Files
CHOMPStation2/code/defines/obj/toy.dm
elly1989@rocketmail.com 48088b79d9 ugh...this was horrible. I'm really sorry if I fucked anything up, I was literally going braindead towards the end.
Replaced every l_hand = and r_hand = and all that if(hand) crap to use standardised procs. This means we can use procs like Dropped() reliably as they will always be called when things are dropped.

Thorough documentation to come. But generally, if you want a mob's icons to update after deleting something in the inventory...use drop_from_inventory(the_thing_you_wanna_drop) just before deleting it. If you wanna put something in a mob's hands use put_in_hands() (or one of the variants). It'll try putting it in active hand first, then inactive, then the floor. They handle layers, overlays, screenlocs calling various procs such as dropped() etc for you. Easy

mob.equipped() is now mob.get_active_hand() because there was another totally unrelated proc named equipped() and stuff was confusing.

Weakening was made instantaneous.

Minor optimisations for human/handle_regular_status_updates(). I'll port these changes over to the other mobs next. Basically it should stop it constantly incrementing every status effect even after death.

umm... bunch of overlays related fixes... I think that's everything. :/

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3900 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-23 21:24:45 +00:00

508 lines
14 KiB
Plaintext

/obj/item/toy
throwforce = 0
throw_speed = 4
throw_range = 20
force = 0
/////////Toy Mechs/////////
/obj/item/toy/prize
icon = 'toy.dmi'
icon_state = "ripleytoy"
/obj/item/toy/prize/ripley
name = "toy ripley"
desc = "Mini-Mecha action figure! Collect them all! 1/11"
/obj/item/toy/prize/fireripley
name = "toy firefighting ripley"
desc = "Mini-Mecha action figure! Collect them all! 2/11"
icon_state = "fireripleytoy"
/obj/item/toy/prize/deathripley
name = "toy deathsquad ripley"
desc = "Mini-Mecha action figure! Collect them all! 3/11"
icon_state = "deathripleytoy"
/obj/item/toy/prize/gygax
name = "toy gygax"
desc = "Mini-Mecha action figure! Collect them all! 4/11"
icon_state = "gygaxtoy"
/obj/item/toy/prize/durand
name = "toy gygax"
desc = "Mini-Mecha action figure! Collect them all! 5/11"
icon_state = "durandprize"
/obj/item/toy/prize/honk
name = "toy H.O.N.K."
desc = "Mini-Mecha action figure! Collect them all! 6/11"
icon_state = "honkprize"
/obj/item/toy/prize/marauder
name = "toy marauder"
desc = "Mini-Mecha action figure! Collect them all! 7/11"
icon_state = "marauderprize"
/obj/item/toy/prize/seraph
name = "toy seraph"
desc = "Mini-Mecha action figure! Collect them all! 8/11"
icon_state = "seraphprize"
/obj/item/toy/prize/mauler
name = "toy mauler"
desc = "Mini-Mecha action figure! Collect them all! 9/11"
icon_state = "maulerprize"
/obj/item/toy/prize/odysseus
name = "toy odysseus"
desc = "Mini-Mecha action figure! Collect them all! 10/11"
icon_state = "odysseusprize"
/obj/item/toy/prize/phazon
name = "toy phazon"
desc = "Mini-Mecha action figure! Collect them all! 11/11"
icon_state = "phazonprize"
/obj/item/toy/syndicateballoon
name = "syndicate balloon"
desc = "There is a tag on the back that reads \"FUK NT!11!\"."
throwforce = 0
throw_speed = 4
throw_range = 20
force = 0
icon = 'weapons.dmi'
icon_state = "syndballoon"
item_state = "syndballoon"
w_class = 4.0
/obj/item/toy/blink
name = "electronic blink toy game"
desc = "Blink. Blink. Blink. Ages 8 and up."
icon = 'radio.dmi'
icon_state = "beacon"
item_state = "signaler"
/obj/item/toy/spinningtoy
name = "Gravitational Singularity"
