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update_clothing() has been broken up into it's key parts. A full explanation can be found in code/modules/mob/living/carbon/human/update_icons.dm the tl;dr of it is that overlay updates are no longer called by the gameticker. Instead they are called by procs such as u_equip db_cick etc. This means faster updates (although admittedly, more of them can be called per tick). This however is offset by the fact that specific overlays can be updated now, vastly improving its efficiency. This will especially help when there are large numbers of dead mobs. Fixed the throw code for TKgrab so it can be toggled. Cloaking for aliens/humans/ninjas was changed. It's very crude at the moment and for that I apologise. But it works and is very efficient.It also stops cloaked individuals becomming invincible due to people being unable to hit them (even when they know exactly where they are) Fixed a bunch of bugs with damage-overlays. They were updating FAR FAR to frequently. They were also horribly inefficient. They should now be virtually seamless when updating and only use cached icons, so they aren't affected by lag as badly. This may help with explosions lag a little. There's still a tonne of stuff I need to refine with this. I'll be refining it down into some helper procs to reduce on code duplication and such git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3811 316c924e-a436-60f5-8080-3fe189b3f50e
420 lines
13 KiB
Plaintext
420 lines
13 KiB
Plaintext
/obj/item/weapon/storage
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icon = 'storage.dmi'
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name = "storage"
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var/list/can_hold = new/list() //List of objects which this item can store (if set, it can't store anything else)
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var/list/cant_hold = new/list() //List of objects which this item can't store (in effect only if can_hold isn't set)
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var/max_w_class = 2 //Max size of objects that this object can store (in effect only if can_hold isn't set)
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var/max_combined_w_class = 14 //The sum of the w_classes of all the items in this storage item.
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var/storage_slots = 7 //The number of storage slots in this container.
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var/obj/screen/storage/boxes = null
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var/obj/screen/close/closer = null
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w_class = 3.0
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var/foldable = null // BubbleWrap - if set, can be folded (when empty) into a sheet of cardboard
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/obj/item/weapon/storage/proc/return_inv()
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var/list/L = list( )
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L += src.contents
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for(var/obj/item/weapon/storage/S in src)
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L += S.return_inv()
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for(var/obj/item/weapon/gift/G in src)
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L += G.gift
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if (istype(G.gift, /obj/item/weapon/storage))
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L += G.gift:return_inv()
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return L
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/obj/item/weapon/storage/proc/show_to(mob/user as mob)
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for(var/obj/item/weapon/mousetrap/MT in src)
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if(MT.armed)
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for(var/mob/O in viewers(user, null))
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if(O == user)
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user.show_message(text("\red <B>You reach into the [src.name], but there was a live mousetrap in there!</B>"), 1)
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else
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user.show_message(text("\red <B>[user] reaches into the [src.name] and sets off a hidden mousetrap!</B>"), 1)
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MT.loc = user.loc
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MT.triggered(user, user.hand ? "l_hand" : "r_hand")
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MT.layer = OBJ_LAYER
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return
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user.client.screen -= src.boxes
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user.client.screen -= src.closer
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user.client.screen -= src.contents
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user.client.screen += src.boxes
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user.client.screen += src.closer
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user.client.screen += src.contents
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user.s_active = src
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return
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/obj/item/weapon/storage/proc/hide_from(mob/user as mob)
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if(!user.client)
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return
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user.client.screen -= src.boxes
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user.client.screen -= src.closer
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user.client.screen -= src.contents
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return
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/obj/item/weapon/storage/proc/close(mob/user as mob)
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src.hide_from(user)
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user.s_active = null
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return
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//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.
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//The numbers are calculated from the bottom-left The bottom-left slot being 1,1.
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/obj/item/weapon/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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src.boxes.screen_loc = "[tx]:,[ty] to [mx],[my]"
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for(var/obj/O in src.contents)
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O.screen_loc = "[cx],[cy]"
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O.layer = 20
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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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src.closer.screen_loc = "[mx+1],[my]"
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return
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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/weapon/storage/proc/standard_orient_objs(var/rows,var/cols)
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var/cx = 4
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var/cy = 2+rows
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src.boxes.screen_loc = "4:16,2:16 to [4+cols]:16,[2+rows]:16"
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for(var/obj/O in src.contents)
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O.screen_loc = "[cx]:16,[cy]:16"
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O.layer = 20
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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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src.closer.screen_loc = "[4+cols+1]:16,2:16"
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return
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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/weapon/storage/proc/orient2hud(mob/user as mob)
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//var/mob/living/carbon/human/H = user
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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 (contents.len > 7)
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row_num = round((contents.len-1) / 7) // 7 is the maximum allowed width.
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src.standard_orient_objs(row_num,col_count)
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return
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//This proc is called when you want to place an item into the storage item.
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/obj/item/weapon/storage/attackby(obj/item/W as obj, mob/user as mob)
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..()
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if(isrobot(user))
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user << "\blue You're a robot. No."
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return //Robots can't interact with storage items.
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if(src.loc == W)
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return //Means the item is already in the storage item
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if(contents.len >= storage_slots)
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user << "\red The [src] is full, make some space."
