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Paradise/code/game/objects/items/toys.dm
2015-01-13 16:33:49 -05:00

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/* Toys!
* Contains:
* Balloons
* Fake telebeacon
* Fake singularity
* Toy gun
* Toy crossbow
* Toy Tommy Gun
* Toy swords
* Toy mechs
* Crayons
* Snap pops
* Water flower
<<<<<<< HEAD
* Toy Nuke
* Card Deck -- Ported from /TG/
=======
* Therapy dolls
* Toddler doll
* Inflatable duck
>>>>>>> 5d2bba3... Adds paths for therapy dolls
*/
/obj/item/toy
throwforce = 0
throw_speed = 4
throw_range = 20
force = 0
/*
* Balloons
*/
/obj/item/toy/balloon
name = "water balloon"
desc = "A translucent balloon. There's nothing in it."
icon = 'icons/obj/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, proximity)
if(!proximity) return
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"
/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 = 'icons/obj/weapons.dmi'
icon_state = "syndballoon"
item_state = "syndballoon"
w_class = 4.0
/*
* Fake telebeacon
*/
/obj/item/toy/blink
name = "electronic blink toy game"
desc = "Blink. Blink. Blink. Ages 8 and up."
icon = 'icons/obj/radio.dmi'
icon_state = "beacon"
item_state = "signaler"
/*
* Fake singularity
*/
/obj/item/toy/spinningtoy
name = "Gravitational Singularity"
desc = "\"Singulo\" brand spinning toy."
icon = 'icons/obj/singularity.dmi'
icon_state = "singularity_s1"
/*
* Toy gun: Why isnt this an /obj/item/weapon/gun?
*/
/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 = 'icons/obj/gun.dmi'
icon_state = "revolver"
item_state = "gun"
flags = FPRINT | TABLEPASS | CONDUCT
slot_flags = SLOT_BELT
w_class = 3.0
g_amt = 10
m_amt = 10
attack_verb = list("struck", "pistol whipped", "hit", "bashed")
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)
playsound(user, 'sound/weapons/empty.ogg', 100, 1)
return
playsound(user, 'sound/weapons/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/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 = 'icons/obj/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
/*
* Toy crossbow
*/
/obj/item/toy/crossbow
name = "foam dart crossbow"
desc = "A weapon favored by many overactive children. Ages 8 and up."
icon = 'icons/obj/gun.dmi'
icon_state = "crossbow"
item_state = "crossbow"
flags = FPRINT | TABLEPASS
w_class = 2.0
attack_verb = list("attacked", "struck", "hit")
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, 'sound/items/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
D.visible_message("<span class='danger'>[M] was hit by the foam dart!</span>")
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)
user.visible_message("<span class='danger'>[] realized they were out of ammo and starting scrounging for some!</span>")
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("<span class='danger'><B>[] casually lines up a shot with []'s head and pulls the trigger!</B></span>", user, M), 1, "<span class='danger'>You hear the sound of foam against skull.</span>", 2)
O.show_message(text("\red [] was hit in the head by the foam dart!", M), 1)
playsound(user.loc, 'sound/items/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("<span class='danger'><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></span>", user, M), 1, "<span class='danger'>You hear someone fall.</span>", 2)
user.Weaken(5)
return
/obj/item/toy/ammo/crossbow
name = "foam dart"
desc = "Its nerf or nothing! Ages 8 and up."
icon = 'icons/obj/toy.dmi'
icon_state = "foamdart"
flags = FPRINT | TABLEPASS
w_class = 1.0
/obj/effect/foam_dart_dummy
name = ""
desc = ""
icon = 'icons/obj/toy.dmi'
icon_state = "null"
anchored = 1
density = 0
/*
* Tommy gun
*/
/obj/item/toy/crossbow/tommygun
name = "tommy gun"
desc = "Looks almost like the real thing! Great for practicing Drive-bys"
icon_state = "tommy"
item_state = "tommy"
flags = FPRINT | TABLEPASS| CONDUCT
w_class = 1.0
attack_verb = list("struck", "hammered", "hit", "bashed")
bullets = 20.0
/obj/item/toy/crossbow/tommygun/attackby(obj/item/I as obj, mob/user as mob)
if(istype(I, /obj/item/toy/ammo/crossbow))
if(bullets <= 19)
user.drop_item()
del(I)
bullets++
user << "<span class='notice'>You load the foam dart into the tommy gun.</span>"
else
user << "<span class='danger'>It's already fully loaded.</span>"
/*
* Toy swords
*/
/obj/item/toy/sword
name = "toy sword"
desc = "A cheap, plastic replica of an energy sword. Realistic sounds! Ages 8 and up."
