Files
Polaris/code/defines/obj.dm
Erthilo bec822a049 TG: Rewrote the cinematic system to be centralised and controlled by the gameticker,
rather than handled per mob with like, 3 loops and a seperate process for each
mob.dmPlease report any bugs/derps to me asap. I've tested it as much as I can
locally, but because it relates to events that require a large number of players
it's very hard to test.

TODO: I was intending to use dust to kill players off on a nuclear-loss. However
dust() is very very broken. So I've hardcoded everything to die until I can fix
dust().

Added an adminverb for 'Game Master's. It was a debug verb so I could test
cinematics but I've left it in as it might be handy for events, especially if we
get more cinematics. To access it type "cinematic" in full into the input bar as
a Game Master, then follow the prompts. At the moment, it only handles nuclear
stuff (that's all there is anyway). You can choose where the nuke detonated 0=
on station; 1= near station but in space; 2= off the z-level. You can also force
a cinematic from another game-mode to play with the prompt after that one.

Note: All mobs are buckled to a bed located inside the gameticker (odd I know)
whilst a cinematic is playing. The bed is deleted afterwards releasing all
players. If off_station=0 then all mobs will be killed too. This is to stop
people running around and doing stuff during the cinematic. I really didn't want
to add more variables/checks to mobs.
Revision: r3481
Author: 	 elly1...@rocketmail.com
2012-05-05 22:28:05 +01:00

1494 lines
39 KiB
Plaintext

/obj
//var/datum/module/mod //not used
var/m_amt = 0 // metal
var/g_amt = 0 // glass
var/w_amt = 0 // waster amounts
var/origin_tech = null //Used by R&D to determine what research bonuses it grants.
var/reliability = 100 //Used by SOME devices to determine how reliable they are.
var/crit_fail = 0
var/unacidable = 0 //universal "unacidabliness" var, here so you can use it in any obj.
var/datum/marked_datum
animate_movement = 2
var/throwforce = 1
proc/handle_internal_lifeform(mob/lifeform_inside_me, breath_request)
//Return: (NONSTANDARD)
// null if object handles breathing logic for lifeform
// datum/air_group to tell lifeform to process using that breath return
//DEFAULT: Take air from turf to give to have mob process
if(breath_request>0)
return remove_air(breath_request)
else
return null
proc/initialize()
/obj/item/policetaperoll
name = "police tape roll"
desc = "A roll of police tape used to block off crime scenes from the public."
icon = 'policetape.dmi'
icon_state = "rollstart"
flags = FPRINT
w_class = 1.0
var/tapestartx = 0
var/tapestarty = 0
var/tapestartz = 0
var/tapeendx = 0
var/tapeendy = 0
var/tapeendz = 0
/obj/item/policetape
name = "police tape"
desc = "A length of police tape. Do not cross."
icon = 'policetape.dmi'
anchored = 1
density = 1
req_access = list(access_security)
/obj/structure/signpost
icon = 'stationobjs.dmi'
icon_state = "signpost"
anchored = 1
density = 1
attackby(obj/item/weapon/W as obj, mob/user as mob)
return attack_hand(user)
attack_hand(mob/user as mob)
switch(alert("Travel back to ss13?",,"Yes","No"))
if("Yes")
if(user.z != src.z) return
user.loc.loc.Exited(user)
user.loc = pick(latejoin)
if("No")
return
/obj/effect/mark
var/mark = ""
icon = 'mark.dmi'
icon_state = "blank"
anchored = 1
layer = 99
mouse_opacity = 0
unacidable = 1//Just to be sure.
/obj/admins
name = "admins"
var/rank = null
var/owner = null
var/state = 1
//state = 1 for playing : default
//state = 2 for observing
/obj/effect/beam
name = "beam"
unacidable = 1//Just to be sure.
var/def_zone
pass_flags = PASSTABLE
/obj/structure/bedsheetbin
name = "linen bin"
desc = "A bin for containing bedsheets. It looks rather cosy."
icon = 'items.dmi'
icon_state = "bedbin"
var/amount = 23.0
anchored = 1.0
/obj/effect/begin
name = "begin"
icon = 'stationobjs.dmi'
icon_state = "begin"
anchored = 1.0
unacidable = 1
/obj/datacore
name = "datacore"
var/medical[] = list()
var/general[] = list()
var/security[] = list()
//This list tracks characters spawned in the world and cannot be modified in-game. Currently referenced by respawn_character().
