mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-12 01:43:40 +00:00
446 lines
17 KiB
Plaintext
446 lines
17 KiB
Plaintext
/obj/item
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name = "item"
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icon = 'icons/obj/items.dmi'
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var/item_state = null
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var/lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
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var/righthand_file = 'icons/mob/inhands/items_righthand.dmi'
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//Not on /clothing because for some reason any /obj/item can technically be "worn" with enough fuckery.
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var/icon/alternate_worn_icon = null//If this is set, update_icons() will find on mob (WORN, NOT INHANDS) states in this file instead, primary use: badminnery/events
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var/hitsound = null
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var/throwhitsound = null
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var/w_class = 3.0
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var/slot_flags = 0 //This is used to determine on which slots an item can fit.
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pass_flags = PASSTABLE
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pressure_resistance = 5
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var/obj/item/master = null
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var/heat_protection = 0 //flags which determine which body parts are protected from heat. Use the HEAD, CHEST, GROIN, 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, CHEST, GROIN, 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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//If this is set, The item will make an action button on the player's HUD when picked up.
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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/action_button_is_hands_free = 0 //If 1, bypass the restrained, lying, and stunned checks action buttons normally test for
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//Since any item can now be a piece of clothing, this has to be put here so all items share it.
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var/flags_inv //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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var/item_color = null
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var/body_parts_covered = 0 //see setup.dm for appropriate bit flags
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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/list/armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
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var/list/allowed = null //suit storage stuff.
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var/obj/item/device/uplink/hidden/hidden_uplink = null // All items can have an uplink hidden inside, just remember to add the triggers.
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var/reflect_chance = 0 //This var dictates what % of a time an object will reflect an energy based weapon's shot
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var/strip_delay = 40
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var/put_on_delay = 20
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var/m_amt = 0 // metal
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var/g_amt = 0 // glass
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var/reliability = 100 //Used by SOME devices to determine how reliable they are.
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var/origin_tech = null //Used by R&D to determine what research bonuses it grants.
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var/list/attack_verb = list() //Used in attackby() to say how something was attacked "[x] has been [z.attack_verb] by [y] with [z]"
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var/list/species_exception = list() // even if a species cannot put items in a certain slot, if the species id is in the item's exception list, it will be able to wear that item
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var/suittoggled = 0
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var/hooded = 0
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//So items can have custom embedd values
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//Because customisation is king
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var/embed_chance = EMBED_CHANCE
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var/embedded_fall_chance = EMBEDDED_ITEM_FALLOUT
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var/embedded_pain_chance = EMBEDDED_PAIN_CHANCE
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var/embedded_pain_multiplier = EMBEDDED_PAIN_MULTIPLIER //The coefficient of multiplication for the damage this item does while embedded (this*w_class)
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var/embedded_fall_pain_multiplier = EMBEDDED_FALL_PAIN_MULTIPLIER //The coefficient of multiplication for the damage this item does when falling out of a limb (this*w_class)
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var/embedded_impact_pain_multiplier = EMBEDDED_IMPACT_PAIN_MULTIPLIER //The coefficient of multiplication for the damage this item does when first embedded (this*w_class)
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var/embedded_unsafe_removal_pain_multiplier = EMBEDDED_UNSAFE_REMOVAL_PAIN_MULTIPLIER //The coefficient of multiplication for the damage removing this without surgery causes (this*w_class)
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var/embedded_unsafe_removal_time = EMBEDDED_UNSAFE_REMOVAL_TIME //A time in ticks, multiplied by the w_class.
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var/list/can_be_placed_into = list(
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/obj/structure/table,
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/obj/structure/rack,
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/obj/structure/closet,
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/obj/item/weapon/storage,
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/obj/structure/safe,
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/obj/machinery/disposal
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)
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/obj/item/proc/check_allowed_items(atom/target, not_inside)
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if((src in target) || ((!istype(target.loc, /turf)) && (!istype(target, /turf)) && (not_inside)) || is_type_in_list(target, can_be_placed_into))
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return 0
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else
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return 1
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/obj/item/device
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icon = 'icons/obj/device.dmi'
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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.unEquip(src, 1)
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return ..()
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/obj/item/blob_act()
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qdel(src)
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/obj/item/ex_act(severity, target)
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if(severity == 1 || target == src)
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qdel(src)
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if(!gc_destroyed)
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contents_explosion(severity, target)
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//user: The mob that is suiciding
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//damagetype: The type of damage the item will inflict on the user
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//BRUTELOSS = 1
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//FIRELOSS = 2
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//TOXLOSS = 4
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//OXYLOSS = 8
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//Output a creative message and then return the damagetype done
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/obj/item/proc/suicide_act(mob/user)
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return
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/obj/item/verb/move_to_top()
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set name = "Move To Top"
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set category = "Object"
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set src in oview(1)
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if(!istype(src.loc, /turf) || usr.stat || usr.restrained() || !usr.canmove)
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return
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var/turf/T = src.loc
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src.loc = null
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src.loc = T
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/obj/item/examine(mob/user) //This might be spammy. Remove?
