// To clarify: // For use_to_pickup and allow_quick_gather functionality, // see item/attackby() (/game/objects/items.dm, params) // Do not remove this functionality without good reason, cough reagent_containers cough. // -Sayu /obj/item/storage name = "storage" icon = 'icons/obj/storage.dmi' w_class = WEIGHT_CLASS_NORMAL /// No message on putting items in. var/silent = FALSE /// List of objects which this item can store (if set, it can't store anything else) var/list/can_hold = list() /// List of objects which this item can't store (in effect only if can_hold isn't set) var/list/cant_hold = list() /// Max size of objects that this object can store (in effect only if can_hold isn't set) var/max_w_class = WEIGHT_CLASS_SMALL /// The sum of the w_classes of all the items in this storage item. var/max_combined_w_class = 14 /// The number of storage slots in this container. var/storage_slots = 7 var/obj/screen/storage/boxes = null var/obj/screen/close/closer = null /// 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/use_to_pickup = FALSE /// Set this to make the storage item group contents of the same type and display them as a number. var/display_contents_with_number /// Set this variable to allow the object to have the 'empty' verb, which dumps all the contents on the floor. var/allow_quick_empty /// Set this variable to allow the object to have the 'toggle mode' verb, which quickly collects all items from a tile. var/allow_quick_gather /// Pick up one item at a time or everything on the tile var/pickup_all_on_tile = TRUE /// Sound played when used. `null` for no sound. var/use_sound = "rustle" /// What kind of [/obj/item/stack] can this be folded into. (e.g. Boxes and cardboard) var/foldable = null /// How much of the stack item do you get. var/foldable_amt = 0 /// Lazy list of mobs which are currently viewing the storage inventory. var/list/mobs_viewing /obj/item/storage/Initialize(mapload) . = ..() can_hold = typecacheof(can_hold) cant_hold = typecacheof(cant_hold) if(allow_quick_empty) verbs += /obj/item/storage/verb/quick_empty else verbs -= /obj/item/storage/verb/quick_empty if(allow_quick_gather) verbs += /obj/item/storage/verb/toggle_gathering_mode else verbs -= /obj/item/storage/verb/toggle_gathering_mode populate_contents() boxes = new /obj/screen/storage() boxes.name = "storage" boxes.master = src boxes.icon_state = "block" boxes.screen_loc = "7,7 to 10,8" boxes.layer = HUD_LAYER boxes.plane = HUD_PLANE closer = new /obj/screen/close() closer.master = src closer.icon_state = "backpack_close" closer.layer = ABOVE_HUD_LAYER closer.plane = ABOVE_HUD_PLANE orient2hud() /obj/item/storage/Destroy() for(var/obj/O in contents) O.mouse_opacity = initial(O.mouse_opacity) QDEL_NULL(boxes) QDEL_NULL(closer) LAZYCLEARLIST(mobs_viewing) return ..() /obj/item/storage/forceMove(atom/destination) . = ..() if(!ismob(destination.loc)) for(var/mob/player in mobs_viewing) if(player == destination) continue hide_from(player) /obj/item/storage/MouseDrop(obj/over_object) if(!ismob(usr)) //so monkeys can take off their backpacks -- Urist return var/mob/M = usr if(istype(M.loc, /obj/mecha) || M.incapacitated(FALSE, TRUE)) // Stops inventory actions in a mech as well as while being incapacitated return if(over_object == M && Adjacent(M)) // this must come before the screen objects only block if(M.s_active) M.s_active.close(M) show_to(M) return if((istype(over_object, /obj/structure/table) || isfloorturf(over_object)) && length(contents) \ && loc == M && !M.stat && !M.restrained() && !HAS_TRAIT(M, TRAIT_HANDS_BLOCKED) && over_object.Adjacent(M) && !istype(src, /obj/item/storage/lockbox)) // Worlds longest `if()` var/turf/T = get_turf(over_object) if(isfloorturf(over_object)) if(get_turf(M) != T) return // Can only empty containers onto the floor under you if(alert(M, "Empty [src] onto [T]?", "Confirm", "Yes", "No") != "Yes") return if(!