/* Tables and Racks * Contains: * Tables * Glass Tables * Wooden Tables * Reinforced Tables * Racks * Rack Parts */ /* * Tables */ /obj/structure/table name = "table" desc = "A square piece of metal standing on four metal legs. It can not move." icon = 'icons/obj/smooth_structures/table.dmi' icon_state = "table" density = 1 anchored = 1 layer = TABLE_LAYER climbable = TRUE pass_flags = LETPASSTHROW //You can throw objects over this, despite it's density.") var/frame = /obj/structure/table_frame var/framestack = /obj/item/stack/rods var/buildstack = /obj/item/stack/sheet/metal var/busy = 0 var/buildstackamount = 1 var/framestackamount = 2 var/deconstruction_ready = 1 obj_integrity = 100 max_integrity = 100 integrity_failure = 30 smooth = SMOOTH_TRUE canSmoothWith = list(/obj/structure/table, /obj/structure/table/reinforced) /obj/structure/table/New() ..() for(var/obj/structure/table/T in src.loc) if(T != src) qdel(T) /obj/structure/table/update_icon() if(smooth) queue_smooth(src) queue_smooth_neighbors(src) /obj/structure/table/narsie_act() new /obj/structure/table/wood(src.loc) /obj/structure/table/ratvar_act() new /obj/structure/table/reinforced/brass(src.loc) /obj/structure/table/attack_paw(mob/user) attack_hand(user) /obj/structure/table/attack_hand(mob/living/user) if(user.a_intent == INTENT_GRAB && user.pulling && isliving(user.pulling)) var/mob/living/pushed_mob = user.pulling if(pushed_mob.buckled) to_chat(user, "[pushed_mob] is buckled to [pushed_mob.buckled]!") return if(user.grab_state < GRAB_AGGRESSIVE) to_chat(user, "You need a better grip to do that!") return tablepush(user, pushed_mob) user.stop_pulling() else ..() /obj/structure/table/CanPass(atom/movable/mover, turf/target, height=0) if(height==0) return 1 if(istype(mover) && mover.checkpass(PASSTABLE)) return 1 if(mover.throwing) return 1 if(locate(/obj/structure/table) in get_turf(mover)) return 1 else return !density /obj/structure/table/CanAStarPass(ID, dir, caller) . = !density if(ismovableatom(caller)) var/atom/movable/mover = caller . = . || mover.checkpass(PASSTABLE) /obj/structure/table/proc/tablepush(mob/living/user, mob/living/pushed_mob) pushed_mob.forceMove(src.loc) pushed_mob.Weaken(2) pushed_mob.visible_message("[user] pushes [pushed_mob] onto [src].", \ "[user] pushes [pushed_mob] onto [src].") add_logs(user, pushed_mob, "pushed") /obj/structure/table/attackby(obj/item/I, mob/user, params) if(!(flags & NODECONSTRUCT)) if(istype(I, /obj/item/weapon/screwdriver) && deconstruction_ready) to_chat(user, "You start disassembling [src]...") playsound(src.loc, I.usesound, 50, 1) if(do_after(user, 20*I.toolspeed, target = src)) deconstruct(TRUE) return if(istype(I, /obj/item/weapon/wrench) && deconstruction_ready) to_chat(user, "You start deconstructing [src]...") playsound(src.loc, I.usesound, 50, 1) if(do_after(user, 40*I.toolspeed, target = src)) playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1) deconstruct(TRUE, 1) return if(istype(I, /obj/item/weapon/storage/bag/tray)) var/obj/item/weapon/storage/bag/tray/T = I if(T.contents.len > 0) // If the tray isn't empty var/list/obj/item/oldContents = T.contents.Copy() T.quick_empty() for(var/obj/item/C in oldContents) C.loc = src.loc user.visible_message("[user] empties [I] on [src].") return // If the tray IS empty, continue on (tray will be placed on the table like other items) if(user.a_intent != INTENT_HARM && !