268 lines
10 KiB
Plaintext
268 lines
10 KiB
Plaintext
/obj/item/clothing
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name = "clothing"
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resistance_flags = FLAMMABLE
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max_integrity = 200
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integrity_failure = 0.4
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block_priority = BLOCK_PRIORITY_CLOTHING
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var/damaged_clothes = 0 //similar to machine's BROKEN stat and structure's broken var
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var/flash_protect = 0 //What level of bright light protection item has. 1 = Flashers, Flashes, & Flashbangs | 2 = Welding | -1 = OH GOD WELDING BURNT OUT MY RETINAS
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var/tint = 0 //Sets the item's level of visual impairment tint, normally set to the same as flash_protect
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var/up = 0 //but separated to allow items to protect but not impair vision, like space helmets
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var/visor_flags = 0 //flags that are added/removed when an item is adjusted up/down
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var/visor_flags_inv = 0 //same as visor_flags, but for flags_inv
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var/visor_flags_cover = 0 //same as above, but for flags_cover
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//what to toggle when toggled with weldingvisortoggle()
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var/visor_vars_to_toggle = VISOR_FLASHPROTECT | VISOR_TINT | VISOR_VISIONFLAGS | VISOR_DARKNESSVIEW | VISOR_INVISVIEW
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lefthand_file = 'icons/mob/inhands/clothing_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/clothing_righthand.dmi'
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var/alt_desc = null
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var/toggle_message = null
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var/alt_toggle_message = null
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var/active_sound = null
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var/toggle_cooldown = null
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var/cooldown = 0
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var/obj/item/flashlight/F = null
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var/can_flashlight = 0
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var/blocks_shove_knockdown = FALSE //Whether wearing the clothing item blocks the ability for shove to knock down.
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var/clothing_flags = NONE
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//Var modification - PLEASE be careful with this I know who you are and where you live
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var/list/user_vars_to_edit //VARNAME = VARVALUE eg: "name" = "butts"
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var/list/user_vars_remembered //Auto built by the above + dropped() + equipped()
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var/pocket_storage_component_path
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//These allow head/mask items to dynamically alter the user's hair
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// and facial hair, checking hair_extensions.dmi and facialhair_extensions.dmi
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// for a state matching hair_state+dynamic_hair_suffix
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// THESE OVERRIDE THE HIDEHAIR FLAGS
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var/dynamic_hair_suffix = ""//head > mask for head hair
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var/dynamic_fhair_suffix = ""//mask > head for facial hair
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//basically a restriction list.
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var/list/species_restricted = null
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//Basically syntax is species_restricted = list("Species Name","Species Name")
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//Add a "exclude" string to do the opposite, making it only only species listed that can't wear it.
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//You append this to clothing objects.
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/obj/item/clothing/Initialize()
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. = ..()
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if(CHECK_BITFIELD(clothing_flags, VOICEBOX_TOGGLABLE))
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actions_types += /datum/action/item_action/toggle_voice_box
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if(ispath(pocket_storage_component_path))
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LoadComponent(pocket_storage_component_path)
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/obj/item/clothing/MouseDrop(atom/over_object)
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. = ..()
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var/mob/M = usr
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if(ismecha(M.loc)) // stops inventory actions in a mech
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return
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if(!. && !M.incapacitated() && loc == M && istype(over_object, /obj/screen/inventory/hand))
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var/obj/screen/inventory/hand/H = over_object
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if(M.putItemFromInventoryInHandIfPossible(src, H.held_index))
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add_fingerprint(usr)
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/obj/item/reagent_containers/food/snacks/clothing
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name = "oops"
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desc = "If you're reading this it means I messed up. This is related to moths eating clothes and I didn't know a better way to do it than making a new food object."