(M && over_object && length(contents) && loc == M && !M.stat && !M.restrained() && !HAS_TRAIT(M, TRAIT_HANDS_BLOCKED) && get_turf(M) == T)) return // Something happened while the player was thinking hide_from(M) M.face_atom(over_object) M.visible_message("[M] empties [src] onto [over_object].", "You empty [src] onto [over_object].") for(var/obj/item/I in contents) remove_from_storage(I, T) update_icon() // For content-sensitive icons return if(!(istype(over_object, /obj/screen))) return ..() if(!(loc == M) || (loc && loc.loc == M)) return playsound(loc, "rustle", 50, 1, -5) if(!M.restrained() && !M.stat) switch(over_object.name) if("r_hand") if(!M.unEquip(src, silent = TRUE)) return M.put_in_r_hand(src) if("l_hand") if(!M.unEquip(src, silent = TRUE)) return M.put_in_l_hand(src) add_fingerprint(usr) return if(over_object == usr && in_range(src, usr) || usr.contents.Find(src)) if(usr.s_active) usr.s_active.close(usr) show_to(usr) /obj/item/storage/AltClick(mob/user) . = ..() if(ishuman(user) && Adjacent(user) && !user.incapacitated(FALSE, TRUE)) show_to(user) playsound(loc, "rustle", 50, TRUE, -5) add_fingerprint(user) else if(isobserver(user)) show_to(user) /** * Loops through any nested containers inside `src`, and returns a list of everything inside them. * * Currently checks for storage containers, gifts containing storage containers, and folders. */ /obj/item/storage/proc/return_inv() var/list/L = list() L += contents // Inventory of the main storage item for(var/obj/item/storage/S in src) // Inventory of nested storage items L += S.return_inv() for(var/obj/item/gift/G in src) L += G.gift if(istype(G.gift, /obj/item/storage)) // If the gift contains a storage item var/obj/item/storage/S = G.gift L += S.return_inv() for(var/obj/item/folder/F in src) L += F.contents return L /** * Shows `user` the contents of `src`, and activates any mouse trap style triggers. */ /obj/item/storage/proc/show_to(mob/user) if(!user.client) return if(user.s_active != src && !isobserver(user)) for(var/obj/item/I in src) if(I.on_found(user)) // For mouse traps and such return // If something triggered, don't open the UI orient2hud(user) // this only needs to happen to make .contents show properly as screen objects. if(user.s_active) user.s_active.hide_from(user) // If there's already an interface open, close it. user.client.screen -= boxes user.client.screen -= closer user.client.screen -= contents user.client.screen += boxes user.client.screen += closer user.client.screen += contents user.s_active = src LAZYADDOR(mobs_viewing, user) /** * Hides the current container interface from `user`. */ /obj/item/storage/proc/hide_from(mob/user) LAZYREMOVE(mobs_viewing, user) // Remove clientless mobs too if(!user.client) return user.client.screen -= boxes user.client.screen -= closer user.client.screen -= contents if(user.s_active == src) user.s_active = null /** * Checks all mobs currently viewing the storage inventory, and hides it if they shouldn't be able to see it. */ /obj/item/storage/proc/update_viewers() for(var/_M in mobs_viewing) var/mob/M = _M if(!QDELETED(M) && M.s_active == src && (M in range(1, loc))) continue hide_from(M) /obj/item/storage/proc/open(mob/user) if(use_sound) playsound(loc, use_sound, 50, TRUE, -5) if(user.s_active) user.s_active.close(user) show_to(user) /obj/item/storage/proc/close(mob/user) hide_from(user) user.s_active = null /** * Draws the inventory and places the items on it using custom positions. * * `tx` and `ty` are the upper left tile. * `mx` and `my` are the bottom right tile. * * The numbers are calculated from the bottom left, with the bottom left being `1,1`. */ /obj/item/storage/proc/orient_objs(tx, ty, mx, my) var/cx = tx var/cy = ty boxes.screen_loc = "[tx],[ty] to [mx],[my]" for(var/obj/O in contents) O.screen_loc = "[cx],[cy]" O.layer = ABOVE_HUD_LAYER O.plane = ABOVE_HUD_PLANE cx++ if(cx > mx) cx = tx cy-- closer.screen_loc = "[mx + 1],[my]" //This proc draws out the inventory and places the items on it. It uses the standard