336 lines
8.7 KiB
Plaintext
336 lines
8.7 KiB
Plaintext
/obj/structure/chair
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name = "chair"
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desc = "You sit in this. Either by will or force.\n<span class='notice'>Drag your sprite to sit in the chair. Alt-click to rotate it clockwise.</span>"
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icon = 'icons/obj/chairs.dmi'
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icon_state = "chair"
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anchored = 1
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can_buckle = 1
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buckle_lying = 0 //you sit in a chair, not lay
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resistance_flags = 0
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obj_integrity = 250
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max_integrity = 250
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integrity_failure = 25
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var/buildstacktype = /obj/item/stack/sheet/metal
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var/buildstackamount = 1
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var/item_chair = /obj/item/chair // if null it can't be picked up
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layer = OBJ_LAYER
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/obj/structure/chair/Initialize()
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..()
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if(!anchored) //why would you put these on the shuttle?
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addtimer(CALLBACK(src, .proc/RemoveFromLatejoin), 0)
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/obj/structure/chair/Destroy()
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RemoveFromLatejoin()
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return ..()
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/obj/structure/chair/proc/RemoveFromLatejoin()
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SSjob.latejoin_trackers -= src //These may be here due to the arrivals shuttle
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/obj/structure/chair/deconstruct()
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// If we have materials, and don't have the NOCONSTRUCT flag
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if(buildstacktype && (!(flags & NODECONSTRUCT)))
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new buildstacktype(loc,buildstackamount)
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..()
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/obj/structure/chair/attack_paw(mob/user)
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return attack_hand(user)
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/obj/structure/chair/narsie_act()
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var/obj/structure/chair/wood/W = new/obj/structure/chair/wood(get_turf(src))
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W.setDir(dir)
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qdel(src)
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/obj/structure/chair/attackby(obj/item/weapon/W, mob/user, params)
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if(istype(W, /obj/item/weapon/wrench) && !(flags&NODECONSTRUCT))
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playsound(src.loc, W.usesound, 50, 1)
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deconstruct()
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else if(istype(W, /obj/item/assembly/shock_kit))
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if(!user.drop_item())
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return
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var/obj/item/assembly/shock_kit/SK = W
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var/obj/structure/chair/e_chair/E = new /obj/structure/chair/e_chair(src.loc)
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playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
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E.setDir(dir)
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E.part = SK
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SK.loc = E
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SK.master = E
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qdel(src)
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else
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return ..()
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/obj/structure/chair/attack_tk(mob/user)
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if(!anchored || has_buckled_mobs())
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..()
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else
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rotate()
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/obj/structure/chair/proc/handle_rotation(direction)
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handle_layer()
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if(has_buckled_mobs())
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for(var/m in buckled_mobs)
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var/mob/living/buckled_mob = m
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buckled_mob.setDir(direction)
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/obj/structure/chair/proc/handle_layer()
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if(has_buckled_mobs() && dir == NORTH)
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layer = ABOVE_MOB_LAYER
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else
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layer = OBJ_LAYER
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/obj/structure/chair/post_buckle_mob(mob/living/M)
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..()
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handle_layer()
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/obj/structure/chair/proc/spin()
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setDir(turn(dir, 90))
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/obj/structure/chair/setDir(newdir)
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..()
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handle_rotation(newdir)
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/obj/structure/chair/verb/rotate()
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set name = "Rotate Chair"
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set category = "Object"
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set src in oview(1)
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if(config.ghost_interaction)
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spin()
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else
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if(!usr || !isturf(usr.loc))
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return
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if(usr.stat || usr.restrained())
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return
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spin()
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/obj/structure/chair/AltClick(mob/user)
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..()
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if(user.incapacitated())
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to_chat(user, "<span class='warning'>You can't do that right now!</span>")
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return
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if(!in_range(src, user))
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return
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else
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rotate()
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// Chair types
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/obj/structure/chair/wood
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icon_state = "wooden_chair"
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name = "wooden chair"
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desc = "Old is never too old to not be in fashion."
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resistance_flags = FLAMMABLE
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obj_integrity = 70
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max_integrity = 70
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buildstacktype = /obj/item/stack/sheet/mineral/wood
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buildstackamount = 3
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item_chair = /obj/item/chair/wood
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/obj/structure/chair/wood/narsie_act()
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return
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/obj/structure/chair/wood/normal //Kept for map compatibility
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/obj/structure/chair/wood/wings
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icon_state = "wooden_chair_wings"
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item_chair = /obj/item/chair/wood/wings
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/obj/structure/chair/comfy
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name = "comfy chair"
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desc = "It looks comfy.\n<span class='notice'>Alt-click to rotate it clockwise.</span>"
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icon_state = "comfychair"
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color = rgb(255,255,255)
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resistance_flags = FLAMMABLE
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obj_integrity = 70
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max_integrity = 70
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buildstackamount = 2
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var/mutable_appearance/armrest
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item_chair = null
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/obj/structure/chair/comfy/Initialize()
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armrest = mutable_appearance('icons/obj/chairs.dmi', "comfychair_armrest")
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armrest.layer = ABOVE_MOB_LAYER
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return ..()
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/obj/structure/chair/comfy/Destroy()
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QDEL_NULL(armrest)
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return ..()
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/obj/structure/chair/comfy/post_buckle_mob(mob/living/M)
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..()
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if(has_buckled_mobs())
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add_overlay(armrest)
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else
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cut_overlay(armrest)
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/obj/structure/chair/comfy/brown
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color = rgb(255,113,0)
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/obj/structure/chair/comfy/beige
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color = rgb(255,253,195)
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/obj/structure/chair/comfy/teal
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color = rgb(0,255,255)
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/obj/structure/chair/comfy/black
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color = rgb(167,164,153)
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/obj/structure/chair/comfy/lime
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color = rgb(255,251,0)
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/obj/structure/chair/office
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anchored = 0
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buildstackamount = 5
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item_chair = null
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/obj/structure/chair/office/light
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icon_state = "officechair_white"
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/obj/structure/chair/office/dark
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icon_state = "officechair_dark"
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//Stool
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/obj/structure/chair/stool
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name = "stool"
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desc = "Apply butt."