desc = "\"Singulo\" brand spinning toy."
icon = 'singularity.dmi'
icon_state = "singularity_s1"
/obj/item/toy/ammo/gun
name = "ammo-caps"
desc = "There are 7 caps left! Make sure to recyle the box in an autolathe when it gets empty."
icon = 'ammo.dmi'
icon_state = "357-7"
flags = FPRINT | TABLEPASS| CONDUCT
w_class = 1.0
g_amt = 10
m_amt = 10
var/amount_left = 7.0
update_icon()
src.icon_state = text("357-[]", src.amount_left)
src.desc = text("There are [] caps\s left! Make sure to recycle the box in an autolathe when it gets empty.", src.amount_left)
return
/obj/item/toy/ammo/crossbow
name = "foam dart"
desc = "Its nerf or nothing! Ages 8 and up."
icon = 'toy.dmi'
icon_state = "foamdart"
flags = FPRINT | TABLEPASS
w_class = 1.0
/obj/effect/foam_dart_dummy
name = ""
desc = ""
icon = 'toy.dmi'
icon_state = "null"
anchored = 1
density = 0
/obj/item/toy/gun
name = "cap gun"
desc = "There are 0 caps left. Looks almost like the real thing! Ages 8 and up. Please recycle in an autolathe when you're out of caps!"
icon = 'gun.dmi'
icon_state = "revolver"
item_state = "gun"
flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY
slot_flags = SLOT_BELT
w_class = 3.0
g_amt = 10
m_amt = 10
var/bullets = 7.0
examine()
set src in usr
src.desc = text("There are [] caps\s left. Looks almost like the real thing! Ages 8 and up.", src.bullets)
..()
return
attackby(obj/item/toy/ammo/gun/A as obj, mob/user as mob)
if (istype(A, /obj/item/toy/ammo/gun))
if (src.bullets >= 7)
user << "\blue It's already fully loaded!"
return 1
if (A.amount_left <= 0)
user << "\red There is no more caps!"
return 1
if (A.amount_left < (7 - src.bullets))
src.bullets += A.amount_left
user << text("\red You reload [] caps\s!", A.amount_left)
A.amount_left = 0
else
user << text("\red You reload [] caps\s!", 7 - src.bullets)
A.amount_left -= 7 - src.bullets
src.bullets = 7
A.update_icon()
return 1
return
afterattack(atom/target as mob|obj|turf|area, mob/user as mob, flag)
if (flag)
return
if (!(istype(usr, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey")
usr << "\red You don't have the dexterity to do this!"
return
src.add_fingerprint(user)
if (src.bullets < 1)
user.show_message("\red *click* *click*", 2)
return
playsound(user, 'Gunshot.ogg', 100, 1)
src.bullets--
for(var/mob/O in viewers(user, null))
O.show_message(text("\red <B>[] fires a cap gun at []!</B>", user, target), 1, "\red You hear a gunshot", 2)
/obj/item/toy/sword
name = "toy sword"
desc = "A cheap, plastic replica of an energy sword. Realistic sounds! Ages 8 and up."
icon = 'weapons.dmi'
icon_state = "sword0"
item_state = "sword0"
var/active = 0.0
w_class = 2.0
flags = FPRINT | TABLEPASS | NOSHIELD
attack_self(mob/user as mob)
src.active = !( src.active )
if (src.active)
user << "\blue You extend the plastic blade with a quick flick of your wrist."
playsound(user, 'saberon.ogg', 50, 1)
src.icon_state = "swordblue"
src.item_state = "swordblue"
src.w_class = 4
else
user << "\blue You push the plastic blade back down into the handle."
playsound(user, 'saberoff.ogg', 50, 1)
src.icon_state = "sword0"
src.item_state = "sword0"
src.w_class = 2
src.add_fingerprint(user)
return
/obj/item/toy/crossbow
name = "foam dart crossbow"
desc = "A weapon favored by many overactive children. Ages 8 and up."
icon = 'gun.dmi'
icon_state = "crossbow"
item_state = "crossbow"
flags = FPRINT | TABLEPASS | USEDELAY
w_class = 2.0
var/bullets = 5
examine()
set src in view(2)
..()
if (bullets)
usr << "\blue It is loaded with [bullets] foam darts!"
attackby(obj/item/I as obj, mob/user as mob)
if(istype(I, /obj/item/toy/ammo/crossbow))
if(bullets <= 4)
user.drop_item()
del(I)
