Files
CHOMPStation2/code/game/objects/items.dm
2017-04-29 10:03:43 -05:00

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/obj/item
name = "item"
icon = 'icons/obj/items.dmi'
w_class = ITEMSIZE_NORMAL
var/image/blood_overlay = null //this saves our blood splatter overlay, which will be processed not to go over the edges of the sprite
var/abstract = 0
var/r_speed = 1.0
var/health = null
var/burn_point = null
var/burning = null
var/hitsound = null
var/storage_cost = null
var/slot_flags = 0 //This is used to determine on which slots an item can fit.
var/no_attack_log = 0 //If it's an item we don't want to log attack_logs with, set this to 1
pass_flags = PASSTABLE
pressure_resistance = 5
// causeerrorheresoifixthis
var/obj/item/master = null
var/list/origin_tech = null //Used by R&D to determine what research bonuses it grants.
var/list/attack_verb = list() //Used in attackby() to say how something was attacked "[x] has been [z.attack_verb] by [y] with [z]"
var/force = 0
var/heat_protection = 0 //flags which determine which body parts are protected from heat. Use the HEAD, UPPER_TORSO, LOWER_TORSO, etc. flags. See setup.dm
var/cold_protection = 0 //flags which determine which body parts are protected from cold. Use the HEAD, UPPER_TORSO, LOWER_TORSO, etc. flags. See setup.dm
var/max_heat_protection_temperature //Set this variable to determine up to which temperature (IN KELVIN) the item protects against heat damage. Keep at null to disable protection. Only protects areas set by heat_protection flags
var/min_cold_protection_temperature //Set this variable to determine down to which temperature (IN KELVIN) the item protects against cold damage. 0 is NOT an acceptable number due to if(varname) tests!! Keep at null to disable protection. Only protects areas set by cold_protection flags
var/datum/action/item_action/action = null
var/action_button_name //It is also the text which gets displayed on the action button. If not set it defaults to 'Use [name]'. If it's not set, there'll be no button.
var/action_button_is_hands_free = 0 //If 1, bypass the restrained, lying, and stunned checks action buttons normally test for
//This flag is used to determine when items in someone's inventory cover others. IE helmets making it so you can't see glasses, etc.
//It should be used purely for appearance. For gameplay effects caused by items covering body parts, use body_parts_covered.
var/flags_inv = 0
var/body_parts_covered = 0 //see setup.dm for appropriate bit flags
var/item_flags = 0 //Miscellaneous flags pertaining to equippable objects.
//var/heat_transfer_coefficient = 1 //0 prevents all transfers, 1 is invisible
var/gas_transfer_coefficient = 1 // for leaking gas from turf to mask and vice-versa (for masks right now, but at some point, i'd like to include space helmets)
var/permeability_coefficient = 1 // for chemicals/diseases
var/siemens_coefficient = 1 // for electrical admittance/conductance (electrocution checks and shit)
var/slowdown = 0 // How much clothing is slowing you down. Negative values speeds you up
var/canremove = 1 //Mostly for Ninja code at this point but basically will not allow the item to be removed if set to 0. /N
var/list/armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
var/list/armorsoak = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
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.
var/zoomdevicename = null //name used for message when binoculars/scope is used
var/zoom = 0 //1 if item is actively being used to zoom. For scoped guns and binoculars.
var/embed_chance = -1 //0 won't embed, and 100 will always embed
var/icon_override = null //Used to override hardcoded clothing dmis in human clothing proc.
//** These specify item/icon overrides for _slots_
var/list/item_state_slots = list() //overrides the default item_state for particular slots.
// Used to specify the icon file to be used when the item is worn. If not set the default icon for that slot will be used.
// If icon_override or sprite_sheets are set they will take precendence over this, assuming they apply to the slot in question.
// Only slot_l_hand/slot_r_hand are implemented at the moment. Others to be implemented as needed.
var/list/item_icons = list()
//** These specify item/icon overrides for _species_
/* Species-specific sprites, concept stolen from Paradise//vg/.
ex:
sprite_sheets = list(
"Tajara" = 'icons/cat/are/bad'
)
If index term exists and icon_override is not set, this sprite sheet will be used.