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icon_state = "stool"
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can_buckle = 0
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buildstackamount = 1
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item_chair = /obj/item/chair/stool
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/obj/structure/chair/stool/narsie_act()
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return
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/obj/structure/chair/MouseDrop(over_object, src_location, over_location)
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. = ..()
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if(over_object == usr && Adjacent(usr))
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if(!item_chair || !usr.can_hold_items() || has_buckled_mobs() || src.flags & NODECONSTRUCT)
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return
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if(usr.incapacitated())
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to_chat(usr, "<span class='warning'>You can't do that right now!</span>")
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return
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usr.visible_message("<span class='notice'>[usr] grabs \the [src.name].</span>", "<span class='notice'>You grab \the [src.name].</span>")
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var/C = new item_chair(loc)
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usr.put_in_hands(C)
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qdel(src)
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/obj/structure/chair/stool/bar
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name = "bar stool"
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desc = "It has some unsavory stains on it..."
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icon_state = "bar"
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item_chair = /obj/item/chair/stool/bar
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/obj/item/chair
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name = "chair"
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desc = "Bar brawl essential."
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icon = 'icons/obj/chairs.dmi'
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icon_state = "chair_toppled"
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item_state = "chair"
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w_class = WEIGHT_CLASS_HUGE
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force = 8
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throwforce = 10
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throw_range = 3
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hitsound = 'sound/items/trayhit1.ogg'
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hit_reaction_chance = 50
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materials = list(MAT_METAL = 2000)
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var/break_chance = 5 //Likely hood of smashing the chair.
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var/obj/structure/chair/origin_type = /obj/structure/chair
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/obj/item/chair/narsie_act()
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var/obj/item/chair/wood/W = new/obj/item/chair/wood(get_turf(src))
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W.setDir(dir)
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qdel(src)
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/obj/item/chair/attack_self(mob/user)
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plant(user)
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/obj/item/chair/proc/plant(mob/user)
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for(var/obj/A in get_turf(loc))
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if(istype(A,/obj/structure/chair))
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to_chat(user, "<span class='danger'>There is already a chair here.</span>")
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return
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if(A.density && !(A.flags & ON_BORDER))
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to_chat(user, "<span class='danger'>There is already something here.</span>")
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return
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user.visible_message("<span class='notice'>[user] rights \the [src.name].</span>", "<span class='notice'>You right \the [name].</span>")
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var/obj/structure/chair/C = new origin_type(get_turf(loc))
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C.setDir(dir)
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qdel(src)
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/obj/item/chair/proc/smash(mob/living/user)
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var/stack_type = initial(origin_type.buildstacktype)
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if(!stack_type)
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return
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var/remaining_mats = initial(origin_type.buildstackamount)
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remaining_mats-- //Part of the chair was rendered completely unusable. It magically dissapears. Maybe make some dirt?
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if(remaining_mats)
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for(var/M=1 to remaining_mats)
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new stack_type(get_turf(loc))
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qdel(src)
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/obj/item/chair/hit_reaction(mob/living/carbon/human/owner, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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if(attack_type == UNARMED_ATTACK && prob(hit_reaction_chance))
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owner.visible_message("<span class='danger'>[owner] fends off [attack_text] with [src]!</span>")
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return 1
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return 0
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/obj/item/chair/afterattack(atom/target, mob/living/carbon/user, proximity)
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..()
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if(!proximity)
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return
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if(prob(break_chance))
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user.visible_message("<span class='danger'>[user] smashes \the [src] to pieces against \the [target]</span>")
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if(iscarbon(target))
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var/mob/living/carbon/C = target
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if(C.health < C.maxHealth*0.5)
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C.Weaken(1)
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smash(user)
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/obj/item/chair/stool
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name = "stool"
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icon_state = "stool_toppled"
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item_state = "stool"
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origin_type = /obj/structure/chair/stool
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break_chance = 0 //It's too sturdy.
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/obj/item/chair/stool/bar
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name = "bar stool"
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icon_state = "bar_toppled"
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item_state = "stool_bar"
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origin_type = /obj/structure/chair/stool/bar
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/obj/item/chair/stool/narsie_act()
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return //sturdy enough to ignore a god
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/obj/item/chair/wood
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name = "wooden chair"
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icon_state = "wooden_chair_toppled"
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item_state = "woodenchair"
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resistance_flags = FLAMMABLE
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obj_integrity = 70
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max_integrity = 70
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hitsound = 'sound/weapons/genhit1.ogg'
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origin_type = /obj/structure/chair/wood
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materials = null
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break_chance = 50
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/obj/item/chair/wood/narsie_act()
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return
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/obj/item/chair/wood/wings
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icon_state = "wooden_chair_wings_toppled"
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origin_type = /obj/structure/chair/wood/wings
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/obj/structure/chair/old
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name = "strange chair"
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desc = "You sit in this. Either by will or force. Looks REALLY uncomfortable."
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icon_state = "chairold"
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item_chair = null
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