Files
CHOMPStation2/code/game/objects/items.dm

943 lines
33 KiB
Plaintext

/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/randpixel = 6
var/abstract = 0
var/r_speed = 1.0
var/health = null
var/burn_point = null
var/burning = null
var/hitsound = null
var/usesound = null // Like hitsound, but for when used properly and not to kill someone.
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/max_pressure_protection // Set this variable if the item protects its wearer against high pressures below an upper bound. Keep at null to disable protection.
var/min_pressure_protection // Set this variable if the item protects its wearer against low pressures above a lower bound. Keep at null to disable protection. 0 represents protection against hard vacuum.
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(
SPECIES_TAJ = '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()
var/toolspeed = 1.0 // This is a multipler on how 'fast' a tool works. e.g. setting this to 0.5 will make the tool work twice as fast.
var/attackspeed = DEFAULT_ATTACK_COOLDOWN // How long click delay will be when using this, in 1/10ths of a second. Checked in the user's get_attack_speed().
var/reach = 1 // Length of tiles it can reach, 1 is adjacent.
var/addblends // Icon overlay for ADD highlights when applicable.
var/icon/default_worn_icon //Default on-mob icon
var/worn_layer //Default on-mob layer
// Pickup/Drop/Equip/Throw Sounds
///Used when thrown into a mob
var/mob_throw_hit_sound
// Sound used when equipping the items into a valid slot.
var/equip_sound
// pickup sound - this is the default
var/pickup_sound = 'sound/items/pickup/device.ogg'
// drop sound - this is the default
var/drop_sound = 'sound/items/drop/device.ogg'
var/tip_timer // reference to timer id for a tooltip we might open soon
/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 ..()
// Check if target is reasonable for us to operate on.
/obj/item/proc/check_allowed_items(atom/target, not_inside, target_self)
if(((src in target) && !target_self) || ((!istype(target.loc, /turf)) && (!istype(target, /turf)) && (not_inside)))
return FALSE
else
return TRUE
/obj/item/proc/update_twohanding()
update_held_icon()
/obj/item/proc/is_held_twohanded(mob/living/M)
var/check_hand
if(M.l_hand == src && !M.r_hand)
check_hand = BP_R_HAND //item in left hand, check right hand
else if(M.r_hand == src && !M.l_hand)
check_hand = BP_L_HAND //item in right hand, check left hand
else
return FALSE
//would check is_broken() and is_malfunctioning() here too but is_malfunctioning()
//is probabilistic so we can't do that and it would be unfair to just check one.
if(ishuman(M))
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/hand = H.organs_by_name[check_hand]
if(istype(hand) && hand.is_usable())
return TRUE
return FALSE
//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/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, "", "It is a [size] item.")
/obj/item/attack_hand(mob/living/user as mob)
if (!user) return
if(anchored)
to_chat(user, span("notice", "\The [src] won't budge, you can't pick it up!"))
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())
to_chat(user, "<span class='notice'>You try to move your [temp.name], but cannot!</span>")
return
if(!temp)
to_chat(user, "<span class='notice'>You try to use your hand, but realize it is no longer attached!</span>")
return
var/old_loc = src.loc
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
if(user.put_in_active_hand(src))
if(isturf(old_loc))
var/obj/effect/temporary_effect/item_pickup_ghost/ghost = new(old_loc)
ghost.assumeform(src)
ghost.animate_towards(user)
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
/obj/item/proc/get_volume_by_throwforce_and_or_w_class() // This is used for figuring out how loud our sounds are for throwing.
if(throwforce && w_class)
return CLAMP((throwforce + w_class) * 5, 30, 100)// Add the item's throwforce to its weight class and multiply by 5, then clamp the value between 30 and 100
else if(w_class)
return CLAMP(w_class * 8, 20, 100) // Multiply the item's weight class by 8, then clamp the value between 20 and 100
else
return 0
/obj/item/throw_impact(atom/hit_atom)
..()
if(isliving(hit_atom)) //Living mobs handle hit sounds differently.
