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Prevents mech actions from acting on the user's inventory. Fixes #1487. (Almost) fully prevents inventory use from within a mech, to be more consistent. The internals GUI button still works on the theory that it's emergency equipment.
412 lines
12 KiB
Plaintext
412 lines
12 KiB
Plaintext
// To clarify:
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// For use_to_pickup and allow_quick_gather functionality,
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// see item/attackby() (/game/objects/items.dm)
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// Do not remove this functionality without good reason, cough reagent_containers cough.
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// -Sayu
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/obj/item/weapon/storage
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name = "storage"
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icon = 'icons/obj/storage.dmi'
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w_class = 3.0
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var/list/can_hold = new/list() //List of objects which this item can store (if set, it can't store anything else)
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var/list/cant_hold = new/list() //List of objects which this item can't store (in effect only if can_hold isn't set)
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var/max_w_class = 2 //Max size of objects that this object can store (in effect only if can_hold isn't set)
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var/max_combined_w_class = 14 //The sum of the w_classes of all the items in this storage item.
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var/storage_slots = 7 //The number of storage slots in this container.
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var/obj/screen/storage/boxes = null
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var/obj/screen/close/closer = null
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var/use_to_pickup //Set this to make it possible to use this item in an inverse way, so you can have the item in your hand and click items on the floor to pick them up.
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var/display_contents_with_number //Set this to make the storage item group contents of the same type and display them as a number.
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var/allow_quick_empty //Set this variable to allow the object to have the 'empty' verb, which dumps all the contents on the floor.
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var/allow_quick_gather //Set this variable to allow the object to have the 'toggle mode' verb, which quickly collects all items from a tile.
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var/collection_mode = 1; //0 = pick one at a time, 1 = pick all on tile
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/obj/item/weapon/storage/MouseDrop(obj/over_object)
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if(ishuman(usr) || ismonkey(usr)) //so monkeys can take off their backpacks -- Urist
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var/mob/M = usr
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if (istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech
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return
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if(over_object == M && Adjacent(M)) // this must come before the screen objects only block
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orient2hud(M) // dunno why it wasn't before
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if(M.s_active)
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M.s_active.close(M)
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show_to(M)
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return
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if(!( istype(over_object, /obj/screen) ))
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return ..()
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if(!(loc == usr) || (loc && loc.loc == usr))
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return
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playsound(loc, "rustle", 50, 1, -5)
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if(!( M.restrained() ) && !( M.stat ))
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switch(over_object.name)
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if("r_hand")
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M.u_equip(src)
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M.put_in_r_hand(src)
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if("l_hand")
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M.u_equip(src)
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M.put_in_l_hand(src)
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add_fingerprint(usr)
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return
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/obj/item/weapon/storage/proc/return_inv()
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var/list/L = list()
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L += contents
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for(var/obj/item/weapon/storage/S in src)
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L += S.return_inv()
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return L
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/obj/item/weapon/storage/proc/show_to(mob/user)
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if(user.s_active != src)
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for(var/obj/item/I in src)
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if(I.on_found(user))
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return
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if(user.s_active)
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user.s_active.hide_from(user)
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user.client.screen -= boxes
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user.client.screen -= closer
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user.client.screen -= contents
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user.client.screen += boxes
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user.client.screen += closer
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user.client.screen += contents
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user.s_active = src
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/obj/item/weapon/storage/proc/hide_from(mob/user)
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if(!user.client)
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return
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user.client.screen -= boxes
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user.client.screen -= closer
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user.client.screen -= contents
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if(user.s_active == src)
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user.s_active = null
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/obj/item/weapon/storage/proc/close(mob/user)
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hide_from(user)
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user.s_active = null
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//This proc draws out the inventory and places the items on it. tx and ty are the upper left tile and mx, my are the bottm right.
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//The numbers are calculated from the bottom-left The bottom-left slot being 1,1.
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/obj/item/weapon/storage/proc/orient_objs(tx, ty, mx, my)
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var/cx = tx
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var/cy = ty
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boxes.screen_loc = "[tx]:,[ty] to [mx],[my]"
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for(var/obj/O in contents)
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O.screen_loc = "[cx],[cy]"
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O.layer = 20
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cx++
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if(cx > mx)
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cx = tx
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cy--
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closer.screen_loc = "[mx+1],[my]"
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//This proc draws out the inventory and places the items on it. It uses the standard position.
