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items.dm
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/obj/item
name = "item"
icon = 'icons/obj/items.dmi'
w_class = WEIGHT_CLASS_NORMAL
blocks_emissive = EMISSIVE_BLOCK_GENERIC
///This saves our blood splatter overlay, which will be processed not to go over the edges of the sprite
var/image/blood_overlay
var/randpixel = 6
var/abstract = 0
var/r_speed = 1.0
var/health
var/burn_point
var/burning
//Generic hit sound
var/hitsound = /singleton/sound_category/swing_hit_sound
var/storage_cost
var/storage_slot_sort_by_name = FALSE
///Dimensions of the icon file used when this item is worn, eg: hats.dmi (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
///Dimensions of the icon file used when this item is worn, eg: hats.dmi (32x32 sprite, 64x64 sprite, etc.). Allows inhands/worn sprites to be of any size, but still centered on a mob properly
var/worn_y_dimension = 32
/**
* Determines which slots an item can fit, eg. `SLOT_BACK`
*
* See `code\__DEFINES\items_clothing.dm` for the list of defined slots
*/
var/slot_flags = 0
///Boolean, determines if this object generates attack logs
var/no_attack_log = FALSE
pass_flags = PASSTABLE | PASSRAILING
var/obj/item/master
/**
* Flags which determine which body parts are protected from heat, eg. `HEAD` and `UPPER_TORSO`
*
* See `code\__DEFINES\items_clothing.dm` for the list of defined parts
*/
var/heat_protection = 0
/**
* Flags which determine which body parts are protected from cold, eg. `HEAD` and `UPPER_TORSO`
*
* See `code\__DEFINES\items_clothing.dm` for the list of defined parts
*/
var/cold_protection = 0
/**
* 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/max_heat_protection_temperature = null
/**
* 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/min_cold_protection_temperature = null
//Set this variable if the item protects its wearer against high pressures below an upper bound. Keep at null to disable protection
var/max_pressure_protection
/**
* Set this variable if the item protects its wearer against low pressures above a lower bound
* Keep at null to disable protection
*
* 0 represents protection against hard vacuum
*/
var/min_pressure_protection
var/datum/action/item_action/action
/**
* It is also the text which gets displayed on the action button
*
* If not set it defaults to 'Use [name]'
*
* If it's not set, there'll be no button
*/
var/action_button_name
///Specify the default type and behavior of the action button for this atom
var/default_action_type = /datum/action/item_action
/**
* 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.
*
* It should be used purely for appearance. For gameplay effects caused by items covering body parts, use body_parts_covered
*/
var/flags_inv = 0
///See `code\__DEFINES\items_clothing.dm` for appropriate bit flags
var/body_parts_covered = 0
///Miscellaneous flags pertaining to equippable objects.
var/item_flags = 0
//var/heat_transfer_coefficient = 1 //0 prevents all transfers, 1 is invisible
///For leaking gas from turf to mask and vice-versa
var/gas_transfer_coefficient = 1
///For chemicals/diseases
var/permeability_coefficient = 1
///For electrical admittance/conductance (eg. electrocution checks)
var/siemens_coefficient = 1
///How much clothing is slowing you down. Negative values speeds you up
var/slowdown = 0
///Updated on accessory add/remove. This is how much the current accessories slow you down.
var/slowdown_accessory = 0
///Boolean, mostly for Ninja code at this point but basically will not allow the item to be removed if set to `FALSE`
var/canremove = TRUE
///If `FALSE`, this item/weapon cannot become embedded in people when you hit them with it
var/can_embed = TRUE
var/list/allowed = null //suit storage stuff.
///All items can have an uplink hidden inside, just remember to add the triggers.
var/obj/item/device/uplink/hidden/hidden_uplink
///Name used for message when binoculars/scope is used
var/zoomdevicename
///Boolean, `TRUE` if item is actively being used to zoom. For scoped guns and binoculars.
var/zoom = FALSE
///Boolean, if item_state, lefthand, righthand, and worn sprite are all in one dmi
var/contained_sprite = FALSE
///Used when thrown into a mob
var/mob_throw_hit_sound
///Sound used when equipping the item into a valid slot
var/equip_sound = null
///Sound uses when picking the item up (into your hands)
var/pickup_sound = /singleton/sound_category/generic_pickup_sound
///Sound uses when dropping the item, or when its thrown.
var/drop_sound = /singleton/sound_category/generic_drop_sound
var/list/armor
var/armor_degradation_speed //How fast armor will degrade, multiplier to blocked damage to get armor damage value.
