File restructuring!

This brings down a bunch of defines from /code/defines/obj.dm unto their appropriate files.

I've moved morgue.dm from game/machinery into game/objects/structures since that file contains no machines.

I've reorganized the objects/items/stacks folder and made a 'sheets' and 'tiles' folder to keep things separate

I've separated stool_chair_bed.dm into its own folder which now contains the files: stools.dm, chairs.dm, bed.dm and alien_nests.dm to make it a little easier to go through.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4582 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
johnsonmt88@gmail.com
2012-08-29 18:00:30 +00:00
parent 179ed4c4b9
commit 867b21c7ce
37 changed files with 1412 additions and 1458 deletions

File diff suppressed because it is too large Load Diff

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@@ -1,3 +1,14 @@
/obj/effect/mine
name = "Mine"
desc = "I Better stay away from that thing."
density = 1
anchored = 1
layer = 3
icon = 'icons/obj/weapons.dmi'
icon_state = "uglymine"
var/triggerproc = "explode" //name of the proc thats called when the mine is triggered
var/triggered = 0
/obj/effect/mine/New()
icon_state = "uglyminearmed"
@@ -83,3 +94,31 @@
explosion(loc, 0, 1, 2, 3)
spawn(0)
del(src)
/obj/effect/mine/dnascramble
name = "Radiation Mine"
icon_state = "uglymine"
triggerproc = "triggerrad"
/obj/effect/mine/plasma
name = "Plasma Mine"
icon_state = "uglymine"
triggerproc = "triggerplasma"
/obj/effect/mine/kick
name = "Kick Mine"
icon_state = "uglymine"
triggerproc = "triggerkick"
/obj/effect/mine/n2o
name = "N2O Mine"
icon_state = "uglymine"
triggerproc = "triggern2o"
/obj/effect/mine/stun
name = "Stun Mine"
icon_state = "uglymine"
triggerproc = "triggerstun"

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@@ -1,4 +1,14 @@
/obj/effect/portal
name = "portal"
desc = "Looks unstable. Best to test it with the clown."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "portal"
density = 1
unacidable = 1//Can't destroy energy portals.
var/failchance = 5
var/obj/item/target = null
var/creator = null
anchored = 1.0
/obj/effect/portal/Bumped(mob/M as mob|obj)
spawn(0)

21
code/game/objects/hud.dm Normal file
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@@ -0,0 +1,21 @@
/obj/hud
name = "hud"
unacidable = 1
var/mob/mymob = null
var/list/adding = null
var/list/other = null
var/obj/screen/druggy = null
var/vimpaired = null
var/obj/screen/alien_view = null
var/obj/screen/g_dither = null
var/obj/screen/blurry = null
var/list/darkMask = null
var/obj/screen/r_hand_hud_object = null
var/obj/screen/l_hand_hud_object = null
var/show_intent_icons = 0
var/list/obj/screen/hotkeybuttons = null
var/hotkey_ui_hidden = 0 //This is to hide the buttons that can be used via hotkeys. (hotkeybuttons list of buttons)
var/list/obj/screen/item_action/item_action_list = null //Used for the item action ui buttons.
var/h_type = /obj/screen //this is like...the most pointless thing ever. Use a god damn define!

View File

@@ -41,6 +41,8 @@
var/list/allowed = null //suit storage stuff.
var/obj/item/device/uplink/hidden/hidden_uplink = null // All items can have an uplink hidden inside, just remember to add the triggers.
/obj/item/device
icon = 'icons/obj/device.dmi'
/obj/item/ex_act(severity)
switch(severity)

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@@ -1,5 +1,12 @@
// APC HULL
/obj/item/apc_frame
name = "APC frame"
desc = "Used for repairing or building APCs"
icon = 'icons/obj/apc_repair.dmi'
icon_state = "apc_frame"
flags = FPRINT | TABLEPASS| CONDUCT
/obj/item/apc_frame/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if (istype(W, /obj/item/weapon/wrench))

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@@ -1,4 +1,9 @@
/obj/item/blueprints
name = "station blueprints"
desc = "Blueprints of the station. There's stamp \"Classified\" and several coffee stains on it."
icon = 'icons/obj/items.dmi'
icon_state = "blueprints"
attack_verb = list("attacked", "bapped", "hit")
var/const/AREA_ERRNONE = 0
var/const/AREA_STATION = 1
var/const/AREA_SPACE = 2

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@@ -3,8 +3,10 @@
* TO-DO -- Using it as a power measurement tool for cables etc. Nannek.
*
*/
/obj/item/device/multitool
name = "multitool"
desc = "Used for pulsing wires to test which to cut. Not recommended by doctors."
icon_state = "multitool"
flags = FPRINT | TABLEPASS| CONDUCT
force = 5.0
@@ -15,4 +17,5 @@
desc = "You can use this on airlocks or APCs to try to hack them without cutting wires."
m_amt = 50
g_amt = 20
origin_tech = "magnets=1"
origin_tech = "magnets=1;engineering=1"
var/obj/machinery/telecomms/buffer // simple machine buffer for device linkage

View File

@@ -1,4 +1,6 @@
//What is this even used for?
/obj/item/stack/medical/attack(mob/living/carbon/M as mob, mob/user as mob)
if (M.stat == 2)
var/t_him = "it"

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@@ -0,0 +1,66 @@
/obj/item/stack/rods
name = "metal rods"
desc = "Some rods. Can be used for building, or something."
singular_name = "metal rod"
icon_state = "rods"
flags = FPRINT | TABLEPASS| CONDUCT
w_class = 3.0
force = 9.0
throwforce = 15.0
throw_speed = 5
throw_range = 20
m_amt = 1875
max_amount = 60
attack_verb = list("hit", "bludgeoned", "whacked")
/obj/item/stack/rods/attackby(obj/item/W as obj, mob/user as mob)
..()
if (istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(amount < 2)
user << "\red You need at least two rods to do this."
return
if(WT.remove_fuel(0,user))
var/obj/item/stack/sheet/metal/new_item = new(usr.loc)
new_item.add_to_stacks(usr)
for (var/mob/M in viewers(src))
M.show_message("\red [src] is shaped into metal by [user.name] with the weldingtool.", 3, "\red You hear welding.", 2)
var/obj/item/stack/rods/R = src
src = null
var/replace = (user.get_inactive_hand()==R)
R.use(2)
if (!R && replace)
user.put_in_hands(new_item)
return
..()
/obj/item/stack/rods/attack_self(mob/user as mob)
src.add_fingerprint(user)
if(!istype(user.loc,/turf)) return 0
if (locate(/obj/structure/grille, usr.loc))
for(var/obj/structure/grille/G in usr.loc)
if (G.destroyed)
G.health = 10
G.density = 1
G.destroyed = 0
G.icon_state = "grille"
use(1)
else
return 1
else
if(amount < 2)
user << "\blue You need at least two rods to do this."
return
usr << "\blue Assembling grille..."
if (!do_after(usr, 10))
return
var/obj/structure/grille/F = new /obj/structure/grille/ ( usr.loc )
usr << "\blue You assemble a grille"
F.add_fingerprint(usr)
use(2)
return

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@@ -1,12 +1,21 @@
/* Glass stack types
* Contains:
* Glass sheets
* Reinforced glass sheets
* Glass shards - TODO: Move this into code/game/object/item/weapons
*/
/*
CONTAINS:
GLASS SHEET
REINFORCED GLASS SHEET
SHARDS
* Glass sheets
*/
/obj/item/stack/sheet/glass
name = "glass"
desc = "HOLY HELL! That is a lot of glass."
singular_name = "glass sheet"
icon_state = "sheet-glass"
g_amt = 3750
origin_tech = "materials=1"
*/
// GLASS
/obj/item/stack/sheet/glass/attack_self(mob/user as mob)
construct_window(user)
@@ -97,7 +106,25 @@ SHARDS
return 0
// REINFORCED GLASS
/*
* Reinforced glass sheets
*/
/obj/item/stack/sheet/rglass
name = "reinforced glass"
desc = "Glass which seems to have rods or something stuck in them."
singular_name = "reinforced glass sheet"
icon_state = "sheet-rglass"
g_amt = 3750
m_amt = 1875
origin_tech = "materials=2"
/obj/item/stack/sheet/rglass/cyborg
name = "reinforced glass"
desc = "Glass which seems to have rods or something stuck in them."
singular_name = "reinforced glass sheet"
icon_state = "sheet-rglass"
g_amt = 0
m_amt = 0
/obj/item/stack/sheet/rglass/attack_self(mob/user as mob)
construct_window(user)
@@ -201,8 +228,9 @@ SHARDS
return 0
// SHARDS
/*
* Glass shards - TODO: Move this into code/game/object/item/weapons
*/
/obj/item/weapon/shard/Bump()
spawn( 0 )
@@ -216,9 +244,6 @@ SHARDS
/obj/item/weapon/shard/New()
//****RM
//world<<"New shard at [x],[y],[z]"
src.icon_state = pick("large", "medium", "small")
switch(src.icon_state)
if("small")

