From 0bf9f163f3e096fbb1b1bd4ff55a71d3f4f0c6d2 Mon Sep 17 00:00:00 2001 From: kevinz000 Date: Sun, 21 May 2017 21:54:31 -0700 Subject: [PATCH] missed a spot --- code/game/objects/items.dm | 1259 ++++++++++++++++++------------------ 1 file changed, 631 insertions(+), 628 deletions(-) diff --git a/code/game/objects/items.dm b/code/game/objects/items.dm index 28388d656d..4a69fdff87 100644 --- a/code/game/objects/items.dm +++ b/code/game/objects/items.dm @@ -1,629 +1,632 @@ GLOBAL_DATUM_INIT(fire_overlay, /mutable_appearance, mutable_appearance('icons/effects/fire.dmi', "fire")) - -GLOBAL_VAR_INIT(rpg_loot_items, FALSE) -// if true, everyone item when created will have its name changed to be -// more... RPG-like. - -/obj/item - name = "item" - icon = 'icons/obj/items.dmi' - var/item_state = null - var/lefthand_file = 'icons/mob/inhands/items_lefthand.dmi' - var/righthand_file = 'icons/mob/inhands/items_righthand.dmi' - - //Dimensions of the icon file used when this item is worn, eg: hats.dmi - //eg: 32x32 sprite, 64x64 sprite, etc. - //allows inhands/worn sprites to be of any size, but still centered on a mob properly - var/worn_x_dimension = 32 - var/worn_y_dimension = 32 - //Same as above but for inhands, uses the lefthand_ and righthand_ file vars - var/inhand_x_dimension = 32 - var/inhand_y_dimension = 32 - - //Not on /clothing because for some reason any /obj/item can technically be "worn" with enough fuckery. - var/icon/alternate_worn_icon = null//If this is set, update_icons() will find on mob (WORN, NOT INHANDS) states in this file instead, primary use: badminnery/events - var/alternate_worn_layer = null//If this is set, update_icons() will force the on mob state (WORN, NOT INHANDS) onto this layer, instead of it's default - - obj_integrity = 200 - max_integrity = 200 - - - var/hitsound = null - var/usesound = null - var/throwhitsound = null - var/w_class = WEIGHT_CLASS_NORMAL - var/slot_flags = 0 //This is used to determine on which slots an item can fit. - pass_flags = PASSTABLE - pressure_resistance = 4 - var/obj/item/master = null - - var/heat_protection = 0 //flags which determine which body parts are protected from heat. Use the HEAD, CHEST, GROIN, etc. flags. See setup.dm - var/cold_protection = 0 //flags which determine which body parts are protected from cold. Use the HEAD, CHEST, GROIN, etc. flags. See setup.dm - var/max_heat_protection_temperature //Set this variable to determine up to which temperature (IN KELVIN) the item protects against heat damage. Keep at null to disable protection. Only protects areas set by heat_protection flags - var/min_cold_protection_temperature //Set this variable to determine down to which temperature (IN KELVIN) the item protects against cold damage. 0 is NOT an acceptable number due to if(varname) tests!! Keep at null to disable protection. Only protects areas set by cold_protection flags - - var/list/actions //list of /datum/action's that this item has. - var/list/actions_types //list of paths of action datums to give to the item on New(). - - //Since any item can now be a piece of clothing, this has to be put here so all items share it. - var/flags_inv //This flag is used to determine when items in someone's inventory cover others. IE helmets making it so you can't see glasses, etc. - - var/item_color = null //this needs deprecating, soonish - - var/body_parts_covered = 0 //see setup.dm for appropriate bit flags - //var/heat_transfer_coefficient = 1 //0 prevents all transfers, 1 is invisible - var/gas_transfer_coefficient = 1 // for leaking gas from turf to mask and vice-versa (for masks right now, but at some point, i'd like to include space helmets) - var/permeability_coefficient = 1 // for chemicals/diseases - var/siemens_coefficient = 1 // for electrical admittance/conductance (electrocution checks and shit) - var/slowdown = 0 // How much clothing is slowing you down. Negative values speeds you up - var/armour_penetration = 0 //percentage of armour effectiveness to remove - var/list/allowed = null //suit storage stuff. - var/obj/item/device/uplink/hidden_uplink = null - var/strip_delay = 40 - var/put_on_delay = 20 - var/breakouttime = 0 - var/list/materials - var/origin_tech = null //Used by R&D to determine what research bonuses it grants. - var/needs_permit = 0 //Used by security bots to determine if this item is safe for public use. - - var/list/attack_verb //Used in attackby() to say how something was attacked "[x] has been [z.attack_verb] by [y] with [z]" - var/list/species_exception = null // list() of species types, if a species cannot put items in a certain slot, but species type is in list, it will be able to wear that item - - var/suittoggled = 0 - var/hooded = 0 - - var/mob/thrownby = null - - /obj/item/mouse_drag_pointer = MOUSE_ACTIVE_POINTER //the icon to indicate this object is being dragged - - //So items can have custom embedd values - //Because customisation is king - var/embed_chance = EMBED_CHANCE - var/embedded_fall_chance = EMBEDDED_ITEM_FALLOUT - var/embedded_pain_chance = EMBEDDED_PAIN_CHANCE - var/embedded_pain_multiplier = EMBEDDED_PAIN_MULTIPLIER //The coefficient of multiplication for the damage this item does while embedded (this*w_class) - var/embedded_fall_pain_multiplier = EMBEDDED_FALL_PAIN_MULTIPLIER //The coefficient of multiplication for the damage this item does when falling out of a limb (this*w_class) - var/embedded_impact_pain_multiplier = EMBEDDED_IMPACT_PAIN_MULTIPLIER //The coefficient of multiplication for the damage this item does when first embedded (this*w_class) - var/embedded_unsafe_removal_pain_multiplier = EMBEDDED_UNSAFE_REMOVAL_PAIN_MULTIPLIER //The coefficient of multiplication for the damage removing this without surgery causes (this*w_class) - var/embedded_unsafe_removal_time = EMBEDDED_UNSAFE_REMOVAL_TIME //A time in ticks, multiplied by the w_class. - - var/flags_cover = 0 //for flags such as GLASSESCOVERSEYES - var/heat = 0 - var/sharpness = IS_BLUNT - var/toolspeed = 1 - - var/block_chance = 0 - var/hit_reaction_chance = 0 //If you want to have something unrelated to blocking/armour piercing etc. Maybe not needed, but trying to think ahead/allow more freedom - var/reach = 1 //In tiles, how far this weapon can reach; 1 for adjacent, which is default - - //The list of slots by priority. equip_to_appropriate_slot() uses this list. Doesn't matter if a mob type doesn't have a slot. - var/list/slot_equipment_priority = null // for default list, see /mob/proc/equip_to_appropriate_slot() - - // Needs to be in /obj/item because corgis can wear a lot of - // non-clothing items - var/datum/dog_fashion/dog_fashion = null - - var/datum/rpg_loot/rpg_loot = null - -/obj/item/Initialize() - if (!materials) - materials = list() - . = ..() - for(var/path in actions_types) - new path(src) - actions_types = null - - if(GLOB.rpg_loot_items) - rpg_loot = new(src) - -/obj/item/Destroy() - flags &= ~DROPDEL //prevent reqdels - if(ismob(loc)) - var/mob/m = loc - m.temporarilyRemoveItemFromInventory(src, TRUE) - for(var/X in actions) - qdel(X) - QDEL_NULL(rpg_loot) - return ..() - -/obj/item/device - icon = 'icons/obj/device.dmi' - -/obj/item/proc/check_allowed_items(atom/target, not_inside, target_self) - if(((src in target) && !target_self) || (!isturf(target.loc) && !isturf(target) && not_inside)) - return 0 - else - return 1 - -/obj/item/blob_act(obj/structure/blob/B) - if(B && B.loc == loc) - qdel(src) - -//user: The mob that is suiciding -//damagetype: The type of damage the item will inflict on the user -//BRUTELOSS = 1 -//FIRELOSS = 2 -//TOXLOSS = 4 -//OXYLOSS = 8 -//Output a creative message and then return the damagetype done -/obj/item/proc/suicide_act(mob/user) - return - -/obj/item/verb/move_to_top() - set name = "Move To Top" - set category = "Object" - set src in oview(1) - - if(!isturf(loc) || usr.stat || usr.restrained() || !usr.canmove) - return - - var/turf/T = src.loc - - src.loc = null - - src.loc = T - -/obj/item/examine(mob/user) //This might be spammy. Remove? - ..() - var/pronoun - if(src.gender == PLURAL) - pronoun = "They are" - else - pronoun = "It is" - var/size = weightclass2text(src.w_class) - to_chat(user, "[pronoun] a [size] item." ) - - if(user.research_scanner) //Mob has a research scanner active. - var/msg = "*--------*
" - - if(origin_tech) - msg += "Testing potentials:
" - var/list/techlvls = params2list(origin_tech) - for(var/T in techlvls) //This needs to use the better names. - msg += "Tech: [CallTechName(T)] | magnitude: [techlvls[T]]
" - else - msg += "No tech origins detected.
" - - - if(materials.len) - msg += "Extractable materials:
" - for(var/mat in materials) - msg += "[CallMaterialName(mat)]
" //Capitize first word, remove the "$" - else - msg += "No extractable materials detected.
" - msg += "*--------*" - to_chat(user, msg) - - -/obj/item/attack_self(mob/user) - interact(user) - -/obj/item/interact(mob/user) - add_fingerprint(user) - if(hidden_uplink && hidden_uplink.active) - hidden_uplink.interact(user) - return 1 - ui_interact(user) - -/obj/item/ui_act(action, params) - add_fingerprint(usr) - return ..() - -/obj/item/attack_hand(mob/user) - if(!user) - return - if(anchored) - return - - if(resistance_flags & ON_FIRE) - var/mob/living/carbon/C = user - if(istype(C)) - if(C.gloves && (C.gloves.max_heat_protection_temperature > 360)) - extinguish() - to_chat(user, "You put out the fire on [src].") - else - to_chat(user, "You burn your hand on [src]!") - var/obj/item/bodypart/affecting = C.get_bodypart("[(user.active_hand_index % 2 == 0) ? "r" : "l" ]_arm") - if(affecting && affecting.receive_damage( 0, 5 )) // 5 burn damage - C.update_damage_overlays() - return - else - extinguish() - - if(acid_level > 20 && !ismob(loc))// so we can still remove the clothes on us that have acid. - var/mob/living/carbon/C = user - if(istype(C)) - if(!C.gloves || (!(C.gloves.resistance_flags & (UNACIDABLE|ACID_PROOF)))) - to_chat(user, "The acid on [src] burns your hand!") - var/obj/item/bodypart/affecting = C.get_bodypart("[(user.active_hand_index % 2 == 0) ? "r" : "l" ]_arm") - if(affecting && affecting.receive_damage( 0, 5 )) // 5 burn damage - C.update_damage_overlays() - - - if(istype(loc, /obj/item/weapon/storage)) - //If the item is in a storage item, take it out - var/obj/item/weapon/storage/S = loc - S.remove_from_storage(src, user.loc) - - if(throwing) - throwing.finalize(FALSE) - if(loc == user) - if(!user.dropItemToGround(src)) - return - - pickup(user) - add_fingerprint(user) - if(!user.put_in_active_hand(src)) - dropped(user) - - -/obj/item/attack_paw(mob/user) - if(!user) - return - if(anchored) - return - - if(istype(loc, /obj/item/weapon/storage)) - var/obj/item/weapon/storage/S = loc - S.remove_from_storage(src, user.loc) - - if(throwing) - throwing.finalize(FALSE) - if(loc == user) - if(!user.dropItemToGround(src)) - return - - pickup(user) - add_fingerprint(user) - if(!user.put_in_active_hand(src)) - dropped(user) - -/obj/item/attack_alien(mob/user) - var/mob/living/carbon/alien/A = user - - if(!A.has_fine_manipulation) - if(src in A.contents) // To stop Aliens having items stuck in their pockets - A.dropItemToGround(src) - to_chat(user, "Your claws aren't capable of such fine manipulation!") - return - attack_paw(A) - -/obj/item/attack_ai(mob/user) - if(istype(src.loc, /obj/item/weapon/robot_module)) - //If the item is part of a cyborg module, equip it - if(!iscyborg(user)) - return - var/mob/living/silicon/robot/R = user - if(!R.low_power_mode) //can't equip modules with an empty cell. - R.activate_module(src) - R.hud_used.update_robot_modules_display() - -// Due to storage type consolidation this should get used more now. -// I have cleaned it up a little, but it could probably use more. -Sayu -// The lack of ..