icon = 'icons/obj/weapons.dmi'
icon_state = "sword0"
item_state = "sword0"
var/active = 0.0
w_class = 2.0
flags = FPRINT | TABLEPASS | NOSHIELD
attack_verb = list("attacked", "struck", "hit")
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, 'sound/weapons/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, 'sound/weapons/saberoff.ogg', 50, 1)
src.icon_state = "sword0"
src.item_state = "sword0"
src.w_class = 2
if(istype(user,/mob/living/carbon/human))
var/mob/living/carbon/human/H = user
H.update_inv_l_hand()
H.update_inv_r_hand()
src.add_fingerprint(user)
return
// Copied from /obj/item/weapon/melee/energy/sword/attackby
/obj/item/toy/sword/attackby(obj/item/weapon/W, mob/living/user)
..()
if(istype(W, /obj/item/toy/sword))
if(W == src)
user << "<span class='notice'>You try to attach the end of the plastic sword to... itself. You're not very smart, are you?</span>"
if(ishuman(user))
user.adjustBrainLoss(10)
else
user << "<span class='notice'>You attach the ends of the two plastic swords, making a single double-bladed toy! You're fake-cool.</span>"
new /obj/item/weapon/twohanded/dualsaber/toy(user.loc)
del(W)
del(src)
/*
* Subtype of Double-Bladed Energy Swords
*/
/obj/item/weapon/twohanded/dualsaber/toy
name = "double-bladed toy sword"
desc = "A cheap, plastic replica of TWO energy swords. Double the fun!"
force = 0
throwforce = 0
throw_speed = 3
throw_range = 5
force_unwielded = 0
force_wielded = 0
origin_tech = null
attack_verb = list("attacked", "struck", "hit")
/obj/item/weapon/twohanded/dualsaber/toy/IsShield()
return 0
/obj/item/weapon/twohanded/dualsaber/toy/IsReflect()//Stops Toy Dualsabers from reflecting energy projectiles
return 0
/obj/item/toy/katana
name = "replica katana"
desc = "Woefully underpowered in D20."
icon = 'icons/obj/weapons.dmi'
icon_state = "katana"
item_state = "katana"
flags = FPRINT | TABLEPASS | CONDUCT
slot_flags = SLOT_BELT | SLOT_BACK
force = 5
throwforce = 5
w_class = 3
attack_verb = list("attacked", "slashed", "stabbed", "sliced")
hitsound = 'sound/weapons/bladeslice.ogg'
/*
* Crayons
*/
/obj/item/toy/crayon
name = "crayon"
desc = "A colourful crayon. Looks tasty. Mmmm..."
icon = 'icons/obj/crayons.dmi'
icon_state = "crayonred"
slot_flags = SLOT_EARS
w_class = 1.0
attack_verb = list("attacked", "coloured")
var/colour = "#FF0000" //RGB
var/shadeColour = "#220000" //RGB
var/uses = 30 //0 for unlimited uses
var/instant = 0
var/colourName = "red" //for updateIcon purposes
suicide_act(mob/user)
viewers(user) << "<span class='suicide'>[user] is jamming the [src.name] up \his nose and into \his brain. It looks like \he's trying to commit suicide.</span>"
return (BRUTELOSS|OXYLOSS)
/*
* Snap pops viral shit
*/
/obj/item/toy/snappop/virus
name = "unstable goo"
desc = "Your palm is oozing this stuff!"
icon = 'icons/mob/slimes.dmi'
icon_state = "red slime extract"
throwforce = 5.0
throw_speed = 10
throw_range = 30
w_class = 1
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/cleanable/ash(src.loc)
src.visible_message("\red The [src.name] explodes!","\red You hear a bang!")
