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fulpstation/code/game/objects/structures/crates_lockers/closets.dm

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/obj/structure/closet
name = "closet"
desc = "It's a basic storage unit."
icon = 'icons/obj/closet.dmi'
icon_state = "generic"
density = 1
var/icon_door = null
var/icon_door_override = 0 //override to have open overlay use icon different to its base's
var/secure = 0 //secure locker or not, also used if overriding a non-secure locker with a secure door overlay to add fancy lights
var/opened = 0
var/welded = 0
var/locked = 0
var/broken = 0
var/large = 1
var/wall_mounted = 0 //never solid (You can always pass over it)
var/health = 100
var/lastbang
var/max_mob_size = MOB_SIZE_HUMAN //Biggest mob_size accepted by the container
var/mob_storage_capacity = 3 // how many human sized mob/living can fit together inside a closet.
var/storage_capacity = 30 //This is so that someone can't pack hundreds of items in a locker/crate
//then open it in a populated area to crash clients.
/obj/structure/closet/New()
..()
update_icon()
/obj/structure/closet/initialize()
..()
if(!opened) // if closed, any item at the crate's loc is put in the contents
take_contents()
/obj/structure/closet/update_icon()
overlays.Cut()
if(!opened)
if(icon_door)
overlays += "[icon_door]_door"
else
overlays += "[icon_state]_door"
if(welded)
overlays += "welded"
if(secure)
if(!broken)
if(locked)
overlays += "locked"
else
overlays += "unlocked"
else
overlays += "off"
else
if(icon_door_override)
overlays += "[icon_door]_open"
else
overlays += "[icon_state]_open"
/obj/structure/closet/examine(mob/user)
..()
if(secure)
if(broken || opened || !ishuman(user))
return //Monkeys don't get a message, nor does anyone if it's open or emagged
else
user << "<span class='notice'>Alt-click the locker to [locked ? "unlock" : "lock"] it.</span>"
/obj/structure/closet/alter_health()
return get_turf(src)
/obj/structure/closet/CanPass(atom/movable/mover, turf/target, height=0)
if(height==0 || wall_mounted) return 1
return (!density)
/obj/structure/closet/proc/can_open()
if(welded || locked)
return 0
return 1
/obj/structure/closet/proc/can_close()
for(var/obj/structure/closet/closet in get_turf(src))
if(closet != src && !closet.wall_mounted)
return 0
return 1
/obj/structure/closet/proc/dump_contents()
for(var/obj/O in src)
O.loc = loc
for(var/mob/M in src)
M.loc = loc
if(M.client)
M.client.eye = M.client.mob
M.client.perspective = MOB_PERSPECTIVE
/obj/structure/closet/proc/take_contents()
for(var/atom/movable/AM in loc)
if(insert(AM) == -1) // limit reached
break
/obj/structure/closet/proc/open()
if(opened)
return 0
if(!can_open())
return 0
dump_contents()
opened = 1
if(istype(src, /obj/structure/closet/body_bag))
playsound(loc, 'sound/items/zip.ogg', 15, 1, -3)
else
playsound(loc, 'sound/machines/click.ogg', 15, 1, -3)
density = 0
update_icon()
return 1
/obj/structure/closet/proc/insert(var/atom/movable/AM)
if(contents.len >= storage_capacity)
return -1
if(istype(AM, /mob/living))
var/mob/living/L = AM
if(L.buckled || L.mob_size > max_mob_size) //buckled mobs and mobs too big for the container don't get inside closets.
return 0
if(L.mob_size > MOB_SIZE_TINY) //decently sized mobs take more space than objects.
