/obj/item
name = "item"
icon = 'icons/obj/items.dmi'
w_class = ITEMSIZE_NORMAL
var/image/blood_overlay //this saves our blood splatter overlay, which will be processed not to go over the edges of the sprite
var/randpixel = 6
var/abstract = 0
var/r_speed = 1.0
var/health
var/burn_point
var/burning
var/hitsound = /decl/sound_category/swing_hit_sound//generic hit sound.
var/storage_cost
var/slot_flags = 0 //This is used to determine on which slots an item can fit.
var/no_attack_log = 0 //If it's an item we don't want to log attack_logs with, set this to 1
pass_flags = PASSTABLE | PASSRAILING
var/obj/item/master
var/heat_protection = 0 //flags which determine which body parts are protected from heat. Use the HEAD, UPPER_TORSO, LOWER_TORSO, etc. flags. See setup.dm
var/cold_protection = 0 //flags which determine which body parts are protected from cold. Use the HEAD, UPPER_TORSO, LOWER_TORSO, etc. flags. See setup.dm
var/max_heat_protection_temperature //Set this variable to determine up to which temperature (IN KELVIN) the item protects against heat damage. Keep at null to disable protection. Only protects areas set by heat_protection flags
var/min_cold_protection_temperature //Set this variable to determine down to which temperature (IN KELVIN) the item protects against cold damage. 0 is NOT an acceptable number due to if(varname) tests!! Keep at null to disable protection. Only protects areas set by cold_protection flags
var/max_pressure_protection // Set this variable if the item protects its wearer against high pressures below an upper bound. Keep at null to disable protection.
var/min_pressure_protection // Set this variable if the item protects its wearer against low pressures above a lower bound. Keep at null to disable protection. 0 represents protection against hard vacuum.
var/datum/action/item_action/action
var/action_button_name //It is also the text which gets displayed on the action button. If not set it defaults to 'Use [name]'. If it's not set, there'll be no button.
var/default_action_type = /datum/action/item_action // Specify the default type and behavior of the action button for this atom.
//This flag is used to determine when items in someone's inventory cover others. IE helmets making it so you can't see glasses, etc.
//It should be used purely for appearance. For gameplay effects caused by items covering body parts, use body_parts_covered.
var/flags_inv = 0
var/body_parts_covered = 0 //see setup.dm for appropriate bit flags
var/item_flags = 0 //Miscellaneous flags pertaining to equippable objects.
//var/heat_transfer_coefficient = 1 //0 prevents all transfers, 1 is invisible
var/gas_transfer_coefficient = 1 // for leaking gas from turf to mask and vice-versa (for masks right now, but at some point, i'd like to include space helmets)
var/permeability_coefficient = 1 // for chemicals/diseases
var/siemens_coefficient = 1 // for electrical admittance/conductance (electrocution checks and shit)
var/slowdown = 0 // How much clothing is slowing you down. Negative values speeds you up
var/slowdown_accessory = 0 // Updated on accessory add/remove. This is how much the current accessories slow you down.
var/canremove = 1 //Mostly for Ninja code at this point but basically will not allow the item to be removed if set to 0. /N
var/can_embed = 1//If zero, this item/weapon cannot become embedded in people when you hit them with it
var/list/allowed = null //suit storage stuff.
var/obj/item/device/uplink/hidden/hidden_uplink // All items can have an uplink hidden inside, just remember to add the triggers.
var/zoomdevicename //name used for message when binoculars/scope is used
var/zoom = 0 //1 if item is actively being used to zoom. For scoped guns and binoculars.
var/contained_sprite = 0 //1 if item_state, lefthand, righthand, and worn sprite are all in one dmi
///Used when thrown into a mob
var/mob_throw_hit_sound
///Sound used when equipping the item into a valid slot
var/equip_sound = null
///Sound uses when picking the item up (into your hands)
var/pickup_sound = /decl/sound_category/generic_pickup_sound
///Sound uses when dropping the item, or when its thrown.
var/drop_sound = /decl/sound_category/generic_drop_sound // drop sound - this is the default
var/list/armor
var/armor_degradation_speed //How fast armor will degrade, multiplier to blocked damage to get armor damage value.
//Item_state definition moved to /obj
//var/item_state = null // Used to specify the item state for the on-mob overlays.
var/item_state_slots //overrides the default item_state for particular slots.
var/base_icon // used in furniture for previews. used in material weapons too.
var/build_from_parts = FALSE // when it uses coloration and a part of it wants to remain uncolored. e.g., handle of the screwdriver is colored while the head is not.
var/worn_overlay = null // used similarly as above, except for inhands.
var/worn_overlay_color = null // When you want your worn overlay to have colors. So you can have more than one modular coloring.
var/alpha_mask // when you want to slice out a chunk from a sprite
//ITEM_ICONS ARE DEPRECATED. USE CONTAINED SPRITES IN FUTURE
// Used to specify the icon file to be used when the item is worn. If not set the default icon for that slot will be used.
// If icon_override or sprite_sheets are set they will take precendence over this, assuming they apply to the slot in question.
