Chair overhaul!

Shouldn't be any noticable difference ingame, but the chair path has changed from
/obj/structure/stool/chair
to
/obj/structure/stool/bed/chair
Electric chair path has also been changed as per the above.

New electric chair sprites! They ~won't~ make you want to cut out your eyes!


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3148 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
petethegoat@gmail.com
2012-02-18 20:25:55 +00:00
parent f841d0eda6
commit f36295e16e
13 changed files with 374 additions and 468 deletions

View File

@@ -595,6 +595,7 @@
desc = "Apply butt."
icon = 'objects.dmi'
icon_state = "stool"
anchored = 1.0
flags = FPRINT
pressure_resistance = 3*ONE_ATMOSPHERE
@@ -602,8 +603,7 @@
name = "bed"
desc = "This is used to lie in, sleep in or strap on."
icon_state = "bed"
anchored = 1.0
var/list/buckled_mobs = list( )
var/mob/living/buckled_mob
/obj/structure/stool/bed/alien
name = "Resting contraption"
@@ -611,22 +611,10 @@
icon_state = "abed"
/obj/structure/stool/chair
/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"
var/status = 0.0
anchored = 1.0
var/list/buckled_mobs = list( )
/obj/structure/stool/chair/e_chair
name = "electrified chair"
desc = "Looks absolutely SHOCKING!"
icon_state = "e_chair0"
var/atom/movable/overlay/overl = null
var/on = 0.0
var/obj/item/assembly/shock_kit/part1 = null
var/last_time = 1.0
/obj/structure/table
name = "table"

View File

@@ -0,0 +1,77 @@
/obj/structure/stool/bed/chair/e_chair
name = "electric chair"
desc = "Looks absolutely SHOCKING!"
icon_state = "echair0"
var/on = 0
var/obj/item/assembly/shock_kit/part = null
var/last_time = 1.0
/obj/structure/stool/bed/chair/e_chair/New()
overlays += image('objects.dmi', src, "echair_over", MOB_LAYER + 1, dir)
return
/obj/structure/stool/bed/chair/e_chair/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/wrench))
var/obj/structure/stool/bed/chair/C = new /obj/structure/stool/bed/chair(src.loc)
playsound(src.loc, 'Ratchet.ogg', 50, 1)
C.dir = src.dir
src.part.loc = src.loc
src.part.master = null
src.part = null
del(src)
return
return
/obj/structure/stool/bed/chair/e_chair/verb/toggle()
set name = "Toggle Electric Chair"
set category = "Object"
set src in oview(1)
if(on)
on = 0
icon_state = "echair0"
else
on = 1
icon_state = "echair1"
return
/obj/structure/stool/bed/chair/e_chair/rotate()
..()
overlays = null
overlays += image('objects.dmi', src, "echair_over", MOB_LAYER + 1, dir) //there's probably a better way of handling this, but eh. -Pete
return
/obj/structure/stool/bed/chair/e_chair/proc/shock()
if(!(src.on))
return
if((src.last_time + 50) > world.time)
return
src.last_time = world.time
// special power handling
var/area/A = get_area(src)
if(!isarea(A))
return
if(!A.powered(EQUIP))
return
A.use_power(EQUIP, 5000)
var/light = A.power_light
A.updateicon()
flick("echair1", src)
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(12, 1, src)
s.start()
if(buckled_mob)
buckled_mob.burn_skin(85)
buckled_mob << "\red <B>You feel a deep shock course through your body!</B>"
sleep(1)
buckled_mob.burn_skin(85)
buckled_mob.Stun(600)
for(var/mob/M in hearers(src, null))
M.show_message("\red The electric chair went off!.", 3, "\red You hear a deep sharp shock.", 2)
A.power_light = light
A.updateicon()
return

View File

@@ -49,8 +49,8 @@
/obj/item/assembly/shock_kit/receive_signal()
//*****
//world << "Shock kit got r_signal"
if (istype(src.loc, /obj/structure/stool/chair/e_chair))
var/obj/structure/stool/chair/e_chair/C = src.loc
if (istype(src.loc, /obj/structure/stool/bed/chair/e_chair))
var/obj/structure/stool/bed/chair/e_chair/C = src.loc
//world << "Shock kit sending shock to EC"
C.shock()
return