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return //Storage item is full
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if(can_hold.len)
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var/ok = 0
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for(var/A in can_hold)
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if(istype(W, text2path(A) ))
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ok = 1
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break
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if(!ok)
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user << "\red This [src] cannot hold [W]."
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return
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for(var/A in cant_hold) //Check for specific items which this container can't hold.
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if(istype(W, text2path(A) ))
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user << "\red This [src] cannot hold [W]."
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return
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if (W.w_class > max_w_class)
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user << "\red This [W] is too big for this [src]"
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return
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if(istype(W, /obj/item/weapon/tray))
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var/obj/item/weapon/tray/T = W
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if(T.calc_carry() > 0)
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if(prob(85))
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user << "\red The tray won't fit in [src]."
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return
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else
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W.loc = user.loc
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if ((user.client && user.s_active != src))
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user.client.screen -= W
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W.dropped(user)
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user << "\red God damnit!"
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var/sum_w_class = W.w_class
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for(var/obj/item/I in contents)
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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.
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if(sum_w_class > max_combined_w_class)
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user << "\red The [src] is full, make some space."
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return
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if(W.w_class >= src.w_class && (istype(W, /obj/item/weapon/storage)))
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if(!istype(src, /obj/item/weapon/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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user << "\red The [src] cannot hold [W] as it's a storage item of the same size."
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return //To prevent the stacking of the same sized items.
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user.u_equip(W)
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user.update_icons() //update our overlays
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W.loc = src
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if ((user.client && user.s_active != src))
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user.client.screen -= W
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src.orient2hud(user)
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W.dropped(user)
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add_fingerprint(user)
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if(istype(src, /obj/item/weapon/storage/backpack/santabag)) // update the santa bag icon
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if(contents.len < 5)
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src.icon_state = "giftbag0"
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else if(contents.len >= 5 && contents.len < 15)
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src.icon_state = "giftbag1"
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else if(contents.len >= 15)
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src.icon_state = "giftbag2"
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if (istype(W, /obj/item/weapon/gun/energy/crossbow)) return //STEALTHY
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for(var/mob/M in viewers(user, null))
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if (M == user)
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user << "\blue You put the [W] into [src]."
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else if (M in range(1)) //If someone is standing close enough, they can tell what it is...
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M.show_message(text("\blue [user] puts [W] into [src]."))
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else if (W.w_class >= 3.0) //Otherwise they can only see large or normal items from a distance...
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M.show_message(text("\blue [user] puts [W] into [src]."))
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return
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/obj/item/weapon/storage/dropped(mob/user as mob)
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return
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/obj/item/weapon/storage/MouseDrop(over_object, src_location, over_location)
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..()
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orient2hud(usr)
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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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src.show_to(usr)
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return
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/obj/item/weapon/storage/attack_paw(mob/user as mob)
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//playsound(src.loc, "rustle", 50, 1, -5) // what
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return src.attack_hand(user)
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/obj/item/weapon/storage/attack_hand(mob/user as mob)
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playsound(src.loc, "rustle", 50, 1, -5)
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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if(H.l_store == src && !H.get_active_hand())
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H.put_in_hand(src)
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H.l_store = null
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return
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if(H.r_store == src && !H.get_active_hand())
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H.put_in_hand(src)
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H.r_store = null
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return
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src.orient2hud(user)
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if (src.loc == user)
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if (user.s_active)
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user.s_active.close(user)
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src.show_to(user)
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else
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..()
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for(var/mob/M in range(1))
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if (M.s_active == src)
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src.close(M)
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src.add_fingerprint(user)
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return
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/obj/item/weapon/storage/New()
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src.boxes = new /obj/screen/storage( )
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src.boxes.name = "storage"
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src.boxes.master = src
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src.boxes.icon_state = "block"
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src.boxes.screen_loc = "7,7 to 10,8"
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src.boxes.layer = 19
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src.closer = new /obj/screen/close( )
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src.closer.master = src
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src.closer.icon_state = "x"
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src.closer.layer = 20
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orient2hud()
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return
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/obj/item/weapon/storage/emp_act(severity)
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if(!istype(src.loc, /mob/living))
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for(var/obj/O in contents)
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O.emp_act(severity)
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..()
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// BubbleWrap - A box can be folded up to make card
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/obj/item/weapon/storage/attack_self(mob/user as mob)
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if ( contents.len )
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return
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if ( !ispath(src.foldable) )
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return
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var/found = 0
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// Close any open UI windows first
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for(var/mob/M in range(1))
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if (M.s_active == src)
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src.close(M)
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if ( M == user )
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found = 1
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if ( !found ) // User is too far away
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return
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// Now make the cardboard
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user << "\blue You fold [src] flat."
