Files
Paradise/code/game/objects/items.dm
johnsonmt88@gmail.com c7947ef236 File restructuring: ohgodihopenothingbroke edition.
All /world/ stuff that I've found is now in code/world.dm instead of being scattered throughout the code in 6-7 files.

*****IMPORTANT*****
This means that hub.dm is now part of world.dm. Server hosts using the hub will likely have to redo the hub/password variables!

Again, that stuff is now located in code/world.dm
*******************

The tester list has been removed as it is not in use.

/code/defines
- Moved atom.dm code into /code/game/atom.dm and atom_movable.dm
- Moved hub.dm code into /code/world.dm
- Moved the /defines/tanning into objects/item/sheets/leather.dm
- Moved /defines/area/ into game/area/
- Moved turf.dm code into the code/game/turfs folder and divided it up into meaningful places

A lot of the files in /code/game were placed in new areas since they really didn't have a reason to be there.
- algorithm.dm: 
- - The world stuff is in world.dm. 
- - countJob() and AutoUpdateTK() were removed entirely (unused).
- - AutoUpdateAI() is now in /mob/living/silicon/ai.dm

- atom_procs.dm was split into atom.dm and atom_movable.dm

- cellautomata.dm
- - World stuff was moved into world.dm
- - Atom stuff was moved into atom.dm and atom_movable.dm
- - Atom verbs were moved into code/game/verbs/atom_verbs.dm

- chemistry.dm
- - Beaker box code was moved into storage/misc.dm
- - The trash can and 'alechemy' paper were removed. (unused)

- Landmarks.dm was moved into /objects/effects/landmarks.dm

- prisonshuttle.dm, specops_shuttle.dm, syndicate_shuttle.dm and syndicate_specops_shuttle.dm have been moved into game/machinery/computer/

- status.dm and topic.dm code were moved into world.dm

- step_triggers.dm are now in objects/effects/step_triggers.dm

- throwing.dm was split into appropriate files (carbon mob code, atom_movable.dm, ect)

- vote.dm is now in code/datums

/code/game/asteroid was split up.
- turf.dm was moved into game/turfs/simulated/asteroid.dm
- artifacts were split up
- - Wish granter is now in game/machinery
- - The stealth box is gone (unused)
- - The list of 'space suprises' was moved into astroid.dm
- asteroid.dm, being the only file left, was moved into /code/game


and finally...
modules/mob/organs files are now in code/datums/organs

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4659 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-08 22:11:02 +00:00

651 lines
20 KiB
Plaintext

/obj/item
name = "item"
icon = 'icons/obj/items.dmi'
var/icon/blood_overlay = null //this saves our blood splatter overlay, which will be processed not to go over the edges of the sprite
var/abstract = 0
var/force = 0
var/item_state = null
var/damtype = "brute"
var/r_speed = 1.0
var/health = null
var/burn_point = null
var/burning = null
var/hitsound = null
var/w_class = 3.0
flags = FPRINT | TABLEPASS
var/slot_flags = 0 //This is used to determine on which slots an item can fit.
pass_flags = PASSTABLE
pressure_resistance = 50
// 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/icon_action_button //If this is set, The item will make an action button on the player's HUD when picked up. The button will have the icon_action_button sprite from the screen1_action.dmi file.
var/action_button_name //This is the text which gets displayed on the action button. If not set it defaults to 'Use [name]'. Note that icon_action_button needs to be set in order for the action button to appear.
//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/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/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/armor = 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.
/obj/item/device
icon = 'icons/obj/device.dmi'
/obj/item/ex_act(severity)
switch(severity)
if(1.0)
del(src)
return
if(2.0)
if (prob(50))
del(src)
return
if(3.0)
if (prob(5))
del(src)
return
else
return
/obj/item/blob_act()
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
/obj/item/examine()
set src in view()
var/t
switch(src.w_class)
if(1.0)
t = "tiny"
if(2.0)
t = "small"
if(3.0)
t = "normal-sized"
if(4.0)
t = "bulky"
if(5.0)
t = "huge"
else
if ((CLUMSY in usr.mutations) && prob(50)) t = "funny-looking"
usr << text("This is a []\icon[][]. It is a [] item.", !src.blood_DNA ? "" : "bloody ",src, src.name, t)
if(src.desc)
usr << src.desc
return
/obj/item/attack_hand(mob/user as mob)
if (!user) return
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)
//canremove==0 means that object may not be removed. You can still wear it. This only applies to clothing. /N
if(!src.canremove)
return
else
user.u_equip(src)
else
if(isliving(src.loc))
return
src.pickup(user)
user.lastDblClick = world.time + 2
user.next_move = world.time + 2
add_fingerprint(user)
user.put_in_active_hand(src)
return
/obj/item/attack_paw(mob/user as mob)
if(isalien(user)) // -- TLE
var/mob/living/carbon/alien/A = user
if(!A.has_fine_manipulation || w_class >= 4)
if(src in A.contents) // To stop Aliens having items stuck in their pockets
A.drop_from_inventory(src)
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)
//canremove==0 means that object may not be removed. You can still wear it. This only applies to clothing. /N
if(istype(src, /obj/item/clothing) && !src:canremove)
return
else
user.u_equip(src)
else
if(istype(src.loc, /mob/living))
return
src.pickup(user)
user.lastDblClick = world.time + 2
user.next_move = world.time + 2
user.put_in_active_hand(src)
return
/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.can_be_inserted(src))
return
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))
for(var/obj/item/I in src.loc)
if(I != src) //We'll do the one we clicked on last.
if(!S.can_be_inserted(I))
continue
S.handle_item_insertion(I, 1) //The 1 stops the "You put the [src] into [S]" insertion message from being displayed.
S.handle_item_insertion(src)
return
/obj/item/proc/attack(mob/living/M as mob, mob/living/user as mob, def_zone)
if (!istype(M)) // not sure if this is the right thing...
return
var/messagesource = M
if (istype(M,/mob/living/carbon/brain))
messagesource = M:container
if (src.hitsound)
playsound(src.loc, hitsound, 50, 1, -1)
/////////////////////////
user.lastattacked = M
M.lastattacker = user
user.attack_log += "\[[time_stamp()]\]<font color='red'> Attacked [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(src.damtype)])</font>"
M.attack_log += "\[[time_stamp()]\]<font color='orange'> Attacked by [user.name] ([user.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(src.damtype)])</font>"
log_attack("<font color='red'>[user.name] ([user.ckey]) attacked [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(src.damtype)])</font>" )
//spawn(1800) // this wont work right
// M.lastattacker = null
/////////////////////////
var/power = src.force
