Files
Polaris/code/game/objects/storage/storage.dm
petethegoat@gmail.com 85cb13fe95 Reverted the janitor closet to the old trashbag. (It does work, I fixed it up in r2557.)
A bunch of fixes for various stuff that's been broken about the bag of holding. It should work as intended, now.
Made wet floor signs fit in boxes.
Cleaned up the janitor's closet a bit.
Optimised the vault wiring a bit.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2580 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-30 15:02:01 +00:00

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/obj/item/weapon/storage
icon = 'storage.dmi'
name = "storage"
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 = 2 //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
w_class = 3.0
/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)
for(var/obj/item/weapon/mousetrap/MT in src)
if(MT.armed)
for(var/mob/O in viewers(user, null))
if(O == user)
user.show_message(text("\red <B>You reach into the [src.name], but there was a live mousetrap in there!</B>"), 1)
else
user.show_message(text("\red <B>[user] reaches into the [src.name] and sets off a hidden mousetrap!</B>"), 1)
MT.loc = user.loc
MT.triggered(user, user.hand ? "l_hand" : "r_hand")
MT.layer = OBJ_LAYER
return
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/weapon/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
return
/obj/item/weapon/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 (Right hand slot on the map) being 1,1.
/obj/item/weapon/storage/proc/orient_objs(tx, ty, mx, my)
var/cx = tx
var/cy = ty
src.boxes.screen_loc = text("[tx],[ty] to [mx],[my]")
for(var/obj/O in src.contents)
O.screen_loc = text("[cx],[cy]")
O.layer = 20
cx++
if (cx > mx)
cx = tx
cy--
src.closer.screen_loc = text("[mx+1],[my]")
return
//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/mob/living/carbon/human/H = user
var/col_num = 0
var/row_count = min(7,storage_slots) -1 //For belts, the meanings of the two variables are inverted, so we don't have to declare new ones
if (contents.len > 7)
col_num = round((contents.len-1) / 7) // 7 is the maximum allowed column height for r_hand, l_hand and back storage items.
if (src == user.l_hand)
src.orient_objs(3-col_num, 3+row_count, 3, 3)
else if(src == user.r_hand)
src.orient_objs(1, 3+row_count, 1+col_num, 3)
else if(src == user.back)
src.orient_objs(4-col_num, 3+row_count, 4, 3)
else if(istype(user, /mob/living/carbon/human) && src == H.belt)//only humans have belts
src.orient_objs(1, 3+col_num, 1+row_count, 3)
else
src.orient_objs(5, 10+col_num, 5 + row_count, 10)
return
//This proc is called when you want to place an item into the storage item.
/obj/item/weapon/storage/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if(isrobot(user))
user << "\blue You're a robot. No."
return //Robots can't interact with storage items.
if(src.loc == W)
return //Means the item is already in the storage item
if(contents.len >= storage_slots)
user << "\red The [src] is full, make some space."
return //Storage item is full
if(can_hold.len)
var/ok = 0
for(var/A in can_hold)
if(istype(W, text2path(A) ))
ok = 1
break
if(!ok)
user << "\red This [src] cannot hold [W]."
return
for(var/A in cant_hold) //Check for specific items which this container can't hold.
if(istype(W, text2path(A) ))
user << "\red This [src] cannot hold [W]."
return
if (W.w_class > max_w_class)
user << "\red This [W] is too big for this [src]"
return
if(istype(W, /obj/item/weapon/tray))
var/obj/item/weapon/tray/T = W
if(T.calc_carry() > 0)
if(prob(85))
user << "\red The tray won't fit in [src]."
return
else
W.loc = user.loc
if ((user.client && user.s_active != src))
user.client.screen -= W
W.dropped(user)
user << "\red God damnit!"
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)
user << "\red The [src] is full, make some space."
return
if(W.w_class >= src.w_class && (istype(W, /obj/item/weapon/storage)))
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.
user << "\red The [src] cannot hold [W] as it's a storage item of the same size."
return //To prevent the stacking of the same sized items.
user.u_equip(W)
W.loc = src
if ((user.client && user.s_active != src))
user.client.screen -= W
src.orient2hud(user)
W.dropped(user)
add_fingerprint(user)
if (istype(W, /obj/item/weapon/gun/energy/crossbow)) return //STEALTHY
for(var/mob/O in viewers(user, null))
O.show_message(text("\blue [user] has added [W] to [src]!"))
