/* CONTAINS: BEDSHEETS LINEN BINS */ /obj/item/weapon/bedsheet plane = ABOVE_OBJ_PLANE layer = BLANKIES_LAYER name = "bedsheet" desc = "A surprisingly soft linen bedsheet." icon = 'icons/obj/items.dmi' icon_state = "sheetwhite" item_state = "bedsheet" slot_flags = SLOT_BACK clothing_flags = COLORS_OVERLAY throwforce = 1 throw_speed = 1 throw_range = 2 w_class = W_CLASS_TINY _color = "white" restraint_resist_time = 20 SECONDS toolsounds = list("rustle") species_fit = list(VOX_SHAPED) autoignition_temperature = AUTOIGNITION_FABRIC w_type = RECYK_FABRIC starting_materials = list(MAT_FABRIC = 1250) //cutting the bedsheet into rags and other things /obj/item/weapon/bedsheet/attackby(var/obj/item/I, var/mob/user) if (istype(I, /obj/item/knitting_needles)) playsound(get_turf(src), 'sound/machines/dial_reset.ogg', 50, 1) to_chat(user, "You begin altering the patterns of the bedsheet.") if (do_after(user, get_turf(src), 3 SECONDS) && loc) var/result = plaid_convert() switch (result) if (PLAIDPATTERN_INCOMPATIBLE) to_chat(user, "Try as you might, this bedsheet cannot be altered into having a plaid pattern.") if (PLAIDPATTERN_TO_PLAID) to_chat(user, "You add a plaid pattern to the bedsheet.") if (PLAIDPATTERN_TO_NOT_PLAID) to_chat(user, "You remove the bedsheet's plaid pattern.") return var/cut_time=0 if(I.is_sharp()) cut_time = 60 / I.sharpness if(cut_time) to_chat(user, "You begin cutting up \the [src].") if(do_after(user, src, cut_time)) if(!src) return if(user.zone_sel.selecting == TARGET_EYES) to_chat(user, "You finish cutting eye holes into \the [src].") user.put_in_hands(new /obj/item/clothing/suit/bedsheet_ghost(loc)) else to_chat(user, "You finish cutting \the [src] into rags.") var/turf/location = get_turf(src) for(var/x=0; x<=8; x++) var/obj/item/weapon/reagent_containers/glass/rag/S = new/obj/item/weapon/reagent_containers/glass/rag/(location) S.pixel_x = rand(-5, 5) * PIXEL_MULTIPLIER S.pixel_y = rand(-5, 5) * PIXEL_MULTIPLIER qdel(src) //todo: hold one if possible? //todo: coloring and molotov coloring? //todo: finger prints? //todo: more cutting tools? //todo: sharp thing code/game/objects/objs.dm /obj/item/weapon/bedsheet/linen //crafted from cloth. icon_state = "sheetdyeable" color = COLOR_LINEN _color = "linen" /obj/item/weapon/bedsheet/linen/New() ..() var/image/I = image(icon, src, "sheetdyeable-overlay") I.appearance_flags = RESET_COLOR overlays += I /obj/item/weapon/bedsheet/plaid icon_state = "plaidsheetwhite" _color = "plaidwhite" /obj/item/weapon/bedsheet/blue icon_state = "sheetblue" _color = "blue" /obj/item/weapon/bedsheet/blue/plaid icon_state = "plaidsheetblue" _color = "plaidblue" /obj/item/weapon/bedsheet/green icon_state = "sheetgreen" _color = "green" /obj/item/weapon/bedsheet/green/plaid icon_state = "plaidsheetgreen" _color = "plaidgreen" /obj/item/weapon/bedsheet/orange icon_state = "sheetorange" _color = "orange" /obj/item/weapon/bedsheet/orange/plaid icon_state = "plaidsheetorange" _color = "plaidorange" /obj/item/weapon/bedsheet/purple icon_state = "sheetpurple" _color = "purple" /obj/item/weapon/bedsheet/purple/plaid icon_state = "plaidsheetpurple" _color = "plaidpurple" /obj/item/weapon/bedsheet/rainbow icon_state = "sheetrainbow" _color = "rainbow" /obj/item/weapon/bedsheet/red icon_state = "sheetred" _color = "red" /obj/item/weapon/bedsheet/red/plaid icon_state = "plaidsheetred" _color = "plaidred" /obj/item/weapon/bedsheet/red/redcoat _color = "redcoat" //for denied stamp /obj/item/weapon/bedsheet/yellow icon_state = "sheetyellow" _color = "yellow" /obj/item/weapon/bedsheet/yellow/plaid icon_state = "plaidsheetyellow" _color = "plaidyellow" /obj/item/weapon/bedsheet/mime icon_state = "sheetmime" _color = "mime" /obj/item/weapon/bedsheet/clown icon_state = "sheetclown" _color = "clown" /obj/item/weapon/bedsheet/black icon_state = "sheetblack" _color = "black" /obj/item/weapon/bedsheet/captain icon_state = "sheetcaptain" _color = "captain" /obj/item/weapon/bedsheet/rd icon_state = "sheetrd" _color = "director" /obj/item/weapon/bedsheet/medical icon_state = "sheetmedical" _color = "medical" /obj/item/weapon/bedsheet/hos icon_state = "sheethos" _color = "hosred" /obj/item/weapon/bedsheet/hop icon_state = "sheethop" _color = "hop" /obj/item/weapon/bedsheet/ce icon_state = "sheetce" _color = "chief" /obj/item/weapon/bedsheet/brown