mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-15 20:52:41 +00:00
481 lines
13 KiB
Plaintext
481 lines
13 KiB
Plaintext
/* Tables and Racks
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* Contains:
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* Tables
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* Wooden tables
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* Reinforced tables
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* Racks
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*/
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/*
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* Tables
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*/
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/obj/structure/table
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name = "table"
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desc = "A square piece of metal standing on four metal legs. It can not move."
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icon = 'icons/obj/structures.dmi'
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icon_state = "table"
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density = 1
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anchored = 1.0
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layer = 2.8
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throwpass = 1 //You can throw objects over this, despite it's density.")
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var/parts = /obj/item/weapon/table_parts
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/obj/structure/table/New()
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..()
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for(var/obj/structure/table/T in src.loc)
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if(T != src)
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del(T)
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update_icon()
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for(var/direction in list(1,2,4,8,5,6,9,10))
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if(locate(/obj/structure/table,get_step(src,direction)))
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var/obj/structure/table/T = locate(/obj/structure/table,get_step(src,direction))
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T.update_icon()
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/obj/structure/table/Del()
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for(var/direction in list(1,2,4,8,5,6,9,10))
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if(locate(/obj/structure/table,get_step(src,direction)))
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var/obj/structure/table/T = locate(/obj/structure/table,get_step(src,direction))
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T.update_icon()
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..()
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/obj/structure/table/proc/destroy()
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new parts(loc)
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density = 0
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del(src)
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/obj/structure/table/update_icon()
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spawn(2) //So it properly updates when deleting
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var/dir_sum = 0
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for(var/direction in list(1,2,4,8,5,6,9,10))
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var/skip_sum = 0
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for(var/obj/structure/window/W in src.loc)
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if(W.dir == direction) //So smooth tables don't go smooth through windows
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skip_sum = 1
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continue
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var/inv_direction //inverse direction
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switch(direction)
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if(1)
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inv_direction = 2
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if(2)
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inv_direction = 1
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if(4)
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inv_direction = 8
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if(8)
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inv_direction = 4
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if(5)
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inv_direction = 10
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if(6)
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inv_direction = 9
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if(9)
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inv_direction = 6
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if(10)
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inv_direction = 5
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for(var/obj/structure/window/W in get_step(src,direction))
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if(W.dir == inv_direction) //So smooth tables don't go smooth through windows when the window is on the other table's tile
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skip_sum = 1
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continue
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if(!skip_sum) //means there is a window between the two tiles in this direction
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if(locate(/obj/structure/table,get_step(src,direction)))
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if(direction <5)
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dir_sum += direction
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else
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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)
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dir_sum += 16
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if(direction == 6)
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dir_sum += 32
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if(direction == 8) //Aherp and Aderp. Jezes I am stupid. -- SkyMarshal
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dir_sum += 8
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if(direction == 10)
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dir_sum += 64
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if(direction == 9)
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dir_sum += 128
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var/table_type = 0 //stand_alone table
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if(dir_sum%16 in cardinal)
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table_type = 1 //endtable
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dir_sum %= 16
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if(dir_sum%16 in list(3,12))
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table_type = 2 //1 tile thick, streight table
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if(dir_sum%16 == 3) //3 doesn't exist as a dir
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dir_sum = 2
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if(dir_sum%16 == 12) //12 doesn't exist as a dir.
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dir_sum = 4
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if(dir_sum%16 in list(5,6,9,10))
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if(locate(/obj/structure/table,get_step(src.loc,dir_sum%16)))
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table_type = 3 //full table (not the 1 tile thick one, but one of the 'tabledir' tables)
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else
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table_type = 2 //1 tile thick, corner table (treated the same as streight tables in code later on)
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dir_sum %= 16
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if(dir_sum%16 in list(13,14,7,11)) //Three-way intersection
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table_type = 5 //full table as three-way intersections are not sprited, would require 64 sprites to handle all combinations. TOO BAD -- SkyMarshal
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switch(dir_sum%16) //Begin computation of the special type tables. --SkyMarshal
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if(7)
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if(dir_sum == 23)
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table_type = 6
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dir_sum = 8
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else if(dir_sum == 39)
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dir_sum = 4
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table_type = 6
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else if(dir_sum == 55 || dir_sum == 119 || dir_sum == 247 || dir_sum == 183)
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dir_sum = 4
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table_type = 3
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else
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dir_sum = 4
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if(11)
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if(dir_sum == 75)
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dir_sum = 5
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table_type = 6
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else if(dir_sum == 139)
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dir_sum = 9
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table_type = 6
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else if(dir_sum == 203 || dir_sum == 219 || dir_sum == 251 || dir_sum == 235)
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dir_sum = 8
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table_type = 3
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else
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dir_sum = 8
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if(13)
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if(dir_sum == 29)
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dir_sum = 10
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table_type = 6
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else if(dir_sum == 141)
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dir_sum = 6
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table_type = 6
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else if(dir_sum == 189 || dir_sum == 221 || dir_sum == 253 || dir_sum == 157)
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dir_sum = 1
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table_type = 3
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else
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dir_sum = 1
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if(14)
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if(dir_sum == 46)
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dir_sum = 1
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table_type = 6
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else if(dir_sum == 78)
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dir_sum = 2
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table_type = 6
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else if(dir_sum == 110 || dir_sum == 254 || dir_sum == 238 || dir_sum == 126)
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dir_sum = 2
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table_type = 3
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else
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dir_sum = 2 //These translate the dir_sum to the correct dirs from the 'tabledir' icon_state.
