mirror of
https://github.com/Bubberstation/Bubberstation.git
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*Span classes the whole update *Spellbooks no longer vanish after being used, instead used spellbooks now have various bad effects should they be attempted to learned from again (the original reader won't acidentally fall to this, as they will just say "I've already read this"). Leave em out as traps for people or properly dispose of your trash! Or... *The charge spell can now attempt to recharge one use spellbooks so someone else can learn the spell. This only has a 20% success rate and will destroy the book should it fail (even if the book was actually unused). You can't attempt this on the wizard's spellbook *The "staff of nothing" (functional) placeholder now uses the generic staff sprites *Spellbooks can now be placed in bookshelves just like normal books *The teleport spell won't yank anchored things anymore, but as a consolation it will warp the entire contents of a tile should it be targeted. The code has been tweeked so this shouldn't effect the server too bad even if large numbers of items are warped to unique locations this way
330 lines
9.8 KiB
Plaintext
330 lines
9.8 KiB
Plaintext
/* Library Items
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*
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* Contains:
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* Bookcase
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* Book
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* Barcode Scanner
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*/
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/*
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* Bookcase
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*/
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/obj/structure/bookcase
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name = "bookcase"
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icon = 'icons/obj/library.dmi'
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icon_state = "bookempty"
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anchored = 0
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density = 1
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opacity = 1
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var/state = 0
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/obj/structure/bookcase/initialize()
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state = 2
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icon_state = "book-0"
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anchored = 1
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for(var/obj/item/I in loc)
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if(istype(I, /obj/item/weapon/book))
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I.loc = src
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update_icon()
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/obj/structure/bookcase/attackby(obj/item/I, mob/user)
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switch(state)
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if(0)
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if(istype(I, /obj/item/weapon/wrench))
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playsound(loc, 'sound/items/Ratchet.ogg', 100, 1)
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if(do_after(user, 20))
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user << "<span class='notice'>You wrench the frame into place.</span>"
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anchored = 1
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state = 1
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if(istype(I, /obj/item/weapon/crowbar))
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playsound(loc, 'sound/items/Crowbar.ogg', 100, 1)
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if(do_after(user, 20))
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user << "<span class='notice'>You pry the frame apart.</span>"
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new /obj/item/stack/sheet/wood(loc, 4)
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del(src)
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if(1)
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if(istype(I, /obj/item/stack/sheet/wood))
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var/obj/item/stack/sheet/wood/W = I
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W.use(2)
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user << "<span class='notice'>You add a shelf.</span>"
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state = 2
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icon_state = "book-0"
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if(istype(I, /obj/item/weapon/wrench))
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playsound(loc, 'sound/items/Ratchet.ogg', 100, 1)
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user << "<span class='notice'>You unwrench the frame.</span>"
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anchored = 0
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state = 0
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if(2)
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if(istype(I, /obj/item/weapon/book) || istype(I, /obj/item/weapon/spellbook))
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user.drop_item()
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I.loc = src
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update_icon()
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else if(istype(I, /obj/item/weapon/pen))
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var/newname = stripped_input(usr, "What would you like to title this bookshelf?")
