/obj/structure/toilet name = "toilet" desc = "The HT-451, a torque rotation-based, waste disposal unit for small matter. This one seems remarkably clean." icon = 'icons/obj/watercloset.dmi' icon_state = "toilet00" density = 0 anchored = 1 var/open = 0 //if the lid is up var/cistern = 0 //if the cistern bit is open var/w_items = 0 //the combined w_class of all the items in the cistern var/mob/living/swirlie = null //the mob being given a swirlie /obj/structure/toilet/New() open = round(rand(0, 1)) update_icon() /obj/structure/toilet/attack_hand(mob/living/user) if(swirlie) user.changeNext_move(CLICK_CD_MELEE) playsound(src.loc, "swing_hit", 25, 1) swirlie.visible_message("[user] slams the toilet seat onto [swirlie]'s head!", "[user] slams the toilet seat onto your head!", "You hear reverberating porcelain.") swirlie.adjustBruteLoss(5) else if(user.pulling && user.a_intent == "grab" && isliving(user.pulling)) user.changeNext_move(CLICK_CD_MELEE) var/mob/living/GM = user.pulling if(user.grab_state >= GRAB_AGGRESSIVE) if(GM.loc != get_turf(src)) user << "[GM] needs to be on [src]!" return if(!swirlie) if(open) GM.visible_message("[user] starts to give [GM] a swirlie!", "[user] starts to give you a swirlie...") swirlie = GM if(do_after(user, 30, 0, target = src)) GM.visible_message("[user] gives [GM] a swirlie!", "[user] gives you a swirlie!", "You hear a toilet flushing.") if(iscarbon(GM)) var/mob/living/carbon/C = GM if(!C.internal) C.adjustOxyLoss(5) else GM.adjustOxyLoss(5) swirlie = null else playsound(src.loc, 'sound/effects/bang.ogg', 25, 1) GM.visible_message("[user] slams [GM.name] into [src]!", "[user] slams you into [src]!") GM.adjustBruteLoss(5) else user << "You need a tighter grip!" else if(cistern && !open) if(!contents.len) user << "The cistern is empty." else var/obj/item/I = pick(contents) if(ishuman(user)) user.put_in_hands(I) else I.loc = get_turf(src) user << "You find [I] in the cistern." w_items -= I.w_class else open = !open update_icon() /obj/structure/toilet/update_icon() icon_state = "toilet[open][cistern]" /obj/structure/toilet/attackby(obj/item/I, mob/living/user, params) if(istype(I, /obj/item/weapon/crowbar)) user << "You start to [cistern ? "replace the lid on the cistern" : "lift the lid off the cistern"]..." playsound(loc, 'sound/effects/stonedoor_openclose.ogg', 50, 1) if(do_after(user, 30/I.toolspeed, target = src)) user.visible_message("[user] [cistern ? "replaces the lid on the cistern" : "lifts the lid off the cistern"]!", "You [cistern ? "replace the lid on the cistern" : "lift the lid off the cistern"]!", "You hear grinding porcelain.") cistern = !cistern update_icon() else if(cistern) if(user.a_intent != "harm") if(I.w_class > 3) user << "[I] does not fit!" return if(w_items + I.w_class > 5) user << "The cistern is full!" return if(!user.drop_item()) user << "\The [I] is stuck to your hand, you cannot put it in the cistern!" return I.loc = src w_items += I.w_class user << "You carefully place [I] into the cistern." else if(istype(I, /obj/item/weapon/reagent_containers)) if (!open) return var/obj/item/weapon/reagent_containers/RG = I RG.reagents.add_reagent("water", min(RG.volume - RG.reagents.total_volume, RG.amount_per_transfer_from_this)) user << "You fill [RG] from [src]. Gross." else return ..() /obj/structure/urinal name = "urinal" desc = "The HU-452, an experimental urinal. Comes complete with experimental urinal cake." icon = 'icons/obj/watercloset.dmi' icon_state = "urinal" density = 0 anchored = 1 var/exposed = 0 // can you currently put an item inside var/obj/item/hiddenitem = null // what's in the urinal /obj/structure/urinal/New() ..