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Paradise/code/game/objects/items/weapons/storage/storage.dm
Mark van Alphen d646ab0934 Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into lighting
# Conflicts:
#	code/game/area/Space Station 13 areas.dm
2019-05-03 18:30:07 +02:00

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// To clarify:
// For use_to_pickup and allow_quick_gather functionality,
// see item/attackby() (/game/objects/items.dm, params)
// Do not remove this functionality without good reason, cough reagent_containers cough.
// -Sayu
/obj/item/storage
name = "storage"
icon = 'icons/obj/storage.dmi'
w_class = WEIGHT_CLASS_NORMAL
var/silent = 0 // No message on putting items in
var/list/can_hold = new/list() //List of objects which this item can store (if set, it can't store anything else)
var/list/cant_hold = new/list() //List of objects which this item can't store (in effect only if can_hold isn't set)
var/max_w_class = WEIGHT_CLASS_SMALL //Max size of objects that this object can store (in effect only if can_hold isn't set)
var/max_combined_w_class = 14 //The sum of the w_classes of all the items in this storage item.
var/storage_slots = 7 //The number of storage slots in this container.
var/obj/screen/storage/boxes = null
var/obj/screen/close/closer = null
var/use_to_pickup //Set this to make it possible to use this item in an inverse way, so you can have the item in your hand and click items on the floor to pick them up.
var/display_contents_with_number //Set this to make the storage item group contents of the same type and display them as a number.
var/allow_quick_empty //Set this variable to allow the object to have the 'empty' verb, which dumps all the contents on the floor.
var/allow_quick_gather //Set this variable to allow the object to have the 'toggle mode' verb, which quickly collects all items from a tile.
var/collection_mode = 1; //0 = pick one at a time, 1 = pick all on tile
var/use_sound = "rustle" //sound played when used. null for no sound.
/obj/item/storage/MouseDrop(obj/over_object as obj)
if(ishuman(usr)) //so monkeys can take off their backpacks -- Urist
var/mob/M = usr
if(istype(M.loc,/obj/mecha) || M.incapacitated(FALSE, TRUE, TRUE)) // Stops inventory actions in a mech as well as while being incapacitated
return
if(over_object == M && Adjacent(M)) // this must come before the screen objects only block
orient2hud(M) // dunno why it wasn't before
if(M.s_active)
M.s_active.close(M)
show_to(M)
return
if((istype(over_object, /obj/structure/table) || istype(over_object, /turf/simulated/floor)) \
&& contents.len && loc == usr && !usr.stat && !usr.restrained() && usr.canmove && over_object.Adjacent(usr) \
&& !istype(src, /obj/item/storage/lockbox))
var/turf/T = get_turf(over_object)
if(istype(over_object, /turf/simulated/floor))
if(get_turf(usr) != T)
return // Can only empty containers onto the floor under you
if("Yes" != alert(usr,"Empty \the [src] onto \the [T]?","Confirm","Yes","No"))
return
if(!(usr && over_object && contents.len && loc == usr && !usr.stat && !usr.restrained() && usr.canmove && get_turf(usr) == T))
return // Something happened while the player was thinking
hide_from(usr)
usr.face_atom(over_object)
usr.visible_message("<span class='notice'>[usr] empties \the [src] onto \the [over_object].</span>",
"<span class='notice'>You empty \the [src] onto \the [over_object].</span>")
for(var/obj/item/I in contents)
remove_from_storage(I, T)
update_icon() // For content-sensitive icons
return
if(!( istype(over_object, /obj/screen) ))
return ..()
if(!(src.loc == usr) || (src.loc && src.loc.loc == usr))
return
playsound(src.loc, "rustle", 50, 1, -5)
if(!( M.restrained() ) && !( M.stat ))
switch(over_object.name)
if("r_hand")
if(!M.unEquip(src))
return
M.put_in_r_hand(src)
if("l_hand")
if(!M.unEquip(src))
return
M.put_in_l_hand(src)
src.add_fingerprint(usr)
return
if(over_object == usr && in_range(src, usr) || usr.contents.Find(src))
if(usr.s_active)
usr.s_active.close(usr)
src.show_to(usr)
return
return
/obj/item/storage/proc/return_inv()
var/list/L = list( )
L += src.contents
for(var/obj/item/storage/S in src)
L += S.return_inv()
for(var/obj/item/gift/G in src)
L += G.gift
if(istype(G.gift, /obj/item/storage))
L += G.gift:return_inv()
for(var/obj/item/folder/F in src)
L += F.contents
return L
/obj/item/storage/proc/show_to(mob/user as mob)
if(!user.client)
return
if(user.s_active != src)
for(var/obj/item/I in src)
if(I.on_found(user))
return
if(user.s_active)
user.s_active.hide_from(user)
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/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
if(user.s_active == src)
user.s_active = null
return
/obj/item/storage/proc/open(mob/user as mob)
if(src.use_sound)
playsound(src.loc, src.use_sound, 50, 1, -5)
orient2hud(user)
if(user.s_active)
user.s_active.close(user)
show_to(user)
/obj/item/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 The bottom-left slot being 1,1.
