// 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/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 /// List of objects which this item can store (if set, it can't store anything else) var/list/can_hold /// List of objects which this item can't store (in effect only if can_hold isn't set) var/list/cant_hold /// List of mobs which are currently seeing the contents of this item's storage var/list/is_seeing 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. /// Boxes screen object for fixed-size storage (belts, etc) var/atom/movable/screen/storage/boxes = null /// List of 'click catchers' for boxes for fixed-size storage var/list/box_catchers = null /// For dynamic storage, the leftmost pixel column for the whole storage display. Most of the interesting effects are hung on this in vis_contents. var/atom/movable/screen/storage/storage_start = null /// For dynamic storage, the majority of the width of the whole storage display. Decorative, but sized to the width appropriate to represent how much storage there is. var/atom/movable/screen/storage/storage_continue = null /// For dynamic storage, the rightmost pixel column for the whole storage display. Decorative. var/atom/movable/screen/storage/storage_end = null /// The "X" button at the far right of the storage var/atom/movable/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 /// If you can use this storage while in a pocket var/pocketable = FALSE /// Used for attack_self chain var/special_handling = FALSE /obj/item/storage/Initialize(mapload) . = ..() if(allow_quick_empty) verbs += /obj/item/storage/verb/quick_empty else verbs -= /obj/item/storage/verb/quick_empty if(allow_quick_gather) verbs += /obj/item/storage/verb/toggle_gathering_mode else verbs -= /obj/item/storage/verb/toggle_gathering_mode if(storage_slots) src.boxes = new /atom/movable/screen/storage( ) src.boxes.name = "storage" src.boxes.master = src src.boxes.icon_state = "block" src.boxes.screen_loc = "7,7 to 10,8" else src.storage_start = new /atom/movable/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 /atom/movable/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 /atom/movable/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.closer = new /atom/movable/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. update_icon() calibrate_size() /obj/item/storage/Destroy() close_all() clear_slot_catchers() QDEL_NULL(boxes) QDEL_NULL(storage_start) QDEL_NULL(storage_continue) QDEL_NULL(storage_end) QDEL_NULL(closer) if(ismob(loc)) var/mob/M = loc M.remove_from_mob(src) . = ..() /obj/item/storage/MouseDrop(obj/over_object as obj) if(!canremove) return if (isliving(usr) || isobserver(usr)) var/mob/user = usr if(istype(user.loc,/obj/mecha)) // stops inventory actions in a mech. why? return if(over_object == user && Adjacent(user)) // this must come before the screen objects only block open(user) return if(!(istype(over_object, /atom/movable/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(!(loc == user) || (loc && loc.loc == user)) return if(user.restrained() || user.stat || user.is_paralyzed() || user.incapacitated(INCAPACITATION_KNOCKOUT)) return if((loc == user) && !(istype(over_object, /atom/movable/screen)) && !user.unEquip(src)) return switch(over_object.name) if("r_hand") user.unEquip(src) user.put_in_r_hand(src) if("l_hand") user.unEquip(src) user.put_in_l_hand(src) add_fingerprint(user) /obj/item/storage/click_alt(mob/user) if(user in is_seeing) src.close(user) // I would think there should be some incap check here or something // But MouseDrop doesn't use one (as of this writing), so... else if(isliving(user) && Adjacent(user)) src.open(user) else return ..