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https://github.com/Bubberstation/Bubberstation.git
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*TABLEPASS was already totally obsolete. FPRINT was used, but it was on virtually everything anyway. Removes those flags from every instance where they were used. Also assigned and removed other flags where it made sense. If it is desired, I can revive the flag as NOFPRINT, which would retain the original functionality, though inverted. That way it would be be used only where it was intentional (holodeck items could use this for example).
438 lines
13 KiB
Plaintext
438 lines
13 KiB
Plaintext
/* Kitchen tools
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* Contains:
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* Utensils
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* Spoons
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* Forks
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* Knives
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* Kitchen knives
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* Butcher's cleaver
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* Rolling Pins
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* Trays
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*/
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/obj/item/weapon/kitchen
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icon = 'icons/obj/kitchen.dmi'
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/*
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* Utensils
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*/
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/obj/item/weapon/kitchen/utensil
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force = 5.0
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w_class = 1.0
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throwforce = 5.0
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throw_speed = 3
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throw_range = 5
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flags = CONDUCT
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origin_tech = "materials=1"
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attack_verb = list("attacked", "stabbed", "poked")
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/obj/item/weapon/kitchen/utensil/New()
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if (prob(60))
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src.pixel_y = rand(0, 4)
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return
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/*
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* Spoons
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*/
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/obj/item/weapon/kitchen/utensil/spoon
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name = "spoon"
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desc = "SPOON!"
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icon_state = "spoon"
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attack_verb = list("attacked", "poked")
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/*
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* Forks
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*/
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/obj/item/weapon/kitchen/utensil/fork
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name = "fork"
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desc = "Pointy."
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icon_state = "fork"
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/obj/item/weapon/kitchen/utensil/fork/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
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if(!istype(M))
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return ..()
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if(user.zone_sel.selecting != "eyes" && user.zone_sel.selecting != "head")
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return ..()
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if (src.icon_state == "forkloaded") //This is a poor way of handling it, but a proper rewrite of the fork to allow for a more varied foodening can happen when I'm in the mood. --NEO
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if(M == user)
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for(var/mob/O in viewers(M, null))
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O.show_message(text("\blue [] eats a delicious forkful of omelette!", user), 1)
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M.reagents.add_reagent("nutriment", 1)
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else
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for(var/mob/O in viewers(M, null))
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O.show_message(text("\blue [] feeds [] a delicious forkful of omelette!", user, M), 1)
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M.reagents.add_reagent("nutriment", 1)
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src.icon_state = "fork"
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return
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else
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if((CLUMSY in user.mutations) && prob(50))
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M = user
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return eyestab(M,user)
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/*
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* Knives
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*/
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/obj/item/weapon/kitchen/utensil/knife
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name = "knife"
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desc = "Can cut through any food."
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icon_state = "knife"
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force = 10.0
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throwforce = 10.0
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suicide_act(mob/user)
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viewers(user) << pick("\red <b>[user] is slitting \his wrists with the [src.name]! It looks like \he's trying to commit suicide.</b>", \
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"\red <b>[user] is slitting \his throat with the [src.name]! It looks like \he's trying to commit suicide.</b>", \
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"\red <b>[user] is slitting \his stomach open with the [src.name]! It looks like \he's trying to commit seppuku.</b>")
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return (BRUTELOSS)
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/obj/item/weapon/kitchen/utensil/knife/attack(target as mob, mob/living/user as mob)
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if ((CLUMSY in user.mutations) && prob(50))
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user << "\red You accidentally cut yourself with the [src]."
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user.take_organ_damage(20)
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return
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playsound(loc, 'sound/weapons/bladeslice.ogg', 50, 1, -1)
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return ..()
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/*
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* Kitchen knives
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*/
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/obj/item/weapon/kitchenknife
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name = "kitchen knife"
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icon = 'icons/obj/kitchen.dmi'
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icon_state = "knife"
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desc = "A general purpose Chef's Knife made by SpaceCook Incorporated. Guaranteed to stay sharp for years to come."
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flags = CONDUCT
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force = 10.0
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w_class = 3.0
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throwforce = 6.0
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throw_speed = 3
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throw_range = 6
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m_amt = 12000
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origin_tech = "materials=1"
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attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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suicide_act(mob/user)
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viewers(user) << pick("\red <b>[user] is slitting \his wrists with the [src.name]! It looks like \he's trying to commit suicide.</b>", \
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"\red <b>[user] is slitting \his throat with the [src.name]! It looks like \he's trying to commit suicide.</b>", \
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"\red <b>[user] is slitting \his stomach open with the [src.name]! It looks like \he's trying to commit seppuku.</b>")
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return (BRUTELOSS)
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/obj/item/weapon/kitchenknife/ritual
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name = "ritual knife"
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desc = "The unearthly energies that once powered this blade are now dormant."
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icon = 'icons/obj/wizard.dmi'
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icon_state = "render"
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/*
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* Bucher's cleaver
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*/
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/obj/item/weapon/butch
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name = "butcher's cleaver"
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icon = 'icons/obj/kitchen.dmi'
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icon_state = "butch"
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desc = "A huge thing used for chopping and chopping up meat. This includes clowns and clown-by-products."
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flags = CONDUCT
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force = 15.0
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w_class = 2.0
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throwforce = 8.0
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throw_speed = 3
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throw_range = 6
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m_amt = 12000
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origin_tech = "materials=1"
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hitsound = 'sound/weapons/bladeslice.ogg'
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attack_verb = list("cleaved", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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/*
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* Rolling Pins
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*/
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/obj/item/weapon/kitchen/rollingpin
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name = "rolling pin"
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desc = "Used to knock out the Bartender."
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icon_state = "rolling_pin"
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force = 8.0
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throwforce = 10.0
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throw_speed = 2
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throw_range = 7
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w_class = 3.0
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attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "whacked") //I think the rollingpin attackby will end up ignoring this anyway.
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/obj/item/weapon/kitchen/rollingpin/attack(mob/living/M as mob, mob/living/user as mob)
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if ((CLUMSY in user.mutations) && prob(50))
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user << "\red The [src] slips out of your hand and hits your head."
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user.take_organ_damage(10)
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user.Paralyse(2)
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return
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add_logs(user, M, "attacked", object="[src.name]")
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var/t = user:zone_sel.selecting
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if (t == "head")
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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if (H.stat < 2 && H.health < 50 && prob(90))
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// ******* Check
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if (istype(H, /obj/item/clothing/head) && H.flags & 8 && prob(80))
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H << "\red The helmet protects you from being hit hard in the head!"
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return
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var/time = rand(2, 6)
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if (prob(75))
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H.Paralyse(time)
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else
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H.Stun(time)
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if(H.stat != 2) H.stat = 1
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for(var/mob/O in viewers(H, null))
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O.show_message(text("\red <B>[] has been knocked unconscious!</B>", H), 1, "\red You hear someone fall.", 2)
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else
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H << text("\red [] tried to knock you unconscious!",user)
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H.eye_blurry += 3
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return
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/*
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* Trays - Agouri
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*/
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/obj/item/weapon/tray
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name = "tray"
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icon = 'icons/obj/food.dmi'
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icon_state = "tray"
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desc = "A metal tray to lay food on."
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throwforce = 12.0
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throwforce = 10.0
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throw_speed = 1
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throw_range = 5
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w_class = 3.0
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flags = CONDUCT
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m_amt = 3000
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var/list/carrying = list() // List of things on the tray. - Doohl
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var/max_carry = 10 // w_class = 1 -- takes up 1
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// w_class = 2 -- takes up 3
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// w_class = 3 -- takes up 5
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/obj/item/weapon/tray/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
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// Drop all the things. All of them.
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overlays.Cut()
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for(var/obj/item/I in carrying)
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I.loc = M.loc
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carrying.Remove(I)
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if(isturf(I.loc))
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spawn()
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for(var/i = 1, i <= rand(1,2), i++)
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if(I)
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step(I, pick(NORTH,SOUTH,EAST,WEST))
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sleep(rand(2,4))
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if((CLUMSY in user.mutations) && prob(50)) //What if he's a clown?
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M << "\red You accidentally slam yourself with the [src]!"
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M.Weaken(1)
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user.take_organ_damage(2)
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if(prob(50))
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playsound(M, 'sound/items/trayhit1.ogg', 50, 1)
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return
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else
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playsound(M, 'sound/items/trayhit2.ogg', 50, 1) //sound playin'
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return //it always returns, but I feel like adding an extra return just for safety's sakes. EDIT; Oh well I won't :3
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var/mob/living/carbon/human/H = M ///////////////////////////////////// /Let's have this ready for later.
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if(!(user.zone_sel.selecting == ("eyes" || "head"))) //////////////hitting anything else other than the eyes
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if(prob(33))
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src.add_blood(H)
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var/turf/location = H.loc
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if (istype(location, /turf/simulated))
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location.add_blood(H) ///Plik plik, the sound of blood
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add_logs(user, M, "attacked", object="[src.name]")
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if(prob(15))
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M.Weaken(3)
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M.take_organ_damage(3)
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else
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M.take_organ_damage(5)
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if(prob(50))
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playsound(M, 'sound/items/trayhit1.ogg', 50, 1)
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for(var/mob/O in viewers(M, null))
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O.show_message(text("\red <B>[] slams [] with the tray!</B>", user, M), 1)
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return
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else
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playsound(M, 'sound/items/trayhit2.ogg', 50, 1) //we applied the damage, we played the sound, we showed the appropriate messages. Time to return and stop the proc
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for(var/mob/O in viewers(M, null))
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O.show_message(text("\red <B>[] slams [] with the tray!</B>", user, M), 1)
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return
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if(istype(M, /mob/living/carbon/human) && ((H.head && H.head.flags & HEADCOVERSEYES) || (H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) || (H.glasses && H.glasses.flags & GLASSESCOVERSEYES)))
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M << "\red You get slammed in the face with the tray, against your mask!"
