var/global/image/fire_overlay = image("icon" = 'icons/goonstation/effects/fire.dmi', "icon_state" = "fire")
/obj/item
name = "item"
icon = 'icons/obj/items.dmi'
var/discrete = 0 // used in item_attack.dm to make an item not show an attack message to viewers
var/no_embed = 0 // For use in item_attack.dm
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/blood_overlay_color = null
var/item_state = null
var/lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
var/righthand_file = 'icons/mob/inhands/items_righthand.dmi'
//Dimensions of the lefthand_file and righthand_file vars
//eg: 32x32 sprite, 64x64 sprite, etc.
var/inhand_x_dimension = 32
var/inhand_y_dimension = 32
var/r_speed = 1.0
var/health = null
var/hitsound = null
var/w_class = 3
var/slot_flags = 0 //This is used to determine on which slots an item can fit.
pass_flags = PASSTABLE
pressure_resistance = 3
// causeerrorheresoifixthis
var/obj/item/master = null
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/list/actions = list() //list of /datum/action's that this item has.
var/list/actions_types = list() //list of paths of action datums to give to the item on New().
var/list/materials = list()
//Since any item can now be a piece of clothing, this has to be put here so all items share it.
var/flags_inv //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.
var/item_color = null
var/body_parts_covered = 0 //see setup.dm for appropriate bit flags
//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/armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
var/armour_penetration = 0 //percentage of armour effectiveness to remove
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/needs_permit = 0 //Used by security bots to determine if this item is safe for public use.
var/strip_delay = DEFAULT_ITEM_STRIP_DELAY
var/put_on_delay = DEFAULT_ITEM_PUTON_DELAY
var/breakouttime = 0
var/flags_size = 0 //flag, primarily used for clothing to determine if a fatty can wear something or not.
var/block_chance = 0
var/hit_reaction_chance = 0 //If you want to have something unrelated to blocking/armour piercing etc. Maybe not needed, but trying to think ahead/allow more freedom
/* Species-specific sprites, concept stolen from Paradise//vg/.
ex:
sprite_sheets = list(
"Tajaran" = 'icons/cat/are/bad'
)
If index term exists and icon_override is not set, this sprite sheet will be used.
*/
var/list/sprite_sheets = null
var/icon_override = null //Used to override hardcoded clothing dmis in human clothing proc.
var/sprite_sheets_obj = null //Used to override hardcoded clothing inventory object dmis in human clothing proc.
var/list/species_fit = null //This object has a different appearance when worn by these species
/obj/item/New()
..()
for(var/path in actions_types)
new path(src)
/obj/item/Destroy()
if(ismob(loc))
var/mob/m = loc
m.unEquip(src, 1)
for(var/X in actions)
qdel(X)
return ..()
/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 0
else
return 1
/obj/item/device
icon = 'icons/obj/device.dmi'
/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
/obj/item/blob_act()
qdel(src)
//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 = null
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
/obj/item/examine(mob/user, var/distance = -1)
var/size
switch(src.w_class)
if(1.0)
size = "tiny"
if(2.0)
size = "small"
if(3.0)
size = "normal-sized"
if(4.0)
size = "bulky"
if(5.0)
size = "huge"
. = ..(user, distance, "", "It is a [size] item.")
if(user.research_scanner) //Mob has a research scanner active.
var/msg = "*--------*
"
if(origin_tech)
msg += "Testing potentials:
"
var/list/techlvls = params2list(origin_tech)
for(var/T in techlvls) //This needs to use the better names.
msg += "Tech: [CallTechName(T)] | Magnitude: [techlvls[T]]
"
msg += "Research reliability: [reliability]%
"
if(crit_fail)
msg += "Critical failure detected in subject!
"
else
msg += "No tech origins detected.
"
if(materials.len)
msg += "Extractable materials:
"
for(var/mat in materials)
msg += "[CallMaterialName(mat)]
" //Capitize first word, remove the "$"
else
msg += "No extractable materials detected.
