/* 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+= "
Front
" dat+= "
Next Page


" // last else if(page == pages.len) dat+= "
Previous Page
" dat+= "
Back


" // middle pages else dat+= "
Previous Page
" dat+= "
Next Page


" if(istype(pages[page], /obj/item/weapon/paper)) var/obj/item/weapon/paper/P = W if(!(istype(usr, /mob/living/carbon/human) || isobserver(usr) || istype(usr, /mob/living/silicon))) dat += "[P.name][stars(P.info)][P.stamps]" else dat += "[P.name][P.info][P.stamps]" user << browse(dat, "window=[name]") else if(istype(pages[page], /obj/item/weapon/photo)) var/obj/item/weapon/photo/P = W user << browse_rsc(P.img, "tmp_photo.png") user << browse(dat + "[P.name]" \ + "" \ + "
Written on the back:
[P.scribble]" : null]"\ + "", "window=[name]") else if(!isnull(pages[page])) if(!(istype(usr, /mob/living/carbon/human) || isobserver(usr) || istype(usr, /mob/living/silicon))) dat += "Page [page][stars(pages[page])]" else dat += "Page [page][pages[page]]" user << browse(dat, "window=[name]") /obj/item/weapon/book/bundle/attack_self(mob/user as mob) src.show_content(user) add_fingerprint(usr) update_icon() return /obj/item/weapon/book/bundle/Topic(href, href_list) if(..()) return 1 if((src in usr.contents) || (istype(src.loc, /obj/item/weapon/folder) && (src.loc in usr.contents))) usr.set_machine(src) if(href_list["next_page"]) if(page != pages.len) page++ playsound(src.loc, "pageturn", 50, 1) if(href_list["prev_page"]) if(page > 1) page-- playsound(src.loc, "pageturn", 50, 1) src.attack_self(usr) updateUsrDialog() else to_chat(usr, "You need to hold it in your hands!") /* * 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 = ITEMSIZE_SMALL 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 as mob) mode += 1 if(mode > 3) mode = 0 to_chat(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" to_chat(user, " - Mode [mode] : [modedesc]") if(src.computer) to_chat(user, "Computer has been associated with this unit.") else to_chat(user, "No associated computer found. Only local scans will function properly.") to_chat(user, "\n")