playsound(src, 'sound/effects/snap.ogg', 50, 1)
del(src)
/*
* Snap pops
*/
/obj/item/toy/snappop
name = "snap pop"
desc = "Wow!"
icon = 'icons/obj/toy.dmi'
icon_state = "snappop"
w_class = 1
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/cleanable/ash(src.loc)
src.visible_message("\red The [src.name] explodes!","\red You hear a snap!")
playsound(src, 'sound/effects/snap.ogg', 50, 1)
del(src)
/obj/item/toy/snappop/Crossed(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/cleanable/ash(src.loc)
src.visible_message("\red The [src.name] explodes!","\red You hear a snap!")
playsound(src, 'sound/effects/snap.ogg', 50, 1)
del(src)
/*
* Mech prizes
*/
/obj/item/toy/prize
icon = 'icons/obj/toy.dmi'
icon_state = "ripleytoy"
var/cooldown = 0
//all credit to skasi for toy mech fun ideas
/obj/item/toy/prize/attack_self(mob/user as mob)
if(cooldown < world.time - 8)
user << "<span class='notice'>You play with [src].</span>"
playsound(user, 'sound/mecha/mechstep.ogg', 20, 1)
cooldown = world.time
/obj/item/toy/prize/attack_hand(mob/user as mob)
if(loc == user)
if(cooldown < world.time - 8)
user << "<span class='notice'>You play with [src].</span>"
playsound(user, 'sound/mecha/mechturn.ogg', 20, 1)
cooldown = world.time
return
..()
/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 durand"
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/katana
name = "replica katana"
desc = "Woefully underpowered in D20."
icon = 'icons/obj/weapons.dmi'
icon_state = "katana"
item_state = "katana"
flags = FPRINT | TABLEPASS | CONDUCT
slot_flags = SLOT_BELT | SLOT_BACK
force = 5
throwforce = 5
w_class = 3
attack_verb = list("attacked", "slashed", "stabbed", "sliced")
/*
|| A Deck of Cards for playing various games of chance ||
*/
obj/item/toy/cards
var/parentdeck = null
var/deckstyle = "nanotrasen"
var/card_hitsound = null
var/card_force = 0
var/card_throwforce = 0
var/card_throw_speed = 4
var/card_throw_range = 20
var/list/card_attack_verb = list("attacked")
obj/item/toy/cards/New()
..()
obj/item/toy/cards/proc/apply_card_vars(obj/item/toy/cards/newobj, obj/item/toy/cards/sourceobj) // Applies variables for supporting multiple types of card deck
if(!istype(sourceobj))
return
obj/item/toy/cards/deck
name = "deck of cards"
desc = "A deck of space-grade playing cards."
icon = 'icons/obj/toy.dmi'
deckstyle = "nanotrasen"
icon_state = "deck_nanotrasen_full"
w_class = 2.0
var/cooldown = 0
var/list/cards = list()
obj/item/toy/cards/deck/New()
..()
icon_state = "deck_[deckstyle]_full"
for(var/i = 2; i <= 10; i++)
cards += "[i] of Hearts"
cards += "[i] of Spades"
cards += "[i] of Clubs"
cards += "[i] of Diamonds"
cards += "King of Hearts"
cards += "King of Spades"
cards += "King of Clubs"
cards += "King of Diamonds"
cards += "Queen of Hearts"
cards += "Queen of Spades"
cards += "Queen of Clubs"
cards += "Queen of Diamonds"
cards += "Jack of Hearts"
cards += "Jack of Spades"
cards += "Jack of Clubs"
cards += "Jack of Diamonds"
cards += "Ace of Hearts"
cards += "Ace of Spades"
cards += "Ace of Clubs"
cards += "Ace of Diamonds"
obj/item/toy/cards/deck/attack_hand(mob/user as mob)
var/choice = null
if(cards.len == 0)
src.icon_state = "deck_[deckstyle]_empty"
user << "<span class='notice'>There are no more cards to draw.</span>"