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@@ -0,0 +1,35 @@
/obj/item/stack/light_w
name = "wired glass tiles"
singular_name = "wired glass floor tile"
desc = "A glass tile, which is wired, somehow."
icon_state = "glass_wire"
w_class = 3.0
force = 3.0
throwforce = 5.0
throw_speed = 5
throw_range = 20
flags = FPRINT | TABLEPASS | CONDUCT
max_amount = 60
/obj/item/stack/light_w/attackby(var/obj/item/O as obj, var/mob/user as mob)
..()
if(istype(O,/obj/item/weapon/wirecutters))
var/obj/item/weapon/cable_coil/CC = new/obj/item/weapon/cable_coil(user.loc)
CC.amount = 5
amount--
new/obj/item/stack/sheet/glass(user.loc)
if(amount <= 0)
user.drop_from_inventory(src)
del(src)
if(istype(O,/obj/item/stack/sheet/metal))
var/obj/item/stack/sheet/metal/M = O
M.amount--
if(M.amount <= 0)
user.drop_from_inventory(M)
del(M)
amount--
new/obj/item/stack/tile/light(user.loc)
if(amount <= 0)
user.drop_from_inventory(src)
del(src)

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@@ -1,14 +1,16 @@
/*
CONTAINS:
SANDSTONE
DIAMOND
URANIUM
PLASMA
GOLD
SILVER
*/
/* Mineral Sheets
* Contains:
* Sandstone
* Diamond
* Uranium
* Plasma
* Gold
* Silver
*/
//Sandstone
/*
* Sandstone
*/
var/global/list/datum/stack_recipe/sandstone_recipes = list ( \
new/datum/stack_recipe("pile of dirt", /obj/machinery/hydroponics/soil, 3, time = 10, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("sandstone door", /obj/structure/mineral_door/sandstone, 10, one_per_turf = 1, on_floor = 1), \
@@ -16,12 +18,23 @@ var/global/list/datum/stack_recipe/sandstone_recipes = list ( \
new/datum/stack_recipe("sandstone floor", ???),\*/
)
/obj/item/stack/sheet/sandstone
name = "sandstone bricks"
desc = "This appears to be a combination of both sand and stone."
singular_name = "sandstone brick"
icon_state = "sheet-sandstone"
throw_speed = 4
throw_range = 5
origin_tech = "materials=1"
/obj/item/stack/sheet/sandstone
New(var/loc, var/amount=null)
recipes = sandstone_recipes
return ..()
//Diamond
/*
* Diamond
*/
var/global/list/datum/stack_recipe/diamond_recipes = list ( \
new/datum/stack_recipe("diamond door", /obj/structure/mineral_door/transparent/diamond, 10, one_per_turf = 1, on_floor = 1), \
)
@@ -31,7 +44,9 @@ var/global/list/datum/stack_recipe/diamond_recipes = list ( \
recipes = diamond_recipes
return ..()
//Uranium
/*
* Uranium
*/
var/global/list/datum/stack_recipe/uranium_recipes = list ( \
new/datum/stack_recipe("uranium door", /obj/structure/mineral_door/uranium, 10, one_per_turf = 1, on_floor = 1), \
)
@@ -41,7 +56,9 @@ var/global/list/datum/stack_recipe/uranium_recipes = list ( \
recipes = uranium_recipes
return ..()
//Plasma
/*
* Plasma
*/
var/global/list/datum/stack_recipe/plasma_recipes = list ( \
new/datum/stack_recipe("plasma door", /obj/structure/mineral_door/transparent/plasma, 10, one_per_turf = 1, on_floor = 1), \
)
@@ -51,7 +68,9 @@ var/global/list/datum/stack_recipe/plasma_recipes = list ( \
recipes = plasma_recipes
return ..()
//Gold
/*
* Gold
*/
var/global/list/datum/stack_recipe/gold_recipes = list ( \
new/datum/stack_recipe("golden door", /obj/structure/mineral_door/gold, 10, one_per_turf = 1, on_floor = 1), \
)
@@ -61,7 +80,9 @@ var/global/list/datum/stack_recipe/gold_recipes = list ( \
recipes = gold_recipes
return ..()
//Silver
/*
* Silver
*/
var/global/list/datum/stack_recipe/silver_recipes = list ( \
new/datum/stack_recipe("silver door", /obj/structure/mineral_door/silver, 10, one_per_turf = 1, on_floor = 1), \
)

