mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-22 16:12:19 +00:00
853 lines
30 KiB
Plaintext
853 lines
30 KiB
Plaintext
/obj/item
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name = "item"
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icon = 'icons/obj/items.dmi'
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w_class = ITEMSIZE_NORMAL
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var/image/blood_overlay //this saves our blood splatter overlay, which will be processed not to go over the edges of the sprite
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var/randpixel = 6
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var/abstract = 0
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var/r_speed = 1.0
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var/health
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var/burn_point
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var/burning
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var/hitsound = /decl/sound_category/swing_hit_sound//generic hit sound.
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var/storage_cost
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var/slot_flags = 0 //This is used to determine on which slots an item can fit.
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var/no_attack_log = 0 //If it's an item we don't want to log attack_logs with, set this to 1
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pass_flags = PASSTABLE
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var/obj/item/master
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var/autodrobe_no_remove = 0
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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
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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
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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
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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
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var/datum/action/item_action/action
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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.
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var/default_action_type = /datum/action/item_action // Specify the default type and behavior of the action button for this atom.
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//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.
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//It should be used purely for appearance. For gameplay effects caused by items covering body parts, use body_parts_covered.
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var/flags_inv = 0
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var/body_parts_covered = 0 //see setup.dm for appropriate bit flags
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var/item_flags = 0 //Miscellaneous flags pertaining to equippable objects.
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//var/heat_transfer_coefficient = 1 //0 prevents all transfers, 1 is invisible
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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)
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var/permeability_coefficient = 1 // for chemicals/diseases
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var/siemens_coefficient = 1 // for electrical admittance/conductance (electrocution checks and shit)
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var/slowdown = 0 // How much clothing is slowing you down. Negative values speeds you up
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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
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var/can_embed = 1//If zero, this item/weapon cannot become embedded in people when you hit them with it
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var/list/armor //= list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0) If null, object has 0 armor.
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var/list/allowed = null //suit storage stuff.
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var/obj/item/device/uplink/hidden/hidden_uplink // All items can have an uplink hidden inside, just remember to add the triggers.
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var/zoomdevicename //name used for message when binoculars/scope is used
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var/zoom = 0 //1 if item is actively being used to zoom. For scoped guns and binoculars.
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var/contained_sprite = 0 //1 if item_state, lefthand, righthand, and worn sprite are all in one dmi
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///Used when thrown into a mob
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var/mob_throw_hit_sound
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///Sound used when equipping the item into a valid slot
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var/equip_sound = null
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///Sound uses when picking the item up (into your hands)
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var/pickup_sound = /decl/sound_category/generic_pickup_sound
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///Sound uses when dropping the item, or when its thrown.
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var/drop_sound = /decl/sound_category/generic_drop_sound // drop sound - this is the default
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//Item_state definition moved to /obj
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//var/item_state = null // Used to specify the item state for the on-mob overlays.
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var/item_state_slots //overrides the default item_state for particular slots.
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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.
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var/worn_overlay = null // used similarly as above, except for inhands.
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//ITEM_ICONS ARE DEPRECATED. USE CONTAINED SPRITES IN FUTURE
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// 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.
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// If icon_override or sprite_sheets are set they will take precendence over this, assuming they apply to the slot in question.
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// Only slot_l_hand/slot_r_hand are implemented at the moment. Others to be implemented as needed.
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var/list/item_icons
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//** These specify item/icon overrides for _species_
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/* Species-specific sprites, concept stolen from Paradise//vg/.
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ex:
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sprite_sheets = list(
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BODYTYPE_TAJARA = 'icons/cat/are/bad'
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)
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If index term exists and icon_override is not set, this sprite sheet will be used.
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*/
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var/list/sprite_sheets
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// Species-specific sprite sheets for inventory sprites
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// Works similarly to worn sprite_sheets, except the alternate sprites are used when the clothing/refit_for_species() proc is called.