() /obj/item/storage/proc/return_inv() var/list/L = list( ) L += src.contents for(var/obj/item/storage/S in src) L += S.return_inv() for(var/obj/item/gift/G in src) L += G.gift if (istype(G.gift, /obj/item/storage)) L += G.gift:return_inv() return L /obj/item/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) var/client/C = user.client if(!C) return if(storage_slots) C.screen += src.boxes create_slot_catchers() C.screen += src.box_catchers else C.screen += src.storage_start C.screen += src.storage_continue C.screen += src.storage_end C.screen += src.closer C.screen += src.contents user.s_active = src LAZYDISTINCTADD(is_seeing,user) /obj/item/storage/proc/hide_from(mob/user as mob) var/client/C = user.client LAZYREMOVE(is_seeing,user) if(!C) if(!LAZYLEN(is_seeing)) clear_slot_catchers() return if(storage_slots) C.screen -= src.boxes C.screen -= src.box_catchers else C.screen -= src.storage_start C.screen -= src.storage_continue C.screen -= src.storage_end C.screen -= src.closer C.screen -= src.contents if(user.s_active == src) user.s_active = null if(!LAZYLEN(is_seeing)) clear_slot_catchers() /obj/item/storage/proc/open(mob/user as mob) if (use_sound) var/obj/belly/B = user.loc if(isliving(user) && (!isbelly(B) || !(B.mode_flags & DM_FLAG_MUFFLEITEMS))) playsound(src, src.use_sound, 50, 0, -5) orient2hud(user) if(user.s_active) user.s_active.close(user) show_to(user) /obj/item/storage/proc/close(mob/user as mob) src.hide_from(user) user.s_active = null return /obj/item/storage/proc/close_all() for(var/mob/M in can_see_contents()) close(M) . = 1 /obj/item/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 LAZYREMOVE(is_seeing,M) return cansee /obj/item/storage/proc/create_slot_catchers() clear_slot_catchers() var/list/new_catchers = list() for(var/obj/item/I in contents) var/atom/movable/storage_slot/SS = new(null, I) SS.screen_loc = I.screen_loc SS.mouse_opacity = MOUSE_OPACITY_OPAQUE new_catchers += SS box_catchers = new_catchers /obj/item/storage/proc/clear_slot_catchers() if(box_catchers) for(var/mob/M in is_seeing) M.client?.screen -= box_catchers QDEL_LIST_NULL(box_catchers) //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/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/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 = span_white("[(ND.number > 1)? "[ND.number]" : ""]") ND.sample_object.hud_layerise() var/atom/movable/storage_slot/SS = new(null, ND.sample_object) SS.screen_loc = ND.sample_object.screen_loc SS.mouse_opacity = MOUSE_OPACITY_OPAQUE 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() var/atom/movable/storage_slot/SS = new(null, O) SS.screen_loc = O.screen_loc SS.mouse_opacity = MOUSE_OPACITY_OPAQUE cx++ if (cx > (4+cols)) cx = 4 cy-- src.closer.screen_loc = "[4+cols+1]:16,2:16" return /obj/item/storage/proc/space_orient_objs(var/list/obj/item/display_contents) SHOULD_NOT_SLEEP(TRUE) /// A prototype for drawing the leftmost border behind each item in storage var/static/mutable_appearance/stored_start /// A prototype for drawing the wide backing space behind each item in storage var/static/mutable_appearance/stored_continue /// A prototype for drawing the rightmost border behind each item in storage var/static/mutable_appearance/stored_end if(!stored_start) // Because these are static and manipulated all the time by different storages, you'd better make 100000% sure this proc never sleeps stored_start = mutable_appearance(icon = 'icons/mob/screen1.dmi', icon_state = "stored_start", layer = 0.1, plane = PLANE_PLAYER_HUD_ITEMS) stored_continue = mutable_appearance(icon = 'icons/mob/screen1.dmi', icon_state = "stored_continue", layer = 0.1, plane = PLANE_PLAYER_HUD_ITEMS) stored_end = mutable_appearance(icon = 'icons/mob/screen1.dmi', icon_state = "stored_end", layer = 0.1, plane = PLANE_PLAYER_HUD_ITEMS) 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 QDEL_LIST_NULL(storage_start.vis_contents) 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) var/atom/movable/storage_slot/SS = new(null, O) 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) stored_start.transform = M_start stored_continue.transform = M_continue stored_end.transform = M_end SS.add_overlay(list(stored_start, stored_continue, stored_end)) O.screen_loc = "4:[round((startpoint+endpoint)/2)+2],2:16" O.maptext = "" O.hud_layerise() storage_start.vis_contents += SS src.closer.screen_loc = "4:[storage_width+19],2:16" return /datum/numbered_display var/obj/item/sample_object