var/locked[] = list()
proc/get_manifest(monochrome)
var/list/heads = new()
var/list/sec = new()
var/list/eng = new()
var/list/med = new()
var/list/sci = new()
var/list/civ = new()
var/list/bot = new()
var/list/misc = new()
var/dat = {"
<head><style>
.manifest {border-collapse:collapse;}
.manifest td, th {border:1px solid [monochrome?"black":"#DEF; background-color:white; color:black"]; padding:.25em}
.manifest th {height: 2em; [monochrome?"border-top-width: 3px":"background-color: #48C; color:white"]}
.manifest tr.head th { [monochrome?"border-top-width: 1px":"background-color: #488;"] }
.manifest td:first-child {text-align:right}
.manifest tr.alt td {[monochrome?"border-top-width: 2px":"background-color: #DEF"]}
</style></head>
<table class="manifest">
<tr class='head'><th>Name</th><th>Rank</th></tr>
"}
var/even = 0
// sort mobs
for(var/datum/data/record/t in data_core.general)
var/name = t.fields["name"]
var/rank = t.fields["rank"]
var/real_rank = t.fields["real_rank"]
//world << "[name]: [rank]"
if(real_rank in command_positions)
heads[name] = rank
if(real_rank in security_positions)
sec[name] = rank
continue
if(real_rank in engineering_positions)
eng[name] = rank
continue
if(real_rank in medical_positions)
med[name] = rank
continue
if(real_rank in science_positions)
sci[name] = rank
continue
if(real_rank in civilian_positions)
civ[name] = rank
continue
if(real_rank in nonhuman_positions)
bot[name] = rank
continue
if(!(name in heads))
misc[name] = rank
if(heads.len > 0)
dat += "<tr><th colspan=2>Heads</th></tr>"
for(name in heads)
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[heads[name]]</td></tr>"
even = !even
if(sec.len > 0)
dat += "<tr><th colspan=2>Security</th></tr>"
for(name in sec)
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[sec[name]]</td></tr>"
even = !even
if(eng.len > 0)
dat += "<tr><th colspan=2>Engineering</th></tr>"
for(name in eng)
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[eng[name]]</td></tr>"
even = !even
if(med.len > 0)
dat += "<tr><th colspan=2>Medical</th></tr>"
for(name in med)
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[med[name]]</td></tr>"
even = !even
if(sci.len > 0)
dat += "<tr><th colspan=2>Science</th></tr>"
for(name in sci)
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[sci[name]]</td></tr>"
even = !even
if(civ.len > 0)
dat += "<tr><th colspan=2>Civilian</th></tr>"
for(name in civ)
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[civ[name]]</td></tr>"
even = !even
// in case somebody is insane and added them to the manifest, why not
if(bot.len > 0)
dat += "<tr><th colspan=2>Silicon</th></tr>"
for(name in bot)
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[bot[name]]</td></tr>"
even = !even
// misc guys
if(misc.len > 0)
dat += "<tr><th colspan=2>Miscellaneous</th></tr>"
for(name in misc)
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[misc[name]]</td></tr>"
even = !even
dat += "</table>"
dat = dd_replacetext(dat, "\n", "") // so it can be placed on paper correctly
dat = dd_replacetext(dat, "\t", "")
return dat
/obj/effect/equip_e
name = "equip e"
var/mob/source = null
var/s_loc = null
var/t_loc = null
var/obj/item/item = null
var/place = null
var/internalloc = null
/obj/effect/equip_e/human
name = "human"
var/mob/living/carbon/human/target = null
/obj/effect/equip_e/monkey
name = "monkey"
var/mob/living/carbon/monkey/target = null
/obj/effect/sign/securearea
desc = "A warning sign which reads 'SECURE AREA'"
name = "SECURE AREA"
icon = 'decals.dmi'
icon_state = "securearea"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/movingparts
desc = "A warning sign which reads 'CAUTION: MOVING PARTS, machinery liable to stop and start at random'"
name = "CAUTION"
icon = 'decals.dmi'
icon_state = "securearea"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/biohazard
desc = "A warning sign which reads 'BIOHAZARD'"
name = "BIOHAZARD"
icon = 'decals.dmi'
icon_state = "bio"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/electricshock
desc = "A warning sign which reads 'HIGH VOLTAGE'"
name = "HIGH VOLTAGE"
icon = 'decals.dmi'
icon_state = "shock"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/examroom
desc = "A guidance sign which reads 'EXAM ROOM'"
name = "EXAM"
icon = 'decals.dmi'
icon_state = "examroom"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/vacuum
desc = "A warning sign which reads 'HARD VACUUM AHEAD'"
name = "HARD VACUUM AHEAD"
icon = 'decals.dmi'
icon_state = "space"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/deathsposal
desc = "A warning sign which reads 'DISPOSAL LEADS TO SPACE'"
name = "DISPOSAL LEADS TO SPACE"
icon = 'decals.dmi'
icon_state = "deathsposal"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/pods
desc = "A warning sign which reads 'ESCAPE PODS'"
name = "ESCAPE PODS"
icon = 'decals.dmi'
icon_state = "pods"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/fire
desc = "A warning sign which reads 'DANGER: FIRE'"
name = "DANGER: FIRE"
icon = 'decals.dmi'
icon_state = "fire"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/nosmoking_1
desc = "A warning sign which reads 'NO SMOKING'"
name = "NO SMOKING"
icon = 'decals.dmi'
icon_state = "nosmoking"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/nosmoking_2
desc = "A warning sign which reads 'NO SMOKING'"
name = "NO SMOKING"
icon = 'decals.dmi'
icon_state = "nosmoking2"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/redcross
desc = "The Intergalactic symbol of Medical institutions. You'll probably get help here.'"
name = "Med-Bay"
icon = 'decals.dmi'
icon_state = "redcross"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/goldenplaque
desc = "To be Robust is not an action or a way of life, but a mental state. Only those with the force of Will strong enough to act during a crisis, saving friend from foe, are truly Robust. Stay Robust my friends."
name = "The Most Robust Men Award for Robustness"
icon = 'decals.dmi'
icon_state = "goldenplaque"
anchored = 1.0
opacity = 0
density = 0
/*/obj/item/weapon/plaque_assembly //commenting this out until there's a better rework
desc = "Put this on a wall and engrave an epitaph"
name = "Plaque Assembly"
icon = 'decals.dmi'
icon_state = "goldenplaque"
/obj/item/weapon/plaque_assembly/afterattack(atom/A as mob|obj|turf|area, mob/user as mob)
if(istype(A,/turf/simulated/wall) || istype(A,/turf/simulated/shuttle/wall) || istype(A,/turf/unsimulated/wall))
var/epitaph = input("What would you like to engrave", null)
if(epitaph)
var/obj/effect/sign/goldenplaque/gp = new/obj/effect/sign/goldenplaque(A)
gp.name = epitaph
gp.layer = 2.9
del(src)*/
/obj/effect/sign/maltesefalcon1 //The sign is 64x32, so it needs two tiles. ;3
desc = "The Maltese Falcon, Space Bar and Grill."