/obj/item/storage/proc/orient_objs(tx, ty, mx, my)
var/cx = tx
var/cy = ty
src.boxes.screen_loc = "[tx]:,[ty] to [mx],[my]"
for(var/obj/O in src.contents)
O.screen_loc = "[cx],[cy]"
O.layer = ABOVE_HUD_LAYER
O.plane = ABOVE_HUD_PLANE
cx++
if(cx > mx)
cx = tx
cy--
src.closer.screen_loc = "[mx+1],[my]"
return
//This proc draws out the inventory and places the items on it. It uses the standard position.
/obj/item/storage/proc/standard_orient_objs(var/rows, var/cols, var/list/obj/item/display_contents)
var/cx = 4
var/cy = 2+rows
src.boxes.screen_loc = "4:16,2:16 to [4+cols]:16,[2+rows]:16"
if(display_contents_with_number)
for(var/datum/numbered_display/ND in display_contents)
ND.sample_object.mouse_opacity = MOUSE_OPACITY_OPAQUE
ND.sample_object.screen_loc = "[cx]:16,[cy]:16"
ND.sample_object.maptext = "<font color='white'>[(ND.number > 1)? "[ND.number]" : ""]</font>"
ND.sample_object.layer = ABOVE_HUD_LAYER
ND.sample_object.plane = ABOVE_HUD_PLANE
cx++
if(cx > (4+cols))
cx = 4
cy--
else
for(var/obj/O in contents)
O.mouse_opacity = MOUSE_OPACITY_OPAQUE //This is here so storage items that spawn with contents correctly have the "click around item to equip"
O.screen_loc = "[cx]:16,[cy]:16"
O.maptext = ""
O.layer = ABOVE_HUD_LAYER
O.plane = ABOVE_HUD_PLANE
cx++
if(cx > (4+cols))
cx = 4
cy--
src.closer.screen_loc = "[4+cols+1]:16,2:16"
return
/datum/numbered_display
var/obj/item/sample_object
var/number
New(obj/item/sample as obj)
if(!istype(sample))
qdel(src)
sample_object = sample
number = 1
//This proc determins the size of the inventory to be displayed. Please touch it only if you know what you're doing.
/obj/item/storage/proc/orient2hud(mob/user as mob)
var/adjusted_contents = contents.len
//Numbered contents display
var/list/datum/numbered_display/numbered_contents
if(display_contents_with_number)
numbered_contents = list()
adjusted_contents = 0
for(var/obj/item/I in contents)
var/found = 0
for(var/datum/numbered_display/ND in numbered_contents)
if(ND.sample_object.type == I.type && ND.sample_object.name == I.name)
ND.number++
found = 1
break
if(!found)
adjusted_contents++
numbered_contents.Add( new/datum/numbered_display(I) )
//var/mob/living/carbon/human/H = user
var/row_num = 0
var/col_count = min(7,storage_slots) -1
if(adjusted_contents > 7)
row_num = round((adjusted_contents-1) / 7) // 7 is the maximum allowed width.
src.standard_orient_objs(row_num, col_count, numbered_contents)
return
//This proc return 1 if the item can be picked up and 0 if it can't.