View File

@@ -63,7 +63,7 @@ FLOOR TILES
// /datum/stack_recipe/New(title, result_type, req_amount, res_amount, max_res_amount, time, one_per_turf, on_floor = 0)
var/global/list/datum/stack_recipe/metal_recipes = list ( \
new/datum/stack_recipe("stool", /obj/structure/stool), \
new/datum/stack_recipe("chair", /obj/structure/stool/chair, one_per_turf = 1), \
new/datum/stack_recipe("chair", /obj/structure/stool/bed/chair, one_per_turf = 1), \
new/datum/stack_recipe("bed", /obj/structure/stool/bed, 2, one_per_turf = 1), \
new/datum/stack_recipe("table parts", /obj/item/weapon/table_parts, 2), \
new/datum/stack_recipe("rack parts", /obj/item/weapon/rack_parts), \

View File

@@ -1,96 +1,77 @@
/obj/structure/stool/ex_act(severity)
switch(severity)
if(1.0)
//SN src = null
del(src)
return
if(2.0)
if (prob(50))
//SN src = null
del(src)
return
if(3.0)
if (prob(5))
//SN src = null
del(src)
return
else
return
/obj/structure/stool/blob_act()
if(prob(75))
new /obj/item/stack/sheet/metal( src.loc )
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))
if(istype(W, /obj/item/weapon/wrench))
playsound(src.loc, 'Ratchet.ogg', 50, 1)
new /obj/item/stack/sheet/metal( src.loc )
//SN src = null
new /obj/item/stack/sheet/metal(src.loc)
del(src)
return
/obj/structure/stool/bed/attackby(obj/item/weapon/W as obj, mob/user as mob)
/obj/structure/stool/bed/chair/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if (istype(W, /obj/item/weapon/wrench))
playsound(src.loc, 'Ratchet.ogg', 50, 1)
new /obj/item/stack/sheet/metal( src.loc )
del(src)
return
/obj/structure/stool/chair/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if (istype(W, /obj/item/assembly/shock_kit))
var/obj/structure/stool/chair/e_chair/E = new /obj/structure/stool/chair/e_chair( src.loc )
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, 'Deconstruct.ogg', 50, 1)
E.dir = src.dir
E.part1 = W
E.part = W
W.loc = E
W.master = E
user.u_equip(W)
W.layer = initial(W.layer)
//SN src = null
del(src)
return
return
/obj/structure/stool/bed/Del()
for(var/mob/M in src.buckled_mobs)
if (M.buckled == src)
M.lying = 0
unbuckle_all()
unbuckle()
..()
return
/obj/structure/stool/proc/unbuckle_all()
for(var/mob/M in src:buckled_mobs)
if (M.buckled == src)
M.buckled = null
M.anchored = 0
/obj/structure/stool/bed/proc/unbuckle()
if(buckled_mob)
if(buckled_mob.buckled == src) //this is probably unneccesary, but it doesn't hurt
buckled_mob.buckled = null
buckled_mob.anchored = 0
buckled_mob.lying = 0
buckled_mob = null
return
/obj/structure/stool/proc/manual_unbuckle_all(mob/user as mob)
var/N = 0;
for(var/mob/M in src:buckled_mobs)
if (M.buckled == src)
if (M != user)
M.visible_message(\
"\blue [M.name] was unbuckled by [user.name]!",\
/obj/structure/stool/bed/proc/manual_unbuckle(mob/user as mob)
if(buckled_mob)
if(buckled_mob.buckled == src)
if(buckled_mob != user)
buckled_mob.visible_message(\
"\blue [buckled_mob.name] was unbuckled by [user.name]!",\
"You unbuckled from [src] by [user.name].",\
"You hear metal clanking")
else
M.visible_message(\
"\blue [M.name] was unbuckled himself!",\
buckled_mob.visible_message(\
"\blue [buckled_mob.name] unbuckled himself!",\
"You unbuckle yourself from [src].",\
"You hear metal clanking")
// world << "[M] is no longer buckled to [src]"
M.anchored = 0
M.buckled = null
N++
return N
unbuckle()
src.add_fingerprint(user)
return
/obj/structure/stool/proc/buckle_mob(mob/M as mob, mob/user as mob)
/obj/structure/stool/bed/proc/buckle_mob(mob/M as mob, mob/user as mob)
if (!ticker)
user << "You can't buckle anyone in before the game starts."
if ((!( istype(M, /mob) ) || get_dist(src, user) > 1 || M.loc != src.loc || user.restrained() || usr.stat || M.buckled))
@@ -103,165 +84,56 @@
else
M.visible_message(\
"\blue [M.name] is buckled in to [src] by [user.name]!",\
"You buckled in to [src] by [user.name].",\
"You are buckled in to [src] by [user.name].",\
"You hear metal clanking")
M.anchored = 1
M.buckled = src
M.loc = src.loc
M.dir = src.dir
src:buckled_mobs += M
src.buckled_mob = M
src.add_fingerprint(user)
return
/obj/structure/stool/bed/MouseDrop_T(mob/M as mob, mob/user as mob)
if (!istype(M)) return
if(!istype(M)) return
buckle_mob(M, user)
M.lying = 1
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)
for(var/mob/M in src.buckled_mobs)
if (M.buckled == src)
M.lying = 0
if (manual_unbuckle_all(user))
src.add_fingerprint(user)
manual_unbuckle(user)
return
/obj/structure/stool/chair/e_chair/New()
src.overl = new /atom/movable/overlay( src.loc )
src.overl.icon = 'objects.dmi'
