mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2025-12-30 11:32:20 +00:00
Replaced every l_hand = and r_hand = and all that if(hand) crap to use standardised procs. This means we can use procs like Dropped() reliably as they will always be called when things are dropped. Thorough documentation to come. But generally, if you want a mob's icons to update after deleting something in the inventory...use drop_from_inventory(the_thing_you_wanna_drop) just before deleting it. If you wanna put something in a mob's hands use put_in_hands() (or one of the variants). It'll try putting it in active hand first, then inactive, then the floor. They handle layers, overlays, screenlocs calling various procs such as dropped() etc for you. Easy mob.equipped() is now mob.get_active_hand() because there was another totally unrelated proc named equipped() and stuff was confusing. Weakening was made instantaneous. Minor optimisations for human/handle_regular_status_updates(). I'll port these changes over to the other mobs next. Basically it should stop it constantly incrementing every status effect even after death. umm... bunch of overlays related fixes... I think that's everything. :/ git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3900 316c924e-a436-60f5-8080-3fe189b3f50e
411 lines
13 KiB
Plaintext
411 lines
13 KiB
Plaintext
/obj/item/weapon/storage
|
|
icon = 'storage.dmi'
|
|
name = "storage"
|
|
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
|
|
w_class = 3.0
|
|
var/foldable = null // BubbleWrap - if set, can be folded (when empty) into a sheet of cardboard
|
|
|
|
/obj/item/weapon/storage/proc/return_inv()
|
|
|
|
var/list/L = list( )
|
|
|
|
L += src.contents
|
|
|
|
for(var/obj/item/weapon/storage/S in src)
|
|
L += S.return_inv()
|
|
for(var/obj/item/weapon/gift/G in src)
|
|
L += G.gift
|
|
if (istype(G.gift, /obj/item/weapon/storage))
|
|
L += G.gift:return_inv()
|
|
return L
|
|
|
|
/obj/item/weapon/storage/proc/show_to(mob/user as mob)
|
|
for(var/obj/item/weapon/mousetrap/MT in src)
|
|
if(MT.armed)
|
|
for(var/mob/O in viewers(user, null))
|
|
if(O == user)
|
|
user.show_message(text("\red <B>You reach into the [src.name], but there was a live mousetrap in there!</B>"), 1)
|
|
else
|
|
user.show_message(text("\red <B>[user] reaches into the [src.name] and sets off a hidden mousetrap!</B>"), 1)
|
|
user.drop_from_inventory(MT)
|
|
MT.triggered(user, user.hand ? "l_hand" : "r_hand")
|
|
return
|
|
user.client.screen -= src.boxes
|
|
user.client.screen -= src.closer
|
|
user.client.screen -= src.contents
|
|
user.client.screen += src.boxes
|
|
user.client.screen += src.closer
|
|
user.client.screen += src.contents
|
|
user.s_active = src
|
|
return
|
|
|
|
/obj/item/weapon/storage/proc/hide_from(mob/user as mob)
|
|
|
|
if(!user.client)
|
|
return
|
|
user.client.screen -= src.boxes
|
|
user.client.screen -= src.closer
|
|
user.client.screen -= src.contents
|
|
return
|
|
|
|
/obj/item/weapon/storage/proc/close(mob/user as mob)
|
|
|
|
src.hide_from(user)
|
|
user.s_active = null
|
|
return
|
|
|
|
//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
|
|
src.boxes.screen_loc = "[tx]:,[ty] to [mx],[my]"
|
|
for(var/obj/O in src.contents)
|
|
O.screen_loc = "[cx],[cy]"
|
|
O.layer = 20
|
|
cx++
|
|
if (cx > mx)
|
|
cx = tx
|
|
cy--
|
|
src.closer.screen_loc = "[mx+1],[my]"
|
|
return
|
|
|
|
//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(var/rows,var/cols)
|
|
var/cx = 4
|
|
var/cy = 2+rows
|
|
src.boxes.screen_loc = "4:16,2:16 to [4+cols]:16,[2+rows]:16"
|
|
for(var/obj/O in src.contents)
|
|
O.screen_loc = "[cx]:16,[cy]:16"
|
|
O.layer = 20
|
|
cx++
|
|
if (cx > (4+cols))
|
|
cx = 4
|
|
cy--
|
|
src.closer.screen_loc = "[4+cols+1]:16,2:16"
|
|
return
|
|
|
|
//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 as mob)
|
|
//var/mob/living/carbon/human/H = user
|
|
var/row_num = 0
|
|
var/col_count = min(7,storage_slots) -1
|
|
if (contents.len > 7)
|
|
row_num = round((contents.len-1) / 7) // 7 is the maximum allowed width.
