/* 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 = 2.8 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/mob/tableclimber var/deconstructable = 1 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) smooth_icon(src) smooth_icon_neighbors(src) /obj/structure/table/ex_act(severity, target) ..() if(severity == 3) if(prob(25)) table_destroy(1) /obj/structure/table/blob_act() if(prob(75)) table_destroy(1) return /obj/structure/table/attack_alien(mob/living/user) user.do_attack_animation(src) playsound(src.loc, 'sound/weapons/bladeslice.ogg', 50, 1) visible_message("[user] slices [src] apart!") table_destroy(1) /obj/structure/table/attack_animal(mob/living/simple_animal/user) if(user.environment_smash) user.do_attack_animation(src) playsound(src.loc, 'sound/weapons/Genhit.ogg', 50, 1) visible_message("[user] smashes [src] apart!") table_destroy(1) /obj/structure/table/attack_paw(mob/user) attack_hand(user) /obj/structure/table/attack_hulk(mob/living/carbon/human/user) ..(user, 1) visible_message("[user] smashes [src] apart!") playsound(src.loc, 'sound/effects/bang.ogg', 50, 1) user.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" )) table_destroy(1) return 1 /obj/structure/table/attack_hand(mob/living/user) user.changeNext_move(CLICK_CD_MELEE) if(tableclimber && tableclimber != user) tableclimber.Weaken(2) tableclimber.visible_message("[tableclimber.name] has been knocked off the table", "You're knocked off the table!", "You see [tableclimber.name] get knocked off the table") ..() /obj/structure/table/attack_tk() // no telehulk sorry return /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(locate(/obj/structure/table) in get_turf(mover)) return 1 else return !density /obj/structure/table/MouseDrop_T(atom/movable/O, mob/user) ..() if(ismob(O) && user == O && ishuman(user)) if(user.canmove) climb_table(user) return if ((!( istype(O, /obj/item/weapon) ) || user.get_active_hand() != O)) return if(isrobot(user)) return if(!user.drop_item()) return if (O.loc != src.loc) step(O, get_dir(O, src)) return /obj/structure/table/proc/tablepush(obj/item/I, mob/user) if(get_dist(src, user) < 2) var/obj/item/weapon/grab/G = I if(G.affecting.buckled) user << "[G.affecting] is buckled to [G.affecting.buckled]!" return 0 if(G.state < GRAB_AGGRESSIVE) user << "You need a better grip to do that!" return 0 if(!G.confirm()) return 0 G.affecting.loc = src.loc if(istype(src, /obj/structure/table/optable)) var/obj/structure/table/optable/OT = src G.affecting.resting = 1 visible_message("[G.assailant] has laid [G.affecting] on [src].") OT.patient = G.affecting OT.check_patient() qdel(I) return 1 G.affecting.Weaken(2) G.affecting.visible_message("[G.assailant] pushes [G.affecting] onto [src].", \ "[G.assailant] pushes [G.affecting] onto [src].") add_logs(G.assailant, G.affecting, "pushed") qdel(I) return 1 qdel(I) /obj/structure/table/attackby(obj/item/I, mob/user, params) if (istype(I, /obj/item/weapon/grab)) tablepush(I, user) return if(!(flags&NODECONSTRUCT)) if (istype(I, /obj/item/weapon/screwdriver)) if(istype(src, /obj/structure/table/reinforced)) var/obj/structure/table/reinforced/RT = src if(RT.status == 1) table_destroy(2, user) return else table_destroy(2, user) return if (istype(I, /obj/item/weapon/wrench)) if(istype(src, /obj/structure/table/reinforced)) var/obj/structure/table/reinforced/RT = src if(RT.status == 1) table_destroy(3, user) return else table_destroy(3, user) 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(isrobot(user)) return if(!(I.flags & ABSTRACT)) //rip more parems rip in peace ;_; 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) /* * TABLE DESTRUCTION/DECONSTRUCTION */ #define TBL_DESTROY 1 #define TBL_DISASSEMBLE 2 #define TBL_DECONSTRUCT 3 /obj/structure/table/proc/table_destroy(destroy_type, mob/user) if(!deconstructable || (flags&NODECONSTRUCT)) return if(destroy_type == TBL_DESTROY) for(var/i = 1, i <= framestackamount, i++) new framestack(get_turf(src)) for(var/i = 1, i <= buildstackamount, i++) new buildstack(get_turf(src)) qdel(src) return if(destroy_type == TBL_DISASSEMBLE) user << "You start disassembling [src]..." playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1) if(do_after(user, 20, target = src)) new frame(src.loc) for(var/i = 1, i <= buildstackamount, i++) new buildstack(get_turf(src)) qdel(src) return if(destroy_type == TBL_DECONSTRUCT) user << "You start deconstructing [src]..." playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1) if(do_after(user, 40, target = src)) for(var/i = 1, i <= framestackamount, i++) new framestack(get_turf(src)) for(var/i = 1, i <= buildstackamount, i++) new buildstack(get_turf(src)) playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1) qdel(src) return /* * TABLE CLIMBING */ /obj/structure/table/proc/climb_table(mob/user) src.add_fingerprint(user) user.visible_message("[user] starts climbing onto [src].", \ "You start climbing onto [src]...") var/climb_time = 20 if(user.restrained()) //Table climbing takes twice as long when restrained. climb_time *= 2 tableclimber = user if(do_mob(user, user, climb_time)) if(src.loc) //Checking if table has been destroyed density = 0 if(step(user,get_dir(user,src.loc))) user.visible_message("[user] climbs onto [src].", \ "You climb onto [src].") add_logs(user, src, "climbed onto") user.Stun(2) else user << "You fail to climb onto [src]." density = 1 tableclimber = null return 1 tableclimber = null return 0 /* * 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/structure/table/glass/tablepush(obj/item/I, mob/user) if(..