From 8735254b877ff966166e5c1199c3f2d45e5d7d68 Mon Sep 17 00:00:00 2001 From: comma Date: Thu, 1 Aug 2013 05:53:48 +0400 Subject: [PATCH] Moved code from parent class with checks to subclasses. Lots of copypaste code, but better that bloating that one main function even more IMHO. As for bloat reason - readded advanced medithingies. Work same as lesser ones, but heal some damage directly instead, and have different messages/ --- code/game/objects/items/stacks/medical.dm | 170 ++++++++++++++++------ 1 file changed, 129 insertions(+), 41 deletions(-) diff --git a/code/game/objects/items/stacks/medical.dm b/code/game/objects/items/stacks/medical.dm index ca538c254e2..4721bcc8fe6 100644 --- a/code/game/objects/items/stacks/medical.dm +++ b/code/game/objects/items/stacks/medical.dm @@ -11,15 +11,6 @@ var/heal_burn = 0 /obj/item/stack/medical/attack(mob/living/carbon/M as mob, mob/user as mob) - if (M.stat == 2) - var/t_him = "it" - if (M.gender == MALE) - t_him = "him" - else if (M.gender == FEMALE) - t_him = "her" - user << "\red \The [M] is dead, you cannot help [t_him]!" - return 1 - if (!istype(M)) user << "\red \The [src] cannot be applied to [M]!" return 1 @@ -47,42 +38,16 @@ user << "\red This isn't useful at all on a robotic limb.." return 1 - if(src.heal_brute) - if(!affecting.bandage()) - user << "\red The wounds on [M]'s [affecting.display_name] have already been bandaged." - 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( "\blue [user] bandages [W.desc] on [M]'s [affecting.display_name].", \ - "\blue You bandage [W.desc] on [M]'s [affecting.display_name]." ) - //H.add_side_effect("Itch") - else if (istype(W,/datum/wound/bruise)) - user.visible_message( "\blue [user] places bruise patch over [W.desc] on [M]'s [affecting.display_name].", \ - "\blue You place bruise patch over [W.desc] on [M]'s [affecting.display_name]." ) - else - user.visible_message( "\blue [user] places bandaid over [W.desc] on [M]'s [affecting.display_name].", \ - "\blue You place bandaid over [W.desc] on [M]'s [affecting.display_name]." ) - - else if(src.heal_burn) - if(!affecting.salve()) - user << "\red The wounds on [M]'s [affecting.display_name] have already been salved." - return 1 - else - user.visible_message( "\blue [user] salves wounds on [M]'s [affecting.display_name].", \ - "\blue You salve wounds on [M]'s [affecting.display_name]." ) - H.UpdateDamageIcon() + else + M.heal_organ_damage((src.heal_brute/2), (src.heal_burn/2)) user.visible_message( \ "\blue [M] has been applied with [src] by [user].", \ "\blue You apply \the [src] to [M]." \ ) - - use(1) + use(1) M.updatehealth() /obj/item/stack/medical/bruise_pack @@ -90,18 +55,60 @@ singular_name = "gauze length" desc = "Some sterile gauze to wrap around bloody stumps." icon_state = "brutepack" - heal_brute = 60 origin_tech = "biotech=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/datum/organ/external/affecting = H.get_organ(user.zone_sel.selecting) + + if(!affecting.bandage()) + user << "\red The wounds on [M]'s [affecting.display_name] have already been bandaged." + 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( "\blue [user] bandages [W.desc] on [M]'s [affecting.display_name].", \ + "\blue You bandage [W.desc] on [M]'s [affecting.display_name]." ) + //H.add_side_effect("Itch") + else if (istype(W,/datum/wound/bruise)) + user.visible_message( "\blue [user] places bruise patch over [W.desc] on [M]'s [affecting.display_name].", \ + "\blue You place bruise patch over [W.desc] on [M]'s [affecting.display_name]." ) + else + user.visible_message( "\blue [user] places bandaid over [W.desc] on [M]'s [affecting.display_name].", \ + "\blue You place bandaid over [W.desc] on [M]'s [affecting.display_name]." ) + use(1) + /obj/item/stack/medical/ointment name = "ointment" desc = "Used to treat those nasty burns." gender = PLURAL singular_name = "ointment" icon_state = "ointment" - heal_burn = 40 + heal_burn = 1 origin_tech = "biotech=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/datum/organ/external/affecting = H.get_organ(user.zone_sel.selecting) + + if(!affecting.salve()) + user << "\red The wounds on [M]'s [affecting.display_name] have already been salved." + return 1 + else + user.visible_message( "\blue [user] salves wounds on [M]'s [affecting.display_name].", \ + "\blue You salve wounds on [M]'s [affecting.display_name]." ) + use(1) + /obj/item/stack/medical/bruise_pack/tajaran name = "\improper S'rendarr's Hand leaf" singular_name = "S'rendarr's Hand leaf" @@ -126,6 +133,34 @@ heal_brute = 12 origin_tech = "biotech=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/datum/organ/external/affecting = H.get_organ(user.zone_sel.selecting) + + if(!affecting.bandage()) + user << "\red The wounds on [M]'s [affecting.display_name] have already been treated." + 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( "\blue [user] cleans [W.desc] on [M]'s [affecting.display_name] and seals edges with bioglue.", \ + "\blue You clean and seal [W.desc] on [M]'s [affecting.display_name]." ) + //H.add_side_effect("Itch") + else if (istype(W,/datum/wound/bruise)) + user.visible_message( "\blue [user] places medicine patch over [W.desc] on [M]'s [affecting.display_name].", \ + "\blue You place medicine patch over [W.desc] on [M]'s [affecting.display_name]." ) + else + user.visible_message( "\blue [user] smears some bioglue over [W.desc] on [M]'s [affecting.display_name].", \ + "\blue You smear some bioglue over [W.desc] on [M]'s [affecting.display_name]." ) + affecting.heal_damage(heal_brute,0) + use(1) + /obj/item/stack/medical/advanced/ointment name = "advanced burn kit" singular_name = "advanced burn kit" @@ -134,8 +169,26 @@ heal_burn = 12 origin_tech = "biotech=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/datum/organ/external/affecting = H.get_organ(user.zone_sel.selecting) + + if(!affecting.salve()) + user << "\red The wounds on [M]'s [affecting.display_name] have already been salved." + return 1 + else + user.visible_message( "\blue [user] covers wounds on [M]'s [affecting.display_name] with regenerative membrane.", \ + "\blue You cover wounds on [M]'s [affecting.display_name] with regenerative membrane." ) + affecting.heal_damage(0,heal_burn) + use(1) + /obj/item/stack/medical/splint - name = "medical splint" + name = "medical splints" singular_name = "medical splint" icon_state = "splint" amount = 5 @@ -143,3 +196,38 @@ /obj/item/stack/medical/splint/single amount = 1 + + +/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/datum/organ/external/affecting = H.get_organ(user.zone_sel.selecting) + var/limb = affecting.display_name + if(!((affecting.name == "l_arm") || (affecting.name == "r_arm") || (affecting.name == "l_leg") || (affecting.name == "r_leg"))) + user << "\red You can't apply a splint there!" + return + if(affecting.status & ORGAN_SPLINTED) + user << "\red [M]'s [limb] is already splinted!" + return + if (M != user) + user.visible_message("\red [user] starts to apply \the [src] to [M]'s [limb].", "\red You start to apply \the [src] to [M]'s [limb].", "\red You hear something being wrapped.") + else + if((!user.hand && affecting.name == "r_arm") || (user.hand && affecting.name == "l_arm")) + user << "\red You can't apply a splint to the arm you're using!" + return + user.visible_message("\red [user] starts to apply \the [src] to their [limb].", "\red You start to apply \the [src] to your [limb].", "\red You hear something being wrapped.") + if(do_after(user, 50)) + if (M != user) + user.visible_message("\red [user] finishes applying \the [src] to [M]'s [limb].", "\red You finish applying \the [src] to [M]'s [limb].", "\red You hear something being wrapped.") + else + if(prob(25)) + user.visible_message("\red [user] successfully applies \the [src] to their [limb].", "\red You successfully apply \the [src] to your [limb].", "\red You hear something being wrapped.") + else + user.visible_message("\red [user] fumbles \the [src].", "\red You fumble \the [src].", "\red You hear something being wrapped.") + return + affecting.status |= ORGAN_SPLINTED + use(1) + return \ No newline at end of file