Files
Paradise/code/game/objects/storage/storage.dm
baloh.matevz b7c67f1df1 STORAGE ITEMS UPDATE:
- All code is now standardized. No more copy-pasted code for each item individually.
- It is now possible to edit the following things with variables alone (ingame too):
  - Storage slots number: Ingame HUD support for up to 21 items.
  - Max w_class: the maximum w_class of items that the storage item can hold. Note that it will not be able to hold storage items of the same size as it is to prevent the stacking of storage items in eachother.
  - Can hold: List of items that the item can hold (old)
  - Can't hold: List of items that the item specifically can't hold. (Use in the same way as can_hold, not used at the moment)
- Syringe boxes are no longer listed as first aid kits. I don't think this will affect anything but who knows.
- The HUD interface for storage items is slightly changed. It's just the X button is positioned one tile to the right of the bottom-right-most tile. This is needed for the correct expanding of the HUD.

I THINK I applied all the changes to these settings for all the items that used copy-pasted and slightly altered code. If there are any anomalies anywhere, let me know. If you find any special attackby() procs that still remain, delete them or tell me about them. Thanks.

Also: I checked to make sure first aid bots and floorbots are constructable.

Also: Listing myself as Game Master in the svn copy of admins.txt so I don't have to do it manually every time I do a fresh checkout. I need this to access the mapping helpers and since it doesn't cause any effects to the game, I don't see any potential problems with this.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1683 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-12 03:47:43 +00:00