var/volume = get_volume_by_throwforce_and_or_w_class()
if (throwforce > 0)
if (mob_throw_hit_sound)
playsound(hit_atom, mob_throw_hit_sound, volume, TRUE, -1)
else if(hitsound)
playsound(hit_atom, hitsound, volume, TRUE, -1)
else
playsound(hit_atom, 'sound/weapons/genhit.ogg', volume, TRUE, -1)
else
playsound(hit_atom, 'sound/weapons/throwtap.ogg', 1, volume, -1)
else
playsound(src, drop_sound, 30, preference = /datum/client_preference/drop_sounds)
// 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
appearance_flags &= ~NO_CLIENT_COLOR
// called just as an item is picked up (loc is not yet changed)
/obj/item/proc/pickup(mob/user)
pixel_x = 0
pixel_y = 0
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)
hud_layerise()
user.position_hud_item(src,slot)
if(user.client) user.client.screen |= src
if(user.pulling == src) user.stop_pulling()
if((slot_flags & slot))
if(equip_sound)
playsound(src, equip_sound, 30)
else
playsound(src, drop_sound, 30)
else if(slot == slot_l_hand || slot == slot_r_hand)
playsound(src, pickup_sound, 20, preference = /datum/client_preference/pickup_sounds)
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 = FALSE)
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)
to_chat(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)
to_chat(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)
to_chat(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)
to_chat(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_legcuffed) //Going to put this check above the handcuff check because the survival of the universe depends on it.
if(!istype(src, /obj/item/weapon/handcuffs/legcuffs)) //Putting it here might actually do nothing.
return 0
if(slot_handcuffed)
if(!istype(src, /obj/item/weapon/handcuffs) || istype(src, /obj/item/weapon/handcuffs/legcuffs)) //Legcuffs are a child of handcuffs, but we don't want to use legcuffs as handcuffs...
return 0 //In theory, this would never happen, but let's just do the legcuff check anyways.
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)
var/allow = 0
for(var/obj/item/clothing/C in H.worn_clothing) //Runs through everything you're wearing, returns if you can't attach the thing
if(C.can_attach_accessory(src))
allow = 1
break
if(!allow)
if(!disable_warning)
to_chat(H, "<span class='warning'>You're not wearing anything you can attach this [name] to.</span>")
return 0
return 1
/obj/item/proc/mob_can_unequip(mob/M, slot, disable_warning = 0)
if(!M) return 0
if(!canremove)
return 0
if(!slot)
if(issilicon(M))
return 1 // for stuff in grippers
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
to_chat(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
to_chat(usr, "<span class='warning'>You can't pick things up!</span>")
return
if(src.anchored) //Object isn't anchored
to_chat(usr, "<span class='warning'>You can't pick that up!</span>")
return
if(C.get_active_hand()) //Hand is not full
to_chat(usr, "<span class='warning'>Your hand is full.</span>")
return
if(!istype(src.loc, /turf)) //Object is on a turf
to_chat(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!
to_chat(user, "<span class='warning'>You're going to need to remove the eye covering first.</span>")
return
if(!M.has_eyes())
to_chat(user, "<span class='warning'>You cannot locate any eyes on [M]!</span>")
return
//this should absolutely trigger even if not aim-impaired in some way
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(src, 'sound/weapons/punchmiss.ogg', 25, 1, -1)
//visible_message("<span class='danger'>[U] attempts to stab [M] in the eyes, but misses!</span>")
for(var/mob/V in viewers(M))
V.show_message("<span class='danger'>[U] attempts to stab [M] in the eyes, but misses!</span>")
return
add_attack_logs(user,M,"Attack eyes with [name]")
user.setClickCooldown(user.get_attack_speed())
user.do_attack_animation(M)
src.add_fingerprint(user)
//if((CLUMSY in user.mutations) && prob(50))
// M = user
/*
to_chat(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)
to_chat(M, "<span class='danger'>[user] stabs you in the eye with [src]!</span>")
to_chat(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
to_chat(M, "<span class='danger'>Your eyes start to bleed profusely!</span>")
if(prob(50))
if(M.stat != 2)
to_chat(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)
to_chat(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()
//Make the blood_overlay have the proper color then apply it.