() is intentional, do not add one -/obj/item/attackby(obj/item/weapon/W, mob/user, params) - if(istype(W,/obj/item/weapon/storage)) - var/obj/item/weapon/storage/S = W - if(S.use_to_pickup) - if(S.collection_mode) //Mode is set to collect multiple items on a tile and we clicked on a valid one. - if(isturf(loc)) - var/list/rejections = list() - - var/list/things = loc.contents.Copy() - if (S.collection_mode == 2) - things = typecache_filter_list(things, typecacheof(type)) - - var/len = things.len - if(!len) - to_chat(user, "You failed to pick up anything with [S].") - return - var/datum/progressbar/progress = new(user, len, loc) - - while (do_after(user, 10, TRUE, S, FALSE, CALLBACK(src, .proc/handle_mass_pickup, S, things, loc, rejections, progress))) - sleep(1) - - qdel(progress) - - to_chat(user, "You put everything you could [S.preposition] [S].") - - else if(S.can_be_inserted(src)) - S.handle_item_insertion(src) - -/obj/item/proc/handle_mass_pickup(obj/item/weapon/storage/S, list/things, atom/thing_loc, list/rejections, datum/progressbar/progress) - for(var/obj/item/I in things) - things -= I - if(I.loc != thing_loc) - continue - if(I.type in rejections) // To limit bag spamming: any given type only complains once - continue - if(!S.can_be_inserted(I, stop_messages = TRUE)) // Note can_be_inserted still makes noise when the answer is no - if(S.contents.len >= S.storage_slots) - break - rejections += I.type // therefore full bags are still a little spammy - continue - - S.handle_item_insertion(I, TRUE) //The 1 stops the "You put the [src] into [S]" insertion message from being displayed. - - if (TICK_CHECK) - progress.update(progress.goal - things.len) - return TRUE - - progress.update(progress.goal - things.len) - return FALSE - -// afterattack() and attack() prototypes moved to _onclick/item_attack.dm for consistency - -/obj/item/proc/hit_reaction(mob/living/carbon/human/owner, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK) - if(prob(final_block_chance)) - owner.visible_message("[owner] blocks [attack_text] with [src]!") - return 1 - return 0 - -/obj/item/proc/talk_into(mob/M, input, channel, spans, datum/language/language) - return ITALICS | REDUCE_RANGE - -/obj/item/proc/dropped(mob/user) - for(var/X in actions) - var/datum/action/A = X - A.Remove(user) - if(DROPDEL & flags) - qdel(src) - -// called just as an item is picked up (loc is not yet changed) -/obj/item/proc/pickup(mob/user) - return - - -// called when this item is removed from a storage item, which is passed on as S. The loc variable is already set to the new destination before this is called. -/obj/item/proc/on_exit_storage(obj/item/weapon/storage/S) - return - -// called when this item is added into a storage item, which is passed on as S. The loc variable is already set to the storage item. -/obj/item/proc/on_enter_storage(obj/item/weapon/storage/S) - return - -// called when "found" in pockets and storage items. Returns 1 if the search should end. -/obj/item/proc/on_found(mob/finder) - return - -// called after an item is placed in an equipment slot //NOPE, for example, if you put a helmet in slot_head, it is NOT in user's head variable yet, how stupid. -// user is mob that equipped it -// slot uses the slot_X defines found in setup.dm -// for items that can be placed in multiple slots -// note this isn't called during the initial dressing of a player -/obj/item/proc/equipped(mob/user, slot) - for(var/X in actions) - var/datum/action/A = X - if(item_action_slot_check(slot, user)) //some items only give their actions buttons when in a specific slot. - A.Grant(user) - -//sometimes we only want to grant the item's action if it's equipped in a specific slot. -/obj/item/proc/item_action_slot_check(slot, mob/user) - if(slot == slot_in_backpack || slot == slot_legcuffed) //these aren't true slots, so avoid granting actions there - return FALSE - return TRUE - -//the mob M is attempting to equip this item into the slot passed through as 'slot'. Return 1 if it can do this and 0 if it can't. -//if this is being done by a mob other than M, it will include the mob equipper, who is trying to equip the item to mob M. equipper will be null otherwise. -//If you are making custom procs but would like to retain partial or complete functionality of this one, include a 'return ..