|
|
src.standard_orient_objs(row_num,col_count)
|
|
return
|
|
|
|
//This proc is called when you want to place an item into the storage item.
|
|
/obj/item/weapon/storage/attackby(obj/item/W as obj, mob/user as mob)
|
|
..()
|
|
if(isrobot(user))
|
|
user << "\blue You're a robot. No."
|
|
return //Robots can't interact with storage items.
|
|
|
|
if(src.loc == W)
|
|
return //Means the item is already in the storage item
|
|
|
|
if(contents.len >= storage_slots)
|
|
user << "\red The [src] is full, make some space."
|
|
return //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)
|
|
user << "\red This [src] cannot hold [W]."
|
|
return
|
|
|
|
for(var/A in cant_hold) //Check for specific items which this container can't hold.
|
|
if(istype(W, text2path(A) ))
|
|
user << "\red This [src] cannot hold [W]."
|
|
return
|
|
|
|
if (W.w_class > max_w_class)
|
|
user << "\red This [W] is too big for this [src]"
|
|
return
|
|
|
|
if(istype(W, /obj/item/weapon/tray))
|
|
var/obj/item/weapon/tray/T = W
|
|
if(T.calc_carry() > 0)
|
|
if(prob(85))
|
|
user << "\red The tray won't fit in [src]."
|
|
return
|
|
else
|
|
|
|
W.loc = user.loc
|
|
if ((user.client && user.s_active != src))
|
|
user.client.screen -= W
|
|
W.dropped(user)
|
|
user << "\red God damnit!"
|
|
|
|
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)
|
|
user << "\red The [src] is full, make some space."
|
|
return
|
|
|
|
if(W.w_class >= src.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.
|
|
user << "\red The [src] cannot hold [W] as it's a storage item of the same size."
|
|
return //To prevent the stacking of the same sized items.
|
|
|
|
user.u_equip(W)
|
|
user.update_icons() //update our overlays
|
|
W.loc = src
|
|
if ((user.client && user.s_active != src))
|
|
user.client.screen -= W
|
|
src.orient2hud(user)
|
|
W.dropped(user)
|
|
add_fingerprint(user)
|
|
|
|
if(istype(src, /obj/item/weapon/storage/backpack/santabag)) // update the santa bag icon
|
|
if(contents.len < 5)
|
|
src.icon_state = "giftbag0"
|
|
else if(contents.len >= 5 && contents.len < 15)
|
|
src.icon_state = "giftbag1"
|
|
else if(contents.len >= 15)
|
|
src.icon_state = "giftbag2"
|
|
|
|
if (istype(W, /obj/item/weapon/gun/energy/crossbow)) return //STEALTHY
|
|
for(var/mob/M in viewers(user, null))
|
|
if (M == user)
|
|
user << "\blue You put the [W] into [src]."
|
|
else if (M in range(1)) //If someone is standing close enough, they can tell what it is...
|
|
M.show_message(text("\blue [user] puts [W] into [src]."))
|
|
else if (W.w_class >= 3.0) //Otherwise they can only see large or normal items from a distance...
|
|
M.show_message(text("\blue [user] puts [W] into [src]."))