() hiddenitem = new /obj/item/weapon/reagent_containers/food/urinalcake /obj/structure/urinal/attack_hand(mob/user) if(user.pulling && user.a_intent == "grab" && isliving(user.pulling)) var/mob/living/GM = user.pulling if(user.grab_state >= GRAB_AGGRESSIVE) if(GM.loc != get_turf(src)) user << "[GM.name] needs to be on [src]." return user.changeNext_move(CLICK_CD_MELEE) user.visible_message("[user] slams [GM] into [src]!", "You slam [GM] into [src]!") GM.adjustBruteLoss(8) else user << "You need a tighter grip!" else if(exposed) if(!hiddenitem) user << "There is nothing in the drain holder." else if(ishuman(user)) user.put_in_hands(hiddenitem) else hiddenitem.forceMove(get_turf(src)) user << "You fish [hiddenitem] out of the drain enclosure." else ..() /obj/structure/urinal/attackby(obj/item/I, mob/living/user, params) if(istype(I, /obj/item/weapon/screwdriver)) user << "You start to [exposed ? "screw the cap back into place" : "unscrew the cap to the drain protector"]..." playsound(loc, 'sound/effects/stonedoor_openclose.ogg', 50, 1) if(do_after(user, 20/I.toolspeed, target = src)) user.visible_message("[user] [exposed ? "screws the cap back into place" : "unscrew the cap to the drain protector"]!", "You [exposed ? "screw the cap back into place" : "unscrew the cap on the drain"]!", "You hear metal and squishing noises.") exposed = !exposed else if(exposed) if (hiddenitem) user << "There is already something in the drain enclosure." return if(I.w_class > 1) user << "[I] is too large for the drain enclosure." return if(!user.drop_item()) user << "\[I] is stuck to your hand, you cannot put it in the drain enclosure!" return I.forceMove(src) hiddenitem = I user << "You place [I] into the drain enclosure." /obj/item/weapon/reagent_containers/food/urinalcake name = "urinal cake" desc = "The noble urinal cake, protecting the station's pipes from the station's pee. Do not eat." icon = 'icons/obj/items.dmi' icon_state = "urinalcake" w_class = 1 list_reagents = list("chlorine" = 3, "ammonia" = 1) /obj/machinery/shower name = "shower" desc = "The HS-451. Installed in the 2550s by the Nanotrasen Hygiene Division." icon = 'icons/obj/watercloset.dmi' icon_state = "shower" density = 0 anchored = 1 use_power = 0 var/on = 0 var/obj/effect/mist/mymist = null var/ismist = 0 //needs a var so we can make it linger~ var/watertemp = "normal" //freezing, normal, or boiling /obj/effect/mist name = "mist" icon = 'icons/obj/watercloset.dmi' icon_state = "mist" layer = FLY_LAYER anchored = 1 mouse_opacity = 0 /obj/machinery/shower/attack_hand(mob/M) on = !on update_icon() add_fingerprint(M) if(on) wash_turf() for(var/atom/movable/G in loc) if(isliving(G)) var/mob/living/L = G wash_mob(L) else wash_obj(G) else if(isopenturf(loc)) var/turf/open/tile = loc tile.MakeSlippery(min_wet_time = 5, wet_time_to_add = 1) /obj/machinery/shower/attackby(obj/item/I, mob/user, params) if(I.type == /obj/item/device/analyzer) user << "The water temperature seems to be [watertemp]." if(istype(I, /obj/item/weapon/wrench)) user << "You begin to adjust the temperature valve with \the [I]..." if(do_after(user, 50/I.toolspeed, target = src)) switch(watertemp) if("normal") watertemp = "freezing" if("freezing") watertemp = "boiling" if("boiling") watertemp = "normal" user.visible_message("[user] adjusts the shower with \the [I].", "You adjust the shower with \the [I] to [watertemp] temperature.") log_game("[key_name(user)] has wrenched a shower to [watertemp] at ([x],[y],[z])") add_hiddenprint(user) /obj/machinery/shower/update_icon() //this is terribly unreadable, but basically it makes the shower mist up cut_overlays() //once it's been on for a while, in addition to handling the water overlay. if(mymist) qdel(mymist) if(on) add_overlay(image('icons/obj/watercloset.dmi', src, "water", MOB_LAYER + 1, dir)) if(watertemp == "freezing") return if(!ismist) spawn(50) if(src && on) ismist = 1 mymist = new /obj/effect/mist(loc) else ismist = 1 mymist = new /obj/effect/mist(loc) else if(ismist) ismist = 1 mymist = new /obj/effect/mist(loc) spawn(250) if(!on && mymist) qdel(mymist) ismist = 0 /obj/machinery/shower/Crossed(atom/movable/O) ..