(I.flags & ABSTRACT)) if(user.drop_item()) I.Move(loc) var/list/click_params = params2list(params) //Center the icon where the user clicked. if(!click_params || !click_params["icon-x"] || !click_params["icon-y"]) return //Clamp it so that the icon never moves more than 16 pixels in either direction (thus leaving the table turf) I.pixel_x = Clamp(text2num(click_params["icon-x"]) - 16, -(world.icon_size/2), world.icon_size/2) I.pixel_y = Clamp(text2num(click_params["icon-y"]) - 16, -(world.icon_size/2), world.icon_size/2) return 1 else return ..() /obj/structure/table/deconstruct(disassembled = TRUE, wrench_disassembly = 0) if(!(flags & NODECONSTRUCT)) var/turf/T = get_turf(src) new buildstack(T, buildstackamount) if(!wrench_disassembly) new frame(T) else new framestack(T, framestackamount) qdel(src) /* * Glass tables */ /obj/structure/table/glass name = "glass table" desc = "What did I say about leaning on the glass tables? Now you need surgery." icon = 'icons/obj/smooth_structures/glass_table.dmi' icon_state = "glass_table" buildstack = /obj/item/stack/sheet/glass canSmoothWith = null obj_integrity = 70 max_integrity = 70 resistance_flags = ACID_PROOF armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 100) var/list/debris = list() /obj/structure/table/glass/New() . = ..() debris += new frame debris += new /obj/item/weapon/shard /obj/structure/table/glass/Destroy() for(var/i in debris) qdel(i) . = ..() /obj/structure/table/glass/Crossed(atom/movable/AM) . = ..() if(flags & NODECONSTRUCT) return if(!isliving(AM)) return // Don't break if they're just flying past if(AM.throwing) addtimer(CALLBACK(src, .proc/throw_check, AM), 5) else check_break(AM) /obj/structure/table/glass/proc/throw_check(mob/living/M) if(M.loc == get_turf(src)) check_break(M) /obj/structure/table/glass/proc/check_break(mob/living/M) if(M.has_gravity() && M.mob_size > MOB_SIZE_SMALL && !(M.movement_type & FLYING)) table_shatter(M) /obj/structure/table/glass/proc/table_shatter(mob/M) visible_message("[src] breaks!", "You hear breaking glass.") var/turf/T = get_turf(src) playsound(T, "shatter", 50, 1) for(var/I in debris) var/atom/movable/AM = I AM.forceMove(T) debris -= AM if(istype(AM, /obj/item/weapon/shard)) AM.throw_impact(M) M.Weaken(5) qdel(src) /obj/structure/table/glass/deconstruct(disassembled = TRUE, wrench_disassembly = 0) if(!(flags & NODECONSTRUCT)) if(disassembled) ..() return else var/turf/T = get_turf(src) playsound(T, "shatter", 50, 1) for(var/X in debris) var/atom/movable/AM = X AM.forceMove(T) debris -= AM qdel(src) /obj/structure/table/glass/narsie_act() color = NARSIE_WINDOW_COLOUR for(var/obj/item/weapon/shard/S in debris) S.color = NARSIE_WINDOW_COLOUR /* * Wooden tables */ /obj/structure/table/wood name = "wooden table" desc = "Do not apply fire to this. Rumour says it burns easily." icon = 'icons/obj/smooth_structures/wood_table.dmi' icon_state = "wood_table" frame = /obj/structure/table_frame/wood framestack = /obj/item/stack/sheet/mineral/wood buildstack = /obj/item/stack/sheet/mineral/wood resistance_flags = FLAMMABLE obj_integrity = 70 max_integrity = 70 canSmoothWith = list(/obj/structure/table/wood, /obj/structure/table/wood/poker, /obj/structure/table/wood/bar) /obj/structure/table/wood/narsie_act() return /obj/structure/table/wood/poker //No specialties, Just a mapping object. name = "gambling table" desc = "A seedy table for seedy dealings in seedy places." icon = 'icons/obj/smooth_structures/poker_table.dmi' icon_state = "poker_table" buildstack = /obj/item/stack/tile/carpet /obj/structure/table/wood/poker/narsie_act() new /obj/structure/table/wood(src.loc) /obj/structure/table/wood/fancy name = "fancy table" desc = "A standard metal table frame covered with an amazingly fancy, patterned cloth." icon = 'icons/obj/structures.dmi' icon_state = "fancy_table" frame = /obj/structure/table_frame framestack = /obj/item/stack/rods buildstack = /obj/item/stack/tile/carpet canSmoothWith = list(/obj/structure/table/wood/fancy,/obj/structure/table/wood/fancy/black) /obj/structure/table/wood/fancy/New() icon = 'icons/obj/smooth_structures/fancy_table.dmi' //so that the tables place correctly in the map editor ..() /obj/structure/table/wood/fancy/black icon_state = "fancy_table_black" buildstack = /obj/item/stack/tile/carpet/black /obj/structure/table/wood/fancy/black/New() ..() icon = 'icons/obj/smooth_structures/fancy_table_black.dmi' /* * Reinforced tables */ /obj/structure/table/reinforced name = "reinforced table" desc = "A reinforced version of the four legged table, much harder to simply deconstruct." icon = 'icons/obj/smooth_structures/reinforced_table.dmi' icon_state = "r_table" deconstruction_ready = 0 buildstack = /obj/item/stack/sheet/plasteel canSmoothWith = list(/obj/structure/table/reinforced, /obj/structure/table) obj_integrity = 200 max_integrity = 200 integrity_failure = 50 armor = list(melee = 10, bullet = 30, laser = 30, energy = 100, bomb = 20, bio = 0, rad = 0, fire = 80, acid = 70) /obj/structure/table/reinforced/attackby(obj/item/weapon/W, mob/user, params) if(istype(W, /obj/item/weapon/weldingtool)) var/obj/item/weapon/weldingtool/WT = W if(WT.remove_fuel(0, user)) playsound(src.loc, W.usesound, 50, 1) if(deconstruction_ready) to_chat(user, "You start strengthening the reinforced table...") if (do_after(user, 50*W.toolspeed, target = src)) if(!src || !WT.isOn()) return to_chat(user, "You strengthen the table.") deconstruction_ready = 0 else to_chat(user, "You start weakening the reinforced table...") if (do_after(user, 50*W.toolspeed, target = src)) if(!src || !WT.isOn()) return to_chat(user, "You weaken the table.") deconstruction_ready = 1 else . = ..() /obj/structure/table/reinforced/brass name = "brass table" desc = "A solid, slightly beveled brass table." icon = 'icons/obj/smooth_structures/brass_table.dmi' icon_state = "brass_table" resistance_flags = FIRE_PROOF | ACID_PROOF frame = /obj/structure/table_frame/brass framestack = /obj/item/stack/tile/brass buildstack = /obj/item/stack/tile/brass framestackamount = 1 buildstackamount = 1 canSmoothWith = list(/obj/structure/table/reinforced/brass) /obj/structure/table/reinforced/brass/New() change_construction_value(2) ..() /obj/structure/table/reinforced/brass/Destroy() change_construction_value(-2) return ..() /obj/structure/table/reinforced/brass/narsie_act() take_damage(rand(15, 45), BRUTE) if(src) //do we still exist? var/previouscolor = color color = "#960000" animate(src, color = previouscolor, time = 8) addtimer(CALLBACK(src, /atom/proc/update_atom_colour), 8) /obj/structure/table/reinforced/brass/ratvar_act() obj_integrity = max_integrity /* * Surgery Tables */ /obj/structure/table/optable name = "operating table" desc = "Used for advanced medical procedures." icon = 'icons/obj/surgery.dmi' icon_state = "optable" buildstack = /obj/item/stack/sheet/mineral/silver smooth = SMOOTH_FALSE can_buckle = 1 buckle_lying = 1 buckle_requires_restraints = 1 var/mob/living/carbon/human/patient = null var/obj/machinery/computer/operating/computer = null /obj/structure/table/optable/New() ..