//Set the stop_messages to stop it from printing messages
/obj/item/storage/proc/can_be_inserted(obj/item/W as obj, stop_messages = 0)
if(!istype(W) || (W.flags & ABSTRACT)) return //Not an item
if(src.loc == W)
return 0 //Means the item is already in the storage item
if(contents.len >= storage_slots)
if(!stop_messages)
to_chat(usr, "<span class='warning'>[W] won't fit in [src], make some space!</span>")
return 0 //Storage item is full
if(can_hold.len)
if(!is_type_in_typecache(W, can_hold))
if(!stop_messages)
to_chat(usr, "<span class='notice'>[src] cannot hold [W].</span>")
return 0
if(is_type_in_typecache(W, cant_hold)) //Check for specific items which this container can't hold.
if(!stop_messages)
to_chat(usr, "<span class='notice'>[src] cannot hold [W].</span>")
return 0
if(W.w_class > max_w_class)
if(!stop_messages)
to_chat(usr, "<span class='notice'>[W] is too big for [src].</span>")
return 0
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)
if(!stop_messages)
to_chat(usr, "<span class='notice'>[src] is full, make some space.</span>")
return 0
if(W.w_class >= src.w_class && (istype(W, /obj/item/storage)))
if(!istype(src, /obj/item/storage/backpack/holding)) //bohs should be able to hold backpacks again. The override for putting a boh in a boh is in backpack.dm.
if(!stop_messages)
to_chat(usr, "<span class='notice'>[src] cannot hold [W] as it's a storage item of the same size.</span>")
return 0 //To prevent the stacking of same sized storage items.
if(W.flags & NODROP) //SHOULD be handled in unEquip, but better safe than sorry.
to_chat(usr, "<span class='notice'>\the [W] is stuck to your hand, you can't put it in \the [src]</span>")
return 0
return 1
//This proc handles items being inserted. It does not perform any checks of whether an item can or can't be inserted. That's done by can_be_inserted()
//The stop_warning parameter will stop the insertion message from being displayed. It is intended for cases where you are inserting multiple items at once,
//such as when picking up all the items on a tile with one click.
/obj/item/storage/proc/handle_item_insertion(obj/item/W as obj, prevent_warning = 0)
if(!istype(W))
return 0
if(usr)
if(!usr.unEquip(W))
return 0
usr.update_icons() //update our overlays
if(silent)
prevent_warning = 1
W.forceMove(src)
W.on_enter_storage(src)
if(usr)
if(usr.client && usr.s_active != src)
usr.client.screen -= W
W.dropped(usr)
add_fingerprint(usr)
if(!prevent_warning && !istype(W, /obj/item/gun/energy/kinetic_accelerator/crossbow))
for(var/mob/M in viewers(usr, null))
if(M == usr)
to_chat(usr, "<span class='notice'>You put the [W] 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 [W] into [src].</span>")
else if(W && W.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 [W] into [src].</span>")
src.orient2hud(usr)
if(usr.s_active)
usr.s_active.show_to(usr)
W.mouse_opacity = MOUSE_OPACITY_OPAQUE //So you can click on the area around the item to equip it, instead of having to pixel hunt
W.in_inventory = TRUE
update_icon()
return 1
//Call this proc to handle the removal of an item from the storage item. The item will be moved to the atom sent as new_target
/obj/item/storage/proc/remove_from_storage(obj/item/W as obj, atom/new_location, burn = 0)
if(!istype(W)) return 0
if(istype(src, /obj/item/storage/fancy))
var/obj/item/storage/fancy/F = src
F.update_icon(1)
for(var/mob/M in range(1, src.loc))
if(M.s_active == src)
if(M.client)
M.client.screen -= W
if(new_location)
if(ismob(loc))
W.dropped(usr)
if(ismob(new_location))
W.layer = ABOVE_HUD_LAYER
W.plane = ABOVE_HUD_PLANE
else
W.layer = initial(W.layer)
W.plane = initial(W.plane)
W.forceMove(new_location)
else
W.forceMove(get_turf(src))
if(usr)
src.orient2hud(usr)
if(usr.s_active)
usr.s_active.show_to(usr)
if(W.maptext)
W.maptext = ""
W.on_exit_storage(src)
update_icon()
W.mouse_opacity = initial(W.mouse_opacity)
if(burn)
W.fire_act()
return 1
/obj/item/storage/Exited(atom/A, loc)
remove_from_storage(A, loc) //worry not, comrade; this only gets called once
..()
/obj/item/storage/empty_object_contents(burn, loc)
for(var/obj/item/Item in contents)
remove_from_storage(Item, loc, burn)
//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
. = 1 //no afterattack
if(isrobot(user))
return //Robots can't interact with storage items.