var/mobs_stored = 0
for(var/mob/living/M in contents)
mobs_stored++
if(mobs_stored >= mob_storage_capacity)
return 0
if(L.client)
L.client.perspective = EYE_PERSPECTIVE
L.client.eye = src
else if(!istype(AM, /obj/item) && !istype(AM, /obj/effect/dummy/chameleon))
return 0
else if(AM.density || AM.anchored)
return 0
else if(AM.flags & NODROP)
return 0
AM.loc = src
return 1
/obj/structure/closet/proc/close()
if(!opened)
return 0
if(!can_close())
return 0
take_contents()
opened = 0
if(istype(src, /obj/structure/closet/body_bag))
playsound(loc, 'sound/items/zip.ogg', 15, 1, -3)
else
playsound(loc, 'sound/machines/click.ogg', 15, 1, -3)
density = 1
update_icon()
return 1
/obj/structure/closet/proc/toggle()
if(opened)
return close()
return open()
/obj/structure/closet/ex_act(severity, target)
contents_explosion(severity, target)
dump_contents()
qdel(src)
..()
/obj/structure/closet/bullet_act(var/obj/item/projectile/Proj)
..()
if((Proj.damage_type == BRUTE || Proj.damage_type == BURN))
health -= Proj.damage
if(health <= 0)
dump_contents()
qdel(src)
return
/obj/structure/closet/attack_animal(mob/living/simple_animal/user as mob)
if(user.environment_smash)
user.do_attack_animation(src)
visible_message("<span class='danger'>[user] destroys \the [src].</span>")
dump_contents()
qdel(src)
/obj/structure/closet/blob_act()
if(prob(75))
dump_contents()
qdel(src)
/obj/structure/closet/attackby(obj/item/weapon/W as obj, mob/user as mob, params)
if(user.loc == src)
return
if(opened)
if(istype(W, /obj/item/weapon/grab))
if(large)
var/obj/item/weapon/grab/G = W
MouseDrop_T(G.affecting, user) //act like they were dragged onto the closet
user.drop_item()
else
user << "<span class='notice'>The locker is too small to stuff [W] into!</span>"
return
if(istype(W,/obj/item/tk_grab))
return 0
if(istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(WT.remove_fuel(0,user))
user << "<span class='notice'>You begin cutting \the [src] apart...</span>"
playsound(loc, 'sound/items/Welder.ogg', 40, 1)
if(do_after(user,40,5,1))
if( !opened || !istype(src, /obj/structure/closet) || !user || !WT || !WT.isOn() || !user.loc )
return
playsound(loc, 'sound/items/Welder2.ogg', 50, 1)
new /obj/item/stack/sheet/metal(loc)
visible_message("[user] has cut \the [src] apart with \the [WT].", "<span class='italics'>You hear welding.</span>")
qdel(src)
return
if(isrobot(user))
return
if(user.drop_item())
W.Move(loc)
else
if(istype(W, /obj/item/stack/packageWrap))
return
if(istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(WT.remove_fuel(0,user))
user << "<span class='notice'>You begin [welded ? "unwelding":"welding"] \the [src]...</span>"
playsound(loc, 'sound/items/Welder2.ogg', 40, 1)
if(do_after(user,40,5,1))
if(opened || !istype(src, /obj/structure/closet) || !user || !WT || !WT.isOn() || !user.loc )
return
playsound(loc, 'sound/items/welder.ogg', 50, 1)
welded = !welded
user << "<span class='notice'>You [welded ? "weld [src] shut":"unweld [src]"].</span>"
update_icon()
user.visible_message("[user.name] has [welded ? "welded [src] shut":"unwelded [src]"].", "<span class='warning'>You [welded ? "weld [src] shut":"unweld [src]"].</span>")
return
if(secure && broken)
user << "<span class='notice'>The locker appears to be broken.</span>"
return
if(!place(user, W) && !isnull(W))
attack_hand(user)
/obj/structure/closet/proc/place(var/mob/user, var/obj/item/I)
if(!opened && secure)
togglelock(user)
return 1
return 0
/obj/structure/closet/MouseDrop_T(atom/movable/O as mob|obj, mob/user as mob, var/needs_opened = 1, var/show_message = 1, var/move_them = 1)
if(istype(O, /obj/screen)) //fix for HUD elements making their way into the world -Pete
return 0
if(!isturf(O.loc))
return 0
if(user.restrained() || user.stat || user.weakened || user.stunned || user.paralysis || user.lying)
return 0
if((!( istype(O, /atom/movable) ) || O.anchored || get_dist(user, src) > 1 || get_dist(user, O) > 1))
return 0
if(!istype(user.loc, /turf)) // are you in a container/closet/pod/etc? Will also check for null loc
return 0
if(needs_opened && !opened)
return 0
if(istype(O, /obj/structure/closet))
return 0
if(move_them)
step_towards(O, loc)
if(show_message && user != O)
user.show_viewers("<span class='danger'>[user] stuffs [O] into [src]!</span>")
add_fingerprint(user)
return 1
/obj/structure/closet/relaymove(mob/user as mob)
if(user.stat || !isturf(loc))
return
if(!open())
user << "<span class='notice'>It won't budge!</span>"
if(world.time > lastbang+5)
lastbang = world.time
for(var/mob/M in get_hearers_in_view(src, null))
M.show_message("<FONT size=[max(0, 5 - get_dist(src, M))]>BANG, bang!</FONT>", 2)
/obj/structure/closet/attack_paw(mob/user as mob)
return attack_hand(user)
/obj/structure/closet/attack_hand(mob/user as mob)
add_fingerprint(user)
if(user.lying && get_dist(src, user) > 0)
return
if(!toggle())
togglelock(user)
return
// tk grab then use on self
/obj/structure/closet/attack_self_tk(mob/user as mob)
return attack_hand(user)
/obj/structure/closet/verb/verb_toggleopen()
set src in oview(1)
set category = "Object"
set name = "Toggle Open"
if(!usr.canmove || usr.stat || usr.restrained())
return
if(iscarbon(usr) || issilicon(usr))
attack_hand(usr)
else
usr << "<span class='warning'>This mob type can't use this verb.</span>"
// Objects that try to exit a locker by stepping were doing so successfully,
// and due to an oversight in turf/Enter() were going through walls. That
// should be independently resolved, but this is also an interesting twist.
