diff --git a/code/defines/obj/weapon.dm b/code/defines/obj/weapon.dm
index 6d8392e4ad..0921cfabd9 100644
--- a/code/defines/obj/weapon.dm
+++ b/code/defines/obj/weapon.dm
@@ -206,14 +206,6 @@
name = "warning cone"
icon_state = "cone"
-/obj/item/weapon/rack_parts
- name = "rack parts"
- desc = "Parts of a rack."
- icon = 'icons/obj/items.dmi'
- icon_state = "rack_parts"
- flags = FPRINT | TABLEPASS| CONDUCT
- matter = list("metal" = 3750)
-
/*/obj/item/weapon/syndicate_uplink
name = "station bounced radio"
desc = "Remain silent about this..."
@@ -292,36 +284,6 @@
w_class = 2.0
flags = FPRINT | TABLEPASS | NOSHIELD
-/obj/item/weapon/table_parts
- name = "table parts"
- desc = "Parts of a table. Poor table."
- gender = PLURAL
- icon = 'icons/obj/items.dmi'
- icon_state = "table_parts"
- matter = list("metal" = 3750)
- flags = FPRINT | TABLEPASS| CONDUCT
- attack_verb = list("slammed", "bashed", "battered", "bludgeoned", "thrashed", "whacked")
-
-/obj/item/weapon/table_parts/reinforced
- name = "reinforced table parts"
- desc = "Hard table parts. Well...harder..."
- icon = 'icons/obj/items.dmi'
- icon_state = "reinf_tableparts"
- matter = list("metal" = 7500)
- flags = FPRINT | TABLEPASS| CONDUCT
-
-/obj/item/weapon/table_parts/wood
- name = "wooden table parts"
- desc = "Keep away from fire."
- icon_state = "wood_tableparts"
- flags = null
-
-/obj/item/weapon/table_parts/gambling
- name = "gamble table parts"
- desc = "Keep away from security."
- icon_state = "gamble_tableparts"
- flags = null
-
/obj/item/weapon/wire
desc = "This is just a simple piece of regular insulated wire."
name = "wire"
diff --git a/code/game/objects/items/weapons/table_rack_parts.dm b/code/game/objects/items/weapons/table_rack_parts.dm
index 1082723b24..fff0deed5f 100644
--- a/code/game/objects/items/weapons/table_rack_parts.dm
+++ b/code/game/objects/items/weapons/table_rack_parts.dm
@@ -1,124 +1,101 @@
-/* Table parts and rack parts
- * Contains:
- * Table Parts
- * Reinforced Table Parts
- * Wooden Table Parts
- * Rack Parts
- */
+// Table parts and rack parts
+/obj/item/weapon/table_parts
+ name = "table parts"
+ desc = "Parts of a table. Poor table."
+ gender = PLURAL
+ icon = 'icons/obj/items.dmi'
+ icon_state = "table_parts"
+ matter = list("metal" = 3750)
+ flags = FPRINT | TABLEPASS| CONDUCT
+ attack_verb = list("slammed", "bashed", "battered", "bludgeoned", "thrashed", "whacked")
+ var/build_type = /obj/structure/table
+ var/alter_type = /obj/item/weapon/table_parts/reinforced
+ var/alter_with = /obj/item/stack/rods
+ var/alter_cost = 4
+ var/list/stack_types = list(/obj/item/stack/sheet/metal)
-/*
- * Table Parts
- */
/obj/item/weapon/table_parts/attackby(obj/item/weapon/W as obj, mob/user as mob)
- ..()
if (istype(W, /obj/item/weapon/wrench))
- new /obj/item/stack/sheet/metal( user.loc )
- //SN src = null
+ for(var/material_type in stack_types)
+ new material_type(get_turf(user))
del(src)
- if (istype(W, /obj/item/stack/rods))
- var/obj/item/stack/rods/R = W
- if (R.use(4))
- new /obj/item/weapon/table_parts/reinforced(get_turf(loc))
- user << "You reinforce the [name]."
- del(src)
- else
- user << "You need at least four rods to reinforce the [name]."
+ return
+ else
+ if(alter_type && alter_with && istype(W,alter_with))
+ var/obj/item/stack/R = W
+ if (R.use(alter_cost))
+ var/obj/item/new_parts = new alter_type (get_turf(loc))
+ user << "You modify \the [name] into \a [new_parts]."
+ del(src)
+ else
+ user << "You need at least [alter_cost] sheets to reinforce the [name]."
