// To clarify: // For use_to_pickup and allow_quick_gather functionality, // see item/attackby() (/game/objects/items.dm) // Do not remove this functionality without good reason, cough reagent_containers cough. // -Sayu /obj/item/weapon/storage name = "storage" icon = 'icons/obj/storage.dmi' w_class = 3.0 var/list/can_hold = new/list() //List of objects which this item can store (if set, it can't store anything else) var/list/cant_hold = new/list() //List of objects which this item can't store (in effect only if can_hold isn't set) var/max_w_class = 2 //Max size of objects that this object can store (in effect only if can_hold isn't set) var/max_combined_w_class = 14 //The sum of the w_classes of all the items in this storage item. var/storage_slots = 7 //The number of storage slots in this container. var/obj/screen/storage/boxes = null var/obj/screen/close/closer = null var/use_to_pickup //Set this to make it possible to use this item in an inverse way, so you can have the item in your hand and click items on the floor to pick them up. var/display_contents_with_number //Set this to make the storage item group contents of the same type and display them as a number. var/allow_quick_empty //Set this variable to allow the object to have the 'empty' verb, which dumps all the contents on the floor. var/allow_quick_gather //Set this variable to allow the object to have the 'toggle mode' verb, which quickly collects all items from a tile. var/collection_mode = 1; //0 = pick one at a time, 1 = pick all on tile var/foldable = null // BubbleWrap - if set, can be folded (when empty) into a sheet of cardboard var/use_sound = "rustle" //sound played when used. null for no sound. /obj/item/weapon/storage/MouseDrop(obj/over_object as obj) if(!canremove) return if (ishuman(usr) || ismonkey(usr)) //so monkeys can take off their backpacks -- Urist if (istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech return if(over_object == usr && Adjacent(usr)) // this must come before the screen objects only block src.open(usr) return if (!( istype(over_object, /obj/screen) )) return ..() //makes sure that the storage is equipped, so that we can't drag it into our hand from miles away. //there's got to be a better way of doing this. if (!(src.loc == usr) || (src.loc && src.loc.loc == usr)) return if (!( usr.restrained() ) && !( usr.stat )) switch(over_object.name) if("r_hand") usr.u_equip(src) usr.put_in_r_hand(src) if("l_hand") usr.u_equip(src) usr.put_in_l_hand(src) src.add_fingerprint(usr) return return /obj/item/weapon/storage/proc/return_inv() var/list/L = list( ) L += src.contents for(var/obj/item/weapon/storage/S in src) L += S.return_inv() for(var/obj/item/weapon/gift/G in src) L += G.gift if (istype(G.gift, /obj/item/weapon/storage)) L += G.gift:return_inv() return L /obj/item/weapon/storage/proc/show_to(mob/user as mob) if(user.s_active != src) for(var/obj/item/I in src) if(I.on_found(user)) return if(user.s_active) user.s_active.hide_from(user) user.client.screen -= src.boxes user.client.screen -= src.closer user.client.screen -= src.contents user.client.screen += src.boxes user.client.screen += src.closer user.client.screen += src.contents user.s_active = src return /obj/item/weapon/storage/proc/hide_from(mob/user as mob) if(!user.client) return user.client.screen -= src.boxes user.client.screen -= src.closer user.client.screen -= src.contents if(user.s_active == src) user.s_active = null return /obj/item/weapon/storage/proc/open(mob/user as mob) if (src.use_sound) playsound(src.loc, src.use_sound, 50, 1, -5) orient2hud(user) if (user.s_active) user.s_active.close(user) show_to(user) /obj/item/weapon/storage/proc/close(mob/user as mob) src.hide_from(user) user.s_active = null return //This proc draws out the inventory and places the items on it. tx and ty are the upper left tile and mx, my are the bottm right. //The numbers are calculated from the bottom-left The bottom-left slot being 1,1. /obj/item/weapon/storage/proc/orient_objs(tx, ty, mx, my) var/cx = tx var/cy = ty src.boxes.screen_loc = "[tx]:,[ty] to [mx],[my]" for(var/obj/O in src.contents) O.screen_loc = "[cx],[cy]" O.layer = 20 cx++ if (cx > mx) cx = tx cy-- src.closer.screen_loc = "[mx+1],[my]" return //This proc draws out the inventory and places the items on it. It uses the standard position. /obj/item/weapon/storage/proc/standard_orient_objs(var/rows, var/cols, var/list/obj/item/display_contents) var/cx = 4 var/cy = 2+rows src.boxes.screen_loc = "4:16,2:16 to [4+cols]:16,[2+rows]:16" if(display_contents_with_number) for(var/datum/numbered_display/ND in display_contents) ND.sample_object.screen_loc = "[cx]:16,[cy]:16" ND.sample_object.maptext = "[(ND.number > 1)? "[ND.number]" : ""]" ND.sample_object.layer = 20 cx++ if (cx > (4+cols)) cx = 4 cy-- else for(var/obj/O in contents) O.screen_loc = "[cx]:16,[cy]:16" O.maptext = "" O.layer = 20 cx++ if (cx > (4+cols)) cx = 4 cy-- src.closer.screen_loc = "[4+cols+1]:16,2:16" return /datum/numbered_display var/obj/item/sample_object var/number New(obj/item/sample as obj) if(!istype(sample)) del(src) sample_object = sample number = 1 //This proc determins the size of the inventory to be displayed. Please touch it only if you know what you're doing. /obj/item/weapon/storage/proc/orient2hud(mob/user as mob) var/adjusted_contents = contents.len //Numbered contents display var/list/datum/numbered_display/numbered_contents if(display_contents_with_number) numbered_contents = list() adjusted_contents = 0 for(var/obj/item/I in contents) var/found = 0 for(var/datum/numbered_display/ND in numbered_contents) if(ND.sample_object.type == I.type) ND.number++ found = 1 break if(!found) adjusted_contents++ numbered_contents.Add( new/datum/numbered_display(I) ) //var/mob/living/carbon/human/H = user var/row_num = 0 var/col_count = min(7,storage_slots) -1 if (adjusted_contents > 7) row_num = round((adjusted_contents-1) / 7) // 7 is the maximum allowed width. src.standard_orient_objs(row_num, col_count, numbered_contents) return //This proc return 1 if the item can be picked up and 0 if it can't. //Set the stop_messages to stop it from printing messages /obj/item/weapon/storage/proc/can_be_inserted(obj/item/W as obj, stop_messages = 0) if(!istype(W)) return //Not an item if(src.loc == W) return 0 //Means the item is already in the storage item if(contents.len >= storage_slots) if(!stop_messages) usr << "[src] is full, make some space." return 0 //Storage item is full if(can_hold.len) var/ok = 0 for(var/A in can_hold) if(istype(W, text2path(A) )) ok = 1 break if(!ok) if(!stop_messages) if (istype(W, /obj/item/weapon/hand_labeler)) return 0 usr << "[src] cannot hold [W]." return 0 for(var/A in cant_hold) //Check for specific items which this container can't hold. if(istype(W, text2path(A) )) if(!stop_messages) usr << "[src] cannot hold [W]." return 0 if (W.w_class > max_w_class) if(!stop_messages) usr << "[W] is too big for this [src]." return 0 var/sum_w_class = W.w_class for(var/obj/item/I in contents) sum_w_class += I.w_class //Adds up the combined w_classes which will be in the storage item if the item is added to it. if(sum_w_class > max_combined_w_class) if(!stop_messages) usr << "[src] is full, make some space." return 0 if(W.w_class >= src.w_class && (istype(W, /obj/item/weapon/storage))) if(!istype(src, /obj/item/weapon/storage/backpack/holding)) //bohs should be able to hold backpacks again. The override for putting a boh in a boh is in backpack.dm. if(!stop_messages) usr << "[src] cannot hold [W] as it's a storage item of the same size." return 0 //To prevent the stacking of same sized storage items. return 1 //This proc handles items being inserted. It does not perform any checks of whether an item can or can't be inserted. That's done by can_be_inserted() //The stop_warning parameter will stop the insertion message from being displayed. It is intended for cases where you are inserting multiple items at once, //such as when picking up all the items on a tile with one click. /obj/item/weapon/storage/proc/handle_item_insertion(obj/item/W as obj, prevent_warning = 0) if(!istype(W)) return 0 if(usr) usr.u_equip(W) usr.update_icons() //update our overlays W.loc = src W.on_enter_storage(src) if(usr) if (usr.client && usr.s_active != src) usr.client.screen -= W W.dropped(usr) add_fingerprint(usr) if(!prevent_warning && !istype(W, /obj/item/weapon/gun/energy/crossbow)) for(var/mob/M in viewers(usr, null)) if (M == usr) usr << "You put \the [W] into [src]." else if (M in range(1)) //If someone is standing close enough, they can tell what it is... M.show_message("[usr] puts [W] into [src].") else if (W && W.w_class >= 3.0) //Otherwise they can only see large or normal items from a distance... M.show_message("[usr] puts [W] into [src].") src.orient2hud(usr) if(usr.s_active) usr.s_active.show_to(usr) update_icon() return 1 //Call this proc to handle the removal of an item from the storage item. The item will be moved to the atom sent as new_target /obj/item/weapon/storage/proc/remove_from_storage(obj/item/W as obj, atom/new_location) if(!istype(W)) return 0 if(istype(src, /obj/item/weapon/storage/fancy)) var/obj/item/weapon/storage/fancy/F = src F.update_icon(1) for(var/mob/M in range(1, src.loc)) if (M.s_active == src) if (M.client) M.client.screen -= W if(new_location) if(ismob(loc)) W.dropped(usr) if(ismob(new_location)) W.layer = 20 else W.layer = initial(W.layer) W.loc = new_location else W.loc = get_turf(src) if(usr) src.orient2hud(usr) if(usr.s_active) usr.s_active.show_to(usr) if(W.maptext) W.maptext = "" W.on_exit_storage(src) update_icon() return 1 //This proc is called when you want to place an item into the storage item. /obj/item/weapon/storage/attackby(obj/item/W as obj, mob/user as mob) ..