()' to where you want this to happen. -//Set disable_warning to 1 if you wish it to not give you outputs. -/obj/item/proc/mob_can_equip(mob/M, mob/equipper, slot, disable_warning = 0) - if(!M) - return 0 - - return M.can_equip(src, slot, disable_warning) - -/obj/item/verb/verb_pickup() - set src in oview(1) - set category = "Object" - set name = "Pick up" - - if(usr.incapacitated() || !Adjacent(usr) || usr.lying) - return - - if(usr.get_active_held_item() == null) // Let me know if this has any problems -Yota - usr.UnarmedAttack(src) - -//This proc is executed when someone clicks the on-screen UI button. -//The default action is attack_self(). -//Checks before we get to here are: mob is alive, mob is not restrained, paralyzed, asleep, resting, laying, item is on the mob. -/obj/item/proc/ui_action_click(mob/user, actiontype) - attack_self(user) - -/obj/item/proc/IsReflect(var/def_zone) //This proc determines if and at what% an object will reflect energy projectiles if it's in l_hand,r_hand or wear_suit - return 0 - -/obj/item/proc/eyestab(mob/living/carbon/M, mob/living/carbon/user) - - var/is_human_victim = 0 - var/obj/item/bodypart/affecting = M.get_bodypart("head") - if(ishuman(M)) - if(!affecting) //no head! - return - is_human_victim = 1 - var/mob/living/carbon/human/H = M - if((H.head && H.head.flags_cover & HEADCOVERSEYES) || \ - (H.wear_mask && H.wear_mask.flags_cover & MASKCOVERSEYES) || \ - (H.glasses && H.glasses.flags_cover & GLASSESCOVERSEYES)) - // you can't stab someone in the eyes wearing a mask! - to_chat(user, "You're going to need to remove that mask/helmet/glasses first!") - return - - if(ismonkey(M)) - var/mob/living/carbon/monkey/Mo = M - if(Mo.wear_mask && Mo.wear_mask.flags_cover & MASKCOVERSEYES) - // you can't stab someone in the eyes wearing a mask! - to_chat(user, "You're going to need to remove that mask/helmet/glasses first!") - return - - if(isalien(M))//Aliens don't have eyes./N slimes also don't have eyes! - to_chat(user, "You cannot locate any eyes on this creature!") - return - - if(isbrain(M)) - to_chat(user, "You cannot locate any organic eyes on this brain!") - return - - src.add_fingerprint(user) - - playsound(loc, src.hitsound, 30, 1, -1) - - user.do_attack_animation(M) - - if(M != user) - M.visible_message("[user] has stabbed [M] in the eye with [src]!", \ - "[user] stabs you in the eye with [src]!") - else - user.visible_message( \ - "[user] has stabbed themself in the eyes with [src]!", \ - "You stab yourself in the eyes with [src]!" \ - ) - if(is_human_victim) - var/mob/living/carbon/human/U = M - U.apply_damage(7, BRUTE, affecting) - - else - M.take_bodypart_damage(7) - - add_logs(user, M, "attacked", "[src.name]", "(INTENT: [uppertext(user.a_intent)])") - - M.adjust_blurriness(3) - M.adjust_eye_damage(rand(2,4)) - if(M.eye_damage >= 10) - M.adjust_blurriness(15) - if(M.stat != DEAD) - to_chat(M, "Your eyes start to bleed profusely!") - if(!(M.disabilities & (NEARSIGHT | BLIND))) - if(M.become_nearsighted()) - to_chat(M, "You become nearsighted!") - if(prob(50)) - if(M.stat != DEAD) - if(M.drop_item()) - to_chat(M, "You drop what you're holding and clutch at your eyes!") - M.adjust_blurriness(10) - M.Paralyse(1) - M.Weaken(2) - if (prob(M.eye_damage - 10 + 1)) - if(M.become_blind()) - to_chat(M, "You go blind!") - -/obj/item/clean_blood() - . = ..() - if(.) - if(initial(icon) && initial(icon_state)) - var/index = blood_splatter_index() - var/icon/blood_splatter_icon = GLOB.blood_splatter_icons[index] - if(blood_splatter_icon) - cut_overlay(blood_splatter_icon) - -/obj/item/clothing/gloves/clean_blood() - . = ..() - if(.) - transfer_blood = 0 - -/obj/item/singularity_pull(S, current_size) - if(current_size >= STAGE_FOUR) - throw_at(S,14,3, spin=0) - else ..() - -/obj/item/throw_impact(atom/A) - if(A && !QDELETED(A)) - var/itempush = 1 - if(w_class < 4) - itempush = 0 //too light to push anything - return A.hitby(src, 0, itempush) - -/obj/item/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback) - thrownby = thrower - callback = CALLBACK(src, .proc/after_throw, callback) //replace their callback with our own - . = ..(target, range, speed, thrower, spin, diagonals_first, callback) - - -/obj/item/proc/after_throw(datum/callback/callback) - if (callback) //call the original callback - . = callback.Invoke() - throw_speed = initial(throw_speed) //explosions change this. - -/obj/item/proc/remove_item_from_storage(atom/newLoc) //please use this if you're going to snowflake an item out of a obj/item/weapon/storage - if(!newLoc) - return 0 - if(istype(loc,/obj/item/weapon/storage)) - var/obj/item/weapon/storage/S = loc - S.remove_from_storage(src,newLoc) - return 1 - return 0 - -/obj/item/proc/is_hot() - return heat - -/obj/item/proc/is_sharp() - return sharpness - -/obj/item/proc/get_dismemberment_chance(obj/item/bodypart/affecting) - if(affecting.can_dismember(src)) - if((sharpness || damtype == BURN) && w_class >= 3) - . = force*(w_class-1) - -/obj/item/proc/get_dismember_sound() - if(damtype == BURN) - . = 'sound/weapons/sear.ogg' - else - . = pick('sound/misc/desceration-01.ogg', 'sound/misc/desceration-02.ogg', 'sound/misc/desceration-03.ogg') - -/obj/item/proc/open_flame(flame_heat=700) - var/turf/location = loc - if(ismob(location)) - var/mob/M = location - var/success = FALSE - if(src == M.get_item_by_slot(slot_wear_mask)) - success = TRUE - if(success) - location = get_turf(M) - if(isturf(location)) - location.hotspot_expose(flame_heat, 5) - -/obj/item/proc/ignition_effect(atom/A, mob/user) - if(is_hot()) - . = "[user] lights [A] with [src]." - else - . = "" - - -//when an item modify our speech spans when in our active hand. Override this to modify speech spans. -/obj/item/proc/get_held_item_speechspans(mob/living/carbon/user) - return - -/obj/item/hitby(atom/movable/AM) - return - -/obj/item/attack_hulk(mob/living/carbon/human/user) - return 0 - -/obj/item/attack_animal(mob/living/simple_animal/M) - return 0 - -/obj/item/mech_melee_attack(obj/mecha/M) - return 0 - -/obj/item/burn() - if(!QDELETED(src)) - var/turf/T = get_turf(src) - var/ash_type = /obj/effect/decal/cleanable/ash - if(w_class == WEIGHT_CLASS_HUGE || w_class == WEIGHT_CLASS_GIGANTIC) - ash_type = /obj/effect/decal/cleanable/ash/large - var/obj/effect/decal/cleanable/ash/A = new ash_type(T) - A.desc += "\nLooks like this used to be \an [name] some time ago." - ..