Files
Bubberstation/code/modules/library/lib_items.dm
Cheridan bb9c09df46 Obsoletes flags = FPRINT | TABLEPASS*
*TABLEPASS was already totally obsolete.
FPRINT was used, but it was on virtually everything anyway.

Removes those flags from every instance where they were used. Also assigned and removed other flags where it made sense.

If it is desired, I can revive the flag as NOFPRINT, which would retain the original functionality, though inverted. That way it would be be used only  where it was intentional (holodeck items could use this for example).
2013-12-30 15:03:17 -06:00

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/* Library Items
*
* Contains:
* Bookcase
* Book
* Barcode Scanner
*/
/*
* Bookcase
*/
/obj/structure/bookcase
name = "bookcase"
icon = 'icons/obj/library.dmi'
icon_state = "bookempty"
anchored = 0
density = 1
opacity = 1
var/state = 0
/obj/structure/bookcase/initialize()
state = 2
icon_state = "book-0"
anchored = 1
for(var/obj/item/I in loc)
if(istype(I, /obj/item/weapon/book))
I.loc = src
update_icon()
/obj/structure/bookcase/attackby(obj/item/I, mob/user)
switch(state)
if(0)
if(istype(I, /obj/item/weapon/wrench))
playsound(loc, 'sound/items/Ratchet.ogg', 100, 1)
if(do_after(user, 20))
user << "<span class='notice'>You wrench the frame into place.</span>"
anchored = 1
state = 1
if(istype(I, /obj/item/weapon/crowbar))
playsound(loc, 'sound/items/Crowbar.ogg', 100, 1)
if(do_after(user, 20))
user << "<span class='notice'>You pry the frame apart.</span>"
new /obj/item/stack/sheet/wood(loc, 4)
del(src)
if(1)
if(istype(I, /obj/item/stack/sheet/wood))
var/obj/item/stack/sheet/wood/W = I
W.use(2)
user << "<span class='notice'>You add a shelf.</span>"
state = 2
icon_state = "book-0"
if(istype(I, /obj/item/weapon/wrench))
playsound(loc, 'sound/items/Ratchet.ogg', 100, 1)
user << "<span class='notice'>You unwrench the frame.</span>"
anchored = 0
state = 0
if(2)
if(istype(I, /obj/item/weapon/book) || istype(I, /obj/item/weapon/spellbook))
user.drop_item()
I.loc = src
update_icon()
else if(istype(I, /obj/item/weapon/pen))
var/newname = stripped_input(usr, "What would you like to title this bookshelf?")
if(!newname)
return
else
name = ("bookcase ([sanitize(newname)])")
else if(istype(I, /obj/item/weapon/crowbar))
if(contents.len)
user << "<span class='notice'>You need to remove the books first.</span>"
else
playsound(loc, 'sound/items/Crowbar.ogg', 100, 1)
user << "<span class='notice'>You pry the shelf out.</span>"
new /obj/item/stack/sheet/wood(loc, 1)
state = 1
icon_state = "bookempty"
else
..()
/obj/structure/bookcase/attack_hand(mob/user)
if(contents.len)
var/obj/item/weapon/book/choice = input("Which book would you like to remove from the shelf?") in contents as obj|null
if(choice)
if(!usr.canmove || usr.stat || usr.restrained() || !in_range(loc, usr))
return
if(ishuman(user))
if(!user.get_active_hand())
user.put_in_hands(choice)
else
choice.loc = get_turf(src)
update_icon()
/obj/structure/bookcase/ex_act(severity)
switch(severity)
if(1.0)
for(var/obj/item/weapon/book/b in contents)
del(b)
del(src)
if(2.0)
for(var/obj/item/weapon/book/b in contents)
if(prob(50))
b.loc = (get_turf(src))
else
del(b)
del(src)
if(3.0)
if(prob(50))
for(var/obj/item/weapon/book/b in contents)
b.loc = (get_turf(src))
del(src)
/obj/structure/bookcase/update_icon()
if(contents.len < 5)
icon_state = "book-[contents.len]"
else
icon_state = "book-5"
/obj/structure/bookcase/manuals/medical
name = "medical manuals bookcase"
New()
..()
new /obj/item/weapon/book/manual/medical_cloning(src)
update_icon()
/obj/structure/bookcase/manuals/engineering
name = "engineering manuals bookcase"
New()
..()
new /obj/item/weapon/book/manual/engineering_construction(src)
new /obj/item/weapon/book/manual/engineering_particle_accelerator(src)
new /obj/item/weapon/book/manual/engineering_hacking(src)
new /obj/item/weapon/book/manual/engineering_guide(src)
new /obj/item/weapon/book/manual/engineering_singularity_safety(src)
new /obj/item/weapon/book/manual/robotics_cyborgs(src)
update_icon()
/obj/structure/bookcase/manuals/research_and_development
name = "\improper R&D manuals bookcase"
New()
..()
new /obj/item/weapon/book/manual/research_and_development(src)
update_icon()
/*
* Book
*/
/obj/item/weapon/book
name = "book"
icon = 'icons/obj/library.dmi'
icon_state ="book"
throw_speed = 1
throw_range = 5
w_class = 3 //upped to three because books are, y'know, pretty big. (and you could hide them inside eachother recursively forever)
attack_verb = list("bashed", "whacked", "educated")
var/dat //Actual page content
var/due_date = 0 //Game time in 1/10th seconds
var/author //Who wrote the thing, can be changed by pen or PC. It is not automatically assigned