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list_reagents = list(/datum/reagent/consumable/nutriment = 1)
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tastes = list("dust" = 1, "lint" = 1)
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/obj/item/clothing/attack(mob/M, mob/user, def_zone)
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if(user.a_intent != INTENT_HARM && ismoth(M))
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var/obj/item/reagent_containers/food/snacks/clothing/clothing_as_food = new
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clothing_as_food.name = name
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if(clothing_as_food.attack(M, user, def_zone))
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take_damage(15, sound_effect=FALSE)
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qdel(clothing_as_food)
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else
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return ..()
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/obj/item/clothing/attackby(obj/item/W, mob/user, params)
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if(damaged_clothes && istype(W, /obj/item/stack/sheet/cloth))
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var/obj/item/stack/sheet/cloth/C = W
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C.use(1)
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update_clothes_damaged_state(FALSE)
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obj_integrity = max_integrity
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to_chat(user, "<span class='notice'>You fix the damage on [src] with [C].</span>")
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return 1
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return ..()
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/obj/item/clothing/Destroy()
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user_vars_remembered = null //Oh god somebody put REFERENCES in here? not to worry, we'll clean it up
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return ..()
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/obj/item/clothing/dropped(mob/user)
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..()
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if(!istype(user))
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return
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if(LAZYLEN(user_vars_remembered))
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for(var/variable in user_vars_remembered)
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if(variable in user.vars)
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if(user.vars[variable] == user_vars_to_edit[variable]) //Is it still what we set it to? (if not we best not change it)
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user.vars[variable] = user_vars_remembered[variable]
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user_vars_remembered = initial(user_vars_remembered) // Effectively this sets it to null.
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/obj/item/clothing/equipped(mob/user, slot)
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..()
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if (!istype(user))
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return
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if(slot_flags & slotdefine2slotbit(slot)) //Was equipped to a valid slot for this item?
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if (LAZYLEN(user_vars_to_edit))
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for(var/variable in user_vars_to_edit)
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if(variable in user.vars)
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LAZYSET(user_vars_remembered, variable, user.vars[variable])
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user.vv_edit_var(variable, user_vars_to_edit[variable])
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/obj/item/clothing/examine(mob/user)
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. = ..()
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if(damaged_clothes)
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. += "<span class='warning'>It looks damaged!</span>"
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var/datum/component/storage/pockets = GetComponent(/datum/component/storage)
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if(pockets)
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var/list/how_cool_are_your_threads = list("<span class='notice'>")
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if(pockets.attack_hand_interact)
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how_cool_are_your_threads += "[src]'s storage opens when clicked.\n"
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else
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how_cool_are_your_threads += "[src]'s storage opens when dragged to yourself.\n"
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how_cool_are_your_threads += "[src] can store [pockets.max_items] item\s.\n"
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how_cool_are_your_threads += "[src] can store items that are [weightclass2text(pockets.max_w_class)] or smaller.\n"
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if(pockets.quickdraw)
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how_cool_are_your_threads += "You can quickly remove an item from [src] using Alt-Click.\n"
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if(pockets.silent)
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how_cool_are_your_threads += "Adding or removing items from [src] makes no noise.\n"
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how_cool_are_your_threads += "</span>"
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. += how_cool_are_your_threads.Join()
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/obj/item/clothing/obj_break(damage_flag)
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if(!damaged_clothes)
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update_clothes_damaged_state(TRUE)
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if(ismob(loc)) //It's not important enough to warrant a message if nobody's wearing it
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var/mob/M = loc
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to_chat(M, "<span class='warning'>Your [name] starts to fall apart!</span>")
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/obj/item/clothing/proc/update_clothes_damaged_state(damaging = TRUE)
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var/index = "[REF(initial(icon))]-[initial(icon_state)]"
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var/static/list/damaged_clothes_icons = list()
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if(damaging)
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damaged_clothes = 1
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var/icon/damaged_clothes_icon = damaged_clothes_icons[index]
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if(!damaged_clothes_icon)
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damaged_clothes_icon = icon(initial(icon), initial(icon_state), , 1) //we only want to apply damaged effect to the initial icon_state for each object
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damaged_clothes_icon.Blend("#fff", ICON_ADD) //fills the icon_state with white (except where it's transparent)
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damaged_clothes_icon.Blend(icon('icons/effects/item_damage.dmi', "itemdamaged"), ICON_MULTIPLY) //adds damage effect and the remaining white areas become transparant
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damaged_clothes_icon = fcopy_rsc(damaged_clothes_icon)
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damaged_clothes_icons[index] = damaged_clothes_icon
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add_overlay(damaged_clothes_icon, 1)
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else
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damaged_clothes = 0
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cut_overlay(damaged_clothes_icons[index], TRUE)
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/*
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SEE_SELF // can see self, no matter what
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SEE_MOBS // can see all mobs, no matter what
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SEE_OBJS // can see all objs, no matter what
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SEE_TURFS // can see all turfs (and areas), no matter what
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SEE_PIXELS// if an object is located on an unlit area, but some of its pixels are
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// in a lit area (via pixel_x,y or smooth movement), can see those pixels
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BLIND // can't see anything
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*/
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/proc/generate_alpha_masked_clothing(index,state,icon,female,alpha_masks)
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var/icon/I = icon(icon, state)
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if(female)
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var/icon/female_s = icon('icons/mob/clothing/alpha_masks.dmi', "[(female == FEMALE_UNIFORM_FULL) ? "female_full" : "female_top"]")
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I.Blend(female_s, ICON_MULTIPLY, -15, -15) //it's a 64x64 icon.
