/* CONTAINS: BEDSHEETS LINEN BINS */ /obj/item/bedsheet name = "bedsheet" desc = "A surprisingly soft linen bedsheet." desc_info = "Click to roll and unroll. Alt-click to fold and unfold. Drag and drop to pick up. You can equip it in your backpack slot." icon = 'icons/obj/bedsheets.dmi' icon_state = "sheetwhite" item_state = "sheetwhite" item_icons = list( slot_l_hand_str = 'icons/mob/items/lefthand_bedsheet.dmi', slot_r_hand_str = 'icons/mob/items/righthand_bedsheet.dmi', ) slot_flags = SLOT_BACK layer = 4.0 throwforce = 1 throw_speed = 1 throw_range = 2 w_class = ITEMSIZE_LARGE drop_sound = 'sound/items/drop/cloth.ogg' pickup_sound = 'sound/items/pickup/cloth.ogg' randpixel = 0 center_of_mass = null var/roll = FALSE var/fold = FALSE var/inuse = FALSE var/inside_storage_item = FALSE /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) if(fold || inside_storage_item) if(inside_storage_item) inside_storage_item = FALSE if(!ismob(loc)) user.put_in_hands(src) if(!ismob(loc)) toggle_roll(user) else ..() add_fingerprint(user) /obj/item/bedsheet/on_enter_storage(obj/item/storage/S) inside_storage_item = TRUE return /obj/item/bedsheet/on_exit_storage(obj/item/storage/S) inside_storage_item = FALSE return /obj/item/bedsheet/AltClick(mob/user) if(!istype(loc,/mob)) toggle_fold(user) else user.show_message(SPAN_WARNING("Drop \the [src] first.")) ..() add_fingerprint(user) /obj/item/bedsheet/MouseDrop(mob/user) 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_NOTICE("You try to move your [temp.name], but cannot!")) return to_chat(user, SPAN_NOTICE("You pick up \the [src].")) 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() set name = "Fold Bedsheet" set category = "Object" set src in view(1) if(ishuman(usr)) toggle_fold(usr) /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_WARNING("Unroll \the [src] first.")) return FALSE inuse = TRUE if (do_after(user, 25, src)) if(user.loc != loc) user.do_attack_animation(src) playsound(get_turf(loc), /decl/sound_category/rustle_sound, 15, 1, -5) var/folds = fold user.visible_message(SPAN_NOTICE("\The [user] [folds ? "unfolds" : "folds"] \the [src]."), SPAN_NOTICE("You [fold ? "unfold" : "fold"] \the [src].")) if(!fold) fold = TRUE slot_flags = null w_class = ITEMSIZE_SMALL layer = initial(layer) else fold = FALSE slot_flags = SLOT_BACK w_class = ITEMSIZE_LARGE update_icon() inuse = FALSE return TRUE inuse = FALSE return FALSE /obj/item/bedsheet/verb/roll_verb() set name = "Roll Bedsheet" set category = "Object" set src in view(1) if(ishuman(usr)) toggle_roll(usr) /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 || inuse || fold) return FALSE inuse = TRUE if (do_after(user, 6, src)) if(user.loc != loc) user.do_attack_animation(src) playsound(get_turf(loc), /decl/sound_category/rustle_sound, 15, 1, -5) var/rolls = roll user.visible_message(SPAN_NOTICE("\The [user] [rolls ? "unrolls" : "rolls"] \the [src]."), SPAN_NOTICE("You [roll ? "unroll" : "roll"] \the [src].")) if(!roll) roll = TRUE slot_flags = null w_class = ITEMSIZE_NORMAL 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 = ITEMSIZE_LARGE 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(I.isscrewdriver()) user.visible_message(SPAN_NOTICE("\The [user] begins poking eyeholes in \the [src] with \the [I]."), SPAN_NOTICE("You begin poking eyeholes in \the [src] with \the [I].")) if(do_after(user, 50/I.toolspeed)) to_chat(user, SPAN_NOTICE("You poke eyeholes in \the [src]!")) new /obj/item/bedsheet/costume(get_turf(src)) qdel(src) return else if(is_sharp(I)) user.visible_message(SPAN_NOTICE("\The [user] begins cutting up [src] with [I]."), SPAN_NOTICE("You begin cutting up [src] with [I].")) if(do_after(user, 50/I.toolspeed)) to_chat(user, SPAN_NOTICE("You cut [src] into pieces!")) for(var/i in 1 to rand(2,5)) new /obj/item/reagent_containers/glass/rag(get_turf(src)) qdel(src) return ..