+ return
+ ..()
/obj/item/weapon/table_parts/attack_self(mob/user as mob)
if(locate(/obj/structure/table) in user.loc)
user << "There is already a table here."
return
- new /obj/structure/table( user.loc )
+ new build_type( user.loc )
user.drop_item()
del(src)
return
+/obj/item/weapon/table_parts/reinforced
+ name = "reinforced table parts"
+ desc = "Hard table parts. Well... harder."
+ icon = 'icons/obj/items.dmi'
+ icon_state = "reinf_tableparts"
+ matter = list("metal" = 7500)
+ flags = FPRINT | TABLEPASS| CONDUCT
-/*
- * Reinforced Table Parts
- */
-/obj/item/weapon/table_parts/reinforced/attackby(obj/item/weapon/W as obj, mob/user as mob)
- if (istype(W, /obj/item/weapon/wrench))
- new /obj/item/stack/sheet/metal( get_turf(loc) )
- new /obj/item/stack/rods( get_turf(loc) )
- del(src)
+ stack_types = list(/obj/item/stack/sheet/metal, /obj/item/stack/rods)
+ build_type = /obj/structure/table/reinforced
+ alter_type = null
+ alter_with = null
+ alter_cost = null
-/obj/item/weapon/table_parts/reinforced/attack_self(mob/user as mob)
- if(locate(/obj/structure/table/reinforced) in user.loc)
- user << "There is already a table here."
- return
+/obj/item/weapon/table_parts/wood
+ name = "wooden table parts"
+ desc = "Keep away from fire."
+ icon_state = "wood_tableparts"
+ flags = null
- new /obj/structure/table/reinforced( user.loc )
- user.drop_item()
- del(src)
- return
+ stack_types = list(/obj/item/stack/sheet/wood)
+ build_type = /obj/structure/table/woodentable
+ alter_type = /obj/item/weapon/table_parts/gambling
+ alter_with = /obj/item/stack/tile/carpet
+ alter_cost = 1
-/*
- * Wooden Table Parts
- */
-/obj/item/weapon/table_parts/wood/attackby(obj/item/weapon/W as obj, mob/user as mob)
- ..()
- if (istype(W, /obj/item/weapon/wrench))
- new /obj/item/stack/sheet/wood( get_turf(loc) )
- //SN src = null
- del(src)
- if (istype(W, /obj/item/stack/tile/carpet))
- var/obj/item/stack/tile/carpet/C = W
- if (C.use(1))
- new /obj/item/weapon/table_parts/gambling(get_turf(loc))
- user << "You put a layer of carpet on the table."
- del(src)
+/obj/item/weapon/table_parts/gambling
+ name = "gambling table parts"
+ desc = "Keep away from security."
+ icon_state = "gamble_tableparts"
+ flags = null
-/obj/item/weapon/table_parts/wood/attack_self(mob/user as mob)
- if(locate(/obj/structure/table/woodentable) in user.loc)
- user << "There is already a table here."
- return
+ stack_types = list(/obj/item/stack/tile/carpet,/obj/item/stack/sheet/wood)
+ build_type = /obj/structure/table/gamblingtable
+ alter_type = null
+ alter_with = null
+ alter_cost = null
- new /obj/structure/table/woodentable( user.loc )
- user.drop_item()
- del(src)
- return
-
-/*
- * Gambling Table Parts
- */
/obj/item/weapon/table_parts/gambling/attackby(obj/item/weapon/W as obj, mob/user as mob)
- if (istype(W, /obj/item/weapon/wrench))
- new /obj/item/stack/sheet/wood( get_turf(loc) )
- new /obj/item/stack/tile/carpet( get_turf(loc) )
- del(src)
if (istype(W, /obj/item/weapon/crowbar))
new /obj/item/stack/tile/carpet( get_turf(loc) )
new /obj/item/weapon/table_parts/wood( get_turf(loc) )
user << "You pry the carpet out of the table."
del(src)
-
-/obj/item/weapon/table_parts/gambling/attack_self(mob/user as mob)
- new /obj/structure/table/gamblingtable( user.loc )
- user.drop_item()
- del(src)
- return
-/*
- * Rack Parts
- */
-/obj/item/weapon/rack_parts/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
- if (istype(W, /obj/item/weapon/wrench))
- new /obj/item/stack/sheet/metal( get_turf(loc) )
- del(src)
- return
- return
-/obj/item/weapon/rack_parts/attack_self(mob/user as mob)
- if(locate(/obj/structure/rack) in user.loc)
- user << "There is already a rack here."
- return
-
- var/obj/structure/rack/R = new /obj/structure/rack( user.loc )
- R.add_fingerprint(user)
- user.drop_item()
- del(src)
- return
+/obj/item/weapon/table_parts/rack
+ name = "rack parts"
+ desc = "Parts of a rack."