if((HULK in user.mutations) || (SUPRSTR in user.augmentations))
power *= 2
if(!istype(M, /mob/living/carbon/human))
if(istype(M, /mob/living/carbon/metroid))
var/mob/living/carbon/metroid/Metroid = M
if(prob(25))
user << "\red [src] passes right through [M]!"
return
if(power > 0)
Metroid.attacked += 10
if(Metroid.Discipline && prob(50)) // wow, buddy, why am I getting attacked??
Metroid.Discipline = 0
if(power >= 3)
if(istype(Metroid, /mob/living/carbon/metroid/adult))
if(prob(5 + round(power/2)))
if(Metroid.Victim)
if(prob(80) && !Metroid.client)
Metroid.Discipline++
Metroid.Victim = null
Metroid.anchored = 0
spawn()
if(Metroid)
Metroid.SStun = 1
sleep(rand(5,20))
if(Metroid)
Metroid.SStun = 0
spawn(0)
if(Metroid)
Metroid.canmove = 0
step_away(Metroid, user)
if(prob(25 + power))
sleep(2)
if(Metroid && user)
step_away(Metroid, user)
Metroid.canmove = 1
else
if(prob(10 + power*2))
if(Metroid)
if(Metroid.Victim)
if(prob(80) && !Metroid.client)
Metroid.Discipline++
if(Metroid.Discipline == 1)
Metroid.attacked = 0
spawn()
if(Metroid)
Metroid.SStun = 1
sleep(rand(5,20))
if(Metroid)
Metroid.SStun = 0
Metroid.Victim = null
Metroid.anchored = 0
spawn(0)
if(Metroid && user)
step_away(Metroid, user)
Metroid.canmove = 0
if(prob(25 + power*4))
sleep(2)
if(Metroid && user)
step_away(Metroid, user)
Metroid.canmove = 1
var/showname = "."
if(user)
showname = " by [user]."
if(!(user in viewers(M, null)))
showname = "."
for(var/mob/O in viewers(messagesource, null))
if(src.attack_verb.len)
O.show_message("\red <B>[M] has been [pick(src.attack_verb)] with [src][showname] </B>", 1)
else
O.show_message("\red <B>[M] has been attacked with [src][showname] </B>", 1)
if(!showname && user)
if(user.client)
user << "\red <B>You attack [M] with [src]. </B>"
if(istype(M, /mob/living/carbon/human))
M:attacked_by(src, user, def_zone)
else
switch(src.damtype)
if("brute")
if(istype(src, /mob/living/carbon/metroid))
M.adjustBrainLoss(power)
else
M.take_organ_damage(power)
if (prob(33)) // Added blood for whacking non-humans too
var/turf/location = M.loc
if (istype(location, /turf/simulated))
location.add_blood_floor(M)
if("fire")
if (!(COLD_RESISTANCE in M.mutations))
M.take_organ_damage(0, power)
M << "Aargh it burns!"
M.updatehealth()
src.add_fingerprint(user)
return 1
/obj/item/proc/attack_self()
return
/obj/item/proc/afterattack()
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/dropped(mob/user as mob)
..()
// 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 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)
return
//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(M as mob, slot, disable_warning = 0)
if(!slot) return 0
if(!M) return 0
if(ishuman(M))
//START HUMAN
var/mob/living/carbon/human/H = M
if(istype(src, /obj/item/clothing/under) || istype(src, /obj/item/clothing/suit))
if(FAT in H.mutations)
if(!(flags & ONESIZEFITSALL))
if(!disable_warning)
H << "\red You're too fat to wear the [name]."
return 0
switch(slot)
if(slot_l_hand)
if(H.l_hand)
return 0
return 1
if(slot_r_hand)
if(H.r_hand)
return 0
return 1
if(slot_wear_mask)
if(H.wear_mask)
return 0
if( !(slot_flags & SLOT_MASK) )
return 0
return 1
if(slot_back)
if(H.back)
return 0
if( !(slot_flags & SLOT_BACK) )
return 0
return 1
if(slot_wear_suit)
if(H.wear_suit)
return 0
if( !(slot_flags & SLOT_OCLOTHING) )
return 0
return 1
if(slot_gloves)
if(H.gloves)
return 0
if( !(slot_flags & SLOT_GLOVES) )
return 0
return 1
if(slot_shoes)
if(H.shoes)
return 0
if( !(slot_flags & SLOT_FEET) )
return 0
return 1
if(slot_belt)
if(H.belt)
return 0
if(!H.w_uniform)
if(!disable_warning)
H << "\red You need a jumpsuit before you can attach this [name]."
return 0
if( !(slot_flags & SLOT_BELT) )
return
return 1
if(slot_glasses)
if(H.glasses)
return 0
if( !(slot_flags & SLOT_EYES) )
return 0
return 1
if(slot_head)
if(H.head)
return 0
if( !(slot_flags & SLOT_HEAD) )
return 0
return 1
if(slot_ears)
if(H.ears)
return 0
if( !(slot_flags & SLOT_EARS) )
return 0
return 1
if(slot_w_uniform)
if(H.w_uniform)
return 0
if( !(slot_flags & SLOT_ICLOTHING) )
return 0
return 1
if(slot_wear_id)
if(H.wear_id)
return 0
if(!H.w_uniform)
if(!disable_warning)
H << "\red You need a jumpsuit before you can attach this [name]."
return 0
if( !(slot_flags & SLOT_ID) )
return 0
return 1
if(slot_l_store)
if(H.l_store)
return 0
if(!H.w_uniform)
if(!disable_warning)
H << "\red You need a jumpsuit before you can attach this [name]."