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..()
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var/size
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switch(src.w_class)
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if(1.0)
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size = "tiny"
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if(2.0)
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size = "small"
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if(3.0)
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size = "normal-sized"
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if(4.0)
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size = "bulky"
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if(5.0)
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size = "huge"
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if(6.0)
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size = "gigantic"
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else
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//if ((CLUMSY in usr.mutations) && prob(50)) t = "funny-looking"
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var/pronoun
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if(src.gender == PLURAL)
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pronoun = "They are"
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else
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pronoun = "It is"
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user << "[pronoun] a [size] item." //e.g. They are a small item. or It is a bulky item.
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/obj/item/attack_hand(mob/user as mob)
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if (!user) return
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if (istype(src.loc, /obj/item/weapon/storage))
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//If the item is in a storage item, take it out
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var/obj/item/weapon/storage/S = src.loc
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S.remove_from_storage(src, user.loc)
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src.throwing = 0
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if (loc == user)
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if(!user.unEquip(src))
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return
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else
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if(isliving(loc))
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return
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pickup(user)
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add_fingerprint(user)
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user.put_in_active_hand(src)
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return
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/obj/item/attack_paw(mob/user as mob)
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if (istype(src.loc, /obj/item/weapon/storage))
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for(var/mob/M in range(1, src.loc))
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if (M.s_active == src.loc)
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if (M.client)
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M.client.screen -= src
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src.throwing = 0
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if (src.loc == user)
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if(!user.unEquip(src))
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return
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else
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if(istype(src.loc, /mob/living))
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return
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src.pickup(user)
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user.put_in_active_hand(src)
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return
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/obj/item/attack_alien(mob/user as mob)
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var/mob/living/carbon/alien/A = user
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if(!A.has_fine_manipulation || w_class >= 4)
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if(src in A.contents) // To stop Aliens having items stuck in their pockets
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A.unEquip(src)
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user << "Your claws aren't capable of such fine manipulation."
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return
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attack_paw(A)
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/obj/item/attack_ai(mob/user as mob)
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if (istype(src.loc, /obj/item/weapon/robot_module))
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//If the item is part of a cyborg module, equip it
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if(!isrobot(user)) 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/weapon/W as obj, mob/user as mob, params)
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if(istype(W,/obj/item/weapon/storage))
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var/obj/item/weapon/storage/S = W
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if(S.use_to_pickup)
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if(S.collection_mode) //Mode is set to collect multiple items on a tile and we clicked on a valid one.
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if(isturf(src.loc))
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var/list/rejections = list()
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var/success = 0
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var/failure = 0
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for(var/obj/item/I in src.loc)
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if(S.collection_mode == 2 && !istype(I,src.type)) // We're only picking up items of the target type
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failure = 1
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continue
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if(I.type in rejections) // 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 // therefore full bags are still a little spammy
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failure = 1
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continue
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success = 1
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S.handle_item_insertion(I, 1) //The 1 stops the "You put the [src] into [S]" insertion message from being displayed.
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if(success && !failure)
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user << "<span class='notice'>You put everything [S.preposition] [S].</span>"
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else if(success)
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user << "<span class='notice'>You put some things [S.preposition] [S].</span>"
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else
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user << "<span class='notice'>You fail to pick anything up with [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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return
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// afterattack() and attack() prototypes moved to _onclick/item_attack.dm for consistency
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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/dropped(mob/user as mob)
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..()
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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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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/weapon/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/weapon/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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// note this isn't called during the initial dressing of a player
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/obj/item/proc/equipped(mob/user, slot)
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return
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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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/obj/item/proc/mob_can_equip(mob/M, slot, disable_warning = 0)
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if(!M)
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return 0
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return M.can_equip(src, slot, disable_warning)
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/obj/item/verb/verb_pickup()
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set src in oview(1)
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set category = "Object"
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set name = "Pick up"
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if(!usr.canmove || usr.stat || usr.restrained() || !Adjacent(usr))
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return
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if(ishuman(usr) || ismonkey(usr))
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if(usr.get_active_hand() == null)
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usr.UnarmedAttack(src) // Let me know if this has any problems -Giacom | Actually let me know now. -Sayu
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/*
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if(usr.get_active_hand() == null)
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src.attack_hand(usr)
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else
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usr << "\red You already have something in your hand."
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*/
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else
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usr << "<span class='notice'>This mob type can't use this verb.</span>"
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//This proc is executed when someone clicks the on-screen UI button. To make the UI button show, set the 'action_button_name'.
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//The default action is attack_self().
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//Checks before we get to here are: mob is alive, mob is not restrained, paralyzed, asleep, resting, laying, item is on the mob.
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/obj/item/proc/ui_action_click()
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if(src in usr)
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attack_self(usr)
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/obj/item/proc/IsShield()
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return 0
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/obj/item/proc/IsReflect(var/def_zone) //This proc determines if and at what% an object will reflect energy projectiles if it's in l_hand,r_hand or wear_suit
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if(prob(reflect_chance))
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return 1
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/obj/item/proc/eyestab(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
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var/mob/living/carbon/human/H = M
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if(istype(H) && ( \
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(H.head && H.head.flags & HEADCOVERSEYES) || \
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(H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) || \
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(H.glasses && H.glasses.flags & GLASSESCOVERSEYES) \
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))
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// you can't stab someone in the eyes wearing a mask!