() /obj/item/bedsheet/grey icon_state = "sheetgrey" item_state = "sheetgrey" /obj/item/bedsheet/red icon_state = "sheetred" item_state = "sheetred" /obj/item/bedsheet/orange icon_state = "sheetorange" item_state = "sheetorange" /obj/item/bedsheet/yellow icon_state = "sheetyellow" item_state = "sheetyellow" /obj/item/bedsheet/green icon_state = "sheetgreen" item_state = "sheetgreen" /obj/item/bedsheet/blue icon_state = "sheetblue" item_state = "sheetblue" /obj/item/bedsheet/purple icon_state = "sheetpurple" item_state = "sheetpurple" /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/item/bedsheet/random name = "random bedsheet" icon_state = "sheetrandom" item_state = "sheetrainbow" desc = "If you're reading this description ingame, something has gone wrong! Honk!" /obj/item/bedsheet/random/Initialize() ..() var/type = pick(typesof(/obj/item/bedsheet) - /obj/item/bedsheet/random) new type(loc) return INITIALIZE_HINT_QDEL /obj/item/bedsheet/dorms name = "random dorms bedsheet" icon_state = "sheetrandom" item_state = "sheetrainbow" desc = "If you're reading this description ingame, something has gone wrong! Honk!" /obj/item/bedsheet/dorms/Initialize() ..() var/type = pickweight(list("Colors" = 80, "Special" = 20)) switch(type) if("Colors") type = pick(list(/obj/item/bedsheet, /obj/item/bedsheet/blue, /obj/item/bedsheet/green, /obj/item/bedsheet/grey, /obj/item/bedsheet/orange, /obj/item/bedsheet/purple, /obj/item/bedsheet/red, /obj/item/bedsheet/yellow, /obj/item/bedsheet/brown, /obj/item/bedsheet/black)) if("Special") type = pick(list(/obj/item/bedsheet/rainbow, /obj/item/bedsheet/ian, /obj/item/bedsheet/nanotrasen)) new type(loc) return INITIALIZE_HINT_QDEL /obj/structure/bedsheetbin name = "linen bin" desc = "A linen bin. It looks rather cosy." icon = 'icons/obj/structures.dmi' icon_state = "linenbin-full" anchored = 1 var/amount = 20 var/list/sheets = list() var/obj/item/hidden = null /obj/structure/bedsheetbin/examine(mob/user) ..(user) if(amount < 1) to_chat(user, "There are no bed sheets in the bin.") return if(amount == 1) to_chat(user, "There is one bed sheet in the bin.") return to_chat(user, "There are [amount] bed sheets in the bin.") /obj/structure/bedsheetbin/update_icon() switch(amount) if(0) icon_state = "linenbin-empty" if(1 to amount / 2) icon_state = "linenbin-half" else icon_state = "linenbin-full" /obj/structure/bedsheetbin/attackby(obj/item/I as obj, mob/user as mob) if(istype(I, /obj/item/bedsheet)) user.drop_from_inventory(I,src) sheets.Add(I) amount++ to_chat(user, "You put [I] in [src].") else if(amount && !hidden && I.w_class < 4) //make sure there's sheets to hide it among, make sure nothing else is hidden in there. user.drop_from_inventory(I,src) hidden = I to_chat(user, "You hide [I] among the sheets.") /obj/structure/bedsheetbin/attack_hand(mob/user as mob) if(amount >= 1) amount-- var/obj/item/bedsheet/B if(sheets.len > 0) B = sheets[sheets.len] sheets.Remove(B) else B = new /obj/item/bedsheet(loc) B.forceMove(user.loc) user.put_in_hands(B) to_chat(user, "You take [B] out of [src].") if(hidden) hidden.forceMove(user.loc) to_chat(user, "[hidden] falls out of [B]!") hidden = null add_fingerprint(user) /obj/structure/bedsheetbin/do_simple_ranged_interaction(var/mob/user) if(amount >= 1) amount-- var/obj/item/bedsheet/B if(sheets.len > 0) B = sheets[sheets.len] sheets.Remove(B) else B = new /obj/item/bedsheet(loc) B.forceMove(loc) to_chat(user, "You telekinetically remove [B] from [src].") update_icon() if(hidden) hidden.forceMove(loc) hidden = null add_fingerprint(user)