Files
Polaris/code/modules/games/cards.dm
Neerti 828dacf485 Centralizes weight class definitions
A lot of new defines are now in inventory_sizes.dm, which contains;
All the size identifiers (the thing that tells the game if something is bulky, or w/e).
Storage costs for all the sizes, which are exponents of two, as previously.
A few constants for inventory size.

Also changes all storage item's capacity definitions by basing it off of how many 'normal slots' exist for it.  This allows one to change the definition for all of the defines in the file, and everything will follow along without needing to change 500 files.  In testing, I made all ITEMSIZE_COST_* defines doubled, and nothing had broke.

The benefit of doing all of this is that it makes adding new weight classes in the future much simpler, and makes knowing how much space a container has easier, as seeing ITEMSIZE_COST_NORMAL * 7 means it can hold seven normal items.
2016-09-22 00:51:51 -04:00

311 lines
7.3 KiB
Plaintext

/datum/playingcard
var/name = "playing card"
var/card_icon = "card_back"
var/back_icon = "card_back"
/obj/item/weapon/deck
w_class = ITEMSIZE_SMALL
icon = 'icons/obj/playing_cards.dmi'
var/list/cards = list()
/obj/item/weapon/deck/holder
name = "card box"
desc = "A small leather case to show how classy you are compared to everyone else."
icon_state = "card_holder"
/obj/item/weapon/deck/cards
name = "deck of cards"
desc = "A simple deck of playing cards."
icon_state = "deck"
/obj/item/weapon/deck/cards/New()
..()
var/datum/playingcard/P
for(var/suit in list("spades","clubs","diamonds","hearts"))
var/colour
if(suit == "spades" || suit == "clubs")
colour = "black_"
else
colour = "red_"
for(var/number in list("ace","two","three","four","five","six","seven","eight","nine","ten"))
P = new()
P.name = "[number] of [suit]"
P.card_icon = "[colour]num"
P.back_icon = "card_back"
cards += P
for(var/number in list("jack","queen","king"))
P = new()
P.name = "[number] of [suit]"
P.card_icon = "[colour]col"
P.back_icon = "card_back"
cards += P
for(var/i = 0,i<2,i++)
P = new()
P.name = "joker"
P.card_icon = "joker"
cards += P
/obj/item/weapon/deck/attackby(obj/O as obj, mob/user as mob)
if(istype(O,/obj/item/weapon/hand))
var/obj/item/weapon/hand/H = O
for(var/datum/playingcard/P in H.cards)
cards += P
qdel(O)
user << "You place your cards on the bottom of \the [src]."
return
..()
/obj/item/weapon/deck/verb/draw_card()
set category = "Object"
set name = "Draw"
set desc = "Draw a card from a deck."
set src in view(1)
if(usr.stat || !Adjacent(usr)) return
if(!istype(usr,/mob/living/carbon))
return
var/mob/living/carbon/user = usr
if(!cards.len)
usr << "There are no cards in the deck."
return
var/obj/item/weapon/hand/H = user.get_type_in_hands(/obj/item/weapon/hand)
if(!H)
H = new(get_turf(src))
user.put_in_hands(H)
if(!H || !user) return
var/datum/playingcard/P = cards[1]
H.cards += P
cards -= P
H.update_icon()
user.visible_message("\The [user] draws a card.")
user << "It's the [P]."
/obj/item/weapon/deck/verb/deal_card()
set category = "Object"
set name = "Deal"
set desc = "Deal a card from a deck."
set src in view(1)
if(usr.stat || !Adjacent(usr)) return
if(!cards.len)
usr << "There are no cards in the deck."
return
var/list/players = list()
for(var/mob/living/player in viewers(3))
if(!player.stat)
players += player
//players -= usr
var/mob/living/M = input("Who do you wish to deal a card?") as null|anything in players
if(!usr || !src || !M) return
deal_at(usr, M)
/obj/item/weapon/deck/proc/deal_at(mob/user, mob/target)
var/obj/item/weapon/hand/H = new(get_step(user, user.dir))
H.cards += cards[1]
cards -= cards[1]
H.concealed = 1
H.update_icon()
if(user==target)
user.visible_message("\The [user] deals a card to \himself.")
else
user.visible_message("\The [user] deals a card to \the [target].")
H.throw_at(get_step(target,target.dir),10,1,H)
/obj/item/weapon/hand/attackby(obj/O as obj, mob/user as mob)
if(cards.len == 1 && istype(O, /obj/item/weapon/pen))
var/datum/playingcard/P = cards[1]
if(P.name != "Blank Card")
user << "You cannot write on that card."
return
var/cardtext = sanitize(input(user, "What do you wish to write on the card?", "Card Editing") as text|null, MAX_PAPER_MESSAGE_LEN)
if(!cardtext)
return
P.name = cardtext
// SNOWFLAKE FOR CAG, REMOVE IF OTHER CARDS ARE ADDED THAT USE THIS.
P.card_icon = "cag_white_card"
update_icon()
else if(istype(O,/obj/item/weapon/hand))
var/obj/item/weapon/hand/H = O
for(var/datum/playingcard/P in cards)
H.cards += P
H.concealed = src.concealed
user.drop_from_inventory(src)
qdel(src)
H.update_icon()
return
..()
/obj/item/weapon/deck/attack_self(var/mob/user as mob)
var/list/newcards = list()
while(cards.len)
var/datum/playingcard/P = pick(cards)
newcards += P
cards -= P
cards = newcards
user.visible_message("\The [user] shuffles [src].")
/obj/item/weapon/deck/MouseDrop(atom/over)
if(!usr || !over) return
if(!Adjacent(usr) || !over.Adjacent(usr)) return // should stop you from dragging through windows
if(!ishuman(over) || !(over in viewers(3))) return
if(!cards.len)
usr << "There are no cards in the deck."
return
deal_at(usr, over)
/obj/item/weapon/pack/
name = "Card Pack"
desc = "For those with disposible income."
icon_state = "card_pack"
icon = 'icons/obj/playing_cards.dmi'
w_class = ITEMSIZE_TINY
var/list/cards = list()
/obj/item/weapon/pack/attack_self(var/mob/user as mob)
user.visible_message("[user] rips open \the [src]!")
var/obj/item/weapon/hand/H = new()
H.cards += cards
cards.Cut();
user.drop_item()
qdel(src)
H.update_icon()
user.put_in_active_hand(H)
/obj/item/weapon/hand
name = "hand of cards"
desc = "Some playing cards."
icon = 'icons/obj/playing_cards.dmi'
icon_state = "empty"
w_class = ITEMSIZE_TINY
var/concealed = 0
var/list/cards = list()
/obj/item/weapon/hand/verb/discard()
set category = "Object"
set name = "Discard"
set desc = "Place a card from your hand in front of you."
var/list/to_discard = list()
for(var/datum/playingcard/P in cards)
to_discard[P.name] = P
var/discarding = input("Which card do you wish to put down?") as null|anything in to_discard
if(!discarding || !to_discard[discarding] || !usr || !src) return
var/datum/playingcard/card = to_discard[discarding]
to_discard.Cut()
var/obj/item/weapon/hand/H = new(src.loc)
H.cards += card
cards -= card
H.concealed = 0
H.update_icon()
src.update_icon()
usr.visible_message("\The [usr] plays \the [discarding].")
H.loc = get_step(usr,usr.dir)
if(!cards.len)
qdel(src)
/obj/item/weapon/hand/attack_self(var/mob/user as mob)
concealed = !concealed
update_icon()
user.visible_message("\The [user] [concealed ? "conceals" : "reveals"] their hand.")
/obj/item/weapon/hand/examine(mob/user)
..(user)
if((!concealed || src.loc == user) && cards.len)
user << "It contains: "
for(var/datum/playingcard/P in cards)
user << "\The [P.name]."
/obj/item/weapon/hand/update_icon(var/direction = 0)
if(!cards.len)
qdel(src)
return
else if(cards.len > 1)
name = "hand of cards"
desc = "Some playing cards."
else
name = "a playing card"
desc = "A playing card."
overlays.Cut()
if(cards.len == 1)
var/datum/playingcard/P = cards[1]
var/image/I = new(src.icon, (concealed ? "[P.back_icon]" : "[P.card_icon]") )
I.pixel_x += (-5+rand(10))
I.pixel_y += (-5+rand(10))
overlays += I
return
var/offset = Floor(20/cards.len)
var/matrix/M = matrix()
if(direction)
switch(direction)
if(NORTH)
M.Translate( 0, 0)
if(SOUTH)
M.Translate( 0, 4)
if(WEST)
M.Turn(90)
M.Translate( 3, 0)
if(EAST)
M.Turn(90)
M.Translate(-2, 0)
var/i = 0
for(var/datum/playingcard/P in cards)
var/image/I = new(src.icon, (concealed ? "[P.back_icon]" : "[P.card_icon]") )
//I.pixel_x = origin+(offset*i)
switch(direction)
if(SOUTH)
I.pixel_x = 8-(offset*i)
if(WEST)
I.pixel_y = -6+(offset*i)
if(EAST)
I.pixel_y = 8-(offset*i)
else
I.pixel_x = -7+(offset*i)
I.transform = M
overlays += I
i++
/obj/item/weapon/hand/dropped(mob/user as mob)
if(locate(/obj/structure/table, loc))
src.update_icon(user.dir)
else
update_icon()
/obj/item/weapon/hand/pickup(mob/user as mob)
src.update_icon()