src.overl.icon_state = "e_chairo0"
src.overl.layer = 5
src.overl.name = "electrified chair"
src.overl.master = src
return
/obj/structure/stool/chair/e_chair/Del()
//src.overl = null
del(src.overl)
..()
return
/obj/structure/stool/chair/e_chair/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/wrench))
var/obj/structure/stool/chair/C = new /obj/structure/stool/chair( src.loc )
playsound(src.loc, 'Ratchet.ogg', 50, 1)
C.dir = src.dir
src.part1.loc = src.loc
src.part1.master = null
src.part1 = null
//SN src = null
del(src)
return
return
/obj/structure/stool/chair/e_chair/verb/toggle_power()
set name = "Toggle Electric Chair"
set category = "Object"
set src in oview(1)
if ((usr.stat || usr.restrained() || !( usr.canmove ) || usr.lying))
return
src.on = !( src.on )
src.icon_state = text("e_chair[]", src.on)
src.overl.icon_state = text("e_chairo[]", src.on)
return
/obj/structure/stool/chair/e_chair/proc/shock()
if (!( src.on ))
return
if ( (src.last_time + 50) > world.time)
return
src.last_time = world.time
// special power handling
var/area/A = get_area(src)
if(!isarea(A))
return
if(!A.powered(EQUIP))
return
A.use_power(EQUIP, 5000)
var/light = A.power_light
A.updateicon()
flick("e_chairs", src)
flick("e_chairos", src.overl)
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(12, 1, src)
s.start()
for(var/mob/living/M in src.loc)
M.burn_skin(85)
M << "\red <B>You feel a deep shock course through your body!</B>"
sleep(1)
M.burn_skin(85)
M.Stun(600)
for(var/mob/M in hearers(src, null))
M.show_message("\red The electric chair went off!.", 3, "\red You hear a deep sharp shock.", 2)
A.power_light = light
A.updateicon()
return
/obj/structure/stool/chair/ex_act(severity)
unbuckle_all()
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/chair/blob_act()
if(prob(75))
unbuckle_all()
del(src)
/obj/structure/stool/chair/New()
/obj/structure/stool/bed/chair/New()
src.verbs -= /atom/movable/verb/pull
if (src.dir == NORTH)
if(src.dir == NORTH)
src.layer = FLY_LAYER
..()
return
/obj/structure/stool/chair/Del()
unbuckle_all()
..()
return
/obj/structure/stool/chair/verb/rotate()
/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)
if (src.dir == NORTH)
if(src.dir == NORTH)
src.layer = FLY_LAYER
else
src.layer = OBJ_LAYER
if(buckled_mob)
buckled_mob.dir = dir
return
/obj/structure/stool/chair/MouseDrop_T(mob/M as mob, mob/user as mob)
/obj/structure/stool/bed/chair/MouseDrop_T(mob/M as mob, mob/user as mob)
if(!istype(M)) return
buckle_mob(M, user)
return
/obj/structure/stool/chair/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/structure/stool/chair/attack_hand(mob/user as mob)
if (manual_unbuckle_all(user))
src.add_fingerprint(user)
return
//roller bed
/obj/structure/stool/bed/roller
@@ -270,58 +142,26 @@
icon_state = "down"
anchored = 0
Move()
..()
for(var/mob/M in src:buckled_mobs)
if (M.buckled == src)
M.loc = src.loc
/obj/structure/stool/bed/roller/Move()
..()
if(buckled_mob)
if(buckled_mob.buckled == src)
buckled_mob.loc = src.loc
buckle_mob(mob/M as mob, mob/user as mob)
if (!ticker)
user << "You can't buckle anyone in before the game starts."
return 0
if ((!( istype(M, /mob) ) || get_dist(src, user) > 1 || M.loc != src.loc || user.restrained() || usr.stat || M.buckled))
return 0
if (M == usr)
M.visible_message(\
"\blue [M.name] buckles in!",\
"You buckle yourself to [src].",\
"You hear metal clanking")
else
M.visible_message(\
"\blue [M.name] is buckled in to [src] by [user.name]!",\
"You buckled in to [src] by [user.name].",\
"You hear metal clanking")
M.anchored = 1
M.buckled = src
M.loc = src.loc
M.pixel_y = 6
M.update_clothing()
src:buckled_mobs += M
src.add_fingerprint(user)
density = 1
icon_state = "up"
return 1
/obj/structure/stool/bed/roller/buckle_mob(mob/M as mob, mob/user as mob)
M.pixel_y = 6
M.update_clothing()
density = 1
icon_state = "up"
..()
return
manual_unbuckle_all(mob/user as mob)
var/N = 0;
for(var/mob/M in src:buckled_mobs)
if (M.buckled == src)
if (M != user)
M.visible_message(\
"\blue [M.name] was unbuckled by [user.name]!",\
"You unbuckled from [src] by [user.name].",\
"You hear metal clanking")
else
M.visible_message(\
"\blue [M.name] was unbuckled himself!",\
"You unbuckle yourself from [src].",\
"You hear metal clanking")
M.pixel_y = 0
M.anchored = 0
M.buckled = null
N++
if(N)
density = 0
icon_state = "down"
return N
/obj/structure/stool/bed/roller/manual_unbuckle(mob/user as mob)
if(buckled_mob)
buckled_mob.pixel_y = 0
buckled_mob.anchored = 0
buckled_mob.buckled = null
density = 0
icon_state = "down"
..()
return