//Foreach goto(139)
return
/obj/item/weapon/storage/dropped(mob/user as mob)
var/col_num = 0
var/row_count = min(7,storage_slots) -1
if (contents.len > 7)
col_num = round((contents.len-1) / 7) // 7 is the maximum allowed column height for r_hand, l_hand and back storage items.
src.orient_objs(5, 10+col_num, 5 + row_count, 10)
return
/obj/item/weapon/storage/MouseDrop(over_object, src_location, over_location)
..()
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
/obj/item/weapon/storage/attack_paw(mob/user as mob)
playsound(src.loc, "rustle", 50, 1, -5)
return src.attack_hand(user)
/obj/item/weapon/storage/attack_hand(mob/user as mob)
playsound(src.loc, "rustle", 50, 1, -5)
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.orient2hud(user)
src.add_fingerprint(user)
return
/obj/item/weapon/storage/New()
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.boxes.layer = 19
src.closer = new /obj/screen/close( )
src.closer.master = src
src.closer.icon_state = "x"
src.closer.layer = 20
spawn( 5 )
var/col_num = 0
var/row_count = min(7,storage_slots) -1
if (contents.len > 7)
if(contents.len % 7)
col_num = round(contents.len / 7) // 7 is the maximum allowed column height for r_hand, l_hand and back storage items.
src.orient_objs(5, 10+col_num, 5 + row_count, 10)
return
return
/obj/item/weapon/storage/emp_act(severity)
if(!istype(src.loc, /mob/living))
for(var/obj/O in contents)
O.emp_act(severity)
..()
/obj/screen/storage/attackby(W, mob/user as mob)
src.master.attackby(W, user)
return
/obj/item/weapon/storage/box/
/obj/item/weapon/storage/box/survival/New()
..()
contents = list()
sleep(1)
new /obj/item/clothing/mask/breath( src )
new /obj/item/weapon/tank/emergency_oxygen( src )
return
/obj/item/weapon/storage/box/engineer/New()
..()
contents = list()
sleep(1)
new /obj/item/clothing/mask/breath( src )
new /obj/item/weapon/tank/emergency_oxygen/engi( src )
return
/obj/item/weapon/storage/box/syndicate/New()
..()
switch (pickweight(list("bloodyspai" = 1, "stealth" = 1, "screwed" = 1, "guns" = 1, "murder" = 1, "freedom" = 1)))
if ("bloodyspai")
new /obj/item/clothing/under/chameleon(src)
new /obj/item/clothing/mask/gas/voice(src)
new /obj/item/weapon/card/id/syndicate(src)
new /obj/item/clothing/shoes/syndigaloshes(src)
return
if ("stealth")
new /obj/item/weapon/gun/energy/crossbow(src)
new /obj/item/weapon/pen/paralysis(src)
new /obj/item/device/chameleon(src)
return
if ("screwed")
new /obj/effect/spawner/newbomb/timer/syndicate(src)
new /obj/effect/spawner/newbomb/timer/syndicate(src)
new /obj/item/device/powersink(src)
new /obj/item/clothing/suit/space/syndicate(src)
new /obj/item/clothing/head/helmet/space/syndicate(src)
return
if ("guns")
new /obj/item/weapon/gun/projectile(src)
new /obj/item/ammo_magazine/a357(src)
new /obj/item/weapon/card/emag(src)
new /obj/item/weapon/plastique(src)
return
if ("murder")
new /obj/item/weapon/melee/energy/sword(src)
new /obj/item/weapon/cloaking_device(src)
new /obj/item/weapon/card/emag(src)
return
if("freedom")
var/obj/item/weapon/implanter/O = new /obj/item/weapon/implanter(src)
O.imp = new /obj/item/weapon/implant/freedom(O)
var/obj/item/weapon/implanter/U = new /obj/item/weapon/implanter(src)
U.imp = new /obj/item/weapon/implant/uplink(U)
return
/obj/item/weapon/storage/dice/New()
new /obj/item/weapon/dice( src )
new /obj/item/weapon/dice/d20( src )
..()
return
/obj/item/weapon/storage/mousetraps/New()
new /obj/item/weapon/mousetrap( src )
new /obj/item/weapon/mousetrap( src )
new /obj/item/weapon/mousetrap( src )
new /obj/item/weapon/mousetrap( src )
new /obj/item/weapon/mousetrap( src )
new /obj/item/weapon/mousetrap( src )
..()
return
/obj/item/weapon/storage/pill_bottle/MouseDrop(obj/over_object as obj) //Quick pillbottle fix. -Agouri
if (ishuman(usr) || ismonkey(usr)) //Can monkeys even place items in the pocket slots? Leaving this in just in case~
var/mob/M = usr
if (!( istype(over_object, /obj/screen) ))
return ..()
if ((!( M.restrained() ) && !( M.stat ) /*&& M.pocket == src*/))
if (over_object.name == "r_hand")
if (!( M.r_hand ))
M.u_equip(src)
M.r_hand = src
else
if (over_object.name == "l_hand")
if (!( M.l_hand ))
M.u_equip(src)
M.l_hand = src
M.update_clothing()
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 ///////////////////////////////////////////////////////Alright, that should do it. *MARKER* for any possible runtimes
/obj/item/weapon/storage/pillbottlebox/New()
new /obj/item/weapon/storage/pill_bottle( src )
new /obj/item/weapon/storage/pill_bottle( src )
new /obj/item/weapon/storage/pill_bottle( src )
new /obj/item/weapon/storage/pill_bottle( src )
new /obj/item/weapon/storage/pill_bottle( src )
new /obj/item/weapon/storage/pill_bottle( src )
new /obj/item/weapon/storage/pill_bottle( src )
..()
return
////////////////////////////////////////////////////////////////////////////////