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if(alpha_masks)
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if(istext(alpha_masks))
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alpha_masks = list(alpha_masks)
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for(var/alpha_state in alpha_masks)
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var/icon/alpha = icon('icons/mob/clothing/alpha_masks.dmi', alpha_state)
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I.Blend(alpha, ICON_MULTIPLY, -15, -15)
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. = GLOB.alpha_masked_worn_icons[index] = fcopy_rsc(I)
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/obj/item/clothing/proc/weldingvisortoggle(mob/user) //proc to toggle welding visors on helmets, masks, goggles, etc.
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if(!can_use(user))
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return FALSE
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visor_toggling()
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to_chat(user, "<span class='notice'>You adjust \the [src] [up ? "up" : "down"].</span>")
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if(iscarbon(user))
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var/mob/living/carbon/C = user
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C.head_update(src, forced = 1)
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for(var/X in actions)
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var/datum/action/A = X
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A.UpdateButtonIcon()
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return TRUE
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/obj/item/clothing/proc/visor_toggling() //handles all the actual toggling of flags
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up = !up
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clothing_flags ^= visor_flags
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flags_inv ^= visor_flags_inv
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flags_cover ^= initial(flags_cover)
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icon_state = "[initial(icon_state)][up ? "up" : ""]"
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if(visor_vars_to_toggle & VISOR_FLASHPROTECT)
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flash_protect ^= initial(flash_protect)
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if(visor_vars_to_toggle & VISOR_TINT)
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tint ^= initial(tint)
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/obj/item/clothing/proc/can_use(mob/user)
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if(user && ismob(user))
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if(!user.incapacitated())
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return 1
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return 0
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/obj/item/clothing/obj_destruction(damage_flag)
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if(damage_flag == "bomb" || damage_flag == "melee")
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var/turf/T = get_turf(src)
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spawn(1) //so the shred survives potential turf change from the explosion.
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var/obj/effect/decal/cleanable/shreds/Shreds = new(T)
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Shreds.desc = "The sad remains of what used to be [name]."
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deconstruct(FALSE)
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else
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..()
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//Species-restricted clothing check. - Thanks Oraclestation, BS13, /vg/station etc.
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/obj/item/clothing/mob_can_equip(mob/M, slot, disable_warning = TRUE)
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//if we can't equip the item anyway, don't bother with species_restricted (also cuts down on spam)
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if(!..())
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return FALSE
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// Skip species restriction checks on non-equipment slots
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if(slot in list(SLOT_IN_BACKPACK, SLOT_L_STORE, SLOT_R_STORE))
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return TRUE
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if(species_restricted && ishuman(M))
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var/wearable = null
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var/exclusive = null
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var/mob/living/carbon/human/H = M
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if("exclude" in species_restricted) //TURNS IT INTO A BLACKLIST - AKA ALL MINUS SPECIES LISTED.
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exclusive = TRUE
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if(H.dna.species)
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if(exclusive)
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if(!(H.dna.species.name in species_restricted))
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wearable = TRUE
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else
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if(H.dna.species.name in species_restricted)
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wearable = TRUE
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if(!wearable)
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to_chat(M, "<span class='warning'>Your species cannot wear [src].</span>")
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return FALSE
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return TRUE
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