mirror of
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* crawling? * knockdown. CONTAINS CHANGES THAT NEED REVERTING * plotting can_moves death * CANMOVE IS DEAD * mappers are insane * removes todos as the are todone * decreases crawling speed * silly-con fixes * surgery fixes * fixes death * pAI fixes * removes var/lying * runtime fix * decreases default crawling speed * correct crawling dir * some more fixes * stunbaton tweak, revert later * rejuv fix * restraint and incapacitated refactor * crawling dir in line with TG * fixes vehicle movement and grabs * alien rest fixes * antistun fixes * fixed fall sounds * forgor to stage this * first review * canmove zombie dispersal * fix * lots of fixes * defines * fixes the trait helper * if you got no legs you can still crawl * sillyconfix * no reverty keepy * jaunt fix * hopefully fixes perma sleepy zzz * admin rejuv temp fix * rest canceling * antistun chems now remove knockdown * buckle offset fix * fixes some stuff * crawling delay = 4 * descuffs bed * sleeping hotfix * fixes simple mob resting * V is the macro for resting * projectiles no dodgy * refines the projectile check * god I hate strings * MORE FIXES * I hate buckling * fixes capulettium plus * winding down * farie review * bugs did stop showing up * SEAN * todo * sean review * ed209 * i HATE cyborgs * steel review * laaaaaast things * reverts stun baton changes * and done
745 lines
22 KiB
Plaintext
745 lines
22 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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w_class = WEIGHT_CLASS_NORMAL
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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 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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/// 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/obj/screen/storage/boxes = null
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var/obj/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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/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)
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if(allow_quick_empty)
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verbs += /obj/item/storage/verb/quick_empty
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else
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verbs -= /obj/item/storage/verb/quick_empty
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if(allow_quick_gather)
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verbs += /obj/item/storage/verb/toggle_gathering_mode
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else
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verbs -= /obj/item/storage/verb/toggle_gathering_mode
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populate_contents()
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boxes = new /obj/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 /obj/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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/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/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/MouseDrop(obj/over_object)
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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(istype(M.loc, /obj/mecha) || 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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show_to(M)
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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(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(alert(M, "Empty [src] onto [T]?", "Confirm", "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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for(var/obj/item/I in contents)
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remove_from_storage(I, T)
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update_icon() // For content-sensitive icons
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return
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if(!(istype(over_object, /obj/screen)))
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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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playsound(loc, "rustle", 50, 1, -5)
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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.unEquip(src, silent = TRUE))
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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.unEquip(src, silent = TRUE))
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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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show_to(usr)
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/obj/item/storage/AltClick(mob/user)
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. = ..()
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if(ishuman(user) && Adjacent(user) && !user.incapacitated(FALSE, TRUE))
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show_to(user)
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playsound(loc, "rustle", 50, TRUE, -5)
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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(istype(G.gift, /obj/item/storage)) // 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.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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LAZYADDOR(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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* 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 && (M in range(1, loc)))
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continue
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hide_from(M)
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/obj/item/storage/proc/open(mob/user)
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if(use_sound)
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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.type == I.type && ND.sample_object.name == I.name)
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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) && 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?
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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(!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 && istype(I, /obj/item/storage))
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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.
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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>")
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return FALSE //To prevent the stacking of same sized storage items.
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if(I.flags & NODROP) //SHOULD be handled in unEquip, but better safe than sorry.
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to_chat(usr, "<span class='warning'>[I] is stuck to your hand, you can't put it in [src]</span>")
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return FALSE
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return TRUE
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/**
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* Handles items being inserted into a storage container.
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*
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* This doesn't perform any checks of whether an item can be inserted. That's done by [/obj/item/storage/proc/can_be_inserted]
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* Arguments:
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* * obj/item/I - The item to be inserted
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* * prevent_warning - Stop the insertion message being displayed. Intended for cases when you are inserting multiple items at once.
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*/
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/obj/item/storage/proc/handle_item_insertion(obj/item/I, prevent_warning = FALSE)
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if(!istype(I))
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return FALSE
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if(usr)
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if(!usr.unEquip(I, silent = TRUE))
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return FALSE
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usr.update_icons() //update our overlays
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if(silent)
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prevent_warning = TRUE
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I.forceMove(src)
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if(QDELING(I))
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return FALSE
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I.on_enter_storage(src)
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if(QDELING(I))
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return FALSE
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for(var/_M in mobs_viewing)
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var/mob/M = _M
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if((M.s_active == src) && M.client)
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M.client.screen += I
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if(usr)
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if(usr.client && usr.s_active != src)
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usr.client.screen -= I
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I.dropped(usr, TRUE)
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add_fingerprint(usr)
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if(!prevent_warning && !istype(I, /obj/item/gun/energy/kinetic_accelerator/crossbow))
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for(var/mob/M in viewers(usr, null))
|
|
if(M == usr)
|
|
to_chat(usr, "<span class='notice'>You put [I] into [src].</span>")
|
|
else if(M in range(1)) //If someone is standing close enough, they can tell what it is...
|
|
M.show_message("<span class='notice'>[usr] puts [I] into [src].</span>")
|
|
else if(I && I.w_class >= WEIGHT_CLASS_NORMAL) //Otherwise they can only see large or normal items from a distance...
|
|
M.show_message("<span class='notice'>[usr] puts [I] into [src].</span>")
|
|
|
|
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(TRUE)
|
|
|
|
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, "<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(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)
|
|
log_runtime(EXCEPTION("Null entry found in storage/deserialize."), src)
|
|
else
|
|
log_runtime(EXCEPTION("Non-list thing found in storage/deserialize."), src, list("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)
|