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@@ -1,72 +1,15 @@
/* Diffrent misc types of sheets
* Contains:
* Metal
* Plasteel
* Wood
* Cloth
* Cardboard
*/
/*
CONTAINS:
RODS
METAL
REINFORCED METAL
FLOOR TILES
*/
// RODS
/obj/item/stack/rods/attackby(obj/item/W as obj, mob/user as mob)
..()
if (istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(amount < 2)
user << "\red You need at least two rods to do this."
return
if(WT.remove_fuel(0,user))
var/obj/item/stack/sheet/metal/new_item = new(usr.loc)
new_item.add_to_stacks(usr)
for (var/mob/M in viewers(src))
M.show_message("\red [src] is shaped into metal by [user.name] with the weldingtool.", 3, "\red You hear welding.", 2)
var/obj/item/stack/rods/R = src
src = null
var/replace = (user.get_inactive_hand()==R)
R.use(2)
if (!R && replace)
user.put_in_hands(new_item)
return
..()
/obj/item/stack/rods/attack_self(mob/user as mob)
src.add_fingerprint(user)
if(!istype(user.loc,/turf)) return 0
if (locate(/obj/structure/grille, usr.loc))
for(var/obj/structure/grille/G in usr.loc)
if (G.destroyed)
G.health = 10
G.density = 1
G.destroyed = 0
G.icon_state = "grille"
use(1)
else
return 1
else
if(amount < 2)
user << "\blue You need at least two rods to do this."
return
usr << "\blue Assembling grille..."
if (!do_after(usr, 10))
return
var/obj/structure/grille/F = new /obj/structure/grille/ ( usr.loc )
usr << "\blue You assemble a grille"
F.add_fingerprint(usr)
use(2)
return
// METAL SHEET
// /datum/stack_recipe/New(title, result_type, req_amount, res_amount, max_res_amount, time, one_per_turf, on_floor = 0)
* Metal
*/
var/global/list/datum/stack_recipe/metal_recipes = list ( \
new/datum/stack_recipe("stool", /obj/structure/stool, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("chair", /obj/structure/stool/bed/chair, one_per_turf = 1, on_floor = 1), \
@@ -95,58 +38,87 @@ var/global/list/datum/stack_recipe/metal_recipes = list ( \
)
/obj/item/stack/sheet/metal
New(var/loc, var/amount=null)
recipes = metal_recipes
return ..()
name = "metal"
desc = "Sheets made out off metal. It has been dubbed Metal Sheets."
singular_name = "metal sheet"
icon_state = "sheet-metal"
m_amt = 3750
throwforce = 14.0
flags = FPRINT | TABLEPASS | CONDUCT
origin_tech = "materials=1"
// REINFORCED METAL SHEET
/obj/item/stack/sheet/metal/cyborg
name = "metal"
desc = "Sheets made out off metal. It has been dubbed Metal Sheets."
singular_name = "metal sheet"
icon_state = "sheet-metal"
m_amt = 0
throwforce = 14.0
flags = FPRINT | TABLEPASS | CONDUCT
// /datum/stack_recipe/New(title, result_type, req_amount, res_amount, max_res_amount, time, one_per_turf, on_floor = 0)
/obj/item/stack/sheet/metal/New(var/loc, var/amount=null)
recipes = metal_recipes
return ..()
/*
* Plasteel
*/
var/global/list/datum/stack_recipe/plasteel_recipes = list ( \
new/datum/stack_recipe("AI core", /obj/structure/AIcore, 4, time = 50, one_per_turf = 1), \
)
/obj/item/stack/sheet/plasteel
New(var/loc, var/amount=null)
name = "plasteel"
singular_name = "plasteel sheet"
desc = "This sheet is an alloy of iron and plasma."
icon_state = "sheet-plasteel"
item_state = "sheet-metal"
m_amt = 7500
throwforce = 15.0
flags = FPRINT | TABLEPASS | CONDUCT
origin_tech = "materials=2"
/obj/item/stack/sheet/plasteel/New(var/loc, var/amount=null)
recipes = plasteel_recipes
return ..()
/*
* Wood
*/
var/global/list/datum/stack_recipe/wood_recipes = list ( \
new/datum/stack_recipe("wooden sandals", /obj/item/clothing/shoes/sandal, 1), \
new/datum/stack_recipe("table parts", /obj/item/weapon/table_parts/wood, 2), \
new/datum/stack_recipe("wood floor tile", /obj/item/stack/tile/wood, 1, 4, 20), \
new/datum/stack_recipe("wooden barricade", /obj/structure/barricade/wooden, 5, time = 50, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("wooden door", /obj/structure/mineral_door/wood, 10, time = 20, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("coffin", /obj/structure/closet/coffin, 5, time = 15, one_per_turf = 1, on_floor = 1), \
)
/obj/item/stack/sheet/wood
name = "wooden planks"
desc = "One can only guess that this is a bunch of wood."
singular_name = "wood plank"
icon_state = "sheet-wood"
origin_tech = "materials=1;biotech=1"
// TILES
/obj/item/stack/tile/plasteel/New(var/loc, var/amount=null)
..()
src.pixel_x = rand(1, 14)
src.pixel_y = rand(1, 14)
return
/obj/item/stack/sheet/wood/New(var/loc, var/amount=null)
recipes = wood_recipes
return ..()
/*
/obj/item/stack/tile/plasteel/attack_self(mob/user as mob)
if (usr.stat)
return
var/T = user.loc
if (!( istype(T, /turf) ))
user << "\red You must be on the ground!"
return
if (!( istype(T, /turf/space) ))
user << "\red You cannot build on or repair this turf!"
return
src.build(T)
src.add_fingerprint(user)
use(1)
return
*/
* Cloth
*/
/obj/item/stack/sheet/cloth
name = "cloth"
desc = "This roll of cloth is made from only the finest chemicals and bunny rabbits."
singular_name = "cloth roll"
icon_state = "sheet-cloth"
origin_tech = "materials=2"
/obj/item/stack/tile/plasteel/proc/build(turf/S as turf)
S.ReplaceWithPlating()
// var/turf/simulated/floor/W = S.ReplaceWithFloor()
// W.make_plating()
return
// CARDBOARD SHEET - BubbleWrap
// /datum/stack_recipe/New(title, result_type, req_amount, res_amount, max_res_amount, time, one_per_turf, on_floor = 0)
/*
* Cardboard
*/
var/global/list/datum/stack_recipe/cardboard_recipes = list ( \
new/datum/stack_recipe("box", /obj/item/weapon/storage/box), \
new/datum/stack_recipe("light tubes", /obj/item/weapon/storage/lightbox/tubes), \
@@ -157,7 +129,14 @@ var/global/list/datum/stack_recipe/cardboard_recipes = list ( \
new/datum/stack_recipe("pizza box", /obj/item/pizzabox), \
)
/obj/item/stack/sheet/cardboard
New(var/loc, var/amount=null)
/obj/item/stack/sheet/cardboard //BubbleWrap
name = "cardboard"
desc = "Large sheets of card, like boxes folded flat."
singular_name = "cardboard sheet"
icon_state = "sheet-card"
flags = FPRINT | TABLEPASS
origin_tech = "materials=1"
/obj/item/stack/sheet/cardboard/New(var/loc, var/amount=null)
recipes = cardboard_recipes
return ..()

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@@ -0,0 +1,21 @@
/obj/item/stack/sheet
name = "sheet"
flags = FPRINT | TABLEPASS
w_class = 3.0
force = 5
throwforce = 5
max_amount = 50
throw_speed = 3
throw_range = 3
attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "smashed")
var/perunit = 3750
/obj/item/stack/sheet/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/sheetsnatcher))
var/obj/item/weapon/sheetsnatcher/S = W
if(!S.mode)
S.add(src,user)
else
for (var/obj/item/stack/sheet/stack in locate(src.x,src.y,src.z))
S.add(stack,user)
..()