*/
var/list/sprite_sheets = list()
// Species-specific sprite sheets for inventory sprites
// Works similarly to worn sprite_sheets, except the alternate sprites are used when the clothing/refit_for_species() proc is called.
var/list/sprite_sheets_obj = list()
/obj/item/New()
..()
if(embed_chance < 0)
if(sharp)
embed_chance = max(5, round(force/w_class))
else
embed_chance = max(5, round(force/(w_class*3)))
/obj/item/equipped()
..()
var/mob/living/M = loc
if(!istype(M))
return
M.update_held_icons()
/obj/item/Destroy()
if(ismob(loc))
var/mob/m = loc
m.drop_from_inventory(src)
m.update_inv_r_hand()
m.update_inv_l_hand()
src.loc = null
return ..()
/obj/item/device
icon = 'icons/obj/device.dmi'
//Checks if the item is being held by a mob, and if so, updates the held icons
/obj/item/proc/update_held_icon()
if(isliving(src.loc))
var/mob/living/M = src.loc
if(M.l_hand == src)
M.update_inv_l_hand()
else if(M.r_hand == src)
M.update_inv_r_hand()
/obj/item/ex_act(severity)
switch(severity)
if(1.0)
qdel(src)
return
if(2.0)
if (prob(50))
qdel(src)
return
if(3.0)
if (prob(5))
qdel(src)
return
else
return
//user: The mob that is suiciding
//damagetype: The type of damage the item will inflict on the user
//BRUTELOSS = 1
//FIRELOSS = 2
//TOXLOSS = 4
//OXYLOSS = 8
//Output a creative message and then return the damagetype done
/obj/item/proc/suicide_act(mob/user)
return
/obj/item/verb/move_to_top()
set name = "Move To Top"
set category = "Object"
set src in oview(1)
if(!istype(src.loc, /turf) || usr.stat || usr.restrained() )
return
var/turf/T = src.loc
src.loc = null
src.loc = T
// See inventory_sizes.dm for the defines.
/obj/item/examine(mob/user, var/distance = -1)
var/size
switch(src.w_class)
if(ITEMSIZE_TINY)
size = "tiny"
if(ITEMSIZE_SMALL)
size = "small"
if(ITEMSIZE_NORMAL)
size = "normal-sized"
if(ITEMSIZE_LARGE)
size = "bulky"
if(ITEMSIZE_HUGE)
size = "huge"
return ..(user, distance, "", "It is a [size] item.")
/obj/item/attack_hand(mob/living/user as mob)
if (!user) return
if (hasorgans(user))
var/mob/living/carbon/human/H = user
var/obj/item/organ/external/temp = H.organs_by_name["r_hand"]
if (user.hand)
temp = H.organs_by_name["l_hand"]
if(temp && !temp.is_usable())
user << "<span class='notice'>You try to move your [temp.name], but cannot!</span>"
return
if(!temp)
user << "<span class='notice'>You try to use your hand, but realize it is no longer attached!</span>"
return
src.pickup(user)
if (istype(src.loc, /obj/item/weapon/storage))
var/obj/item/weapon/storage/S = src.loc
S.remove_from_storage(src)
src.throwing = 0
if (src.loc == user)
if(!user.unEquip(src))
return
else
if(isliving(src.loc))
return
user.put_in_active_hand(src)
return
/obj/item/attack_ai(mob/user as mob)
if (istype(src.loc, /obj/item/weapon/robot_module))
//If the item is part of a cyborg module, equip it
if(!isrobot(user))
return
var/mob/living/silicon/robot/R = user
R.activate_module(src)
R.hud_used.update_robot_modules_display()
/obj/item/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/storage))
var/obj/item/weapon/storage/S = W
if(S.use_to_pickup)
if(S.collection_mode) //Mode is set to collect all items
if(isturf(src.loc))
S.gather_all(src.loc, user)
else if(S.can_be_inserted(src))
S.handle_item_insertion(src)
return
/obj/item/proc/talk_into(mob/M as mob, text)
return
/obj/item/proc/moved(mob/user as mob, old_loc as turf)
return
// apparently called whenever an item is removed from a slot, container, or anything else.