() - -/obj/item/acid_melt() - if(!QDELETED(src)) - var/turf/T = get_turf(src) - var/obj/effect/decal/cleanable/molten_object/MO = new(T) - MO.pixel_x = rand(-16,16) - MO.pixel_y = rand(-16,16) - MO.desc = "Looks like this was \an [src] some time ago." - ..() - -/obj/item/proc/microwave_act(obj/machinery/microwave/M) - if(M && M.dirty < 100) - M.dirty++ + +GLOBAL_VAR_INIT(rpg_loot_items, FALSE) +// if true, everyone item when created will have its name changed to be +// more... RPG-like. + +/obj/item + name = "item" + icon = 'icons/obj/items.dmi' + var/item_state = null + var/lefthand_file = 'icons/mob/inhands/items_lefthand.dmi' + var/righthand_file = 'icons/mob/inhands/items_righthand.dmi' + + //Dimensions of the icon file used when this item is worn, eg: hats.dmi + //eg: 32x32 sprite, 64x64 sprite, etc. + //allows inhands/worn sprites to be of any size, but still centered on a mob properly + var/worn_x_dimension = 32 + var/worn_y_dimension = 32 + //Same as above but for inhands, uses the lefthand_ and righthand_ file vars + var/inhand_x_dimension = 32 + var/inhand_y_dimension = 32 + + //Not on /clothing because for some reason any /obj/item can technically be "worn" with enough fuckery. + var/icon/alternate_worn_icon = null//If this is set, update_icons() will find on mob (WORN, NOT INHANDS) states in this file instead, primary use: badminnery/events + var/alternate_worn_layer = null//If this is set, update_icons() will force the on mob state (WORN, NOT INHANDS) onto this layer, instead of it's default + + obj_integrity = 200 + max_integrity = 200 + + + var/hitsound = null + var/usesound = null + var/throwhitsound = null + var/w_class = WEIGHT_CLASS_NORMAL + var/slot_flags = 0 //This is used to determine on which slots an item can fit. + pass_flags = PASSTABLE + pressure_resistance = 4 + var/obj/item/master = null + + var/heat_protection = 0 //flags which determine which body parts are protected from heat. Use the HEAD, CHEST, GROIN, etc. flags. See setup.dm + var/cold_protection = 0 //flags which determine which body parts are protected from cold. Use the HEAD, CHEST, GROIN, etc. flags. See setup.dm + var/max_heat_protection_temperature //Set this variable to determine up to which temperature (IN KELVIN) the item protects against heat damage. Keep at null to disable protection. Only protects areas set by heat_protection flags + var/min_cold_protection_temperature //Set this variable to determine down to which temperature (IN KELVIN) the item protects against cold damage. 0 is NOT an acceptable number due to if(varname) tests!! Keep at null to disable protection. Only protects areas set by cold_protection flags + + var/list/actions //list of /datum/action's that this item has. + var/list/actions_types //list of paths of action datums to give to the item on New(). + + //Since any item can now be a piece of clothing, this has to be put here so all items share it. + var/flags_inv //This flag is used to determine when items in someone's inventory cover others. IE helmets making it so you can't see glasses, etc. + + var/item_color = null //this needs deprecating, soonish + + var/body_parts_covered = 0 //see setup.dm for appropriate bit flags + //var/heat_transfer_coefficient = 1 //0 prevents all transfers, 1 is invisible + var/gas_transfer_coefficient = 1 // for leaking gas from turf to mask and vice-versa (for masks right now, but at some point, i'd like to include space helmets) + var/permeability_coefficient = 1 // for chemicals/diseases + var/siemens_coefficient = 1 // for electrical admittance/conductance (electrocution checks and shit) + var/slowdown = 0 // How much clothing is slowing you down. Negative values speeds you up + var/armour_penetration = 0 //percentage of armour effectiveness to remove + var/list/allowed = null //suit storage stuff. + var/obj/item/device/uplink/hidden_uplink = null + var/strip_delay = 40 + var/put_on_delay = 20 + var/breakouttime = 0 + var/list/materials + var/origin_tech = null //Used by R&D to determine what research bonuses it grants. + var/needs_permit = 0 //Used by security bots to determine if this item is safe for public use. + + var/list/attack_verb //Used in attackby() to say how something was attacked "[x] has been [z.attack_verb] by [y] with [z]" + var/list/species_exception = null // list() of species types, if a species cannot put items in a certain slot, but species type is in list, it will be able to wear that item + + var/suittoggled = 0 + var/hooded = 0 + + var/mob/thrownby = null + + /obj/item/mouse_drag_pointer = MOUSE_ACTIVE_POINTER //the icon to indicate this object is being dragged + + //So items can have custom embedd values + //Because customisation is king + var/embed_chance = EMBED_CHANCE + var/embedded_fall_chance = EMBEDDED_ITEM_FALLOUT + var/embedded_pain_chance = EMBEDDED_PAIN_CHANCE + var/embedded_pain_multiplier = EMBEDDED_PAIN_MULTIPLIER //The coefficient of multiplication for the damage this item does while embedded (this*w_class) + var/embedded_fall_pain_multiplier = EMBEDDED_FALL_PAIN_MULTIPLIER //The coefficient of multiplication for the damage this item does when falling out of a limb (this*w_class) + var/embedded_impact_pain_multiplier = EMBEDDED_IMPACT_PAIN_MULTIPLIER //The coefficient of multiplication for the damage this item does when first embedded (this*w_class) + var/embedded_unsafe_removal_pain_multiplier = EMBEDDED_UNSAFE_REMOVAL_PAIN_MULTIPLIER //The coefficient of multiplication for the damage removing this without surgery causes (this*w_class) + var/embedded_unsafe_removal_time = EMBEDDED_UNSAFE_REMOVAL_TIME //A time in ticks, multiplied by the w_class. + + var/flags_cover = 0 //for flags such as GLASSESCOVERSEYES + var/heat = 0 + var/sharpness = IS_BLUNT + var/toolspeed = 1 + + var/block_chance = 0 + var/hit_reaction_chance = 0 //If you want to have something unrelated to blocking/armour piercing etc. Maybe not needed, but trying to think ahead/allow more freedom + var/reach = 1 //In tiles, how far this weapon can reach; 1 for adjacent, which is default + + //The list of slots by priority. equip_to_appropriate_slot() uses this list. Doesn't matter if a mob type doesn't have a slot. + var/list/slot_equipment_priority = null // for default list, see /mob/proc/equip_to_appropriate_slot() + + // Needs to be in /obj/item because corgis can wear a lot of + // non-clothing items + var/datum/dog_fashion/dog_fashion = null + + var/datum/rpg_loot/rpg_loot = null + +/obj/item/Initialize() + if (!materials) + materials = list() + . = ..