View File

@@ -1,116 +1,36 @@
/* Stack type objects!
* Contains:
* Stacks
* Recipe datum
*/
/*
Base object for stackable items.
Stackable items are:
metal
rmetal
glass
rglass
wood planks
floor tiles
metal rods
*/
* Stacks
*/
/obj/item/stack
origin_tech = "materials=1"
var/list/datum/stack_recipe/recipes
var/singular_name
var/amount = 1
var/max_amount //also see stack recipes initialisation, param "max_res_amount" must be equal to this max_amount
/obj/item/stack/New(var/loc, var/amount=null)
..()
if (amount)
src.amount=amount
return
/obj/item/stack/Del()
if (src && usr && usr.machine==src)
usr << browse(null, "window=stack")
..()
/obj/item/stack/examine()
set src in view(1)
..()
usr << "There are [src.amount] [src.singular_name]\s in the stack."
return
/obj/item/stack/proc/use(var/amount)
src.amount-=amount
if (src.amount<=0)
var/oldsrc = src
src = null //dont kill proc after del()
if(usr)
usr.before_take_item(oldsrc)
del(oldsrc)
return
/obj/item/stack/proc/add_to_stacks(mob/usr as mob)
var/obj/item/stack/oldsrc = src
src = null
for (var/obj/item/stack/item in usr.loc)
if (item==oldsrc)
continue
if (!istype(item, oldsrc.type))
continue
if (item.amount>=item.max_amount)
continue
oldsrc.attackby(item, usr)
usr << "You add new [item.singular_name] to the stack. It now contains [item.amount] [item.singular_name]\s."
if(!oldsrc)
break
/obj/item/stack/attack_hand(mob/user as mob)
if (user.get_inactive_hand() == src)
var/obj/item/stack/F = new src.type( user, amount=1)
F.copy_evidences(src)
user.put_in_hands(F)
src.add_fingerprint(user)
F.add_fingerprint(user)
use(1)
if (src && usr.machine==src)
spawn(0) src.interact(usr)
else
..()
return
/obj/item/stack/attackby(obj/item/W as obj, mob/user as mob)
..()
if (istype(W, src.type))
var/obj/item/stack/S = W
if (S.amount >= max_amount)
return 1
var/to_transfer as num
if (user.get_inactive_hand()==src)
to_transfer = 1
else
to_transfer = min(src.amount, S.max_amount-S.amount)
S.amount+=to_transfer
if (S && usr.machine==S)
spawn(0) S.interact(usr)
src.use(to_transfer)
if (src && usr.machine==src)
spawn(0) src.interact(usr)
else return ..()
/obj/item/stack/proc/copy_evidences(obj/item/stack/from as obj)
src.blood_DNA = from.blood_DNA
src.fingerprints = from.fingerprints
src.fingerprintshidden = from.fingerprintshidden
src.fingerprintslast = from.fingerprintslast
//TODO bloody overlay
/datum/stack_recipe
var/title = "ERROR"
var/result_type
var/req_amount = 1
var/res_amount = 1
var/max_res_amount = 1
var/time = 0
var/one_per_turf = 0
var/on_floor = 0
New(title, result_type, req_amount = 1, res_amount = 1, max_res_amount = 1, time = 0, one_per_turf = 0, on_floor = 0)
src.title = title
src.result_type = result_type
src.req_amount = req_amount
src.res_amount = res_amount
src.max_res_amount = max_res_amount
src.time = time
src.one_per_turf = one_per_turf
src.on_floor = on_floor
/obj/item/stack
var/list/datum/stack_recipe/recipes
origin_tech = "materials=1"
/obj/item/stack/attack_self(mob/user as mob)
interact(user)
@@ -217,7 +137,89 @@
return
return
/obj/item/stack/Del()
if (src && usr && usr.machine==src)
usr << browse(null, "window=stack")
/obj/item/stack/proc/use(var/amount)
src.amount-=amount
if (src.amount<=0)
var/oldsrc = src
src = null //dont kill proc after del()
if(usr)
usr.before_take_item(oldsrc)
del(oldsrc)
return
/obj/item/stack/proc/add_to_stacks(mob/usr as mob)
var/obj/item/stack/oldsrc = src
src = null
for (var/obj/item/stack/item in usr.loc)
if (item==oldsrc)
continue
if (!istype(item, oldsrc.type))
continue
if (item.amount>=item.max_amount)
continue
oldsrc.attackby(item, usr)
usr << "You add new [item.singular_name] to the stack. It now contains [item.amount] [item.singular_name]\s."
if(!oldsrc)
break
/obj/item/stack/attack_hand(mob/user as mob)
if (user.get_inactive_hand() == src)
var/obj/item/stack/F = new src.type( user, amount=1)
F.copy_evidences(src)
user.put_in_hands(F)
src.add_fingerprint(user)
F.add_fingerprint(user)
use(1)
if (src && usr.machine==src)
spawn(0) src.interact(usr)
else
..()
return
/obj/item/stack/attackby(obj/item/W as obj, mob/user as mob)
..()
if (istype(W, src.type))
var/obj/item/stack/S = W
if (S.amount >= max_amount)
return 1
var/to_transfer as num
if (user.get_inactive_hand()==src)
to_transfer = 1
else
to_transfer = min(src.amount, S.max_amount-S.amount)
S.amount+=to_transfer
if (S && usr.machine==S)
spawn(0) S.interact(usr)
src.use(to_transfer)
if (src && usr.machine==src)
spawn(0) src.interact(usr)
else return ..()
/obj/item/stack/proc/copy_evidences(obj/item/stack/from as obj)
src.blood_DNA = from.blood_DNA
src.fingerprints = from.fingerprints
src.fingerprintshidden = from.fingerprintshidden
src.fingerprintslast = from.fingerprintslast
//TODO bloody overlay
/*
* Recipe datum
*/
/datum/stack_recipe
var/title = "ERROR"
var/result_type
var/req_amount = 1
var/res_amount = 1
var/max_res_amount = 1
var/time = 0
var/one_per_turf = 0
var/on_floor = 0
New(title, result_type, req_amount = 1, res_amount = 1, max_res_amount = 1, time = 0, one_per_turf = 0, on_floor = 0)
src.title = title
src.result_type = result_type
src.req_amount = req_amount
src.res_amount = res_amount
src.max_res_amount = max_res_amount
src.time = time
src.one_per_turf = one_per_turf
src.on_floor = on_floor

View File

@@ -0,0 +1,36 @@
/obj/item/stack/tile/light
name = "light tiles"
singular_name = "light floor tile"
desc = "A floor tile, made out off glass. It produces light."
icon_state = "tile_e"
w_class = 3.0
force = 3.0
throwforce = 5.0
throw_speed = 5
throw_range = 20
flags = FPRINT | TABLEPASS | CONDUCT
max_amount = 60
attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "smashed")
var/on = 1
var/state //0 = fine, 1 = flickering, 2 = breaking, 3 = broken
/obj/item/stack/tile/light/New()
..()
if(prob(5))
state = 3 //broken
else if(prob(5))
state = 2 //breaking
else if(prob(10))
state = 1 //flickering occasionally
else
state = 0 //fine
/obj/item/stack/tile/light/attackby(var/obj/item/O as obj, var/mob/user as mob)
..()
if(istype(O,/obj/item/weapon/crowbar))
new/obj/item/stack/sheet/metal(user.loc)
amount--
new/obj/item/stack/light_w(user.loc)
if(amount <= 0)
user.drop_from_inventory(src)
del(src)

View File

@@ -0,0 +1,42 @@
/obj/item/stack/tile/plasteel
name = "floor tiles"
singular_name = "floor tile"
desc = "Those could work as a pretty decent throwing weapon"
icon_state = "tile"
w_class = 3.0
force = 6.0
m_amt = 937.5
throwforce = 15.0
throw_speed = 5
throw_range = 20
flags = FPRINT | TABLEPASS | CONDUCT
max_amount = 60
/obj/item/stack/tile/plasteel/New(var/loc, var/amount=null)
..()
src.pixel_x = rand(1, 14)
src.pixel_y = rand(1, 14)
return
/*
/obj/item/stack/tile/plasteel/attack_self(mob/user as mob)
if (usr.stat)
return
var/T = user.loc
if (!( istype(T, /turf) ))
user << "\red You must be on the ground!"
return
if (!( istype(T, /turf/space) ))
user << "\red You cannot build on or repair this turf!"
return
src.build(T)
src.add_fingerprint(user)
use(1)
return
*/
/obj/item/stack/tile/plasteel/proc/build(turf/S as turf)
S.ReplaceWithPlating()
// var/turf/simulated/floor/W = S.ReplaceWithFloor()
// W.make_plating()
return

View File

@@ -0,0 +1,38 @@
/* Diffrent misc types of tiles
* Contains:
* Grass
* Wood
*/
/*
* Grass
*/
/obj/item/stack/tile/grass
name = "grass tiles"
singular_name = "grass floor tile"
desc = "A patch of grass like they often use on golf courses"
icon_state = "tile_grass"
w_class = 3.0
force = 1.0
throwforce = 1.0
throw_speed = 5
throw_range = 20
flags = FPRINT | TABLEPASS | CONDUCT
max_amount = 60
origin_tech = "biotech=1"
/*
* Wood
*/
/obj/item/stack/tile/wood
name = "wood floor tiles"
singular_name = "wood floor tile"
desc = "an easy to fit wood floor tile"
icon_state = "tile-wood"
w_class = 3.0
force = 1.0
throwforce = 1.0
throw_speed = 5
throw_range = 20
flags = FPRINT | TABLEPASS | CONDUCT
max_amount = 60

View File

@@ -1,17 +0,0 @@
/*
CONTAINS:
WOOD PLANKS
*/
var/global/list/datum/stack_recipe/wood_recipes = list ( \
new/datum/stack_recipe("wooden sandals", /obj/item/clothing/shoes/sandal, 1), \
new/datum/stack_recipe("table parts", /obj/item/weapon/table_parts/wood, 2), \
new/datum/stack_recipe("wood floor tile", /obj/item/stack/tile/wood, 1, 4, 20), \
new/datum/stack_recipe("wooden barricade", /obj/structure/barricade/wooden, 5, time = 50, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("wooden door", /obj/structure/mineral_door/wood, 10, time = 20, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("coffin", /obj/structure/closet/coffin, 5, time = 15, one_per_turf = 1, on_floor = 1), \
)
/obj/item/stack/sheet/wood/New(var/loc, var/amount=null)
recipes = wood_recipes
return ..()