/obj/structure/closet/Exit(atom/movable/AM)
open()
if(AM.loc == src) return 0
return 1
/obj/structure/closet/container_resist()
var/mob/living/user = usr
var/breakout_time = 2 //2 minutes by default
if(istype(user.loc, /obj/structure/closet/critter) && !welded)
breakout_time = 0.75 //45 seconds if it's an unwelded critter crate
if( opened || (!welded && !locked && !istype(loc, /obj/mecha)) )
return //Door's open, not locked or welded or inside a mech, no point in resisting.
//okay, so the closet is either welded or locked... resist!!!
user.changeNext_move(CLICK_CD_BREAKOUT)
user.last_special = world.time + CLICK_CD_BREAKOUT
user << "<span class='notice'>You lean on the back of [src] and start pushing the door open. (this will take about [breakout_time] minutes.)</span>"
for(var/mob/O in viewers(src))
O << "<span class='warning'>[src] begins to shake violently!</span>"
if(do_after(user,(breakout_time*60*10))) //minutes * 60seconds * 10deciseconds
if(!user || user.stat != CONSCIOUS || user.loc != src || opened || (!locked && !welded && !istype(loc, /obj/mecha)) )
return
//we check after a while whether there is a point of resisting anymore and whether the user is capable of resisting
welded = 0 //applies to all lockers lockers
locked = 0 //applies to critter crates and secure lockers only
broken = 1 //applies to secure lockers only
user.visible_message("<span class='danger'>[user] successfully broke out of [src]!</span>", "<span class='notice'>You successfully break out of [src]!</span>")
if(istype( loc, /obj/structure/bigDelivery))
var/obj/structure/bigDelivery/D = loc
qdel(D)
else if(istype( loc, /obj/mecha))
loc = get_turf(loc)
open()
else
user << "<span class='warning'>You fail to break out of [src]!</span>"
/obj/structure/closet/AltClick(var/mob/user)
..()
if(!user.canUseTopic(user) || broken)
user << "<span class='warning'>You can't do that right now!</span>"
return
if(opened || !secure || !in_range(src, user))
return
else
togglelock(user)
/obj/structure/closet/emp_act(severity)
for(var/obj/O in src)
O.emp_act(severity)
if(secure && !broken)
if(prob(50/severity))
locked = !locked
update_icon()
if(prob(20/severity) && !opened)
if(!locked)
open()
else
req_access = list()
req_access += pick(get_all_accesses())
..()
/obj/structure/closet/proc/togglelock(mob/user as mob)
if(secure)
if(allowed(user))
locked = !locked
add_fingerprint(user)
for(var/mob/O in viewers(user, 3))
if((O.client && !( O.eye_blind )))
O << "<span class='notice'>[user] has [locked ? null : "un"]locked the locker.</span>"
update_icon()
else
user << "<span class='notice'>Access Denied</span>"
else
return
/obj/structure/closet/emag_act(mob/user as mob)
if(secure && !broken)
broken = 1
locked = 0
desc += " It appears to be broken."
update_icon()
for(var/mob/O in viewers(user, 3))
O.show_message("<span class='warning'>The locker has been broken by [user] with an electromagnetic card!</span>", 1, "You hear a faint electrical spark.", 2)
overlays += "sparking"
spawn(4) //overlays don't support flick so we have to cheat
update_icon()