icon_state = "sheetbrown" _color = "brown" /obj/item/weapon/bedsheet/brown/cargo _color = "cargo" //exists for washing machines, is not different from brown bedsheet in any way /obj/item/weapon/bedsheet/dye_act(var/obj/structure/reagent_dispensers/cauldron/cauldron, var/mob/user) to_chat(user, "You begin dyeing \the [src].") playsound(cauldron.loc, 'sound/effects/slosh.ogg', 25, 1) if (do_after(user, cauldron, 30)) var/mixed_color = mix_color_from_reagents(cauldron.reagents.reagent_list, TRUE) var/mixed_alpha = mix_alpha_from_reagents(cauldron.reagents.reagent_list) if (copytext(icon_state, 1, 6) == "plaid") icon_state = "plaidsheetdyeable" color = BlendRGB(color, mixed_color, mixed_alpha/255) else overlays.len = 0 icon_state = "sheetdyeable" color = BlendRGB(color, mixed_color, mixed_alpha/255) var/image/I = image(icon, src, "sheet-overlay") I.appearance_flags = RESET_COLOR overlays += I set_blood_overlay() user.update_inv_hands() return TRUE /obj/item/weapon/bedsheet/proc/plaid_convert() var/list/plaid_sheet_colors = list( "sheetwhite", "sheetblue", "sheetorange", "sheetred", "sheetpurple", "sheetgreen", "sheetyellow", "sheetdyeable", ) if (icon_state in plaid_sheet_colors) icon_state = "plaid[icon_state]" overlays.len = 0 set_blood_overlay() return PLAIDPATTERN_TO_PLAID else if (copytext(icon_state, 1, 6) == "plaid") icon_state = copytext(icon_state, 6) var/image/I = image(icon, src, "sheet-overlay") I.appearance_flags = RESET_COLOR overlays += I return PLAIDPATTERN_TO_NOT_PLAID return PLAIDPATTERN_INCOMPATIBLE /obj/structure/bedsheetbin name = "linen bin" desc = "A linen bin. It looks rather cosy." icon = 'icons/obj/structures.dmi' icon_state = "linenbin-full" anchored = 1 var/amount = 20 var/list/sheets = list() var/obj/item/hidden = null /obj/structure/bedsheetbin/Destroy() for(var/sheet in sheets) qdel(sheet) sheets.Cut() if(hidden) QDEL_NULL(hidden) ..() /obj/structure/bedsheetbin/examine(mob/user) ..() if(amount == 0) to_chat(user, "There are no bed sheets in \the [src].") else if(amount == 1) to_chat(user, "There is one bed sheet in \the [src].") else to_chat(user, "There are [amount] bed sheets in \the [src].") /obj/structure/bedsheetbin/update_icon() if(amount == 0) icon_state = "linenbin-empty" else if(amount <= initial(amount) / 2) icon_state = "linenbin-half" else icon_state = "linenbin-full" /obj/structure/bedsheetbin/attackby(obj/item/I as obj, mob/user as mob) if(I.is_wrench(user)) wrenchAnchor(user, I, time_to_wrench = 2 SECONDS) return if(iswelder(I)) if(anchored) to_chat(user, "\The [src] is still secured to whatever surface it is on. Unsecure it first!") return var/obj/item/tool/weldingtool/W = I if(W.remove_fuel(2,user)) to_chat(user, "You break \the [src] down into a pile of rods.") new /obj/item/stack/rods(get_turf(src),rand(3,5)) for(var/obj/sheet in sheets) sheet.forceMove(loc) amount-- sheets.Cut() while(amount > 0) new /obj/item/weapon/bedsheet(loc) amount-- if(hidden) to_chat(user, "\The [hidden] falls out of \the [src]!") hidden.forceMove(loc) hidden = null qdel(src) return if(istype(I, /obj/item/weapon/bedsheet)) if(user.drop_item(I, src)) sheets.Add(I) amount++ to_chat(user, "You put \the [I] in \the [src].") else if(amount && !hidden && I.w_class < W_CLASS_LARGE) //make sure there's sheets to hide it among, make sure nothing else is hidden in there. if(user.drop_item(I, src)) hidden = I to_chat(user, "You hide [I] among the sheets.") /obj/structure/bedsheetbin/attack_paw(mob/user as mob) return attack_hand(user) /obj/structure/bedsheetbin/attack_hand(mob/user as mob) if(amount >= 1) amount-- var/obj/item/weapon/bedsheet/B if(sheets.len > 0) B = sheets[sheets.len] sheets.Remove(B) else B = new /obj/item/weapon/bedsheet(loc) B.forceMove(user.loc) user.put_in_hands(B) to_chat(user, "You take [B] out of [src].") if(hidden) hidden.forceMove(user.loc) to_chat(user, "[hidden] falls out of [B]!") hidden = null add_fingerprint(user) /obj/structure/bedsheetbin/attack_tk(mob/user as mob) if(amount >= 1) amount-- var/obj/item/weapon/bedsheet/B if(sheets.len > 0) B = sheets[sheets.len] sheets.Remove(B) else B = new /obj/item/weapon/bedsheet(loc) B.forceMove(loc) to_chat(user, "You telekinetically remove [B] from [src].") update_icon() if(hidden) hidden.forceMove(loc) hidden = null add_fingerprint(user)