View File

@@ -0,0 +1,77 @@
/obj
//var/datum/module/mod //not used
var/m_amt = 0 // metal
var/g_amt = 0 // glass
var/w_amt = 0 // waster amounts
var/origin_tech = null //Used by R&D to determine what research bonuses it grants.
var/reliability = 100 //Used by SOME devices to determine how reliable they are.
var/crit_fail = 0
var/unacidable = 0 //universal "unacidabliness" var, here so you can use it in any obj.
var/datum/marked_datum
animate_movement = 2
var/throwforce = 1
var/list/attack_verb = list() //Used in attackby() to say how something was attacked "[x] has been [z.attack_verb] by [y] with [z]"
/obj/proc/handle_internal_lifeform(mob/lifeform_inside_me, breath_request)
//Return: (NONSTANDARD)
// null if object handles breathing logic for lifeform
// datum/air_group to tell lifeform to process using that breath return
//DEFAULT: Take air from turf to give to have mob process
if(breath_request>0)
return remove_air(breath_request)
else
return null
/obj/proc/initialize()
return
/obj/proc/updateUsrDialog()
var/list/nearby = viewers(1, src)
for(var/mob/M in nearby)
if ((M.client && M.machine == src))
src.attack_hand(M)
if (istype(usr, /mob/living/silicon/ai) || istype(usr, /mob/living/silicon/robot))
if (!(usr in nearby))
if (usr.client && usr.machine==src) // && M.machine == src is omitted because if we triggered this by using the dialog, it doesn't matter if our machine changed in between triggering it and this - the dialog is probably still supposed to refresh.
src.attack_ai(usr)
// check for TK users
//AutoUpdateTK(src)
if (istype(usr, /mob/living/carbon/human))
if(istype(usr.l_hand, /obj/item/tk_grab) || istype(usr.r_hand, /obj/item/tk_grab/))
if(!(usr in nearby))
if(usr.client && usr.machine==src)
src.attack_hand(usr)
/obj/proc/updateDialog()
var/list/nearby = viewers(1, src)
for(var/mob/M in nearby)
if ((M.client && M.machine == src))
src.attack_hand(M)
AutoUpdateAI(src)
//AutoUpdateTK(src)
/obj/proc/update_icon()
return
/obj/item/proc/updateSelfDialog()
var/mob/M = src.loc
if(istype(M) && M.client && M.machine == src)
src.attack_self(M)
/obj/proc/alter_health()
return 1
/obj/proc/hide(h)
return
/obj/proc/hear_talk(mob/M as mob, text)
/*
var/mob/mo = locate(/mob) in src
if(mo)
var/rendered = "<span class='game say'><span class='name'>[M.name]: </span> <span class='message'>[text]</span></span>"
mo.show_message(rendered, 2)
*/
return

View File

@@ -1,5 +1,13 @@
// BEDSHEET BIN
/obj/structure/bedsheetbin
name = "linen bin"
desc = "A bin for containing bedsheets. It looks rather cosy."
icon = 'icons/obj/items.dmi'
icon_state = "bedbin"
var/amount = 23.0
anchored = 1.0
/obj/structure/bedsheetbin/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/bedsheet))
del(W)

View File

@@ -1,3 +1,15 @@
/obj/structure/displaycase
name = "Display Case"
icon = 'icons/obj/stationobjs.dmi'
icon_state = "glassbox1"
desc = "A display case for prized possessions. It taunts you to kick it."
density = 1
anchored = 1
unacidable = 1//Dissolving the case would also delete the gun.
var/health = 30
var/occupied = 1
var/destroyed = 0
/obj/structure/displaycase/ex_act(severity)
switch(severity)
if (1)

View File

@@ -1,34 +1,65 @@
/obj/structure/falsewall
var/mineral = "metal"
/obj/structure/falserwall
var/mineral = "metal"
/obj/structure/falsewall/gold
name = "gold wall"
desc = "A wall with gold plating. Swag"
icon_state = ""
mineral = "gold"
/obj/structure/falsewall/silver
name = "silver wall"
desc = "A wall with silver plating. Shiny"
icon_state = ""
mineral = "silver"
/obj/structure/falsewall/diamond
name = "diamond wall"
desc = "A wall with diamond plating. You monster"
icon_state = ""
mineral = "diamond"
/obj/structure/falsewall/uranium
name = "uranium wall"
desc = "A wall with uranium plating. This is probably a bad idea"
icon_state = ""
mineral = "uranium"
var/active = null
var/last_event = 0
/obj/structure/falsewall/plasma
name = "plasma wall"
desc = "A wall with plasma plating. This is definately a bad idea"
icon_state = ""
mineral = "plasma"
//-----------wtf?-----------start
/obj/structure/falsewall/bananium
name = "bananium wall"
desc = "A wall with bananium plating. Honk"
icon_state = ""
/obj/structure/falsewall/clown
mineral = "clown"
/obj/structure/falsewall/sand
name = "sandstone wall"
desc = "A wall with sandstone plating."
icon_state = ""
/obj/structure/falsewall/sandstone
mineral = "sandstone"
//------------wtf?------------end
/*/obj/structure/falsewall/wood
mineral = "wood"*/
/obj/structure/falserwall
name = "r wall"
desc = "A huge chunk of reinforced metal used to seperate rooms."
icon = 'icons/turf/walls.dmi'
icon_state = "r_wall"
density = 1
opacity = 1
anchored = 1
var/mineral = "metal"
/obj/structure/falsewall/attack_hand(mob/user as mob)
if(density)

View File

@@ -1,5 +1,16 @@
//////Kitchen Spike
/obj/structure/kitchenspike
name = "a meat spike"
icon = 'icons/obj/kitchen.dmi'
icon_state = "spike"
desc = "A spike for collecting meat from animals"
density = 1
anchored = 1
var/meat = 0
var/occupied = 0
var/meattype = 0 // 0 - Nothing, 1 - Monkey, 2 - Xeno
/obj/structure/kitchenspike
attack_paw(mob/user as mob)
return src.attack_hand(usr)

View File

@@ -1,3 +1,37 @@
/obj/structure/lattice
desc = "A lightweight support lattice."
name = "lattice"
icon = 'icons/obj/structures.dmi'
icon_state = "latticefull"
density = 0
anchored = 1.0
layer = 2.3 //under pipes
// flags = CONDUCT
/obj/structure/lattice/New()
..()
if(!(istype(src.loc, /turf/space)))
del(src)
for(var/obj/structure/lattice/LAT in src.loc)
if(LAT != src)
del(LAT)
icon = 'icons/obj/smoothlattice.dmi'
icon_state = "latticeblank"
updateOverlays()
for (var/dir in cardinal)
var/obj/structure/lattice/L
if(locate(/obj/structure/lattice, get_step(src, dir)))
L = locate(/obj/structure/lattice, get_step(src, dir))
L.updateOverlays()
/obj/structure/lattice/Del()
for (var/dir in cardinal)
var/obj/structure/lattice/L
if(locate(/obj/structure/lattice, get_step(src, dir)))
L = locate(/obj/structure/lattice, get_step(src, dir))
L.updateOverlays(src.loc)
..()
/obj/structure/lattice/blob_act()
del(src)
return
@@ -29,3 +63,21 @@
del(src)
return
/obj/structure/lattice/proc/updateOverlays()
//if(!(istype(src.loc, /turf/space)))
// del(src)
spawn(1)
overlays = list()
var/dir_sum = 0
for (var/direction in cardinal)
if(locate(/obj/structure/lattice, get_step(src, direction)))
dir_sum += direction
else
if(!(istype(get_step(src, direction), /turf/space)))
dir_sum += direction
icon_state = "lattice[dir_sum]"
return

View File

@@ -1,3 +1,14 @@
/obj/structure/mopbucket
desc = "Fill it with water, but don't forget a mop!"
name = "mop bucket"
icon = 'icons/obj/janitor.dmi'
icon_state = "mopbucket"
density = 1
flags = FPRINT
pressure_resistance = ONE_ATMOSPHERE
flags = FPRINT | TABLEPASS | OPENCONTAINER
var/amount_per_transfer_from_this = 5 //shit I dunno, adding this so syringes stop runtime erroring. --NeoFite
/obj/structure/mopbucket/New()
var/datum/reagents/R = new/datum/reagents(100)
reagents = R