// Only slot_l_hand/slot_r_hand are implemented at the moment. Others to be implemented as needed.
var/list/item_icons
//** These specify item/icon overrides for _species_
/* Species-specific sprites, concept stolen from Paradise//vg/.
ex:
sprite_sheets = list(
BODYTYPE_TAJARA = 'icons/cat/are/bad'
)
If index term exists and icon_override is not set, this sprite sheet will be used.
*/
var/list/sprite_sheets
// Species-specific sprite sheets for inventory sprites
// Works similarly to worn sprite_sheets, except the alternate sprites are used when the clothing/refit_for_species() proc is called.
var/list/sprite_sheets_obj
var/icon_override //Used to override hardcoded clothing dmis in human clothing pr
var/charge_failure_message = " cannot be recharged."
var/held_maptext
var/cleaving = FALSE
var/reach = 1 // Length of tiles it can reach, 1 is adjacent.
var/lock_picking_level = 0 //used to determine whether something can pick a lock, and how well.
// Its vital that if you make new power tools or new recipies that you include this
/obj/item/Initialize()
. = ..()
if(islist(armor))
for(var/type in armor)
if(armor[type])
AddComponent(/datum/component/armor, armor)
break
if(flags & HELDMAPTEXT)
set_initial_maptext()
check_maptext()
/obj/item/Destroy()
if(ismob(loc))
var/mob/m = loc
m.drop_from_inventory(src)
m.update_inv_r_hand()
m.update_inv_l_hand()
src.loc = null
return ..()
/obj/item/update_icon()
. = ..()
if(build_from_parts)
cut_overlays()
add_overlay(overlay_image(icon,"[icon_state]_[worn_overlay]", flags=RESET_COLOR)) //add the overlay w/o coloration of the original sprite
/obj/item/device
icon = 'icons/obj/device.dmi'
item_icons = list(
slot_l_hand_str = 'icons/mob/items/device/lefthand_device.dmi',
slot_r_hand_str = 'icons/mob/items/device/righthand_device.dmi',
)
pickup_sound = 'sound/items/pickup/device.ogg'
drop_sound = 'sound/items/drop/device.ogg'
/atom/proc/get_cell()
return DEVICE_NO_CELL
//Checks if the item is being held by a mob, and if so, updates the held icons
/obj/item/proc/update_held_icon()
if(ismob(src.loc))
var/mob/M = src.loc
if(M.l_hand == src)
M.update_inv_l_hand()
if(M.r_hand == src)
M.update_inv_r_hand()
/obj/item/ex_act(severity)
switch(severity)
if(1.0)
qdel(src)
return
if(2.0)
if (prob(50))
qdel(src)
return
if(3.0)
if (prob(5))
qdel(src)
return
else
return
/obj/item/verb/move_to_top(obj/item/I in range(1))
set name = "Move To Top"
set category = "Object"
if (!(I in view(1, src)))
return
if(!istype(I.loc, /turf) || usr.stat || usr.restrained() )
return
var/turf/T = I.loc
I.loc = null
I.forceMove(T)
/obj/item/examine(mob/user, var/distance = -1)
var/size
switch(src.w_class)
if (5.0 to INFINITY)
size = "huge"
if (4.0 to 5.0)
size = "bulky"
if (3.0 to 4.0)
size = "normal-sized"
if (2.0 to 3.0)
size = "small"
if (0 to 2.0)
size = "tiny"
//Changed this switch to ranges instead of tiered values, to cope with granularity and also
//things outside its range ~Nanako
return ..(user, distance, "", "It is a [size] item.")
/obj/item/attack_hand(mob/user)
if(!user)
return
if(ishuman(user))
if(iszombie(user))
to_chat(user, SPAN_WARNING("You uselessly claw at \the [src], your rotting brain incapable of picking it up or operating it."))
return
var/mob/living/carbon/human/H = user
var/obj/item/organ/external/temp = H.organs_by_name[BP_R_HAND]
if (user.hand)
temp = H.organs_by_name[BP_L_HAND]
if(temp && !temp.is_usable())
to_chat(user, "You try to move your [temp.name], but cannot!")
return
if(!temp)
to_chat(user, "You try to use your hand, but realize it is no longer attached!")
return
if(!do_additional_pickup_checks(user))
return
var/obj/item/storage/S
var/storage_depth_matters = TRUE
if(istype(src.loc, /obj/item/storage))
S = src.loc
if(!S.care_about_storage_depth)
storage_depth_matters = FALSE
if(storage_depth_matters && !src.Adjacent(user))
to_chat(user, SPAN_NOTICE("\The [src] slips out of your grasp before you can grab it!")) // because things called before this can move it
return // please don't pick things up
src.pickup(user)
if(S)
S.remove_from_storage(src)
src.throwing = 0
if (src.loc == user)
if(!user.prepare_for_slotmove(src))
return
else if(isliving(src.loc))
return
// If equipping onto active hand fails, drop it on the floor.
if (!user.put_in_active_hand(src))
forceMove(user.loc)
return
/obj/item/proc/do_additional_pickup_checks(var/mob/user)
return TRUE
/obj/item/attack_ai(mob/user as mob)
if (istype(src.loc, /obj/item/robot_module))
//If the item is part of a cyborg module, equip it
if(!isrobot(user))
return
var/mob/living/silicon/robot/R = user
R.activate_module(src)
R.hud_used.update_robot_modules_display()
// Due to storage type consolidation this should get used more now.