/obj/item/proc/dropped(mob/user as mob)
..()
if(zoom) zoom() //binoculars, scope, etc
// called just as an item is picked up (loc is not yet changed)
/obj/item/proc/pickup(mob/user)
return
// called when this item is removed from a storage item, which is passed on as S. The loc variable is already set to the new destination before this is called.
/obj/item/proc/on_exit_storage(obj/item/weapon/storage/S as obj)
return
// called when this item is added into a storage item, which is passed on as S. The loc variable is already set to the storage item.
/obj/item/proc/on_enter_storage(obj/item/weapon/storage/S as obj)
return
// called when "found" in pockets and storage items. Returns 1 if the search should end.
/obj/item/proc/on_found(mob/finder as mob)
return
// called after an item is placed in an equipment slot
// user is mob that equipped it
// slot uses the slot_X defines found in setup.dm
// for items that can be placed in multiple slots
// note this isn't called during the initial dressing of a player
/obj/item/proc/equipped(var/mob/user, var/slot)
layer = 20
if(user.client) user.client.screen |= src
if(user.pulling == src) user.stop_pulling()
return
//Defines which slots correspond to which slot flags
var/list/global/slot_flags_enumeration = list(
"[slot_wear_mask]" = SLOT_MASK,
"[slot_back]" = SLOT_BACK,
"[slot_wear_suit]" = SLOT_OCLOTHING,
"[slot_gloves]" = SLOT_GLOVES,
"[slot_shoes]" = SLOT_FEET,
"[slot_belt]" = SLOT_BELT,
"[slot_glasses]" = SLOT_EYES,
"[slot_head]" = SLOT_HEAD,
"[slot_l_ear]" = SLOT_EARS|SLOT_TWOEARS,
"[slot_r_ear]" = SLOT_EARS|SLOT_TWOEARS,
"[slot_w_uniform]" = SLOT_ICLOTHING,
"[slot_wear_id]" = SLOT_ID,
"[slot_tie]" = SLOT_TIE,
)
//the mob M is attempting to equip this item into the slot passed through as 'slot'. Return 1 if it can do this and 0 if it can't.
//If you are making custom procs but would like to retain partial or complete functionality of this one, include a 'return ..()' to where you want this to happen.
//Set disable_warning to 1 if you wish it to not give you outputs.
//Should probably move the bulk of this into mob code some time, as most of it is related to the definition of slots and not item-specific
/obj/item/proc/mob_can_equip(M as mob, slot, disable_warning = 0)
if(!slot) return 0
if(!M) return 0
if(!ishuman(M)) return 0
var/mob/living/carbon/human/H = M
var/list/mob_equip = list()
if(H.species.hud && H.species.hud.equip_slots)
mob_equip = H.species.hud.equip_slots
if(H.species && !(slot in mob_equip))
return 0
//First check if the item can be equipped to the desired slot.
if("[slot]" in slot_flags_enumeration)
var/req_flags = slot_flags_enumeration["[slot]"]
if(!(req_flags & slot_flags))
return 0
//Next check that the slot is free
if(H.get_equipped_item(slot))
return 0
//Next check if the slot is accessible.
var/mob/_user = disable_warning? null : H
if(!H.slot_is_accessible(slot, src, _user))
return 0
//Lastly, check special rules for the desired slot.
