/obj/item/ladder_mobile
name = "mobile ladder"
desc = "A lightweight deployable ladder, which you can use to move up or down. Or alternatively, you can bash some faces in."
icon_state = "mobile_ladder"
item_state = "mobile_ladder"
icon = 'icons/obj/multiz_items.dmi'
contained_sprite = TRUE
throw_range = 3
force = 10
w_class = 4.0
slot_flags = SLOT_BACK
/obj/item/ladder_mobile/proc/place_ladder(atom/A, mob/user)
if (isopenturf(A)) //Place into open space
var/turf/below_loc = GetBelow(A)
if (!below_loc || (istype(/turf/space, below_loc)))
to_chat(user, "Why would you do that?! There is only infinite space there...")
return
user.visible_message("[user] begins to lower \the [src] into \the [A].",
"You begin to lower \the [src] into \the [A].")
if (!handle_action(A, user))
return
// Create the lower ladder first. ladder/Initialize() will make the upper
// ladder create the appropriate links. So the lower ladder must exist first.
var/obj/structure/ladder/mobile/downer = new(below_loc)
downer.allowed_directions = UP
new /obj/structure/ladder/mobile(A)
user.drop_from_inventory(src,get_turf(src))
qdel(src)
else if (istype(A, /turf/simulated/floor) || istype(A, /turf/unsimulated/floor)) //Place onto Floor
var/turf/upper_loc = GetAbove(A)
if (!upper_loc || !isopenturf(upper_loc))
to_chat(user, "There is something above. You can't deploy!")
return
user.visible_message("[user] begins deploying \the [src] on \the [A].",
"You begin to deploy \the [src] on \the [A].")
if (!handle_action(A, user))
return
// Ditto here. Create the lower ladder first.
var/obj/structure/ladder/mobile/downer = new(A)
downer.allowed_directions = UP
new /obj/structure/ladder/mobile(upper_loc)
user.drop_from_inventory(src, get_turf(src))
qdel(src)
/obj/item/ladder_mobile/afterattack(atom/A, mob/user,proximity)
if(!proximity)
return
place_ladder(A,user)
/obj/item/ladder_mobile/proc/handle_action(atom/A, mob/user)
if(!do_after(user, 30, act_target = user))
to_chat(user, SPAN_WARNING("You were interrupted while placing the ladder!"))
return FALSE
if(!A || QDELETED(src) || QDELETED(user))
// Shit was deleted during delay, call is no longer valid.
return FALSE
return TRUE
/obj/structure/ladder/mobile
base_icon = "mobile_ladder"
/obj/structure/ladder/mobile/AltClick(mob/user)
fold_up(user)
/obj/structure/ladder/mobile/verb/fold()
set name = "Fold Ladder"
set category = "Object"
set src in oview(1)
fold_up(usr)
/obj/structure/ladder/mobile/proc/fold_up(var/mob/user)
if(!istype(user))
return
if(use_check_and_message(user))
return
user.visible_message(SPAN_NOTICE("\The [user] starts folding up \the [src]."),
SPAN_NOTICE("You start folding up \the [src]."))
if(!do_after(user, 30, act_target = src))
to_chat(user, SPAN_WARNING("You are interrupted!"))
return
if(QDELETED(src))
return
var/obj/item/ladder_mobile/R = new /obj/item/ladder_mobile(get_turf(user))
transfer_fingerprints_to(R)
user.put_in_hands(R)
user.visible_message(SPAN_NOTICE("\The [user] folds \the [src] up into \the [R]!"),
SPAN_NOTICE("You fold \the [src] up into \the [R]!"))
if(target_down)
QDEL_NULL(target_down)
qdel(src)
else
QDEL_NULL(target_up)
qdel(src)