() if(isrobot(user)) user << "\blue You're a robot. No." return //Robots can't interact with storage items. if(!can_be_inserted(W)) return if(istype(W, /obj/item/weapon/tray)) var/obj/item/weapon/tray/T = W if(T.calc_carry() > 0) if(prob(85)) user << "\red The tray won't fit in [src]." return else W.loc = user.loc if ((user.client && user.s_active != src)) user.client.screen -= W W.dropped(user) user << "\red God damnit!" W.add_fingerprint(user) return handle_item_insertion(W) /obj/item/weapon/storage/dropped(mob/user as mob) return /obj/item/weapon/storage/attack_hand(mob/user as mob) if(ishuman(user)) var/mob/living/carbon/human/H = user if(H.l_store == src && !H.get_active_hand()) //Prevents opening if it's in a pocket. H.put_in_hands(src) H.l_store = null return if(H.r_store == src && !H.get_active_hand()) H.put_in_hands(src) H.r_store = null return if (src.loc == user) src.open(user) else ..() for(var/mob/M in range(1)) if (M.s_active == src) src.close(M) src.add_fingerprint(user) return /obj/item/weapon/storage/verb/toggle_gathering_mode() set name = "Switch Gathering Method" set category = "Object" collection_mode = !collection_mode switch (collection_mode) if(1) usr << "[src] now picks up all items in a tile at once." if(0) usr << "[src] now picks up one item at a time." /obj/item/weapon/storage/verb/quick_empty() set name = "Empty Contents" set category = "Object" if((!ishuman(usr) && (src.loc != usr)) || usr.stat || usr.restrained()) return var/turf/T = get_turf(src) hide_from(usr) for(var/obj/item/I in contents) remove_from_storage(I, T) /obj/item/weapon/storage/New() if(allow_quick_empty) verbs += /obj/item/weapon/storage/verb/quick_empty else verbs -= /obj/item/weapon/storage/verb/quick_empty if(allow_quick_gather) verbs += /obj/item/weapon/storage/verb/toggle_gathering_mode else verbs -= /obj/item/weapon/storage/verb/toggle_gathering_mode src.boxes = new /obj/screen/storage( ) src.boxes.name = "storage" src.boxes.master = src src.boxes.icon_state = "block" src.boxes.screen_loc = "7,7 to 10,8" src.boxes.layer = 19 src.closer = new /obj/screen/close( ) src.closer.master = src src.closer.icon_state = "x" src.closer.layer = 20 orient2hud() return /obj/item/weapon/storage/emp_act(severity) if(!istype(src.loc, /mob/living)) for(var/obj/O in contents) O.emp_act(severity) ..() // BubbleWrap - A box can be folded up to make card /obj/item/weapon/storage/attack_self(mob/user as mob) //Clicking on itself will empty it, if it has the verb to do that. if(user.get_active_hand() == src) if(src.verbs.Find(/obj/item/weapon/storage/verb/quick_empty)) src.quick_empty() return //Otherwise we'll try to fold it. if ( contents.len ) return if ( !ispath(src.foldable) ) return var/found = 0 // Close any open UI windows first for(var/mob/M in range(1)) if (M.s_active == src) src.close(M) if ( M == user ) found = 1 if ( !found ) // User is too far away return // Now make the cardboard user << "You fold [src] flat." new src.foldable(get_turf(src)) del(src) //BubbleWrap END /obj/item/weapon/storage/hear_talk(mob/M as mob, text, verb, datum/language/speaking) for (var/atom/A in src) if(istype(A,/obj/)) var/obj/O = A O.hear_talk(M, text, verb, speaking) //Returns the storage depth of an atom. This is the number of storage items the atom is contained in before reaching toplevel (the area). //Returns -1 if the atom was not found on container. /atom/proc/storage_depth(atom/container) var/depth = 0 var/atom/cur_atom = src while (cur_atom && !(cur_atom in container.contents)) if (isarea(cur_atom)) return -1 if (istype(cur_atom.loc, /obj/item/weapon/storage)) depth++ cur_atom = cur_atom.loc if (!cur_atom) return -1 //inside something with a null loc. return depth //Like storage depth, but returns the depth to the nearest turf //Returns -1 if no top level turf (a loc was null somewhere, or a non-turf atom's loc was an area somehow). /atom/proc/storage_depth_turf() var/depth = 0 var/atom/cur_atom = src while (cur_atom && !isturf(cur_atom)) if (isarea(cur_atom)) return -1 if (istype(cur_atom.loc, /obj/item/weapon/storage)) depth++ cur_atom = cur_atom.loc if (!cur_atom) return -1 //inside something with a null loc. return depth