Files
Bubberstation/code/game/objects/structures/beds_chairs/bed.dm
2015-12-13 05:36:55 -06:00

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/* Beds... get your mind out of the gutter, they're for sleeping!
* Contains:
* Beds
* Roller beds
*/
/*
* Beds
*/
/obj/structure/bed
name = "bed"
desc = "This is used to lie in, sleep in or strap on."
icon_state = "bed"
icon = 'icons/obj/objects.dmi'
anchored = 1
can_buckle = 1
buckle_lying = 1
burn_state = FLAMMABLE
burntime = 30
var/buildstacktype = /obj/item/stack/sheet/metal
var/buildstackamount = 2
var/foldabletype //to fold into an item (e.g. roller bed item)
/obj/structure/bed/alien
name = "resting contraption"
desc = "This looks similar to contraptions from earth. Could aliens be stealing our technology?"
icon_state = "abed"
/obj/structure/bed/attack_paw(mob/user)
return src.attack_hand(user)
/obj/structure/bed/attack_animal(mob/living/simple_animal/M)//No more buckling hostile mobs to chairs to render them immobile forever
if(M.environment_smash)
new /obj/item/stack/sheet/metal(src.loc)
qdel(src)
/obj/structure/bed/ex_act(severity, target)
switch(severity)
if(1)
qdel(src)
return
if(2)
if(prob(70))
if(buildstacktype)
new buildstacktype(loc, buildstackamount)
qdel(src)
return
if(3)
if(prob(50))
if(buildstacktype)
new buildstacktype(loc, buildstackamount)
qdel(src)
return
/obj/structure/bed/blob_act()
if(buildstacktype)
new buildstacktype(loc, buildstackamount)
qdel(src)
/obj/structure/bed/attackby(obj/item/weapon/W, mob/user, params)
if(istype(W, /obj/item/weapon/wrench) && !(flags&NODECONSTRUCT))
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
if(buildstacktype)
new buildstacktype(loc, buildstackamount)
qdel(src)
/obj/structure/bed/MouseDrop(over_object, src_location, over_location)
. = ..()
if(foldabletype)
if(over_object == usr && Adjacent(usr) && (in_range(src, usr) || usr.contents.Find(src)))
if(!ishuman(usr))
return
if(buckled_mob)
return 0
usr.visible_message("[usr] collapses \the [src.name].", "<span class='notice'>You collapse \the [src.name].</span>")
new foldabletype(get_turf(src))
qdel(src)
/*
* Roller beds
*/
/obj/structure/bed/roller
name = "roller bed"
icon = 'icons/obj/rollerbed.dmi'
icon_state = "down"
anchored = 0
burn_state = FIRE_PROOF
foldabletype = /obj/item/roller
/obj/structure/bed/roller/post_buckle_mob(mob/living/M)
if(M == buckled_mob)
density = 1
icon_state = "up"
M.pixel_y = initial(M.pixel_y)
else
density = 0
icon_state = "down"
M.pixel_x = M.get_standard_pixel_x_offset(M.lying)
M.pixel_y = M.get_standard_pixel_y_offset(M.lying)
/obj/item/roller
name = "roller bed"
desc = "A collapsed roller bed that can be carried around."
icon = 'icons/obj/rollerbed.dmi'
icon_state = "folded"
w_class = 4 // Can't be put in backpacks.
/obj/item/roller/attack_self(mob/user)
var/obj/structure/bed/roller/R = new /obj/structure/bed/roller(user.loc)
R.add_fingerprint(user)
qdel(src)
/obj/item/roller/robo //ROLLER ROBO DA!
name = "roller bed dock"
var/loaded = null
/obj/item/roller/robo/New()
loaded = new /obj/structure/bed/roller(src)
desc = "A collapsed roller bed that can be ejected for emergency use. Must be collected or replaced after use."
..()
/obj/item/roller/robo/examine(mob/user)
..()
user << "The dock is [loaded ? "loaded" : "empty"]"
/obj/item/roller/robo/attack_self(mob/user)
if(loaded)
var/obj/structure/bed/roller/R = loaded
R.loc = user.loc
user.visible_message("[user] deploys [loaded].", "<span class='notice'>You deploy [loaded].</span>")
loaded = null
else
user << "<span class='warning'>The dock is empty!</span>"
/obj/item/roller/robo/afterattack(obj/target, mob/user , proximity)
if(istype(target,/obj/structure/bed/roller))
if(!proximity)
return
if(loaded)
user << "<span class='warning'>You already have a roller bed docked!</span>"
return
var/obj/structure/bed/roller/R = target
if(R.buckled_mob)
R.user_unbuckle_mob(user)
loaded = target
target.loc = src
user.visible_message("[user] collects [loaded].", "<span class='notice'>You collect [loaded].</span>")
..()
//Dog bed
/obj/structure/bed/dogbed
name = "dog bed"
icon_state = "dogbed"
desc = "A comfy-looking dog bed. You can even strap your pet in, in case the gravity turns off."
anchored = 0
buildstacktype = /obj/item/stack/sheet/mineral/wood
buildstackamount = 10
//Stool
/obj/structure/bed/stool
name = "stool"
desc = "Apply butt."
icon_state = "stool"
can_buckle = 0
buildstackamount = 1