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new src.foldable(get_turf(src))
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del(src)
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//BubbleWrap END
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/obj/item/weapon/storage/box/
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foldable = /obj/item/stack/sheet/cardboard //BubbleWrap
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/obj/item/weapon/storage/box/survival/New()
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..()
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contents = list()
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sleep(1)
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new /obj/item/clothing/mask/breath( src )
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new /obj/item/weapon/tank/emergency_oxygen( src )
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return
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/obj/item/weapon/storage/box/engineer/New()
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..()
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contents = list()
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sleep(1)
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new /obj/item/clothing/mask/breath( src )
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new /obj/item/weapon/tank/emergency_oxygen/engi( src )
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return
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/obj/item/weapon/storage/box/syndicate/New()
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..()
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switch (pickweight(list("bloodyspai" = 1, "stealth" = 1, "screwed" = 1, "guns" = 1, "murder" = 1, "freedom" = 1, "hacker" = 1, "lordsingulo" = 1)))
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if ("bloodyspai")
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new /obj/item/clothing/under/chameleon(src)
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new /obj/item/clothing/mask/gas/voice(src)
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new /obj/item/weapon/card/id/syndicate(src)
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new /obj/item/clothing/shoes/syndigaloshes(src)
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return
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if ("stealth")
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new /obj/item/weapon/gun/energy/crossbow(src)
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new /obj/item/weapon/pen/paralysis(src)
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new /obj/item/device/chameleon(src)
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return
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if ("screwed")
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new /obj/effect/spawner/newbomb/timer/syndicate(src)
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new /obj/effect/spawner/newbomb/timer/syndicate(src)
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new /obj/item/device/powersink(src)
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new /obj/item/clothing/suit/space/syndicate(src)
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new /obj/item/clothing/head/helmet/space/syndicate(src)
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return
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if ("guns")
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new /obj/item/weapon/gun/projectile(src)
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new /obj/item/ammo_magazine/a357(src)
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new /obj/item/weapon/card/emag(src)
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new /obj/item/weapon/plastique(src)
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return
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if ("murder")
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new /obj/item/weapon/melee/energy/sword(src)
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new /obj/item/clothing/glasses/thermal(src)
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new /obj/item/weapon/card/emag(src)
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new /obj/item/clothing/shoes/syndigaloshes(src)
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return
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if("freedom")
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var/obj/item/weapon/implanter/O = new /obj/item/weapon/implanter(src)
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O.imp = new /obj/item/weapon/implant/freedom(O)
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var/obj/item/weapon/implanter/U = new /obj/item/weapon/implanter(src)
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U.imp = new /obj/item/weapon/implant/uplink(U)
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return
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if ("hacker")
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new /obj/item/weapon/aiModule/syndicate(src)
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new /obj/item/weapon/card/emag(src)
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new /obj/item/device/encryptionkey/binary(src)
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return
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if ("lordsingulo")
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new /obj/item/device/radio/beacon/syndicate(src)
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new /obj/item/clothing/suit/space/syndicate(src)
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new /obj/item/clothing/head/helmet/space/syndicate(src)
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new /obj/item/weapon/card/emag(src)
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return
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/obj/item/weapon/storage/dice/New()
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new /obj/item/weapon/dice( src )
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new /obj/item/weapon/dice/d20( src )
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..()
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return
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/obj/item/weapon/storage/mousetraps/New()
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new /obj/item/weapon/mousetrap( src )
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new /obj/item/weapon/mousetrap( src )
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new /obj/item/weapon/mousetrap( src )
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new /obj/item/weapon/mousetrap( src )
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new /obj/item/weapon/mousetrap( src )
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new /obj/item/weapon/mousetrap( src )
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..()
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return
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/obj/item/weapon/storage/pill_bottle/MouseDrop(obj/over_object as obj) //Quick pillbottle fix. -Agouri
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if (ishuman(usr) || ismonkey(usr)) //Can monkeys even place items in the pocket slots? Leaving this in just in case~
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var/mob/M = usr
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if (!( istype(over_object, /obj/screen) ))
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return ..()
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if ((!( M.restrained() ) && !( M.stat ) /*&& M.pocket == src*/))
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if (over_object.name == "r_hand")
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if (!( M.r_hand ))
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M.u_equip(src)
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M.r_hand = src
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M.update_inv_r_hand()
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else
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if (over_object.name == "l_hand")
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if (!( M.l_hand ))
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M.u_equip(src)
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M.l_hand = src
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M.update_inv_l_hand()
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src.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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src.show_to(usr)
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return
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return ///////////////////////////////////////////////////////Alright, that should do it. *MARKER* for any possible runtimes
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/obj/item/weapon/storage/pill_bottle/verb/toggle_mode()
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set name = "Switch Pill Bottle Method"
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set category = "Object"
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mode = !mode
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switch (mode)
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if(1)
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usr << "The pill bottle now picks up all pills in a tile at once."
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if(0)
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usr << "The pill bottle now picks up one pill at a time."
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/obj/item/weapon/storage/pillbottlebox/New()
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new /obj/item/weapon/storage/pill_bottle( src )
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new /obj/item/weapon/storage/pill_bottle( src )
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new /obj/item/weapon/storage/pill_bottle( src )
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new /obj/item/weapon/storage/pill_bottle( src )
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new /obj/item/weapon/storage/pill_bottle( src )
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new /obj/item/weapon/storage/pill_bottle( src )
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new /obj/item/weapon/storage/pill_bottle( src )
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..()
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return
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//////////////////////////////////////////////////////////////////////////////// |