var/unique = 0 //0 - Normal book, 1 - Should not be treated as normal book, unable to be copied, unable to be modified
var/title //The real name of the book.
var/carved = 0 //Has the book been hollowed out for use as a secret storage item?
var/obj/item/store //What's in the book?
/obj/item/weapon/book/attack_self(mob/user)
if(carved)
if(store)
user << "<span class='notice'>[store] falls out of [title]!</span>"
store.loc = get_turf(loc)
store = null
return
else
user << "<span class='notice'>The pages of [title] have been cut out!</span>"
return
if(is_blind(user))
return
if(dat)
user << browse("<TT><I>Penned by [author].</I></TT> <BR>" + "[dat]", "window=book")
user.visible_message("[user] opens a book titled \"[title]\" and begins reading intently.")
onclose(user, "book")
else
user << "<span class='notice'>This book is completely blank!</span>"
/obj/item/weapon/book/attackby(obj/item/I, mob/user)
if(carved)
if(!store)
if(I.w_class < 3)
user.drop_item()
I.loc = src
store = I
user << "<span class='notice'>You put [I] in [title].</span>"
return
else
user << "<span class='notice'>[I] won't fit in [title].</span>"
return
else
user << "<span class='notice'>There's already something in [title]!</span>"
return
if(istype(I, /obj/item/weapon/pen))
if(is_blind(user))
return
if(unique)
user << "<span class='notice'>These pages don't seem to take the ink well. Looks like you can't modify it.</span>"
return
var/choice = input("What would you like to change?") in list("Title", "Contents", "Author", "Cancel")
switch(choice)
if("Title")
var/newtitle = reject_bad_text(stripped_input(usr, "Write a new title:"))
if(!newtitle)
usr << "The title is invalid."
return
else
name = newtitle
title = newtitle
if("Contents")
var/content = strip_html(input(usr, "Write your book's contents (HTML NOT allowed):"),8192) as message|null
if(!content)
usr << "The content is invalid."
return
else
dat += content
if("Author")
var/newauthor = stripped_input(usr, "Write the author's name:")
if(!newauthor)
usr << "The name is invalid."
return
else
author = newauthor
else
return
else if(istype(I, /obj/item/weapon/barcodescanner))
var/obj/item/weapon/barcodescanner/scanner = I
if(!scanner.computer)
user << "[I]'s screen flashes: 'No associated computer found!'"
else
switch(scanner.mode)
if(0)
scanner.book = src
user << "[I]'s screen flashes: 'Book stored in buffer.'"
if(1)
scanner.book = src
scanner.computer.buffer_book = name
user << "[I]'s screen flashes: 'Book stored in buffer. Book title stored in associated computer buffer.'"
if(2)
scanner.book = src
for(var/datum/borrowbook/b in scanner.computer.checkouts)
if(b.bookname == name)
scanner.computer.checkouts.Remove(b)
user << "[I]'s screen flashes: 'Book stored in buffer. Book has been checked in.'"
return
user << "[I]'s screen flashes: 'Book stored in buffer. No active check-out record found for current title.'"
if(3)
scanner.book = src
for(var/obj/item/weapon/book in scanner.computer.inventory)
if(book == src)
user << "[I]'s screen flashes: 'Book stored in buffer. Title already present in inventory, aborting to avoid duplicate entry.'"
return
scanner.computer.inventory.Add(src)
user << "[I]'s screen flashes: 'Book stored in buffer. Title added to general inventory.'"
else if(istype(I, /obj/item/weapon/kitchenknife) || istype(I, /obj/item/weapon/wirecutters))
if(carved)
return
user << "<span class='notice'>You begin to carve out [title].</span>"
if(do_after(user, 30))
user << "<span class='notice'>You carve out the pages from [title]! You didn't want to read it anyway.</span>"
carved = 1
return
else
..()
/*
* Barcode Scanner
*/
/obj/item/weapon/barcodescanner
name = "barcode scanner"
icon = 'icons/obj/library.dmi'
icon_state ="scanner"
throw_speed = 1
throw_range = 5
w_class = 1.0
var/obj/machinery/librarycomp/computer //Associated computer - Modes 1 to 3 use this
var/obj/item/weapon/book/book //Currently scanned book
var/mode = 0 //0 - Scan only, 1 - Scan and Set Buffer, 2 - Scan and Attempt to Check In, 3 - Scan and Attempt to Add to Inventory
attack_self(mob/user)
mode += 1
if(mode > 3)
mode = 0
user << "[src] Status Display:"
var/modedesc
switch(mode)
if(0)
modedesc = "Scan book to local buffer."
if(1)
modedesc = "Scan book to local buffer and set associated computer buffer to match."
if(2)
modedesc = "Scan book to local buffer, attempt to check in scanned book."
if(3)
modedesc = "Scan book to local buffer, attempt to add book to general inventory."
else
modedesc = "ERROR"
user << " - Mode [mode] : [modedesc]"
if(computer)
user << "<font color=green>Computer has been associated with this unit.</font>"
else
user << "<font color=red>No associated computer found. Only local scans will function properly.</font>"
user << "\n"