/datum/playingcard var/name = "playing card" var/card_icon = "card_back" var/back_icon = "card_back" /obj/item/weapon/deck w_class = ITEMSIZE_SMALL icon = 'icons/obj/playing_cards.dmi' var/list/cards = list() /obj/item/weapon/deck/holder name = "card box" desc = "A small leather case to show how classy you are compared to everyone else." icon_state = "card_holder" /obj/item/weapon/deck/cards name = "deck of cards" desc = "A simple deck of playing cards." icon_state = "deck" /obj/item/weapon/deck/cards/New() ..() var/datum/playingcard/P for(var/suit in list("spades","clubs","diamonds","hearts")) var/colour if(suit == "spades" || suit == "clubs") colour = "black_" else colour = "red_" for(var/number in list("ace","two","three","four","five","six","seven","eight","nine","ten")) P = new() P.name = "[number] of [suit]" P.card_icon = "[colour]num" P.back_icon = "card_back" cards += P for(var/number in list("jack","queen","king")) P = new() P.name = "[number] of [suit]" P.card_icon = "[colour]col" P.back_icon = "card_back" cards += P for(var/i = 0,i<2,i++) P = new() P.name = "joker" P.card_icon = "joker" cards += P /obj/item/weapon/deck/attackby(obj/O as obj, mob/user as mob) if(istype(O,/obj/item/weapon/hand)) var/obj/item/weapon/hand/H = O for(var/datum/playingcard/P in H.cards) cards += P qdel(O) user << "You place your cards on the bottom of \the [src]." return ..() /obj/item/weapon/deck/verb/draw_card() set category = "Object" set name = "Draw" set desc = "Draw a card from a deck." set src in view(1) if(usr.stat || !Adjacent(usr)) return if(!istype(usr,/mob/living/carbon)) return var/mob/living/carbon/user = usr if(!cards.len) usr << "There are no cards in the deck." return var/obj/item/weapon/hand/H = user.get_type_in_hands(/obj/item/weapon/hand) if(!H) H = new(get_turf(src)) user.put_in_hands(H) if(!H || !user) return var/datum/playingcard/P = cards[1] H.cards += P cards -= P H.update_icon() user.visible_message("\The [user] draws a card.") user << "It's the [P]." /obj/item/weapon/deck/verb/deal_card() set category = "Object" set name = "Deal" set desc = "Deal a card from a deck." set src in view(1) if(usr.stat || !Adjacent(usr)) return if(!cards.len) usr << "There are no cards in the deck." return var/list/players = list() for(var/mob/living/player in viewers(3)) if(!player.stat) players += player //players -= usr var/mob/living/M = input("Who do you wish to deal a card?") as null|anything in players if(!usr || !src || !M) return deal_at(usr, M) /obj/item/weapon/deck/proc/deal_at(mob/user, mob/target) var/obj/item/weapon/hand/H = new(get_step(user, user.dir)) H.cards += cards[1] cards -= cards[1] H.concealed = 1 H.update_icon() if(user==target) user.visible_message("\The [user] deals a card to \himself.") else user.visible_message("\The [user] deals a card to \the [target].") H.throw_at(get_step(target,target.dir),10,1,H) /obj/item/weapon/hand/attackby(obj/O as obj, mob/user as mob) if(cards.len == 1 && istype(O, /obj/item/weapon/pen)) var/datum/playingcard/P = cards[1] if(P.name != "Blank Card") user << "You cannot write on that card." return var/cardtext = sanitize(input(user, "What do you wish to write on the card?", "Card Editing") as text|null, MAX_PAPER_MESSAGE_LEN) if(!cardtext) return P.name = cardtext // SNOWFLAKE FOR CAG, REMOVE IF OTHER CARDS ARE ADDED THAT USE THIS. P.card_icon = "cag_white_card" update_icon() else if(istype(O,/obj/item/weapon/hand)) var/obj/item/weapon/hand/H = O for(var/datum/playingcard/P in cards) H.cards += P H.concealed = src.concealed user.drop_from_inventory(src) qdel(src) H.update_icon() return ..