//Item_state definition moved to /obj
//var/item_state = null // Used to specify the item state for the on-mob overlays.
///Overrides the default item_state for particular slots.
var/item_state_slots
///used in furniture for previews. used in material weapons too
var/base_icon
///Boolean, when it uses coloration and a part of it wants to remain uncolored. e.g., handle of the screwdriver is colored while the head is not.
var/build_from_parts = FALSE
///Inhands overlay
var/worn_overlay = null
///When you want your worn overlay to have colors. So you can have more than one modular coloring.
var/worn_overlay_color = null
///When you want to slice out a chunk from a sprite
var/alpha_mask
/// Boolean, determines whether accent colour is applied or not
var/has_accents = FALSE
/// appearance_flags Bitflag, when has_accents is set to true, this will determine which flags will be applied to the accent image
var/accent_flags = RESET_COLOR
/// used for accents which are coloured differently to the main body of the sprite
var/accent_color = COLOR_GRAY
/**
* ITEM_ICONS ARE DEPRECATED. USE CONTAINED SPRITES IN FUTURE
*
* Used to specify the icon file to be used when the item is worn. If not set the default icon for that slot will be used.
* If icon_override or sprite_sheets are set they will take precendence over this, assuming they apply to the slot in question.
* Only slot_l_hand/slot_r_hand are implemented at the moment. Others to be implemented as needed.
*/
var/list/item_icons
/**
* These specify item/icon overrides for _species_
*
* Species-specific sprites definition, eg:
*
* ```
* sprite_sheets = list(
* BODYTYPE_TAJARA = 'icons/cat/are/bad'
* )
* ```
*
* If index term exists and icon_override is not set, this sprite sheet will be used.
*/
var/list/sprite_sheets
/**
* Species-specific sprite sheets for inventory sprites
*
* Works similarly to worn sprite_sheets, except the alternate sprites are used when the clothing/refit_for_species() proc is called
*/
var/list/sprite_sheets_obj
///Used to override hardcoded clothing dmis in human clothing pr
var/icon_override
var/charge_failure_message = " cannot be recharged."
var/held_maptext
var/cleaving = FALSE
///Length of tiles it can reach, 1 is adjacent.
var/reach = 1
///Used to determine whether something can pick a lock, and how well
var/lock_picking_level = 0
///Used to determine what this item can be changed into with a modkit
var/list/convert_options
//Tooltip vars
var/in_inventory = FALSE //is this item equipped into an inventory slot or hand of a mob?
var/tip_timer = 0
// item hover FX
/// Is this item inside a storage object?
var/in_storage = FALSE
/// Holder var for the item outline filter, null when no outline filter on the item.
var/outline_filter
/obj/item/Initialize(mapload, ...)
. = ..()
if(islist(armor))
for(var/type in armor)
if(armor[type])
AddComponent(/datum/component/armor, armor)
break
if(item_flags & ITEM_FLAG_HELD_MAP_TEXT)
set_initial_maptext()
check_maptext()
/obj/item/Destroy()
if(ismob(loc))
var/mob/m = loc
m.drop_from_inventory(src)
m.update_inv_r_hand()
m.update_inv_l_hand()
src.loc = null
if(!QDELETED(action))
QDEL_NULL(action) // /mob/living/proc/handle_actions() creates it, for ungodly reasons
action = null
if(!QDELETED(hidden_uplink))
QDEL_NULL(hidden_uplink)
hidden_uplink = null
master = null
. = ..()
/obj/item/update_icon()
. = ..()
if(build_from_parts || has_accents)
ClearOverlays()
if(build_from_parts)
AddOverlays(overlay_image(icon,"[icon_state]_[worn_overlay]", flags=RESET_COLOR)) //add the overlay w/o coloration of the original sprite