() for(var/dir in GLOB.cardinal) computer = locate(/obj/machinery/computer/operating, get_step(src, dir)) if(computer) computer.table = src break /obj/structure/table/optable/tablepush(mob/living/user, mob/living/pushed_mob) pushed_mob.forceMove(src.loc) pushed_mob.resting = 1 pushed_mob.update_canmove() visible_message("[user] has laid [pushed_mob] on [src].") check_patient() /obj/structure/table/optable/proc/check_patient() var/mob/M = locate(/mob/living/carbon/human, loc) if(M) if(M.resting) patient = M return 1 else patient = null return 0 /* * Racks */ /obj/structure/rack name = "rack" desc = "Different from the Middle Ages version." icon = 'icons/obj/objects.dmi' icon_state = "rack" density = 1 anchored = 1 pass_flags = LETPASSTHROW //You can throw objects over this, despite it's density. obj_integrity = 20 max_integrity = 20 /obj/structure/rack/CanPass(atom/movable/mover, turf/target, height=0) if(height==0) return 1 if(src.density == 0) //Because broken racks -Agouri |TODO: SPRITE!| return 1 if(istype(mover) && mover.checkpass(PASSTABLE)) return 1 else return 0 /obj/structure/rack/CanAStarPass(ID, dir, caller) . = !density if(ismovableatom(caller)) var/atom/movable/mover = caller . = . || mover.checkpass(PASSTABLE) /obj/structure/rack/MouseDrop_T(obj/O, mob/user) if ((!( istype(O, /obj/item/weapon) ) || user.get_active_held_item() != O)) return if(!user.drop_item()) return if(O.loc != src.loc) step(O, get_dir(O, src)) /obj/structure/rack/attackby(obj/item/weapon/W, mob/user, params) if (istype(W, /obj/item/weapon/wrench) && !(flags&NODECONSTRUCT)) playsound(src.loc, W.usesound, 50, 1) deconstruct(TRUE) return if(user.a_intent == INTENT_HARM) return ..() if(user.drop_item()) W.Move(loc) return 1 /obj/structure/rack/attack_paw(mob/living/user) attack_hand(user) /obj/structure/rack/attack_hand(mob/living/user) if(user.weakened || user.resting || user.lying || user.get_num_legs() < 2) return user.changeNext_move(CLICK_CD_MELEE) user.do_attack_animation(src, ATTACK_EFFECT_KICK) user.visible_message("[user] kicks [src].", null, null, COMBAT_MESSAGE_RANGE) take_damage(rand(4,8), BRUTE, "melee", 1) /obj/structure/rack/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0) switch(damage_type) if(BRUTE) if(damage_amount) playsound(loc, 'sound/items/dodgeball.ogg', 80, 1) else playsound(loc, 'sound/weapons/tap.ogg', 50, 1) if(BURN) playsound(loc, 'sound/items/Welder.ogg', 40, 1) /* * Rack destruction */ /obj/structure/rack/deconstruct(disassembled = TRUE) if(!(flags&NODECONSTRUCT)) density = 0 var/obj/item/weapon/rack_parts/newparts = new(loc) transfer_fingerprints_to(newparts) qdel(src) /* * Rack Parts */ /obj/item/weapon/rack_parts name = "rack parts" desc = "Parts of a rack." icon = 'icons/obj/items.dmi' icon_state = "rack_parts" flags = CONDUCT materials = list(MAT_METAL=2000) var/building = FALSE /obj/item/weapon/rack_parts/attackby(obj/item/weapon/W, mob/user, params) if (istype(W, /obj/item/weapon/wrench)) new /obj/item/stack/sheet/metal(user.loc) qdel(src) else . = ..() /obj/item/weapon/rack_parts/attack_self(mob/user) if(building) return building = TRUE to_chat(user, "You start constructing a rack...") if(do_after(user, 50, target = src, progress=TRUE)) if(!user.drop_item()) return var/obj/structure/rack/R = new /obj/structure/rack(user.loc) user.visible_message("[user] assembles \a [R].\ ", "You assemble \a [R].") R.add_fingerprint(user) qdel(src) building = FALSE