View File

@@ -1,3 +1,24 @@
/* Morgue stuff
* Contains:
* Morgue
* Morgue trays
* Creamatorium
* Creamatorium trays
*/
/*
* Morgue
*/
/obj/structure/morgue
name = "morgue"
desc = "Used to keep bodies in untill someone fetches them."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "morgue1"
density = 1
var/obj/structure/m_tray/connected = null
anchored = 1.0
/obj/structure/morgue/proc/update()
if (src.connected)
src.icon_state = "morgue0"
@@ -99,6 +120,20 @@
del(src.connected)
return
/*
* Morgue tray
*/
/obj/structure/m_tray
name = "morgue tray"
desc = "Apply corpse before closing."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "morguet"
density = 1
layer = 2.0
var/obj/structure/morgue/connected = null
anchored = 1.0
/obj/structure/m_tray/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if (istype(mover, /obj/item/weapon/dummy))
return 1
@@ -134,6 +169,23 @@
B << text("\red [] stuffs [] into []!", user, O, src)
return
/*
* Crematorium
*/
/obj/structure/crematorium
name = "crematorium"
desc = "A human incinerator. Works well on barbeque nights."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "crema1"
density = 1
var/obj/structure/c_tray/connected = null
anchored = 1.0
var/cremating = 0
var/id = 1
var/locked = 0
/obj/structure/crematorium/proc/update()
if (src.connected)
src.icon_state = "crema0"
@@ -287,6 +339,20 @@
playsound(src.loc, 'sound/machines/ding.ogg', 50, 1)
return
/*
* Crematorium tray
*/
/obj/structure/c_tray
name = "crematorium tray"
desc = "Apply body before burning."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "cremat"
density = 1
layer = 2.0
var/obj/structure/crematorium/connected = null
anchored = 1.0
/obj/structure/c_tray/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if (istype(mover, /obj/item/weapon/dummy))
return 1

View File

@@ -1,4 +1,12 @@
/obj/structure/noticeboard
name = "Notice Board"
icon = 'icons/obj/stationobjs.dmi'
icon_state = "nboard00"
flags = FPRINT
desc = "A board for pinning important notices upon."
density = 0
anchored = 1
var/notices = 0
//attaching papers!!
/obj/structure/noticeboard/attackby(var/obj/item/weapon/O as obj, var/mob/user as mob)

View File

@@ -1,4 +1,12 @@
//Alium nests. Essentially beds with an unbuckle delay that only aliums can buckle mobs to.
/obj/structure/stool/bed/nest
name = "alien nest"
desc = "It's a gruesome pile of thick, sticky resin shaped like a nest."
icon = 'icons/mob/alien.dmi'
icon_state = "nest"
var/health = 100
/obj/structure/stool/bed/nest/manual_unbuckle(mob/user as mob)
if(buckled_mob)
if(buckled_mob.buckled == src)
@@ -48,9 +56,6 @@
src.add_fingerprint(user)
return
/obj/structure/stool/blob_act()
del(src)
/obj/structure/stool/bed/nest/attackby(obj/item/weapon/W as obj, mob/user as mob)
var/aforce = W.force
health = max(0, health - aforce)

View File

@@ -1,59 +1,40 @@
/obj/structure/stool/ex_act(severity)
switch(severity)
if(1.0)
del(src)
return
if(2.0)
if (prob(50))
del(src)
return
if(3.0)
if (prob(5))
del(src)
return
return
/* Beds... get your mind out of the gutter, they're for sleeping!
* Contains:
* Beds
* Roller beds
*/
/obj/structure/stool/blob_act()
if(prob(75))
new /obj/item/stack/sheet/metal(src.loc)
del(src)
/*
* Beds
*/
/obj/structure/stool/bed
name = "bed"
desc = "This is used to lie in, sleep in or strap on."
icon_state = "bed"
var/mob/living/buckled_mob
/obj/structure/stool/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/wrench))
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
new /obj/item/stack/sheet/metal(src.loc)
del(src)
return
/obj/structure/stool/bed/chair/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if(istype(W, /obj/item/assembly/shock_kit))
var/obj/structure/stool/bed/chair/e_chair/E = new /obj/structure/stool/bed/chair/e_chair(src.loc)
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
E.dir = src.dir
E.part = W
W.loc = E
W.master = E
user.u_equip(W)
W.layer = initial(W.layer)
del(src)
return
return
/obj/structure/stool/bed/chair/wood/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/wrench))
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
new /obj/item/stack/sheet/wood(src.loc)
del(src)
else
..()
/obj/structure/stool/bed/alien
name = "resting contraption"
desc = "This looks similar to contraptions from earth. Could aliens be stealing our technology?"
icon_state = "abed"
/obj/structure/stool/bed/Del()
unbuckle()
..()
return
/obj/structure/stool/bed/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/structure/stool/bed/attack_hand(mob/user as mob)
manual_unbuckle(user)
return
/obj/structure/stool/bed/MouseDrop_T(mob/M as mob, mob/user as mob)
if(!istype(M)) return
buckle_mob(M, user)
return
/obj/structure/stool/bed/proc/unbuckle()
if(buckled_mob)
if(buckled_mob.buckled == src) //this is probably unneccesary, but it doesn't hurt
@@ -106,58 +87,9 @@
src.add_fingerprint(user)
return
/obj/structure/stool/bed/MouseDrop_T(mob/M as mob, mob/user as mob)
if(!istype(M)) return
buckle_mob(M, user)
return
/obj/structure/stool/bed/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/structure/stool/bed/attack_hand(mob/user as mob)
manual_unbuckle(user)
return
/obj/structure/stool/bed/chair/New()
if(anchored)
src.verbs -= /atom/movable/verb/pull
handle_rotation()
..()
return
/obj/structure/stool/bed/chair/proc/handle_rotation() //making this into a seperate proc so office chairs can call it on Move()
if(src.dir == NORTH)
src.layer = FLY_LAYER
else
src.layer = OBJ_LAYER
if(buckled_mob)
if(buckled_mob.loc != src.loc)
buckled_mob.buckled = null //Temporary, so Move() succeeds.
if(!buckled_mob.Move(loc))
unbuckle()
buckled_mob = null
else
buckled_mob.buckled = src //Restoring
if(buckled_mob)
buckled_mob.dir = dir
/obj/structure/stool/bed/chair/verb/rotate()
set name = "Rotate Chair"
set category = "Object"
set src in oview(1)
src.dir = turn(src.dir, 90)
handle_rotation()
return
/obj/structure/stool/bed/chair/MouseDrop_T(mob/M as mob, mob/user as mob)
if(!istype(M)) return
buckle_mob(M, user)
return
//roller bed
/*
* Roller beds
*/
/obj/structure/stool/bed/roller
name = "roller bed"
icon = 'icons/obj/rollerbed.dmi'

View File

@@ -0,0 +1,109 @@
/obj/structure/stool/bed/chair //YES, chairs are a type of bed, which are a type of stool. This works, believe me. -Pete
name = "chair"
desc = "You sit in this. Either by will or force."
icon_state = "chair"
/obj/structure/stool/bed/chair/New()
if(anchored)
src.verbs -= /atom/movable/verb/pull
handle_rotation()
..()
return
/obj/structure/stool/bed/chair/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if(istype(W, /obj/item/assembly/shock_kit))
var/obj/structure/stool/bed/chair/e_chair/E = new /obj/structure/stool/bed/chair/e_chair(src.loc)
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
E.dir = src.dir
E.part = W
W.loc = E
W.master = E
user.u_equip(W)
W.layer = initial(W.layer)
del(src)
return
return
/obj/structure/stool/bed/chair/proc/handle_rotation() //making this into a seperate proc so office chairs can call it on Move()
if(src.dir == NORTH)
src.layer = FLY_LAYER
else
src.layer = OBJ_LAYER
if(buckled_mob)
if(buckled_mob.loc != src.loc)
buckled_mob.buckled = null //Temporary, so Move() succeeds.
if(!buckled_mob.Move(loc))
unbuckle()
buckled_mob = null
else
buckled_mob.buckled = src //Restoring
if(buckled_mob)
buckled_mob.dir = dir
/obj/structure/stool/bed/chair/verb/rotate()
set name = "Rotate Chair"
set category = "Object"
set src in oview(1)
src.dir = turn(src.dir, 90)
handle_rotation()
return
/obj/structure/stool/bed/chair/MouseDrop_T(mob/M as mob, mob/user as mob)
if(!istype(M)) return
buckle_mob(M, user)
return
// Chair types
/obj/structure/stool/bed/chair/wood/normal
icon_state = "wooden_chair"
name = "wooden chair"
desc = "Old is never too old to not be in fashion."
/obj/structure/stool/bed/chair/wood/wings
icon_state = "wooden_chair_wings"
name = "wooden chair"
desc = "Old is never too old to not be in fashion."
/obj/structure/stool/bed/chair/wood/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/wrench))
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
new /obj/item/stack/sheet/wood(src.loc)
del(src)
else
..()
/obj/structure/stool/bed/chair/comfy
name = "comfy chair"
desc = "It looks comfy."
/obj/structure/stool/bed/chair/comfy/brown
icon_state = "comfychair_brown"
/obj/structure/stool/bed/chair/comfy/beige
icon_state = "comfychair_beige"
/obj/structure/stool/bed/chair/comfy/teal
icon_state = "comfychair_teal"
/obj/structure/stool/bed/chair/office
anchored = 0
/obj/structure/stool/bed/chair/comfy/black
icon_state = "comfychair_black"
/obj/structure/stool/bed/chair/comfy/lime
icon_state = "comfychair_lime"
/obj/structure/stool/bed/chair/office/Move()
..()
handle_rotation()
/obj/structure/stool/bed/chair/office/light
icon_state = "officechair_white"
/obj/structure/stool/bed/chair/office/dark
icon_state = "officechair_dark"