name = "The Maltese Falcon"
icon = 'decals.dmi'
icon_state = "maltesefalcon1"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/maltesefalcon2
desc = "The Maltese Falcon, Space Bar and Grill."
name = "The Maltese Falcon"
icon = 'decals.dmi'
icon_state = "maltesefalcon2"
anchored = 1.0
opacity = 0
density = 0
/obj/hud
name = "hud"
unacidable = 1
var/mob/mymob = null
var/list/adding = null
var/list/other = null
var/list/intents = null
var/list/mov_int = null
var/list/mon_blo = null
var/list/m_ints = null
var/obj/screen/druggy = null
var/vimpaired = null
var/obj/screen/alien_view = null
var/obj/screen/g_dither = null
var/obj/screen/blurry = null
var/list/darkMask = null
var/h_type = /obj/screen //this is like...the most pointless thing ever. Use a god damn define!
/obj/item
name = "item"
icon = 'items.dmi'
var/icon/blood_overlay = null //this saves our blood splatter overlay, which will be processed not to go over the edges of the sprite
var/abstract = 0
var/force = 0
var/item_state = null
var/damtype = "brute"
var/r_speed = 1.0
var/health = null
var/burn_point = null
var/burning = null
var/hitsound = null
var/w_class = 3.0
var/protective_temperature = 0 // Placing this here to avoid runtime errors, due to tiny items being allowed on ears and being queried for this variable
flags = FPRINT | TABLEPASS
pass_flags = PASSTABLE
pressure_resistance = 50
// causeerrorheresoifixthis
var/obj/item/master = null
/obj/item/device
icon = 'device.dmi'
/obj/item/device/infra_sensor
name = "Infrared Sensor"
desc = "Scans for infrared beams in the vicinity."
icon_state = "infra_sensor"
var/passive = 1.0
flags = FPRINT | TABLEPASS| CONDUCT
item_state = "electronic"
m_amt = 150
origin_tech = "magnets=2"
/obj/item/device/multitool
name = "multitool"
desc = "Used for pulsing wires to test which to cut."
icon_state = "multitool"
flags = FPRINT | TABLEPASS| CONDUCT
force = 5.0
w_class = 2.0
throwforce = 5.0
throw_range = 15
throw_speed = 3
m_amt = 50
g_amt = 20
origin_tech = "magnets=1;engineering=1"
var/obj/machinery/telecomms/buffer // simple machine buffer for device linkage
/obj/item/device/hacktool
name = "hacktool"
icon_state = "hacktool"
flags = FPRINT | TABLEPASS | CONDUCT
var/in_use = 0
force = 5.0
w_class = 2.0
throwforce = 5.0
throw_range = 15
throw_speed = 3
desc = "An item of dubious origins, with wires and antennas protruding out of it."
m_amt = 60
g_amt = 20
/obj/item/device/hacktool/engineer
name = "door debugger"
desc = "An item of immense complexion, it appears to work by magic."
icon_state = "hacktool-g"
/obj/item/blueprints
name = "station blueprints"
desc = "Blueprints of the station. There's stamp \"Classified\" and several coffee stains on it."
icon = 'items.dmi'
icon_state = "blueprints"
/obj/item/apc_frame
name = "APC frame"
desc = "Used for repairing or building APCs"
icon = 'apc_repair.dmi'
icon_state = "apc_frame"
flags = FPRINT | TABLEPASS| CONDUCT
/obj/effect/landmark
name = "landmark"
icon = 'screen1.dmi'
icon_state = "x2"
anchored = 1.0
unacidable = 1
/obj/effect/landmark/alterations
name = "alterations"
/obj/effect/laser
name = "laser"
desc = "IT BURNS!!!"
icon = 'projectiles.dmi'
var/damage = 0.0
var/range = 10.0
/obj/structure/lattice
desc = "A lightweight support lattice."
