// To clarify: // For use_to_pickup and allow_quick_gather functionality, // see item/attackby() (/game/objects/items.dm) // Do not remove this functionality without good reason, cough reagent_containers cough. // -Sayu /obj/item/weapon/storage name = "storage" icon = 'icons/obj/storage.dmi' item_icons = list( slot_l_hand_str = 'icons/mob/items/lefthand_storage.dmi', slot_r_hand_str = 'icons/mob/items/righthand_storage.dmi', ) w_class = ITEMSIZE_NORMAL show_messages = 1 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/list/is_seeing = new/list() //List of mobs which are currently seeing the contents of this item's storage var/max_w_class = ITEMSIZE_SMALL //Max size of objects that this object can store (in effect only if can_hold isn't set) var/max_storage_space = ITEMSIZE_COST_SMALL * 4 //The sum of the storage costs of all the items in this storage item. var/storage_slots = null //The number of storage slots in this container. If null, it uses the volume-based storage instead. var/obj/screen/storage/boxes = null var/obj/screen/storage/storage_start = null //storage UI var/obj/screen/storage/storage_continue = null var/obj/screen/storage/storage_end = null var/obj/screen/storage/stored_start = null var/obj/screen/storage/stored_continue = null var/obj/screen/storage/stored_end = 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. var/list/starts_with //Things to spawn on the box on spawn var/empty //Mapper override to spawn an empty version of a container that usually has stuff /obj/item/weapon/storage/Destroy() close_all() QDEL_NULL(boxes) QDEL_NULL(src.storage_start) QDEL_NULL(src.storage_continue) QDEL_NULL(src.storage_end) QDEL_NULL(src.stored_start) QDEL_NULL(src.stored_continue) QDEL_NULL(src.stored_end) QDEL_NULL(closer) . = ..() /obj/item/weapon/storage/MouseDrop(obj/over_object as obj) if(!canremove) return if (isliving(usr) || isobserver(usr)) if (istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech. why? return if(over_object == usr && Adjacent(usr)) // this must come before the screen objects only block src.open(usr) return if (!( istype(over_object, /obj/screen) )) return ..() //makes sure that the storage is equipped, so that we can't drag it into our hand from miles away. //there's got to be a better way of doing this. if (!(src.loc == usr) || (src.loc && src.loc.loc == usr)) return if (( usr.restrained() ) || ( usr.stat )) return if ((src.loc == usr) && !(istype(over_object, /obj/screen)) && !usr.unEquip(src)) return switch(over_object.name) if("r_hand") usr.unEquip(src) usr.put_in_r_hand(src) if("l_hand") usr.unEquip(src) usr.put_in_l_hand(src) src.add_fingerprint(usr) /obj/item/weapon/storage/proc/return_inv() var/list/L = list( ) L += src.contents for(var/obj/item/weapon/storage/S in src) L += S.return_inv() for(var/obj/item/weapon/gift/G in src) L += G.gift if (istype(G.gift, /obj/item/weapon/storage)) L += G.gift:return_inv() return L /obj/item/weapon/storage/proc/show_to(mob/user as mob) 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.storage_start user.client.screen -= src.storage_continue user.client.screen -= src.storage_end user.client.screen -= src.closer user.client.screen -= src.contents user.client.screen += src.closer user.client.screen += src.contents if(storage_slots) user.client.screen += src.boxes else user.client.screen += src.storage_start user.client.screen += src.storage_continue user.client.screen += src.storage_end user.s_active = src is_seeing |= user return /obj/item/weapon/storage/proc/hide_from(mob/user as mob) if(!user.client) return user.client.screen -= src.boxes user.client.screen -= src.storage_start user.client.screen -= src.storage_continue user.client.screen -= src.storage_end user.client.screen -= src.closer user.client.screen -= src.contents if(user.s_active == src) user.s_active = null is_seeing -= user /obj/item/weapon/storage/proc/open(mob/user as mob) if (use_sound) playsound(src, src.use_sound, 50, 0, -5) orient2hud(user) if (user.s_active) user.s_active.close(user) show_to(user) /obj/item/weapon/storage/proc/close(mob/user as mob) src.hide_from(user) user.s_active = null return /obj/item/weapon/storage/proc/close_all() for(var/mob/M in can_see_contents()) close(M) . = 1 /obj/item/weapon/storage/proc/can_see_contents() var/list/cansee = list() for(var/mob/M in is_seeing) if(M.s_active == src && M.client) cansee |= M else is_seeing -= M return cansee //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/weapon/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.hud_layerise() 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/weapon/storage/proc/slot_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.screen_loc = "[cx]:16,[cy]:16" ND.sample_object.maptext = "[(ND.number > 1)? "[ND.number]" : ""]" ND.sample_object.hud_layerise() cx++ if (cx > (4+cols)) cx = 4 cy-- else for(var/obj/O in contents) O.screen_loc = "[cx]:16,[cy]:16" O.maptext = "" O.hud_layerise() cx++ if (cx > (4+cols)) cx = 4 cy-- src.closer.screen_loc = "[4+cols+1]:16,2:16" return /obj/item/weapon/storage/proc/space_orient_objs(var/list/obj/item/display_contents) var/baseline_max_storage_space = INVENTORY_STANDARD_SPACE / 2 //should be equal to default backpack capacity // This is a lie. // Above var is misleading, what it does upon changing is makes smaller inventory sizes have smaller space on the UI. // It's cut in half because otherwise boxes of IDs and other tiny items are unbearably cluttered. var/storage_cap_width = 2 //length of sprite for start and end of the box representing total storage space var/stored_cap_width = 4 //length of sprite for start and end of the box representing the stored item var/storage_width = min( round( 224 * max_storage_space/baseline_max_storage_space ,1) ,274) //length of sprite for the box representing total storage space storage_start.overlays.Cut() var/matrix/M = matrix() M.Scale((storage_width-storage_cap_width*2+3)/32,1) src.storage_continue.transform = M src.storage_start.screen_loc = "4:16,2:16" src.storage_continue.screen_loc = "4:[storage_cap_width+(storage_width-storage_cap_width*2)/2+2],2:16" src.storage_end.screen_loc = "4:[19+storage_width-storage_cap_width],2:16" var/startpoint = 0 var/endpoint = 1 for(var/obj/item/O in contents) startpoint = endpoint + 1 endpoint += storage_width * O.get_storage_cost()/max_storage_space var/matrix/M_start = matrix() var/matrix/M_continue = matrix() var/matrix/M_end = matrix() M_start.Translate(startpoint,0) M_continue.Scale((endpoint-startpoint-stored_cap_width*2)/32,1) M_continue.Translate(startpoint+stored_cap_width+(endpoint-startpoint-stored_cap_width*2)/2 - 16,0) M_end.Translate(endpoint-stored_cap_width,0) src.stored_start.transform = M_start src.stored_continue.transform = M_continue src.stored_end.transform = M_end storage_start.overlays += src.stored_start storage_start.overlays += src.stored_continue storage_start.overlays += src.stored_end O.screen_loc = "4:[round((startpoint+endpoint)/2)+2],2:16" O.maptext = "" O.hud_layerise() src.closer.screen_loc = "4:[storage_width+19],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/weapon/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.number++ found = 1 break if(!found) adjusted_contents++ numbered_contents.Add( new/datum/numbered_display(I) ) if(storage_slots == null) src.space_orient_objs(numbered_contents) else 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.slot_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/weapon/storage/proc/can_be_inserted(obj/item/W as obj, stop_messages = 0) if(!istype(W)) return //Not an item if(usr && usr.isEquipped(W) && !usr.canUnEquip(W)) return 0 if(src.loc == W) return 0 //Means the item is already in the storage item if(storage_slots != null && contents.len >= storage_slots) if(!stop_messages) to_chat(usr, "[src] is full, make some space.") return 0 //Storage item is full if(can_hold.len && !is_type_in_list(W, can_hold)) if(!stop_messages) if (istype(W, /obj/item/weapon/hand_labeler)) return 0 to_chat(usr, "[src] cannot hold [W].") return 0 if(cant_hold.len && is_type_in_list(W, cant_hold)) if(!stop_messages) to_chat(usr, "[src] cannot hold [W].") return 0 if (max_w_class != null && W.w_class > max_w_class) if(!stop_messages) to_chat(usr, "[W] is too long for \the [src].") return 0 var/total_storage_space = W.get_storage_cost() for(var/obj/item/I in contents) total_storage_space += I.get_storage_cost() //Adds up the combined w_classes which will be in the storage item if the item is added to it. if(total_storage_space > max_storage_space) if(!stop_messages) to_chat(usr, "[src] is too full, make some space.") return 0 if(W.w_class >= src.w_class && (istype(W, /obj/item/weapon/storage))) if(!stop_messages) to_chat(usr, "[src] cannot hold [W] as it's a storage item of the same size.") return 0 //To prevent the stacking of same sized storage items. 