() if(on) if(isliving(O)) var/mob/living/L = O if(wash_mob(L)) //it's a carbon mob. var/mob/living/carbon/C = L C.slip(4,2,null,NO_SLIP_WHEN_WALKING) else wash_obj(O) /obj/machinery/shower/proc/wash_obj(atom/movable/O) O.clean_blood() if(istype(O,/obj/item)) var/obj/item/I = O I.acid_level = 0 I.extinguish() /obj/machinery/shower/proc/wash_turf() if(isturf(loc)) var/turf/tile = loc loc.clean_blood() for(var/obj/effect/E in tile) if(is_cleanable(E)) qdel(E) /obj/machinery/shower/proc/wash_mob(mob/living/L) L.wash_cream() L.ExtinguishMob() L.adjust_fire_stacks(-20) //Douse ourselves with water to avoid fire more easily if(iscarbon(L)) var/mob/living/carbon/M = L . = 1 check_heat(M) for(var/obj/item/I in M.held_items) I.clean_blood() if(M.back) if(M.back.clean_blood()) M.update_inv_back(0) if(ishuman(M)) var/mob/living/carbon/human/H = M var/washgloves = 1 var/washshoes = 1 var/washmask = 1 var/washears = 1 var/washglasses = 1 if(H.wear_suit) washgloves = !(H.wear_suit.flags_inv & HIDEGLOVES) washshoes = !(H.wear_suit.flags_inv & HIDESHOES) if(H.head) washmask = !(H.head.flags_inv & HIDEMASK) washglasses = !(H.head.flags_inv & HIDEEYES) washears = !(H.head.flags_inv & HIDEEARS) if(H.wear_mask) if (washears) washears = !(H.wear_mask.flags_inv & HIDEEARS) if (washglasses) washglasses = !(H.wear_mask.flags_inv & HIDEEYES) if(H.head) if(H.head.clean_blood()) H.update_inv_head() if(H.wear_suit) if(H.wear_suit.clean_blood()) H.update_inv_wear_suit() else if(H.w_uniform) if(H.w_uniform.clean_blood()) H.update_inv_w_uniform() if(washgloves) H.clean_blood() if(H.shoes && washshoes) if(H.shoes.clean_blood()) H.update_inv_shoes() if(H.wear_mask) if(washmask) if(H.wear_mask.clean_blood()) H.update_inv_wear_mask() else H.lip_style = null H.update_body() if(H.glasses && washglasses) if(H.glasses.clean_blood()) H.update_inv_glasses() if(H.ears && washears) if(H.ears.clean_blood()) H.update_inv_ears() if(H.belt) if(H.belt.clean_blood()) H.update_inv_belt() else if(M.wear_mask) //if the mob is not human, it cleans the mask without asking for bitflags if(M.wear_mask.clean_blood()) M.update_inv_wear_mask(0) M.clean_blood() else L.clean_blood() /obj/machinery/shower/process() if(on) wash_turf() for(var/atom/movable/G in loc) if(isliving(G)) var/mob/living/L = G wash_mob(L) else wash_obj(G) /obj/machinery/shower/deconstruct(disassembled = TRUE) new /obj/item/stack/sheet/metal (loc, 3) qdel(src) /obj/machinery/shower/proc/check_heat(mob/living/carbon/C) if(watertemp == "freezing") C.bodytemperature = max(80, C.bodytemperature - 80) C << "The water is freezing!" else if(watertemp == "boiling") C.bodytemperature = min(500, C.bodytemperature + 35) C.adjustFireLoss(5) C << "The water is searing!" /obj/item/weapon/bikehorn/rubberducky name = "rubber ducky" desc = "Rubber ducky you're so fine, you make bathtime lots of fuuun. Rubber ducky I'm awfully fooooond of yooooouuuu~" //thanks doohl icon = 'icons/obj/watercloset.dmi' icon_state = "rubberducky" item_state = "rubberducky" /obj/structure/sink name = "sink" icon = 'icons/obj/watercloset.dmi' icon_state = "sink" desc = "A sink used for washing one's hands and face." anchored = 1 var/busy = 0 //Something's being washed at the moment /obj/structure/sink/attack_hand(mob/living/user) if(!user || !istype(user)) return if(!iscarbon(user)) return if(!Adjacent(user)) return if(busy) user << "Someone's already washing here." return var/selected_area = parse_zone(user.zone_selected) var/washing_face = 0 if(selected_area in list("head", "mouth", "eyes")) washing_face = 1 user.visible_message("[user] starts washing their [washing_face ? "face" : "hands"]...", \ "You start washing your [washing_face ? "face" : "hands"]...") busy = 1 if(!do_after(user, 40, target = src)) busy = 0 return busy = 0 user.visible_message("[user] washes their [washing_face ? "face" : "hands"] using [src].", \ "You wash your [washing_face ? "face" : "hands"] using [src].") if(washing_face) if(ishuman(user)) var/mob/living/carbon/human/H = user H.lip_style = null //Washes off lipstick H.lip_color = initial(H.lip_color) H.wash_cream() H.regenerate_icons() user.drowsyness = max(user.drowsyness - rand(2,3), 0) //Washing your face wakes you up if you're falling asleep else user.clean_blood() /obj/structure/sink/attackby(obj/item/O, mob/user, params) if(busy) user << "Someone's already washing here!" return if(istype(O, /obj/item/weapon/reagent_containers)) var/obj/item/weapon/reagent_containers/RG = O if(RG.flags & OPENCONTAINER) RG.reagents.add_reagent("water", min(RG.volume - RG.reagents.total_volume, RG.amount_per_transfer_from_this)) user << "You fill [RG] from [src]." return 1 if(istype(O, /obj/item/weapon/melee/baton)) var/obj/item/weapon/melee/baton/B = O if(B.bcell) if(B.bcell.charge > 0 && B.status == 1) flick("baton_active", src) var/stunforce = B.stunforce user.Stun(stunforce) user.Weaken(stunforce) user.stuttering = stunforce B.deductcharge(B.hitcost) user.visible_message("[user] shocks themself while attempting to wash the active [B.name]!", \ "You unwisely attempt to wash [B] while it's still on.") playsound(src, "sparks", 50, 1) return if(istype(O, /obj/item/weapon/mop)) O.reagents.add_reagent("water", 5) user << "You wet [O] in [src]." playsound(loc, 'sound/effects/slosh.ogg', 25, 1) if(istype(O, /obj/item/weapon/reagent_containers/food/snacks/monkeycube)) var/obj/item/weapon/reagent_containers/food/snacks/monkeycube/M = O user << "You place [src] under a stream of water..." user.drop_item() M.loc = get_turf(src) M.Expand() return if(!istype(O)) return if(O.flags & ABSTRACT) //Abstract items like grabs won't wash. No-drop items will though because it's still technically an item in your hand. return if(user.a_intent != "harm") user << "You start washing [O]..." busy = 1 if(!do_after(user, 40, target = src)) busy = 0 return 1 busy = 0 O.clean_blood() O.acid_level = 0 user.visible_message("[user] washes [O] using [src].", \ "You wash [O] using [src].") return 1 else return ..() /obj/structure/sink/deconstruct(disassembled = TRUE) new /obj/item/stack/sheet/metal (loc, 3) qdel(src) /obj/structure/sink/kitchen name = "kitchen sink" icon_state = "sink_alt" /obj/structure/sink/puddle //splishy splashy ^_^ name = "puddle" icon_state = "puddle" /obj/structure/sink/puddle/attack_hand(mob/M) icon_state = "puddle-splash" ..() icon_state = "puddle" /obj/structure/sink/puddle/attackby(obj/item/O, mob/user, params) icon_state = "puddle-splash" . = ..() icon_state = "puddle" //Shower Curtains// //Defines used are pre-existing in layers.dm// /obj/structure/curtain name = "curtain" desc = "Contains less than 1% mercury." icon = 'icons/obj/watercloset.dmi' icon_state = "open" color = "#ACD1E9" //Default color, didn't bother hardcoding other colors, mappers can and should easily change it. alpha = 200 //Mappers can also just set this to 255 if they want curtains that can't be seen through layer = WALL_OBJ_LAYER anchored = 1 opacity = 0 density = 0 var/open = TRUE /obj/structure/curtain/proc/toggle() open = !open update_icon() /obj/structure/curtain/update_icon() if(!open) icon_state = "closed" layer = WALL_OBJ_LAYER density = 1 open = FALSE else icon_state = "open" layer = SIGN_LAYER density = 0 open = TRUE /obj/structure/curtain/attack_hand(mob/user) playsound(loc, 'sound/effects/curtain.ogg', 50, 1) toggle() ..() /obj/structure/curtain/deconstruct(disassembled = TRUE) new /obj/item/stack/sheet/cloth (loc, 3) qdel(src) /obj/structure/curtain/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0) switch(damage_type) if(BRUTE) if(damage_amount) playsound(src.loc, 'sound/weapons/slash.ogg', 80, 1) else playsound(loc, 'sound/weapons/tap.ogg', 50, 1) if(BURN) playsound(loc, 'sound/items/welder.ogg', 80, 1)