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Paradise/code/datums/spells/summonitem.dm
2019-01-19 22:38:47 -05:00

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/obj/effect/proc_holder/spell/targeted/summonitem
name = "Instant Summons"
desc = "This spell can be used to recall a previously marked item to your hand from anywhere in the universe."
school = "transmutation"
charge_max = 100
clothes_req = 0
invocation = "GAR YOK"
invocation_type = "whisper"
range = -1
level_max = 0 //cannot be improved
cooldown_min = 100
include_user = 1
var/obj/marked_item
action_icon_state = "summons"
/obj/effect/proc_holder/spell/targeted/summonitem/cast(list/targets, mob/user = usr)
for(var/mob/living/target in targets)
var/list/hand_items = list(target.get_active_hand(),target.get_inactive_hand())
var/butterfingers = 0
var/message
if(!marked_item) //linking item to the spell
message = "<span class='notice'>"
for(var/obj/item in hand_items)
if(istype(item, /obj/item/organ/internal/brain)) //Yeah, sadly this doesn't work due to the organ system.
break
if(ABSTRACT in item.flags)
continue
if(NODROP in item.flags)
message += "This feels very redundant, but you go through with it anyway.<br>"
marked_item = item
message += "You mark [item] for recall.</span>"
name = "Recall [item]"
break
if(!marked_item)
if(hand_items)
message = "<span class='caution'>You aren't holding anything that can be marked for recall.</span>"
else
message = "<span class='notice'>You must hold the desired item in your hands to mark it for recall.</span>"
else if(marked_item && marked_item in hand_items) //unlinking item to the spell
message = "<span class='notice'>You remove the mark on [marked_item] to use elsewhere.</span>"
name = "Instant Summons"
marked_item = null
else if(marked_item && !marked_item.loc) //the item was destroyed at some point
message = "<span class='warning'>You sense your marked item has been destroyed!</span>"
name = "Instant Summons"
marked_item = null
else //Getting previously marked item
var/obj/item_to_retrive = marked_item
var/infinite_recursion = 0 //I don't want to know how someone could put something inside itself but these are wizards so let's be safe
while(!isturf(item_to_retrive.loc) && infinite_recursion < 10) //if it's in something you get the whole thing.
if(ismob(item_to_retrive.loc)) //If its on someone, properly drop it
var/mob/M = item_to_retrive.loc
if(issilicon(M)) //Items in silicons warp the whole silicon
M.loc.visible_message("<span class='warning'>[M] suddenly disappears!</span>")
M.loc = target.loc
M.loc.visible_message("<span class='caution'>[M] suddenly appears!</span>")
item_to_retrive = null
break
M.unEquip(item_to_retrive)
if(ishuman(M)) //Edge case housekeeping
var/mob/living/carbon/human/C = M
/*if(C.internal_bodyparts_by_name && item_to_retrive in C.internal_bodyparts_by_name ) //This won't work, as we use organ datums instead of objects. --DZD
C.internal_bodyparts_by_name -= item_to_retrive
if(istype(marked_item, /obj/item/brain)) //If this code ever runs I will be happy
var/obj/item/brain/B = new /obj/item/brain(target.loc)
B.transfer_identity(C)
C.death()
add_attack_logs(target, C, "Magically debrained INTENT: [uppertext(target.a_intent)]")*/
if(C.stomach_contents && item_to_retrive in C.stomach_contents)
C.stomach_contents -= item_to_retrive
for(var/X in C.bodyparts)
var/obj/item/organ/external/part = X
if(item_to_retrive in part.embedded_objects)
part.embedded_objects -= item_to_retrive
to_chat(C, "<span class='warning'>The [item_to_retrive] that was embedded in your [part] has mysteriously vanished. How fortunate!</span>")
if(!C.has_embedded_objects())
C.clear_alert("embeddedobject")
break
else
if(istype(item_to_retrive.loc,/obj/machinery/portable_atmospherics/)) //Edge cases for moved machinery
var/obj/machinery/portable_atmospherics/P = item_to_retrive.loc
P.disconnect()
P.update_icon()
if(istype(item_to_retrive.loc, /obj/structure/disposalholder) || istype(item_to_retrive.loc, /obj/machinery/disposal))//fixes the breaking of disposals. No more bluespace connected disposal bins!
break
item_to_retrive = item_to_retrive.loc
infinite_recursion += 1
if(!item_to_retrive)
return
item_to_retrive.loc.visible_message("<span class='warning'>The [item_to_retrive.name] suddenly disappears!</span>")
if(target.hand) //left active hand
if(!target.equip_to_slot_if_possible(item_to_retrive, slot_l_hand, 0, 1, 1))
if(!target.equip_to_slot_if_possible(item_to_retrive, slot_r_hand, 0, 1, 1))
butterfingers = 1
else //right active hand
if(!target.equip_to_slot_if_possible(item_to_retrive, slot_r_hand, 0, 1, 1))
if(!target.equip_to_slot_if_possible(item_to_retrive, slot_l_hand, 0, 1, 1))
butterfingers = 1
if(butterfingers)
item_to_retrive.loc = target.loc
item_to_retrive.loc.visible_message("<span class='caution'>The [item_to_retrive.name] suddenly appears!</span>")
playsound(get_turf(target),'sound/magic/summonitems_generic.ogg',50,1)
else
item_to_retrive.loc.visible_message("<span class='caution'>The [item_to_retrive.name] suddenly appears in [target]'s hand!</span>")
playsound(get_turf(target),'sound/magic/summonitems_generic.ogg',50,1)
if(message)
to_chat(target, message)