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if(!newname)
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return
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else
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name = ("bookcase ([sanitize(newname)])")
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else if(istype(I, /obj/item/weapon/crowbar))
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if(contents.len)
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user << "<span class='notice'>You need to remove the books first.</span>"
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else
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playsound(loc, 'sound/items/Crowbar.ogg', 100, 1)
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user << "<span class='notice'>You pry the shelf out.</span>"
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new /obj/item/stack/sheet/wood(loc, 1)
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state = 1
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icon_state = "bookempty"
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else
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..()
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/obj/structure/bookcase/attack_hand(mob/user)
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if(contents.len)
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var/obj/item/weapon/book/choice = input("Which book would you like to remove from the shelf?") in contents as obj|null
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if(choice)
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if(!usr.canmove || usr.stat || usr.restrained() || !in_range(loc, usr))
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return
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if(ishuman(user))
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if(!user.get_active_hand())
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user.put_in_hands(choice)
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else
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choice.loc = get_turf(src)
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update_icon()
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/obj/structure/bookcase/ex_act(severity)
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switch(severity)
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if(1.0)
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for(var/obj/item/weapon/book/b in contents)
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del(b)
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del(src)
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if(2.0)
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for(var/obj/item/weapon/book/b in contents)
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if(prob(50))
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b.loc = (get_turf(src))
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else
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del(b)
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del(src)
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if(3.0)
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if(prob(50))
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for(var/obj/item/weapon/book/b in contents)
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b.loc = (get_turf(src))
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del(src)
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/obj/structure/bookcase/update_icon()
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if(contents.len < 5)
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icon_state = "book-[contents.len]"
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else
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icon_state = "book-5"
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/obj/structure/bookcase/manuals/medical
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name = "medical manuals bookcase"
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New()
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..()
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new /obj/item/weapon/book/manual/medical_cloning(src)
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update_icon()
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/obj/structure/bookcase/manuals/engineering
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name = "engineering manuals bookcase"
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New()
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..()
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new /obj/item/weapon/book/manual/engineering_construction(src)
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new /obj/item/weapon/book/manual/engineering_particle_accelerator(src)
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new /obj/item/weapon/book/manual/engineering_hacking(src)
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new /obj/item/weapon/book/manual/engineering_guide(src)
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new /obj/item/weapon/book/manual/engineering_singularity_safety(src)
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new /obj/item/weapon/book/manual/robotics_cyborgs(src)
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update_icon()
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/obj/structure/bookcase/manuals/research_and_development
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name = "\improper R&D manuals bookcase"
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New()
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..()
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new /obj/item/weapon/book/manual/research_and_development(src)
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update_icon()
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/*
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* Book
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*/
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/obj/item/weapon/book
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name = "book"
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icon = 'icons/obj/library.dmi'
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icon_state ="book"
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throw_speed = 1
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throw_range = 5
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w_class = 3 //upped to three because books are, y'know, pretty big. (and you could hide them inside eachother recursively forever)
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flags = FPRINT | TABLEPASS
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attack_verb = list("bashed", "whacked", "educated")
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var/dat //Actual page content
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var/due_date = 0 //Game time in 1/10th seconds
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var/author //Who wrote the thing, can be changed by pen or PC. It is not automatically assigned
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var/unique = 0 //0 - Normal book, 1 - Should not be treated as normal book, unable to be copied, unable to be modified
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var/title //The real name of the book.
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var/carved = 0 //Has the book been hollowed out for use as a secret storage item?
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var/obj/item/store //What's in the book?
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/obj/item/weapon/book/attack_self(mob/user)
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if(carved)
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if(store)
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user << "<span class='notice'>[store] falls out of [title]!</span>"
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store.loc = get_turf(loc)
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store = null
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return
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else
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user << "<span class='notice'>The pages of [title] have been cut out!</span>"
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return
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if(is_blind(user))
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return
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if(dat)
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user << browse("<TT><I>Penned by [author].</I></TT> <BR>" + "[dat]", "window=book")
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user.visible_message("[user] opens a book titled \"[title]\" and begins reading intently.")
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onclose(user, "book")
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else
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user << "<span class='notice'>This book is completely blank!</span>"
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/obj/item/weapon/book/attackby(obj/item/I, mob/user)
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if(carved)
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if(!store)
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if(I.w_class < 3)
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user.drop_item()
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I.loc = src
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store = I
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user << "<span class='notice'>You put [I] in [title].</span>"
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return
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else
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user << "<span class='notice'>[I] won't fit in [title].</span>"
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return
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else
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user << "<span class='notice'>There's already something in [title]!</span>"
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return
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if(istype(I, /obj/item/weapon/pen))
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if(is_blind(user))
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return
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if(unique)
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user << "<span class='notice'>These pages don't seem to take the ink well. Looks like you can't modify it.</span>"
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return
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var/choice = input("What would you like to change?") in list("Title", "Contents", "Author", "Cancel")
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switch(choice)
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if("Title")
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var/newtitle = reject_bad_text(stripped_input(usr, "Write a new title:"))
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if(!newtitle)
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usr << "The title is invalid."
