/*
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)