View File

@@ -0,0 +1,35 @@
/obj/structure/stool
name = "stool"
desc = "Apply butt."
icon = 'icons/obj/objects.dmi'
icon_state = "stool"
anchored = 1.0
flags = FPRINT
pressure_resistance = 3*ONE_ATMOSPHERE
/obj/structure/stool/ex_act(severity)
switch(severity)
if(1.0)
del(src)
return
if(2.0)
if (prob(50))
del(src)
return
if(3.0)
if (prob(5))
del(src)
return
return
/obj/structure/stool/blob_act()
if(prob(75))
new /obj/item/stack/sheet/metal(src.loc)
del(src)
/obj/structure/stool/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/wrench))
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
new /obj/item/stack/sheet/metal(src.loc)
del(src)
return

View File

@@ -1,10 +1,213 @@
/* Tables and Racks
* Contains:
* Tables
* Wooden tables
* Reinforced tables
* Racks
*/
/*
CONTAINS:
TABLE AND RACK OBJECT INTERATIONS
*/
* 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
layer = 2.8
throwpass = 1 //You can throw objects over this, despite it's density.")
/obj/structure/table/New()
..()
for(var/obj/structure/table/T in src.loc)
if(T != src)
del(T)
update_icon()
for(var/direction in list(1,2,4,8,5,6,9,10))
if(locate(/obj/structure/table,get_step(src,direction)))
var/obj/structure/table/T = locate(/obj/structure/table,get_step(src,direction))
T.update_icon()
/obj/structure/table/Del()
for(var/direction in list(1,2,4,8,5,6,9,10))
if(locate(/obj/structure/table,get_step(src,direction)))
var/obj/structure/table/T = locate(/obj/structure/table,get_step(src,direction))
T.update_icon()
..()
/obj/structure/table/update_icon()
spawn(2) //So it properly updates when deleting
var/dir_sum = 0
for(var/direction in list(1,2,4,8,5,6,9,10))
var/skip_sum = 0
for(var/obj/structure/window/W in src.loc)
if(W.dir == direction) //So smooth tables don't go smooth through windows
skip_sum = 1
continue
var/inv_direction //inverse direction
switch(direction)
if(1)
inv_direction = 2
if(2)
inv_direction = 1
if(4)
inv_direction = 8
if(8)
inv_direction = 4
if(5)
inv_direction = 10
if(6)
inv_direction = 9
if(9)
inv_direction = 6
if(10)
inv_direction = 5
for(var/obj/structure/window/W in get_step(src,direction))
if(W.dir == inv_direction) //So smooth tables don't go smooth through windows when the window is on the other table's tile
skip_sum = 1
continue
if(!skip_sum) //means there is a window between the two tiles in this direction
if(locate(/obj/structure/table,get_step(src,direction)))
if(direction <5)
dir_sum += direction
else
if(direction == 5) //This permits the use of all table directions. (Set up so clockwise around the central table is a higher value, from north)
dir_sum += 16
if(direction == 6)
dir_sum += 32
if(direction == 8) //Aherp and Aderp. Jezes I am stupid. -- SkyMarshal
dir_sum += 8
if(direction == 10)
dir_sum += 64
if(direction == 9)
dir_sum += 128
var/table_type = 0 //stand_alone table
if(dir_sum%16 in cardinal)
table_type = 1 //endtable
dir_sum %= 16
if(dir_sum%16 in list(3,12))
table_type = 2 //1 tile thick, streight table
if(dir_sum%16 == 3) //3 doesn't exist as a dir
dir_sum = 2
if(dir_sum%16 == 12) //12 doesn't exist as a dir.
dir_sum = 4
if(dir_sum%16 in list(5,6,9,10))
if(locate(/obj/structure/table,get_step(src.loc,dir_sum%16)))
table_type = 3 //full table (not the 1 tile thick one, but one of the 'tabledir' tables)
else
table_type = 2 //1 tile thick, corner table (treated the same as streight tables in code later on)
dir_sum %= 16
if(dir_sum%16 in list(13,14,7,11)) //Three-way intersection
table_type = 5 //full table as three-way intersections are not sprited, would require 64 sprites to handle all combinations. TOO BAD -- SkyMarshal
switch(dir_sum%16) //Begin computation of the special type tables. --SkyMarshal
if(7)
if(dir_sum == 23)
table_type = 6
dir_sum = 8
else if(dir_sum == 39)
dir_sum = 4
table_type = 6
else if(dir_sum == 55 || dir_sum == 119 || dir_sum == 247 || dir_sum == 183)
dir_sum = 4
table_type = 3
else
dir_sum = 4
if(11)
if(dir_sum == 75)
dir_sum = 5
table_type = 6
else if(dir_sum == 139)
dir_sum = 9
table_type = 6
else if(dir_sum == 203 || dir_sum == 219 || dir_sum == 251 || dir_sum == 235)
dir_sum = 8
table_type = 3
else
dir_sum = 8
if(13)
if(dir_sum == 29)
dir_sum = 10
table_type = 6
else if(dir_sum == 141)
dir_sum = 6
table_type = 6
else if(dir_sum == 189 || dir_sum == 221 || dir_sum == 253 || dir_sum == 157)
dir_sum = 1
table_type = 3
else
dir_sum = 1
if(14)
if(dir_sum == 46)
dir_sum = 1
table_type = 6
else if(dir_sum == 78)
dir_sum = 2
table_type = 6
else if(dir_sum == 110 || dir_sum == 254 || dir_sum == 238 || dir_sum == 126)
dir_sum = 2
table_type = 3
else
dir_sum = 2 //These translate the dir_sum to the correct dirs from the 'tabledir' icon_state.
if(dir_sum%16 == 15)
table_type = 4 //4-way intersection, the 'middle' table sprites will be used.
if(istype(src,/obj/structure/table/reinforced))
switch(table_type)
if(0)
icon_state = "reinf_table"
if(1)
icon_state = "reinf_1tileendtable"
if(2)
icon_state = "reinf_1tilethick"
if(3)
icon_state = "reinf_tabledir"
if(4)
icon_state = "reinf_middle"
if(5)
icon_state = "reinf_tabledir2"
if(6)
icon_state = "reinf_tabledir3"
else if(istype(src,/obj/structure/table/woodentable))
switch(table_type)
if(0)
icon_state = "wood_table"
if(1)
icon_state = "wood_1tileendtable"
if(2)
icon_state = "wood_1tilethick"
if(3)
icon_state = "wood_tabledir"
if(4)
icon_state = "wood_middle"
if(5)
icon_state = "wood_tabledir2"
if(6)
icon_state = "wood_tabledir3"
else
switch(table_type)
if(0)
icon_state = "table"
if(1)
icon_state = "table_1tileendtable"
if(2)
icon_state = "table_1tilethick"
if(3)
icon_state = "tabledir"
if(4)
icon_state = "table_middle"
if(5)
icon_state = "tabledir2"
if(6)
icon_state = "tabledir3"
if (dir_sum in list(1,2,4,8,5,6,9,10))
dir = dir_sum
else
dir = 2
//TABLE
/obj/structure/table/ex_act(severity)
switch(severity)
if(1.0)
@@ -179,7 +382,15 @@ TABLE AND RACK OBJECT INTERATIONS
return
//WOODEN TABLES
/*
* 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"
/obj/structure/table/woodentable/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/grab))
@@ -221,7 +432,16 @@ TABLE AND RACK OBJECT INTERATIONS
return
//REINFORCED TABLES
/*
* Reinforced tables
*/
/obj/structure/table/reinforced
name = "reinforced table"
desc = "A version of the four legged table. It is stronger."
icon_state = "reinf_table"
var/status = 2
/obj/structure/table/reinforced/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/grab))
@@ -289,7 +509,19 @@ TABLE AND RACK OBJECT INTERATIONS
//if(W && W.loc) W.loc = src.loc
return
//RACKS
/*
* Racks
*/
/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.
/obj/structure/rack/ex_act(severity)
switch(severity)