return
var/obj/item/toy/cards/singlecard/H = new/obj/item/toy/cards/singlecard(user.loc)
choice = cards[1]
H.cardname = choice
H.parentdeck = src
var/O = src
H.apply_card_vars(H,O)
src.cards -= choice
H.pickup(user)
user.put_in_active_hand(H)
src.visible_message("<span class='notice'>[user] draws a card from the deck.</span>", "<span class='notice'>You draw a card from the deck.</span>")
if(cards.len > 26)
src.icon_state = "deck_[deckstyle]_full"
else if(cards.len > 10)
src.icon_state = "deck_[deckstyle]_half"
else if(cards.len > 1)
src.icon_state = "deck_[deckstyle]_low"
obj/item/toy/cards/deck/attack_self(mob/user as mob)
if(cooldown < world.time - 50)
cards = shuffle(cards)
playsound(user, 'sound/items/cardshuffle.ogg', 50, 1)
user.visible_message("<span class='notice'>[user] shuffles the deck.</span>", "<span class='notice'>You shuffle the deck.</span>")
cooldown = world.time
obj/item/toy/cards/deck/attackby(obj/item/toy/cards/singlecard/C, mob/living/user)
..()
if(istype(C))
if(C.parentdeck == src)
src.cards += C.cardname
user.u_equip(C)
user.visible_message("<span class='notice'>[user] adds a card to the bottom of the deck.</span>","<span class='notice'>You add the card to the bottom of the deck.</span>")
del(C)
else
user << "<span class='notice'>You can't mix cards from other decks.</span>"
if(cards.len > 26)
src.icon_state = "deck_[deckstyle]_full"
else if(cards.len > 10)
src.icon_state = "deck_[deckstyle]_half"
else if(cards.len > 1)
src.icon_state = "deck_[deckstyle]_low"
obj/item/toy/cards/deck/attackby(obj/item/toy/cards/cardhand/C, mob/living/user)
..()
if(istype(C))
if(C.parentdeck == src)
src.cards += C.currenthand
user.u_equip(C)
user.visible_message("<span class='notice'>[user] puts their hand of cards in the deck.</span>", "<span class='notice'>You put the hand of cards in the deck.</span>")
del(C)
else
user << "<span class='notice'>You can't mix cards from other decks.</span>"
if(cards.len > 26)
src.icon_state = "deck_[deckstyle]_full"
else if(cards.len > 10)
src.icon_state = "deck_[deckstyle]_half"
else if(cards.len > 1)
src.icon_state = "deck_[deckstyle]_low"
obj/item/toy/cards/deck/MouseDrop(atom/over_object)
var/mob/M = usr
if(usr.stat || !ishuman(usr) || !usr.canmove || usr.restrained())
return
if(Adjacent(usr))
if(over_object == M)
M.put_in_hands(src)
usr << "<span class='notice'>You pick up the deck.</span>"
else if(istype(over_object, /obj/screen))
switch(over_object.name)
if("r_hand")
M.u_equip(src)
M.put_in_r_hand(src)
usr << "<span class='notice'>You pick up the deck.</span>"
if("l_hand")
M.u_equip(src)
M.put_in_l_hand(src)
usr << "<span class='notice'>You pick up the deck.</span>"
else
usr<< "<span class='notice'>You can't reach it from here.</span>"
obj/item/toy/cards/cardhand
name = "hand of cards"
desc = "A number of cards not in a deck, customarily held in ones hand."
icon = 'icons/obj/toy.dmi'
icon_state = "nanotrasen_hand2"
w_class = 1.0
var/list/currenthand = list()
var/choice = null
obj/item/toy/cards/cardhand/attack_self(mob/user as mob)
user.set_machine(src)
interact(user)
obj/item/toy/cards/cardhand/interact(mob/user)
var/dat = "You have:<BR>"
for(var/t in currenthand)
dat += "<A href='?src=\ref[src];pick=[t]'>A [t].</A><BR>"
dat += "Which card will you remove next?"