// I have cleaned it up a little, but it could probably use more. -Sayu
/obj/item/attackby(obj/item/I, mob/user)
if(istype(I,/obj/item/storage))
var/obj/item/storage/S = I
if(S.use_to_pickup)
if(S.collection_mode && !is_type_in_list(src, S.pickup_blacklist)) //Mode is set to collect all items on a tile and we clicked on a valid one.
if(isturf(loc))
var/list/rejections = list()
var/success = FALSE
var/failure = FALSE
var/original_loc = user ? user.loc : null
for(var/obj/item/item in loc)
if (user && user.loc != original_loc)
break
if(rejections[item.type]) // To limit bag spamming: any given type only complains once
continue
if(!S.can_be_inserted(item)) // Note can_be_inserted still makes noise when the answer is no
rejections[item.type] = TRUE // therefore full bags are still a little spammy
failure = TRUE
CHECK_TICK
continue
success = TRUE
S.handle_item_insertion_deferred(item, user) //The 1 stops the "You put the [src] into [S]" insertion message from being displayed.
CHECK_TICK // Because people insist on picking up huge-ass piles of stuff.
S.handle_storage_deferred(user)
if(success && !failure)
to_chat(user, "You put everything in [S].")
else if(success)
to_chat(user, "You put some things in [S].")
else
to_chat(user, "You fail to pick anything up with \the [S].")
else if(S.can_be_inserted(src))
S.handle_item_insertion(src)
return TRUE
//Called when the user alt-clicks on something with this item in their active hand
//this function is designed to be overridden by individual weapons
/obj/item/proc/alt_attack(var/atom/target, var/mob/user)
return 1
//A return value of 1 continues on to do the normal alt-click action.
//A return value of 0 does not continue, and will not do the alt-click
/obj/item/proc/talk_into(mob/M as mob, text)
return
/obj/item/proc/moved(mob/user as mob, old_loc as turf)
return
/obj/item/proc/get_volume_by_throwforce_and_or_w_class()
if(throwforce && w_class)
return Clamp((throwforce + w_class) * 5, 30, 100)// Add the item's throwforce to its weight class and multiply by 5, then clamp the value between 30 and 100
else if(w_class)
return Clamp(w_class * 8, 20, 100) // Multiply the item's weight class by 8, then clamp the value between 20 and 100
else
return 0
/obj/item/throw_impact(atom/hit_atom)
if(isliving(hit_atom)) //Living mobs handle hit sounds differently.
var/mob/living/L = hit_atom
if(L.in_throw_mode)
playsound(hit_atom, pickup_sound, PICKUP_SOUND_VOLUME, TRUE)
else
var/volume = get_volume_by_throwforce_and_or_w_class()
if(throwforce > 0)
if(mob_throw_hit_sound)
playsound(hit_atom, mob_throw_hit_sound, volume, TRUE, -1)
else if(hitsound)
playsound(hit_atom, hitsound, volume, TRUE, -1)
else
playsound(hit_atom, 'sound/weapons/genhit.ogg', volume, TRUE, -1)
else
playsound(hit_atom, 'sound/weapons/throwtap.ogg', 1, volume, -1)
else
playsound(src, drop_sound, THROW_SOUND_VOLUME)
return ..()
//Apparently called whenever an item is dropped on the floor, thrown, or placed into a container.
//It is called after loc is set, so if placed in a container its loc will be that container.
/obj/item/proc/dropped(var/mob/user)
if(zoom)
zoom(user) //binoculars, scope, etc
SEND_SIGNAL(src, COMSIG_ITEM_REMOVE, src)
// Called whenever an object is moved around inside the mob's contents.
// Linker proc: mob/proc/prepare_for_slotmove, which is referenced in proc/handle_item_insertion and obj/item/attack_hand.
// This shit exists so that dropped() could almost exclusively be called when an item is dropped.
/obj/item/proc/on_slotmove(var/mob/user, slot)
if(zoom)
zoom(user)
SEND_SIGNAL(src, COMSIG_ITEM_REMOVE, src)
// called just as an item is picked up (loc is not yet changed)
/obj/item/proc/pickup(mob/user)
pixel_x = 0
pixel_y = 0
if(flags & HELDMAPTEXT)
addtimer(CALLBACK(src, .proc/check_maptext), 1) // invoke async does not work here
do_pickup_animation(user)
// called when this item is removed from a storage item, which is passed on as S. The loc variable is already set to the new destination before this is called.
/obj/item/proc/on_exit_storage(obj/item/storage/S as obj)
do_drop_animation(S)
return
// called when this item is added into a storage item, which is passed on as S. The loc variable is already set to the storage item.
/obj/item/proc/on_enter_storage(obj/item/storage/S as obj)
return
// called when "found" in pockets and storage items. Returns 1 if the search should end.