if(has_accents)
AddOverlays(overlay_image(icon, "[icon_state]_acc", accent_color, accent_flags))
/obj/item/device
pickup_sound = 'sound/items/pickup/device.ogg'
drop_sound = 'sound/items/drop/device.ogg'
contained_sprite = TRUE
item_state = "electronic"
/atom/proc/get_cell()
return DEVICE_NO_CELL
//Checks if the item is being held by a mob, and if so, updates the held icons
/obj/item/proc/update_held_icon()
if(ismob(src.loc))
var/mob/M = src.loc
if(M.l_hand == src)
M.update_inv_l_hand()
if(M.r_hand == src)
M.update_inv_r_hand()
/obj/item/ex_act(severity)
switch(severity)
if(1.0)
qdel(src)
return
if(2.0)
if (prob(50))
qdel(src)
return
if(3.0)
if (prob(5))
qdel(src)
return
return
/obj/item/verb/move_to_top(obj/item/I in range(1))
set name = "Move To Top"
set category = "Object"
if (!(I in view(1, src)))
return
if(!istype(I.loc, /turf) || usr.stat || usr.restrained() )
return
var/turf/T = I.loc
I.loc = null
I.forceMove(T)
/obj/item/get_examine_text(mob/user, distance, is_adjacent, infix, suffix, get_extended = FALSE)
var/size
switch(src.w_class)
if (WEIGHT_CLASS_HUGE to INFINITY)
size = "huge"
if (WEIGHT_CLASS_BULKY to WEIGHT_CLASS_HUGE)
size = "bulky"
if (WEIGHT_CLASS_NORMAL to WEIGHT_CLASS_BULKY)
size = "normal-sized"
if (WEIGHT_CLASS_SMALL to WEIGHT_CLASS_NORMAL)
size = "small"
if (0 to WEIGHT_CLASS_SMALL)
size = "tiny"
//Changed this switch to ranges instead of tiered values, to cope with granularity and also
//things outside its range ~Nanako
. = ..(user, distance, "", "It is a [size] item.", get_extended = get_extended)
var/datum/component/armor/armor_component = GetComponent(/datum/component/armor)
if(armor_component)
. += FONT_SMALL(SPAN_NOTICE("\[?\] This item has armor values. <a href='byond://?src=[REF(src)];examine_armor=1>\[Show Armor Values\]</a>"))
/obj/item/Topic(href, href_list)
if(href_list["examine_armor"])
var/datum/component/armor/armor_component = GetComponent(/datum/component/armor)
var/list/armor_details = list()
for(var/armor_type in armor_component.armor_values)
armor_details[armor_type] = armor_component.armor_values[armor_type]
var/datum/tgui_module/armor_values/AV = new /datum/tgui_module/armor_values(usr, capitalize_first_letters(name), armor_details)
AV.ui_interact(usr)
return ..()
/obj/item/attack_hand(mob/user)
if(!user)
return
if(ishuman(user))
if(iszombie(user))
to_chat(user, SPAN_WARNING("You uselessly claw at \the [src], your rotting brain incapable of picking it up or operating it."))
return
var/mob/living/carbon/human/H = user
var/obj/item/organ/external/temp = H.organs_by_name[BP_R_HAND]
if (user.hand)
temp = H.organs_by_name[BP_L_HAND]
if(temp && !temp.is_usable())
to_chat(user, SPAN_NOTICE("You try to move your [temp.name], but cannot!"))
return
if(!temp)
to_chat(user, SPAN_NOTICE("You try to use your hand, but realize it is no longer attached!"))
return
if(!do_additional_pickup_checks(user))
return
var/obj/item/storage/S
var/storage_depth_matters = TRUE
if(istype(src.loc, /obj/item/storage))
S = src.loc
if(!S.care_about_storage_depth)
storage_depth_matters = FALSE
if(storage_depth_matters && !src.Adjacent(user))
to_chat(user, SPAN_NOTICE("\The [src] slips out of your grasp before you can grab it!")) // because things called before this can move it
return // please don't pick things up
src.pickup(user)
if(S)
S.remove_from_storage(src)
QDEL_NULL(throwing)
if (src.loc == user)
if(!user.prepare_for_slotmove(src))
return
else if(isliving(src.loc))
return
// If equipping onto active hand fails, drop it on the floor.