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/obj/item/weapon/storage/proc/standard_orient_objs(rows, cols, list/obj/item/display_contents)
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var/cx = 4
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var/cy = 2+rows
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boxes.screen_loc = "4:16,2:16 to [4+cols]:16,[2+rows]:16"
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if(display_contents_with_number)
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for(var/datum/numbered_display/ND in display_contents)
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ND.sample_object.screen_loc = "[cx]:16,[cy]:16"
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ND.sample_object.maptext = "<font color='white'>[(ND.number > 1)? "[ND.number]" : ""]</font>"
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ND.sample_object.layer = 20
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cx++
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if(cx > (4+cols))
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cx = 4
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cy--
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else
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for(var/obj/O in contents)
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O.screen_loc = "[cx]:16,[cy]:16"
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O.maptext = ""
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O.layer = 20
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cx++
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if(cx > (4+cols))
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cx = 4
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cy--
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closer.screen_loc = "[4+cols+1]:16,2:16"
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/datum/numbered_display
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var/obj/item/sample_object
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var/number
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New(obj/item/sample)
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if(!istype(sample))
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del(src)
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sample_object = sample
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number = 1
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//This proc determins the size of the inventory to be displayed. Please touch it only if you know what you're doing.
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/obj/item/weapon/storage/proc/orient2hud(mob/user)
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var/adjusted_contents = contents.len
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//Numbered contents display
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var/list/datum/numbered_display/numbered_contents
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if(display_contents_with_number)
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numbered_contents = list()
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adjusted_contents = 0
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for(var/obj/item/I in contents)
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var/found = 0
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for(var/datum/numbered_display/ND in numbered_contents)
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if(ND.sample_object.type == I.type)
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ND.number++
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found = 1
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break
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if(!found)
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adjusted_contents++
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numbered_contents.Add( new/datum/numbered_display(I) )
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//var/mob/living/carbon/human/H = user
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var/row_num = 0
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var/col_count = min(7,storage_slots) -1
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if(adjusted_contents > 7)
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row_num = round((adjusted_contents-1) / 7) // 7 is the maximum allowed width.
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standard_orient_objs(row_num, col_count, numbered_contents)
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//This proc return 1 if the item can be picked up and 0 if it can't.
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//Set the stop_messages to stop it from printing messages
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/obj/item/weapon/storage/proc/can_be_inserted(obj/item/W, stop_messages = 0)
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if(!istype(W)) return //Not an item
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if(loc == W)
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return 0 //Means the item is already in the storage item
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if(contents.len >= storage_slots)
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if(!stop_messages)
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usr << "<span class='notice'>[src] is full, make some space.</span>"
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return 0 //Storage item is full
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if(can_hold.len)
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var/ok = 0
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for(var/A in can_hold)
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if(istype(W, text2path(A) ))
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ok = 1
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break
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if(!ok)
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if(!stop_messages)
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usr << "<span class='notice'>[src] cannot hold [W].</span>"
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return 0
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for(var/A in cant_hold) //Check for specific items which this container can't hold.
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if(istype(W, text2path(A) ))
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if(!stop_messages)
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usr << "<span class='notice'>[src] cannot hold [W].</span>"
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return 0
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if(W.w_class > max_w_class)
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if(!stop_messages)
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usr << "<span class='notice'>[W] is too big for this [src].</span>"
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return 0
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var/sum_w_class = W.w_class
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for(var/obj/item/I in contents)
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sum_w_class += I.w_class //Adds up the combined w_classes which will be in the storage item if the item is added to it.
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if(sum_w_class > max_combined_w_class)
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if(!stop_messages)
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usr << "<span class='notice'>[src] is full, make some space.</span>"
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return 0
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if(W.w_class >= w_class && (istype(W, /obj/item/weapon/storage)))
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if(!istype(src, /obj/item/weapon/storage/backpack/holding)) //bohs should be able to hold backpacks again. The override for putting a boh in a boh is in backpack.dm.
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if(!stop_messages)
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usr << "<span class='notice'>[src] cannot hold [W] as it's a storage item of the same size.</span>"
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return 0 //To prevent the stacking of same sized storage items.
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return 1
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//This proc handles items being inserted. It does not perform any checks of whether an item can or can't be inserted. That's done by can_be_inserted()
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//The stop_warning parameter will stop the insertion message from being displayed. It is intended for cases where you are inserting multiple items at once,
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//such as when picking up all the items on a tile with one click.
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/obj/item/weapon/storage/proc/handle_item_insertion(obj/item/W, prevent_warning = 0)
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if(!istype(W)) return 0
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if(usr)
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usr.u_equip(W)
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W.loc = src
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W.on_enter_storage(src)
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if(usr)
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if(usr.client && usr.s_active != src)
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usr.client.screen -= W
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W.dropped(usr)
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add_fingerprint(usr)
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if(!prevent_warning && !istype(W, /obj/item/weapon/gun/energy/crossbow))
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for(var/mob/M in viewers(usr, null))
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if(M == usr)
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usr << "<span class='notice'>You put \the [W] into [src].</span>"
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else if(in_range(M, usr)) //If someone is standing close enough, they can tell what it is...
