return TRUE
inuse = FALSE
return FALSE
/obj/item/bedsheet/verb/roll_verb(var/mob/living/user)
set name = "Roll Bedsheet"
set category = "Object"
set src in view(1)
if(ishuman(user))
toggle_roll(user)
/obj/item/bedsheet/proc/toggle_roll(var/mob/living/user) // Tuck yourself in just by clicking. Also automatically rests you (if you're under it)
if(!user)
return FALSE
if(inuse)
return FALSE
if(fold)
return FALSE
inuse = TRUE
if (do_after(user, 6, src))
if(user.loc != loc)
user.do_attack_animation(src)
playsound(get_turf(loc), "rustle", 15, 1, -5)
var/rolls = roll
user.visible_message("<span class='notice'>\The [user] [rolls ? "unrolls" : "rolls"] \the [src].", "You [roll ? "unroll" : "roll"] \the [src].</span>")
if(!roll)
roll = TRUE
slot_flags = null
w_class = 3.0
layer = initial(layer)
if(user.resting && get_turf(src) == get_turf(user)) // Make them rest
user.lay_down()
else
roll = FALSE
slot_flags = SLOT_BACK
w_class = 4.0
if(layer == initial(layer))
layer = ABOVE_MOB_LAYER
if(!user.resting && get_turf(src) == get_turf(user)) // Make them get up
user.lay_down()
update_icon()
inuse = FALSE
return TRUE
inuse = FALSE
return FALSE
/obj/item/bedsheet/attackby(obj/item/I, mob/user)
if(is_sharp(I))
if(I.isscrewdriver())
user.visible_message("<span class='notice'>\The [user] begins poking eyeholes in \the [src] with \the [I].</span>", "<span class='notice'>You begin poking eyeholes in \the [src] with \the [I].</span>")
if(do_after(user, 50/I.toolspeed))
to_chat(user, "<span class='notice'>You poke eyeholes in \the [src]!</span>")
new /obj/item/bedsheet/costume(get_turf(src))
qdel(src)
return
else if(is_sharp(I))
user.visible_message("<span class='notice'>\The [user] begins cutting up [src] with [I].</span>", "<span class='notice'>You begin cutting up [src] with [I].</span>")
if(do_after(user, 50/I.toolspeed))
to_chat(user, "<span class='notice'>You cut [src] into pieces!</span>")
@@ -36,55 +189,132 @@ LINEN BINS
qdel(src)
return
..()
/obj/item/bedsheet/blue
icon_state = "sheetblue"
/obj/item/bedsheet/green
icon_state = "sheetgreen"
/obj/item/bedsheet/red
icon_state = "sheetred"
item_state = "sheetred"
/obj/item/bedsheet/orange
icon_state = "sheetorange"
/obj/item/bedsheet/purple
icon_state = "sheetpurple"
/obj/item/bedsheet/rainbow
icon_state = "sheetrainbow"
/obj/item/bedsheet/red
icon_state = "sheetred"
item_state = "sheetorange"
/obj/item/bedsheet/yellow
icon_state = "sheetyellow"
item_state = "sheetyellow"
/obj/item/bedsheet/mime
icon_state = "sheetmime"
/obj/item/bedsheet/green
icon_state = "sheetgreen"
item_state = "sheetgreen"
/obj/item/bedsheet/clown
icon_state = "sheetclown"
/obj/item/bedsheet/blue
icon_state = "sheetblue"
item_state = "sheetblue"
/obj/item/bedsheet/captain
icon_state = "sheetcaptain"
/obj/item/bedsheet/purple
icon_state = "sheetpurple"
item_state = "sheetpurple"
/obj/item/bedsheet/rd
icon_state = "sheetrd"
/obj/item/bedsheet/medical
icon_state = "sheetmedical"
/obj/item/bedsheet/hos
icon_state = "sheethos"
/obj/item/bedsheet/hop
icon_state = "sheethop"
/obj/item/bedsheet/ce
icon_state = "sheetce"
/obj/item/bedsheet/rainbow
name = "rainbow bedsheet"
desc = "A multicolored blanket. It's actually several different sheets cut up and sewn together."