bullets++
user << "\blue You load the foam dart into the crossbow."
else
usr << "\red It's already fully loaded."
afterattack(atom/target as mob|obj|turf|area, mob/user as mob, flag)
if(!isturf(target.loc) || target == user) return
if(flag) return
if (locate (/obj/structure/table, src.loc))
return
else if (bullets)
var/turf/trg = get_turf(target)
var/obj/effect/foam_dart_dummy/D = new/obj/effect/foam_dart_dummy(get_turf(src))
bullets--
D.icon_state = "foamdart"
D.name = "foam dart"
playsound(user.loc, 'syringeproj.ogg', 50, 1)
for(var/i=0, i<6, i++)
if (D)
if(D.loc == trg) break
step_towards(D,trg)
for(var/mob/living/M in D.loc)
if(!istype(M,/mob/living)) continue
if(M == user) continue
for(var/mob/O in viewers(world.view, D))
O.show_message(text("\red [] was hit by the foam dart!", M), 1)
new /obj/item/toy/ammo/crossbow(M.loc)
del(D)
return
for(var/atom/A in D.loc)
if(A == user) continue
if(A.density)
new /obj/item/toy/ammo/crossbow(A.loc)
del(D)
sleep(1)
spawn(10)
if(D)
new /obj/item/toy/ammo/crossbow(D.loc)
del(D)
return
else if (bullets == 0)
user.Weaken(5)
for(var/mob/O in viewers(world.view, user))
O.show_message(text("\red [] realized they were out of ammo and starting scrounging for some!", user), 1)
attack(mob/M as mob, mob/user as mob)
src.add_fingerprint(user)
// ******* Check
if (src.bullets > 0 && M.lying)
for(var/mob/O in viewers(M, null))
if(O.client)
O.show_message(text("\red <B>[] casually lines up a shot with []'s head and pulls the trigger!</B>", user, M), 1, "\red You hear the sound of foam against skull", 2)
O.show_message(text("\red [] was hit in the head by the foam dart!", M), 1)
playsound(user.loc, 'syringeproj.ogg', 50, 1)
new /obj/item/toy/ammo/crossbow(M.loc)
src.bullets--
else if (M.lying && src.bullets == 0)
for(var/mob/O in viewers(M, null))
if (O.client) O.show_message(text("\red <B>[] casually lines up a shot with []'s head, pulls the trigger, then realizes they are out of ammo and drops to the floor in search of some!</B>", user, M), 1, "\red You hear someone fall", 2)
user.Weaken(5)
return
/obj/item/weapon/storage/crayonbox
name = "box of crayons"
desc = "A box of crayons for all your rune drawing needs."
icon = 'crayons.dmi'
icon_state = "crayonbox"
w_class = 2.0
storage_slots = 6
can_hold = list(
"/obj/item/toy/crayon"
)
/obj/item/toy/crayon
name = "crayon"
desc = "A colourful crayon. Looks tasty. Mmmm..."
icon = 'crayons.dmi'
icon_state = "crayonred"
w_class = 1.0
var/colour = "#FF0000" //RGB
var/shadeColour = "#220000" //RGB
var/uses = 30 //0 for unlimited uses
var/instant = 0
var/colourName = "red" //for updateIcon purposes
/obj/item/toy/snappop
name = "snap pop"
desc = "Wow!"
icon = 'toy.dmi'
icon_state = "snappop"
throw_impact(atom/hit_atom)
..()
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(3, 1, src)
s.start()
new /obj/effect/decal/ash(src.loc)
src.visible_message("\red The [src.name] explodes!","\red You hear a snap!")
playsound(src, 'snap.ogg', 50, 1)
del(src)
/obj/item/toy/snappop/HasEntered(H as mob|obj)
if((ishuman(H))) //i guess carp and shit shouldn't set them off
var/mob/living/carbon/M = H
if(M.m_intent == "run")
M << "\red You step on the snap pop!"
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(2, 0, src)
s.start()
new /obj/effect/decal/ash(src.loc)
src.visible_message("\red The [src.name] explodes!","\red You hear a snap!")
playsound(src, 'snap.ogg', 50, 1)
del(src)
/obj/item/toy/snappopbox
name = "snap pop box"
desc = "Eight wrappers of fun! Ages 8 and up. Not suitable for children."
icon = 'toy.dmi'
icon_state = "spbox"
var/amount = 8
attack_hand(mob/user as mob, unused, flag)