|
|
return
|
|
|
|
/obj/item/weapon/storage/dropped(mob/user as mob)
|
|
return
|
|
|
|
/obj/item/weapon/storage/MouseDrop(over_object, src_location, over_location)
|
|
..()
|
|
orient2hud(usr)
|
|
if ((over_object == usr && (in_range(src, usr) || usr.contents.Find(src))))
|
|
if (usr.s_active)
|
|
usr.s_active.close(usr)
|
|
src.show_to(usr)
|
|
return
|
|
|
|
/obj/item/weapon/storage/attack_hand(mob/user as mob)
|
|
playsound(src.loc, "rustle", 50, 1, -5)
|
|
|
|
if(ishuman(user))
|
|
var/mob/living/carbon/human/H = user
|
|
if(H.l_store == src && !H.get_active_hand())
|
|
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
|
|
|
|
src.orient2hud(user)
|
|
if (src.loc == user)
|
|
if (user.s_active)
|
|
user.s_active.close(user)
|
|
src.show_to(user)
|
|
else
|
|
..()
|
|
for(var/mob/M in range(1))
|
|
if (M.s_active == src)
|
|
src.close(M)
|
|
src.add_fingerprint(user)
|
|
return
|
|
|
|
/obj/item/weapon/storage/New()
|
|
|
|
src.boxes = new /obj/screen/storage( )
|
|
src.boxes.name = "storage"
|
|
src.boxes.master = src
|
|
src.boxes.icon_state = "block"
|
|
src.boxes.screen_loc = "7,7 to 10,8"
|
|
src.boxes.layer = 19
|
|
src.closer = new /obj/screen/close( )
|
|
src.closer.master = src
|
|
src.closer.icon_state = "x"
|
|
src.closer.layer = 20
|
|
orient2hud()
|
|
return
|
|
|
|
/obj/item/weapon/storage/emp_act(severity)
|
|
if(!istype(src.loc, /mob/living))
|
|
for(var/obj/O in contents)
|
|
O.emp_act(severity)
|
|
..()
|
|
|
|
// BubbleWrap - A box can be folded up to make card
|
|
/obj/item/weapon/storage/attack_self(mob/user as mob)
|
|
if ( contents.len )
|
|
return
|
|
if ( !ispath(src.foldable) )
|
|
return
|
|
var/found = 0
|
|
// Close any open UI windows first
|
|
for(var/mob/M in range(1))
|
|
if (M.s_active == src)
|
|
src.close(M)
|
|
if ( M == user )
|
|
found = 1
|
|
if ( !found ) // User is too far away
|
|
return
|
|
// Now make the cardboard
|
|
user << "\blue You fold [src] flat."
|
|
new src.foldable(get_turf(src))
|
|
del(src)
|
|
//BubbleWrap END
|
|
|
|
/obj/item/weapon/storage/box/
|
|
foldable = /obj/item/stack/sheet/cardboard //BubbleWrap
|
|
|
|
/obj/item/weapon/storage/box/survival/New()
|
|
..()
|
|
contents = list()
|
|
sleep(1)
|
|
new /obj/item/clothing/mask/breath( src )
|
|
new /obj/item/weapon/tank/emergency_oxygen( src )
|
|
return
|
|
|
|
/obj/item/weapon/storage/box/engineer/New()
|
|
..()
|
|
contents = list()
|
|
sleep(1)
|
|
new /obj/item/clothing/mask/breath( src )
|
|
new /obj/item/weapon/tank/emergency_oxygen/engi( src )
|
|
return
|
|
|
|
/obj/item/weapon/storage/box/syndicate/New()
|
|
..()
|
|
switch (pickweight(list("bloodyspai" = 1, "stealth" = 1, "screwed" = 1, "guns" = 1, "murder" = 1, "freedom" = 1, "hacker" = 1, "lordsingulo" = 1)))
|
|
if ("bloodyspai")
|
|
new /obj/item/clothing/under/chameleon(src)
|
|
new /obj/item/clothing/mask/gas/voice(src)
|
|
new /obj/item/weapon/card/id/syndicate(src)
|
|
new /obj/item/clothing/shoes/syndigaloshes(src)
|
|
return
|
|
|
|
if ("stealth")
|
|
new /obj/item/weapon/gun/energy/crossbow(src)
|
|
new /obj/item/weapon/pen/paralysis(src)
|
|
new /obj/item/device/chameleon(src)
|
|
return
|
|
|
|
if ("screwed")
|
|
new /obj/effect/spawner/newbomb/timer/syndicate(src)
|
|
new /obj/effect/spawner/newbomb/timer/syndicate(src)
|
|
new /obj/item/device/powersink(src)
|
|
