/* Library Items
*
* Contains:
* Bookcase
* Book
* Barcode Scanner
*/
/*
* Bookcase
*/
/obj/structure/bookcase
name = "bookcase"
icon = 'icons/obj/library.dmi'
icon_state = "book-0"
anchored = 1
density = 1
opacity = 1
/obj/structure/bookcase/Initialize()
. = ..()
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/O as obj, mob/user as mob)
if(istype(O, /obj/item/weapon/book))
user.drop_item()
O.loc = src
update_icon()
else if(istype(O, /obj/item/weapon/pen))
var/newname = sanitizeSafe(input("What would you like to title this bookshelf?"), MAX_NAME_LEN)
if(!newname)
return
else
name = ("bookcase ([newname])")
else if(O.is_wrench())
playsound(loc, O.usesound, 100, 1)
to_chat(user, (anchored ? "You unfasten \the [src] from the floor." : "You secure \the [src] to the floor."))
anchored = !anchored
else if(O.is_screwdriver())
playsound(loc, O.usesound, 75, 1)
to_chat(user, "You begin dismantling \the [src].")
if(do_after(user,25 * O.toolspeed))
to_chat(user, "You dismantle \the [src].")
new /obj/item/stack/material/wood(get_turf(src), 3)
for(var/obj/item/weapon/book/b in contents)
b.loc = (get_turf(src))
qdel(src)
else
..()
/obj/structure/bookcase/attack_hand(var/mob/user as mob)
if(contents.len)
var/obj/item/weapon/book/choice = input("Which book would you like to remove from the shelf?") as null|obj in contents
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)
qdel(b)
qdel(src)
return
if(2.0)
for(var/obj/item/weapon/book/b in contents)
if (prob(50)) b.loc = (get_turf(src))
else qdel(b)
qdel(src)
return
if(3.0)
if (prob(50))
for(var/obj/item/weapon/book/b in contents)
b.loc = (get_turf(src))
qdel(src)
return
else
return
/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)
new /obj/item/weapon/book/manual/medical_diagnostics_manual(src)
new /obj/item/weapon/book/manual/medical_diagnostics_manual(src)
new /obj/item/weapon/book/manual/medical_diagnostics_manual(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/atmospipes(src)
new /obj/item/weapon/book/manual/engineering_singularity_safety(src)
new /obj/item/weapon/book/manual/evaguide(src)
update_icon()
/obj/structure/bookcase/manuals/research_and_development
name = "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
flags = NOCONDUCT
w_class = ITEMSIZE_NORMAL //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/libcategory = "Miscellaneous" // The library category this book sits in. "Fiction", "Non-Fiction", "Adult", "Reference", "Religion"
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(var/mob/user as mob)
if(carved)
if(store)
to_chat(user, "[store] falls out of [title]!")
store.loc = get_turf(src.loc)
store = null
return
else
to_chat(user, "The pages of [title] have been cut out!")
return
if(src.dat)
user << browse("Penned by [author].
" + "[dat]", "window=book")
user.visible_message("[user] opens a book titled \"[src.title]\" and begins reading intently.")
onclose(user, "book")
else
to_chat(user, "This book is completely blank!")
/obj/item/weapon/book/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(carved)
if(!store)
if(W.w_class < ITEMSIZE_LARGE)
user.drop_item()
W.loc = src
store = W
to_chat(user, "You put [W] in [title].")
return
else
to_chat(user, "[W] won't fit in [title].")
return
else
to_chat(user, "There's already something in [title]!")
return
if(istype(W, /obj/item/weapon/pen))
if(unique)
to_chat(user, "These pages don't seem to take the ink well. Looks like you can't modify it.")
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(sanitizeSafe(input("Write a new title:")))
if(!newtitle)
to_chat(usr, "The title is invalid.")
return
else
src.name = newtitle
src.title = newtitle
if("Contents")
var/content = sanitize(input("Write your book's contents (HTML NOT allowed):") as message|null, MAX_BOOK_MESSAGE_LEN)
if(!content)
to_chat(usr, "The content is invalid.")
return
else
src.dat += content
if("Author")
var/newauthor = sanitize(input(usr, "Write the author's name:"))
if(!newauthor)
to_chat(usr, "The name is invalid.")
return
else
src.author = newauthor
else
return
else if(istype(W, /obj/item/weapon/barcodescanner))
var/obj/item/weapon/barcodescanner/scanner = W
if(!scanner.computer)
to_chat(user, "[W]'s screen flashes: 'No associated computer found!'")
else
switch(scanner.mode)
if(0)
scanner.book = src
to_chat(user, "[W]'s screen flashes: 'Book stored in buffer.'")
if(1)
scanner.book = src
scanner.computer.buffer_book = src.name
to_chat(user, "[W]'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 == src.name)
scanner.computer.checkouts.Remove(b)
to_chat(user, "[W]'s screen flashes: 'Book stored in buffer. Book has been checked in.'")
return
to_chat(user, "[W]'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)
to_chat(user, "[W]'s screen flashes: 'Book stored in buffer. Title already present in inventory, aborting to avoid duplicate entry.'")
return
scanner.computer.inventory.Add(src)
to_chat(user, "[W]'s screen flashes: 'Book stored in buffer. Title added to general inventory.'")
else if(istype(W, /obj/item/weapon/material/knife) || W.is_wirecutter())
if(carved) return
to_chat(user, "You begin to carve out [title].")
if(do_after(user, 30))
to_chat(user, "You carve out the pages from [title]! You didn't want to read it anyway.")
carved = 1
return
else
..()
/obj/item/weapon/book/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
if(user.zone_sel.selecting == O_EYES)
user.visible_message("You open up the book and show it to [M]. ", \
" [user] opens up a book and shows it to [M]. ")
M << browse("Penned by [author].
" + "[dat]", "window=book")
user.setClickCooldown(DEFAULT_QUICK_COOLDOWN) //to prevent spam
/*
* Book Bundle (Multi-page book)
*/
/obj/item/weapon/book/bundle
var/page = 1 //current page
var/list/pages = list() //the contents of each page
/obj/item/weapon/book/bundle/proc/show_content(mob/user as mob)
var/dat
var/obj/item/weapon/W = pages[page]
// first
if(page == 1)
dat+= "
Written on the back: