/* Filing cabinets! * Contains: * Filing Cabinets * Security Record Cabinets * Medical Record Cabinets */ /* * Filing Cabinets */ /obj/structure/filingcabinet name = "filing cabinet" desc = "A large cabinet with drawers." icon = 'icons/obj/bureaucracy.dmi' icon_state = "filingcabinet" density = 1 anchored = 1 /obj/structure/filingcabinet/chestdrawer name = "chest drawer" icon_state = "chestdrawer" /obj/structure/filingcabinet/filingcabinet //not changing the path to avoid unecessary map issues, but please don't name stuff like this in the future -Pete icon_state = "tallcabinet" /obj/structure/filingcabinet/Initialize() for(var/obj/item/I in loc) if(istype(I, /obj/item/weapon/paper) || istype(I, /obj/item/weapon/folder) || istype(I, /obj/item/weapon/photo) || istype(I, /obj/item/weapon/paper_bundle)) I.loc = src . = ..() /obj/structure/filingcabinet/attackby(obj/item/P as obj, mob/user as mob) if(istype(P, /obj/item/weapon/paper) || istype(P, /obj/item/weapon/folder) || istype(P, /obj/item/weapon/photo) || istype(P, /obj/item/weapon/paper_bundle)) to_chat(user, "You put [P] in [src].") user.drop_item() P.loc = src open_animation() SStgui.update_uis(src) else if(P.is_wrench()) playsound(src, P.usesound, 50, 1) anchored = !anchored to_chat(user, "You [anchored ? "wrench" : "unwrench"] \the [src].") else if(P.is_screwdriver()) to_chat(user, "You begin taking the [name] apart.") playsound(src, P.usesound, 50, 1) if(do_after(user, 10 * P.toolspeed)) playsound(src, P.usesound, 50, 1) to_chat(user, "You take the [name] apart.") new /obj/item/stack/material/steel( src.loc, 4 ) for(var/obj/item/I in contents) I.forceMove(loc) qdel(src) return else to_chat(user, "You can't put [P] in [src]!") /obj/structure/filingcabinet/attack_hand(mob/user as mob) if(contents.len <= 0) to_chat(user, "\The [src] is empty.") return tgui_interact(user) /obj/structure/filingcabinet/attack_tk(mob/user) if(anchored) return attack_self_tk(user) return ..() /obj/structure/filingcabinet/attack_self_tk(mob/user) if(contents.len) if(prob(40 + contents.len * 5)) var/obj/item/I = pick(contents) I.loc = loc if(prob(25)) step_rand(I) to_chat(user, "You pull \a [I] out of [src] at random.") return to_chat(user, "You find nothing in [src].") /obj/structure/filingcabinet/tgui_state(mob/user) return GLOB.tgui_physical_state /obj/structure/filingcabinet/tgui_interact(mob/user, datum/tgui/ui) ui = SStgui.try_update_ui(user, src, ui) if(!ui) ui = new(user, src, "FileCabinet", name) ui.set_autoupdate(FALSE) ui.open() /obj/structure/filingcabinet/tgui_data(mob/user) var/list/data = list() data["contents"] = list() for(var/obj/item/P in src) data["contents"].Add(list(list( "name" = P.name, "ref" = "\ref[P]", ))) return data /obj/structure/filingcabinet/tgui_act(action, params) if(..()) return TRUE switch(action) if("retrieve") var/obj/item/P = locate(params["ref"]) if(istype(P) && (P.loc == src) && usr.Adjacent(src)) usr.put_in_hands(P) open_animation() SStgui.update_uis(src) /obj/structure/filingcabinet/proc/open_animation() flick("[initial(icon_state)]-open",src) playsound(src, 'sound/bureaucracy/filingcabinet.ogg', 50, 1) spawn(0) sleep(20) icon_state = initial(icon_state) /* * Security Record Cabinets */ /obj/structure/filingcabinet/security var/virgin = 1 /obj/structure/filingcabinet/security/proc/populate() if(virgin) for(var/datum/data/record/G in data_core.general) var/datum/data/record/S for(var/datum/data/record/R in data_core.security) if((R.fields["name"] == G.fields["name"] || R.fields["id"] == G.fields["id"])) S = R break var/obj/item/weapon/paper/P = new /obj/item/weapon/paper(src) P.info = "
Security Record

" P.info += "Name: [G.fields["name"]] ID: [G.fields["id"]]
\nSex: [G.fields["sex"]]
\nAge: [G.fields["age"]]
\nFingerprint: [G.fields["fingerprint"]]
\nPhysical Status: [G.fields["p_stat"]]
\nMental Status: [G.fields["m_stat"]]
" P.info += "
\n
Security Data

\nCriminal Status: [S.fields["criminal"]]
\n
\nMinor Crimes: [S.fields["mi_crim"]]
\nDetails: [S.fields["mi_crim_d"]]
\n
\nMajor Crimes: [S.fields["ma_crim"]]
\nDetails: [S.fields["ma_crim_d"]]
\n
\nImportant Notes:
\n\t[S.fields["notes"]]
\n
\n
Comments/Log

" var/counter = 1 while(S.fields["com_[counter]"]) P.info += "[S.fields["com_[counter]"]]
" counter++ P.info += "" P.name = "Security Record ([G.fields["name"]])" virgin = 0 //tabbing here is correct- it's possible for people to try and use it //before the records have been generated, so we do this inside the loop. ..() /obj/structure/filingcabinet/security/attack_hand() populate() ..() /obj/structure/filingcabinet/security/attack_tk() populate() ..() /* * Medical Record Cabinets */ /obj/structure/filingcabinet/medical var/virgin = 1 /obj/structure/filingcabinet/medical/proc/populate() if(virgin) for(var/datum/data/record/G in data_core.general) var/datum/data/record/M for(var/datum/data/record/R in data_core.medical) if((R.fields["name"] == G.fields["name"] || R.fields["id"] == G.fields["id"])) M = R break if(M) var/obj/item/weapon/paper/P = new /obj/item/weapon/paper(src) P.info = "
Medical Record

" P.info += "Name: [G.fields["name"]] ID: [G.fields["id"]]
\nSex: [G.fields["sex"]]
\nAge: [G.fields["age"]]
\nFingerprint: [G.fields["fingerprint"]]
\nPhysical Status: [G.fields["p_stat"]]
\nMental Status: [G.fields["m_stat"]]
" P.info += "
\n
Medical Data

\nBlood Type: [M.fields["b_type"]]
\nDNA: [M.fields["b_dna"]]
\n
\nMinor Disabilities: [M.fields["mi_dis"]]
\nDetails: [M.fields["mi_dis_d"]]
\n
\nMajor Disabilities: [M.fields["ma_dis"]]
\nDetails: [M.fields["ma_dis_d"]]
\n
\nAllergies: [M.fields["alg"]]
\nDetails: [M.fields["alg_d"]]
\n
\nCurrent Diseases: [M.fields["cdi"]] (per disease info placed in log/comment section)
\nDetails: [M.fields["cdi_d"]]
\n
\nImportant Notes:
\n\t[M.fields["notes"]]
\n
\n
Comments/Log

" var/counter = 1 while(M.fields["com_[counter]"]) P.info += "[M.fields["com_[counter]"]]
" counter++ P.info += "" P.name = "Medical Record ([G.fields["name"]])" virgin = 0 //tabbing here is correct- it's possible for people to try and use it //before the records have been generated, so we do this inside the loop. ..() /obj/structure/filingcabinet/medical/attack_hand() populate() ..() /obj/structure/filingcabinet/medical/attack_tk() populate() ..()