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M.show_message("<span class='notice'>[usr] puts [W] into [src].</span>")
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else if(W && W.w_class >= 3.0) //Otherwise they can only see large or normal items from a distance...
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M.show_message("<span class='notice'>[usr] puts [W] into [src].</span>")
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orient2hud(usr)
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if(usr.s_active)
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usr.s_active.show_to(usr)
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update_icon()
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return 1
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//Call this proc to handle the removal of an item from the storage item. The item will be moved to the atom sent as new_target
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/obj/item/weapon/storage/proc/remove_from_storage(obj/item/W, atom/new_location)
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if(!istype(W)) return 0
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if(istype(src, /obj/item/weapon/storage/fancy))
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var/obj/item/weapon/storage/fancy/F = src
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F.update_icon(1)
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for(var/mob/M in range(1, loc))
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if(M.s_active == src)
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if(M.client)
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M.client.screen -= W
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if(new_location)
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if(ismob(loc))
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W.dropped(usr)
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if(ismob(new_location))
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W.layer = 20
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else
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W.layer = initial(W.layer)
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W.loc = new_location
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else
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W.loc = get_turf(src)
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if(usr)
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orient2hud(usr)
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if(usr.s_active)
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usr.s_active.show_to(usr)
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if(W.maptext)
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W.maptext = ""
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W.on_exit_storage(src)
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update_icon()
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return 1
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//This proc is called when you want to place an item into the storage item.
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/obj/item/weapon/storage/attackby(obj/item/W, mob/user)
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..()
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if(isrobot(user))
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user << "<span class='notice'>You're a robot. No.</span>"
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return 1 //Robots can't interact with storage items.
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if(!can_be_inserted(W))
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return 1
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if(istype(W, /obj/item/weapon/tray)) //THIS ISN'T HOW OOP WORKS
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var/obj/item/weapon/tray/T = W
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if(T.calc_carry() > 0)
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user << "<span class='notice'>[T] won't fit in [src]."
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return 1
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handle_item_insertion(W)
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return 1
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/obj/item/weapon/storage/dropped(mob/user)
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return
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/obj/item/weapon/storage/attack_hand(mob/user)
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playsound(loc, "rustle", 50, 1, -5)
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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if(H.l_store == src && !H.get_active_hand()) //Prevents opening if it's in a pocket.
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H.put_in_hands(src)
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H.l_store = null
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return
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if(H.r_store == src && !H.get_active_hand())
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H.put_in_hands(src)
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H.r_store = null
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return
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orient2hud(user)
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if(loc == user)
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if(user.s_active)
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user.s_active.close(user)
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show_to(user)
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else
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..()
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for(var/mob/M in range(1))
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if(M.s_active == src)
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close(M)
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add_fingerprint(user)
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/obj/item/weapon/storage/attack_paw(mob/user)
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return attack_hand(user)
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/obj/item/weapon/storage/verb/toggle_gathering_mode()
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set name = "Switch Gathering Method"
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set category = "Object"
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collection_mode = !collection_mode
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switch (collection_mode)
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if(1)
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usr << "[src] now picks up all items in a tile at once."
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if(0)
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usr << "[src] now picks up one item at a time."
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/obj/item/weapon/storage/verb/quick_empty()
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set name = "Empty Contents"
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set category = "Object"
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if((!ishuman(usr) && (loc != usr)) || usr.stat || usr.restrained())
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return
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var/turf/T = get_turf(src)
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hide_from(usr)
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for(var/obj/item/I in contents)
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remove_from_storage(I, T)
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/obj/item/weapon/storage/New()
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if(allow_quick_empty)
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verbs += /obj/item/weapon/storage/verb/quick_empty
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else
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verbs -= /obj/item/weapon/storage/verb/quick_empty
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if(allow_quick_gather)
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verbs += /obj/item/weapon/storage/verb/toggle_gathering_mode
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else
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verbs -= /obj/item/weapon/storage/verb/toggle_gathering_mode
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boxes = new /obj/screen/storage()
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boxes.name = "storage"
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boxes.master = src
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boxes.icon_state = "block"
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boxes.screen_loc = "7,7 to 10,8"
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boxes.layer = 19
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closer = new /obj/screen/close()
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closer.master = src
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closer.icon_state = "x"
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closer.layer = 20
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orient2hud()
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/obj/item/weapon/storage/emp_act(severity)
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if(!istype(loc, /mob/living))
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for(var/obj/O in contents)
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O.emp_act(severity)
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..()
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/obj/item/weapon/storage/attack_self(mob/user)
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//Clicking on itself will empty it, if it has the verb to do that.
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if(user.get_active_hand() == src)
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if(verbs.Find(/obj/item/weapon/storage/verb/quick_empty))
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quick_empty()
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