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var/list/sprite_sheets_obj
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var/icon_override //Used to override hardcoded clothing dmis in human clothing pr
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var/charge_failure_message = " cannot be recharged."
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var/cleaving = FALSE
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var/reach = 1 // Length of tiles it can reach, 1 is adjacent.
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var/lock_picking_level = 0 //used to determine whether something can pick a lock, and how well.
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// Its vital that if you make new power tools or new recipies that you include this
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/obj/item/Destroy()
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if(ismob(loc))
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var/mob/m = loc
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m.drop_from_inventory(src)
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m.update_inv_r_hand()
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m.update_inv_l_hand()
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src.loc = null
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return ..()
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/obj/item/device
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icon = 'icons/obj/device.dmi'
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item_icons = list(
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slot_l_hand_str = 'icons/mob/items/lefthand_device.dmi',
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slot_r_hand_str = 'icons/mob/items/righthand_device.dmi',
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)
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pickup_sound = 'sound/items/pickup/device.ogg'
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drop_sound = 'sound/items/drop/device.ogg'
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/atom/proc/get_cell()
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return DEVICE_NO_CELL
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//Checks if the item is being held by a mob, and if so, updates the held icons
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/obj/item/proc/update_held_icon()
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if(ismob(src.loc))
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var/mob/M = src.loc
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if(M.l_hand == src)
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M.update_inv_l_hand()
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if(M.r_hand == src)
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M.update_inv_r_hand()
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/obj/item/ex_act(severity)
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switch(severity)
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if(1.0)
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qdel(src)
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return
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if(2.0)
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if (prob(50))
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qdel(src)
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return
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if(3.0)
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if (prob(5))
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qdel(src)
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return
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else
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return
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/obj/item/verb/move_to_top(obj/item/I in range(1))
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set name = "Move To Top"
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set category = "Object"
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if (!(I in view(1, src)))
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return
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if(!istype(I.loc, /turf) || usr.stat || usr.restrained() )
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return
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var/turf/T = I.loc
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I.loc = null
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I.forceMove(T)
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/obj/item/examine(mob/user, var/distance = -1)
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var/size
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switch(src.w_class)
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if (5.0 to INFINITY)
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size = "huge"
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if (4.0 to 5.0)
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size = "bulky"
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if (3.0 to 4.0)
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size = "normal-sized"
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if (2.0 to 3.0)
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size = "small"
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if (0 to 2.0)
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size = "tiny"
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//Changed this switch to ranges instead of tiered values, to cope with granularity and also
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//things outside its range ~Nanako
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return ..(user, distance, "", "It is a [size] item.")
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/obj/item/attack_hand(mob/user)
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if (!user) return
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if (ishuman(user))
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var/mob/living/carbon/human/H = user
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var/obj/item/organ/external/temp = H.organs_by_name[BP_R_HAND]
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if (user.hand)
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temp = H.organs_by_name[BP_L_HAND]
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if(temp && !temp.is_usable())
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to_chat(user, "<span class='notice'>You try to move your [temp.name], but cannot!</span>")
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return
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if(!temp)
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to_chat(user, "<span class='notice'>You try to use your hand, but realize it is no longer attached!</span>")
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return
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var/obj/item/storage/S
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var/storage_depth_matters = TRUE
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if(istype(src.loc, /obj/item/storage))
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S = src.loc
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if(!S.care_about_storage_depth)
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storage_depth_matters = FALSE
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if(storage_depth_matters && !src.Adjacent(user))
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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
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return // please don't pick things up
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src.pickup(user)
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if(S)
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S.remove_from_storage(src)
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src.throwing = 0
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if (src.loc == user)
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if(!user.prepare_for_slotmove(src))
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return
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else if(isliving(src.loc))
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return
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// If equipping onto active hand fails, drop it on the floor.
