mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2025-12-30 20:22:32 +00:00
801 lines
24 KiB
Plaintext
801 lines
24 KiB
Plaintext
// To clarify:
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// For use_to_pickup and allow_quick_gather functionality,
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// see item/attackby() (/game/objects/items.dm, params)
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// Do not remove this functionality without good reason, cough reagent_containers cough.
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// -Sayu
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/obj/item/storage
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name = "storage"
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icon = 'icons/obj/storage.dmi'
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flags_2 = BLOCKS_LIGHT_2
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/// No message on putting items in.
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var/silent = FALSE
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/// List of objects which this item can store (if set, it can't store anything else)
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var/list/can_hold = list()
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/// List of objects that can be stored, regardless of w_class
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var/list/w_class_override = list()
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/// List of objects which this item can't store (in effect only if can_hold isn't set)
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var/list/cant_hold = list()
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/// List of objects which this item overrides the cant_hold list (used to negate cant_hold on specific items. Ex: Allowing Smuggler's Satchels (subtype of backpack) to be stored inside bags of holding.)
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var/list/cant_hold_override = list()
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/// Max size of objects that this object can store (in effect only if can_hold isn't set)
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var/max_w_class = WEIGHT_CLASS_SMALL
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/// The sum of the w_classes of all the items in this storage item.
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var/max_combined_w_class = 14
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/// The number of storage slots in this container.
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var/storage_slots = 7
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var/atom/movable/screen/storage/boxes = null
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var/atom/movable/screen/close/closer = null
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/// 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.
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var/use_to_pickup = FALSE
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/// Set this to make the storage item group contents of the same type and display them as a number.
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var/display_contents_with_number
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/// Set this variable to allow the object to have the 'empty' verb, which dumps all the contents on the floor.
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var/allow_quick_empty
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/// Set this variable to allow the object to have the 'toggle mode' verb, which quickly collects all items from a tile.
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var/allow_quick_gather
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/// Pick up one item at a time or everything on the tile
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var/pickup_all_on_tile = TRUE
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/// Sound played when used. `null` for no sound.
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var/use_sound = "rustle"
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/// What kind of [/obj/item/stack] can this be folded into. (e.g. Boxes and cardboard)
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var/foldable = null
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/// How much of the stack item do you get.
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var/foldable_amt = 0
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/// Lazy list of mobs which are currently viewing the storage inventory.
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var/list/mobs_viewing
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// Allow storage items of the same size to be put inside
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var/allow_same_size = FALSE
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/obj/item/storage/Initialize(mapload)
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. = ..()
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can_hold = typecacheof(can_hold)
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cant_hold = typecacheof(cant_hold) - typecacheof(cant_hold_override)
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populate_contents()
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boxes = new /atom/movable/screen/storage()
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boxes.name = "storage"
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boxes.master = src
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boxes.icon_state = "block"
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boxes.screen_loc = "7,7 to 10,8"
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boxes.layer = HUD_LAYER
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boxes.plane = HUD_PLANE
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closer = new /atom/movable/screen/close()
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closer.master = src
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closer.icon_state = "backpack_close"
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closer.layer = ABOVE_HUD_LAYER
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closer.plane = ABOVE_HUD_PLANE
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orient2hud()
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ADD_TRAIT(src, TRAIT_ADJACENCY_TRANSPARENT, ROUNDSTART_TRAIT)
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RegisterSignal(src, COMSIG_ATOM_EXITED, PROC_REF(on_atom_exited))
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/obj/item/storage/Destroy()
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for(var/obj/O in contents)
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O.mouse_opacity = initial(O.mouse_opacity)
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QDEL_NULL(boxes)
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QDEL_NULL(closer)
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LAZYCLEARLIST(mobs_viewing)
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return ..()
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/obj/item/storage/examine(mob/user)
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. = ..()
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if(allow_quick_empty)
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. += "<span class='notice'>You can use [src] in hand to empty it's entire contents.</span>"
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if(allow_quick_gather)
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. += "<span class='notice'>You can <b>Alt-Shift-Click</b> [src] to switch it's gathering method.</span>"
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/obj/item/storage/forceMove(atom/destination)
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. = ..()
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if(!ismob(destination.loc))
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for(var/mob/player in mobs_viewing)
