Files
Polaris/code/game/objects/items/weapons/kitchen.dm
Cael_Aislinn 31349fb7d3 Merge branch 'incremental_tg' r5067 into bs12_with_tgport
removed extraneous admin attack messages, temporarily disabled much moderator stuff (will be re-enabled in future updates)

Conflicts:
	baystation12.dme
	code/__HELPERS/type2type.dm
	code/controllers/configuration.dm
	code/datums/datumvars.dm
	code/datums/helper_datums/getrev.dm
	code/defines/obj.dm
	code/game/gamemodes/events/black_hole.dm
	code/game/gamemodes/events/space_ninja.dm
	code/game/gamemodes/wizard/rightandwrong.dm
	code/game/jobs/job/captain.dm
	code/game/jobs/job/job.dm
	code/game/jobs/job_controller.dm
	code/game/machinery/bots/medbot.dm
	code/game/machinery/computer/card.dm
	code/game/machinery/telecomms/traffic_control.dm
	code/game/machinery/turrets.dm
	code/game/machinery/wishgranter.dm
	code/game/objects/items/blueprints.dm
	code/game/objects/items/devices/uplinks.dm
	code/game/objects/items/stacks/stack.dm
	code/game/objects/items/weapons/surgery_tools.dm
	code/game/turfs/turf.dm
	code/game/verbs/ooc.dm
	code/global.dm
	code/modules/admin/IsBanned.dm
	code/modules/admin/admin.dm
	code/modules/admin/admin_memo.dm
	code/modules/admin/admin_verbs.dm
	code/modules/admin/holder2.dm
	code/modules/admin/player_panel.dm
	code/modules/admin/verbs/adminpm.dm
	code/modules/admin/verbs/diagnostics.dm
	code/modules/assembly/igniter.dm
	code/modules/client/client defines.dm
	code/modules/client/client procs.dm
	code/modules/clothing/spacesuits/miscellaneous.dm
	code/modules/clothing/suits/armor.dm
	code/modules/clothing/suits/jobs.dm
	code/modules/mining/mine_turfs.dm
	code/modules/mob/living/carbon/human/say.dm
	code/modules/mob/living/carbon/human/update_icons.dm
	code/modules/mob/living/living.dm
	code/modules/mob/living/living_defense.dm
	code/modules/mob/living/silicon/robot/emote.dm
	code/modules/mob/living/silicon/robot/life.dm
	code/modules/mob/mob_cleanup.dm
	code/modules/mob/new_player/new_player.dm
	code/modules/mob/new_player/preferences.dm
	code/modules/paperwork/paper.dm
	code/modules/paperwork/photocopier.dm
	code/modules/projectiles/guns/projectile/automatic.dm
	code/modules/reagents/Chemistry-Machinery.dm
	code/setup.dm
	code/stylesheet.dm
	code/world.dm
	config/admins.txt
	config/config.txt
	html/changelog.html
	icons/mob/items_lefthand.dmi
	icons/mob/items_righthand.dmi
	icons/mob/suit.dmi
	icons/obj/clothing/suits.dmi
	icons/turf/areas.dmi

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-12-28 14:13:11 +10:00

323 lines
10 KiB
Plaintext

/* Kitchen tools
* Contains:
* Forks
* Knives
* Rolling Pins
* Trays
*/
/obj/item/weapon/kitchen/utensil/New()
if (prob(60))
src.pixel_y = rand(0, 4)
return
/*
* Forks
*/
/obj/item/weapon/kitchen/utensil/fork/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
if(!istype(M))
return ..()
if(user.zone_sel.selecting != "eyes" && user.zone_sel.selecting != "head")
return ..()
if (src.icon_state == "forkloaded") //This is a poor way of handling it, but a proper rewrite of the fork to allow for a more varied foodening can happen when I'm in the mood. --NEO
if(M == user)
for(var/mob/O in viewers(M, null))
O.show_message(text("\blue [] eats a delicious forkful of omelette!", user), 1)
M.reagents.add_reagent("nutriment", 1)
else
for(var/mob/O in viewers(M, null))
O.show_message(text("\blue [] feeds [] a delicious forkful of omelette!", user, M), 1)
M.reagents.add_reagent("nutriment", 1)
src.icon_state = "fork"
return
else
if((CLUMSY in user.mutations) && prob(50))
M = user
return eyestab(M,user)
/*
* Knives
*/
/obj/item/weapon/kitchen/utensil/knife/attack(target as mob, mob/living/user as mob)
if ((CLUMSY in user.mutations) && prob(50))
user << "\red You accidentally cut yourself with the [src]."
user.take_organ_damage(20)
return
playsound(loc, 'sound/weapons/bladeslice.ogg', 50, 1, -1)
return ..()
/*
* Rolling Pins
*/
/obj/item/weapon/kitchen/rollingpin/attack(mob/living/M as mob, mob/living/user as mob)
if ((CLUMSY in user.mutations) && 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>")
log_attack("<font color='red'>[user.name] ([user.ckey]) used the [src.name] to attack [M.name] ([M.ckey])</font>")
var/t = user:zone_sel.selecting
if (t == "head")
if(ishuman(M))
var/mob/living/carbon/human/H = M
if (H.stat < 2 && H.health < 50 && prob(90))
// ******* Check
if (istype(H, /obj/item/clothing/head) && H.flags & 8 && prob(80))
H << "\red The helmet protects you from being hit hard in the head!"
return
var/time = rand(2, 6)
if (prob(75))
H.Paralyse(time)
else
H.Stun(time)
if(H.stat != 2) H.stat = 1
user.visible_message("\red <B>[H] has been knocked unconscious!</B>", "\red <B>You knock [H] unconscious!</B>")
return
else
H.visible_message("\red [user] tried to knock [H] unconscious!", "\red [user] tried to knock you unconscious!")
H.eye_blurry += 3
return ..()
/*
* Trays - Agouri
*/
/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((CLUMSY in user.mutations) && 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, 'sound/items/trayhit1.ogg', 50, 1)
return
else
playsound(M, 'sound/items/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>")
log_attack("<font color='red'>[user.name] ([user.ckey]) 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, 'sound/items/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, 'sound/items/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, 'sound/items/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, 'sound/items/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, 'sound/items/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, 'sound/items/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)
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/mob/living/M
for(M in src.loc) //to handle hand switching
return
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 = 'icons/obj/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)*/