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if (!user.put_in_active_hand(src))
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forceMove(user.loc)
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return
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/obj/item/attack_ai(mob/user as mob)
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if (istype(src.loc, /obj/item/robot_module))
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//If the item is part of a cyborg module, equip it
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if(!isrobot(user))
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return
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var/mob/living/silicon/robot/R = user
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R.activate_module(src)
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R.hud_used.update_robot_modules_display()
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// Due to storage type consolidation this should get used more now.
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// I have cleaned it up a little, but it could probably use more. -Sayu
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/obj/item/attackby(obj/item/W as obj, mob/user as mob)
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if(istype(W,/obj/item/storage))
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var/obj/item/storage/S = W
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if(S.use_to_pickup)
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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.
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if(isturf(loc))
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var/list/rejections = list()
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var/success = FALSE
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var/failure = FALSE
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var/original_loc = user ? user.loc : null
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for(var/obj/item/I in loc)
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if (user && user.loc != original_loc)
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break
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if(rejections[I.type]) // To limit bag spamming: any given type only complains once
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continue
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if(!S.can_be_inserted(I)) // Note can_be_inserted still makes noise when the answer is no
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rejections[I.type] = TRUE // therefore full bags are still a little spammy
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failure = TRUE
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CHECK_TICK
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continue
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success = TRUE
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S.handle_item_insertion_deferred(I, user) //The 1 stops the "You put the [src] into [S]" insertion message from being displayed.
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CHECK_TICK // Because people insist on picking up huge-ass piles of stuff.
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S.handle_storage_deferred(user)
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if(success && !failure)
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to_chat(user, "<span class='notice'>You put everything in [S].</span>")
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else if(success)
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to_chat(user, "<span class='notice'>You put some things in [S].</span>")
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else
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to_chat(user, "<span class='notice'>You fail to pick anything up with \the [S].</span>")
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else if(S.can_be_inserted(src))
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S.handle_item_insertion(src)
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//Called when the user alt-clicks on something with this item in their active hand
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//this function is designed to be overridden by individual weapons
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/obj/item/proc/alt_attack(var/atom/target, var/mob/user)
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return 1
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//A return value of 1 continues on to do the normal alt-click action.
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//A return value of 0 does not continue, and will not do the alt-click
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/obj/item/proc/talk_into(mob/M as mob, text)
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return
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/obj/item/proc/moved(mob/user as mob, old_loc as turf)
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return
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/obj/item/proc/get_volume_by_throwforce_and_or_w_class()
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if(throwforce && w_class)
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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
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else if(w_class)
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return Clamp(w_class * 8, 20, 100) // Multiply the item's weight class by 8, then clamp the value between 20 and 100
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else
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return 0
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/obj/item/throw_impact(atom/hit_atom)
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..()
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if(isliving(hit_atom)) //Living mobs handle hit sounds differently.
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var/mob/living/L = hit_atom
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if(L.in_throw_mode)
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playsound(hit_atom, pickup_sound, PICKUP_SOUND_VOLUME, TRUE)
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return
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var/volume = get_volume_by_throwforce_and_or_w_class()
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if(throwforce > 0)
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if(mob_throw_hit_sound)
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playsound(hit_atom, mob_throw_hit_sound, volume, TRUE, -1)
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else if(hitsound)
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playsound(hit_atom, hitsound, volume, TRUE, -1)
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else
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playsound(hit_atom, 'sound/weapons/genhit.ogg', volume, TRUE, -1)
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else
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playsound(hit_atom, 'sound/weapons/throwtap.ogg', 1, volume, -1)
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else
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playsound(src, drop_sound, THROW_SOUND_VOLUME)
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//Apparently called whenever an item is dropped on the floor, thrown, or placed into a container.
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//It is called after loc is set, so if placed in a container its loc will be that container.
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/obj/item/proc/dropped(var/mob/user)
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if(zoom)
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zoom(user) //binoculars, scope, etc
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// Called whenever an object is moved around inside the mob's contents.
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// Linker proc: mob/proc/prepare_for_slotmove, which is referenced in proc/handle_item_insertion and obj/item/attack_hand.
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// This shit exists so that dropped() could almost exclusively be called when an item is dropped.