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if(player == destination)
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continue
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hide_from(player)
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/obj/item/storage/proc/removal_allowed_check(mob/user)
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return TRUE
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/obj/item/storage/proc/dump_storage(mob/user, obj/item/storage/target)
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if(!length(contents) || user.restrained() || (HAS_TRAIT(user, TRAIT_HANDS_BLOCKED)) || !user.can_reach(target) || src == target)
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return
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for(var/obj/item/thing in contents)
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if(!target.can_be_inserted(thing))
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continue
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if(!do_after(user, 0.3 SECONDS, target = user))
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break
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playsound(loc, "rustle", 50, TRUE, -5)
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target.handle_item_insertion(thing, user)
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/obj/item/storage/MouseDrop(obj/over_object, src_location, over_location, src_control, over_control, params)
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if(!ismob(usr)) //so monkeys can take off their backpacks -- Urist
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return
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var/mob/M = usr
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if(ismecha(M.loc) || M.incapacitated(FALSE, TRUE)) // Stops inventory actions in a mech as well as while being incapacitated
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return
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if(over_object == M && Adjacent(M)) // this must come before the screen objects only block
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if(M.s_active)
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M.s_active.close(M)
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open(M)
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return
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if(isstorage(over_object))
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var/obj/item/storage = over_object
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if(!storage.in_storage)
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dump_storage(M, over_object)
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return
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else if(ismodcontrol(over_object))
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var/obj/item/mod/control/mod = over_object
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dump_storage(M, mod.bag)
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return
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if((istype(over_object, /obj/structure/table) || isfloorturf(over_object)) && length(contents) \
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&& 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()`
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var/turf/T = get_turf(over_object)
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if(!removal_allowed_check(M))
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return
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if(isfloorturf(over_object))
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if(get_turf(M) != T)
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return // Can only empty containers onto the floor under you
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if(tgui_alert(M, "Empty [src] onto [T]?", "Confirm", list("Yes", "No")) != "Yes")
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return
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if(!(M && over_object && length(contents) && loc == M && !M.stat && !M.restrained() && !HAS_TRAIT(M, TRAIT_HANDS_BLOCKED) && get_turf(M) == T))
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return // Something happened while the player was thinking
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hide_from(M)
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M.face_atom(over_object)
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M.visible_message("<span class='notice'>[M] empties [src] onto [over_object].</span>",
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"<span class='notice'>You empty [src] onto [over_object].</span>")
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var/list/params_list = params2list(params)
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var/x_offset = text2num(params_list["icon-x"]) - 16
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var/y_offset = text2num(params_list["icon-y"]) - 16
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for(var/obj/item/I in contents)
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remove_from_storage(I, T)
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I.scatter_atom(x_offset, y_offset)
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update_icon() // For content-sensitive icons
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return
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if(!is_screen_atom(over_object))
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return ..()
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if(!(loc == M) || (loc && loc.loc == M))
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return
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if(!M.restrained() && !M.stat)
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switch(over_object.name)
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if("r_hand")
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if(!M.has_right_hand() || !M.unequip(src))
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return
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M.put_in_r_hand(src)
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if("l_hand")
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if(!M.has_left_hand() || !M.unequip(src))
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return
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M.put_in_l_hand(src)
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add_fingerprint(usr)
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return
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if(over_object == usr && in_range(src, usr) || usr.contents.Find(src))
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if(usr.s_active)
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usr.s_active.close(usr)
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open(usr)
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/obj/item/storage/AltClick(mob/user)
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if(ishuman(user) && Adjacent(user) && !user.incapacitated(FALSE, TRUE))
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if(attached_bits.len > 0)
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..()
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open(user)
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add_fingerprint(user)
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else if(isobserver(user))
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show_to(user)
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/**
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* Loops through any nested containers inside `src`, and returns a list of everything inside them.
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*
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* Currently checks for storage containers, gifts containing storage containers, and folders.