if (!user.put_in_active_hand(src))
forceMove(user.loc)
return
/obj/item/proc/do_additional_pickup_checks(var/mob/user)
return TRUE
/obj/item/attack_ai(mob/user as mob)
if (istype(src.loc, /obj/item/robot_module))
//If the item is part of a cyborg module, equip it
if(!isrobot(user))
return
var/mob/living/silicon/robot/R = user
R.activate_module(src)
R.hud_used.update_robot_modules_display()
/**
* Called when the user alt-clicks on something with this item in their active hand
*
* This function is designed to be overridden by individual weapons
*
* A return value of `TRUE` continues on to do the normal alt-click action,
* a return value of `FALSE` does not continue, and will not do the alt-click
*/
/obj/item/proc/alt_attack(var/atom/target, var/mob/user)
return TRUE
/obj/item/proc/talk_into(mob/M as mob, text)
return
/obj/item/proc/moved(mob/user as mob, old_loc as turf)
return
/obj/item/proc/get_volume_by_throwforce_and_or_w_class()
if(throwforce && w_class)
return clamp((throwforce + w_class) * 5, 30, 100)// Add the item's throwforce to its weight class and multiply by 5, then clamp the value between 30 and 100
else if(w_class)
return clamp(w_class * 8, 20, 100) // Multiply the item's weight class by 8, then clamp the value between 20 and 100
else
return 0
/obj/item/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
if(QDELETED(hit_atom))
return
if(SEND_SIGNAL(src, COMSIG_MOVABLE_PRE_IMPACT, hit_atom, throwingdatum) & COMPONENT_MOVABLE_IMPACT_NEVERMIND)
return
if(SEND_SIGNAL(hit_atom, COMSIG_ATOM_PREHITBY, src, throwingdatum) & COMSIG_HIT_PREVENTED)
return
if(isliving(hit_atom)) //Living mobs handle hit sounds differently.
var/mob/living/L = hit_atom
if(L.in_throw_mode)
playsound(hit_atom, pickup_sound, PICKUP_SOUND_VOLUME, TRUE)
else
var/volume = get_volume_by_throwforce_and_or_w_class()
if(throwforce > 0)
if(mob_throw_hit_sound)
playsound(hit_atom, mob_throw_hit_sound, volume, TRUE, -1)
else if(hitsound)
playsound(hit_atom, hitsound, volume, TRUE, -1)
else
playsound(hit_atom, 'sound/weapons/Genhit.ogg', volume, TRUE, -1)
else
playsound(hit_atom, 'sound/weapons/throwtap.ogg', 1, volume, -1)
else
playsound(src, drop_sound, YEET_SOUND_VOLUME)
var/itempush = TRUE
if(w_class < WEIGHT_CLASS_NORMAL)
itempush = FALSE //too light to push anything
return hit_atom.hitby(src, 0, itempush, throwingdatum=throwingdatum)
/**
* Called when an item is removed from a `/mob` inventory (including hands and whatnot),
* for whatever reason (dropped on the floor, thrown, put in a container, etc.)
*
* This is called after the _new_ location (`loc`) is set on the object, so if it's eg. put in a container,
* the loc inside here would point to the container, not the mob that had it in hand
*
* * user - The `/mob` that dropped the object (was removed from, not necessarily who clicked the button)
*/
/obj/item/proc/dropped(mob/user)
SHOULD_CALL_PARENT(TRUE)
remove_item_verbs(user)
if(item_flags & ITEM_FLAG_HELD_MAP_TEXT)
check_maptext()
if(zoom)
zoom(user) //binoculars, scope, etc
SEND_SIGNAL(src, COMSIG_ITEM_DROPPED, user)
in_inventory = FALSE
if(user && (z_flags & ZMM_MANGLE_PLANES))
addtimer(CALLBACK(user, /mob/proc/check_emissive_equipment), 0, TIMER_UNIQUE)
user?.update_equipment_speed_mods()
/obj/item/proc/remove_item_verbs(mob/user)
if(ismech(user)) //very snowflake, but necessary due to how mechs work
return
if(QDELETED(user))
return
var/list/verbs_to_remove = list()
for(var/v in verbs)
var/verbstring = "[v]"
if(length(user.item_verbs[verbstring]) == 1)
if(user.item_verbs[verbstring][1] == src)
verbs_to_remove += v
LAZYREMOVE(user.item_verbs[verbstring], src)
remove_verb(user, verbs_to_remove)
// Called whenever an object is moved around inside the mob's contents.
// Linker proc: mob/proc/prepare_for_slotmove, which is referenced in proc/handle_item_insertion and obj/item/attack_hand.
// This shit exists so that dropped() could almost exclusively be called when an item is dropped.