name = "lattice"
icon = 'structures.dmi'
icon_state = "latticefull"
density = 0
anchored = 1.0
layer = 2.3 //under pipes
// flags = 64.0
/obj/structure/lattice/New()
..()
if(!(istype(src.loc, /turf/space)))
del(src)
for(var/obj/structure/lattice/LAT in src.loc)
if(LAT != src)
del(LAT)
icon = 'smoothlattice.dmi'
icon_state = "latticeblank"
updateOverlays()
for (var/dir in cardinal)
var/obj/structure/lattice/L
if(locate(/obj/structure/lattice, get_step(src, dir)))
L = locate(/obj/structure/lattice, get_step(src, dir))
L.updateOverlays()
/obj/structure/lattice/Del()
for (var/dir in cardinal)
var/obj/structure/lattice/L
if(locate(/obj/structure/lattice, get_step(src, dir)))
L = locate(/obj/structure/lattice, get_step(src, dir))
L.updateOverlays(src.loc)
..()
/obj/structure/lattice/proc/updateOverlays()
//if(!(istype(src.loc, /turf/space)))
// del(src)
spawn(1)
overlays = list()
var/dir_sum = 0
for (var/direction in cardinal)
if(locate(/obj/structure/lattice, get_step(src, direction)))
dir_sum += direction
else
if(!(istype(get_step(src, direction), /turf/space)))
dir_sum += direction
icon_state = "lattice[dir_sum]"
return
/*
overlays += icon(icon,"lattice-middlebar") //the nw-se bar in the cneter
for (var/dir in cardinal)
if(locate(/obj/structure/lattice, get_step(src, dir)))
src.overlays += icon(icon,"lattice-[dir2text(dir)]")
else
src.overlays += icon(icon,"lattice-nc-[dir2text(dir)]") //t for turf
if(!(istype(get_step(src, dir), /turf/space)))
src.overlays += icon(icon,"lattice-t-[dir2text(dir)]") //t for turf
//if ( !( (locate(/obj/structure/lattice, get_step(src, SOUTH))) || (locate(/obj/structure/lattice, get_step(src, EAST))) ))
// src.overlays += icon(icon,"lattice-c-se")
if ( !( (locate(/obj/structure/lattice, get_step(src, NORTH))) || (locate(/obj/structure/lattice, get_step(src, WEST))) ))
src.overlays += icon(icon,"lattice-c-nw")
if ( !( (locate(/obj/structure/lattice, get_step(src, NORTH))) || (locate(/obj/structure/lattice, get_step(src, EAST))) ))
src.overlays += icon(icon,"lattice-c-ne")
if ( !( (locate(/obj/structure/lattice, get_step(src, SOUTH))) || (locate(/obj/structure/lattice, get_step(src, WEST))) ))
src.overlays += icon(icon,"lattice-c-sw")
if(!(overlays))
icon_state = "latticefull"
*/
/obj/effect/list_container
name = "list container"
/obj/effect/list_container/mobl
name = "mobl"
var/master = null
var/list/container = list( )
/obj/structure/m_tray
name = "morgue tray"
desc = "Apply corpse before closing."
icon = 'stationobjs.dmi'
icon_state = "morguet"
density = 1
layer = 2.0
var/obj/structure/morgue/connected = null
anchored = 1.0
/obj/structure/c_tray
name = "crematorium tray"
desc = "Apply body before burning."
icon = 'stationobjs.dmi'
icon_state = "cremat"
density = 1
layer = 2.0
var/obj/structure/crematorium/connected = null
anchored = 1.0
/obj/structure/cable
level = 1
anchored =1
var/netnum = 0
name = "power cable"
desc = "A flexible superconducting cable for heavy-duty power transfer."
icon = 'power_cond_red.dmi'
icon_state = "0-1"
var/d1 = 0
var/d2 = 1
layer = 2.44 //Just below unary stuff, which is at 2.45 and above pipes, which are at 2.4
var/color="red"
var/obj/structure/powerswitch/power_switch
/obj/structure/cable/yellow
color="yellow"
icon = 'power_cond_yellow.dmi'
/obj/structure/cable/green
color="green"
icon = 'power_cond_green.dmi'
/obj/structure/cable/blue
color="blue"
icon = 'power_cond_blue.dmi'
/obj/structure/cable/pink
color="pink"
icon = 'power_cond_pink.dmi'
/obj/effect/manifest
name = "manifest"
icon = 'screen1.dmi'
icon_state = "x"
unacidable = 1//Just to be sure.
/obj/structure/morgue
name = "morgue"
desc = "Used to keep bodies in until someone fetches them."
icon = 'stationobjs.dmi'
icon_state = "morgue1"
density = 1
var/obj/structure/m_tray/connected = null
anchored = 1.0
/obj/structure/crematorium
name = "crematorium"
desc = "An incinerator."
icon = 'stationobjs.dmi'
icon_state = "crema1"
density = 1
var/obj/structure/c_tray/connected = null
anchored = 1.0
var/cremating = 0
var/id = 1
var/locked = 0
/obj/effect/mine
name = "Mine"
desc = "I'd better stay away from that thing."
density = 1
anchored = 1
layer = 3
icon = 'weapons.dmi'
icon_state = "uglymine"
var/triggerproc = "explode" //name of the proc thats called when the mine is triggered
var/triggered = 0
/obj/effect/mine/dnascramble
name = "Radiation Mine"
icon_state = "uglymine"
triggerproc = "triggerrad"
/obj/effect/mine/plasma
name = "Plasma Mine"
icon_state = "uglymine"
triggerproc = "triggerplasma"
/obj/effect/mine/kick
name = "Kick Mine"
icon_state = "uglymine"
triggerproc = "triggerkick"
/obj/effect/mine/n2o
name = "N2O Mine"
icon_state = "uglymine"
triggerproc = "triggern2o"
/obj/effect/mine/stun
name = "Stun Mine"
icon_state = "uglymine"
triggerproc = "triggerstun"
/obj/effect/overlay
name = "overlay"
unacidable = 1
var/i_attached//Added for possible image attachments to objects. For hallucinations and the like.