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*/
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/obj/item/storage/proc/return_inv()
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var/list/L = list()
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L += contents // Inventory of the main storage item
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for(var/obj/item/storage/S in src) // Inventory of nested storage items
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L += S.return_inv()
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for(var/obj/item/gift/G in src)
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L += G.gift
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if(isstorage(G.gift)) // If the gift contains a storage item
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var/obj/item/storage/S = G.gift
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L += S.return_inv()
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for(var/obj/item/folder/F in src)
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L += F.contents
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return L
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/**
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* Shows `user` the contents of `src`, and activates any mouse trap style triggers.
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*/
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/obj/item/storage/proc/show_to(mob/user)
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if(!user.client)
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return
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if(user.s_active != src && !isobserver(user))
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for(var/obj/item/I in src)
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if(I.on_found(user)) // For mouse traps and such
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return // If something triggered, don't open the UI
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orient2hud(user) // this only needs to happen to make .contents show properly as screen objects.
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if(user.s_active)
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user.s_active.hide_from(user) // If there's already an interface open, close it.
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user.client.screen |= boxes
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user.client.screen |= closer
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user.client.screen |= contents
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user.s_active = src
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LAZYDISTINCTADD(mobs_viewing, user)
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/**
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* Hides the current container interface from `user`.
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*/
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/obj/item/storage/proc/hide_from(mob/user)
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LAZYREMOVE(mobs_viewing, user) // Remove clientless mobs too
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if(!user.client)
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return
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user.client.screen -= boxes
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user.client.screen -= closer
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user.client.screen -= contents
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if(user.s_active == src)
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user.s_active = null
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/**
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* Hides the current container interface from all viewers.
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*/
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/obj/item/storage/proc/hide_from_all()
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for(var/mob/M in mobs_viewing)
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hide_from(M)
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/**
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* Checks all mobs currently viewing the storage inventory, and hides it if they shouldn't be able to see it.
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*/
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/obj/item/storage/proc/update_viewers()
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for(var/_M in mobs_viewing)
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var/mob/M = _M
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if(!QDELETED(M) && M.s_active == src && Adjacent(M))
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continue
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hide_from(M)
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for(var/obj/item/storage/child in src)
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child.update_viewers()
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/obj/item/storage/Moved(atom/oldloc, dir, forced = FALSE)
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. = ..()
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update_viewers()
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/obj/item/storage/proc/open(mob/user)
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if(isobserver(user))
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show_to(user)
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return
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if(use_sound && isliving(user))
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playsound(loc, use_sound, 50, TRUE, -5)
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if(user.s_active)
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user.s_active.close(user)
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show_to(user)
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/obj/item/storage/proc/close(mob/user)
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hide_from(user)
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user.s_active = null
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/**
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* Draws the inventory and places the items on it using custom positions.
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*
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* `tx` and `ty` are the upper left tile.
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* `mx` and `my` are the bottom right tile.
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*
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* The numbers are calculated from the bottom left, with the bottom left being `1,1`.
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*/
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/obj/item/storage/proc/orient_objs(tx, ty, mx, my)
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var/cx = tx
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var/cy = ty
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boxes.screen_loc = "[tx],[ty] to [mx],[my]"
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for(var/obj/O in contents)
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O.screen_loc = "[cx],[cy]"
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O.layer = ABOVE_HUD_LAYER
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O.plane = ABOVE_HUD_PLANE
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cx++
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if(cx > mx)
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cx = tx
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cy--
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closer.screen_loc = "[mx + 1],[my]"
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//This proc draws out the inventory and places the items on it. It uses the standard position.