297 lines
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/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)
for(var/obj/item/weapon/mousetrap/MT in src)
if(MT.armed)
for(var/mob/O in viewers(user, null))
if(O == user)
user.show_message(text("\red <B>You reach into the [src.name], but there was a live mousetrap in there!</B>"), 1)
else
user.show_message(text("\red <B>[user] reaches into the [src.name] and sets off a hidden mousetrap!</B>"), 1)
MT.loc = user.loc
MT.triggered(user, user.hand ? "l_hand" : "r_hand")
MT.layer = OBJ_LAYER
return
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
return
/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 (Right hand slot on the map) being 1,1.
/obj/item/weapon/storage/proc/orient_objs(tx, ty, mx, my)
var/cx = tx
var/cy = ty
src.boxes.screen_loc = text("[tx],[ty] to [mx],[my]")
for(var/obj/O in src.contents)
O.screen_loc = text("[cx],[cy]")
O.layer = 20
cx++
if (cx > mx)
cx = tx
cy--
src.closer.screen_loc = text("[mx+1],[my]")
return
//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/mob/living/carbon/human/H = user
var/col_num = 0
var/row_count = min(7,storage_slots) -1
if (contents.len > 7)
if(contents.len % 7) //So having 14 items keeps them in 2 wors instead of 3
col_num = round(contents.len / 7) // 7 is the maximum allowed column height for r_hand, l_hand and back storage items.
if (src == user.l_hand)
src.orient_objs(3-col_num, 3+row_count, 3, 3)
else if(src == user.r_hand)
src.orient_objs(1, 3+row_count, 1+col_num, 3)
else if(src == user.back)
src.orient_objs(4-col_num, 3+row_count, 4, 3)
else if(istype(user, /mob/living/carbon/human) && src == H.belt)//only humans have belts
src.orient_objs(1, 3, 8, 3)
else
src.orient_objs(5, 10, 11, 10)
return
//This proc is called when you want to place an item into the storage item.
/obj/item/weapon/storage/attackby(obj/item/weapon/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(src.loc == W)
return //Means the item is already in the storage item
if(contents.len >= storage_slots)
user << "\red The [src] is full, make some space."
return //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)
user << "\red This [src] cannot hold [W]."
return
for(var/A in cant_hold) //Check for specific items which this container can't hold.
if(istype(W, text2path(A) ))
user << "\red This [src] cannot hold [W]."
return
if (W.w_class > max_w_class)
user << "\red This [W] is too big for this [src]"
return
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)
user << "\red The [W] cannot fit in the [src]. Remove some items or add a smaller one.."
return
if ( W.w_class >= src.w_class && (istype(W, /obj/item/weapon/storage)))
user << "\red The [src] cannot hold [W] as it's a storage item of the same size."
return //To prevent the stacking of the same sized items.
user.u_equip(W)
W.loc = src
if ((user.client && user.s_active != src))
user.client.screen -= W
src.orient2hud(user)
W.dropped(user)
add_fingerprint(user)
if (istype(W, /obj/item/weapon/gun/energy/crossbow)) return //STEALTHY
for(var/mob/O in viewers(user, null))
O.show_message(text("\blue [user] has added [W] to [src]!"))
//Foreach goto(139)
return
/obj/item/weapon/storage/dropped(mob/user as mob)
src.orient_objs(5,10,12,10)
return
/obj/item/weapon/storage/MouseDrop(over_object, src_location, over_location)
..()
if ((over_object == usr && (in_range(src, usr) || usr.contents.Find(src))))
if (usr.s_active)
usr.s_active.close(usr)
src.show_to(usr)
return
/obj/item/weapon/storage/attack_paw(mob/user as mob)
playsound(src.loc, "rustle", 50, 1, -5)
return src.attack_hand(user)
/obj/item/weapon/storage/attack_hand(mob/user as mob)
playsound(src.loc, "rustle", 50, 1, -5)
if (src.loc == user)
if (user.s_active)
user.s_active.close(user)
src.show_to(user)
else
..()
for(var/mob/M in range(1))
if (M.s_active == src)
src.close(M)
src.orient2hud(user)
src.add_fingerprint(user)
return
/obj/item/weapon/storage/New()
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
spawn( 5 )
src.orient_objs(5, 10, 12, 10)
return
return
/obj/item/weapon/storage/emp_act(severity)
if(!istype(src.loc, /mob/living))
for(var/obj/O in contents)
O.emp_act(severity)
..()
/obj/screen/storage/attackby(W, mob/user as mob)
src.master.attackby(W, user)
return
/obj/item/weapon/storage/box/New()
new /obj/item/clothing/mask/breath( src )
new /obj/item/weapon/tank/emergency_oxygen( src )
..()
return
/obj/item/weapon/storage/dice/New()
new /obj/item/weapon/dice( src )
new /obj/item/weapon/dice/d20( src )
..()
return
/obj/item/weapon/storage/mousetraps/New()
new /obj/item/weapon/mousetrap( src )
new /obj/item/weapon/mousetrap( src )
new /obj/item/weapon/mousetrap( src )
new /obj/item/weapon/mousetrap( src )
new /obj/item/weapon/mousetrap( src )
new /obj/item/weapon/mousetrap( src )
..()
return
/obj/item/weapon/storage/pillbottlebox/New()
new /obj/item/weapon/storage/pill_bottle( src )
new /obj/item/weapon/storage/pill_bottle( src )
new /obj/item/weapon/storage/pill_bottle( src )
new /obj/item/weapon/storage/pill_bottle( src )
new /obj/item/weapon/storage/pill_bottle( src )
new /obj/item/weapon/storage/pill_bottle( src )
new /obj/item/weapon/storage/pill_bottle( src )
..()
return
////////////////////////////////////////////////////////////////////////////////
/obj/item/weapon/storage/utilitybelt/proc/can_use()
if(!ismob(loc)) return 0
var/mob/M = loc
if(src in M.get_equipped_items())
return 1
else
return 0
/obj/item/weapon/storage/utilitybelt/dropped(mob/user as mob)
..()
/obj/item/weapon/storage/utilitybelt/MouseDrop(obj/over_object as obj, src_location, over_location)
var/mob/M = usr
if (!istype(over_object, /obj/screen))
if(can_use())
return ..()
else
M << "\red I need to wear the belt for that."
return
playsound(src.loc, "rustle", 50, 1, -5)
if (!M.restrained() && !M.stat && can_use())
if (over_object.name == "r_hand")
if (!( M.r_hand ))
M.u_equip(src)
M.r_hand = src
else
if (over_object.name == "l_hand")
if (!( M.l_hand ))
M.u_equip(src)
M.l_hand = src
M.update_clothing()
src.add_fingerprint(usr)
return
/obj/item/weapon/storage/utilitybelt/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/item/weapon/storage/utilitybelt/attack_hand(mob/user as mob)
if (src.loc == user)
if(can_use())
playsound(src.loc, "rustle", 50, 1, -5)
if (user.s_active)
user.s_active.close(user)
src.show_to(user)
else
user << "\red I need to wear the belt for that."
return
else
return ..()
src.add_fingerprint(user)
/obj/item/weapon/storage/utilitybelt/attackby(obj/item/weapon/W as obj, mob/user as mob)
//..() //This will make it impossible to wrap the belt in wrapping paper, but will enable them to work as intended once more.
if(!can_use())
user << "\red I need to wear the belt for that."
return
else
..()