/obj/item/proc/on_slotmove(var/mob/user, slot)
if(zoom)
zoom(user)
SEND_SIGNAL(src, COMSIG_ITEM_REMOVE, src)
///Called just as an item is picked up (loc is not yet changed)
/obj/item/proc/pickup(mob/user)
pixel_x = 0
pixel_y = 0
SEND_SIGNAL(src, COMSIG_ITEM_PICKUP, user)
if(item_flags & ITEM_FLAG_HELD_MAP_TEXT)
addtimer(CALLBACK(src, PROC_REF(check_maptext)), 1) // invoke async does not work here
in_inventory = TRUE
do_pickup_animation(user)
// 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/storage/S as obj)
do_drop_animation(S)
in_storage = FALSE
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/storage/S as obj)
in_storage = TRUE
return
// called when "found" in pockets and storage items. Returns 1 if the search should end.
/obj/item/proc/on_found(mob/finder as mob)
return
/**
* Called after an item is placed in an equipment slot. Runs equipped(), then sends a signal.
* This should be called last or near-to-last, after all other inventory code stuff is handled.
*
* Arguments:
* * 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
* * initial is used to indicate whether or not this is the initial equipment (job datums etc) or just a player doing it
*/
/obj/item/proc/on_equipped(mob/user, slot, initial = FALSE)
SHOULD_NOT_OVERRIDE(TRUE)
equipped(user, slot, initial)
if(SEND_SIGNAL(src, COMSIG_ITEM_POST_EQUIPPED, user, slot) && COMPONENT_EQUIPPED_FAILED)
return FALSE
return TRUE
/**
* Called by on_equipped. Don't call this directly, we want the ITEM_POST_EQUIPPED signal to be sent after everything else.
*
* Note that hands count as slots.
*
* Arguments:
* * 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
* * initial is used to indicate whether or not this is the initial equipment (job datums etc) or just a player doing it
*/
/obj/item/proc/equipped(mob/user, slot, initial = FALSE)
SHOULD_CALL_PARENT(TRUE)
PROTECTED_PROC(TRUE)
SEND_SIGNAL(src, COMSIG_ITEM_EQUIPPED, user, slot)
SEND_SIGNAL(user, COMSIG_MOB_EQUIPPED_ITEM, src, slot)
hud_layerise()
equip_slot = slot
if(user.client) user.client.screen |= src
if(user.pulling == src) user.stop_pulling()
in_inventory = TRUE
if(!initial)
if(slot == slot_l_hand || slot == slot_r_hand)
playsound(src, pickup_sound, PICKUP_SOUND_VOLUME)
else if(slot_flags && slot)
if(equip_sound)
playsound(src, equip_sound, EQUIP_SOUND_VOLUME, TRUE, ignore_walls = FALSE)
else
playsound(src, drop_sound, DROP_SOUND_VOLUME, ignore_walls = FALSE)
if(item_action_slot_check(user, slot))
add_verb(user, verbs)
for(var/v in verbs)
LAZYDISTINCTADD(user.item_verbs["[v]"], src)
else
remove_item_verbs(user)
//Ěent for observable
SEND_SIGNAL(src, COMSIG_ITEM_REMOVE, src)
if(user && (z_flags & ZMM_MANGLE_PLANES))
addtimer(CALLBACK(user, /mob/proc/check_emissive_equipment), 0, TIMER_UNIQUE)
user.update_equipment_speed_mods()
/obj/item/proc/check_equipped(var/mob/user, var/slot, var/assisted_equip = FALSE)
return TRUE
//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(mob/user, slot)
return TRUE
///Defines which slots correspond to which slot flags
GLOBAL_LIST_INIT(slot_flags_enumeration, list(
"[slot_wear_mask]" = SLOT_MASK,
"[slot_back]" = SLOT_BACK,
"[slot_wear_suit]" = SLOT_OCLOTHING,
"[slot_gloves]" = SLOT_GLOVES,
"[slot_shoes]" = SLOT_FEET,
"[slot_belt]" = SLOT_BELT,
"[slot_glasses]" = SLOT_EYES,
"[slot_head]" = SLOT_HEAD,
"[slot_l_ear]" = SLOT_EARS|SLOT_TWOEARS,
"[slot_r_ear]" = SLOT_EARS|SLOT_TWOEARS,
"[slot_w_uniform]" = SLOT_ICLOTHING,
"[slot_wear_id]" = SLOT_ID,
"[slot_tie]" = SLOT_TIE,
"[slot_wrists]" = SLOT_WRISTS,
"[slot_pants]" = SLOT_PANTS
))
//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 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.
