//########################## CONTRABAND ;3333333333333333333 -Agouri ################################################### /obj/item/weapon/contraband name = "contraband item" desc = "You probably shouldn't be holding this." icon = 'icons/obj/contraband.dmi' force = 0 /obj/item/weapon/contraband/poster name = "rolled-up poster" desc = "The poster comes with its own automatic adhesive mechanism, for easy pinning to any vertical surface." icon_state = "rolled_poster" var/serial_number = 0 /obj/item/weapon/contraband/poster/New(turf/loc, var/given_serial = 0) if(given_serial == 0) serial_number = rand(1, poster_designs.len) else serial_number = given_serial name += " - No. [serial_number]" ..(loc) //Places the poster on a wall /obj/item/weapon/contraband/poster/afterattack(var/atom/A, var/mob/user, var/adjacent, var/clickparams) if (!adjacent) return //must place on a wall and user must not be inside a closet/mecha/whatever var/turf/W = A if (!iswall(W) || !isturf(user.loc)) user << "\red You can't place this here!" return var/placement_dir = get_dir(user, W) if (!(placement_dir in cardinal)) user << "You must stand directly in front of the wall you wish to place that on." return //just check if there is a poster on or adjacent to the wall var/stuff_on_wall = 0 if (locate(/obj/structure/sign/poster) in W) stuff_on_wall = 1 //crude, but will cover most cases. We could do stuff like check pixel_x/y but it's not really worth it. for (var/dir in cardinal) var/turf/T = get_step(W, dir) if (locate(/obj/structure/sign/poster) in T) stuff_on_wall = 1 break if (stuff_on_wall) user << "There is already a poster there!" return user << "You start placing the poster on the wall..." //Looks like it's uncluttered enough. Place the poster. var/obj/structure/sign/poster/P = new(user.loc, placement_dir=get_dir(user, W), serial=serial_number) flick("poster_being_set", P) //playsound(W, 'sound/items/poster_being_created.ogg', 100, 1) //why the hell does placing a poster make printer sounds? var/oldsrc = src //get a reference to src so we can delete it after detaching ourselves src = null spawn(17) if(!P) return if(iswall(W) && user && P.loc == user.loc) //Let's check if everything is still there user << "You place the poster!" else P.roll_and_drop(P.loc) del(oldsrc) //delete it now to cut down on sanity checks afterwards. Agouri's code supports rerolling it anyway //I'm /obj/structure/sign/poster/proc/placement_check() //############################## THE ACTUAL DECALS ########################### /obj/structure/sign/poster name = "poster" desc = "A large piece of space-resistant printed paper. " icon = 'icons/obj/contraband.dmi' anchored = 1 var/serial_number //Will hold the value of src.loc if nobody initialises it var/poster_type //So mappers can specify a desired poster var/ruined = 0 /obj/structure/sign/poster/New(var/newloc, var/placement_dir=null, var/serial=null) ..(newloc) if(!serial) serial = rand(1, poster_designs.len) //use a random serial if none is given serial_number = serial var/datum/poster/design = poster_designs[serial_number] set_poster(design) switch (placement_dir) if (NORTH) pixel_x = 0 pixel_y = 32 if (SOUTH) pixel_x = 0 pixel_y = -32 if (EAST) pixel_x = 32 pixel_y = 0 if (WEST) pixel_x = -32 pixel_y = 0 /obj/structure/sign/poster/initialize() if (poster_type) var/path = text2path(poster_type) var/datum/poster/design = new path set_poster(design) /obj/structure/sign/poster/proc/set_poster(var/datum/poster/design) name = "[initial(name)] - [design.name]" desc = "[initial(desc)] [design.desc]" icon_state = design.icon_state // poster[serial_number] /obj/structure/sign/poster/attackby(obj/item/weapon/W as obj, mob/user as mob) if(istype(W, /obj/item/weapon/wirecutters)) playsound(loc, 'sound/items/Wirecutter.ogg', 100, 1) if(ruined) user << "You remove the remnants of the poster." del(src) else user << "You carefully remove the poster from the wall." roll_and_drop(user.loc) return /obj/structure/sign/poster/attack_hand(mob/user as mob) if(ruined) return var/temp_loc = user.loc switch(alert("Do I want to rip the poster from the wall?","You think...","Yes","No")) if("Yes") if(user.loc != temp_loc) return visible_message("[user] rips [src] in a single, decisive motion!" ) playsound(src.loc, 'sound/items/poster_ripped.ogg', 100, 1) ruined = 1 icon_state = "poster_ripped" name = "ripped poster" desc = "You can't make out anything from the poster's original print. It's ruined." add_fingerprint(user) if("No") return /obj/structure/sign/poster/proc/roll_and_drop(turf/newloc) var/obj/item/weapon/contraband/poster/P = new(src, serial_number) P.loc = newloc src.loc = P del(src) //separated to reduce code duplication. Moved here for ease of reference and to unclutter r_wall/attackby() /turf/simulated/wall/proc/place_poster(var/obj/item/weapon/contraband/poster/P, var/mob/user) if(!istype(src,/turf/simulated/wall)) user << "\red You can't place this here!" return var/stuff_on_wall = 0 for(var/obj/O in contents) //Let's see if it already has a poster on it or too much stuff if(istype(O,/obj/structure/sign/poster)) user << "The wall is far too cluttered to place a poster!" return stuff_on_wall++ if(stuff_on_wall == 3) user << "The wall is far too cluttered to place a poster!" return user << "You start placing the poster on the wall..." //Looks like it's uncluttered enough. Place the poster. //declaring D because otherwise if P gets 'deconstructed' we lose our reference to P.resulting_poster var/obj/structure/sign/poster/D = new(P.serial_number) var/temp_loc = user.loc flick("poster_being_set",D) D.loc = src del(P) //delete it now to cut down on sanity checks afterwards. Agouri's code supports rerolling it anyway playsound(D.loc, 'sound/items/poster_being_created.ogg', 100, 1) sleep(17) if(!D) return if(istype(src,/turf/simulated/wall) && user && user.loc == temp_loc)//Let's check if everything is still there user << "You place the poster!" else D.roll_and_drop(temp_loc) return /datum/poster // Name suffix. Poster - [name] var/name="" // Description suffix var/desc="" var/icon_state=""