/obj/item/proc/on_found(mob/finder as mob)
return
// called after an item is placed in an equipment slot
// user is mob that equipped it
// slot uses the slot_X defines found in setup.dm
// for items that can be placed in multiple slots
/obj/item/proc/equipped(var/mob/user, var/slot)
layer = SCREEN_LAYER+0.01
equip_slot = slot
if(user.client) user.client.screen |= src
if(user.pulling == src) user.stop_pulling()
if(slot == slot_l_hand || slot == slot_r_hand)
playsound(src, pickup_sound, PICKUP_SOUND_VOLUME)
else if(slot_flags && slot)
if(equip_sound)
playsound(src, equip_sound, EQUIP_SOUND_VOLUME)
else
playsound(src, drop_sound, DROP_SOUND_VOLUME)
return
//Defines which slots correspond to which slot flags
var/list/global/slot_flags_enumeration = list(
"[slot_wear_mask]" = SLOT_MASK,
"[slot_back]" = SLOT_BACK,
"[slot_wear_suit]" = SLOT_OCLOTHING,
"[slot_gloves]" = SLOT_GLOVES,
"[slot_shoes]" = SLOT_FEET,
"[slot_belt]" = SLOT_BELT,
"[slot_glasses]" = SLOT_EYES,
"[slot_head]" = SLOT_HEAD,
"[slot_l_ear]" = SLOT_EARS|SLOT_TWOEARS,
"[slot_r_ear]" = SLOT_EARS|SLOT_TWOEARS,
"[slot_w_uniform]" = SLOT_ICLOTHING,
"[slot_wear_id]" = SLOT_ID,
"[slot_tie]" = SLOT_TIE,
"[slot_wrists]" = SLOT_WRISTS
)
//the mob M is attempting to equip this item into the slot passed through as 'slot'. Return 1 if it can do this and 0 if it can't.
//If you are making custom procs but would like to retain partial or complete functionality of this one, include a 'return ..()' to where you want this to happen.
//Set disable_warning to 1 if you wish it to not give you outputs.
//Should probably move the bulk of this into mob code some time, as most of it is related to the definition of slots and not item-specific
/obj/item/proc/mob_can_equip(M as mob, slot, disable_warning = FALSE, bypass_blocked_check = FALSE)
if(!slot) return 0
if(!M) return 0
if(!ishuman(M)) return 0
var/mob/living/carbon/human/H = M
var/list/mob_equip = list()
if(H.species.hud && H.species.hud.equip_slots)
mob_equip = H.species.hud.equip_slots
if(H.species && !(slot in mob_equip))
return 0
//First check if the item can be equipped to the desired slot.
if("[slot]" in slot_flags_enumeration)
var/req_flags = slot_flags_enumeration["[slot]"]
if(!(req_flags & slot_flags))
return 0
//Next check that the slot is free
if(H.get_equipped_item(slot))
return 0
//Next check if the slot is accessible.
var/mob/_user = disable_warning? null : H
if(!bypass_blocked_check && !H.slot_is_accessible(slot, src, _user))
return 0
//Lastly, check special rules for the desired slot.
switch(slot)
if(slot_l_ear, slot_r_ear)
var/slot_other_ear = (slot == slot_l_ear)? slot_r_ear : slot_l_ear
if( (w_class > 1) && !(slot_flags & SLOT_EARS) )
return 0
if( (slot_flags & SLOT_TWOEARS) && H.get_equipped_item(slot_other_ear) )
return 0
if(slot_wear_id)
return 1
if(slot_l_hand)
var/obj/item/organ/external/O
O = H.organs_by_name[BP_L_HAND]
if(!O || !O.is_usable() || O.is_malfunctioning())
return FALSE
if(slot_r_hand)
var/obj/item/organ/external/O
O = H.organs_by_name[BP_R_HAND]
if(!O || !O.is_usable() || O.is_malfunctioning())
return FALSE
if(slot_l_store, slot_r_store)
if(!H.w_uniform && (slot_w_uniform in mob_equip))
if(!disable_warning)
to_chat(H, "You need a jumpsuit before you can attach this [name].")
return 0
if( w_class > 2 && !(slot_flags & SLOT_POCKET) )
return 0
if(slot_s_store)
var/can_hold_s_store = (slot_flags & SLOT_S_STORE)
if(!can_hold_s_store && H.species.can_hold_s_store(src))
can_hold_s_store = TRUE
if(can_hold_s_store)
return TRUE
if(!H.wear_suit && (slot_wear_suit in mob_equip))
if(!disable_warning)
to_chat(H, "You need a suit before you can attach this [name].")
return 0
if(H.wear_suit && !length(H.wear_suit.allowed))
if(!disable_warning)
to_chat(usr, "You somehow have a suit with no defined allowed items for suit storage, stop that.")
return 0
if(!istype(src, /obj/item/modular_computer) && !ispen() && !is_type_in_list(src, H.wear_suit.allowed))
return 0
if(slot_handcuffed)
if(!istype(src, /obj/item/handcuffs))
return 0
if(slot_legcuffed)
if(!istype(src, /obj/item/handcuffs))
return 0
if(slot_in_backpack) //used entirely for equipping spawned mobs or at round start
var/allow = 0
if(H.back && istype(H.back, /obj/item/storage/backpack))
var/obj/item/storage/backpack/B = H.back
if(B.can_be_inserted(src,1))
allow = 1
if(!allow)
return 0
if(slot_in_belt)
var/allow = 0
if(istype(H.belt, /obj/item/storage/belt))
var/obj/item/storage/belt/B = H.belt
if(B.can_be_inserted(src,1))
allow = 1
if(!allow)
return 0
if(slot_tie)
if(!H.w_uniform && (slot_w_uniform in mob_equip))
if(!disable_warning)
to_chat(H, "You need a jumpsuit before you can attach this [name].")
return 0
var/obj/item/clothing/under/uniform = H.w_uniform
if(LAZYLEN(uniform.accessories) && !uniform.can_attach_accessory(src))
if (!disable_warning)
to_chat(H, "You already have an accessory of this type attached to your [uniform].")
return 0
return 1
/obj/item/proc/mob_can_unequip(mob/M, slot, disable_warning = 0)
if(!slot) return 0
if(!M) return 0
if(!canremove)
return 0
if(!M.slot_is_accessible(slot, src, disable_warning? null : M))
return 0
return 1
// override for give shenanigans
/obj/item/proc/on_give(var/mob/giver, var/mob/receiver)
if(flags & HELDMAPTEXT)
check_maptext()
//This proc is executed when someone clicks the on-screen UI button. To make the UI button show, set the 'icon_action_button' to the icon_state of the image of the button in screen1_action.dmi
//The default action is attack_self().
//Checks before we get to here are: mob is alive, mob is not restrained, paralyzed, asleep, resting, laying, item is on the mob.
/obj/item/proc/ui_action_click()
attack_self(usr)
//RETURN VALUES
//handle_shield
//Return a negative value corresponding to the degree an attack is blocked. PROJECTILE_STOPPED stops the attack entirely, and is the default for projectile and non-projectile attacks
//Otherwise should return 0 to indicate that the attack is not affected in any way.
/obj/item/proc/handle_shield(mob/user, var/on_back, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack")
return FALSE
/obj/item/proc/can_shield_back()
return
/obj/item/proc/get_loc_turf()
var/atom/L = loc
while(L && !istype(L, /turf/))
L = L.loc
return loc
/obj/item/proc/eyestab(mob/living/carbon/M, mob/living/carbon/user)
if(M.eyes_protected(src, TRUE))
return
var/mob/living/carbon/human/H = M
admin_attack_log(user, M, "attacked [key_name(M)] with [src]", "was attacked by [key_name(user)] using \a [src]", "used \a [src] to eyestab")
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
playsound(loc, hitsound, 70, TRUE)
user.do_attack_animation(M)
add_fingerprint(user)
if(istype(H))
var/obj/item/organ/internal/eyes/eyes = H.get_eyes()
if(H != user)
M.visible_message(
"[user] stabs [M] in the [eyes.singular_name] with [src]!",
"[user] stabs you in the [eyes.singular_name] with [src]!"
)
else
user.visible_message( \
"[user] stabs themself in the [eyes.singular_name] with [src]!", \
"You stab yourself in the [eyes.singular_name] with [src]!" \
)
eyes.take_damage(rand(3,4))
if(eyes.damage >= eyes.min_bruised_damage)
if(H.stat != DEAD)
if(eyes.robotic <= 1) //robot eyes bleeding might be a bit silly
to_chat(H, "Your eyes start to bleed profusely!")
if(prob(50))
if(H.stat != DEAD)
to_chat(H, "You drop what you're holding and clutch at your eyes!")
H.drop_item()
H.eye_blurry += 10
H.Paralyse(1)
H.Weaken(4)
if (eyes.damage >= eyes.min_broken_damage)
if(H.stat != DEAD)
to_chat(H, "You go blind!")
var/obj/item/organ/external/affecting = H.get_organ(BP_HEAD)
if(affecting.take_damage(7, 0, damage_flags(), src))
H.UpdateDamageIcon()
else
M.take_organ_damage(7)
M.eye_blurry += rand(3,4)
/obj/item/proc/protects_eyestab(var/obj/stab_item, var/stabbed = FALSE) // if stabbed is set to true if we're being stabbed and not just checking
if((item_flags & THICKMATERIAL) && (body_parts_covered & EYES))
return TRUE
return FALSE
/obj/item/clean_blood()
. = ..()
if(blood_overlay)
cut_overlay(blood_overlay, TRUE)
if(istype(src, /obj/item/clothing/gloves))
var/obj/item/clothing/gloves/G = src
G.transfer_blood = 0
if(blood_color)
blood_color = null
update_icon()
/obj/item/reveal_blood()
if(was_bloodied && !fluorescent)
fluorescent = 1
blood_color = COLOR_LUMINOL
blood_overlay.color = COLOR_LUMINOL
update_icon()
/obj/item/add_blood(mob/living/carbon/human/M as mob)
if (!..())
return 0
if(istype(src, /obj/item/melee/energy))
return
//if we haven't made our blood_overlay already
if(!blood_overlay)
generate_blood_overlay()
//apply the blood-splatter overlay if it isn't already in there
if(!blood_DNA.len)
blood_overlay.color = blood_color
add_overlay(blood_overlay, TRUE) // Priority overlay so we don't lose it somehow.
//if this blood isn't already in the list, add it
if(istype(M))
if(blood_DNA[M.dna.unique_enzymes])
return 0 //already bloodied with this blood. Cannot add more.
blood_DNA[M.dna.unique_enzymes] = M.dna.b_type
return 1 //we applied blood to the item
/obj/item/proc/generate_blood_overlay()
if(blood_overlay)
return
blood_overlay = SSicon_cache.bloody_cache[type]
if (blood_overlay)
blood_overlay = image(blood_overlay) // Copy instead of getting a ref, we're going to mutate this.
return
var/icon/I = new /icon(icon, icon_state)
I.Blend(new /icon('icons/effects/blood.dmi', rgb(255,255,255)),ICON_ADD) //fills the icon_state with white (except where it's transparent)
I.Blend(new /icon('icons/effects/blood.dmi', "itemblood"),ICON_MULTIPLY) //adds blood and the remaining white areas become transparent
blood_overlay = image(I)
SSicon_cache.bloody_cache[type] = blood_overlay
/obj/item/proc/showoff(mob/user)
for (var/mob/M in view(user))
if(!user.is_invisible_to(M))
M.show_message("[user] holds up [icon2html(src, viewers(get_turf(src)))] [src]. Take a closer look.",1)
/mob/living/carbon/verb/showoff()
set name = "Show Held Item"
set category = "Object"
var/obj/item/I = get_active_hand()
if(I && !I.abstract)
I.showoff(src)
/*
For zooming with scope or binoculars. This is called from
modules/mob/mob_movement.dm if you move you will be zoomed out
modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
*/
//Looking through a scope or binoculars should /not/ improve your periphereal vision. Still, increase viewsize a tiny bit so that sniping isn't as restricted to NSEW
/obj/item/proc/zoom(var/mob/M, var/tileoffset = 14, var/viewsize = 9, var/do_device_check = TRUE, var/show_zoom_message = TRUE) //tileoffset is client view offset in the direction the user is facing. viewsize is how far out this thing zooms. 7 is normal view
if (!M)
return
if(!isliving(M))
return
var/mob/living/L = M
if(L.z_eye)
to_chat(L, SPAN_WARNING("You can't do that from here!"))
return
var/devicename
if(zoomdevicename)
devicename = zoomdevicename
else
devicename = src.name
var/cannotzoom
if(M.stat || !(ishuman(M)))
to_chat(M, SPAN_WARNING("You are unable to focus through \the [devicename]!"))
cannotzoom = 1
else if(!zoom && (global_hud.darkMask[1] in M.client.screen))
to_chat(M, SPAN_WARNING("Your visor gets in the way of looking through the [devicename]!"))
cannotzoom = 1
else if(do_device_check && !zoom && M.get_active_hand() != src)
to_chat(M, SPAN_WARNING("You are too distracted to look through the [devicename], perhaps if it was in your active hand this might work better."))
cannotzoom = 1
if(!zoom && !cannotzoom)
if(M.hud_used.hud_shown)
M.toggle_zoom_hud() // If the user has already limited their HUD this avoids them having a HUD when they zoom in
M.client.view = viewsize
zoom = 1
var/tilesize = 32
var/viewoffset = tilesize * tileoffset
switch(M.dir)
if (NORTH)
M.client.pixel_x = 0
M.client.pixel_y = viewoffset
if (SOUTH)
M.client.pixel_x = 0
M.client.pixel_y = -viewoffset
if (EAST)
M.client.pixel_x = viewoffset
M.client.pixel_y = 0
if (WEST)
M.client.pixel_x = -viewoffset
M.client.pixel_y = 0
if(show_zoom_message)
M.visible_message("[M] peers through \the [zoomdevicename ? "[zoomdevicename] of \the [src.name]" : "[src.name]"].")
else
M.client.view = world.view
if(!M.hud_used.hud_shown)
M.toggle_zoom_hud()
zoom = 0
M.client.pixel_x = 0
M.client.pixel_y = 0
if(!cannotzoom)
if(show_zoom_message)
M.visible_message("[zoomdevicename ? "[M] looks up from \the [src.name]" : "[M] lowers \the [src.name]"].")