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if(dir_sum%16 == 15)
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table_type = 4 //4-way intersection, the 'middle' table sprites will be used.
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if(istype(src,/obj/structure/table/reinforced))
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switch(table_type)
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if(0)
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icon_state = "reinf_table"
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if(1)
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icon_state = "reinf_1tileendtable"
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if(2)
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icon_state = "reinf_1tilethick"
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if(3)
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icon_state = "reinf_tabledir"
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if(4)
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icon_state = "reinf_middle"
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if(5)
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icon_state = "reinf_tabledir2"
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if(6)
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icon_state = "reinf_tabledir3"
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else if(istype(src,/obj/structure/table/woodentable))
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switch(table_type)
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if(0)
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icon_state = "wood_table"
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if(1)
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icon_state = "wood_1tileendtable"
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if(2)
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icon_state = "wood_1tilethick"
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if(3)
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icon_state = "wood_tabledir"
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if(4)
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icon_state = "wood_middle"
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if(5)
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icon_state = "wood_tabledir2"
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if(6)
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icon_state = "wood_tabledir3"
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else
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switch(table_type)
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if(0)
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icon_state = "table"
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if(1)
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icon_state = "table_1tileendtable"
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if(2)
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icon_state = "table_1tilethick"
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if(3)
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icon_state = "tabledir"
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if(4)
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icon_state = "table_middle"
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if(5)
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icon_state = "tabledir2"
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if(6)
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icon_state = "tabledir3"
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if (dir_sum in list(1,2,4,8,5,6,9,10))
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dir = dir_sum
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else
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dir = 2
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/obj/structure/table/ex_act(severity)
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switch(severity)
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if(1.0)
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del(src)
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return
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if(2.0)
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if (prob(50))
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del(src)
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return
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if(3.0)
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if (prob(25))
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destroy()
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else
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return
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/obj/structure/table/blob_act()
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if(prob(75))
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destroy()
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/obj/structure/table/hand_p(mob/user as mob)
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return src.attack_paw(user)
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/obj/structure/table/attack_paw(mob/user)
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if(HULK in user.mutations)
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user.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
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visible_message("<span class='danger'>[user] smashes the [src] apart!</span>")
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destroy()
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/obj/structure/table/attack_alien(mob/user)
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visible_message("<span class='danger'>[user] slices [src] apart!</span>")
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/obj/structure/table/attack_animal(mob/living/simple_animal/user)
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if(user.wall_smash)
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visible_message("<span class='danger'>[user] smashes [src] apart!</span>")
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destroy()
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/obj/structure/table/attack_hand(mob/user)
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if(HULK in user.mutations)
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visible_message("<span class='danger'>[user] smashes [src] apart!</span>")
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user.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
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destroy()
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/obj/structure/table/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(air_group || (height==0)) return 1
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if(istype(mover) && mover.checkpass(PASSTABLE))
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return 1
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else
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return 0
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/obj/structure/table/MouseDrop_T(obj/O as obj, mob/user as mob)
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if ((!( istype(O, /obj/item/weapon) ) || user.get_active_hand() != O))
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return
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if(isrobot(user))
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return
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user.drop_item()
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if (O.loc != src.loc)
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step(O, get_dir(O, src))
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return
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/obj/structure/table/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if (istype(W, /obj/item/weapon/grab) && get_dist(src,user)<2)
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var/obj/item/weapon/grab/G = W
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if (istype(G.affecting, /mob/living))
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var/mob/living/M = G.affecting
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if (G.state < 2)
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if(user.a_intent == "hurt")
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if (prob(15)) M.Weaken(5)
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M.apply_damage(8,def_zone = "head")
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visible_message("\red [G.assailant] slams [G.affecting]'s face against \the [src]!")
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playsound(src.loc, 'sound/weapons/tablehit1.ogg', 50, 1)
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else
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user << "\red You need a better grip to do that!"
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return
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else
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G.affecting.loc = src.loc
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G.affecting.Weaken(5)
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visible_message("\red [G.assailant] puts [G.affecting] on \the [src].")
