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CHOMPStation2/code/game/objects/items/stacks/medical.dm
2015-06-02 20:18:45 +01:00

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/obj/item/stack/medical
name = "medical pack"
singular_name = "medical pack"
icon = 'icons/obj/items.dmi'
amount = 5
max_amount = 5
w_class = 2
throw_speed = 4
throw_range = 20
var/heal_brute = 0
var/heal_burn = 0
/obj/item/stack/medical/attack(mob/living/carbon/M as mob, mob/user as mob)
if (!istype(M))
user << "<span class='warning'>\The [src] cannot be applied to [M]!</span>"
return 1
if ( ! (istype(user, /mob/living/carbon/human) || \
istype(user, /mob/living/silicon)) )
user << "<span class='warning'>You don't have the dexterity to do this!</span>"
return 1
if (istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
if(affecting.name == "head")
if(H.head && istype(H.head,/obj/item/clothing/head/helmet/space))
user << "<span class='warning'>You can't apply [src] through [H.head]!</span>"
return 1
else
if(H.wear_suit && istype(H.wear_suit,/obj/item/clothing/suit/space))
user << "<span class='warning'>You can't apply [src] through [H.wear_suit]!</span>"
return 1
if(affecting.status & ORGAN_ROBOT)
user << "<span class='warning'>This isn't useful at all on a robotic limb..</span>"
return 1
H.UpdateDamageIcon()
else
M.heal_organ_damage((src.heal_brute/2), (src.heal_burn/2))
user.visible_message( \
"<span class='notice'>[M] has been applied with [src] by [user].</span>", \
"<span class='notice'>You apply \the [src] to [M].</span>" \
)
use(1)
M.updatehealth()
/obj/item/stack/medical/bruise_pack
name = "roll of gauze"
singular_name = "gauze length"
desc = "Some sterile gauze to wrap around bloody stumps."
icon_state = "brutepack"
origin_tech = list(TECH_BIO = 1)
/obj/item/stack/medical/bruise_pack/attack(mob/living/carbon/M as mob, mob/user as mob)
if(..())
return 1
if (istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
if(affecting.open == 0)
if(!affecting.bandage())
user << "<span class='warning'>The wounds on [M]'s [affecting.name] have already been bandaged.</span>"
return 1
else
for (var/datum/wound/W in affecting.wounds)
if (W.internal)
continue
if (W.current_stage <= W.max_bleeding_stage)
user.visible_message("<span class='notice'>\The [user] bandages [W.desc] on [M]'s [affecting.name].</span>", \
"<span class='notice'>You bandage [W.desc] on [M]'s [affecting.name].</span>" )
//H.add_side_effect("Itch")
else if (istype(W,/datum/wound/bruise))
user.visible_message("<span class='notice'>\The [user] places a bruise patch over [W.desc] on [M]'s [affecting.name].</span>", \
"<span class='notice'>You place a bruise patch over [W.desc] on [M]'s [affecting.name].</span>" )
else
user.visible_message("<span class='notice'>\The [user] places a bandaid over [W.desc] on [M]'s [affecting.name].</span>", \
"<span class='notice'>You place a bandaid over [W.desc] on [M]'s [affecting.name].</span>" )
use(1)
else
if (can_operate(H)) //Checks if mob is lying down on table for surgery
if (do_surgery(H,user,src))
return
else
user << "<span class='notice'>The [affecting.name] is cut open, you'll need more than a bandage!</span>"
/obj/item/stack/medical/ointment
name = "ointment"
desc = "Used to treat those nasty burns."
gender = PLURAL
singular_name = "ointment"
icon_state = "ointment"
heal_burn = 1
origin_tech = list(TECH_BIO = 1)
/obj/item/stack/medical/ointment/attack(mob/living/carbon/M as mob, mob/user as mob)
if(..())
return 1
if (istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
if(affecting.open == 0)
if(!affecting.salve())
user << "<span class='warning'>The wounds on [M]'s [affecting.name] have already been salved.</span>"
return 1
else
user.visible_message("<span class='notice'>[user] salves wounds on [M]'s [affecting.name].</span>", \
"<span class='notice'>You salve wounds on [M]'s [affecting.name].</span>" )
use(1)
else
if (can_operate(H)) //Checks if mob is lying down on table for surgery
if (do_surgery(H,user,src))
return
else
user << "<span class='notice'>The [affecting.name] is cut open, you'll need more than a bandage!</span>"
/obj/item/stack/medical/advanced/bruise_pack
name = "advanced trauma kit"
singular_name = "advanced trauma kit"
desc = "An advanced trauma kit for severe injuries."