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/obj/item/storage/proc/standard_orient_objs(rows, cols, list/datum/numbered_display/display_contents)
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var/cx = 4
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var/cy = 2 + rows
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boxes.screen_loc = "4:16,2:16 to [4 + cols]:16,[2 + rows]:16"
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if(display_contents_with_number)
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for(var/datum/numbered_display/ND in display_contents)
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ND.sample_object.mouse_opacity = MOUSE_OPACITY_OPAQUE
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ND.sample_object.screen_loc = "[cx]:16,[cy]:16"
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ND.sample_object.maptext = "<font color='white' face='Small Fonts'>[(ND.number > 1) ? "[ND.number]" : ""]</font>"
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ND.sample_object.layer = ABOVE_HUD_LAYER
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ND.sample_object.plane = ABOVE_HUD_PLANE
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cx++
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if(cx > (4 + cols))
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cx = 4
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cy--
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else
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for(var/obj/O in contents)
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O.mouse_opacity = MOUSE_OPACITY_OPAQUE //This is here so storage items that spawn with contents correctly have the "click around item to equip"
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O.screen_loc = "[cx]:16,[cy]:16"
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O.maptext = ""
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O.layer = ABOVE_HUD_LAYER
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O.plane = ABOVE_HUD_PLANE
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cx++
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if(cx > (4 + cols))
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cx = 4
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cy--
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closer.screen_loc = "[4 + cols + 1]:16,2:16"
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/datum/numbered_display
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var/obj/item/sample_object
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var/number
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/datum/numbered_display/New(obj/item/sample)
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if(!istype(sample))
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qdel(src)
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return
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sample_object = sample
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number = 1
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//This proc determins the size of the inventory to be displayed. Please touch it only if you know what you're doing.
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/obj/item/storage/proc/orient2hud(mob/user)
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var/adjusted_contents = length(contents)
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//Numbered contents display
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var/list/datum/numbered_display/numbered_contents
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if(display_contents_with_number)
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for(var/obj/O in contents)
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O.layer = initial(O.layer)
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O.plane = initial(O.plane)
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numbered_contents = list()
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adjusted_contents = 0
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for(var/obj/item/I in contents)
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var/found = FALSE
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for(var/datum/numbered_display/ND in numbered_contents)
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if(ND.sample_object.should_stack_with(I))
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ND.number++
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found = TRUE
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break
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if(!found)
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adjusted_contents++
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numbered_contents += new/datum/numbered_display(I)
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var/row_num = 0
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var/col_count = min(7, storage_slots) - 1
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if(adjusted_contents > 7)
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row_num = round((adjusted_contents - 1) / 7) // 7 is the maximum allowed width.
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standard_orient_objs(row_num, col_count, numbered_contents)
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/**
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* Checks whether `I` can be inserted into the container.
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*
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* Returns `TRUE` if it can, and `FALSE` if it can't.
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* Arguments:
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* * obj/item/I - The item to insert
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* * stop_messages - Don't display a warning message if the item can't be inserted
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*/
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/obj/item/storage/proc/can_be_inserted(obj/item/I, stop_messages = FALSE)
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if(!istype(I) || (I.flags & ABSTRACT)) // Not an item
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return
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if(loc == I)
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return FALSE //Means the item is already in the storage item
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if(!I.can_enter_storage(src, usr))
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return FALSE
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if(length(contents) >= storage_slots)
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if(!stop_messages)
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to_chat(usr, "<span class='warning'>[I] won't fit in [src], make some space!</span>")
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return FALSE //Storage item is full
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if(length(can_hold))
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if(!is_type_in_typecache(I, can_hold))
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if(!stop_messages)
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to_chat(usr, "<span class='warning'>[src] cannot hold [I].</span>")
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return FALSE
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if(is_type_in_typecache(I, cant_hold)) //Check for specific items which this container can't hold.
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if(!stop_messages)
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to_chat(usr, "<span class='warning'>[src] cannot hold [I].</span>")
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return FALSE
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if(length(cant_hold) && isstorage(I)) //Checks nested storage contents for restricted objects, we don't want people sneaking the NAD in via boxes now, do we?
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var/obj/item/storage/S = I
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for(var/obj/A in S.return_inv())
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if(is_type_in_typecache(A, cant_hold))
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if(!stop_messages)
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to_chat(usr, "<span class='warning'>[src] rejects [I] because of its contents.</span>")
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return FALSE
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if(I.w_class > max_w_class)
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if(length(w_class_override))
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if(is_type_in_list(I, w_class_override))
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return TRUE
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else
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if(!stop_messages)
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to_chat(usr, "<span class='warning'>[I] is too big for [src].</span>")
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return FALSE
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else
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if(!stop_messages)
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to_chat(usr, "<span class='warning'>[I] is too big for [src].</span>")
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return FALSE
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var/sum_w_class = I.w_class
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for(var/obj/item/item in contents)
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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.