+ icon_state = "rack_parts"
+ stack_types = list(/obj/item/stack/sheet/metal)
+ build_type = /obj/structure/table/rack
+ alter_type = null
+ alter_with = null
+ alter_cost = null
\ No newline at end of file
diff --git a/code/game/objects/structures/tables_racks.dm b/code/game/objects/structures/tables_racks.dm
index 683168defc..bca29c689f 100644
--- a/code/game/objects/structures/tables_racks.dm
+++ b/code/game/objects/structures/tables_racks.dm
@@ -1,24 +1,14 @@
-/* Tables and Racks
- * Contains:
- * Tables
- * Wooden tables
- * Reinforced tables
- * Racks
- */
+// Tables and racks.
-
-/*
- * Tables
- */
/obj/structure/table
name = "table"
desc = "A square piece of metal standing on four metal legs. It can not move."
icon = 'icons/obj/structures.dmi'
icon_state = "table"
density = 1
- anchored = 1.0
+ anchored = 1
layer = 2.8
- throwpass = 1 //You can throw objects over this, despite it's density.")
+ throwpass = 1
climbable = 1
breakable = 1
parts = /obj/item/weapon/table_parts
@@ -26,6 +16,39 @@
var/flipped = 0
var/health = 100
+/obj/structure/table/woodentable
+ name = "wooden table"
+ desc = "Do not apply fire to this. Rumour says it burns easily."
+ icon_state = "wood_table"
+ parts = /obj/item/weapon/table_parts/wood
+ health = 50
+
+/obj/structure/table/gamblingtable
+ name = "gambling table"
+ desc = "A curved wooden table with a thin carpet of green fabric."
+ icon_state = "gamble_table"
+ parts = /obj/item/weapon/table_parts/gambling
+ health = 50
+
+/obj/structure/table/reinforced
+ icon_state = "reinf_table"
+ health = 200
+ parts = /obj/item/weapon/table_parts/reinforced
+
+/obj/structure/table/rack
+ name = "rack"
+ desc = "Different from the Middle Ages version."
+ icon = 'icons/obj/objects.dmi'
+ icon_state = "rack"
+ health = 100
+ parts = /obj/item/weapon/table_parts/rack
+ flipped = -1 //Cannot flip.
+
+/obj/structure/table/examine()
+ ..()
+ if(health > 100)
+ usr << "This one looks like it has been reinforced."
+
/obj/structure/table/proc/update_adjacent()
for(var/direction in list(1,2,4,8,5,6,9,10))
if(locate(/obj/structure/table,get_step(src,direction)))
@@ -45,14 +68,18 @@
..()
/obj/structure/table/update_icon()
+
+ if(health > 100)
+ name = "reinforced [initial(name)]"
+
spawn(2) //So it properly updates when deleting
- if(flipped)
+ if(flipped == 1)
var/type = 0
var/tabledirs = 0
for(var/direction in list(turn(dir,90), turn(dir,-90)) )
var/obj/structure/table/T = locate(/obj/structure/table,get_step(src,direction))
- if (T && T.flipped && T.dir == src.dir)
+ if (T && T.flipped == 1 && T.dir == src.dir)
type++
tabledirs |= direction
var/base = "table"
@@ -100,7 +127,7 @@
continue
if(!skip_sum) //means there is a window between the two tiles in this direction
var/obj/structure/table/T = locate(/obj/structure/table,get_step(src,direction))
- if(T && !T.flipped)
+ if(T && T.flipped == 0) // This should let us ignore racks for table icons/flipping. Should.
if(direction <5)
dir_sum += direction
else
@@ -265,7 +292,7 @@
return 1
if(locate(/obj/structure/table) in get_turf(mover))
return 1
- if (flipped)
+ if (flipped == 1)
if (get_dir(loc, target) == dir)
return !density
else
@@ -274,7 +301,13 @@
//checks if projectile 'P' from turf 'from' can hit whatever is behind the table. Returns 1 if it can, 0 if bullet stops.