"
msg += "*--------*"
to_chat(user, msg)
/obj/item/attack_hand(mob/user as mob)
if(!user) return 0
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)
to_chat(user, "You try to use your hand, but it's missing!")
return 0
if(temp && !temp.is_usable())
to_chat(user, "You try to move your [temp.name], but cannot!")
return 0
if(istype(src.loc, /obj/item/weapon/storage))
//If the item is in a storage item, take it out
var/obj/item/weapon/storage/S = src.loc
S.remove_from_storage(src)
src.throwing = 0
if(loc == user)
if(!user.unEquip(src))
return 0
else
if(isliving(loc))
return 0
pickup(user)
add_fingerprint(user)
user.put_in_active_hand(src)
return 1
/obj/item/attack_alien(mob/user as mob)
if(isalien(user)) // -- TLE
var/mob/living/carbon/alien/A = user
if(!A.has_fine_manipulation)
if(src in A.contents) // To stop Aliens having items stuck in their pockets
A.unEquip(src)
to_chat(user, "Your claws aren't capable of such fine manipulation.")
return
if(istype(src.loc, /obj/item/weapon/storage))
for(var/mob/M in range(1, src.loc))
if(M.s_active == src.loc)
if(M.client)
M.client.screen -= src
src.throwing = 0
if(src.loc == user)
if(!user.unEquip(src))
return
else
if(istype(src.loc, /mob/living))
return
src.pickup(user)
user.put_in_active_hand(src)
return
/obj/item/attack_alien(mob/user as mob)
var/mob/living/carbon/alien/A = user
if(!A.has_fine_manipulation)
if(src in A.contents) // To stop Aliens having items stuck in their pockets
A.unEquip(src)
to_chat(user, "Your claws aren't capable of such fine manipulation.")
return
attack_hand(A)
/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
if(!R.low_power_mode) //can't equip modules with an empty cell.
R.activate_module(src)
R.hud_used.update_robot_modules_display()
// Due to storage type consolidation this should get used more now.
// I have cleaned it up a little, but it could probably use more. -Sayu
/obj/item/attackby(obj/item/weapon/W as obj, mob/user as mob, params)
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 on a tile and we clicked on a valid one.
if(isturf(src.loc))
var/list/rejections = list()
var/success = 0
var/failure = 0
for(var/obj/item/I in src.loc)
if(I.type in rejections) // To limit bag spamming: any given type only complains once
continue
if(!S.can_be_inserted(I)) // Note can_be_inserted still makes noise when the answer is no
rejections += I.type // therefore full bags are still a little spammy
failure = 1
continue
success = 1
S.handle_item_insertion(I, 1) //The 1 stops the "You put the [src] into [S]" insertion message from being displayed.
if(success && !failure)
to_chat(user, "You put everything in [S].")
else if(success)
to_chat(user, "You put some things in [S].")
else
to_chat(user, "You fail to pick anything up with [S].")
else if(S.can_be_inserted(src))
S.handle_item_insertion(src)
return
/obj/item/proc/hit_reaction(mob/living/carbon/human/owner, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(prob(final_block_chance))
owner.visible_message("[owner] blocks [attack_text] with [src]!")
return 1
return 0
/obj/item/proc/talk_into(mob/M, var/text, var/channel=null)
return
/obj/item/proc/moved(mob/user, old_loc)
return
/obj/item/proc/dropped(mob/user)
for(var/X in actions)
var/datum/action/A = X
A.Remove(user)
// 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)
for(var/X in actions)
var/datum/action/A = X
if(item_action_slot_check(slot, user)) //some items only give their actions buttons when in a specific slot.
A.Grant(user)
/obj/item/proc/item_action_slot_check(slot, mob/user)
return 1
//returns 1 if the item is equipped by a mob, 0 otherwise.
//This might need some error trapping, not sure if get_equipped_items() is safe for non-human mobs.
/obj/item/proc/is_equipped()
if(!ismob(loc))
return 0
var/mob/M = loc
if(src in M.get_equipped_items())
return 1
else
return 0
//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.