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user << "<span class='danger'>You're going to need to remove that mask/helmet/glasses first.</span>"
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return
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var/mob/living/carbon/monkey/Mo = M
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if(istype(Mo) && ( \
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(Mo.wear_mask && Mo.wear_mask.flags & MASKCOVERSEYES) \
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))
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// you can't stab someone in the eyes wearing a mask!
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user << "<span class='danger'>You're going to need to remove that mask/helmet/glasses first.</span>"
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return
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if(istype(M, /mob/living/carbon/alien) || istype(M, /mob/living/carbon/slime))//Aliens don't have eyes./N slimes also don't have eyes!
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user << "<span class='danger'>You cannot locate any eyes on this creature!</span>"
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return
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add_logs(user, M, "attacked", object="[src.name]", addition="(INTENT: [uppertext(user.a_intent)])")
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src.add_fingerprint(user)
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if(M != user)
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M.visible_message("<span class='danger'>[user] has stabbed [M] in the eye with [src]!</span>", \
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"<span class='userdanger'>[user] stabs you in the eye with [src]!</span>")
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else
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user.visible_message( \
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"<span class='danger'>[user] has stabbed themself in the eyes with [src]!</span>", \
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"<span class='userdanger'>You stab yourself in the eyes with [src]!</span>" \
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)
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if(istype(M, /mob/living/carbon/human))
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var/mob/living/carbon/human/U = M
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var/obj/item/organ/limb/affecting = U.get_organ("head")
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if(affecting.take_damage(7))
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U.update_damage_overlays(0)
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else
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M.take_organ_damage(7)
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M.eye_blurry += rand(3,4)
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M.eye_stat += rand(2,4)
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if (M.eye_stat >= 10)
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M.eye_blurry += 15+(0.1*M.eye_blurry)
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M.disabilities |= NEARSIGHT
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if(M.stat != 2)
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M << "<span class='danger'>Your eyes start to bleed profusely!</span>"
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if(prob(50))
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if(M.stat != 2)
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M << "<span class='danger'>You drop what you're holding and clutch at your eyes!</span>"
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M.drop_item()
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M.eye_blurry += 10
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M.Paralyse(1)
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M.Weaken(2)
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if (prob(M.eye_stat - 10 + 1))
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if(M.stat != 2)
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M << "<span class='danger'>You go blind!</span>"
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M.disabilities |= BLIND
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return
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/obj/item/clean_blood()
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. = ..()
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if(.)
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if(initial(icon) && initial(icon_state))
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var/index = blood_splatter_index()
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var/icon/blood_splatter_icon = blood_splatter_icons[index]
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if(blood_splatter_icon)
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overlays -= blood_splatter_icon
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/obj/item/clothing/gloves/clean_blood()
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. = ..()
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if(.)
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transfer_blood = 0
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bloody_hands_mob = null
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/obj/item/singularity_pull(S, current_size)
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spawn(0) //this is needed or multiple items will be thrown sequentially and not simultaneously
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if(current_size >= STAGE_FOUR)
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throw_at(S,14,3)
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else ..()
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/obj/item/acid_act(var/acidpwr, var/toxpwr, var/acid_volume)
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. = 1
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for(var/V in armor)
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if(armor[V] > 0)
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.-- //it survives the acid...
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break
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if(.)
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var/turf/T = get_turf(src)
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if(T)
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T.visible_message("<span class='danger'>[src] melts away!</span>")
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var/obj/effect/decal/cleanable/molten_item/I = new (T)
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I.pixel_x = rand(-16,16)
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I.pixel_y = rand(-16,16)
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I.desc = "Looks like this was \an [src] some time ago."
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qdel(src)
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else
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for(var/armour_value in armor) //but is weakened
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armor[armour_value] = max(armor[armour_value]-acidpwr,0)
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if(!findtext(desc, "it looks slightly melted...")) //it looks slightly melted... it looks slightly melted... it looks slightly melted... etc.
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desc += " it looks slightly melted..." //needs a space at the start, formatting
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/obj/item/throw_impact(A)
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if(throw_speed >= EMBED_THROWSPEED_THRESHOLD)
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if(istype(A, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = A
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if(can_embed(src))
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if(prob(embed_chance))
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var/obj/item/organ/limb/L = pick(H.organs)
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L.embedded_objects |= src
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add_blood(H)//it embedded itself in you, of course it's bloody!
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loc = H
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L.take_damage(w_class*embedded_impact_pain_multiplier)
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H.visible_message("<span class='danger'>\the [name] embeds itself in [H]'s [L.getDisplayName()]!</span>","<span class='userdanger'>\the [name] embeds itself in your [L.getDisplayName()]!</span>")
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return
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//Reset regardless of if we hit a human.
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throw_speed = initial(throw_speed) //explosions change this.
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..()
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