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Critters have been added and livestock removed Xbow damage raised to 30 a shot Centcom Survival Kit is once again a box Sec uniforms moved into their own locker After IRC talk Guns that are created in the protolathe now spawn inside of a lockbox They can be unlocked by an ID with Armory access or an Emag. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2045 316c924e-a436-60f5-8080-3fe189b3f50e
387 lines
12 KiB
Plaintext
387 lines
12 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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/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 (Right hand slot on the map) 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 = text("[tx],[ty] to [mx],[my]")
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for(var/obj/O in src.contents)
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O.screen_loc = text("[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 = text("[mx+1],[my]")
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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/col_num = 0
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var/row_count = min(7,storage_slots) -1
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if (contents.len > 7)
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if(contents.len % 7) //So having 14 items keeps them in 2 wors instead of 3
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col_num = round(contents.len / 7) // 7 is the maximum allowed column height for r_hand, l_hand and back storage items.
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if (src == user.l_hand)
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src.orient_objs(3-col_num, 3+row_count, 3, 3)
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else if(src == user.r_hand)
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src.orient_objs(1, 3+row_count, 1+col_num, 3)
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else if(src == user.back)
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src.orient_objs(4-col_num, 3+row_count, 4, 3)
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else if(istype(user, /mob/living/carbon/human) && src == H.belt)//only humans have belts
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src.orient_objs(1, 3, 8, 3)
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else
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src.orient_objs(5, 10, 11, 10)
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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/weapon/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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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 [W] cannot fit in the [src]. Remove some items or add a smaller one.."
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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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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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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(W, /obj/item/weapon/gun/energy/crossbow)) return //STEALTHY
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for(var/mob/O in viewers(user, null))
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O.show_message(text("\blue [user] has added [W] to [src]!"))
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//Foreach goto(139)
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return
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/obj/item/weapon/storage/dropped(mob/user as mob)
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src.orient_objs(5,10,12,10)
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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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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)
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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 (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.orient2hud(user)
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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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spawn( 5 )
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src.orient_objs(5, 10, 12, 10)
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return
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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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/obj/screen/storage/attackby(W, mob/user as mob)
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src.master.attackby(W, user)
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return
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/obj/item/weapon/storage/box/New()
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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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..()
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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)))
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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/sleepypen(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/spawner/newbomb/timer/syndicate(src)
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new /obj/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(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/weapon/cloaking_device(src)
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new /obj/item/weapon/card/emag(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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/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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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_clothing()
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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/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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////////////////////////////////////////////////////////////////////////////////
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/obj/item/weapon/storage/utilitybelt/proc/can_use()
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if(!ismob(loc)) return 0
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var/mob/M = loc
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if(src in M.get_equipped_items())
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return 1
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else
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return 0
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/obj/item/weapon/storage/utilitybelt/dropped(mob/user as mob)
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..()
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/obj/item/weapon/storage/utilitybelt/MouseDrop(obj/over_object as obj, src_location, over_location)
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var/mob/M = usr
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if (!istype(over_object, /obj/screen))
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if(can_use())
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return ..()
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else
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M << "\red I need to wear the belt for that."
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return
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playsound(src.loc, "rustle", 50, 1, -5)
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if (!M.restrained() && !M.stat && can_use())
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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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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_clothing()
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src.add_fingerprint(usr)
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return
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/obj/item/weapon/storage/utilitybelt/attack_paw(mob/user as mob)
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return src.attack_hand(user)
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/obj/item/weapon/storage/utilitybelt/attack_hand(mob/user as mob)
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if (src.loc == user)
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if(can_use())
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playsound(src.loc, "rustle", 50, 1, -5)
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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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user << "\red I need to wear the belt for that."
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return
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else
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return ..()
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src.add_fingerprint(user)
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/obj/item/weapon/storage/utilitybelt/attackby(obj/item/weapon/W as obj, mob/user as mob)
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//..() //This will make it impossible to wrap the belt in wrapping paper, but will enable them to work as intended once more.
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if(!can_use())
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user << "\red I need to wear the belt for that."
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return
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else
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..() |