new /obj/item/clothing/suit/space/syndicate(src)
|
|
new /obj/item/clothing/head/helmet/space/syndicate(src)
|
|
return
|
|
|
|
if ("guns")
|
|
new /obj/item/weapon/gun/projectile(src)
|
|
new /obj/item/ammo_magazine/a357(src)
|
|
new /obj/item/weapon/card/emag(src)
|
|
new /obj/item/weapon/plastique(src)
|
|
return
|
|
|
|
if ("murder")
|
|
new /obj/item/weapon/melee/energy/sword(src)
|
|
new /obj/item/clothing/glasses/thermal/syndi(src)
|
|
new /obj/item/weapon/card/emag(src)
|
|
new /obj/item/clothing/shoes/syndigaloshes(src)
|
|
return
|
|
|
|
if("freedom")
|
|
var/obj/item/weapon/implanter/O = new /obj/item/weapon/implanter(src)
|
|
O.imp = new /obj/item/weapon/implant/freedom(O)
|
|
var/obj/item/weapon/implanter/U = new /obj/item/weapon/implanter(src)
|
|
U.imp = new /obj/item/weapon/implant/uplink(U)
|
|
return
|
|
|
|
if ("hacker")
|
|
new /obj/item/weapon/aiModule/syndicate(src)
|
|
new /obj/item/weapon/card/emag(src)
|
|
new /obj/item/device/encryptionkey/binary(src)
|
|
return
|
|
|
|
if ("lordsingulo")
|
|
new /obj/item/device/radio/beacon/syndicate(src)
|
|
new /obj/item/clothing/suit/space/syndicate(src)
|
|
new /obj/item/clothing/head/helmet/space/syndicate(src)
|
|
new /obj/item/weapon/card/emag(src)
|
|
return
|
|
|
|
/obj/item/weapon/storage/dice/New()
|
|
new /obj/item/weapon/dice( src )
|
|
new /obj/item/weapon/dice/d20( src )
|
|
..()
|
|
return
|
|
|
|
/obj/item/weapon/storage/mousetraps/New()
|
|
new /obj/item/weapon/mousetrap( src )
|
|
new /obj/item/weapon/mousetrap( src )
|
|
new /obj/item/weapon/mousetrap( src )
|
|
new /obj/item/weapon/mousetrap( src )
|
|
new /obj/item/weapon/mousetrap( src )
|
|
new /obj/item/weapon/mousetrap( src )
|
|
..()
|
|
return
|
|
|
|
/obj/item/weapon/storage/pill_bottle/MouseDrop(obj/over_object as obj) //Quick pillbottle fix. -Agouri
|
|
|
|
if (ishuman(usr) || ismonkey(usr)) //Can monkeys even place items in the pocket slots? Leaving this in just in case~
|
|
var/mob/M = usr
|
|
if (!( istype(over_object, /obj/screen) ))
|
|
return ..()
|
|
if ((!( M.restrained() ) && !( M.stat ) /*&& M.pocket == src*/))
|
|
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)
|
|
src.add_fingerprint(usr)
|
|
return
|
|
if(over_object == usr && in_range(src, usr) || usr.contents.Find(src))
|
|
if (usr.s_active)
|
|
usr.s_active.close(usr)
|
|
src.show_to(usr)
|
|
return
|
|
return ///////////////////////////////////////////////////////Alright, that should do it. *MARKER* for any possible runtimes
|
|
|
|
|
|
/obj/item/weapon/storage/pill_bottle/verb/toggle_mode()
|
|
set name = "Switch Pill Bottle Method"
|
|
set category = "Object"
|
|
|
|
mode = !mode
|
|
switch (mode)
|
|
if(1)
|
|
usr << "The pill bottle now picks up all pills in a tile at once."
|
|
if(0)
|
|
usr << "The pill bottle now picks up one pill at a time."
|
|
|
|
/obj/item/weapon/storage/pillbottlebox/New()
|
|
new /obj/item/weapon/storage/pill_bottle( src )
|
|
new /obj/item/weapon/storage/pill_bottle( src )
|
|
new /obj/item/weapon/storage/pill_bottle( src )
|
|
new /obj/item/weapon/storage/pill_bottle( src )
|
|
new /obj/item/weapon/storage/pill_bottle( src )
|
|
new /obj/item/weapon/storage/pill_bottle( src )
|
|
new /obj/item/weapon/storage/pill_bottle( src )
|
|
..()
|
|
return
|
|
|
|
//////////////////////////////////////////////////////////////////////////////// |