position. /obj/item/storage/proc/standard_orient_objs(rows, cols, list/datum/numbered_display/display_contents) var/cx = 4 var/cy = 2 + rows 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.mouse_opacity = MOUSE_OPACITY_OPAQUE ND.sample_object.screen_loc = "[cx]:16,[cy]:16" ND.sample_object.maptext = "[(ND.number > 1) ? "[ND.number]" : ""]" ND.sample_object.layer = ABOVE_HUD_LAYER ND.sample_object.plane = ABOVE_HUD_PLANE cx++ if(cx > (4 + cols)) cx = 4 cy-- else for(var/obj/O in contents) O.mouse_opacity = MOUSE_OPACITY_OPAQUE //This is here so storage items that spawn with contents correctly have the "click around item to equip" O.screen_loc = "[cx]:16,[cy]:16" O.maptext = "" O.layer = ABOVE_HUD_LAYER O.plane = ABOVE_HUD_PLANE cx++ if(cx > (4 + cols)) cx = 4 cy-- closer.screen_loc = "[4 + cols + 1]:16,2:16" /datum/numbered_display var/obj/item/sample_object var/number /datum/numbered_display/New(obj/item/sample) if(!istype(sample)) qdel(src) return 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/storage/proc/orient2hud(mob/user) var/adjusted_contents = length(contents) //Numbered contents display var/list/datum/numbered_display/numbered_contents if(display_contents_with_number) for(var/obj/O in contents) O.layer = initial(O.layer) O.plane = initial(O.plane) numbered_contents = list() adjusted_contents = 0 for(var/obj/item/I in contents) var/found = FALSE for(var/datum/numbered_display/ND in numbered_contents) if(ND.sample_object.type == I.type && ND.sample_object.name == I.name) ND.number++ found = TRUE break if(!found) adjusted_contents++ numbered_contents += new/datum/numbered_display(I) 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. standard_orient_objs(row_num, col_count, numbered_contents) /** * Checks whether `I` can be inserted into the container. * * Returns `TRUE` if it can, and `FALSE` if it can't. * Arguments: * * obj/item/I - The item to insert * * stop_messages - Don't display a warning message if the item can't be inserted */ /obj/item/storage/proc/can_be_inserted(obj/item/I, stop_messages = FALSE) if(!istype(I) || (I.flags & ABSTRACT)) // Not an item return if(loc == I) return FALSE //Means the item is already in the storage item if(!I.can_enter_storage(src, usr)) return FALSE if(length(contents) >= storage_slots) if(!stop_messages) to_chat(usr, "[I] won't fit in [src], make some space!") return FALSE //Storage item is full if(length(can_hold)) if(!is_type_in_typecache(I, can_hold)) if(!stop_messages) to_chat(usr, "[src] cannot hold [I].") return FALSE if(is_type_in_typecache(I, cant_hold)) //Check for specific items which this container can't hold. if(!stop_messages) to_chat(usr, "[src] cannot hold [I].") return FALSE if(length(cant_hold) && istype(I, /obj/item/storage)) //Checks nested storage contents for restricted objects, we don't want people sneaking the NAD in via boxes now, do we? var/obj/item/storage/S = I for(var/obj/A in S.return_inv()) if(is_type_in_typecache(A, cant_hold)) if(!stop_messages) to_chat(usr, "[src] rejects [I] because of its contents.") return FALSE if(I.w_class > max_w_class) if(!stop_messages) to_chat(usr, "[I] is too big for [src].") return FALSE var/sum_w_class = I.w_class for(var/obj/item/item in contents) sum_w_class += item.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) to_chat(usr, "[src] is full, make some space.") return FALSE if(I.w_class >= w_class && istype(I, /obj/item/storage)) if(!istype(src, /obj/item/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) to_chat(usr, "[src] cannot hold [I] as it's a storage item of the same size.") return FALSE //To prevent the stacking of same sized storage items. if(I.flags & NODROP) //SHOULD be handled in unEquip, but better safe than sorry. to_chat(usr, "[I] is stuck to your hand, you can't put it in [src]") return FALSE return TRUE /** * Handles items being inserted into a storage container. * * This doesn't perform any checks of whether an item can be inserted. That's done by [/obj/item/storage/proc/can_be_inserted] * Arguments: * * obj/item/I - The item to be inserted * * prevent_warning - Stop the insertion message being displayed. Intended for cases when you are inserting multiple items at once. */ /obj/item/storage/proc/handle_item_insertion(obj/item/I, prevent_warning = FALSE) if(!istype(I)) return FALSE if(usr) if(!usr.unEquip(I, silent = TRUE)) return FALSE usr.update_icons() //update our overlays if(silent) prevent_warning = TRUE I.forceMove(src) if(QDELING(I)) return FALSE I.on_enter_storage(src) if(QDELING(I)) return FALSE for(var/_M in mobs_viewing) var/mob/M = _M if((M.s_active == src) && M.client) M.client.screen += I if(usr) if(usr.client && usr.s_active != src) usr.client.screen -= I I.dropped(usr, TRUE) add_fingerprint(usr) if(!prevent_warning && !istype(I, /obj/item/gun/energy/kinetic_accelerator/crossbow)) for(var/mob/M in viewers(usr, null)) if(M == usr) to_chat(usr, "You put [I] 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 [I] into [src].") else if(I && I.w_class >= WEIGHT_CLASS_NORMAL) //Otherwise they can only see large or normal items from a distance... M.show_message("[usr] puts [I] into [src].") orient2hud(usr) if(usr.s_active) usr.s_active.show_to(usr) I.mouse_opacity = MOUSE_OPACITY_OPAQUE //So you can click on the area around the item to equip it, instead of having to pixel hunt I.in_inventory = TRUE update_icon() return TRUE /** * Handles the removal of an item from a storage container. * * Arguments: * * obj/item/I - The item to be removed * * atom/new_location - The location to send the item to. */ /obj/item/storage/proc/remove_from_storage(obj/item/I, atom/new_location) if(!istype(I)) return FALSE if(istype(src, /obj/item/storage/fancy)) var/obj/item/storage/fancy/F = src F.update_icon() for(var/_M in mobs_viewing) var/mob/M = _M if((M.s_active == src) && M.client) M.client.screen -= I if(new_location) if(ismob(loc)) I.dropped(usr, TRUE) if(ismob(new_location)) I.layer = ABOVE_HUD_LAYER I.plane = ABOVE_HUD_PLANE else I.layer = initial(I.layer) I.plane = initial(I.plane) I.forceMove(new_location) else I.forceMove(get_turf(src)) if(usr) orient2hud(usr) if(usr.s_active) usr.s_active.show_to(usr) if(I.maptext) I.maptext = "" I.on_exit_storage(src) update_icon() I.mouse_opacity = initial(I.mouse_opacity) return TRUE /obj/item/storage/Exited(atom/A, loc) remove_from_storage(A, loc) //worry not, comrade; this only gets called once ..() /obj/item/storage/deconstruct(disassembled = TRUE) var/drop_loc = loc if(ismob(loc)) drop_loc = get_turf(src) for(var/obj/item/I in contents) remove_from_storage(I, drop_loc) qdel(src) //This proc is called when you want to place an item into the storage item. /obj/item/storage/attackby(obj/item/I, mob/user, params) ..() if(istype(I, /obj/item/hand_labeler)) var/obj/item/hand_labeler/labeler = I if(labeler.mode) return FALSE . = TRUE //no afterattack if(isrobot(user)) return //Robots can't interact with storage items. if(!can_be_inserted(I)) if(length(contents) >= storage_slots) //don't use items on the backpack if they don't fit return TRUE return FALSE handle_item_insertion(I) /obj/item/storage/attack_hand(mob/user) playsound(loc, "rustle", 50, TRUE, -5) if(ishuman(user)) var/mob/living/carbon/human/H = user if(!H.get_active_hand()) if(H.l_store == src) //Prevents opening if it's in a pocket. H.put_in_hands(src) H.l_store = null return if(H.r_store == src) H.put_in_hands(src) H.r_store = null return orient2hud(user) if(loc == user) if(user.s_active) user.s_active.close(user) show_to(user) else ..() add_fingerprint(user) /obj/item/storage/equipped(mob/user, slot, initial) . = ..() update_viewers() /obj/item/storage/attack_ghost(mob/user) if(isobserver(user)) // Revenants don't get to play with the toys. show_to(user) return ..