var/number /datum/numbered_display/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/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/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, span_notice("[src] is full, make some space.")) return 0 //Storage item is full if(LAZYLEN(can_hold) && !is_type_in_list(W, can_hold)) if(!stop_messages) if (istype(W, /obj/item/hand_labeler)) return 0 to_chat(usr, span_notice("[src] cannot hold [W].")) return 0 if(LAZYLEN(cant_hold) && is_type_in_list(W, cant_hold)) if(!stop_messages) to_chat(usr, span_notice("[src] cannot hold [W].")) return 0 if (max_w_class != null && W.w_class > max_w_class) if(!stop_messages) to_chat(usr, span_notice("[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, span_notice("[src] is too full, make some space.")) return 0 if(W.w_class >= src.w_class && (istype(W, /obj/item/storage))) if(!stop_messages) to_chat(usr, span_notice("[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/storage/proc/handle_item_insertion(obj/item/W as obj, prevent_warning = 0) if(!istype(W)) return 0 if(!stall_insertion(W, usr)) // Can sleep here and delay removal for slow storage 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, span_notice("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(span_notice("\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(span_notice("\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/storage/proc/remove_from_storage(obj/item/W as obj, atom/new_location) if(!istype(W)) return 0 if(!stall_removal(W, usr)) // Can sleep here and delay removal for slow storage return 0 if(istype(src, /obj/item/storage/fancy)) var/obj/item/storage/fancy/F = src F.update_icon(1) for(var/mob/M in is_seeing) if(!M.client || QDELETED(M)) hide_from(M) else 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)) for(var/mob/M in is_seeing) if(M.s_active == src) orient2hud(M) show_to(M) if(W.maptext) W.maptext = "" W.on_exit_storage(src) update_icon() return 1 /// Called before insertion completes, allowing you to delay or cancel it /obj/item/storage/proc/stall_insertion(obj/item/W, mob/user) return TRUE /// Called before removal completes, allowing you to delay or cancel it /obj/item/storage/proc/stall_removal(obj/item/W, mob/user) return TRUE //This proc is called when you want to place an item into the storage item. /obj/item/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/lightreplacer)) var/obj/item/lightreplacer/LP = W var/amt_inserted = 0 var/turf/T = get_turf(user) for(var/obj/item/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/tray)) var/obj/item/tray/T = W if(T.calc_carry() > 0) if(prob(85)) to_chat(user, span_warning("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, span_warning("God damn it!")) W.add_fingerprint(user) return handle_item_insertion(W) /obj/item/storage/attack_hand(mob/user as mob) if(ishuman(user) && !pocketable) 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/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, span_notice("You put everything in [src].")) else if(success) to_chat(user, span_notice("You put some things in [src].")) else to_chat(user, span_notice("You fail to pick anything up with \the [src].")) /obj/item/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/storage/verb/quick_empty() set name = "Empty Contents" set category = "Object" set src in view(1) // Only humans and robots can dump contents if(!(ishuman(usr) || isrobot(usr))) return // Hard to do when you're KO'd if(usr.incapacitated()) return // Has to be at least adjacent (just for safety, src in view should handle this already) if(!Adjacent(usr)) return //VOREStation Add: No turf dumping if user is in a belly if(isbelly(usr.loc)) return drop_contents() /obj/item/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/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/storage/attack_self(mob/user) . = ..