View File

@@ -317,10 +317,10 @@
overlays = null
if(buckled)
if(istype(buckled, /obj/structure/stool/bed))
lying = 1
else
if(istype(buckled, /obj/structure/stool/bed/chair))
lying = 0
else
lying = 1
// Automatically drop anything in store / id / belt if you're not wearing a uniform.
if (zone_sel)

View File

@@ -792,10 +792,10 @@
update_body()
if(buckled)
if(istype(buckled, /obj/structure/stool/bed))
lying = 1
else
if(istype(buckled, /obj/structure/stool/bed/chair))
lying = 0
else
lying = 1
// Automatically drop anything in store / id / belt if you're not wearing a uniform.
if (!w_uniform)

View File

@@ -399,10 +399,10 @@
/mob/living/carbon/monkey/update_clothing()
if(buckled)
if(istype(buckled, /obj/structure/stool/bed))
lying = 1
else
if(istype(buckled, /obj/structure/stool/bed/chair))
lying = 0
else
lying = 1
if(update_icon) // Skie
..()

View File

@@ -130,7 +130,7 @@
var/m_intent = "run"//Living
var/lastDblClick = 0
var/lastKnownIP = null
var/obj/structure/stool/buckled = null//Living
var/obj/structure/stool/bed/buckled = null//Living
var/obj/item/weapon/handcuffs/handcuffed = null//Living
var/obj/item/l_hand = null//Living
var/obj/item/r_hand = null//Living

View File

@@ -487,7 +487,7 @@
for(var/mob/O in viewers(usr))
O.show_message(text("\red <B>[] manages to unbuckle themself!</B>", usr), 1)
usr << "\blue You successfully unbuckle yourself."
usr:buckled.manual_unbuckle_all(usr)
usr:buckled.manual_unbuckle(usr)
if("module")
if(issilicon(usr))
if(usr:module)

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@@ -556,6 +556,7 @@
#include "code\game\objects\displaycase.dm"
#include "code\game\objects\door_assembly.dm"
#include "code\game\objects\effect_system.dm"
#include "code\game\objects\electricchair.dm"
#include "code\game\objects\empulse.dm"
#include "code\game\objects\explosion.dm"
#include "code\game\objects\gibs.dm"