var/datum/browser/popup = new(user, "cardhand", "Hand of Cards", 400, 240)
popup.set_title_image(user.browse_rsc_icon(src.icon, src.icon_state))
popup.set_content(dat)
popup.open()
obj/item/toy/cards/cardhand/Topic(href, href_list)
if(..())
return
if(usr.stat || !ishuman(usr) || !usr.canmove)
return
var/mob/living/carbon/human/cardUser = usr
var/O = src
if(href_list["pick"])
if (cardUser.get_item_by_slot(slot_l_hand) == src || cardUser.get_item_by_slot(slot_r_hand) == src)
var/choice = href_list["pick"]
var/obj/item/toy/cards/singlecard/C = new/obj/item/toy/cards/singlecard(cardUser.loc)
src.currenthand -= choice
C.parentdeck = src.parentdeck
C.cardname = choice
C.apply_card_vars(C,O)
C.pickup(cardUser)
cardUser.put_in_any_hand_if_possible(C)
cardUser.visible_message("<span class='notice'>[cardUser] draws a card from \his hand.</span>", "<span class='notice'>You take the [C.cardname] from your hand.</span>")
interact(cardUser)
if(src.currenthand.len < 3)
src.icon_state = "[deckstyle]_hand2"
else if(src.currenthand.len < 4)
src.icon_state = "[deckstyle]_hand3"
else if(src.currenthand.len < 5)
src.icon_state = "[deckstyle]_hand4"
if(src.currenthand.len == 1)
var/obj/item/toy/cards/singlecard/N = new/obj/item/toy/cards/singlecard(src.loc)
N.parentdeck = src.parentdeck
N.cardname = src.currenthand[1]
N.apply_card_vars(N,O)
cardUser.u_equip(src)
N.pickup(cardUser)
cardUser.put_in_any_hand_if_possible(N)
cardUser << "<span class='notice'>You also take [currenthand[1]] and hold it.</span>"
cardUser << browse(null, "window=cardhand")
del(src)
return
obj/item/toy/cards/cardhand/attackby(obj/item/toy/cards/singlecard/C, mob/living/user)
if(istype(C))
if(C.parentdeck == src.parentdeck)
src.currenthand += C.cardname
user.u_equip(C)
user.visible_message("<span class='notice'>[user] adds a card to their hand.</span>", "<span class='notice'>You add the [C.cardname] to your hand.</span>")
interact(user)
if(currenthand.len > 4)
src.icon_state = "[deckstyle]_hand5"
else if(currenthand.len > 3)
src.icon_state = "[deckstyle]_hand4"
else if(currenthand.len > 2)
src.icon_state = "[deckstyle]_hand3"
del(C)
else
user << "<span class='notice'>You can't mix cards from other decks.</span>"
obj/item/toy/cards/cardhand/apply_card_vars(obj/item/toy/cards/newobj,obj/item/toy/cards/sourceobj)
..()
newobj.deckstyle = sourceobj.deckstyle
newobj.icon_state = "[deckstyle]_hand2" // Another dumb hack, without this the hand is invisible (or has the default deckstyle) until another card is added.
newobj.card_hitsound = sourceobj.card_hitsound
newobj.card_force = sourceobj.card_force
newobj.card_throwforce = sourceobj.card_throwforce
newobj.card_throw_speed = sourceobj.card_throw_speed
newobj.card_throw_range = sourceobj.card_throw_range
newobj.card_attack_verb = sourceobj.card_attack_verb
obj/item/toy/cards/singlecard
name = "card"
desc = "a card"
icon = 'icons/obj/toy.dmi'
icon_state = "singlecard_nanotrasen_down"
w_class = 1.0
var/cardname = null
var/flipped = 0
pixel_x = -5
obj/item/toy/cards/singlecard/examine()
set src in usr.contents
if(ishuman(usr))
var/mob/living/carbon/human/cardUser = usr
if(cardUser.get_item_by_slot(slot_l_hand) == src || cardUser.get_item_by_slot(slot_r_hand) == src)
cardUser.visible_message("<span class='notice'>[cardUser] checks \his card.</span>", "<span class='notice'>The card reads: [src.cardname]</span>")
else
cardUser << "<span class='notice'>You need to have the card in your hand to check it.</span>"