if(ishuman(M))
var/mob/living/carbon/human/H = M
H.handle_vision()
/obj/item/proc/pwr_drain()
return 0 // Process Kill
//a proc that any worn thing can call to update its itemstate
//Should be cheaper than calling regenerate icons on the mob
/obj/item/proc/update_worn_icon()
if (!equip_slot || !istype(loc, /mob))
return
var/mob/M = loc
switch (equip_slot)
if (slot_back)
M.update_inv_back()
if (slot_wear_mask)
M.update_inv_wear_mask()
if (slot_l_hand)
M.update_inv_l_hand()
if (slot_r_hand)
M.update_inv_r_hand()
if (slot_belt)
M.update_inv_belt()
if (slot_wear_id)
M.update_inv_wear_id()
if (slot_l_ear)
M.update_inv_l_ear()
if (slot_r_ear)
M.update_inv_r_ear()
if (slot_glasses)
M.update_inv_glasses()
if (slot_gloves)
M.update_inv_gloves()
if (slot_head)
M.update_inv_head()
if (slot_shoes)
M.update_inv_shoes()
if (slot_wear_suit)
M.update_inv_wear_suit()
if (slot_w_uniform)
M.update_inv_w_uniform()
if (slot_l_store)
M.update_inv_pockets()
if (slot_r_store)
M.update_inv_pockets()
if (slot_s_store)
M.update_inv_s_store()
if (slot_wrists)
M.update_inv_wrists()
// Attacks mobs that are adjacent to the target and user.
/obj/item/proc/cleave(var/mob/living/user, var/mob/living/target)
if(cleaving)
return // We're busy.
cleaving = TRUE
var/hit_mobs = 0
for(var/mob/living/SA in orange(get_turf(target), 1))
if(SA.stat == DEAD) // Don't beat a dead horse.
continue
if(SA == user) // Don't hit ourselves. Simple mobs shouldn't be able to do this but that might change later to be able to hit all mob/living-s.
continue
if(SA == target) // We (presumably) already hit the target before cleave() was called. orange() should prevent this but just to be safe...
continue
if(!SA.Adjacent(user) || !SA.Adjacent(target)) // Cleaving only hits mobs near the target mob and user.
continue
if(resolve_attackby(SA, user)) // Hit them with the weapon. This won't cause recursive cleaving due to the cleaving variable being set to true.
hit_mobs++
if(hit_mobs)
to_chat(user, "You used \the [src] to attack [hit_mobs] other target\s!")
cleaving = FALSE
// Used for non-adjacent melee attacks with specific weapons capable of reaching more than one tile.
// This uses changeling range string A* but for this purpose its also applicable.
/obj/item/proc/attack_can_reach(var/atom/us, var/atom/them, var/range)
if(us.Adjacent(them))
return TRUE // Already adjacent.
else if(range <= 1)
return FALSE
if(AStar(get_turf(us), get_turf(them), /turf/proc/AdjacentTurfsRanged, /turf/proc/Distance, max_nodes=25, max_node_depth=range))
return TRUE
return FALSE
//Used for selecting a random pixel placement, usually on initialize. Checks for pixel_x/y to not interfere with mapped in items.
/obj/item/proc/randpixel_xy()
if(!pixel_x && !pixel_y)
pixel_x = rand(-randpixel, randpixel)
pixel_y = rand(-randpixel, randpixel)
return TRUE
else
return FALSE
/obj/item/do_simple_ranged_interaction(var/mob/user)
if(user)
attack_self(user)
return TRUE
//Override this for items that can be flame sources.
/obj/item/proc/isFlameSource()
return FALSE
/obj/item/proc/glasses_examine_atom(var/atom/A, var/user)
return
/obj/item/verb/verb_pickup()
set name = "Pick Up"
set category = "Object"
set src in view(1)
if(use_check_and_message(usr))
return
if(!iscarbon(usr) || istype(usr, /mob/living/carbon/brain))
to_chat(usr, SPAN_WARNING("You can't pick things up!"))
return
if(anchored)
to_chat(usr, SPAN_WARNING("You can't pick that up!"))
return
if(!usr.hand && usr.r_hand)
to_chat(usr, SPAN_WARNING("Your right hand is full."))
return
if(usr.hand && usr.l_hand)
to_chat(usr, SPAN_WARNING("Your left hand is full."))
return
if(!isturf(loc))
to_chat(usr, SPAN_WARNING("You can't pick that up!"))
return
usr.UnarmedAttack(src)
/obj/item/proc/use_tool(atom/target, mob/living/user, delay, amount = 0, volume = 0, datum/callback/extra_checks)
// No delay means there is no start message, and no reason to call tool_start_check before use_tool.
// Run the start check here so we wouldn't have to call it manually.
//if(user.is_busy()) to be ported in future if we ever need it
// return
if(!delay && !tool_start_check(user, amount))
return
delay /= toolspeed
// Play tool sound at the beginning of tool usage.
play_tool_sound(target, volume)
if(delay)
// Create a callback with checks that would be called every tick by do_after.
var/datum/callback/tool_check = CALLBACK(src, .proc/tool_check_callback, user, amount, extra_checks)
if(ismob(target))
if(!do_mob(user, target, delay, extra_checks = tool_check))
return
else
if(!do_after(user, delay, target, extra_checks = tool_check))
return
else
// Invoke the extra checks once, just in case.
if(extra_checks && !extra_checks.Invoke())
return
// Use tool's fuel, stack sheets or charges if amount is set.
if(amount && !use(amount))
return
// Play tool sound at the end of tool usage,
// but only if the delay between the beginning and the end is not too small
if(delay >= MIN_TOOL_SOUND_DELAY)
play_tool_sound(target, volume)
return TRUE
// Called before use_tool if there is a delay, or by use_tool if there isn't.