add_fingerprint(user)
if(user.r_hand == src || user.l_hand == src)
if(amount>0)
user.put_in_active_hand( new /obj/item/toy/snappop(src) )
user << "You take a snap pop out of the box."
amount--
else
user << "There are no snap pops left in the box."
else
..()
return
attack_paw(mob/user as mob)
return attack_hand(user)
/obj/item/toy/waterflower
name = "Water Flower"
desc = "A seemingly innocent sunflower...with a twist."
icon = 'harvest.dmi'
icon_state = "sunflower"
item_state = "sunflower"
var/empty = 0
flags = USEDELAY
/obj/item/toy/waterflower/New()
var/datum/reagents/R = new/datum/reagents(10)
reagents = R
R.my_atom = src
R.add_reagent("water", 10)
/obj/item/toy/waterflower/attack(mob/living/carbon/human/M as mob, mob/user as mob)
return
/obj/item/toy/waterflower/afterattack(atom/A as mob|obj, mob/user as mob)
if (istype(A, /obj/item/weapon/storage/backpack ))
return
else if (locate (/obj/structure/table, src.loc))
return
else if (istype(A, /obj/structure/reagent_dispensers/watertank) && get_dist(src,A) <= 1)
A.reagents.trans_to(src, 10)
user << "\blue You refill your flower!"
return
else if (src.reagents.total_volume < 1)
src.empty = 1
user << "\blue Your flower has run dry!"
return
else
src.empty = 0
var/obj/effect/decal/D = new/obj/effect/decal/(get_turf(src))
D.name = "water"
D.icon = 'chemical.dmi'
D.icon_state = "chempuff"
D.create_reagents(5)
src.reagents.trans_to(D, 1)
playsound(src.loc, 'spray3.ogg', 50, 1, -6)
spawn(0)
for(var/i=0, i<1, i++)
step_towards(D,A)
D.reagents.reaction(get_turf(D))
for(var/atom/T in get_turf(D))
D.reagents.reaction(T)
if(ismob(T) && T:client)
T:client << "\red [user] has sprayed you with water!"
sleep(4)
del(D)
return
/obj/item/toy/waterflower/examine()
set src in usr
usr << text("\icon[] [] units of water left!", src, src.reagents.total_volume)
..()
return
/obj/item/toy/balloon
name = "water balloon"
desc = "A translucent balloon. There's nothing in it."
icon = 'toy.dmi'
icon_state = "waterballoon-e"
item_state = "balloon-empty"
/obj/item/toy/balloon/New()
var/datum/reagents/R = new/datum/reagents(10)
reagents = R
R.my_atom = src
/obj/item/toy/balloon/attack(mob/living/carbon/human/M as mob, mob/user as mob)
return
/obj/item/toy/balloon/afterattack(atom/A as mob|obj, mob/user as mob)
if (istype(A, /obj/structure/reagent_dispensers/watertank) && get_dist(src,A) <= 1)
A.reagents.trans_to(src, 10)
user << "\blue You fill the balloon with the contents of [A]."
src.desc = "A translucent balloon with some form of liquid sloshing around in it."
src.update_icon()
return
/obj/item/toy/balloon/attackby(obj/O as obj, mob/user as mob)
if(istype(O, /obj/item/weapon/reagent_containers/glass))
if(O.reagents)
if(O.reagents.total_volume < 1)
user << "The [O] is empty."
else if(O.reagents.total_volume >= 1)
if(O.reagents.has_reagent("pacid", 1))
user << "The acid chews through the balloon!"
O.reagents.reaction(user)
del(src)
else
src.desc = "A translucent balloon with some form of liquid sloshing around in it."
user << "\blue You fill the balloon with the contents of [O]."
O.reagents.trans_to(src, 10)
src.update_icon()
return
/obj/item/toy/balloon/throw_impact(atom/hit_atom)
if(src.reagents.total_volume >= 1)
src.visible_message("\red The [src] bursts!","You hear a pop and a splash.")
src.reagents.reaction(get_turf(hit_atom))
for(var/atom/A in get_turf(hit_atom))
src.reagents.reaction(A)
src.icon_state = "burst"
spawn(5)
if(src)
del(src)
return
/obj/item/toy/balloon/update_icon()
if(src.reagents.total_volume >= 1)
icon_state = "waterballoon"
item_state = "balloon"
else
icon_state = "waterballoon-e"
item_state = "balloon-empty"