/obj/structure/table/proc/check_cover(obj/item/projectile/P, turf/from)
- var/turf/cover = flipped ? get_turf(src) : get_step(loc, get_dir(from, loc))
+ var/turf/cover
+ if(flipped==1)
+ cover = get_turf(src)
+ else if(flipped==0)
+ cover = get_step(loc, get_dir(from, loc))
+ if(!cover)
+ return 1
if (get_dist(P.starting, loc) <= 1) //Tables won't help you if people are THIS close
return 1
if (get_turf(P.original) == cover)
@@ -283,7 +316,7 @@
var/mob/M = P.original
if (M.lying)
chance += 20 //Lying down lets you catch less bullets
- if(flipped)
+ if(flipped==1)
if(get_dir(loc, from) == dir) //Flipped tables catch mroe bullets
chance += 20
else
@@ -302,7 +335,7 @@
/obj/structure/table/CheckExit(atom/movable/O as mob|obj, target as turf)
if(istype(O) && O.checkpass(PASSTABLE))
return 1
- if (flipped)
+ if (flipped==1)
if (get_dir(loc, target) == dir)
return !density
else
@@ -323,6 +356,8 @@
/obj/structure/table/attackby(obj/item/W as obj, mob/user as mob)
if (!W) return
+
+ // Handle harm intent grabbing/tabling.
if (istype(W, /obj/item/weapon/grab) && get_dist(src,user)<2)
var/obj/item/weapon/grab/G = W
if (istype(G.affecting, /mob/living))
@@ -331,25 +366,56 @@
if(user.a_intent == "hurt")
if (prob(15)) M.Weaken(5)
M.apply_damage(8,def_zone = "head")
- visible_message("\red [G.assailant] slams [G.affecting]'s face against \the [src]!")
+ visible_message("[G.assailant] slams [G.affecting]'s face against \the [src]!")
playsound(src.loc, 'sound/weapons/tablehit1.ogg', 50, 1)
else
- user << "\red You need a better grip to do that!"
+ user << "You need a better grip to do that!"
return
else
G.affecting.loc = src.loc
G.affecting.Weaken(5)
- visible_message("\red [G.assailant] puts [G.affecting] on \the [src].")
+ visible_message("[G.assailant] puts [G.affecting] on \the [src].")
del(W)
return
+ // Handle dissembly.
if (istype(W, /obj/item/weapon/wrench))
- user << "\blue Now disassembling table"
+ if(health > 100)
+ user << "\The [src] is too well constructed to be collapsed. Weaken it first."
+ return
+ user << "You locate the bolts and begin disassembling \the [src]..."
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
if(do_after(user,50))
destroy()
return
+ // Handle weakening.
+ if (istype(W, /obj/item/weapon/weldingtool))
+ var/obj/item/weapon/weldingtool/WT = W
+ if(WT.isOn())
+ if(initial(health)>100)
+ if(WT.remove_fuel(0, user))
+ if(src.health>100)
+ user << "You start weakening \the [src]..."
+ playsound(src.loc, 'sound/items/Welder.ogg', 50, 1)
+ if(!do_after(user, 50) || !src || health<100 || !WT.isOn())
+ return
+ user << "You have weakened \the [src]."
+ health -= 100
+ else if(src.health <= 100)
+ user << "You start strengthening \the [src]..."
+ playsound(src.loc, 'sound/items/Welder.ogg', 50, 1)
+ if(!do_after(user, 50) || !src || health > 100 || !WT.isOn())
+ return
+ user << "You have strengthened \the [src]."
+ health += 100
+ update_icon()
+ else
+ user << "\The [src] is too flimsy to be reinforced or weakened."
+ return
+
+
+ // Handle dismantling or placing things on the table from here on.
if(isrobot(user))
return
@@ -362,8 +428,7 @@
spark_system.start()
playsound(src.loc, 'sound/weapons/blade1.ogg', 50, 1)
playsound(src.loc, "sparks", 50, 1)
- for(var/mob/O in viewers(user, 4))
- O.show_message("\blue The [src] was sliced apart by [user]!", 1, "\red You hear [src] coming apart.", 2)
+ user.visible_message("The [src] was sliced apart by [user]!")
destroy()
user.drop_item(src)
@@ -373,14 +438,14 @@
var/obj/structure/table/T
for(var/angle in list(-90,90))
T = locate() in get_step(src.loc,turn(direction,angle))
- if(T && !T.flipped)
+ if(T && T.flipped == 0)
return 0
T = locate() in get_step(src.loc,direction)
- if (!T || T.flipped)
+ if (!T || T.flipped == 1)
return 1
if (istype(T,/obj/structure/table/reinforced/))
var/obj/structure/table/reinforced/R = T
- if (R.status == 2)
+ if (R.health > 100)
return 0
return T.straight_table_check(direction)
@@ -393,7 +458,7 @@
if (!can_touch(usr) || ismouse(usr))
return
- if(!flip(get_cardinal_dir(usr,src)))
+ if(flipped < 0 || !flip(get_cardinal_dir(usr,src)))
usr << "It won't budge."