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return
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else
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name = newtitle
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title = newtitle
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if("Contents")
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var/content = strip_html(input(usr, "Write your book's contents (HTML NOT allowed):"),8192) as message|null
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if(!content)
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usr << "The content is invalid."
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return
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else
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dat += content
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if("Author")
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var/newauthor = stripped_input(usr, "Write the author's name:")
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if(!newauthor)
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usr << "The name is invalid."
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return
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else
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author = newauthor
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else
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return
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else if(istype(I, /obj/item/weapon/barcodescanner))
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var/obj/item/weapon/barcodescanner/scanner = I
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if(!scanner.computer)
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user << "[I]'s screen flashes: 'No associated computer found!'"
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else
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switch(scanner.mode)
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if(0)
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scanner.book = src
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user << "[I]'s screen flashes: 'Book stored in buffer.'"
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if(1)
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scanner.book = src
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scanner.computer.buffer_book = name
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user << "[I]'s screen flashes: 'Book stored in buffer. Book title stored in associated computer buffer.'"
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if(2)
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scanner.book = src
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for(var/datum/borrowbook/b in scanner.computer.checkouts)
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if(b.bookname == name)
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scanner.computer.checkouts.Remove(b)
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user << "[I]'s screen flashes: 'Book stored in buffer. Book has been checked in.'"
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return
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user << "[I]'s screen flashes: 'Book stored in buffer. No active check-out record found for current title.'"
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if(3)
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scanner.book = src
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for(var/obj/item/weapon/book in scanner.computer.inventory)
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if(book == src)
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user << "[I]'s screen flashes: 'Book stored in buffer. Title already present in inventory, aborting to avoid duplicate entry.'"
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return
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scanner.computer.inventory.Add(src)
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user << "[I]'s screen flashes: 'Book stored in buffer. Title added to general inventory.'"
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else if(istype(I, /obj/item/weapon/kitchenknife) || istype(I, /obj/item/weapon/wirecutters))
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if(carved)
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return
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user << "<span class='notice'>You begin to carve out [title].</span>"
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if(do_after(user, 30))
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user << "<span class='notice'>You carve out the pages from [title]! You didn't want to read it anyway.</span>"
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carved = 1
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return
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else
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..()
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/*
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* Barcode Scanner
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*/
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/obj/item/weapon/barcodescanner
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name = "barcode scanner"
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icon = 'icons/obj/library.dmi'
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icon_state ="scanner"
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throw_speed = 1
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throw_range = 5
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w_class = 1.0
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flags = FPRINT | TABLEPASS
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var/obj/machinery/librarycomp/computer //Associated computer - Modes 1 to 3 use this
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var/obj/item/weapon/book/book //Currently scanned book
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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
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attack_self(mob/user)
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mode += 1
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if(mode > 3)
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mode = 0
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user << "[src] Status Display:"
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var/modedesc
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switch(mode)
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if(0)
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modedesc = "Scan book to local buffer."
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if(1)
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modedesc = "Scan book to local buffer and set associated computer buffer to match."
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if(2)
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modedesc = "Scan book to local buffer, attempt to check in scanned book."
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if(3)
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modedesc = "Scan book to local buffer, attempt to add book to general inventory."
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else
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modedesc = "ERROR"
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user << " - Mode [mode] : [modedesc]"
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if(computer)
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user << "<font color=green>Computer has been associated with this unit.</font>"
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else
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user << "<font color=red>No associated computer found. Only local scans will function properly.</font>"
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user << "\n" |