switch(slot)
if(slot_l_ear, slot_r_ear)
var/slot_other_ear = (slot == slot_l_ear)? slot_r_ear : slot_l_ear
if( (w_class > ITEMSIZE_TINY) && !(slot_flags & SLOT_EARS) )
return 0
if( (slot_flags & SLOT_TWOEARS) && H.get_equipped_item(slot_other_ear) )
return 0
if(slot_wear_id)
if(!H.w_uniform && (slot_w_uniform in mob_equip))
if(!disable_warning)
H << "<span class='warning'>You need a jumpsuit before you can attach this [name].</span>"
return 0
if(slot_l_store, slot_r_store)
if(!H.w_uniform && (slot_w_uniform in mob_equip))
if(!disable_warning)
H << "<span class='warning'>You need a jumpsuit before you can attach this [name].</span>"
return 0
if(slot_flags & SLOT_DENYPOCKET)
return 0
if( w_class > ITEMSIZE_SMALL && !(slot_flags & SLOT_POCKET) )
return 0
if(slot_s_store)
if(!H.wear_suit && (slot_wear_suit in mob_equip))
if(!disable_warning)
H << "<span class='warning'>You need a suit before you can attach this [name].</span>"
return 0
if(!H.wear_suit.allowed)
if(!disable_warning)
usr << "<span class='warning'>You somehow have a suit with no defined allowed items for suit storage, stop that.</span>"
return 0
if( !(istype(src, /obj/item/device/pda) || istype(src, /obj/item/weapon/pen) || is_type_in_list(src, H.wear_suit.allowed)) )
return 0
if(slot_handcuffed)
if(!istype(src, /obj/item/weapon/handcuffs))
return 0
if(slot_legcuffed)
if(!istype(src, /obj/item/weapon/legcuffs))
return 0
if(slot_in_backpack) //used entirely for equipping spawned mobs or at round start
var/allow = 0
if(H.back && istype(H.back, /obj/item/weapon/storage/backpack))
var/obj/item/weapon/storage/backpack/B = H.back
if(B.can_be_inserted(src,1))
allow = 1
if(!allow)
return 0
if(slot_tie)
if(!H.w_uniform && (slot_w_uniform in mob_equip))
if(!disable_warning)
H << "<span class='warning'>You need a jumpsuit before you can attach this [name].</span>"
return 0
var/obj/item/clothing/under/uniform = H.w_uniform
if(uniform.accessories.len && !uniform.can_attach_accessory(src))
if (!disable_warning)
H << "<span class='warning'>You already have an accessory of this type attached to your [uniform].</span>"
return 0
return 1
/obj/item/proc/mob_can_unequip(mob/M, slot, disable_warning = 0)
if(!slot) return 0
if(!M) return 0
if(!canremove)
return 0
if(!M.slot_is_accessible(slot, src, disable_warning? null : M))
return 0
return 1
/obj/item/verb/verb_pickup()
set src in oview(1)
set category = "Object"
set name = "Pick up"
if(!(usr)) //BS12 EDIT
return
if(!usr.canmove || usr.stat || usr.restrained() || !Adjacent(usr))
return
if((!istype(usr, /mob/living/carbon)) || (istype(usr, /mob/living/carbon/brain)))//Is humanoid, and is not a brain
usr << "<span class='warning'>You can't pick things up!</span>"
return
var/mob/living/carbon/C = usr
if( usr.stat || usr.restrained() )//Is not asleep/dead and is not restrained
usr << "<span class='warning'>You can't pick things up!</span>"
return
if(src.anchored) //Object isn't anchored
usr << "<span class='warning'>You can't pick that up!</span>"
return
if(C.get_active_hand()) //Hand is not full
usr << "<span class='warning'>Your hand is full.</span>"
return
if(!istype(src.loc, /turf)) //Object is on a turf
usr << "<span class='warning'>You can't pick that up!</span>"
return
//All checks are done, time to pick it up!
usr.UnarmedAttack(src)
return
//This proc is executed when someone clicks the on-screen UI button. To make the UI button show, set the 'icon_action_button' to the icon_state of the image of the button in screen1_action.dmi
//The default action is attack_self().
//Checks before we get to here are: mob is alive, mob is not restrained, paralyzed, asleep, resting, laying, item is on the mob.
/obj/item/proc/ui_action_click()
attack_self(usr)
//RETURN VALUES
//handle_shield should return a positive value to indicate that the attack is blocked and should be prevented.
//If a negative value is returned, it should be treated as a special return value for bullet_act() and handled appropriately.
//For non-projectile attacks this usually means the attack is blocked.