icon_state = "sheetrainbow"
item_state = "sheetrainbow"
/obj/item/bedsheet/brown
icon_state = "sheetbrown"
item_state = "sheetbrown"
/obj/item/bedsheet/black
icon_state = "sheetblack"
item_state = "sheetblack"
/obj/item/bedsheet/mime
name = "mime's blanket"
desc = "A very soothing striped blanket. All the noise just seems to fade out when you're under the covers in this."
icon_state = "sheetmime"
item_state = "sheetmime"
/obj/item/bedsheet/clown
name = "clown's blanket"
desc = "A rainbow blanket with a clown mask woven in. It smells faintly of bananas."
icon_state = "sheetclown"
item_state = "sheetclown"
/obj/item/bedsheet/captain
name = "captain's bedsheet"
desc = "It has a Nanotrasen symbol on it, and was woven with a revolutionary new kind of thread guaranteed to have 0.01% permeability for most non-chemical substances, popular among most modern captains."
icon_state = "sheetcaptain"
item_state = "sheetcaptain"
/obj/item/bedsheet/ian
icon_state = "sheetian"
item_state = "sheetian"
/obj/item/bedsheet/medical
name = "medical blanket"
desc = "It's a sterilized blanket commonly used in the Medbay. Well, as sterilized as space cleaner allows."
icon_state = "sheetmedical"
item_state = "sheetmedical"
/obj/item/bedsheet/cmo
name = "chief medical officer's bedsheet"
desc = "It's a sterilized blanket that has a cross emblem. There's some cat fur on it."
icon_state = "sheetcmo"
item_state = "sheetcmo"
/obj/item/bedsheet/qm
name = "quartermaster's bedsheet"
desc = "It is decorated with a crate emblem in silver lining. It's rather tough, and just the thing to lie on after a hard day of pushing paper."
icon_state = "sheetqm"
item_state = "sheetqm"
/obj/item/bedsheet/hop
name = "head of personnel's bedsheet"
desc = "It is decorated with a key emblem. For those rare moments when you can rest and cuddle with Ian without someone screaming for you over the radio."
icon_state = "sheethop"
item_state = "sheethop"
/obj/item/bedsheet/ce
name = "chief engineer's bedsheet"
desc = "It is decorated with a wrench emblem. It's highly reflective and stain resistant, so you don't need to worry about ruining it with oil."
icon_state = "sheetce"
item_state = "sheetce"
/obj/item/bedsheet/hos
name = "head of security's bedsheet"
desc = "It is decorated with a shield emblem. While crime doesn't sleep, you do, but you are still THE LAW!"
icon_state = "sheethos"
item_state = "sheethos"
/obj/item/bedsheet/rd
name = "research director's bedsheet"
desc = "It appears to have a beaker emblem, and is made out of fire-resistant material, although it probably won't protect you in the event of fires you're familiar with every day."
icon_state = "sheetrd"
item_state = "sheetrd"
/obj/item/bedsheet/centcom
name = "\improper CentCom bedsheet"
desc = "Woven with advanced nanothread for warmth as well as being very decorated, essential for all officials."
icon_state = "sheetcentcom"
item_state = "sheetcentcom"
/obj/item/bedsheet/nanotrasen
name = "nanotrasen bedsheet"
desc = "It has the Nanotrasen logo on it and has an aura of duty."
icon_state = "sheetNT"
item_state = "sheetNT"
/obj/item/bedsheet/syndie
name = "syndicate bedsheet"
desc = "It has a syndicate emblem and it has an aura of evil."
icon_state = "sheetsyndie"
item_state = "sheetsyndie"
/obj/item/bedsheet/costume
name = "ghost bedsheet"
desc = "It seems to be flipped inside out with eyeholes poked out. "
icon_state = "sheetcostume"
item_state = "sheetcostume"
slot_flags = SLOT_OCLOTHING
/obj/structure/bedsheetbin
name = "linen bin"