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/obj/item/proc/on_slotmove(var/mob/user)
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if (zoom)
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zoom(user)
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// called just as an item is picked up (loc is not yet changed)
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/obj/item/proc/pickup(mob/user)
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pixel_x = 0
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pixel_y = 0
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return
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// 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.
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/obj/item/proc/on_exit_storage(obj/item/storage/S as obj)
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return
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// 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.
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/obj/item/proc/on_enter_storage(obj/item/storage/S as obj)
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return
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// called when "found" in pockets and storage items. Returns 1 if the search should end.
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/obj/item/proc/on_found(mob/finder as mob)
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return
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// called after an item is placed in an equipment slot
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// user is mob that equipped it
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// slot uses the slot_X defines found in setup.dm
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// for items that can be placed in multiple slots
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/obj/item/proc/equipped(var/mob/user, var/slot)
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layer = SCREEN_LAYER+0.01
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equip_slot = slot
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if(user.client) user.client.screen |= src
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if(user.pulling == src) user.stop_pulling()
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if(slot == slot_l_hand || slot == slot_r_hand)
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playsound(src, pickup_sound, PICKUP_SOUND_VOLUME)
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else if(slot_flags && slot)
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if(equip_sound)
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playsound(src, equip_sound, EQUIP_SOUND_VOLUME)
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else
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playsound(src, drop_sound, DROP_SOUND_VOLUME)
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return
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//Defines which slots correspond to which slot flags
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var/list/global/slot_flags_enumeration = list(
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"[slot_wear_mask]" = SLOT_MASK,
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"[slot_back]" = SLOT_BACK,
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"[slot_wear_suit]" = SLOT_OCLOTHING,
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"[slot_gloves]" = SLOT_GLOVES,
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"[slot_shoes]" = SLOT_FEET,
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"[slot_belt]" = SLOT_BELT,
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"[slot_glasses]" = SLOT_EYES,
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"[slot_head]" = SLOT_HEAD,
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"[slot_l_ear]" = SLOT_EARS|SLOT_TWOEARS,
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"[slot_r_ear]" = SLOT_EARS|SLOT_TWOEARS,
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"[slot_w_uniform]" = SLOT_ICLOTHING,
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"[slot_wear_id]" = SLOT_ID,
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"[slot_tie]" = SLOT_TIE
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)
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//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.
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//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.
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//Set disable_warning to 1 if you wish it to not give you outputs.
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//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
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/obj/item/proc/mob_can_equip(M as mob, slot, disable_warning = FALSE, bypass_blocked_check = FALSE)
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if(!slot) return 0
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if(!M) return 0
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if(!ishuman(M)) return 0
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var/mob/living/carbon/human/H = M
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var/list/mob_equip = list()
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if(H.species.hud && H.species.hud.equip_slots)
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mob_equip = H.species.hud.equip_slots
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if(H.species && !(slot in mob_equip))
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return 0
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//First check if the item can be equipped to the desired slot.
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if("[slot]" in slot_flags_enumeration)
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var/req_flags = slot_flags_enumeration["[slot]"]
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if(!(req_flags & slot_flags))
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return 0
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//Next check that the slot is free
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if(H.get_equipped_item(slot))
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return 0
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//Next check if the slot is accessible.
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var/mob/_user = disable_warning? null : H
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if(!bypass_blocked_check && !H.slot_is_accessible(slot, src, _user))
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return 0
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//Lastly, check special rules for the desired slot.