//Otherwise should return 0 to indicate that the attack is not affected in any way.
/obj/item/proc/handle_shield(mob/user, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack")
return 0
/obj/item/proc/get_loc_turf()
var/atom/L = loc
while(L && !istype(L, /turf/))
L = L.loc
return loc
/obj/item/proc/eyestab(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
var/mob/living/carbon/human/H = M
var/mob/living/carbon/human/U = user
if(istype(H))
for(var/obj/item/protection in list(H.head, H.wear_mask, H.glasses))
if(protection && (protection.body_parts_covered & EYES))
// you can't stab someone in the eyes wearing a mask!
user << "<span class='warning'>You're going to need to remove the eye covering first.</span>"
return
if(!M.has_eyes())
user << "<span class='warning'>You cannot locate any eyes on [M]!</span>"
return
if(U.get_accuracy_penalty(U)) //Should only trigger if they're not aiming well
var/hit_zone = get_zone_with_miss_chance(U.zone_sel.selecting, M, U.get_accuracy_penalty(U))
if(!hit_zone)
U.do_attack_animation(M)
playsound(loc, 'sound/weapons/punchmiss.ogg', 25, 1, -1)
visible_message("\red <B>[U] attempts to stab [M] in the eyes, but misses!</B>")
return
user.attack_log += "\[[time_stamp()]\]<font color='red'> Attacked [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>"
M.attack_log += "\[[time_stamp()]\]<font color='orange'> Attacked by [user.name] ([user.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>"
msg_admin_attack("[user.name] ([user.ckey]) attacked [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)") //BS12 EDIT ALG
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.do_attack_animation(M)
src.add_fingerprint(user)
//if((CLUMSY in user.mutations) && prob(50))
// M = user
/*
M << "<span class='warning'>You stab yourself in the eye.</span>"
M.sdisabilities |= BLIND
M.weakened += 4
M.adjustBruteLoss(10)
*/
if(istype(H))
var/obj/item/organ/internal/eyes/eyes = H.internal_organs_by_name[O_EYES]
if(H != user)
for(var/mob/O in (viewers(M) - user - M))
O.show_message("<span class='danger'>[M] has been stabbed in the eye with [src] by [user].</span>", 1)
M << "<span class='danger'>[user] stabs you in the eye with [src]!</span>"
user << "<span class='danger'>You stab [M] in the eye with [src]!</span>"
else
user.visible_message( \
"<span class='danger'>[user] has stabbed themself with [src]!</span>", \
"<span class='danger'>You stab yourself in the eyes with [src]!</span>" \
)
eyes.damage += rand(3,4)
if(eyes.damage >= eyes.min_bruised_damage)
if(M.stat != 2)
if(!(eyes.robotic >= ORGAN_ROBOT)) //robot eyes bleeding might be a bit silly
M << "<span class='danger'>Your eyes start to bleed profusely!</span>"
if(prob(50))
if(M.stat != 2)
M << "<span class='warning'>You drop what you're holding and clutch at your eyes!</span>"
M.drop_item()
M.eye_blurry += 10
M.Paralyse(1)
M.Weaken(4)
if (eyes.damage >= eyes.min_broken_damage)
if(M.stat != 2)
M << "<span class='warning'>You go blind!</span>"
var/obj/item/organ/external/affecting = H.get_organ(BP_HEAD)
if(affecting.take_damage(7))
M:UpdateDamageIcon()
else
M.take_organ_damage(7)
M.eye_blurry += rand(3,4)
return
/obj/item/clean_blood()
. = ..()
if(blood_overlay)
overlays.Remove(blood_overlay)
if(istype(src, /obj/item/clothing/gloves))
var/obj/item/clothing/gloves/G = src
G.transfer_blood = 0
/obj/item/reveal_blood()
if(was_bloodied && !fluorescent)
fluorescent = 1
blood_color = COLOR_LUMINOL
blood_overlay.color = COLOR_LUMINOL
update_icon()
/obj/item/add_blood(mob/living/carbon/human/M as mob)
if (!..())
return 0
if(istype(src, /obj/item/weapon/melee/energy))
return
//if we haven't made our blood_overlay already
if( !blood_overlay )
generate_blood_overlay()
//apply the blood-splatter overlay if it isn't already in there
if(!blood_DNA.len)
blood_overlay.color = blood_color
overlays += blood_overlay
//if this blood isn't already in the list, add it
if(istype(M))
if(blood_DNA[M.dna.unique_enzymes])
return 0 //already bloodied with this blood. Cannot add more.
