Files
Polaris/code/game/objects/items/weapons/kitchen.dm
2012-02-12 07:07:16 -05:00

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/*
CONTAINS:
FORK
ROLLING PIN
KNIFE
*/
/obj/item/weapon/kitchen/utensil/New()
if (prob(60))
src.pixel_y = rand(0, 4)
return
// FORK
/obj/item/weapon/kitchen/utensil/fork/attack(mob/living/M as mob, mob/living/carbon/user as mob)
if(istype(M,/mob/living/carbon) || istype(M,/mob/living/simple_animal/livestock))
if (bite)
if(M == user)
user.visible_message( \
"\blue [user] eats a delicious forkful of [bite]!", \
"\blue You eat a delicious forkful of [bite]!")
else
user.visible_message( \
"\blue [user] feeds [M] a delicious forkful of [bite]!", \
"\blue You feed [M] a delicious forkful of [bite]!")
spawn(0)
bite.reagents.reaction(M, INGEST)
bite.reagents.trans_to(M)
del(bite)
src.icon_state = "fork"
else if(user.zone_sel.selecting == "eyes")
if((user.mutations & CLUMSY) && prob(50))
M = user
return eyestab(M, user)
else
user << "\red Your fork does not have any food on it."
else
user << "\red You can't seem to feed [M]."
/obj/item/weapon/kitchen/utensil/fork/afterattack(obj/item/weapon/reagent_containers/food/snacks/snack as obj, mob/living/carbon/user as mob)
if(istype(snack))
if(bite)
user << "\red You already have [bite] on your fork."
else
bite = new snack.type(src)
icon_state = "forkloaded"
user.visible_message( \
"[user] takes a piece of [bite] with their fork!", \
"\blue You take a piece of [bite] with your fork!" \
)
if(bite.reagents && snack.reagents) //transfer bit's worth of reagents to
bite.reagents.clear_reagents()
if(snack.reagents.total_volume)
snack.reagents.reaction(src, TOUCH) // react "food" with fork
spawn(0)
if(snack.reagents.total_volume > snack.bitesize)
snack.reagents.trans_to(bite, snack.bitesize)
else
snack.reagents.trans_to(bite, snack.reagents.total_volume)
snack.bitecount++
if(!snack.reagents.total_volume)
// due to the trash code being hard-coded to place in hand, do magic trick
// free active hand
user.drop_item(src)
// consumption fills active hand, drop it back down
snack.On_Consume()
var/obj/trash = user.get_active_hand()
if(trash)
user.drop_item(trash)
trash.loc = get_turf(snack.loc) // move trash to snack's turf
// put fork back in hand
user.put_in_hand(src)
user << "\red You grab the last bite of [snack]."
del(snack)
else
return ..()
// ROLLING PIN
/obj/item/weapon/kitchen/rollingpin/attack(mob/M as mob, mob/living/user as mob)
if ((user.mutations & CLUMSY) && prob(50))
user << "\red The [src] slips out of your hand and hits your head."
user.take_organ_damage(10)
user.Paralyse(2)
return
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been attacked with [src.name] by [user.name] ([user.ckey])</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to attack [M.name] ([M.ckey])</font>")
if (M.stat < 2 && M.health < 50 && prob(90))
var/mob/H = M
// ******* Check
if ((istype(H, /mob/living/carbon/human) && istype(H, /obj/item/clothing/head) && H.flags & 8 && prob(80)))
M << "\red The helmet protects you from being hit hard in the head!"
return
var/time = rand(2, 6)
if (prob(75))
M.Paralyse(time)
else
M.Stun(time)
if(M.stat != 2) M.stat = 1
for(var/mob/O in viewers(M, null))
O.show_message(text("\red <B>[] has been knocked unconscious!</B>", M), 1, "\red You hear someone fall.", 2)
else
M << text("\red [] tried to knock you unconcious!",user)
M.eye_blurry += 3
return
// KNIFE
/obj/item/weapon/kitchen/utensil/knife/attack(target as mob, mob/living/user as mob)
if ((user.mutations & CLUMSY) && prob(50))
user << "\red You accidentally cut yourself with the [src]."
user.take_organ_damage(20)
return
return ..()
///////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////// TRAY -Agouri :3 ///////////////////////////////////////////////
/obj/item/weapon/tray/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
// Drop all the things. All of them.
overlays = null
for(var/obj/item/I in carrying)
I.loc = M.loc
carrying.Remove(I)
if(isturf(I.loc))
spawn()
for(var/i = 1, i <= rand(1,2), i++)
if(I)
step(I, pick(NORTH,SOUTH,EAST,WEST))
sleep(rand(2,4))
if((user.mutations & CLUMSY) && prob(50)) //What if he's a clown?
M << "\red You accidentally slam yourself with the [src]!"
M.Weaken(1)
user.take_organ_damage(2)
if(prob(50))
playsound(M, 'trayhit1.ogg', 50, 1)
return
else
playsound(M, 'trayhit2.ogg', 50, 1) //sound playin'
return //it always returns, but I feel like adding an extra return just for safety's sakes. EDIT; Oh well I won't :3
var/mob/living/carbon/human/H = M ///////////////////////////////////// /Let's have this ready for later.
