Files
CHOMPStation2/code/modules/library/lib_items.dm
Zuhayr f93ea6a78f Tweaks to previous commits.
More tweaks to IPC fixes.
Merge resolution/compile fixes.

Further work on properly integrating, updating and fixing prosthetic options.

Repathed internal organs to organ/internal.

More work on full synthetics, changelings, overheating.

Working on getting organs to qdel properly and spawn properly when robotized.

Finalized some overheating values, added remaining prosthetic icons.

Finalizing the testing version of the full prosthetic bodies branch.

Added suit cyclers to the autolathe and map.

Fixing runtime errors.

Fixing errors.

Changelog.

Replacing limb and organ strings with constants.

Prevented brainless species from becoming full cyborgs.

Fixed issues with brain/MMIs renaming themselves inappropriately.

Various fixes and oversights.
2015-12-24 21:13:40 +10:30

297 lines
9.7 KiB
Plaintext

/* 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/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(istype(O,/obj/item/weapon/wrench))
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
user << (anchored ? "<span class='notice'>You unfasten \the [src] from the floor.</span>" : "<span class='notice'>You secure \the [src] to the floor.</span>")
anchored = !anchored
else if(istype(O,/obj/item/weapon/screwdriver))
playsound(loc, 'sound/items/Screwdriver.ogg', 75, 1)
user << "<span class='notice'>You begin dismantling \the [src].</span>"
if(do_after(user,25))
user << "<span class='notice'>You dismantle \the [src].</span>"
new /obj/item/stack/material/wood(get_turf(src), amount = 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
w_class = 3 //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/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)
user << "<span class='notice'>[store] falls out of [title]!</span>"
store.loc = get_turf(src.loc)
store = null
return
else
user << "<span class='notice'>The pages of [title] have been cut out!</span>"
return
if(src.dat)
user << browse("<TT><I>Penned by [author].</I></TT> <BR>" + "[dat]", "window=book")
user.visible_message("[user] opens a book titled \"[src.title]\" and begins reading intently.")
onclose(user, "book")
else
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 < 3)
user.drop_item()
W.loc = src
store = W
user << "<span class='notice'>You put [W] in [title].</span>"
return
else
user << "<span class='notice'>[W] won't fit in [title].</span>"
return
else
user << "<span class='notice'>There's already something in [title]!</span>"
return
if(istype(W, /obj/item/weapon/pen))
if(unique)
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)
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)
usr << "The content is invalid."
return
else
src.dat += content
if("Author")
var/newauthor = sanitize(input(usr, "Write the author's name:"))
if(!newauthor)
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)
user << "[W]'s screen flashes: 'No associated computer found!'"
else
switch(scanner.mode)
if(0)
scanner.book = src
user << "[W]'s screen flashes: 'Book stored in buffer.'"
if(1)
scanner.book = src
scanner.computer.buffer_book = src.name
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)
user << "[W]'s screen flashes: 'Book stored in buffer. Book has been checked in.'"
return
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)
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)
user << "[W]'s screen flashes: 'Book stored in buffer. Title added to general inventory.'"
else if(istype(W, /obj/item/weapon/material/knife) || istype(W, /obj/item/weapon/wirecutters))
if(carved) return
user << "<span class='notice'>You begin to carve out [title].</span>"
if(do_after(user, 30))
user << "<span class='notice'>You carve out the pages from [title]! You didn't want to read it anyway.</span>"
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("<span class='notice'>You open up the book and show it to [M]. </span>", \
"<span class='notice'> [user] opens up a book and shows it to [M]. </span>")
M << browse("<TT><I>Penned by [author].</I></TT> <BR>" + "[dat]", "window=book")
/*
* 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 = 2.0
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
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"
user << " - Mode [mode] : [modedesc]"
if(src.computer)
user << "<font color=green>Computer has been associated with this unit.</font>"
else
user << "<font color=red>No associated computer found. Only local scans will function properly.</font>"
user << "\n"