()) visible_message("[src] breaks!") playsound(src.loc, "shatter", 50, 1) new frame(src.loc) new /obj/item/weapon/shard(src.loc) qdel(src) /obj/structure/table/glass/climb_table(mob/user) if(..()) visible_message("[src] breaks!") playsound(src.loc, "shatter", 50, 1) new frame(src.loc) new /obj/item/weapon/shard(src.loc) qdel(src) user.Weaken(5) /* * 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 burn_state = FLAMMABLE burntime = 20 canSmoothWith = list(/obj/structure/table/wood, /obj/structure/table/wood/poker) /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 canSmoothWith = list(/obj/structure/table/wood/poker, /obj/structure/table/wood) /* * 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" var/status = 2 buildstack = /obj/item/stack/sheet/plasteel canSmoothWith = list(/obj/structure/table/reinforced, /obj/structure/table) /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)) if(src.status == 2) user << "You start weakening the reinforced table..." playsound(src.loc, 'sound/items/Welder.ogg', 50, 1) if (do_after(user, 50/W.toolspeed, target = src)) if(!src || !WT.isOn()) return user << "You weaken the table." src.status = 1 else user << "You start strengthening the reinforced table..." playsound(src.loc, 'sound/items/Welder.ogg', 50, 1) if (do_after(user, 50/W.toolspeed, target = src)) if(!src || !WT.isOn()) return user << "You strengthen the table." src.status = 2 return ..() /obj/structure/table/reinforced/attack_paw(mob/user) attack_hand(user) /obj/structure/table/reinforced/attack_hulk(mob/living/carbon/human/user) ..(user, 1) if(prob(75)) playsound(src, 'sound/effects/meteorimpact.ogg', 100, 1) user << text("You kick [src] into pieces.") user.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" )) table_destroy(1) else playsound(src, 'sound/effects/bang.ogg', 50, 1) user << text("You kick [src].") return 1 /* * 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 cardinal) computer = locate(/obj/machinery/computer/operating, get_step(src, dir)) if(computer) computer.table = src break /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. var/health = 5 /obj/structure/rack/ex_act(severity, target) switch(severity) if(1) qdel(src) if(2) if(prob(50)) rack_destroy() else qdel(src) if(3) if(prob(25)) rack_destroy() /obj/structure/rack/blob_act() if(prob(75)) qdel(src) return else if(prob(50)) rack_destroy() return /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/MouseDrop_T(obj/O, mob/user) if ((!( istype(O, /obj/item/weapon) ) || user.get_active_hand() != O)) return if(isrobot(user)) return if(!user.drop_item()) user << "\The [O] is stuck to your hand, you cannot put it in the rack!" return if (O.loc != src.loc) step(O, get_dir(O, src)) return /obj/structure/rack/attackby(obj/item/weapon/W, mob/user, params) if (istype(W, /obj/item/weapon/wrench) && !(flags&NODECONSTRUCT)) playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1) rack_destroy() return if(isrobot(user)) return if(!user.drop_item()) user << "\The [W] is stuck to your hand, you cannot put it in the rack!" return W.Move(loc) return 1 /obj/structure/rack/attack_paw(mob/living/user) attack_hand(user) /obj/structure/rack/attack_hulk(mob/living/carbon/human/user) ..(user, 1) rack_destroy() return 1 /obj/structure/rack/attack_hand(mob/living/user) user.changeNext_move(CLICK_CD_MELEE) user.do_attack_animation(src) playsound(loc, 'sound/items/dodgeball.ogg', 80, 1) user.visible_message("[user] kicks [src].", \ "You kick [src].") health -= rand(1,2) healthcheck() /obj/structure/rack/attack_alien(mob/living/user) user.do_attack_animation(src) visible_message("[user] slices [src] apart.") rack_destroy() /obj/structure/rack/attack_animal(mob/living/simple_animal/user) if(user.environment_smash) user.do_attack_animation(src) visible_message("[user] smashes [src] apart.") rack_destroy() /obj/structure/rack/attack_tk() // no telehulk sorry return /obj/structure/rack/proc/healthcheck() if(health <= 0) rack_destroy() return /* * Rack destruction */ /obj/structure/rack/proc/rack_destroy() 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) /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) return return /obj/item/weapon/rack_parts/attack_self(mob/user) user << "You start constructing rack..." if (do_after(user, 50, target = src)) if(!user.drop_item()) return var/obj/structure/rack/R = new /obj/structure/rack( user.loc ) R.add_fingerprint(user) qdel(src) return