if(!(user.zone_sel.selecting == ("eyes" || "head"))) //////////////hitting anything else other than the eyes
if(prob(33))
src.add_blood(H)
var/turf/location = H.loc
if (istype(location, /turf/simulated))
location.add_blood(H) ///Plik plik, the sound of blood
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been attacked with [src.name] by [user.name] ([user.ckey])</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to attack [M.name] ([M.ckey])</font>")
if(prob(15))
M.Weaken(3)
M.take_organ_damage(3)
else
M.take_organ_damage(5)
if(prob(50))
playsound(M, 'trayhit1.ogg', 50, 1)
for(var/mob/O in viewers(M, null))
O.show_message(text("\red <B>[] slams [] with the tray!</B>", user, M), 1)
return
else
playsound(M, 'trayhit2.ogg', 50, 1) //we applied the damage, we played the sound, we showed the appropriate messages. Time to return and stop the proc
for(var/mob/O in viewers(M, null))
O.show_message(text("\red <B>[] slams [] with the tray!</B>", user, M), 1)
return
if(istype(M, /mob/living/carbon/human) && ((H.head && H.head.flags & HEADCOVERSEYES) || (H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) || (H.glasses && H.glasses.flags & GLASSESCOVERSEYES)))
M << "\red You get slammed in the face with the tray, against your mask!"
if(prob(33))
src.add_blood(H)
if (H.wear_mask)
H.wear_mask.add_blood(H)
if (H.head)
H.head.add_blood(H)
if (H.glasses && prob(33))
H.glasses.add_blood(H)
var/turf/location = H.loc
if (istype(location, /turf/simulated)) //Addin' blood! At least on the floor and item :v
location.add_blood(H)
if(prob(50))
playsound(M, 'trayhit1.ogg', 50, 1)
for(var/mob/O in viewers(M, null))
O.show_message(text("\red <B>[] slams [] with the tray!</B>", user, M), 1)
else
playsound(M, 'trayhit2.ogg', 50, 1) //sound playin'
for(var/mob/O in viewers(M, null))
O.show_message(text("\red <B>[] slams [] with the tray!</B>", user, M), 1)
if(prob(10))
M.Stun(rand(1,3))
M.take_organ_damage(3)
return
else
M.take_organ_damage(5)
return
else //No eye or head protection, tough luck!
M << "\red You get slammed in the face with the tray!"
if(prob(33))
src.add_blood(M)
var/turf/location = H.loc
if (istype(location, /turf/simulated))
location.add_blood(H)
if(prob(50))
playsound(M, 'trayhit1.ogg', 50, 1)
for(var/mob/O in viewers(M, null))
O.show_message(text("\red <B>[] slams [] in the face with the tray!</B>", user, M), 1)
else
playsound(M, 'trayhit2.ogg', 50, 1) //sound playin' again
for(var/mob/O in viewers(M, null))
O.show_message(text("\red <B>[] slams [] in the face with the tray!</B>", user, M), 1)
if(prob(30))
M.Stun(rand(2,4))
M.take_organ_damage(4)
return
else
M.take_organ_damage(8)
if(prob(30))
M.Weaken(2)
return
return
/*
===============~~~~~================================~~~~~====================
= =
= Code for trays carrying things. By Doohl for Doohl erryday Doohl Doohl~ =
= =
===============~~~~~================================~~~~~====================
*/
/obj/item/weapon/tray/proc/calc_carry()
// calculate the weight of the items on the tray
var/val = 0 // value to return
for(var/obj/item/I in carrying)
if(I.w_class == 1.0)
val ++
else if(I.w_class == 2.0)
val += 3
else
val += 5
return val
/obj/item/weapon/tray/pickup(mob/user)
overlays = null
if(!isturf(loc))
return
for(var/obj/item/I in loc)
if( I != src && !I.anchored && !istype(I, /obj/item/clothing/under) && !istype(I, /obj/item/clothing/suit) && !istype(I, /obj/item/projectile) )
var/add = 0
if(I.w_class == 1.0)
add = 1
else if(I.w_class == 2.0)
add = 3
else
add = 5
if(calc_carry() + add >= max_carry)
break
I.loc = src
carrying.Add(I)
overlays += image("icon" = I.icon, "icon_state" = I.icon_state, "layer" = 30 + I.layer)
/obj/item/weapon/tray/dropped(mob/user)
var/foundtable = 0
for(var/obj/structure/table/T in loc)
foundtable = 1
break
overlays = null
for(var/obj/item/I in carrying)
I.loc = loc
carrying.Remove(I)
if(!foundtable && isturf(loc))
// if no table, presume that the person just shittily dropped the tray on the ground and made a mess everywhere!
spawn()
for(var/i = 1, i <= rand(1,2), i++)
if(I)
step(I, pick(NORTH,SOUTH,EAST,WEST))
sleep(rand(2,4))
/////////////////////////////////////////////////////////////////////////////////////////
//Enough with the violent stuff, here's what happens if you try putting food on it
/////////////////////////////////////////////////////////////////////////////////////////////
/*/obj/item/weapon/tray/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/weapon/kitchen/utensil/fork))
if (W.icon_state == "forkloaded")
user << "\red You already have omelette on your fork."
return
W.icon = 'kitchen.dmi'
W.icon_state = "forkloaded"
viewers(3,user) << "[user] takes a piece of omelette with his fork!"
reagents.remove_reagent("nutriment", 1)
if (reagents.total_volume <= 0)
del(src)*/
/* if (prob(33))
var/turf/location = H.loc
if (istype(location, /turf/simulated))
location.add_blood(H)
if (H.wear_mask)
H.wear_mask.add_blood(H)
if (H.head)
H.head.add_blood(H)
if (H.glasses && prob(33))
H.glasses.add_blood(H)
if (istype(user, /mob/living/carbon/human))
var/mob/living/carbon/human/user2 = user
if (user2.gloves)
user2.gloves.add_blood(H)
else
user2.add_blood(H)
if (prob(15))
if (user2.wear_suit)
user2.wear_suit.add_blood(H)
else if (user2.w_uniform)
user2.w_uniform.add_blood(H)*/