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
GLOBAL_LIST_EMPTY(blood_overlays_by_type)
/obj/item/proc/generate_blood_overlay()
// Already got one
if(blood_overlay)
return
// Already cached
if(GLOB.blood_overlays_by_type[type])
blood_overlay = GLOB.blood_overlays_by_type[type]
return
// Firsties!
var/image/blood = image(icon = 'icons/effects/blood.dmi', icon_state = "itemblood") // Needs to be a new one each time since we're slicing it up with filters.
blood.filters += filter(type = "alpha", icon = icon(icon, icon_state)) // Same, this filter is unique for each blood overlay per type
GLOB.blood_overlays_by_type[type] = blood
// And finally
blood_overlay = blood
/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/var/ignore_visor_zoom_restriction = FALSE
/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 && !zoom) || !(istype(usr,/mob/living/carbon/human)))
to_chat(usr, "You are unable to focus through the [devicename]")
cannotzoom = 1
else if(!zoom && global_hud.darkMask[1] in usr.client.screen)
to_chat(usr, "Your visor gets in the way of looking through the [devicename]")
cannotzoom = 1
else if(!zoom && usr.get_active_hand() != src)
to_chat(usr, "You are too distracted to look through the [devicename], perhaps if it was in your active hand this might work better")
cannotzoom = 1
//We checked above if they are a human and returned already if they weren't.
var/mob/living/carbon/human/H = usr
if(!zoom && !cannotzoom)
if(H.hud_used.hud_shown)
H.toggle_zoom_hud() // If the user has already limited their HUD this avoids them having a HUD when they zoom in
H.set_viewsize(viewsize)
zoom = 1
GLOB.moved_event.register(H, src, .proc/zoom)
var/tilesize = 32
var/viewoffset = tilesize * tileoffset
switch(H.dir)
if (NORTH)
H.client.pixel_x = 0
H.client.pixel_y = viewoffset
if (SOUTH)
H.client.pixel_x = 0
H.client.pixel_y = -viewoffset
if (EAST)
H.client.pixel_x = viewoffset
H.client.pixel_y = 0
if (WEST)
H.client.pixel_x = -viewoffset
H.client.pixel_y = 0
H.visible_message("[usr] peers through the [zoomdevicename ? "[zoomdevicename] of the [src.name]" : "[src.name]"].")
if(!ignore_visor_zoom_restriction)
H.looking_elsewhere = TRUE
H.handle_vision()
else
H.set_viewsize() // Reset to default
if(!H.hud_used.hud_shown)
H.toggle_zoom_hud()
zoom = 0
GLOB.moved_event.unregister(H, src, .proc/zoom)
H.client.pixel_x = 0
H.client.pixel_y = 0
H.looking_elsewhere = FALSE
H.handle_vision()
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
// Used for non-adjacent melee attacks with specific weapons capable of reaching more than one tile.
// This uses changeling range string A* but for this purpose its also applicable.
/obj/item/proc/attack_can_reach(var/atom/us, var/atom/them, var/range)
if(us.Adjacent(them))
return TRUE // Already adjacent.
if(AStar(get_turf(us), get_turf(them), /turf/proc/AdjacentTurfsRangedSting, /turf/proc/Distance, max_nodes=25, max_node_depth=range))
return TRUE
return FALSE
// Check if an object should ignite others, like a lit lighter or candle.
/obj/item/proc/is_hot()
return FALSE
// Called when you swap hands away from the item
/obj/item/proc/in_inactive_hand(mob/user)
return
//Used for selecting a random pixel placement, usually on initialize. Checks for pixel_x/y to not interfere with mapped in items.
/obj/item/proc/randpixel_xy()
if(!pixel_x && !pixel_y)
pixel_x = rand(-randpixel, randpixel)
pixel_y = rand(-randpixel, randpixel)
return TRUE
else
return FALSE
// My best guess as to why this is here would be that it does so little. Still, keep it under all the procs, for sanity's sake.
/obj/item/device
icon = 'icons/obj/device.dmi'
//Worn icon generation for on-mob sprites
/obj/item/proc/make_worn_icon(var/body_type,var/slot_name,var/inhands,var/default_icon,var/default_layer,var/icon/clip_mask = null) //VOREStation edit - add 'clip mask' argument.