icon_state = "traumakit"
heal_brute = 12
origin_tech = list(TECH_BIO = 1)
/obj/item/stack/medical/advanced/bruise_pack/attack(mob/living/carbon/M as mob, mob/user as mob)
if(..())
return 1
if (istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
if(affecting.open == 0)
var/bandaged = affecting.bandage()
var/disinfected = affecting.disinfect()
if(!(bandaged || disinfected))
user << "<span class='warning'>The wounds on [M]'s [affecting.name] have already been treated.</span>"
return 1
else
for (var/datum/wound/W in affecting.wounds)
if (W.internal)
continue
if (W.current_stage <= W.max_bleeding_stage)
user.visible_message("<span class='notice'>\The [user] cleans [W.desc] on [M]'s [affecting.name] and seals the edges with bioglue.</span>", \
"<span class='notice'>You clean and seal [W.desc] on [M]'s [affecting.name].</span>" )
//H.add_side_effect("Itch")
else if (istype(W,/datum/wound/bruise))
user.visible_message("<span class='notice'>\The [user] places a medical patch over [W.desc] on [M]'s [affecting.name].</span>", \
"<span class='notice'>You place a medical patch over [W.desc] on [M]'s [affecting.name].</span>" )
else
user.visible_message("<span class='notice'>\The [user] smears some bioglue over [W.desc] on [M]'s [affecting.name].</span>", \
"<span class='notice'>You smear some bioglue over [W.desc] on [M]'s [affecting.name].</span>" )
if (bandaged)
affecting.heal_damage(heal_brute,0)
use(1)
else
if (can_operate(H)) //Checks if mob is lying down on table for surgery
if (do_surgery(H,user,src))
return
else
user << "<span class='notice'>The [affecting.name] is cut open, you'll need more than a bandage!</span>"
/obj/item/stack/medical/advanced/ointment
name = "advanced burn kit"
singular_name = "advanced burn kit"
desc = "An advanced treatment kit for severe burns."
icon_state = "burnkit"
heal_burn = 12
origin_tech = list(TECH_BIO = 1)
/obj/item/stack/medical/advanced/ointment/attack(mob/living/carbon/M as mob, mob/user as mob)
if(..())
return 1
if (istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
if(affecting.open == 0)
if(!affecting.salve())
user << "<span class='warning'>The wounds on [M]'s [affecting.name] have already been salved.</span>"
return 1
else
user.visible_message( "<span class='notice'>[user] covers wounds on [M]'s [affecting.name] with regenerative membrane.</span>", \
"<span class='notice'>You cover wounds on [M]'s [affecting.name] with regenerative membrane.</span>" )
affecting.heal_damage(0,heal_burn)
use(1)
else
if (can_operate(H)) //Checks if mob is lying down on table for surgery
if (do_surgery(H,user,src))
return
else
user << "<span class='notice'>The [affecting.name] is cut open, you'll need more than a bandage!</span>"
/obj/item/stack/medical/splint
name = "medical splints"
singular_name = "medical splint"
icon_state = "splint"
amount = 5
max_amount = 5
/obj/item/stack/medical/splint/attack(mob/living/carbon/M as mob, mob/user as mob)
if(..())
return 1
if (istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
var/limb = affecting.name
if(!(affecting.limb_name in list("l_arm","r_arm","l_leg","r_leg")))
user << "<span class='danger'>You can't apply a splint there!</span>"
return
if(affecting.status & ORGAN_SPLINTED)
user << "<span class='danger'>[M]'s [limb] is already splinted!</span>"
return
if (M != user)
user.visible_message("<span class='danger'>[user] starts to apply \the [src] to [M]'s [limb].</span>", "<span class='danger'>You start to apply \the [src] to [M]'s [limb].</span>", "<span class='danger'>You hear something being wrapped.</span>")
else
if((!user.hand && affecting.limb_name == "r_arm") || (user.hand && affecting.limb_name == "l_arm"))
user << "<span class='danger'>You can't apply a splint to the arm you're using!</span>"
return
user.visible_message("<span class='danger'>[user] starts to apply \the [src] to their [limb].</span>", "<span class='danger'>You start to apply \the [src] to your [limb].</span>", "<span class='danger'>You hear something being wrapped.</span>")
if(do_after(user, 50))
if (M != user)
user.visible_message("<span class='danger'>[user] finishes applying \the [src] to [M]'s [limb].</span>", "<span class='danger'>You finish applying \the [src] to [M]'s [limb].</span>", "<span class='danger'>You hear something being wrapped.</span>")
else
if(prob(25))
user.visible_message("<span class='danger'>[user] successfully applies \the [src] to their [limb].</span>", "<span class='danger'>You successfully apply \the [src] to your [limb].</span>", "<span class='danger'>You hear something being wrapped.</span>")
else
user.visible_message("<span class='danger'>[user] fumbles \the [src].</span>", "<span class='danger'>You fumble \the [src].</span>", "<span class='danger'>You hear something being wrapped.</span>")
return
affecting.status |= ORGAN_SPLINTED
use(1)
return