//Should probably move the bulk of this into mob code some time, as most of it is related to the definition of slots and not item-specific
/obj/item/proc/mob_can_equip(M as mob, slot, disable_warning = FALSE, bypass_blocked_check = FALSE)
if(!slot) return 0
if(!M) return 0
if(!ishuman(M)) return 0
var/mob/living/carbon/human/H = M
var/list/mob_equip = list()
if(H.species.hud && H.species.hud.equip_slots)
mob_equip = H.species.hud.equip_slots
if(H.species && !(slot in mob_equip))
return 0
//First check if the item can be equipped to the desired slot.
if("[slot]" in GLOB.slot_flags_enumeration)
var/req_flags = GLOB.slot_flags_enumeration["[slot]"]
if(!(req_flags & slot_flags))
return 0
//Next check that the slot is free
if(H.get_equipped_item(slot))
return 0
//Next check if the slot is accessible.
var/mob/_user = disable_warning? null : H
if(!bypass_blocked_check && !H.slot_is_accessible(slot, src, _user))
return 0
//Lastly, check special rules for the desired slot.
switch(slot)
if(slot_l_ear, slot_r_ear)
var/slot_other_ear = (slot == slot_l_ear)? slot_r_ear : slot_l_ear
if( (w_class > 1) && !(slot_flags & SLOT_EARS) )
return 0
if( (slot_flags & SLOT_TWOEARS) && H.get_equipped_item(slot_other_ear) )
return 0
if(slot_wear_id)
return 1
if(slot_l_hand)
var/obj/item/organ/external/O
O = H.organs_by_name[BP_L_HAND]
if(!O || !O.is_usable() || O.is_malfunctioning())
return FALSE
if(slot_r_hand)
var/obj/item/organ/external/O
O = H.organs_by_name[BP_R_HAND]
if(!O || !O.is_usable() || O.is_malfunctioning())
return FALSE
if(slot_l_store, slot_r_store)
if(!H.w_uniform && (slot_w_uniform in mob_equip))
if(!disable_warning)
to_chat(H, SPAN_WARNING("You need a jumpsuit before you can attach this [name]."))
return 0
if( w_class > 2 && !(slot_flags & SLOT_POCKET) )
return 0
if(slot_s_store)
var/can_hold_s_store = (slot_flags & SLOT_S_STORE)
if(!can_hold_s_store && H.species.can_hold_s_store(src))
can_hold_s_store = TRUE
if(can_hold_s_store)
return TRUE
if(!H.wear_suit && (slot_wear_suit in mob_equip))
if(!disable_warning)
to_chat(H, SPAN_WARNING("You need a suit before you can attach this [name]."))
return 0
if(H.wear_suit && !length(H.wear_suit.allowed))
if(!disable_warning)
to_chat(usr, SPAN_WARNING("You somehow have a suit with no defined allowed items for suit storage, stop that."))
return 0
if(!istype(src, /obj/item/modular_computer) && !ispen() && !is_type_in_list(src, H.wear_suit.allowed))
return 0
if(slot_handcuffed)
if(!istype(src, /obj/item/handcuffs))
return 0
if(slot_legcuffed)
if(!istype(src, /obj/item/handcuffs))
return 0
if(slot_in_backpack) //used entirely for equipping spawned mobs or at round start
var/allow = 0
if(H.back && istype(H.back, /obj/item/storage/backpack))
var/obj/item/storage/backpack/B = H.back
if(B.can_be_inserted(src,1))
allow = 1
if(!allow)
return 0
if(slot_in_belt)
var/allow = 0
if(istype(H.belt, /obj/item/storage/belt))
var/obj/item/storage/belt/B = H.belt
if(B.can_be_inserted(src,1))
allow = 1
if(!allow)
return 0
if(slot_tie)
if(!H.w_uniform && (slot_w_uniform in mob_equip))
if(!disable_warning)
to_chat(H, SPAN_WARNING("You need a jumpsuit before you can attach this [name]."))
return 0
var/obj/item/clothing/under/uniform = H.w_uniform
if(LAZYLEN(uniform.accessories) && !uniform.can_attach_accessory(src))
if (!disable_warning)
to_chat(H, SPAN_WARNING("You already have an accessory of this type attached to your [uniform]."))