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del(W)
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return
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if (istype(W, /obj/item/weapon/wrench))
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user << "\blue Now disassembling table"
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playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
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if(do_after(user,50))
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destroy()
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return
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if(isrobot(user))
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return
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if(istype(W, /obj/item/weapon/melee/energy/blade))
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var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
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spark_system.set_up(5, 0, src.loc)
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spark_system.start()
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playsound(src.loc, 'sound/weapons/blade1.ogg', 50, 1)
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playsound(src.loc, "sparks", 50, 1)
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for(var/mob/O in viewers(user, 4))
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O.show_message("\blue The [src] was sliced apart by [user]!", 1, "\red You hear [src] coming apart.", 2)
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destroy()
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user.drop_item(src)
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return
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/*
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* Wooden tables
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*/
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/obj/structure/table/woodentable
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name = "wooden table"
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desc = "Do not apply fire to this. Rumour says it burns easily."
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icon_state = "wood_table"
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parts = /obj/item/weapon/table_parts/wood
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/*
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* Reinforced tables
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*/
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/obj/structure/table/reinforced
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name = "reinforced table"
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desc = "A version of the four legged table. It is stronger."
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icon_state = "reinf_table"
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var/status = 2
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parts = /obj/item/weapon/table_parts/reinforced
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/obj/structure/table/reinforced/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if (istype(W, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = W
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if(WT.remove_fuel(0, user))
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if(src.status == 2)
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user << "\blue Now weakening the reinforced table"
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playsound(src.loc, 'sound/items/Welder.ogg', 50, 1)
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if (do_after(user, 50))
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if(!src || !WT.isOn()) return
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user << "\blue Table weakened"
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src.status = 1
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else
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user << "\blue Now strengthening the reinforced table"
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playsound(src.loc, 'sound/items/Welder.ogg', 50, 1)
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if (do_after(user, 50))
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if(!src || !WT.isOn()) return
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user << "\blue Table strengthened"
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src.status = 2
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return
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return
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if (istype(W, /obj/item/weapon/wrench))
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if(src.status == 2)
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return
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..()
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/*
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* Racks
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*/
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/obj/structure/rack
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name = "rack"
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desc = "Different from the Middle Ages version."
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icon = 'icons/obj/objects.dmi'
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icon_state = "rack"
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density = 1
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flags = FPRINT
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anchored = 1.0
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throwpass = 1 //You can throw objects over this, despite it's density.
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/obj/structure/rack/ex_act(severity)
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switch(severity)
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if(1.0)
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del(src)
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if(2.0)
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del(src)
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if(prob(50))
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new /obj/item/weapon/rack_parts(src.loc)
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if(3.0)
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if(prob(25))
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del(src)
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new /obj/item/weapon/rack_parts(src.loc)
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/obj/structure/rack/blob_act()
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if(prob(75))
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del(src)
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return
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else if(prob(50))
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new /obj/item/weapon/rack_parts(src.loc)
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del(src)
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return
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/obj/structure/rack/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(air_group || (height==0)) return 1
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if(src.density == 0) //Because broken racks -Agouri |TODO: SPRITE!|
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return 1
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if(istype(mover) && mover.checkpass(PASSTABLE))
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return 1
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else
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return 0
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/obj/structure/rack/MouseDrop_T(obj/O as obj, mob/user as mob)
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if ((!( istype(O, /obj/item/weapon) ) || user.get_active_hand() != O))
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return
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if(isrobot(user))
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return
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user.drop_item()
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if (O.loc != src.loc)
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step(O, get_dir(O, src))
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return
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/obj/structure/rack/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if (istype(W, /obj/item/weapon/wrench))
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new /obj/item/weapon/rack_parts( src.loc )
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playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
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del(src)
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return
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if(isrobot(user))
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return
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user.drop_item()
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if(W && W.loc) W.loc = src.loc
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return
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/obj/structure/rack/meteorhit(obj/O as obj)
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del(src)
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/obj/structure/table/attack_hand(mob/user)
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if(HULK in user.mutations)
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visible_message("<span class='danger'>[user] smashes [src] apart!</span>")
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user.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
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new /obj/item/weapon/rack_parts(loc)
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density = 0
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del(src)
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/obj/structure/rack/attack_paw(mob/user)
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if(HULK in user.mutations)
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user.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
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visible_message("<span class='danger'>[user] smashes [src] apart!</span>")
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new /obj/item/weapon/rack_parts(loc)
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density = 0
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del(src)
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/obj/structure/rack/attack_alien(mob/user)
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visible_message("<span class='danger'>[user] slices [src] apart!</span>")
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new /obj/item/weapon/rack_parts(loc)
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density = 0
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del(src)
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/obj/structure/rack/attack_animal(mob/living/simple_animal/user)
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if(user.wall_smash)
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visible_message("<span class='danger'>[user] smashes [src] apart!</span>")
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new /obj/item/weapon/rack_parts(loc)
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density = 0
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del(src)
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