//Get the required information about the base icon
var/icon/icon2use = get_worn_icon_file(body_type = body_type, slot_name = slot_name, default_icon = default_icon, inhands = inhands)
var/state2use = get_worn_icon_state(slot_name = slot_name)
var/layer2use = get_worn_layer(default_layer = default_layer)
//Snowflakey inhand icons in a specific slot
if(inhands && icon2use == icon_override)
switch(slot_name)
if(slot_r_hand_str)
state2use += "_r"
if(slot_l_hand_str)
state2use += "_l"
// testing("[src] (\ref[src]) - Slot: [slot_name], Inhands: [inhands], Worn Icon:[icon2use], Worn State:[state2use], Worn Layer:[layer2use]")
//Generate the base onmob icon
var/icon/standing_icon = icon(icon = icon2use, icon_state = state2use)
if(!inhands)
apply_custom(standing_icon) //Pre-image overridable proc to customize the thing
apply_addblends(icon2use,standing_icon) //Some items have ICON_ADD blend shaders
var/image/standing = image(standing_icon)
standing.alpha = alpha
standing.color = color
standing.layer = layer2use
if(istype(clip_mask)) //VOREStation Edit - For taur bodies/tails clipping off parts of uniforms and suits.
standing.filters += filter(type = "alpha", icon = clip_mask)
//Apply any special features
if(!inhands)
apply_blood(standing) //Some items show blood when bloodied
apply_accessories(standing) //Some items sport accessories like webbing
//Return our icon
return standing
//Returns the icon object that should be used for the worn icon
/obj/item/proc/get_worn_icon_file(var/body_type,var/slot_name,var/default_icon,var/inhands)
//1: icon_override var
if(icon_override)
return icon_override
//2: species-specific sprite sheets (skipped for inhands)
if(LAZYLEN(sprite_sheets))
var/sheet = sprite_sheets[body_type]
if(sheet && !inhands)
return sheet
//3: slot-specific sprite sheets
if(LAZYLEN(item_icons))
var/sheet = item_icons[slot_name]
if(sheet)
return sheet
//4: item's default icon
if(default_worn_icon)
return default_worn_icon
//5: provided default_icon
if(default_icon)
return default_icon
//6: give up
return
//Returns the state that should be used for the worn icon
/obj/item/proc/get_worn_icon_state(var/slot_name)
//1: slot-specific sprite sheets
if(LAZYLEN(item_state_slots))
var/state = item_state_slots[slot_name]
if(state)
return state
//2: item_state variable
if(item_state)
return item_state
//3: icon_state variable
if(icon_state)
return icon_state
//Returns the layer that should be used for the worn icon (as a FLOAT_LAYER layer, so negative)
/obj/item/proc/get_worn_layer(var/default_layer = 0)
//1: worn_layer variable
if(!isnull(worn_layer)) //Can be zero, so...
return BODY_LAYER+worn_layer
//2: your default
return BODY_LAYER+default_layer
//Apply the addblend blends onto the icon
/obj/item/proc/apply_addblends(var/source_icon, var/icon/standing_icon)
//If we have addblends, blend them onto the provided icon
if(addblends && standing_icon && source_icon)
var/addblend_icon = icon("icon" = source_icon, "icon_state" = addblends)
standing_icon.Blend(addblend_icon, ICON_ADD)
//STUB
/obj/item/proc/apply_custom(var/icon/standing_icon)
return standing_icon
//STUB
/obj/item/proc/apply_blood(var/image/standing)
return standing
//STUB
/obj/item/proc/apply_accessories(var/image/standing)
return standing
/*
* Assorted tool procs, so any item can emulate any tool, if coded
*/
/obj/item/proc/is_screwdriver()
return FALSE
/obj/item/proc/is_wrench()
return FALSE
/obj/item/proc/is_crowbar()
return FALSE
/obj/item/proc/is_wirecutter()
return FALSE
// These next three might bug out or runtime, unless someone goes back and finds a way to generalize their specific code
/obj/item/proc/is_cable_coil()
return FALSE
/obj/item/proc/is_multitool()
return FALSE
/obj/item/proc/is_welder()
return FALSE
/obj/item/MouseEntered(location,control,params)
. = ..()
if(usr.is_preference_enabled(/datum/client_preference/inv_tooltips) && ((src in usr) || isstorage(loc))) // If in inventory or in storage we're looking at
var/user = usr
tip_timer = addtimer(CALLBACK(src, .proc/openTip, location, control, params, user), 5, TIMER_STOPPABLE)
/obj/item/MouseExited()
. = ..()
deltimer(tip_timer)
closeToolTip(usr)
/obj/item/proc/openTip(location, control, params, user)
openToolTip(user, src, params, title = name, content = desc)