Files
Bubberstation/code/game/objects/items/weapons/storage/storage.dm
supersayu a7398c2205 Mecha fixes
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.
2013-10-16 01:30:00 -04:00

412 lines
12 KiB
Plaintext

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