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switch(slot)
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if(slot_l_ear, slot_r_ear)
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var/slot_other_ear = (slot == slot_l_ear)? slot_r_ear : slot_l_ear
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if( (w_class > 1) && !(slot_flags & SLOT_EARS) )
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return 0
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if( (slot_flags & SLOT_TWOEARS) && H.get_equipped_item(slot_other_ear) )
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return 0
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if(slot_wear_id)
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return 1
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if(slot_l_store, slot_r_store)
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if(!H.w_uniform && (slot_w_uniform in mob_equip))
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if(!disable_warning)
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to_chat(H, "<span class='warning'>You need a jumpsuit before you can attach this [name].</span>")
|
|
return 0
|
|
if(slot_flags & SLOT_DENYPOCKET)
|
|
return 0
|
|
if( w_class > 2 && !(slot_flags & SLOT_POCKET) )
|
|
return 0
|
|
if(slot_s_store)
|
|
if(isvaurca(H) && src.w_class <= ITEMSIZE_SMALL)
|
|
return TRUE
|
|
if(!H.wear_suit && (slot_wear_suit in mob_equip))
|
|
if(!disable_warning)
|
|
to_chat(H, "<span class='warning'>You need a suit before you can attach this [name].</span>")
|
|
return 0
|
|
if(!H.wear_suit.allowed)
|
|
if(!disable_warning)
|
|
to_chat(usr, "<span class='warning'>You somehow have a suit with no defined allowed items for suit storage, stop that.</span>")
|
|
return 0
|
|
if( !(istype(src, /obj/item/device/pda) || src.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/legcuffs))
|
|
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, "<span class='warning'>You need a jumpsuit before you can attach this [name].</span>")
|
|
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, "<span class='warning'>You already have an accessory of this type attached to your [uniform].</span>")
|
|
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)
|
|
return
|
|
|
|
/mob/living/carbon/verb/verb_pickup(obj/item/I in range(1))
|
|
set category = "Object"
|
|
set name = "Pick up"
|
|
|
|
if(!(usr)) //BS12 EDIT
|
|
return
|
|
if (!(I in view(1, src)))
|
|
return
|
|
if (istype(I, /obj/item/storage/internal))
|
|
return
|
|
if(!usr.canmove || usr.stat || usr.restrained() || !Adjacent(usr))
|
|
return
|
|
if((!istype(usr, /mob/living/carbon)) || (istype(usr, /mob/living/carbon/brain)))//Is humanoid, and is not a brain
|
|
to_chat(usr, "<span class='warning'>You can't pick things up!</span>")
|
|
return
|
|
if( usr.stat || usr.restrained() )//Is not asleep/dead and is not restrained
|
|
to_chat(usr, "<span class='warning'>You can't pick things up!</span>")
|
|
return
|
|
if(I.anchored) //Object isn't anchored
|
|
to_chat(usr, "<span class='warning'>You can't pick that up!</span>")
|
|
return
|
|
if(!usr.hand && usr.r_hand) //Right hand is not full
|
|
to_chat(usr, "<span class='warning'>Your right hand is full.</span>")
|
|
return
|
|
if(usr.hand && usr.l_hand) //Left hand is not full
|
|
to_chat(usr, "<span class='warning'>Your left hand is full.</span>")
|
|
return
|
|
if(!istype(I.loc, /turf)) //Object is on a turf
|
|
to_chat(usr, "<span class='warning'>You can't pick that up!</span>")
|
|
return
|
|
//All checks are done, time to pick it up!
|
|
usr.UnarmedAttack(I)
|
|
return
|
|
|
|
|
|
//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 should return a positive value to indicate that the attack is blocked and should be prevented.
|
|
//If a negative value is returned, it should be treated as a special return value for bullet_act() and handled appropriately.
|
|
//For non-projectile attacks this usually means the attack is blocked.
|
|
//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 0
|
|
|
|
/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 as mob, mob/living/carbon/user as mob)
|
|
|
|
var/mob/living/carbon/human/H = M
|
|
if(istype(H))
|
|
for(var/obj/item/protection in list(H.head, H.wear_mask, H.glasses))
|
|
if(protection && (protection.body_parts_covered & EYES))
|
|
// you can't stab someone in the eyes wearing a mask!