() /obj/item/storage/verb/toggle_gathering_mode() set name = "Switch Gathering Method" set category = "Object" pickup_all_on_tile = !pickup_all_on_tile switch(pickup_all_on_tile) if(TRUE) to_chat(usr, "[src] now picks up all items in a tile at once.") if(FALSE) to_chat(usr, "[src] now picks up one item at a time.") /obj/item/storage/verb/quick_empty() set name = "Empty Contents" set category = "Object" if((!ishuman(usr) && (loc != usr)) || usr.stat || usr.restrained()) return drop_inventory(usr) /obj/item/storage/proc/drop_inventory(user) var/turf/T = get_turf(src) hide_from(user) for(var/obj/item/I in contents) remove_from_storage(I, T) CHECK_TICK /** * Populates the container with items * * Override with whatever you want to put in the container */ /obj/item/storage/proc/populate_contents() return // Override /obj/item/storage/emp_act(severity) ..() for(var/I in contents) var/atom/A = I A.emp_act(severity) /obj/item/storage/hear_talk(mob/living/M, list/message_pieces) ..() for(var/obj/O in contents) O.hear_talk(M, message_pieces) /obj/item/storage/hear_message(mob/living/M, msg) ..() for(var/obj/O in contents) O.hear_message(M, msg) /obj/item/storage/attack_self(mob/user) //Clicking on itself will empty it, if allow_quick_empty is TRUE if(allow_quick_empty && user.is_in_active_hand(src)) drop_inventory(user) else if(foldable) fold(user) /obj/item/storage/proc/fold(mob/user) if(length(contents)) to_chat(user, "You can't fold this [name] with items still inside!") return if(!ispath(foldable)) return var/found = FALSE for(var/mob/M in range(1)) if(M.s_active == src) // Close any open UI windows first close(M) if(M == user) found = TRUE if(!found) // User is too far away return to_chat(user, "You fold [src] flat.") var/obj/item/stack/I = new foldable(get_turf(src), foldable_amt) user.put_in_hands(I) qdel(src) /** * Returns the storage depth of an atom up to the area level. * * The storage depth is the number of storage items the atom is contained in. * Returns `-1` if the atom was not found in a 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/storage)) depth++ cur_atom = cur_atom.loc if(!cur_atom) return -1 //inside something with a null loc. return depth /** * Like [/atom/proc/storage_depth], but returns the depth to the nearest turf. * * Returns `-1` if there's 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/storage)) depth++ cur_atom = cur_atom.loc if(!cur_atom) return -1 //inside something with a null loc. return depth /obj/item/storage/serialize() var/data = ..() var/list/content_list = list() data["content"] = content_list data["slots"] = storage_slots data["max_w_class"] = max_w_class data["max_c_w_class"] = max_combined_w_class for(var/thing in contents) var/atom/movable/AM = thing // This code does not watch out for infinite loops // But then again a tesseract would destroy the server anyways // Also I wish I could just insert a list instead of it reading it the wrong way content_list.len++ content_list[content_list.len] = AM.serialize() return data /obj/item/storage/deserialize(list/data) if(isnum(data["slots"])) storage_slots = data["slots"] if(isnum(data["max_w_class"])) max_w_class = data["max_w_class"] if(isnum(data["max_c_w_class"])) max_combined_w_class = data["max_c_w_class"] for(var/thing in contents) qdel(thing) // out with the old for(var/thing in data["content"]) if(islist(thing)) list_to_object(thing, src) else if(thing == null) stack_trace("Null entry found in storage/deserialize.") else stack_trace("Non-list thing found in storage/deserialize (Thing: [thing])") ..() /obj/item/storage/AllowDrop() return TRUE /obj/item/storage/ex_act(severity) for(var/atom/A in contents) A.ex_act(severity) CHECK_TICK ..() /obj/item/storage/proc/can_items_stack(obj/item/item_1, obj/item/item_2) if(!item_1 || !item_2) return return item_1.type == item_2.type && item_1.name == item_2.name /obj/item/storage/proc/swap_items(obj/item/item_1, obj/item/item_2, mob/user = null) if(!(item_1.loc == src && item_2.loc == src)) return var/index_1 = contents.Find(item_1) var/index_2 = contents.Find(item_2) var/list/new_contents = contents.Copy() new_contents.Swap(index_1, index_2) contents = new_contents if(user && user.s_active == src) orient2hud(user) show_to(user)