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/weapon/storage/proc/handle_item_insertion(obj/item/W as obj, prevent_warning = 0) if(!istype(W)) return 0 if(usr) usr.remove_from_mob(W,target = src) //If given a target, handles forceMove() W.on_enter_storage(src) if (usr.client && usr.s_active != src) usr.client.screen -= W W.dropped(usr) add_fingerprint(usr) if (use_sound) playsound(src, src.use_sound, 50, 0, -5) //Something broke "add item to container" sounds, this is a hacky fix. if(!prevent_warning) for(var/mob/M in viewers(usr, null)) if (M == usr) to_chat(usr, "You put \the [W] into [src].") else if (M in range(1)) //If someone is standing close enough, they can tell what it is... M.show_message("\The [usr] puts [W] into [src].") else if (W && W.w_class >= 3) //Otherwise they can only see large or normal items from a distance... M.show_message("\The [usr] puts [W] into [src].") src.orient2hud(usr) if(usr.s_active) usr.s_active.show_to(usr) else W.forceMove(src) W.on_enter_storage(src) 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/weapon/storage/proc/remove_from_storage(obj/item/W as obj, atom/new_location) if(!istype(W)) return 0 if(istype(src, /obj/item/weapon/storage/fancy)) var/obj/item/weapon/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.hud_layerise() else W.reset_plane_and_layer() 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() return 1 //This proc is called when you want to place an item into the storage item. /obj/item/weapon/storage/attackby(obj/item/W as obj, mob/user as mob) ..() if(isrobot(user)) return //Robots can't interact with storage items. if(istype(W, /obj/item/device/lightreplacer)) var/obj/item/device/lightreplacer/LP = W var/amt_inserted = 0 var/turf/T = get_turf(user) for(var/obj/item/weapon/light/L in src.contents) if(L.status == 0) if(LP.uses < LP.max_uses) LP.add_uses(1) amt_inserted++ remove_from_storage(L, T) qdel(L) if(amt_inserted) to_chat(user, "You inserted [amt_inserted] light\s into \the [LP.name]. You have [LP.uses] light\s remaining.") return if(!can_be_inserted(W)) return if(istype(W, /obj/item/weapon/tray)) var/obj/item/weapon/tray/T = W if(T.calc_carry() > 0) if(prob(85)) to_chat(user, "The tray won't fit in [src].") return else W.forceMove(get_turf(user)) if ((user.client && user.s_active != src)) user.client.screen -= W W.dropped(user) to_chat(user, "God damn it!") W.add_fingerprint(user) return handle_item_insertion(W) /obj/item/weapon/storage/dropped(mob/user as mob) return /obj/item/weapon/storage/attack_hand(mob/user as mob) 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 if (src.loc == user) src.open(user) else ..() for(var/mob/M in range(1)) if (M.s_active == src) src.close(M) src.add_fingerprint(user) return /obj/item/weapon/storage/proc/gather_all(turf/T as turf, mob/user as mob) var/list/rejections = list() var/success = 0 var/failure = 0 for(var/obj/item/I in T) if(I.type in rejections) // To limit bag spamming: any given type only complains once continue if(!can_be_inserted(I, user)) // Note can_be_inserted still makes noise when the answer is no rejections += I.type // therefore full bags are still a little spammy failure = 1 continue success = 1 handle_item_insertion(I, 1) //The 1 stops the "You put the [src] into [S]" insertion message from being displayed. if(success && !failure) to_chat(user, "You put everything in [src].") else if(success) to_chat(user, "You put some things in [src].") else to_chat(user, "You fail to pick anything up with \the [src].") /obj/item/weapon/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 on a tile at once.") if(0) to_chat(usr, "[src] now picks up one item at a time.") /obj/item/weapon/storage/verb/quick_empty() set name = "Empty Contents" set category = "Object" if(((!(ishuman(usr) || isrobot(usr))) && (src.loc != usr)) || usr.stat || usr.restrained()) return drop_contents() /obj/item/weapon/storage/proc/drop_contents() // why is this a proc? literally just for RPEDs hide_from(usr) var/turf/T = get_turf(src) for(var/obj/item/I in contents) remove_from_storage(I, T) /obj/item/weapon/storage/Initialize() . = ..