View File

@@ -1,3 +1,40 @@
/obj/item/brain
name = "brain"
desc = "A piece of juicy meat found in a persons head."
icon = 'icons/obj/surgery.dmi'
icon_state = "brain2"
flags = TABLEPASS
force = 1.0
w_class = 1.0
throwforce = 1.0
throw_speed = 3
throw_range = 5
origin_tech = "biotech=3"
attack_verb = list("attacked", "slapped", "whacked")
var/mob/living/carbon/brain/brainmob = null
New()
..()
//Shifting the brain "mob" over to the brain object so it's easier to keep track of. --NEO
//WASSSSSUUUPPPP /N
spawn(5)
if(brainmob && brainmob.client)
brainmob.client.screen.len = null //clear the hud
proc
transfer_identity(var/mob/living/carbon/human/H)
name = "[H]'s brain"
brainmob = new(src)
brainmob.name = H.real_name
brainmob.real_name = H.real_name
brainmob.dna = H.dna
brainmob.timeofhostdeath = H.timeofdeath
if(H.mind)
H.mind.transfer_to(brainmob)
brainmob << "\blue You might feel slightly disoriented. That's normal when your brain gets cut out."
return
/obj/item/brain/examine() // -- TLE
set src in oview(12)
if (!( usr ))

View File

@@ -69,6 +69,8 @@
#define FILE_DIR "code/game/objects/items/devices/radio"
#define FILE_DIR "code/game/objects/items/robot"
#define FILE_DIR "code/game/objects/items/stacks"
#define FILE_DIR "code/game/objects/items/stacks/sheets"
#define FILE_DIR "code/game/objects/items/stacks/tiles"
#define FILE_DIR "code/game/objects/items/weapons"
#define FILE_DIR "code/game/objects/items/weapons/grenades"
#define FILE_DIR "code/game/objects/items/weapons/implants"
@@ -79,6 +81,7 @@
#define FILE_DIR "code/game/objects/structures/crates_lockers"
#define FILE_DIR "code/game/objects/structures/crates_lockers/closets"
#define FILE_DIR "code/game/objects/structures/crates_lockers/closets/secure"
#define FILE_DIR "code/game/objects/structures/stool_bed_chair_nest"
#define FILE_DIR "code/game/turfs"
#define FILE_DIR "code/game/vehicles"
#define FILE_DIR "code/game/vehicles/airtight"
@@ -472,7 +475,6 @@
#include "code\game\machinery\machinery.dm"
#include "code\game\machinery\magnet.dm"
#include "code\game\machinery\mass_driver.dm"
#include "code\game\machinery\morgue.dm"
#include "code\game\machinery\navbeacon.dm"
#include "code\game\machinery\newscaster.dm"
#include "code\game\machinery\OpTable.dm"
@@ -582,6 +584,7 @@
#include "code\game\objects\empulse.dm"
#include "code\game\objects\explosion.dm"
#include "code\game\objects\explosion_recursive.dm"
#include "code\game\objects\hud.dm"
#include "code\game\objects\items.dm"
#include "code\game\objects\objs.dm"
#include "code\game\objects\structures.dm"
@@ -591,6 +594,7 @@
#include "code\game\objects\effects\effect_system.dm"
#include "code\game\objects\effects\gibs.dm"
#include "code\game\objects\effects\glowshroom.dm"
#include "code\game\objects\effects\landmarks.dm"
#include "code\game\objects\effects\manifest.dm"
#include "code\game\objects\effects\mines.dm"
#include "code\game\objects\effects\portals.dm"
@@ -636,12 +640,17 @@
#include "code\game\objects\items\robot\robot_items.dm"
#include "code\game\objects\items\robot\robot_parts.dm"
#include "code\game\objects\items\robot\robot_upgrades.dm"
#include "code\game\objects\items\stacks\glass.dm"
#include "code\game\objects\items\stacks\medical.dm"
#include "code\game\objects\items\stacks\metal.dm"
#include "code\game\objects\items\stacks\minerals.dm"
#include "code\game\objects\items\stacks\rods.dm"
#include "code\game\objects\items\stacks\stack.dm"
#include "code\game\objects\items\stacks\wood.dm"
#include "code\game\objects\items\stacks\sheets\glass.dm"
#include "code\game\objects\items\stacks\sheets\light.dm"
#include "code\game\objects\items\stacks\sheets\mineral.dm"
#include "code\game\objects\items\stacks\sheets\sheet_types.dm"
#include "code\game\objects\items\stacks\sheets\sheets.dm"
#include "code\game\objects\items\stacks\tiles\light.dm"
#include "code\game\objects\items\stacks\tiles\plasteel.dm"
#include "code\game\objects\items\stacks\tiles\tile_types.dm"
#include "code\game\objects\items\weapons\AI_modules.dm"
#include "code\game\objects\items\weapons\Bedsheets.dm"
#include "code\game\objects\items\weapons\cards_ids.dm"
@@ -706,7 +715,6 @@
#include "code\game\objects\items\weapons\tanks\jetpack.dm"
#include "code\game\objects\items\weapons\tanks\tank_types.dm"
#include "code\game\objects\items\weapons\tanks\tanks.dm"
#include "code\game\objects\structures\aliennests.dm"
#include "code\game\objects\structures\bedsheet_bin.dm"
#include "code\game\objects\structures\displaycase.dm"
#include "code\game\objects\structures\door_assembly.dm"
@@ -722,9 +730,9 @@
#include "code\game\objects\structures\mineral_doors.dm"
#include "code\game\objects\structures\mirror.dm"
#include "code\game\objects\structures\mop_bucket.dm"
#include "code\game\objects\structures\morgue.dm"
#include "code\game\objects\structures\musician.dm"
#include "code\game\objects\structures\noticeboard.dm"
#include "code\game\objects\structures\stool_chair_bed.dm"
#include "code\game\objects\structures\tables_racks.dm"
#include "code\game\objects\structures\target_stake.dm"
#include "code\game\objects\structures\watercloset.dm"
@@ -757,6 +765,10 @@
#include "code\game\objects\structures\crates_lockers\closets\secure\scientist.dm"
#include "code\game\objects\structures\crates_lockers\closets\secure\secure_closets.dm"
#include "code\game\objects\structures\crates_lockers\closets\secure\security.dm"
#include "code\game\objects\structures\stool_bed_chair_nest\alien_nests.dm"
#include "code\game\objects\structures\stool_bed_chair_nest\bed.dm"
#include "code\game\objects\structures\stool_bed_chair_nest\chairs.dm"
#include "code\game\objects\structures\stool_bed_chair_nest\stools.dm"
#include "code\game\turfs\turf.dm"
#include "code\game\vehicles\vehicle.dm"
#include "code\game\vehicles\airtight\airtight.dm"