() + for(var/path in actions_types) + new path(src) + actions_types = null + + if(GLOB.rpg_loot_items) + rpg_loot = new(src) + +/obj/item/Destroy() + flags &= ~DROPDEL //prevent reqdels + if(ismob(loc)) + var/mob/m = loc + m.temporarilyRemoveItemFromInventory(src, TRUE) + for(var/X in actions) + qdel(X) + QDEL_NULL(rpg_loot) + return ..() + +/obj/item/device + icon = 'icons/obj/device.dmi' + +/obj/item/proc/check_allowed_items(atom/target, not_inside, target_self) + if(((src in target) && !target_self) || (!isturf(target.loc) && !isturf(target) && not_inside)) + return 0 + else + return 1 + +/obj/item/blob_act(obj/structure/blob/B) + if(B && B.loc == loc) + qdel(src) + +//user: The mob that is suiciding +//damagetype: The type of damage the item will inflict on the user +//BRUTELOSS = 1 +//FIRELOSS = 2 +//TOXLOSS = 4 +//OXYLOSS = 8 +//Output a creative message and then return the damagetype done +/obj/item/proc/suicide_act(mob/user) + return + +/obj/item/verb/move_to_top() + set name = "Move To Top" + set category = "Object" + set src in oview(1) + + if(!isturf(loc) || usr.stat || usr.restrained() || !usr.canmove) + return + + var/turf/T = src.loc + + src.loc = null + + src.loc = T + +/obj/item/examine(mob/user) //This might be spammy. Remove? + ..() + var/pronoun + if(src.gender == PLURAL) + pronoun = "They are" + else + pronoun = "It is" + var/size = weightclass2text(src.w_class) + to_chat(user, "[pronoun] a [size] item." ) + + if(user.research_scanner) //Mob has a research scanner active. + var/msg = "*--------*
" + + if(origin_tech) + msg += "Testing potentials:
" + var/list/techlvls = params2list(origin_tech) + for(var/T in techlvls) //This needs to use the better names. + msg += "Tech: [CallTechName(T)] | magnitude: [techlvls[T]]
" + else + msg += "No tech origins detected.
" + + + if(materials.len) + msg += "Extractable materials:
" + for(var/mat in materials) + msg += "[CallMaterialName(mat)]
" //Capitize first word, remove the "$" + else + msg += "No extractable materials detected.
" + msg += "*--------*" + to_chat(user, msg) + + +/obj/item/attack_self(mob/user) + interact(user) + +/obj/item/interact(mob/user) + add_fingerprint(user) + if(hidden_uplink && hidden_uplink.active) + hidden_uplink.interact(user) + return 1 + ui_interact(user) + +/obj/item/ui_act(action, params) + add_fingerprint(usr) + return ..() + +/obj/item/attack_hand(mob/user) + if(!user) + return + if(anchored) + return + + if(resistance_flags & ON_FIRE) + var/mob/living/carbon/C = user + if(istype(C)) + if(C.gloves && (C.gloves.max_heat_protection_temperature > 360)) + extinguish() + to_chat(user, "You put out the fire on [src].") + else + to_chat(user, "You burn your hand on [src]!") + var/obj/item/bodypart/affecting = C.get_bodypart("[(user.active_hand_index % 2 == 0) ? "r" : "l" ]_arm") + if(affecting && affecting.receive_damage( 0, 5 )) // 5 burn damage + C.update_damage_overlays() + return + else + extinguish() + + if(acid_level > 20 && !ismob(loc))// so we can still remove the clothes on us that have acid. + var/mob/living/carbon/C = user + if(istype(C)) + if(!C.gloves || (!(C.gloves.resistance_flags & (UNACIDABLE|ACID_PROOF)))) + to_chat(user, "The acid on [src] burns your hand!") + var/obj/item/bodypart/affecting = C.get_bodypart("[(user.active_hand_index % 2 == 0) ? "r" : "l" ]_arm") + if(affecting && affecting.receive_damage( 0, 5 )) // 5 burn damage + C.update_damage_overlays() + + + if(istype(loc, /obj/item/weapon/storage)) + //If the item is in a storage item, take it out + var/obj/item/weapon/storage/S = loc + S.remove_from_storage(src, user.loc) + + if(throwing) + throwing.finalize(FALSE) + if(loc == user) + if(!user.dropItemToGround(src)) + return + + pickup(user) + add_fingerprint(user) + if(!user.put_in_active_hand(src)) + dropped(user) + + +/obj/item/attack_paw(mob/user) + if(!user) + return + if(anchored) + return + + if(istype(loc, /obj/item/weapon/storage)) + var/obj/item/weapon/storage/S = loc + S.remove_from_storage(src, user.loc) + + if(throwing) + throwing.finalize(FALSE) + if(loc == user) + if(!user.dropItemToGround(src)) + return + + pickup(user) + add_fingerprint(user) + if(!user.put_in_active_hand(src)) + dropped(user) + +/obj/item/attack_alien(mob/user) + var/mob/living/carbon/alien/A = user + + if(!A.has_fine_manipulation) + if(src in A.contents) // To stop Aliens having items stuck in their pockets + A.dropItemToGround(src) + to_chat(user, "Your claws aren't capable of such fine manipulation!") + return + attack_paw(A) + +/obj/item/attack_ai(mob/user) + if(istype(src.loc, /obj/item/weapon/robot_module)) + //If the item is part of a cyborg module, equip it + if(!iscyborg(user)) + return + var/mob/living/silicon/robot/R = user + if(!R.low_power_mode) //can't equip modules with an empty cell. + R.activate_module(src) + R.hud_used.update_robot_modules_display() + +// Due to storage type consolidation this should get used more now. +// I have cleaned it up a little, but it could probably use more. -Sayu +// The lack of ..