obj/item/toy/cards/singlecard/verb/Flip()
set name = "Flip Card"
set category = "Object"
set src in range(1)
if(usr.stat || !ishuman(usr) || !usr.canmove || usr.restrained())
return
if(!flipped)
src.flipped = 1
if (cardname)
src.icon_state = "sc_[cardname]_[deckstyle]"
src.name = src.cardname
else
src.icon_state = "sc_Ace of Spades_[deckstyle]"
src.name = "What Card"
src.pixel_x = 5
else if(flipped)
src.flipped = 0
src.icon_state = "singlecard_down_[deckstyle]"
src.name = "card"
src.pixel_x = -5
obj/item/toy/cards/singlecard/attackby(obj/item/I, mob/living/user)
if(istype(I, /obj/item/toy/cards/singlecard/))
var/obj/item/toy/cards/singlecard/C = I
if(C.parentdeck == src.parentdeck)
var/obj/item/toy/cards/cardhand/H = new/obj/item/toy/cards/cardhand(user.loc)
H.currenthand += C.cardname
H.currenthand += src.cardname
H.parentdeck = C.parentdeck
H.apply_card_vars(H,C)
user.u_equip(C)
H.pickup(user)
user.put_in_active_hand(H)
user << "<span class='notice'>You combine the [C.cardname] and the [src.cardname] into a hand.</span>"
del(C)
del(src)
else
user << "<span class='notice'>You can't mix cards from other decks.</span>"
if(istype(I, /obj/item/toy/cards/cardhand/))
var/obj/item/toy/cards/cardhand/H = I
if(H.parentdeck == parentdeck)
H.currenthand += cardname
user.u_equip(src)
user.visible_message("<span class='notice'>[user] adds a card to \his hand.</span>", "<span class='notice'>You add the [cardname] to your hand.</span>")
H.interact(user)
if(H.currenthand.len > 4)
H.icon_state = "[deckstyle]_hand5"
else if(H.currenthand.len > 3)
H.icon_state = "[deckstyle]_hand4"
else if(H.currenthand.len > 2)
H.icon_state = "[deckstyle]_hand3"
del(src)
else
user << "<span class='notice'>You can't mix cards from other decks.</span>"
obj/item/toy/cards/singlecard/attack_self(mob/user)
if(usr.stat || !ishuman(usr) || !usr.canmove || usr.restrained())
return
Flip()
obj/item/toy/cards/singlecard/apply_card_vars(obj/item/toy/cards/singlecard/newobj,obj/item/toy/cards/sourceobj)
..()
newobj.deckstyle = sourceobj.deckstyle
newobj.icon_state = "singlecard_down_[deckstyle]" // Without this the card is invisible until flipped. It's an ugly hack, but it works.
newobj.card_hitsound = sourceobj.card_hitsound
newobj.hitsound = newobj.card_hitsound
newobj.card_force = sourceobj.card_force
newobj.force = newobj.card_force
newobj.card_throwforce = sourceobj.card_throwforce
newobj.throwforce = newobj.card_throwforce
newobj.card_throw_speed = sourceobj.card_throw_speed
newobj.throw_speed = newobj.card_throw_speed
newobj.card_throw_range = sourceobj.card_throw_range
newobj.throw_range = newobj.card_throw_range
newobj.card_attack_verb = sourceobj.card_attack_verb
newobj.attack_verb = newobj.card_attack_verb
/*
|| Syndicate playing cards, for pretending you're Gambit and playing poker for the nuke disk. ||
*/
obj/item/toy/cards/deck/syndicate
name = "suspicious looking deck of cards"
desc = "A deck of space-grade playing cards. They seem unusually rigid."
deckstyle = "syndicate"
card_hitsound = 'sound/weapons/bladeslice.ogg'
card_force = 5
card_throwforce = 10
card_throw_speed = 3
card_throw_range = 20
card_attack_verb = list("attacked", "sliced", "diced", "slashed", "cut")
/*
|| Custom card decks ||
*/
obj/item/toy/cards/deck/black
deckstyle = "black"
obj/item/toy/cards/deck/syndicate/black
deckstyle = "black"
/obj/item/toy/nuke
name = "\improper Nuclear Fission Explosive toy"
desc = "A plastic model of a Nuclear Fission Explosive."