return 0
if(slot_flags & SLOT_DENYPOCKET)
return
if( w_class <= 2 || (slot_flags & SLOT_POCKET) )
return 1
if(slot_r_store)
if(H.r_store)
return 0
if(!H.w_uniform)
if(!disable_warning)
H << "\red You need a jumpsuit before you can attach this [name]."
return 0
if(slot_flags & SLOT_DENYPOCKET)
return 0
if( w_class <= 2 || (slot_flags & SLOT_POCKET) )
return 1
return 0
if(slot_s_store)
if(H.s_store)
return 0
if(!H.wear_suit)
if(!disable_warning)
H << "\red You need a suit before you can attach this [name]."
return 0
if(!H.wear_suit.allowed)
if(!disable_warning)
usr << "You somehow have a suit with no defined allowed items for suit storage, stop that."
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 1
return 0
if(slot_handcuffed)
if(H.handcuffed)
return 0
if(!istype(src, /obj/item/weapon/handcuffs))
return 0
return 1
if(slot_legcuffed)
if(H.legcuffed)
return 0
if(!istype(src, /obj/item/weapon/legcuffs))
return 0
return 1
if(slot_in_backpack)
if (H.back && istype(H.back, /obj/item/weapon/storage/backpack))
var/obj/item/weapon/storage/backpack/B = H.back
if(B.contents.len < B.storage_slots && w_class <= B.max_w_class)
return 1
return 0
return 0 //Unsupported slot
//END HUMAN
else if(ismonkey(M))
//START MONKEY
var/mob/living/carbon/monkey/MO = M
switch(slot)
if(slot_l_hand)
if(MO.l_hand)
return 0
return 1
if(slot_r_hand)
if(MO.r_hand)
return 0
return 1
if(slot_wear_mask)
if(MO.wear_mask)
return 0
if( !(slot_flags & SLOT_MASK) )
return 0
return 1
if(slot_back)
if(MO.back)
return 0
if( !(slot_flags & SLOT_BACK) )
return 0
return 1
return 0 //Unsupported slot
//END MONKEY
/obj/item/verb/verb_pickup()
set src in oview(1)
set category = "Object"
set name = "Pick up"
if(!usr.canmove || usr.stat || usr.restrained() || !in_range(src, usr))
return
if(ishuman(usr))
if(usr.get_active_hand() == null)
src.Click() // Let me know if this has any problems -Giacom
/*
if(usr.get_active_hand() == null)
src.attack_hand(usr)
else
usr << "\red You already have something in your hand."
*/
else
usr << "\red This mob type can't use this verb."
//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()
if( src in usr )
attack_self(usr)
/obj/item/proc/IsShield()
return 0
/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!
user << "\red You're going to need to remove that mask/helmet/glasses first."
return
var/mob/living/carbon/monkey/Mo = M
if(istype(Mo) && ( \
(Mo.wear_mask && Mo.wear_mask.flags & MASKCOVERSEYES) \
))
// you can't stab someone in the eyes wearing a mask!
user << "\red 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/metroid))//Aliens don't have eyes./N Metroids also don't have eyes!
user << "\red You cannot locate any eyes on this creature!"
return
user.attack_log += "\[[time_stamp()]\]<font color='red'> Attacked [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>"
M.attack_log += "\[[time_stamp()]\]<font color='orange'> Attacked by [user.name] ([user.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>"
log_attack("<font color='red'> [user.name] ([user.ckey]) attacked [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>")
src.add_fingerprint(user)
//if((CLUMSY in user.mutations) && prob(50))
// M = user
/*
M << "\red You stab yourself in the eye."
M.sdisabilities |= BLIND
M.weakened += 4
M.adjustBruteLoss(10)
*/
if(M != user)
for(var/mob/O in (viewers(M) - user - M))
O.show_message("\red [M] has been stabbed in the eye with [src] by [user].", 1)
M << "\red [user] stabs you in the eye with [src]!"
user << "\red You stab [M] in the eye with [src]!"
else
user.visible_message( \
"\red [user] has stabbed themself with [src]!", \
"\red You stab yourself in the eyes with [src]!" \
)
if(istype(M, /mob/living/carbon/human))
var/datum/organ/external/affecting = M:get_organ("head")
if(affecting.take_damage(7))
M:UpdateDamageIcon()
else
M.take_organ_damage(7)
M.eye_blurry += rand(3,4)
M.eye_stat += rand(2,4)
if (M.eye_stat >= 10)
M.eye_blurry += 15+(0.1*M.eye_blurry)
M.disabilities |= NEARSIGHTED
if(M.stat != 2)
M << "\red Your eyes start to bleed profusely!"
if(prob(50))
if(M.stat != 2)
M << "\red You drop what you're holding and clutch at your eyes!"
M.drop_item()
M.eye_blurry += 10
M.Paralyse(1)
M.Weaken(4)
if (prob(M.eye_stat - 10 + 1))
if(M.stat != 2)
M << "\red You go blind!"
M.sdisabilities |= BLIND
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