() is intentional, do not add one +/obj/item/attackby(obj/item/weapon/W, mob/user, params) + if(istype(W,/obj/item/weapon/storage)) + var/obj/item/weapon/storage/S = W + if(S.use_to_pickup) + if(S.collection_mode) //Mode is set to collect multiple items on a tile and we clicked on a valid one. + if(isturf(loc)) + var/list/rejections = list() + + var/list/things = loc.contents.Copy() + if (S.collection_mode == 2) + things = typecache_filter_list(things, typecacheof(type)) + + var/len = things.len + if(!len) + to_chat(user, "You failed to pick up anything with [S].") + return + var/datum/progressbar/progress = new(user, len, loc) + + while (do_after(user, 10, TRUE, S, FALSE, CALLBACK(src, .proc/handle_mass_pickup, S, things, loc, rejections, progress))) + sleep(1) + + qdel(progress) + + to_chat(user, "You put everything you could [S.preposition] [S].") + + else if(S.can_be_inserted(src)) + S.handle_item_insertion(src) + +/obj/item/proc/handle_mass_pickup(obj/item/weapon/storage/S, list/things, atom/thing_loc, list/rejections, datum/progressbar/progress) + for(var/obj/item/I in things) + things -= I + if(I.loc != thing_loc) + continue + if(I.type in rejections) // To limit bag spamming: any given type only complains once + continue + if(!S.can_be_inserted(I, stop_messages = TRUE)) // Note can_be_inserted still makes noise when the answer is no + if(S.contents.len >= S.storage_slots) + break + rejections += I.type // therefore full bags are still a little spammy + continue + + S.handle_item_insertion(I, TRUE) //The 1 stops the "You put the [src] into [S]" insertion message from being displayed. + + if (TICK_CHECK) + progress.update(progress.goal - things.len) + return TRUE + + progress.update(progress.goal - things.len) + return FALSE + +// afterattack() and attack() prototypes moved to _onclick/item_attack.dm for consistency + +/obj/item/proc/hit_reaction(mob/living/carbon/human/owner, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK) + if(prob(final_block_chance)) + owner.visible_message("[owner] blocks [attack_text] with [src]!") + return 1 + return 0 + +/obj/item/proc/talk_into(mob/M, input, channel, spans, datum/language/language) + return ITALICS | REDUCE_RANGE + +/obj/item/proc/dropped(mob/user) + for(var/X in actions) + var/datum/action/A = X + A.Remove(user) + if(DROPDEL & flags) + qdel(src) + +// called just as an item is picked up (loc is not yet changed) +/obj/item/proc/pickup(mob/user) + return + + +// called when this item is removed from a storage item, which is passed on as S. The loc variable is already set to the new destination before this is called. +/obj/item/proc/on_exit_storage(obj/item/weapon/storage/S) + return + +// called when this item is added into a storage item, which is passed on as S. The loc variable is already set to the storage item. +/obj/item/proc/on_enter_storage(obj/item/weapon/storage/S) + return + +// called when "found" in pockets and storage items. Returns 1 if the search should end. +/obj/item/proc/on_found(mob/finder) + return + +// called after an item is placed in an equipment slot //NOPE, for example, if you put a helmet in slot_head, it is NOT in user's head variable yet, how stupid. +// user is mob that equipped it +// slot uses the slot_X defines found in setup.dm +// for items that can be placed in multiple slots +// note this isn't called during the initial dressing of a player +/obj/item/proc/equipped(mob/user, slot) + for(var/X in actions) + var/datum/action/A = X + if(item_action_slot_check(slot, user)) //some items only give their actions buttons when in a specific slot. + A.Grant(user) + +//sometimes we only want to grant the item's action if it's equipped in a specific slot. +/obj/item/proc/item_action_slot_check(slot, mob/user) + if(slot == slot_in_backpack || slot == slot_legcuffed) //these aren't true slots, so avoid granting actions there + return FALSE + return TRUE + +//the mob M is attempting to equip this item into the slot passed through as 'slot'. Return 1 if it can do this and 0 if it can't. +//if this is being done by a mob other than M, it will include the mob equipper, who is trying to equip the item to mob M. equipper will be null otherwise. +//If you are making custom procs but would like to retain partial or complete functionality of this one, include a 'return ..()' to where you want this to happen. +//Set disable_warning to 1 if you wish it to not give you outputs. +/obj/item/proc/mob_can_equip(mob/M, mob/equipper, slot, disable_warning = 0) + if(!M) + return 0 + + return M.can_equip(src, slot, disable_warning) + +/obj/item/verb/verb_pickup() + set src in oview(1) + set category = "Object" + set name = "Pick up" + + if(usr.incapacitated() || !Adjacent(usr) || usr.lying) + return + + if(usr.get_active_held_item() == null) // Let me know if this has any problems -Yota + usr.UnarmedAttack(src) + +//This proc is executed when someone clicks the on-screen UI button. +//The default action is attack_self(). +//Checks before we get to here are: mob is alive, mob is not restrained, paralyzed, asleep, resting, laying, item is on the mob. +/obj/item/proc/ui_action_click(mob/user, actiontype) + attack_self(user) + +/obj/item/proc/IsReflect(var/def_zone) //This proc determines if and at what% an object will reflect energy projectiles if it's in l_hand,r_hand or wear_suit + return 0 + +/obj/item/proc/eyestab(mob/living/carbon/M, mob/living/carbon/user) + + var/is_human_victim = 0 + var/obj/item/bodypart/affecting = M.get_bodypart("head") + if(ishuman(M)) + if(!affecting) //no head! + return + is_human_victim = 1 + var/mob/living/carbon/human/H = M + if((H.head && H.head.flags_cover & HEADCOVERSEYES) || \ + (H.wear_mask && H.wear_mask.flags_cover & MASKCOVERSEYES) || \ + (H.glasses && H.glasses.flags_cover & GLASSESCOVERSEYES)) + // you can't stab someone in the eyes wearing a mask! + to_chat(user, "You're going to need to remove that mask/helmet/glasses first!") + return + + if(ismonkey(M)) + var/mob/living/carbon/monkey/Mo = M + if(Mo.wear_mask && Mo.wear_mask.flags_cover & MASKCOVERSEYES) + // you can't stab someone in the eyes wearing a mask! + to_chat(user, "You're going to need to remove that mask/helmet/glasses first!") + return + + if(isalien(M))//Aliens don't have eyes./N slimes also don't have eyes! + to_chat(user, "You cannot locate any eyes on this creature!") + return + + if(isbrain(M)) + to_chat(user, "You cannot locate any organic eyes on this brain!") + return + + src.add_fingerprint(user) + + playsound(loc, src.hitsound, 30, 1, -1) + + user.do_attack_animation(M) + + if(M != user) + M.visible_message("[user] has stabbed [M] in the eye with [src]!", \ + "[user] stabs you in the eye with [src]!") + else + user.visible_message( \ + "[user] has stabbed themself in the eyes with [src]!", \ + "You stab yourself in the eyes with [src]!" \ + ) + if(is_human_victim) + var/mob/living/carbon/human/U = M + U.apply_damage(7, BRUTE, affecting) + + else + M.take_bodypart_damage(7) + + add_logs(user, M, "attacked", "[src.name]", "(INTENT: [uppertext(user.a_intent)])") + + M.adjust_blurriness(3) + M.adjust_eye_damage(rand(2,4)) + if(M.eye_damage >= 10) + M.adjust_blurriness(15) + if(M.stat != DEAD) + to_chat(M, "Your eyes start to bleed profusely!") + if(!(M.disabilities & (NEARSIGHT | BLIND))) + if(M.become_nearsighted()) + to_chat(M, "You become nearsighted!") + if(prob(50)) + if(M.stat != DEAD) + if(M.drop_item()) + to_chat(M, "You drop what you're holding and clutch at your eyes!") + M.adjust_blurriness(10) + M.Paralyse(1) + M.Weaken(2) + if (prob(M.eye_damage - 10 + 1)) + if(M.become_blind()) + to_chat(M, "You go blind!") + +/obj/item/clean_blood() + . = ..() + if(.) + if(initial(icon) && initial(icon_state)) + var/index = blood_splatter_index() + var/icon/blood_splatter_icon = GLOB.blood_splatter_icons[index] + if(blood_splatter_icon) + cut_overlay(blood_splatter_icon) + +/obj/item/clothing/gloves/clean_blood() + . = ..() + if(.) + transfer_blood = 0 + +/obj/item/singularity_pull(S, current_size) + if(current_size >= STAGE_FOUR) + throw_at(S,14,3, spin=0) + else ..() + +/obj/item/throw_impact(atom/A) + if(A && !QDELETED(A)) + if(is_hot() && isliving(A)) + var/mob/living/L = A + L.IgniteMob() + var/itempush = 1 + if(w_class < 4) + itempush = 0 //too light to push anything + return A.hitby(src, 0, itempush) + +/obj/item/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback) + thrownby = thrower + callback = CALLBACK(src, .proc/after_throw, callback) //replace their callback with our own + . = ..(target, range, speed, thrower, spin, diagonals_first, callback) + + +/obj/item/proc/after_throw(datum/callback/callback) + if (callback) //call the original callback + . = callback.Invoke() + throw_speed = initial(throw_speed) //explosions change this. + +/obj/item/proc/remove_item_from_storage(atom/newLoc) //please use this if you're going to snowflake an item out of a obj/item/weapon/storage + if(!newLoc) + return 0 + if(istype(loc,/obj/item/weapon/storage)) + var/obj/item/weapon/storage/S = loc + S.remove_from_storage(src,newLoc) + return 1 + return 0 + +/obj/item/proc/is_hot() + return heat + +/obj/item/proc/is_sharp() + return sharpness + +/obj/item/proc/get_dismemberment_chance(obj/item/bodypart/affecting) + if(affecting.can_dismember(src)) + if((sharpness || damtype == BURN) && w_class >= 3) + . = force*(w_class-1) + +/obj/item/proc/get_dismember_sound() + if(damtype == BURN) + . = 'sound/weapons/sear.ogg' + else + . = pick('sound/misc/desceration-01.ogg', 'sound/misc/desceration-02.ogg', 'sound/misc/desceration-03.ogg') + +/obj/item/proc/open_flame(flame_heat=700) + var/turf/location = loc + if(ismob(location)) + var/mob/M = location + var/success = FALSE + if(src == M.get_item_by_slot(slot_wear_mask)) + success = TRUE + if(success) + location = get_turf(M) + if(isturf(location)) + location.hotspot_expose(flame_heat, 5) + +/obj/item/proc/ignition_effect(atom/A, mob/user) + if(is_hot()) + . = "[user] lights [A] with [src]." + else + . = "" + + +//when an item modify our speech spans when in our active hand. Override this to modify speech spans. +/obj/item/proc/get_held_item_speechspans(mob/living/carbon/user) + return + +/obj/item/hitby(atom/movable/AM) + return + +/obj/item/attack_hulk(mob/living/carbon/human/user) + return 0 + +/obj/item/attack_animal(mob/living/simple_animal/M) + return 0 + +/obj/item/mech_melee_attack(obj/mecha/M) + return 0 + +/obj/item/burn() + if(!QDELETED(src)) + var/turf/T = get_turf(src) + var/ash_type = /obj/effect/decal/cleanable/ash + if(w_class == WEIGHT_CLASS_HUGE || w_class == WEIGHT_CLASS_GIGANTIC) + ash_type = /obj/effect/decal/cleanable/ash/large + var/obj/effect/decal/cleanable/ash/A = new ash_type(T) + A.desc += "\nLooks like this used to be \an [name] some time ago." + ..() + +/obj/item/acid_melt() + if(!QDELETED(src)) + var/turf/T = get_turf(src) + var/obj/effect/decal/cleanable/molten_object/MO = new(T) + MO.pixel_x = rand(-16,16) + MO.pixel_y = rand(-16,16) + MO.desc = "Looks like this was \an [src] some time ago." + ..() + +/obj/item/proc/microwave_act(obj/machinery/microwave/M) + if(M && M.dirty < 100) + M.dirty++