Files
Polaris/code/game/objects/stool.dm
2011-09-03 17:31:57 +00:00

329 lines
7.6 KiB
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/obj/stool/ex_act(severity)
switch(severity)
if(1.0)
//SN src = null
del(src)
return
if(2.0)
if (prob(50))
//SN src = null
del(src)
return
if(3.0)
if (prob(5))
//SN src = null
del(src)
return
else
return
/obj/stool/blob_act()
if(prob(75))
new /obj/item/stack/sheet/metal( src.loc )
del(src)
/obj/stool/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/wrench))
playsound(src.loc, 'Ratchet.ogg', 50, 1)
new /obj/item/stack/sheet/metal( src.loc )
//SN src = null
del(src)
return
/obj/stool/bed/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if (istype(W, /obj/item/weapon/wrench))
playsound(src.loc, 'Ratchet.ogg', 50, 1)
new /obj/item/stack/sheet/metal( src.loc )
del(src)
return
/obj/stool/chair/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if (istype(W, /obj/item/assembly/shock_kit))
var/obj/stool/chair/e_chair/E = new /obj/stool/chair/e_chair( src.loc )
playsound(src.loc, 'Deconstruct.ogg', 50, 1)
E.dir = src.dir
E.part1 = W
W.loc = E
W.master = E
user.u_equip(W)
W.layer = initial(W.layer)
//SN src = null
del(src)
return
return
/obj/stool/bed/Del()
for(var/mob/M in src.buckled_mobs)
if (M.buckled == src)
M.lying = 0
unbuckle_all()
..()
return
/obj/stool/proc/unbuckle_all()
for(var/mob/M in src:buckled_mobs)
if (M.buckled == src)
M.buckled = null
M.anchored = 0
/obj/stool/proc/manual_unbuckle_all(mob/user as mob)
var/N = 0;
for(var/mob/M in src:buckled_mobs)
if (M.buckled == src)
if (M != user)
M.visible_message(\
"\blue [M.name] was unbuckled by [user.name]!",\
"You unbuckled from [src] by [user.name].",\
"You hear metal clanking")
else
M.visible_message(\
"\blue [M.name] was unbuckled himself!",\
"You unbuckle yourself from [src].",\
"You hear metal clanking")
// world << "[M] is no longer buckled to [src]"
M.anchored = 0
M.buckled = null
N++
return N
/obj/stool/proc/buckle_mob(mob/M as mob, mob/user as mob)
if (!ticker)
user << "You can't buckle anyone in before the game starts."
if ((!( istype(M, /mob) ) || get_dist(src, user) > 1 || M.loc != src.loc || user.restrained() || usr.stat || M.buckled))
return
if (M == usr)
M.visible_message(\
"\blue [M.name] buckles in!",\
"You buckle yourself to [src].",\
"You hear metal clanking")
else
M.visible_message(\
"\blue [M.name] is buckled in to [src] by [user.name]!",\
"You buckled in to [src] by [user.name].",\
"You hear metal clanking")
M.anchored = 1
M.buckled = src
M.loc = src.loc
M.dir = src.dir
src:buckled_mobs += M
src.add_fingerprint(user)
return
/obj/stool/bed/MouseDrop_T(mob/M as mob, mob/user as mob)
if (!istype(M)) return
buckle_mob(M, user)
M.lying = 1
return
/obj/stool/bed/attack_hand(mob/user as mob)
for(var/mob/M in src.buckled_mobs)
if (M.buckled == src)
M.lying = 0
if (manual_unbuckle_all(user))
src.add_fingerprint(user)
return
/obj/stool/chair/e_chair/New()
src.overl = new /atom/movable/overlay( src.loc )
src.overl.icon = 'objects.dmi'
src.overl.icon_state = "e_chairo0"
src.overl.layer = 5
src.overl.name = "electrified chair"
src.overl.master = src
return
/obj/stool/chair/e_chair/Del()
//src.overl = null
del(src.overl)
..()
return
/obj/stool/chair/e_chair/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/wrench))
var/obj/stool/chair/C = new /obj/stool/chair( src.loc )
playsound(src.loc, 'Ratchet.ogg', 50, 1)
C.dir = src.dir
src.part1.loc = src.loc