return
@@ -417,7 +482,7 @@
for(var/new_dir in L)
var/obj/structure/table/T = locate() in get_step(src.loc,new_dir)
if(T)
- if(T.flipped && T.dir == src.dir && !T.unflipping_check(new_dir))
+ if(T.flipped == 1 && T.dir == src.dir && !T.unflipping_check(new_dir))
return 0
return 1
@@ -456,7 +521,7 @@
flags |= ON_BORDER
for(var/D in list(turn(direction, 90), turn(direction, -90)))
var/obj/structure/table/T = locate() in get_step(src,D)
- if(T && !T.flipped)
+ if(T && T.flipped == 0)
T.flip(direction)
update_icon()
update_adjacent()
@@ -473,120 +538,19 @@
flags &= ~ON_BORDER
for(var/D in list(turn(dir, 90), turn(dir, -90)))
var/obj/structure/table/T = locate() in get_step(src.loc,D)
- if(T && T.flipped && T.dir == src.dir)
+ if(T && T.flipped == 1 && T.dir == src.dir)
T.unflip()
update_icon()
update_adjacent()
return 1
-/*
- * Wooden tables
- */
-/obj/structure/table/woodentable
- name = "wooden table"
- desc = "Do not apply fire to this. Rumour says it burns easily."
- icon_state = "wood_table"
- parts = /obj/item/weapon/table_parts/wood
- health = 50
-/*
- * Gambling tables
- */
-/obj/structure/table/gamblingtable
- name = "gambling table"
- desc = "A curved wooden table with a thin carpet of green fabric."
- icon_state = "gamble_table"
- parts = /obj/item/weapon/table_parts/gambling
- health = 50
-/*
- * Reinforced tables
- */
-/obj/structure/table/reinforced
- name = "reinforced table"
- desc = "A version of the four legged table. It is stronger."
- icon_state = "reinf_table"
- health = 200
- var/status = 2
- parts = /obj/item/weapon/table_parts/reinforced
+// No need to handle any of this, racks are not contiguous..
+/obj/structure/table/rack/update_icon()
+ return
+/obj/structure/table/rack/update_adjacent()
+ return
-/obj/structure/table/reinforced/flip(var/direction)
- if (status == 2)
- return 0
- else
- return ..()
-
-/obj/structure/table/reinforced/attackby(obj/item/weapon/W as obj, mob/user as mob)
- if (istype(W, /obj/item/weapon/weldingtool))
- var/obj/item/weapon/weldingtool/WT = W
- if(WT.remove_fuel(0, user))
- if(src.status == 2)
- user << "\blue Now weakening the reinforced table"
- playsound(src.loc, 'sound/items/Welder.ogg', 50, 1)
- if (do_after(user, 50))
- if(!src || !WT.isOn()) return
- user << "\blue Table weakened"
- src.status = 1
- else
- user << "\blue Now strengthening the reinforced table"
- playsound(src.loc, 'sound/items/Welder.ogg', 50, 1)
- if (do_after(user, 50))
- if(!src || !WT.isOn()) return
- user << "\blue Table strengthened"
- src.status = 2
- return
- return
-
- if (istype(W, /obj/item/weapon/wrench))
- if(src.status == 2)
- return
-
- ..()
-
-/*
- * Racks
- */
+// Dummied out to stop compile errors.
/obj/structure/rack
- name = "rack"
- desc = "Different from the Middle Ages version."
- icon = 'icons/obj/objects.dmi'
- icon_state = "rack"
- density = 1
- flags = FPRINT
- anchored = 1.0
- throwpass = 1 //You can throw objects over this, despite it's density.
- breakable = 1
- climbable = 1
- parts = /obj/item/weapon/rack_parts
-
-/obj/structure/rack/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
- if(air_group || (height==0)) return 1
- if(src.density == 0) //Because broken racks -Agouri |TODO: SPRITE!|
- return 1
- if(istype(mover) && mover.checkpass(PASSTABLE))
- return 1
- else
- return 0
-
-/obj/structure/rack/MouseDrop_T(obj/O as obj, mob/user as mob)
- if ((!( istype(O, /obj/item/weapon) ) || user.get_active_hand() != O))
- return
- if(isrobot(user))
- return
- user.drop_item()
- if (O.loc != src.loc)
- step(O, get_dir(O, src))
- return
-
-/obj/structure/rack/attackby(obj/item/weapon/W as obj, mob/user as mob)
- if (istype(W, /obj/item/weapon/wrench))
- new /obj/item/weapon/rack_parts( src.loc )
- playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
- del(src)
- return
- if(isrobot(user))
- return
- if(W.loc != user) // This should stop mounted modules ending up outside the module.
- return
- user.drop_item()
- if(W && W.loc) W.loc = src.loc
- return
+/obj/item/weapon/rack_parts
\ No newline at end of file