/obj/effect/overlay/beam//Not actually a projectile, just an effect.
name="beam"
icon='beam.dmi'
icon_state="b_beam"
var/tmp/atom/BeamSource
New()
..()
spawn(10) del src
/obj/effect/portal
name = "portal"
desc = "Looks unstable."
icon = 'stationobjs.dmi'
icon_state = "portal"
density = 1
unacidable = 1//Can't destroy energy portals.
var/failchance = 5
var/obj/item/target = null
var/creator = null
anchored = 1.0
/obj/effect/projection
name = "Projection"
desc = "This looks like a projection of something."
anchored = 1.0
/obj/structure/rack
name = "rack"
desc = "Different from the Middle Ages version."
icon = 'objects.dmi'
icon_state = "rack"
density = 1
flags = FPRINT
anchored = 1.0
/obj/effect/shut_controller
name = "shut controller"
var/moving = null
var/list/parts = list( )
/obj/effect/landmark/start
name = "start"
icon = 'screen1.dmi'
icon_state = "x"
anchored = 1.0
/obj/structure/stool
name = "stool"
desc = "Apply butt."
icon = 'objects.dmi'
icon_state = "stool"
flags = FPRINT
pressure_resistance = 3*ONE_ATMOSPHERE
/obj/structure/stool/bed
name = "bed"
desc = "This is used to lie in, sleep in or strap on."
icon_state = "bed"
var/mob/living/buckled_mob
anchored = 1.0
/obj/structure/stool/bed/alien
name = "Resting contraption"
desc = "This looks similar to contraptions from earth. Could aliens be stealing our technology?"
icon_state = "abed"
/obj/structure/stool/bed/chair //YES, chairs are a type of bed, which are a type of stool. This works, believe me. -Pete
name = "chair"
desc = "You sit in this. Either by will or force."
icon_state = "chair"
anchored = 0
/obj/structure/stool/bed/chair/comfy
name = "comfy chair"
desc = "It looks comfy."
/obj/structure/stool/bed/chair/comfy/brown
icon_state = "comfychair_brown"
/obj/structure/stool/bed/chair/comfy/beige
icon_state = "comfychair_beige"
/obj/structure/stool/bed/chair/comfy/teal
icon_state = "comfychair_teal"
/obj/structure/stool/bed/chair/comfy/black
icon_state = "comfychair_black"
/obj/structure/stool/bed/chair/comfy/lime
icon_state = "comfychair_lime"
/obj/structure/stool/bed/chair/office/light
icon_state = "officechair_white"
/obj/structure/stool/bed/chair/office/dark
icon_state = "officechair_dark"
/obj/structure/table
name = "table"
desc = "A square piece of metal standing on four metal legs. It can not move."
icon = 'structures.dmi'
icon_state = "table"
density = 1
anchored = 1.0
layer = 2.8
New()
..()
for(var/obj/structure/table/T in src.loc)
if(T != src)
del(T)
update_icon()
for(var/direction in list(1,2,4,8,5,6,9,10))
if(locate(/obj/structure/table,get_step(src,direction)))
var/obj/structure/table/T = locate(/obj/structure/table,get_step(src,direction))
T.update_icon()
Del()
for(var/direction in list(1,2,4,8,5,6,9,10))
if(locate(/obj/structure/table,get_step(src,direction)))
var/obj/structure/table/T = locate(/obj/structure/table,get_step(src,direction))
T.update_icon()
..()
update_icon()
spawn(2) //So it properly updates when deleting
var/dir_sum = 0
for(var/direction in list(1,2,4,8,5,6,9,10))
var/skip_sum = 0
for(var/obj/structure/window/W in src.loc)
if(W.dir == direction) //So smooth tables don't go smooth through windows
skip_sum = 1
continue
var/inv_direction //inverse direction
switch(direction)
if(1)
inv_direction = 2
if(2)
inv_direction = 1
if(4)
inv_direction = 8
if(8)
inv_direction = 4
if(5)
inv_direction = 10
if(6)
inv_direction = 9
if(9)
inv_direction = 6
if(10)
inv_direction = 5
for(var/obj/structure/window/W in get_step(src,direction))
if(W.dir == inv_direction) //So smooth tables don't go smooth through windows when the window is on the other table's tile
skip_sum = 1
continue
if(!skip_sum) //means there is a window between the two tiles in this direction
if(locate(/obj/structure/table,get_step(src,direction)))
if(direction <5)
dir_sum += direction
else
if(direction == 5) //This permits the use of all table directions. (Set up so clockwise around the central table is a higher value, from north)
dir_sum += 16
if(direction == 6)
dir_sum += 32
if(direction == 8) //Aherp and Aderp. Jezes I am stupid. -- SkyMarshal
dir_sum += 8
if(direction == 10)
dir_sum += 64
if(direction == 9)
dir_sum += 128
//dir_sum%16:
// 1,2,4,8 = endtable
// 3,12 = streight 1 tile thick table
// 5,6,9,10 = corner, if it finds a table in get_step(src,dir_sum) then it's a full corner table, else it's a 1 tile chick corner table
// 7,11,13,14 = three way intersection = full side table piece (north ,south, east or west)
// 15 = four way intersection = center (aka middle) table piece
//
//table_type:
// 0 = stand-alone table
// 1 = end table (1 tile thick, 1 connection)
// 2 = 1 tile thick table (1 tile thick, 2 connections)
// 3 = full table (full, 3 connections)
// 4 = middle table (full, 4 connections)
var/table_type = 0 //stand_alone table
if(dir_sum%16 in cardinal)
table_type = 1 //endtable
dir_sum %= 16
if(dir_sum%16 in list(3,12))
table_type = 2 //1 tile thick, streight table
if(dir_sum%16 == 3) //3 doesn't exist as a dir
dir_sum = 2
if(dir_sum%16 == 12) //12 doesn't exist as a dir.