(user) if(.) return TRUE if(special_handling) return FALSE if((user.get_active_hand() == src) || (isrobot(user)) && allow_quick_empty) if(src.verbs.Find(/obj/item/storage/verb/quick_empty)) src.quick_empty() return TRUE //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 INFINITY if (istype(cur_atom.loc, /obj/item/storage)) depth++ cur_atom = cur_atom.loc if (!cur_atom) return INFINITY //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 INFINITY if (istype(cur_atom.loc, /obj/item/storage)) depth++ cur_atom = cur_atom.loc if (!cur_atom) return INFINITY //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/storage/proc/make_exact_fit() storage_slots = contents.len LAZYCLEARLIST(can_hold) can_hold = list() 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/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/accessory/ring, /obj/item/coin, /obj/item/clothing/accessory/medal ) var/open_state var/closed_state special_handling = TRUE /obj/item/storage/trinketbox/update_icon() cut_overlays() if(open) icon_state = open_state if(contents.len >= 1) var/contained_image = null if(istype(contents[1], /obj/item/clothing/accessory/ring)) contained_image = "ring_trinket" else if(istype(contents[1], /obj/item/coin)) contained_image = "coin_trinket" else if(istype(contents[1], /obj/item/clothing/accessory/medal)) contained_image = "medal_trinket" if(contained_image) add_overlay(contained_image) else icon_state = closed_state /obj/item/storage/trinketbox/Initialize(mapload) if(!open_state) open_state = "[initial(icon_state)]_open" if(!closed_state) closed_state = "[initial(icon_state)]" . = ..() /obj/item/storage/trinketbox/attack_self(mob/user) . = ..(user) if(.) return TRUE open = !open update_icon() /obj/item/storage/trinketbox/examine(mob/user) . = ..() if(open && contents.len) var/display_item = contents[1] . += span_notice("\The [src] contains \the [display_item]!") /obj/item/storage/AllowDrop() return TRUE //Useful for spilling the contents of containers all over the floor /obj/item/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) /// Hangar for storage backdrops, so that we can redirect clicks from them to our item for QOL /atom/movable/storage_slot name = "stored - " icon = 'icons/effects/effects.dmi' icon_state = "nothing" plane = PLANE_PLAYER_HUD_ITEMS layer = 0.1 alpha = 200 var/datum/weakref/held_item /atom/movable/storage_slot/Initialize(mapload, obj/item/held_item) . = ..() ASSERT(held_item) name += held_item.name src.held_item = WEAKREF(held_item) /atom/movable/storage_slot/Destroy() held_item = null . = ..() /// Has to be this way. The fact that the overlays will be constantly mutated by other storage means we can't wait. /atom/movable/storage_slot/add_overlay(list/somethings) ASSERT(islist(somethings)) overlays = somethings /atom/movable/storage_slot/Click() var/obj/item/I = held_item?.resolve() if(I) usr.ClickOn(I) return 1 // Allows micros to drag themselves into storage items /obj/item/storage/MouseDrop_T(mob/living/target, mob/living/user) if(!istype(user)) return // If the user passed in isn't a living mob, exit if(target != user) return // If the user didn't drag themselves, exit if(user.incapacitated() || user.buckled) return // If user is incapacitated or buckled, exit if(get_holder_of_type(src, /mob/living/carbon/human) == user) return // No jumping into your own equipment if(ishuman(user) && user.get_effective_size(TRUE) > 0.25) return // Only micro characters if(ismouse(user) && user.get_effective_size(TRUE) > 1) return // Only normal sized mice or less // Create a dummy holder with user's size to test insertion var/obj/item/holder/D = new/obj/item/holder if(ismouse(user)) D.w_class = ITEMSIZE_TINY // Mouse smol else if(ishuman(user)) D.w_class = ITEMSIZE_SMALL // Players small else // Other creatures not accepted at this time qdel(D) // If there's a better way to check the size of a return // mob's holder and if it fits, replace this slab if(!src.can_be_inserted(D, 1)) // If the dummy item doesn't fit, exit qdel(D) return qdel(D) // Scoop and insert target into storage var/obj/item/holder/H = new user.holder_type(get_turf(user), user) src.handle_item_insertion(H, 1) to_chat(user, span_notice("You climb into \the [src].")) return ..()