return 0
return 1
/obj/item/proc/mob_can_unequip(mob/M, slot, disable_warning = 0)
if(!slot) return 0
if(!M) return 0
if(!canremove)
return 0
if(!M.slot_is_accessible(slot, src, disable_warning? null : M))
return 0
return 1
// override for give shenanigans
/obj/item/proc/on_give(var/mob/giver, var/mob/receiver)
if(item_flags & ITEM_FLAG_HELD_MAP_TEXT)
check_maptext()
//This proc is executed when someone clicks the on-screen UI button. To make the UI button show, set the 'icon_action_button' to the icon_state of the image of the button in screen1_action.dmi
//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()
attack_self(usr)
/**
* Called when a mob is hit by a projectile, item or by an attack
*
* Return one of the `BULLET_ACT_*` defines
*
* BULLET_ACT_HIT will let the attack continue, BULLET_ACT_BLOCK will block the attack
*/
/obj/item/proc/handle_shield(mob/user, var/on_back, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack")
SHOULD_NOT_SLEEP(TRUE)
return BULLET_ACT_HIT
/obj/item/proc/can_shield_back()
return
/obj/item/proc/get_loc_turf()
var/atom/L = loc
while(L && !istype(L, /turf/))
L = L.loc
return loc
/obj/item/proc/eyestab(mob/living/carbon/M, mob/living/carbon/user)
if(M.eyes_protected(src, TRUE))
return
var/mob/living/carbon/human/H = M
admin_attack_log(user, M, "attacked [key_name(M)] with [src]", "was attacked by [key_name(user)] using \a [src]", "used \a [src] to eyestab")
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
playsound(loc, hitsound, 70, TRUE)
user.do_attack_animation(M)
add_fingerprint(user)
if(istype(H))
var/obj/item/organ/internal/eyes/eyes = H.get_eyes()
if(H != user)
M.visible_message(
SPAN_DANGER("[user] stabs [M] in the [eyes.singular_name] with [src]!"),
SPAN_DANGER("[user] stabs you in the [eyes.singular_name] with [src]!")
)
else
user.visible_message( \
SPAN_DANGER("[user] stabs themself in the [eyes.singular_name] with [src]!"), \
SPAN_DANGER("You stab yourself in the [eyes.singular_name] with [src]!") \
)
eyes.take_damage(rand(3,4))
if(eyes.damage >= eyes.min_bruised_damage)
if(H.stat != DEAD)
if(eyes.robotic <= 1) //robot eyes bleeding might be a bit silly
to_chat(H, SPAN_DANGER("Your eyes start to bleed profusely!"))
if(prob(50))
if(H.stat != DEAD)
to_chat(H, SPAN_WARNING("You drop what you're holding and clutch at your eyes!"))
H.drop_item()
H.eye_blurry += 10
H.Paralyse(1)
H.Weaken(4)
if (eyes.damage >= eyes.min_broken_damage)
if(H.stat != DEAD)
to_chat(H, SPAN_WARNING("You go blind!"))
var/obj/item/organ/external/affecting = H.get_organ(BP_HEAD)
if(affecting.take_damage(7, 0, damage_flags(), src))
H.UpdateDamageIcon()
else
M.take_organ_damage(7)
M.eye_blurry += rand(3,4)
/obj/item/proc/protects_eyestab(var/obj/stab_item, var/stabbed = FALSE) // if stabbed is set to true if we're being stabbed and not just checking
if((item_flags & ITEM_FLAG_THICK_MATERIAL) && (body_parts_covered & EYES))
return TRUE
return FALSE
/obj/item/clean_blood()
. = ..()
if(blood_overlay)
CutOverlays(blood_overlay, ATOM_ICON_CACHE_ALL)
if(istype(src, /obj/item/clothing/gloves))
var/obj/item/clothing/gloves/G = src
G.transfer_blood = 0
if(blood_color)
blood_color = null
update_icon()
/obj/item/reveal_blood()
if(was_bloodied && !fluorescent)
fluorescent = 1
blood_color = COLOR_LUMINOL
blood_overlay.color = COLOR_LUMINOL
update_icon()
/obj/item/add_blood(mob/living/carbon/human/M as mob)
if (!..())
return 0
if(istype(src, /obj/item/melee/energy))
return
//if we haven't made our blood_overlay already
if(!blood_overlay)
generate_blood_overlay()
//apply the blood-splatter overlay if it isn't already in there
if(!blood_DNA.len)
blood_overlay.color = blood_color
AddOverlays(blood_overlay, TRUE) // Priority overlay so we don't lose it somehow.