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if(sum_w_class > max_combined_w_class)
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if(!stop_messages)
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to_chat(usr, "<span class='warning'>[src] is full, make some space.</span>")
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return FALSE
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if(I.w_class >= w_class && isstorage(I))
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if(!allow_same_size) //BoHs should be able to hold backpacks again. The override for putting a BoH in a BoH is in backpack.dm.
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if(!stop_messages)
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to_chat(usr, "<span class='warning'>[src] cannot hold [I] as it's a storage item of the same size.</span>")
|
|
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, "<span class='warning'>[I] is stuck to your hand, you can't put it in [src]</span>")
|
|
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
|
|
* * mob/user - The mob performing the insertion
|
|
* * 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, mob/user, prevent_warning = FALSE)
|
|
if(!istype(I))
|
|
return FALSE
|
|
if(user)
|
|
if(!Adjacent(user) && !isnewplayer(user))
|
|
return FALSE
|
|
if(!user.unequip(I))
|
|
return FALSE
|
|
user.update_icons() //update our overlays
|
|
if(QDELING(I))
|
|
return FALSE
|
|
if(silent || HAS_TRAIT(I, TRAIT_SILENT_INSERTION))
|
|
prevent_warning = TRUE
|
|
I.forceMove(src)
|
|
if(QDELING(I))
|
|
return FALSE
|
|
I.on_enter_storage(src)
|
|
|
|
for(var/_M in mobs_viewing)
|
|
var/mob/M = _M
|
|
if((M.s_active == src) && M.client)
|
|
M.client.screen += I
|
|
if(user)
|
|
if(user.client && user.s_active != src)
|
|
user.client.screen -= I
|
|
if(length(user.observers))
|
|
for(var/mob/observer in user.observers)
|
|
if(observer.client && observer.s_active != src)
|
|
observer.client.screen -= I
|
|
I.dropped(user, TRUE)
|
|
if(user)
|
|
add_fingerprint(user)
|
|
|
|
if(!prevent_warning)
|
|
// the item's user will always get a notification
|
|
to_chat(user, "<span class='notice'>You put [I] into [src].</span>")
|
|
|
|
// if the item less than normal sized, only people within 1 tile get the message, otherwise, everybody in view gets it
|
|
if(I.w_class < WEIGHT_CLASS_NORMAL)
|
|
for(var/mob/M in orange(1, user))
|
|
if(in_range(M, user))
|
|
M.show_message("<span class='notice'>[user] puts [I] into [src].</span>")
|
|
else
|
|
// restrict player list to include only those in view
|
|
for(var/mob/M in oviewers(7, user))
|
|
M.show_message("<span class='notice'>[user] puts [I] into [src].</span>")
|
|
orient2hud(user)
|
|
if(user)
|
|
if(user.s_active)
|
|
user.s_active.show_to(user)
|
|
|
|
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
|
|
|
|
/obj/item/storage/proc/on_atom_exited(datum/source, atom/exited, direction)
|
|
return remove_from_storage(exited, exited.loc)
|
|
|
|
/**
|
|
* 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
|
|
|
|
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)
|
|
I.mouse_opacity = initial(I.mouse_opacity)
|
|
update_icon()
|
|
return TRUE
|
|
|
|
/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__legacy__attackchain(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
|
|
if(user.a_intent != INTENT_HELP && issimulatedturf(loc)) // Stops you from putting your baton in the storage on accident
|
|
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, user)
|
|
|
|
/obj/item/storage/attack_hand(mob/user)
|
|
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)
|
|
open(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/AltShiftClick(mob/living/carbon/human/user)
|
|
|
|
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/proc/drop_inventory(user)
|
|
var/turf/T = get_turf(src)
|
|
hide_from(user)
|
|
for(var/obj/item/I in contents)
|
|
if(I & attached_bits)
|
|
continue
|
|
remove_from_storage(I, T)
|
|
I.scatter_atom()
|
|
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__legacy__attackchain(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, "<span class='warning'>You can't fold this [name] with items still inside!</span>")
|
|
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, "<span class='notice'>You fold [src] flat.</span>")
|
|
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(isstorage(cur_atom.loc))
|
|
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(isstorage(cur_atom.loc))
|
|
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[length(content_list)] = 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)
|