/obj/structure/closet name = "closet" desc = "It's a basic storage unit." icon = 'icons/obj/closet.dmi' icon_state = "closed" density = 1 var/icon_closed = "closed" var/icon_opened = "open" var/opened = 0 var/welded = 0 var/wall_mounted = 0 //never solid (You can always pass over it) var/health = 100 var/lastbang var/sound = 'sound/machines/click.ogg' var/storage_capacity = 30 //This is so that someone can't pack hundreds of items in a locker/crate //then open it in a populated area to crash clients. /obj/structure/closet/New() ..() spawn(1) if(!opened) // if closed, any item at the crate's loc is put in the contents for(var/obj/item/I in src.loc) if(I.density || I.anchored || I == src) continue I.loc = src // Fix for #383 - C4 deleting fridges with corpses /obj/structure/closet/Destroy() dump_contents() return ..() /obj/structure/closet/alter_health() return get_turf(src) /obj/structure/closet/CanPass(atom/movable/mover, turf/target, height=0, air_group=0) if(air_group || (height==0 || wall_mounted)) return 1 return (!density) /obj/structure/closet/proc/can_open() if(src.welded) return 0 return 1 /obj/structure/closet/proc/can_close() for(var/obj/structure/closet/closet in get_turf(src)) if(closet != src && closet.anchored != 1) return 0 return 1 /obj/structure/closet/proc/dump_contents() //Cham Projector Exception for(var/obj/effect/dummy/chameleon/AD in src) AD.loc = src.loc for(var/obj/I in src) I.loc = src.loc for(var/mob/M in src) M.loc = src.loc if(M.client) M.client.eye = M.client.mob M.client.perspective = MOB_PERSPECTIVE /obj/structure/closet/proc/open() if(src.opened) return 0 if(!src.can_open()) return 0 src.dump_contents() src.icon_state = src.icon_opened src.opened = 1 if(sound) playsound(src.loc, src.sound, 15, 1, -3) else playsound(src.loc, 'sound/machines/click.ogg', 15, 1, -3) density = 0 return 1 /obj/structure/closet/proc/close() if(!src.opened) return 0 if(!src.can_close()) return 0 var/itemcount = 0 //Cham Projector Exception for(var/obj/effect/dummy/chameleon/AD in src.loc) if(itemcount >= storage_capacity) break AD.loc = src itemcount++ for(var/obj/item/I in src.loc) if(itemcount >= storage_capacity) break if(!I.anchored) I.loc = src itemcount++ for(var/mob/M in src.loc) if(itemcount >= storage_capacity) break if(istype (M, /mob/dead/observer)) continue if(M.buckled) continue if(M.client) M.client.perspective = EYE_PERSPECTIVE M.client.eye = src M.loc = src itemcount++ src.icon_state = src.icon_closed src.opened = 0 if(sound) playsound(src.loc, src.sound, 15, 1, -3) else playsound(src.loc, 'sound/machines/click.ogg', 15, 1, -3) density = 1 return 1 /obj/structure/closet/proc/toggle(mob/user as mob) if(!(src.opened ? src.close() : src.open())) user << "It won't budge!" return // this should probably use dump_contents() /obj/structure/closet/ex_act(severity) switch(severity) if(1) for(var/atom/movable/A as mob|obj in src)//pulls everything out of the locker and hits it with an explosion A.loc = src.loc A.ex_act(severity++) qdel(src) if(2) if(prob(50)) for (var/atom/movable/A as mob|obj in src) A.loc = src.loc A.ex_act(severity++) qdel(src) if(3) if(prob(5)) for(var/atom/movable/A as mob|obj in src) A.loc = src.loc A.ex_act(severity++) qdel(src) /obj/structure/closet/bullet_act(var/obj/item/projectile/Proj) ..() if((Proj.damage_type == BRUTE || Proj.damage_type == BURN)) health -= Proj.damage if(health <= 0) for(var/atom/movable/A as mob|obj in src) A.loc = src.loc qdel(src) return /obj/structure/closet/attack_animal(mob/living/simple_animal/user as mob) if(user.environment_smash) user.do_attack_animation(src) visible_message("\red [user] destroys the [src]. ") for(var/atom/movable/A as mob|obj in src) A.loc = src.loc qdel(src) // this should probably use dump_contents() /obj/structure/closet/blob_act() if(prob(75)) for(var/atom/movable/A as mob|obj in src) A.loc = src.loc qdel(src) /obj/structure/closet/attackby(obj/item/weapon/W as obj, mob/user as mob, params) if(istype(W, /obj/item/weapon/rcs) && !src.opened) var/obj/item/weapon/rcs/E = W if(E.rcharges != 0) if(!