/obj/item/proc/mob_can_equip(mob/M, slot, disable_warning = 0)
if(!M)
return 0
return M.can_equip(src, slot, disable_warning)
/obj/item/verb/verb_pickup()
set src in oview(1)
set category = null
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, "\red You can't pick things up!")
return
if( usr.stat || usr.restrained() )//Is not asleep/dead and is not restrained
to_chat(usr, "\red You can't pick things up!")
return
if(src.anchored) //Object isn't anchored
to_chat(usr, "\red You can't pick that up!")
return
if(!usr.hand && usr.r_hand) //Right hand is not full
to_chat(usr, "\red Your right hand is full.")
return
if(usr.hand && usr.l_hand) //Left hand is not full
to_chat(usr, "\red Your left hand is full.")
return
if(!istype(src.loc, /turf)) //Object is on a turf
to_chat(usr, "\red You can't pick that up!")
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.
//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(mob/user, actiontype)
attack_self(user)
/obj/item/proc/IsReflect(var/def_zone) //This proc determines if and at what% an object will reflect energy projectiles if it's in l_hand,r_hand or wear_suit
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
if(istype(H) && ( \
(H.head && H.head.flags & HEADCOVERSEYES) || \
(H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) || \
(H.glasses && H.glasses.flags & GLASSESCOVERSEYES) \
))
// you can't stab someone in the eyes wearing a mask!
to_chat(user, "You're going to need to remove that mask/helmet/glasses first!")
return
if(istype(M, /mob/living/carbon/alien) || istype(M, /mob/living/carbon/slime))//Aliens don't have eyes./N slimes also don't have eyes!
to_chat(user, "You cannot locate any eyes on this creature!")
return
if(!iscarbon(user))
M.LAssailant = null
else
M.LAssailant = user
src.add_fingerprint(user)
playsound(loc, src.hitsound, 30, 1, -1)
if(M != user)
M.visible_message("[user] has stabbed [M] in the eye with [src]!", \
"[user] stabs you in the eye with [src]!")
user.do_attack_animation(M)
else
user.visible_message( \
"[user] has stabbed themself in the eyes with [src]!", \
"You stab yourself in the eyes with [src]!" \
)
add_logs(M, user, "attacked", "[src.name]", "(INTENT: [uppertext(user.a_intent)])")
if(istype(H))
var/obj/item/organ/internal/eyes/eyes = H.get_int_organ(/obj/item/organ/internal/eyes)
if(!eyes) // should still get stabbed in the head
var/obj/item/organ/external/head/head = H.organs_by_name["head"]
head.take_damage(rand(10,14), 1)
return
eyes.take_damage(rand(3,4), 1)
if(eyes.damage >= eyes.min_bruised_damage)
if(M.stat != 2)
if(!(eyes.status & ORGAN_ROBOT) || !(eyes.status & ORGAN_ASSISTED)) //robot eyes bleeding might be a bit silly
to_chat(M, "Your eyes start to bleed profusely!")
if(prob(50))
if(M.stat != 2)
to_chat(M, "You drop what you're holding and clutch at your eyes!")
M.drop_item()
M.eye_blurry += 10
M.Paralyse(1)
M.Weaken(2)
if(eyes.damage >= eyes.min_broken_damage)
if(M.stat != 2)
to_chat(M, "You go blind!")
var/obj/item/organ/external/affecting = H.get_organ("head")
if(affecting.take_damage(7))
H.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/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/singularity_pull(S, current_size)
spawn(0) //this is needed or multiple items will be thrown sequentially and not simultaneously
if(current_size >= STAGE_FOUR)
throw_at(S,14,3)
else ..()
/obj/item/proc/pwr_drain()
return 0 // Process Kill
/obj/item/proc/remove_item_from_storage(atom/newLoc) //please use this if you're going to snowflake an item out of a obj/item/weapon/storage
if(!newLoc)
return 0
if(istype(loc,/obj/item/weapon/storage))
var/obj/item/weapon/storage/S = loc
S.remove_from_storage(src,newLoc)
return 1
return 0
/obj/item/proc/wash(mob/user, atom/source)
if(flags & ABSTRACT) //Abstract items like grabs won't wash. No-drop items will though because it's still technically an item in your hand.
return
to_chat(user, "You start washing [src]...")
if(!do_after(user, 40, target = source))
return
clean_blood()
user.visible_message("[user] washes [src] using [source].", \
"You wash [src] using [source].")
return 1