dir_sum = 4
if(dir_sum%16 in list(5,6,9,10))
if(locate(/obj/structure/table,get_step(src.loc,dir_sum%16)))
table_type = 3 //full table (not the 1 tile thick one, but one of the 'tabledir' tables)
else
table_type = 2 //1 tile thick, corner table (treated the same as streight tables in code later on)
dir_sum %= 16
if(dir_sum%16 in list(13,14,7,11)) //Three-way intersection
table_type = 5 //full table as three-way intersections are not sprited, would require 64 sprites to handle all combinations. TOO BAD -- SkyMarshal
switch(dir_sum%16) //Begin computation of the special type tables. --SkyMarshal
if(7)
if(dir_sum == 23)
table_type = 6
dir_sum = 8
else if(dir_sum == 39)
dir_sum = 4
table_type = 6
else if(dir_sum == 55 || dir_sum == 119 || dir_sum == 247 || dir_sum == 183)
dir_sum = 4
table_type = 3
else
dir_sum = 4
if(11)
if(dir_sum == 75)
dir_sum = 5
table_type = 6
else if(dir_sum == 139)
dir_sum = 9
table_type = 6
else if(dir_sum == 203 || dir_sum == 219 || dir_sum == 251 || dir_sum == 235)
dir_sum = 8
table_type = 3
else
dir_sum = 8
if(13)
if(dir_sum == 29)
dir_sum = 10
table_type = 6
else if(dir_sum == 141)
dir_sum = 6
table_type = 6
else if(dir_sum == 189 || dir_sum == 221 || dir_sum == 253 || dir_sum == 157)
dir_sum = 1
table_type = 3
else
dir_sum = 1
if(14)
if(dir_sum == 46)
dir_sum = 1
table_type = 6
else if(dir_sum == 78)
dir_sum = 2
table_type = 6
else if(dir_sum == 110 || dir_sum == 254 || dir_sum == 238 || dir_sum == 126)
dir_sum = 2
table_type = 3
else
dir_sum = 2 //These translate the dir_sum to the correct dirs from the 'tabledir' icon_state.
if(dir_sum%16 == 15)
table_type = 4 //4-way intersection, the 'middle' table sprites will be used.
if(istype(src,/obj/structure/table/reinforced))
switch(table_type)
if(0)
icon_state = "reinf_table"
if(1)
icon_state = "reinf_1tileendtable"
if(2)
icon_state = "reinf_1tilethick"
if(3)
icon_state = "reinf_tabledir"
if(4)
icon_state = "reinf_middle"
if(5)
icon_state = "reinf_tabledir2"
if(6)
icon_state = "reinf_tabledir3"
else if(istype(src,/obj/structure/table/woodentable))
switch(table_type)
if(0)
icon_state = "wood_table"
if(1)
icon_state = "wood_1tileendtable"
if(2)
icon_state = "wood_1tilethick"
if(3)
icon_state = "wood_tabledir"
if(4)
icon_state = "wood_middle"
if(5)
icon_state = "wood_tabledir2"
if(6)
icon_state = "wood_tabledir3"
else
switch(table_type)
if(0)
icon_state = "table"
if(1)
icon_state = "table_1tileendtable"
if(2)
icon_state = "table_1tilethick"
if(3)
icon_state = "tabledir"
if(4)
icon_state = "table_middle"
if(5)
icon_state = "tabledir2"
if(6)
icon_state = "tabledir3"
if (dir_sum in list(1,2,4,8,5,6,9,10))
dir = dir_sum
else
dir = 2
/obj/structure/table/reinforced
name = "reinforced table"
desc = "A version of the four legged table. It is stronger."
icon_state = "reinf_table"
var/status = 2
/obj/structure/table/woodentable
name = "wooden table"
desc = "Do not apply fire to this. Rumour says it burns easily."
icon_state = "wood_table"
/obj/structure/mopbucket
desc = "Fill it with water, but don't forget a mop!"
name = "mop bucket"
icon = 'janitor.dmi'
icon_state = "mopbucket"
density = 1
flags = FPRINT
pressure_resistance = ONE_ATMOSPHERE
flags = FPRINT | TABLEPASS | OPENCONTAINER
var/amount_per_transfer_from_this = 5 //shit I dunno, adding this so syringes stop runtime erroring. --NeoFite
/obj/structure/kitchenspike
name = "a meat spike"
icon = 'kitchen.dmi'
icon_state = "spike"
desc = "A spike for collecting meat from animals"
density = 1
anchored = 1
var/meat = 0
var/occupied = 0
var/meattype = 0 // 0 - Nothing, 1 - Monkey, 2 - Xeno
/obj/structure/displaycase
name = "Display Case"
icon = 'stationobjs.dmi'
icon_state = "glassbox1"
desc = "A display case for prized possessions. It taunts you to kick it."
density = 1
anchored = 1
unacidable = 1//Dissolving the case would also delete the gun.
var/health = 30
var/occupied = 1
var/destroyed = 0
/obj/effect/showcase
name = "Showcase"
icon = 'stationobjs.dmi'
icon_state = "showcase_1"
desc = "A stand with the empty body of a cyborg bolted to it."
density = 1
anchored = 1
unacidable = 1//temporary until I decide whether the borg can be removed. -veyveyr
//BEGIN BRAINS=====================================================
/obj/item/brain
name = "brain"
desc = "A piece of complex biomass found in a persons head."
icon = 'surgery.dmi'
icon_state = "brain2"
flags = TABLEPASS
force = 1.0
w_class = 1.0
throwforce = 1.0
throw_speed = 3
throw_range = 5
origin_tech = "biotech=3"
var
mob/living/carbon/brain/brainmob = null
New()
..()
//Shifting the brain "mob" over to the brain object so it's easier to keep track of. --NEO
//WASSSSSUUUPPPP /N
spawn(5)
if(brainmob && brainmob.client)
brainmob.client.screen.len = null //clear the hud
proc
transfer_identity(var/mob/living/carbon/human/H)
name = "[H]'s brain"
brainmob = new(src)
brainmob.name = H.real_name
brainmob.real_name = H.real_name
brainmob.dna = H.dna
brainmob.timeofhostdeath = H.timeofdeath
if(H.mind)
H.mind.transfer_to(brainmob)
brainmob << "\blue You might feel slightly disoriented. That's normal when your brain gets cut out."