(src.z in config.contact_levels)) user << "The rapid-crate-sender can't locate any telepads!" return if(E.mode == 0) if(!E.teleporting) var/list/L = list() var/list/areaindex = list() for(var/obj/machinery/telepad_cargo/R in world) if(R.stage == 0) var/turf/T = get_turf(R) var/tmpname = T.loc.name if(areaindex[tmpname]) tmpname = "[tmpname] ([++areaindex[tmpname]])" else areaindex[tmpname] = 1 L[tmpname] = R var/desc = input("Please select a telepad.", "RCS") in L E.pad = L[desc] playsound(E.loc, 'sound/machines/click.ogg', 50, 1) user << "\blue Teleporting [src.name]..." E.teleporting = 1 sleep(50) E.teleporting = 0 var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread s.set_up(5, 1, src) s.start() do_teleport(src, E.pad, 0) E.rcharges-- if(E.rcharges != 1) user << "\blue Teleport successful. [E.rcharges] charges left." E.desc = "Use this to send crates and closets to cargo telepads. There are [E.rcharges] charges left." return else user << "\blue Teleport successful. [E.rcharges] charge left." E.desc = "Use this to send crates and closets to cargo telepads. There is [E.rcharges] charge left." return else E.rand_x = rand(50,200) E.rand_y = rand(50,200) var/L = locate(E.rand_x, E.rand_y, 6) playsound(E.loc, 'sound/machines/click.ogg', 50, 1) user << "\blue Teleporting [src.name]..." E.teleporting = 1 sleep(50) E.teleporting = 0 var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread s.set_up(5, 1, src) s.start() do_teleport(src, L) E.rcharges-- if(E.rcharges != 1) user << "\blue Teleport successful. [E.rcharges] charges left." E.desc = "Use this to send crates and closets to cargo telepads. There are [E.rcharges] charges left." return else user << "\blue Teleport successful. [E.rcharges] charge left." E.desc = "Use this to send crates and closets to cargo telepads. There is [E.rcharges] charge left." return else user << "\red Out of charges." return if(src.opened) if(istype(W, /obj/item/weapon/grab)) src.MouseDrop_T(W:affecting, user) //act like they were dragged onto the closet if(istype(W,/obj/item/tk_grab)) return 0 if(istype(W, /obj/item/weapon/weldingtool)) var/obj/item/weapon/weldingtool/WT = W if(!WT.remove_fuel(0,user)) user << "You need more welding fuel to complete this task." return new /obj/item/stack/sheet/metal(src.loc) for(var/mob/M in viewers(src)) M.show_message("\The [src] has been cut apart by [user] with \the [WT].", 3, "You hear welding.", 2) qdel(src) return if(isrobot(user)) return if(!usr.drop_item()) return if(W) W.loc = src.loc else if(istype(W, /obj/item/stack/packageWrap)) return else if(istype(W, /obj/item/weapon/weldingtool)) var/obj/item/weapon/weldingtool/WT = W if(src == user.loc) user << "You can not [welded?"unweld":"weld"] the locker from inside." return if(!WT.remove_fuel(0,user)) user << "You need more welding fuel to complete this task." return src.welded = !src.welded src.update_icon() for(var/mob/M in viewers(src)) M.show_message("[src] has been [welded?"welded shut":"unwelded"] by [user.name].", 3, "You hear welding.", 2) else src.attack_hand(user) return /obj/structure/closet/MouseDrop_T(atom/movable/O as mob|obj, mob/user as mob) ..() if(istype(O, /obj/screen)) //fix for HUD elements making their way into the world -Pete return if(O.loc == user) return if(user.restrained() || user.stat || user.weakened || user.stunned || user.paralysis || user.lying) return if((!( istype(O, /atom/movable) ) || O.anchored || get_dist(user, src) > 1 || get_dist(user, O) > 1 || user.contents.Find(src))) return if(user.loc==null) // just in case someone manages to get a closet into the blue light dimension, as unlikely as that seems return if(!istype(user.loc, /turf)) // are you in a container/closet/pod/etc? return if(!src.opened) return if(istype(O, /obj/structure/closet)) return step_towards(O, src.loc) if(user != O) user.show_viewers("[user] stuffs [O] into [src]!") src.add_fingerprint(user) return /obj/structure/closet/attack_ai(mob/user) if(istype(user, /mob/living/silicon/robot) && Adjacent(user)) //Robots can open/close it, but not the AI attack_hand(user) /obj/structure/closet/relaymove(mob/user as mob) if(user.stat || !isturf(src.loc)) return if(!src.open()) user << "It won't budge!" if(!lastbang) lastbang = 1 for (var/mob/M in hearers(src, null)) M << text("BANG, bang!", max(0, 5 - get_dist(src, M))) spawn(30) lastbang = 0 /obj/structure/closet/attack_hand(mob/user as mob) src.add_fingerprint(user) src.toggle(user) // tk grab then use on self /obj/structure/closet/attack_self_tk(mob/user as mob) src.add_fingerprint(user) if(!src.toggle()) usr << "It won't budge!" /obj/structure/closet/verb/verb_toggleopen() set src in oview(1) set category = null set name = "Toggle Open" if(!usr.canmove || usr.stat || usr.restrained()) return if(ishuman(usr)) src.add_fingerprint(usr) src.toggle(usr) else usr << "This mob type can't use this verb." /obj/structure/closet/update_icon()//Putting the welded stuff in updateicon() so it's easy to overwrite for special cases (Fridges, cabinets, and whatnot) overlays.Cut() if(!opened) icon_state = icon_closed if(welded) overlays += "welded" else icon_state = icon_opened // Objects that try to exit a locker by stepping were doing so successfully, // and due to an oversight in turf/Enter() were going through walls. That // should be independently resolved, but this is also an interesting twist. /obj/structure/closet/Exit(atom/movable/AM) open() if(AM.loc == src) return 0 return 1