() if(allow_quick_empty) verbs += /obj/item/weapon/storage/verb/quick_empty else verbs -= /obj/item/weapon/storage/verb/quick_empty if(allow_quick_gather) verbs += /obj/item/weapon/storage/verb/toggle_gathering_mode else verbs -= /obj/item/weapon/storage/verb/toggle_gathering_mode src.boxes = new /obj/screen/storage( ) src.boxes.name = "storage" src.boxes.master = src src.boxes.icon_state = "block" src.boxes.screen_loc = "7,7 to 10,8" src.storage_start = new /obj/screen/storage( ) src.storage_start.name = "storage" src.storage_start.master = src src.storage_start.icon_state = "storage_start" src.storage_start.screen_loc = "7,7 to 10,8" src.storage_continue = new /obj/screen/storage( ) src.storage_continue.name = "storage" src.storage_continue.master = src src.storage_continue.icon_state = "storage_continue" src.storage_continue.screen_loc = "7,7 to 10,8" src.storage_end = new /obj/screen/storage( ) src.storage_end.name = "storage" src.storage_end.master = src src.storage_end.icon_state = "storage_end" src.storage_end.screen_loc = "7,7 to 10,8" src.stored_start = new /obj //we just need these to hold the icon src.stored_start.icon_state = "stored_start" src.stored_continue = new /obj src.stored_continue.icon_state = "stored_continue" src.stored_end = new /obj src.stored_end.icon_state = "stored_end" src.closer = new /obj/screen/close( ) src.closer.master = src src.closer.icon_state = "storage_close" src.closer.hud_layerise() orient2hud() if(LAZYLEN(starts_with) && !empty) for(var/newtype in starts_with) var/count = starts_with[newtype] || 1 //Could have left it blank. while(count) count-- new newtype(src) starts_with = null //Reduce list count. calibrate_size() /obj/item/weapon/storage/proc/calibrate_size() var/total_storage_space = 0 for(var/obj/item/I in contents) total_storage_space += I.get_storage_cost() max_storage_space = max(total_storage_space,max_storage_space) //Prevents spawned containers from being too small for their contents. /obj/item/weapon/storage/emp_act(severity) if(!istype(src.loc, /mob/living)) for(var/obj/O in contents) O.emp_act(severity) ..() /obj/item/weapon/storage/attack_self(mob/user as mob) if((user.get_active_hand() == src) || (isrobot(user)) && allow_quick_empty) if(src.verbs.Find(/obj/item/weapon/storage/verb/quick_empty)) src.quick_empty() return 1 //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/weapon/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/weapon/storage)) depth++ cur_atom = cur_atom.loc if (!cur_atom) return -1 //inside something with a null loc. return depth // See inventory_sizes.dm for the defines. /obj/item/proc/get_storage_cost() if (storage_cost) return storage_cost else switch(w_class) if(ITEMSIZE_TINY) return ITEMSIZE_COST_TINY if(ITEMSIZE_SMALL) return ITEMSIZE_COST_SMALL if(ITEMSIZE_NORMAL) return ITEMSIZE_COST_NORMAL if(ITEMSIZE_LARGE) return ITEMSIZE_COST_LARGE if(ITEMSIZE_HUGE) return ITEMSIZE_COST_HUGE else return ITEMSIZE_COST_NO_CONTAINER /obj/item/weapon/storage/proc/make_exact_fit() storage_slots = contents.len can_hold.Cut() max_w_class = 0 max_storage_space = 0 for(var/obj/item/I in src) can_hold[I.type]++ max_w_class = max(I.w_class, max_w_class) max_storage_space += I.get_storage_cost() /* * Trinket Box - READDING SOON */ /obj/item/weapon/storage/trinketbox name = "trinket box" desc = "A box that can hold small trinkets, such as a ring." icon = 'icons/obj/items.dmi' icon_state = "trinketbox" var/open = 0 storage_slots = 1 can_hold = list( /obj/item/clothing/gloves/ring, /obj/item/weapon/coin, /obj/item/clothing/accessory/medal ) var/open_state var/closed_state /obj/item/weapon/storage/trinketbox/update_icon() overlays.Cut() if(open) icon_state = open_state if(contents.len >= 1) var/contained_image = null if(istype(contents[1], /obj/item/clothing/gloves/ring)) contained_image = "ring_trinket" else if(istype(contents[1], /obj/item/weapon/coin)) contained_image = "coin_trinket" else if(istype(contents[1], /obj/item/clothing/accessory/medal)) contained_image = "medal_trinket" if(contained_image) overlays += contained_image else icon_state = closed_state /obj/item/weapon/storage/trinketbox/New() if(!open_state) open_state = "[initial(icon_state)]_open" if(!closed_state) closed_state = "[initial(icon_state)]" ..() /obj/item/weapon/storage/trinketbox/attack_self() open = !open update_icon() ..() /obj/item/weapon/storage/trinketbox/examine(mob/user) . = ..() if(open && contents.len) var/display_item = contents[1] . += "\The [src] contains \the [display_item]!" /obj/item/weapon/storage/AllowDrop() return TRUE //Useful for spilling the contents of containers all over the floor /obj/item/weapon/storage/proc/spill(var/dist = 2, var/turf/T = null) if (!istype(T))//If its not on the floor this might cause issues T = get_turf(src) for (var/obj/O in contents) remove_from_storage(O, T) O.tumble(2)