|
|
to_chat(user, "<span class='warning'>You're going to need to remove the eye covering first.</span>")
|
|
return
|
|
|
|
if(!M.has_eyes())
|
|
to_chat(user, "<span class='warning'>You cannot locate any eyes on [M]!</span>")
|
|
return
|
|
|
|
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)
|
|
user.do_attack_animation(M)
|
|
|
|
src.add_fingerprint(user)
|
|
//if((CLUMSY in user.mutations) && prob(50))
|
|
// M = user
|
|
/*
|
|
to_chat(M, "<span class='warning'>You stab yourself in the eye.</span>")
|
|
M.sdisabilities |= BLIND
|
|
M.weakened += 4
|
|
M.adjustBruteLoss(10)
|
|
*/
|
|
|
|
if(istype(H))
|
|
var/obj/item/organ/internal/eyes/eyes = H.get_eyes()
|
|
|
|
if(H != user)
|
|
M.visible_message(
|
|
"<span class='danger'>[user] stabs [M] in the [eyes.singular_name] with [src]!</span>",
|
|
"<span class='danger'>[user] stabs you in the [eyes.singular_name] with [src]!</span>"
|
|
)
|
|
else
|
|
user.visible_message( \
|
|
"<span class='danger'>[user] stabs themself in the [eyes.singular_name] with [src]!</span>", \
|
|
"<span class='danger'>You stab yourself in the [eyes.singular_name] with [src]!</span>" \
|
|
)
|
|
|
|
eyes.take_damage(rand(3,4))
|
|
if(eyes.damage >= eyes.min_bruised_damage)
|
|
if(M.stat != 2)
|
|
if(eyes.robotic <= 1) //robot eyes bleeding might be a bit silly
|
|
to_chat(M, "<span class='danger'>Your eyes start to bleed profusely!</span>")
|
|
if(prob(50))
|
|
if(M.stat != 2)
|
|
to_chat(M, "<span class='warning'>You drop what you're holding and clutch at your eyes!</span>")
|
|
M.drop_item()
|
|
M.eye_blurry += 10
|
|
M.Paralyse(1)
|
|
M.Weaken(4)
|
|
if (eyes.damage >= eyes.min_broken_damage)
|
|
if(M.stat != 2)
|
|
to_chat(M, "<span class='warning'>You go blind!</span>")
|
|
var/obj/item/organ/external/affecting = H.get_organ(BP_HEAD)
|
|
if(affecting.take_damage(7))
|
|
M:UpdateDamageIcon()
|
|
else
|
|
M.take_organ_damage(7)
|
|
M.eye_blurry += rand(3,4)
|
|
return
|
|
|
|
/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("<b>[user]</b> holds up [src]. <a HREF=?src=\ref[M];lookitem=\ref[src]>Take a closer look.</a>",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) //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
|
|
|
|
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
|
|
if(M.vision_cone_overlay)
|
|
var/mob/living/vision_cone_mob = M
|
|
vision_cone_mob.hide_cone()
|
|
|
|
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
|
|
|
|
M.visible_message("<b>[M]</b> peers through \the [zoomdevicename ? "[zoomdevicename] of \the [src.name]" : "[src.name]"].")
|
|
|
|
else
|
|
M.client.view = world.view
|
|
if(M.vision_cone_overlay)
|
|
var/mob/living/vision_cone_mob = M
|
|
vision_cone_mob.update_vision_cone()
|
|
if(!M.hud_used.hud_shown)
|
|
M.toggle_zoom_hud()
|
|
zoom = 0
|
|
|
|
M.client.pixel_x = 0
|
|
M.client.pixel_y = 0
|
|
|
|
if(!cannotzoom)
|
|
M.visible_message("[zoomdevicename ? "<b>[M]</b> looks up from \the [src.name]" : "<b>[M]</b> lowers \the [src.name]"].")
|
|
|
|
/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_ears()
|
|
if (slot_r_ear)
|
|
M.update_inv_ears()
|
|
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()
|
|
|
|
// 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, "<span class='danger'>You used \the [src] to attack [hit_mobs] other target\s!</span>")
|
|
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.
|
|
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
|