return
//END BRAINS=====================================================
// Basically this Metroid Core catalyzes reactions that normally wouldn't happen anywhere
/obj/item/metroid_core
name = "metroid core"
desc = "A very slimy and tender part of a Metroid. They also legend to have \"magical powers\"."
icon = 'surgery.dmi'
icon_state = "metroid core"
flags = TABLEPASS
force = 1.0
w_class = 1.0
throwforce = 1.0
throw_speed = 3
throw_range = 6
origin_tech = "biotech=4"
var/POWERFLAG = 0 // sshhhhhhh
var/Flush = 30
var/Uses = 5 // uses before it goes inert
New()
..()
var/datum/reagents/R = new/datum/reagents(100)
reagents = R
R.my_atom = src
POWERFLAG = rand(1,10)
Uses = rand(7, 25)
//flags |= NOREACT
spawn()
Life()
proc/Life()
while(src)
sleep(25)
Flush--
if(Flush <= 0)
reagents.clear_reagents()
Flush = 30
/obj/structure/noticeboard
name = "Notice Board"
icon = 'stationobjs.dmi'
icon_state = "nboard00"
flags = FPRINT
desc = "A board for pinning important notices upon."
density = 0
anchored = 1
var/notices = 0
/obj/effect/deskclutter
name = "desk clutter"
icon = 'items.dmi'
icon_state = "deskclutter"
desc = "Some clutter the desk has accumulated over the years..."
anchored = 1
/obj/item/mouse_drag_pointer = MOUSE_ACTIVE_POINTER
// TODO: robust mixology system! (and merge with beakers, maybe)
/obj/item/weapon/glass
name = "empty glass"
desc = "Emptysville."
icon = 'kitchen.dmi'
icon_state = "glass_empty"
item_state = "beaker"
flags = FPRINT | TABLEPASS | OPENCONTAINER
var/datum/substance/inside = null
throwforce = 5
g_amt = 100
New()
..()
src.pixel_x = rand(-5, 5)
src.pixel_y = rand(-5, 5)
/*
/obj/item/weapon/storage/glassbox
name = "Glassware Box"
icon_state = "beakerbox"
item_state = "syringe_kit"
New()
..()
new /obj/item/weapon/glass( src )
new /obj/item/weapon/glass( src )
new /obj/item/weapon/glass( src )
new /obj/item/weapon/glass( src )
new /obj/item/weapon/glass( src )
new /obj/item/weapon/glass( src )
new /obj/item/weapon/glass( src )
*/
/obj/structure/falsewall
name = "wall"
desc = "A huge chunk of metal used to seperate rooms."
icon = 'walls.dmi'
icon_state = ""
density = 1
opacity = 1
anchored = 1
/obj/structure/falserwall
name = "r wall"
desc = "A huge chunk of reinforced metal used to seperate rooms."
icon = 'walls.dmi'
icon_state = "r_wall"
density = 1
opacity = 1
anchored = 1
/obj/item/stack
var/singular_name
var/amount = 1.0
var/max_amount //also see stack recipes initialisation, param "max_res_amount" must be equal to this max_amount
/obj/item/stack/rods
name = "metal rods"
desc = "Some rods. Can be used for building."
singular_name = "metal rod"
icon_state = "rods"
flags = FPRINT | TABLEPASS| CONDUCT
w_class = 3.0
force = 9.0
throwforce = 15.0
throw_speed = 5
throw_range = 20
m_amt = 1875
max_amount = 60
/obj/item/stack/sheet
name = "sheet"
// var/const/length = 2.5 //2.5*1.5*0.01*100000 == 3750 == m_amt
// var/const/width = 1.5
// var/const/height = 0.01
flags = FPRINT | TABLEPASS
w_class = 3.0
force = 5
throwforce = 5
max_amount = 50
throw_speed = 3
throw_range = 3
var/perunit = 3750
/obj/item/stack/sheet/wood
name = "Wood Planks"
desc = "One can only guess that this is a bunch of wood."
singular_name = "wood plank"
icon_state = "sheet-wood"
origin_tech = "materials=1;biotech=1"
/obj/item/stack/sheet/sandstone
name = "Sandstone Bricks"
desc = "This appears to be a combination of both sand and stone."
singular_name = "sandstone brick"
icon_state = "sheet-sandstone"
throw_speed = 4
throw_range = 5
origin_tech = "materials=1"
/obj/item/stack/sheet/glass
name = "glass"
desc = "That is a lot of glass."
singular_name = "glass sheet"
icon_state = "sheet-glass"
g_amt = 3750
origin_tech = "materials=1"
/obj/item/stack/sheet/rglass
name = "reinforced glass"
desc = "Glass which seems to have rods or something stuck in them."
singular_name = "reinforced glass sheet"
icon_state = "sheet-rglass"
g_amt = 3750
m_amt = 1875
origin_tech = "materials=2"
/obj/item/stack/sheet/rglass/cyborg
name = "reinforced glass"
desc = "Glass which seems to have rods or something stuck in them."