if(!can_be_inserted(I))
if(contents.len >= 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 as mob)
playsound(src.loc, "rustle", 50, 1, -5)
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(H.l_store == src && !H.get_active_hand()) //Prevents opening if it's in a pocket.
H.put_in_hands(src)
H.l_store = null
return
if(H.r_store == src && !H.get_active_hand())
H.put_in_hands(src)
H.r_store = null
return
src.orient2hud(user)
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.add_fingerprint(user)
return
/obj/item/storage/verb/toggle_gathering_mode()
set name = "Switch Gathering Method"
set category = "Object"
collection_mode = !collection_mode
switch(collection_mode)
if(1)
to_chat(usr, "[src] now picks up all items in a tile at once.")
if(0)
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) && (src.loc != usr)) || usr.stat || usr.restrained())
return
var/turf/T = get_turf(src)
hide_from(usr)
for(var/obj/item/I in contents)
remove_from_storage(I, T)
CHECK_TICK
/obj/item/storage/New()
..()
can_hold = typecacheof(can_hold)
cant_hold = typecacheof(cant_hold)
if(allow_quick_empty)
verbs += /obj/item/storage/verb/quick_empty
else
verbs -= /obj/item/storage/verb/quick_empty
if(allow_quick_gather)
verbs += /obj/item/storage/verb/toggle_gathering_mode
else
verbs -= /obj/item/storage/verb/toggle_gathering_mode
boxes = new /obj/screen/storage( )
boxes.name = "storage"
boxes.master = src
boxes.icon_state = "block"
boxes.screen_loc = "7,7 to 10,8"
boxes.layer = HUD_LAYER
boxes.plane = HUD_PLANE
closer = new /obj/screen/close( )
closer.master = src
closer.icon_state = "x"
closer.layer = ABOVE_HUD_LAYER
closer.plane = ABOVE_HUD_PLANE
orient2hud()
/obj/item/storage/Destroy()
for(var/obj/O in contents)
O.mouse_opacity = initial(O.mouse_opacity)
QDEL_NULL(boxes)
QDEL_NULL(closer)
return ..()
/obj/item/storage/emp_act(severity)
if(!istype(loc, /mob/living))
for(var/obj/O in contents)
O.emp_act(severity)
..()
/obj/item/storage/hear_talk(mob/living/M as mob, list/message_pieces)
..()
for(var/obj/O in contents)
O.hear_talk(M, message_pieces)
/obj/item/storage/hear_message(mob/living/M as mob, 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 it has the verb to do that.
if(user.is_in_active_hand(src))
if(verbs.Find(/obj/item/storage/verb/quick_empty))
quick_empty()
//Returns the storage depth of an atom. This is the number of storage items the atom is contained in before reaching toplevel (the area).
//Returns -1 if the atom was not found on 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 storage depth, but returns the depth to the nearest turf
//Returns -1 if 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