// Only ever used by welding tools and stacks, so it's not added on any other use_tool checks.
/obj/item/proc/tool_start_check(mob/living/user, amount=0)
return tool_use_check(user, amount)
// A check called by tool_start_check once, and by use_tool on every tick of delay.
/obj/item/proc/tool_use_check(mob/living/user, amount)
return TRUE
// Plays item's usesound, if any.
/obj/item/proc/play_tool_sound(atom/target, volume=null) // null, so default value of this proc won't override default value of the playsound.
if(target && volume)
var/played_sound
if(usesound)
played_sound = usesound
if(islist(usesound))
played_sound = pick(usesound)
else if(hitsound) // use hitsound if there isn't a use sound.
played_sound = hitsound
if(islist(usesound))
played_sound = pick(hitsound)
//playsound(target, played_sound, VOL_EFFECTS_MASTER, volume) implement sound channel system in future
playsound(target, played_sound, volume, TRUE)
// Generic use proc. Depending on the item, it uses up fuel, charges, sheets, etc.
// Returns TRUE on success, FALSE on failure.
/obj/item/proc/use(used, mob/M = null)
return !used
// Used in a callback that is passed by use_tool into do_after call. Do not override, do not call manually.
/obj/item/proc/tool_check_callback(mob/living/user, amount, datum/callback/extra_checks)
return tool_use_check(user, amount) && (!extra_checks || extra_checks.Invoke())
/obj/item/proc/catch_fire()
return
/obj/item/proc/extinguish_fire()
return
/obj/item/proc/get_print_info(var/no_clear = TRUE)
if(no_clear)
. = ""
. += "Damage: [force]
"
. += "Damage Type: [damtype]
"
. += "Sharp: [sharp ? "yes" : "no"]
"
. += "Dismemberment: [edge ? "likely to dismember" : "unlikely to dismember"]
"
. += "Penetration: [armor_penetration]
"
. += "Throw Force: [throwforce]
"
/obj/item/proc/use_resource(var/mob/user, var/use_amount)
return
// this gets called when the item gets chucked by the vending machine
/obj/item/proc/vendor_action(var/obj/machinery/vending/V)
return
/obj/item/proc/set_initial_maptext()
return
/obj/item/proc/check_maptext(var/new_maptext)
if(new_maptext)
held_maptext = new_maptext
if(ismob(loc) || (loc && ismob(loc.loc)))
maptext = held_maptext
else
maptext = ""
/obj/item/throw_at()
..()
if(flags & HELDMAPTEXT)
check_maptext()
/obj/item/dropped(var/mob/user)
..()
if(flags & HELDMAPTEXT)
check_maptext()
// used to check whether the item is capable of popping things like balloons, inflatable barriers, or cutting police tape.
/obj/item/proc/can_puncture()
if(sharp || edge)
return TRUE
if(isFlameSource())
return TRUE
return FALSE
/obj/item/proc/get_pressure_weakness(pressure, zone)
. = 1
if(pressure > ONE_ATMOSPHERE)
if(max_pressure_protection != null)
if(max_pressure_protection < pressure)
return min(1, round((pressure - max_pressure_protection) / max_pressure_protection, 0.01))
else
return 0
if(pressure < ONE_ATMOSPHERE)
if(min_pressure_protection != null)
if(min_pressure_protection > pressure)
return min(1, round((min_pressure_protection - pressure) / min_pressure_protection, 0.01))
else
return 0
/obj/item/proc/in_slide_projector(var/mob/user)
if(istype(loc, /obj/item/storage/slide_projector))
var/obj/item/storage/slide_projector/SP = loc
if(SP.current_slide == src && (SP.projection in view(world.view, user)))
return TRUE
return FALSE
/obj/item/proc/get_belt_overlay() //Returns the icon used for overlaying the object on a belt
return mutable_appearance('icons/obj/clothing/belt_overlays.dmi', icon_state)
/obj/item/proc/get_ear_examine_text(var/mob/user, var/ear_text = "left")
return "on [user.get_pronoun("his")] [ear_text] ear"
/obj/item/proc/get_mask_examine_text(var/mob/user)
return "on [user.get_pronoun("his")] face"
/obj/item/proc/get_head_examine_text(var/mob/user)
return "on [user.get_pronoun("his")] head"
/obj/item/proc/should_equip() // when you press E with an empty hand, will this item be pulled from suit storage / back slot and put into your hand
return FALSE
/obj/item/proc/can_swap_hands(var/mob/user)
return TRUE
/obj/item/do_pickup_animation(atom/target, var/image/pickup_animation = image(icon, loc, icon_state, ABOVE_ALL_MOB_LAYER, dir, pixel_x, pixel_y))
if(!isturf(loc))
return
pickup_animation.overlays = overlays
. = ..()
/obj/item/proc/throw_fail_consequences(var/mob/living/carbon/C)
return