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if(prob(33))
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src.add_blood(H)
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if (H.wear_mask)
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H.wear_mask.add_blood(H)
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if (H.head)
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H.head.add_blood(H)
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if (H.glasses && prob(33))
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H.glasses.add_blood(H)
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var/turf/location = H.loc
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if (istype(location, /turf/simulated)) //Addin' blood! At least on the floor and item :v
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location.add_blood(H)
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if(prob(50))
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playsound(M, 'sound/items/trayhit1.ogg', 50, 1)
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for(var/mob/O in viewers(M, null))
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O.show_message(text("\red <B>[] slams [] with the tray!</B>", user, M), 1)
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else
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playsound(M, 'sound/items/trayhit2.ogg', 50, 1) //sound playin'
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for(var/mob/O in viewers(M, null))
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O.show_message(text("\red <B>[] slams [] with the tray!</B>", user, M), 1)
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if(prob(10))
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M.Stun(rand(1,3))
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M.take_organ_damage(3)
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return
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else
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M.take_organ_damage(5)
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return
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else //No eye or head protection, tough luck!
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M << "\red You get slammed in the face with the tray!"
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if(prob(33))
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src.add_blood(M)
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var/turf/location = H.loc
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if (istype(location, /turf/simulated))
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location.add_blood(H)
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if(prob(50))
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playsound(M, 'sound/items/trayhit1.ogg', 50, 1)
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for(var/mob/O in viewers(M, null))
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O.show_message(text("\red <B>[] slams [] in the face with the tray!</B>", user, M), 1)
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else
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playsound(M, 'sound/items/trayhit2.ogg', 50, 1) //sound playin' again
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for(var/mob/O in viewers(M, null))
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O.show_message(text("\red <B>[] slams [] in the face with the tray!</B>", user, M), 1)
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if(prob(30))
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M.Stun(rand(2,4))
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M.take_organ_damage(4)
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return
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else
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M.take_organ_damage(8)
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if(prob(30))
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M.Weaken(2)
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return
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return
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/*
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===============~~~~~================================~~~~~====================
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= =
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= Code for trays carrying things. By Doohl for Doohl erryday Doohl Doohl~ =
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= =
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===============~~~~~================================~~~~~====================
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*/
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/obj/item/weapon/tray/proc/calc_carry()
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// calculate the weight of the items on the tray
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var/val = 0 // value to return
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for(var/obj/item/I in carrying)
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if(I.w_class == 1.0)
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val ++
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else if(I.w_class == 2.0)
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val += 3
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else
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val += 5
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return val
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/obj/item/weapon/tray/pickup(mob/user)
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if(!isturf(loc))
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return
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for(var/obj/item/I in loc)
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if( I != src && !I.anchored && !istype(I, /obj/item/clothing/under) && !istype(I, /obj/item/clothing/suit) && !istype(I, /obj/item/projectile) )
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var/add = 0
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if(I.w_class == 1.0)
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add = 1
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else if(I.w_class == 2.0)
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add = 3
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else
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add = 5
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if(calc_carry() + add >= max_carry)
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break
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I.loc = src
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carrying.Add(I)
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overlays += image("icon" = I.icon, "icon_state" = I.icon_state, "layer" = 30 + I.layer)
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/obj/item/weapon/tray/dropped(mob/user)
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var/mob/living/M
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for(M in src.loc) //to handle hand switching
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return
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var/foundtable = 0
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for(var/obj/structure/table/T in loc)
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foundtable = 1
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break
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overlays.Cut()
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for(var/obj/item/I in carrying)
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I.loc = loc
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carrying.Remove(I)
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if(!foundtable && isturf(loc))
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// if no table, presume that the person just shittily dropped the tray on the ground and made a mess everywhere!
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spawn()
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for(var/i = 1, i <= rand(1,2), i++)
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if(I)
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step(I, pick(NORTH,SOUTH,EAST,WEST))
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sleep(rand(2,4))
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/////////////////////////////////////////////////////////////////////////////////////////
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//Enough with the violent stuff, here's what happens if you try putting food on it
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/////////////////////////////////////////////////////////////////////////////////////////////
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/*/obj/item/weapon/tray/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W,/obj/item/weapon/kitchen/utensil/fork))
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if (W.icon_state == "forkloaded")
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user << "\red You already have omelette on your fork."
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return
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W.icon = 'icons/obj/kitchen.dmi'
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W.icon_state = "forkloaded"
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viewers(3,user) << "[user] takes a piece of omelette with his fork!"
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reagents.remove_reagent("nutriment", 1)
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if (reagents.total_volume <= 0)
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del(src)*/
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/* if (prob(33))
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var/turf/location = H.loc
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if (istype(location, /turf/simulated))
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location.add_blood(H)
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if (H.wear_mask)
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H.wear_mask.add_blood(H)
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if (H.head)
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H.head.add_blood(H)
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if (H.glasses && prob(33))
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H.glasses.add_blood(H)
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if (istype(user, /mob/living/carbon/human))
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var/mob/living/carbon/human/user2 = user
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if (user2.gloves)
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user2.gloves.add_blood(H)
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else
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user2.add_blood(H)
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if (prob(15))
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if (user2.wear_suit)
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user2.wear_suit.add_blood(H)
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else if (user2.w_uniform)
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user2.w_uniform.add_blood(H)*/ |