blood_DNA[M.dna.unique_enzymes] = M.dna.b_type
return 1 //we applied blood to the item
/obj/item/proc/generate_blood_overlay()
if(blood_overlay)
return
var/icon/I = new /icon(icon, icon_state)
I.Blend(new /icon('icons/effects/blood.dmi', rgb(255,255,255)),ICON_ADD) //fills the icon_state with white (except where it's transparent)
I.Blend(new /icon('icons/effects/blood.dmi', "itemblood"),ICON_MULTIPLY) //adds blood and the remaining white areas become transparant
//not sure if this is worth it. It attaches the blood_overlay to every item of the same type if they don't have one already made.
for(var/obj/item/A in world)
if(A.type == type && !A.blood_overlay)
A.blood_overlay = image(I)
/obj/item/proc/showoff(mob/user)
for (var/mob/M in view(user))
M.show_message("[user] holds up [src]. <a HREF=?src=\ref[M];lookitem=\ref[src]>Take a closer look.</a>",1)
/mob/living/carbon/verb/showoff()
set name = "Show Held Item"
set category = "Object"
var/obj/item/I = get_active_hand()
if(I && !I.abstract)
I.showoff(src)
/*
For zooming with scope or binoculars. This is called from
modules/mob/mob_movement.dm if you move you will be zoomed out
modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
*/
//Looking through a scope or binoculars should /not/ improve your periphereal vision. Still, increase viewsize a tiny bit so that sniping isn't as restricted to NSEW
/obj/item/proc/zoom(var/tileoffset = 14,var/viewsize = 9) //tileoffset is client view offset in the direction the user is facing. viewsize is how far out this thing zooms. 7 is normal view
var/devicename
if(zoomdevicename)
devicename = zoomdevicename
else
devicename = src.name
var/cannotzoom
if(usr.stat || !(istype(usr,/mob/living/carbon/human)))
usr << "You are unable to focus through the [devicename]"
cannotzoom = 1
else if(!zoom && global_hud.darkMask[1] in usr.client.screen)
usr << "Your visor gets in the way of looking through the [devicename]"
cannotzoom = 1
else if(!zoom && usr.get_active_hand() != src)
usr << "You are too distracted to look through the [devicename], perhaps if it was in your active hand this might work better"
cannotzoom = 1
if(!zoom && !cannotzoom)
if(usr.hud_used.hud_shown)
usr.toggle_zoom_hud() // If the user has already limited their HUD this avoids them having a HUD when they zoom in
usr.client.view = viewsize
zoom = 1
var/tilesize = 32
var/viewoffset = tilesize * tileoffset
switch(usr.dir)
if (NORTH)
usr.client.pixel_x = 0
usr.client.pixel_y = viewoffset
if (SOUTH)
usr.client.pixel_x = 0
usr.client.pixel_y = -viewoffset
if (EAST)
usr.client.pixel_x = viewoffset
usr.client.pixel_y = 0
if (WEST)
usr.client.pixel_x = -viewoffset
usr.client.pixel_y = 0
usr.visible_message("[usr] peers through the [zoomdevicename ? "[zoomdevicename] of the [src.name]" : "[src.name]"].")
else
usr.client.view = world.view
if(!usr.hud_used.hud_shown)
usr.toggle_zoom_hud()
zoom = 0
usr.client.pixel_x = 0
usr.client.pixel_y = 0
if(!cannotzoom)
usr.visible_message("[zoomdevicename ? "[usr] looks up from the [src.name]" : "[usr] lowers the [src.name]"].")
return
/obj/item/proc/pwr_drain()
return 0 // Process Kill