singular_name = "reinforced glass sheet"
icon_state = "sheet-rglass"
g_amt = 0
m_amt = 0
/obj/item/stack/sheet/metal
name = "metal"
desc = "Sheets made out off metal. It has been dubbed Metal Sheets."
singular_name = "metal sheet"
icon_state = "sheet-metal"
m_amt = 3750
throwforce = 14.0
flags = FPRINT | TABLEPASS | CONDUCT
origin_tech = "materials=1"
/obj/item/stack/sheet/metal/cyborg
name = "metal"
desc = "Sheets made out off metal. It has been dubbed Metal Sheets."
singular_name = "metal sheet"
icon_state = "sheet-metal"
m_amt = 0
throwforce = 14.0
flags = FPRINT | TABLEPASS | CONDUCT
/obj/item/stack/sheet/plasteel
name = "plasteel"
singular_name = "plasteel sheet"
desc = "This sheet is an alloy of iron and plasma."
icon_state = "sheet-plasteel"
item_state = "sheet-metal"
m_amt = 7500
throwforce = 15.0
flags = FPRINT | TABLEPASS | CONDUCT
origin_tech = "materials=2"
/obj/item/stack/tile/plasteel
name = "floor tiles"
singular_name = "floor tile"
desc = "Those could work as a pretty decent throwing weapon"
icon_state = "tile"
w_class = 3.0
force = 6.0
m_amt = 937.5
throwforce = 15.0
throw_speed = 5
throw_range = 20
flags = FPRINT | TABLEPASS | CONDUCT
max_amount = 60
/obj/item/stack/tile/grass
name = "grass tiles"
singular_name = "grass floor tile"
desc = "A patch of grass like they often use on golf courses"
icon_state = "tile_grass"
w_class = 3.0
force = 1.0
throwforce = 1.0
throw_speed = 5
throw_range = 20
flags = FPRINT | TABLEPASS | CONDUCT
max_amount = 60
origin_tech = "biotech=1"
/obj/item/stack/light_w
name = "wired glass tiles"
singular_name = "wired glass floor tile"
desc = "A glass tile, which is wired, somehow."
icon_state = "glass_wire"
w_class = 3.0
force = 3.0
throwforce = 5.0
throw_speed = 5
throw_range = 20
flags = FPRINT | TABLEPASS | CONDUCT
max_amount = 60
attackby(var/obj/item/O as obj, var/mob/user as mob)
..()
if(istype(O,/obj/item/weapon/wirecutters))
var/obj/item/weapon/cable_coil/CC = new/obj/item/weapon/cable_coil(user.loc)
CC.amount = 5
amount--
new/obj/item/stack/sheet/glass(user.loc)
if(amount <= 0)
user.u_equip(src)
del(src)
if(istype(O,/obj/item/stack/sheet/metal))
var/obj/item/stack/sheet/metal/M = O
M.amount--
if(M.amount <= 0)
user.u_equip(M)
del(M)
amount--
new/obj/item/stack/tile/light(user.loc)
if(amount <= 0)
user.u_equip(src)
del(src)
/obj/item/stack/tile/light
name = "light tiles"
singular_name = "light floor tile"
desc = "A floor tile, made out off glass. It produces light."
icon_state = "tile_e"
w_class = 3.0
force = 3.0
throwforce = 5.0
throw_speed = 5
throw_range = 20
flags = FPRINT | TABLEPASS | CONDUCT
max_amount = 60
var/on = 1
var/state //0 = fine, 1 = flickering, 2 = breaking, 3 = broken
New()
..()
if(prob(5))
state = 3 //broken
else if(prob(5))
state = 2 //breaking
else if(prob(10))
state = 1 //flickering occasionally
else
state = 0 //fine
attackby(var/obj/item/O as obj, var/mob/user as mob)
..()
if(istype(O,/obj/item/weapon/crowbar))
new/obj/item/stack/sheet/metal(user.loc)
amount--
new/obj/item/stack/light_w(user.loc)
if(amount <= 0)
user.u_equip(src)
del(src)
/obj/item/stack/sheet/cardboard //BubbleWrap
name = "cardboard"
desc = "Large sheets of card, like boxes folded flat."
singular_name = "cardboard sheet"
icon_state = "sheet-card"
flags = FPRINT | TABLEPASS
origin_tech = "materials=1"
/obj/item/weapon/beach_ball
icon = 'beach.dmi'
icon_state = "ball"
name = "beach ball"
item_state = "beachball"
density = 0
anchored = 0
w_class = 1.0
force = 0.0
throwforce = 0.0
throw_speed = 1
throw_range = 20
flags = FPRINT | USEDELAY | TABLEPASS | CONDUCT
afterattack(atom/target as mob|obj|turf|area, mob/user as mob)
user.drop_item()
src.throw_at(target, throw_range, throw_speed)
/obj/effect/stop
var/victim = null
icon_state = "empty"
name = "Geas"
desc = "You can't resist."
// name = ""
/obj/debug/debugger
name = "Quantum Debugger"
desc = "A quantum debugger used by Centcomm Reality Engineers to help monitor transiant variables."
icon = 'stationobjs.dmi'
icon_state = "blackbox"
var/list/list1 = list()
var/list/list2 = list()
var/list/list3 = list()
var/list/list4 = list()
var/list/list5 = list()
var/list/list6 = list()
var/var1 = null
var/var2 = null
var/var3 = null
var/var4 = null
var/var5 = null
/obj/item/rubberduck
name = "rubber duck"
desc = "A rubber duck. Quack."
icon = 'objects.dmi'
icon_state = "rduck"
item_state = "rduck"
flags = FPRINT
w_class = 1.0