icon = 'icons/obj/toy.dmi'
icon_state = "nuketoyidle"
w_class = 2.0
var/cooldown = 0
/obj/item/toy/nuke/attack_self(mob/user)
if (cooldown < world.time)
cooldown = world.time + 1800 //3 minutes
user.visible_message("<span class='warning'>[user] presses a button on [src]</span>", "<span class='notice'>You activate [src], it plays a loud noise!</span>", "<span class='notice'>You hear the click of a button.</span>")
spawn(5) //gia said so
icon_state = "nuketoy"
playsound(src, 'sound/machines/Alarm.ogg', 100, 0, 0)
sleep(135)
icon_state = "nuketoycool"
sleep(cooldown - world.time)
icon_state = "nuketoyidle"
else
var/timeleft = (cooldown - world.time)
user << "<span class='alert'>Nothing happens, and '</span>[round(timeleft/10)]<span class='alert'>' appears on a small display.</span>"
/obj/item/toy/therapy_red
name = "red therapy doll"
desc = "A toy for therapeutic and recreational purposes. This one is red."
icon = 'icons/obj/weapons.dmi'
icon_state = "therapyred"
item_state = "egg4" // It's the red egg in items_left/righthand
w_class = 1
/obj/item/toy/therapy_purple
name = "purple therapy doll"
desc = "A toy for therapeutic and recreational purposes. This one is purple."
icon = 'icons/obj/weapons.dmi'
icon_state = "therapypurple"
item_state = "egg1" // It's the magenta egg in items_left/righthand
w_class = 1
/obj/item/toy/therapy_blue
name = "blue therapy doll"
desc = "A toy for therapeutic and recreational purposes. This one is blue."
icon = 'icons/obj/weapons.dmi'
icon_state = "therapyblue"
item_state = "egg2" // It's the blue egg in items_left/righthand
w_class = 1
/obj/item/toy/therapy_yellow
name = "yellow therapy doll"
desc = "A toy for therapeutic and recreational purposes. This one is yellow."
icon = 'icons/obj/weapons.dmi'
icon_state = "therapyyellow"
item_state = "egg5" // It's the yellow egg in items_left/righthand
w_class = 1
/obj/item/toy/therapy_orange
name = "orange therapy doll"
desc = "A toy for therapeutic and recreational purposes. This one is orange."
icon = 'icons/obj/weapons.dmi'
icon_state = "therapyorange"
item_state = "egg4" // It's the red one again, lacking an orange item_state and making a new one is pointless
w_class = 1
/obj/item/toy/therapy_green
name = "green therapy doll"
desc = "A toy for therapeutic and recreational purposes. This one is green."
icon = 'icons/obj/weapons.dmi'
icon_state = "therapygreen"
item_state = "egg3" // It's the green egg in items_left/righthand
w_class = 1
/obj/item/weapon/toddler
icon_state = "toddler"
name = "toddler"
desc = "This baby looks almost real. Wait, did it just burp?"
force = 5
w_class = 4.0
slot_flags = SLOT_BACK
//This should really be somewhere else but I don't know where. w/e
/obj/item/weapon/inflatable_duck
name = "inflatable duck"
desc = "No bother to sink or swim when you can just float!"
icon_state = "inflatable"
item_state = "inflatable"
flags = FPRINT | TABLEPASS
icon = 'icons/obj/clothing/belts.dmi'
slot_flags = SLOT_BELT
/*
* Fake meteor
*/
/obj/item/toy/minimeteor
name = "Mini-Meteor"
desc = "Relive the excitement of a meteor shower! SweetMeat-eor. Co is not responsible for any injuries, headaches or hearing loss caused by Mini-Meteor<6F>"
icon = 'icons/obj/toy.dmi'
icon_state = "minimeteor"
flags = FPRINT | TABLEPASS
w_class = 2.0
/obj/item/toy/minimeteor/throw_impact(atom/hit_atom)
..()
playsound(src, 'sound/effects/meteorimpact.ogg', 40, 1)
for(var/mob/M in range(10, src))
if(!M.stat && !istype(M, /mob/living/silicon/ai))\
shake_camera(M, 3, 1)
del(src)
/*
* Carp plushie
*/
/obj/item/toy/carpplushie
name = "space carp plushie"
desc = "An adorable stuffed toy that resembles a space carp."
icon = 'icons/obj/toy.dmi'
icon_state = "carpplushie"
w_class = 2.0
flags = FPRINT | TABLEPASS