() /obj/item/weapon/deck/attack_self(var/mob/user as mob) var/list/newcards = list() while(cards.len) var/datum/playingcard/P = pick(cards) newcards += P cards -= P cards = newcards user.visible_message("\The [user] shuffles [src].") /obj/item/weapon/deck/MouseDrop(atom/over) if(!usr || !over) return if(!Adjacent(usr) || !over.Adjacent(usr)) return // should stop you from dragging through windows if(!ishuman(over) || !(over in viewers(3))) return if(!cards.len) usr << "There are no cards in the deck." return deal_at(usr, over) /obj/item/weapon/pack/ name = "Card Pack" desc = "For those with disposible income." icon_state = "card_pack" icon = 'icons/obj/playing_cards.dmi' w_class = ITEMSIZE_TINY var/list/cards = list() /obj/item/weapon/pack/attack_self(var/mob/user as mob) user.visible_message("[user] rips open \the [src]!") var/obj/item/weapon/hand/H = new() H.cards += cards cards.Cut(); user.drop_item() qdel(src) H.update_icon() user.put_in_active_hand(H) /obj/item/weapon/hand name = "hand of cards" desc = "Some playing cards." icon = 'icons/obj/playing_cards.dmi' icon_state = "empty" w_class = ITEMSIZE_TINY var/concealed = 0 var/list/cards = list() /obj/item/weapon/hand/verb/discard() set category = "Object" set name = "Discard" set desc = "Place a card from your hand in front of you." var/list/to_discard = list() for(var/datum/playingcard/P in cards) to_discard[P.name] = P var/discarding = input("Which card do you wish to put down?") as null|anything in to_discard if(!discarding || !to_discard[discarding] || !usr || !src) return var/datum/playingcard/card = to_discard[discarding] to_discard.Cut() var/obj/item/weapon/hand/H = new(src.loc) H.cards += card cards -= card H.concealed = 0 H.update_icon() src.update_icon() usr.visible_message("\The [usr] plays \the [discarding].") H.loc = get_step(usr,usr.dir) if(!cards.len) qdel(src) /obj/item/weapon/hand/attack_self(var/mob/user as mob) concealed = !concealed update_icon() user.visible_message("\The [user] [concealed ? "conceals" : "reveals"] their hand.") /obj/item/weapon/hand/examine(mob/user) ..(user) if((!concealed || src.loc == user) && cards.len) user << "It contains: " for(var/datum/playingcard/P in cards) user << "\The [P.name]." /obj/item/weapon/hand/update_icon(var/direction = 0) if(!cards.len) qdel(src) return else if(cards.len > 1) name = "hand of cards" desc = "Some playing cards." else name = "a playing card" desc = "A playing card." overlays.Cut() if(cards.len == 1) var/datum/playingcard/P = cards[1] var/image/I = new(src.icon, (concealed ? "[P.back_icon]" : "[P.card_icon]") ) I.pixel_x += (-5+rand(10)) I.pixel_y += (-5+rand(10)) overlays += I return var/offset = Floor(20/cards.len) var/matrix/M = matrix() if(direction) switch(direction) if(NORTH) M.Translate( 0, 0) if(SOUTH) M.Translate( 0, 4) if(WEST) M.Turn(90) M.Translate( 3, 0) if(EAST) M.Turn(90) M.Translate(-2, 0) var/i = 0 for(var/datum/playingcard/P in cards) var/image/I = new(src.icon, (concealed ? "[P.back_icon]" : "[P.card_icon]") ) //I.pixel_x = origin+(offset*i) switch(direction) if(SOUTH) I.pixel_x = 8-(offset*i) if(WEST) I.pixel_y = -6+(offset*i) if(EAST) I.pixel_y = 8-(offset*i) else I.pixel_x = -7+(offset*i) I.transform = M overlays += I i++ /obj/item/weapon/hand/dropped(mob/user as mob) if(locate(/obj/structure/table, loc)) src.update_icon(user.dir) else update_icon() /obj/item/weapon/hand/pickup(mob/user as mob) src.update_icon()