src.part1.master = null
src.part1 = null
//SN src = null
del(src)
return
return
/obj/stool/chair/e_chair/verb/toggle_power()
set name = "Toggle Electric Chair"
set category = "Object"
set src in oview(1)
if ((usr.stat || usr.restrained() || !( usr.canmove ) || usr.lying))
return
src.on = !( src.on )
src.icon_state = text("e_chair[]", src.on)
src.overl.icon_state = text("e_chairo[]", src.on)
return
/obj/stool/chair/e_chair/proc/shock()
if (!( src.on ))
return
if ( (src.last_time + 50) > world.time)
return
src.last_time = world.time
// special power handling
var/area/A = get_area(src)
if(!isarea(A))
return
if(!A.powered(EQUIP))
return
A.use_power(EQUIP, 5000)
var/light = A.power_light
A.updateicon()
flick("e_chairs", src)
flick("e_chairos", src.overl)
var/datum/effects/system/spark_spread/s = new /datum/effects/system/spark_spread
s.set_up(12, 1, src)
s.start()
for(var/mob/living/M in src.loc)
M.burn_skin(85)
M << "\red <B>You feel a deep shock course through your body!</B>"
sleep(1)
M.burn_skin(85)
if(M.stunned < 600)
M.stunned = 600
for(var/mob/M in hearers(src, null))
M.show_message("\red The electric chair went off!.", 3, "\red You hear a deep sharp shock.", 2)
A.power_light = light
A.updateicon()
return
/obj/stool/chair/ex_act(severity)
unbuckle_all()
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
return
/obj/stool/chair/blob_act()
if(prob(75))
unbuckle_all()
del(src)
/obj/stool/chair/New()
src.verbs -= /atom/movable/verb/pull
if (src.dir == NORTH)
src.layer = FLY_LAYER
..()
return
/obj/stool/chair/Del()
unbuckle_all()
..()
return
/obj/stool/chair/verb/rotate()
set name = "Rotate Chair"
set category = "Object"
set src in oview(1)
src.dir = turn(src.dir, 90)
if (src.dir == NORTH)
src.layer = FLY_LAYER
else
src.layer = OBJ_LAYER
return
/obj/stool/chair/MouseDrop_T(mob/M as mob, mob/user as mob)
buckle_mob(M, user)
return
/obj/stool/chair/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/stool/chair/attack_hand(mob/user as mob)
if (manual_unbuckle_all(user))
src.add_fingerprint(user)
return
//roller bed
/obj/stool/bed/roller
name = "roller bed"
icon = 'rollerbed.dmi'
icon_state = "down"
anchored = 0
Move()
..()
for(var/mob/M in src:buckled_mobs)
if (M.buckled == src)
M.loc = src.loc
buckle_mob(mob/M as mob, mob/user as mob)
if (!ticker)
user << "You can't buckle anyone in before the game starts."
return 0
if ((!( istype(M, /mob) ) || get_dist(src, user) > 1 || M.loc != src.loc || user.restrained() || usr.stat || M.buckled))
return 0
if (M == usr)
M.visible_message(\
"\blue [M.name] buckles in!",\
"You buckle yourself to [src].",\
"You hear metal clanking")
else
M.visible_message(\
"\blue [M.name] is buckled in to [src] by [user.name]!",\
"You buckled in to [src] by [user.name].",\
"You hear metal clanking")
M.anchored = 1
M.buckled = src
M.loc = src.loc
M.pixel_y = 6
M.update_clothing()
src:buckled_mobs += M
src.add_fingerprint(user)
density = 1
icon_state = "up"
return 1
manual_unbuckle_all(mob/user as mob)
var/N = 0;
for(var/mob/M in src:buckled_mobs)
if (M.buckled == src)
if (M != user)
M.visible_message(\
"\blue [M.name] was unbuckled by [user.name]!",\
"You unbuckled from [src] by [user.name].",\
"You hear metal clanking")
else
M.visible_message(\
"\blue [M.name] was unbuckled himself!",\
"You unbuckle yourself from [src].",\
"You hear metal clanking")
M.pixel_y = 0
M.anchored = 0
M.buckled = null
N++
if(N)
density = 0
icon_state = "down"
return N