//if this blood isn't already in the list, add it
if(istype(M))
if(blood_DNA[M.dna.unique_enzymes])
return 0 //already bloodied with this blood. Cannot add more.
blood_DNA[M.dna.unique_enzymes] = M.dna.b_type
return 1 //we applied blood to the item
/obj/item/proc/generate_blood_overlay()
if(blood_overlay)
return
blood_overlay = SSicon_cache.bloody_cache[type]
if (blood_overlay)
blood_overlay = image(blood_overlay) // Copy instead of getting a ref, we're going to mutate this.
return
var/icon/I = new /icon(icon, icon_state)
I.Blend(new /icon('icons/effects/blood.dmi', rgb(255,255,255)),ICON_ADD) //fills the icon_state with white (except where it's transparent)
I.Blend(new /icon('icons/effects/blood.dmi', "itemblood"),ICON_MULTIPLY) //adds blood and the remaining white areas become transparent
blood_overlay = image(I)
SSicon_cache.bloody_cache[type] = blood_overlay
/obj/item/proc/showoff(mob/user)
for (var/mob/M in view(user))
if(!user.is_invisible_to(M))
M.show_message("<b>[user]</b> holds up [icon2html(src, viewers(get_turf(src)))] [src]. <a href='byond://?src=[REF(M)];lookitem=[REF(src)]>Take a closer look.</a>",1)
/mob/living/carbon/verb/showoff()
set name = "Show Held Item"
set category = "Object"
var/obj/item/I = get_active_hand()
if(I && !I.abstract)
I.showoff(src)
/*
For zooming with scope or binoculars. This is called from
modules/mob/mob_movement.dm if you move you will be zoomed out
modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
*/
//Looking through a scope or binoculars should /not/ improve your periphereal vision. Still, increase viewsize a tiny bit so that sniping isn't as restricted to NSEW
/obj/item/proc/zoom(var/mob/M, var/tileoffset = 14, var/viewsize = 9, var/do_device_check = TRUE, var/show_zoom_message = TRUE) //tileoffset is client view offset in the direction the user is facing. viewsize is how far out this thing zooms. 7 is normal view
if (!M)
return
if(!isliving(M))
return
var/mob/living/L = M
if(L.z_eye)
to_chat(L, SPAN_WARNING("You can't do that from here!"))
return
var/devicename
if(zoomdevicename)
devicename = zoomdevicename
else
devicename = src.name
var/cannotzoom
if(M.stat || !(ishuman(M)))
to_chat(M, SPAN_WARNING("You are unable to focus through \the [devicename]!"))
cannotzoom = 1
else if(!zoom && (GLOB.global_hud.darkMask[1] in M.client.screen))
to_chat(M, SPAN_WARNING("Your visor gets in the way of looking through the [devicename]!"))
cannotzoom = 1
else if(do_device_check && !zoom && M.get_active_hand() != src)
to_chat(M, SPAN_WARNING("You are too distracted to look through the [devicename], perhaps if it was in your active hand this might work better."))
cannotzoom = 1
if(!zoom && !cannotzoom)
if(M.hud_used.hud_shown)
M.toggle_zoom_hud() // If the user has already limited their HUD this avoids them having a HUD when they zoom in
M.client.view = viewsize
zoom = 1
var/tilesize = 32
var/viewoffset = tilesize * tileoffset
switch(M.dir)
if (NORTH)
M.client.pixel_x = 0
M.client.pixel_y = viewoffset
if (SOUTH)
M.client.pixel_x = 0
M.client.pixel_y = -viewoffset
if (EAST)
M.client.pixel_x = viewoffset
M.client.pixel_y = 0
if (WEST)
M.client.pixel_x = -viewoffset
M.client.pixel_y = 0
if(show_zoom_message)
M.visible_message("<b>[M]</b> peers through \the [zoomdevicename ? "[zoomdevicename] of \the [src.name]" : "[src.name]"].")
else
M.client.view = world.view
if(!M.hud_used.hud_shown)
M.toggle_zoom_hud()
zoom = 0
M.client.pixel_x = 0
M.client.pixel_y = 0
if(!cannotzoom)
if(show_zoom_message)
M.visible_message("[zoomdevicename ? "<b>[M]</b> looks up from \the [src.name]" : "<b>[M]</b> lowers \the [src.name]"].")
if(ishuman(M))
var/mob/living/carbon/human/H = M
H.handle_vision()