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vgstation13/code/modules/library/lib_items.dm

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/* Library Items
*
* Contains:
* Bookcase
* Book
* Barcode Scanner
*/
/*
* Bookcase
*/
/obj/structure/bookcase
name = "bookcase"
icon = 'icons/obj/library.dmi'
icon_state = "book-0"
anchored = 1
density = 1
opacity = 1
autoignition_temperature = AUTOIGNITION_WOOD
fire_fuel = 10
var/health = 50
var/tmp/busy = 0
var/list/valid_types = list(/obj/item/weapon/book, \
/obj/item/weapon/tome, \
/obj/item/weapon/spellbook, \
/obj/item/weapon/storage/bible)
/obj/structure/bookcase/cultify()
return
/obj/structure/bookcase/initialize()
for(var/obj/item/I in loc)
if(is_type_in_list(I, valid_types))
I.forceMove(src)
update_icon()
/obj/structure/bookcase/proc/healthcheck()
if(health <= 0)
visible_message("<span class='warning'>\The [src] breaks apart!</span>")
getFromPool(/obj/item/stack/sheet/wood, get_turf(src), 3)
qdel(src)
/obj/structure/bookcase/attackby(obj/O as obj, mob/user as mob)
if(busy) //So that you can't mess with it while deconstructing
return
if(is_type_in_list(O, valid_types))
user.drop_item(O, src)
update_icon()
else if(iscrowbar(O) && user.a_intent == I_HELP) //Only way to deconstruct, needs help intent
playsound(get_turf(src), 'sound/items/Crowbar.ogg', 75, 1)
user.visible_message("<span class='warning'>[user] starts disassembling \the [src].</span>", \
"<span class='notice'>You start disassembling \the [src].</span>")
busy = 1
if(do_after(user, src, 50))
playsound(get_turf(src), 'sound/items/Deconstruct.ogg', 75, 1)
user.visible_message("<span class='warning'>[user] disassembles \the [src].</span>", \
"<span class='notice'>You disassemble \the [src].</span>")
busy = 0
getFromPool(/obj/item/stack/sheet/wood, get_turf(src), 5)
qdel(src)
return
else
busy = 0
return
else if(iswrench(O))
anchored = !anchored
playsound(get_turf(src), 'sound/items/Ratchet.ogg', 50, 1)
user.visible_message("<span class='warning'>[user] [anchored ? "":"un"]anchors \the [src] [anchored ? "to":"from"] the floor.</span>", \
"<span class='notice'>You [anchored ? "":"un"]anchor the [src] [anchored ? "to":"from"] the floor.</span>")
else if(istype(O, /obj/item/weapon/pen))
var/newname = stripped_input(user, "What category title would you like to give to this [name]?")
if(!newname)
return
else
name = ("bookcase ([sanitize(newname)])")
else if(O.damtype == BRUTE || O.damtype == BURN)
user.delayNextAttack(10) //We are attacking the bookshelf
health -= O.force
user.visible_message("<span class='warning'>\The [user] hits \the [src] with \the [O].</span>", \
"<span class='warning'>You hit \the [src] with \the [O].</span>")
healthcheck()
else
return ..() //Weapon checks for weapons without brute or burn damage type and grab check
/obj/structure/bookcase/attack_hand(var/mob/user as mob)
if(contents.len)
var/obj/item/weapon/book/choice = input("Which book would you like to remove from \the [src]?") as null|obj in contents
if(choice)
if(user.restrained() || user.stat || user.weakened || user.stunned || user.paralysis || user.resting || get_dist(user, src) > 1)
return
if(!user.get_active_hand())
user.put_in_hands(choice)
else
choice.forceMove(get_turf(src))
update_icon()
/obj/structure/bookcase/ex_act(severity)
switch(severity)
if(1.0)
for(var/obj/item/I in contents)
qdel(I)
qdel(src)
return
if(2.0)
for(var/obj/item/I in contents)
if(prob(50))
qdel(I)
qdel(src)
return
if(3.0)
if(prob(50))
qdel(src)
return
return
/obj/structure/bookcase/Destroy()
for(var/obj/item/I in contents)
if(is_type_in_list(I, valid_types))
I.forceMove(get_turf(src))
..()
/obj/structure/bookcase/update_icon()
if(contents.len < 5)
icon_state = "book-[contents.len]"
else
icon_state = "book-5"
/obj/structure/bookcase/manuals/medical
name = "Medical Manuals bookcase"
New()
..()
new /obj/item/weapon/book/manual/medical_cloning(src)
update_icon()
/obj/structure/bookcase/manuals/engineering
name = "Engineering Manuals bookcase"
New()
..()
new /obj/item/weapon/book/manual/engineering_construction(src)
new /obj/item/weapon/book/manual/engineering_particle_accelerator(src)
new /obj/item/weapon/book/manual/engineering_hacking(src)
new /obj/item/weapon/book/manual/engineering_guide(src)
new /obj/item/weapon/book/manual/engineering_singularity_safety(src)
new /obj/item/weapon/book/manual/robotics_cyborgs(src)
update_icon()
/obj/structure/bookcase/manuals/research_and_development
name = "R&D Manuals bookcase"
New()
..()
new /obj/item/weapon/book/manual/research_and_development(src)
update_icon()
/*
* Book
*/
/obj/item/weapon/book
name = "book"
icon = 'icons/obj/library.dmi'
icon_state ="book"
throw_speed = 1
throw_range = 5
w_class = 3 //upped to three because books are, y'know, pretty big. (and you could hide them inside eachother recursively forever)
flags = FPRINT
attack_verb = list("bashed", "whacked", "educated")
autoignition_temperature = AUTOIGNITION_PAPER
fire_fuel = 3
var/dat // Actual page content
var/due_date = 0 // Game time in 1/10th seconds
var/author // Who wrote the thing, can be changed by pen or PC. It is not automatically assigned
var/unique = 0 // 0 - Normal book, 1 - Should not be treated as normal book, unable to be copied, unable to be modified
var/title // The real name of the book.
var/carved = 0 // Has the book been hollowed out for use as a secret storage item?
var/wiki_page // Title of the book's wiki page.
var/forbidden = 0 // Prevent ordering of this book. (0=no, 1=yes, 2=emag only)
var/obj/item/store // What's in the book?
/obj/item/weapon/book/New()
..()
if(wiki_page)
dat = {"
<html>
<body>
<iframe width='100%' height='100%' src="http://ss13.pomf.se/wiki/index.php?title=[wiki_page]&printable=yes"></iframe>
</body>
</html>
"}
/obj/item/weapon/book/cultify()
new /obj/item/weapon/tome(loc)
..()
/obj/item/weapon/book/attack_self(var/mob/user as mob)
if(carved)
if(store)
to_chat(user, "<span class='notice'>[store] falls out of [title]!</span>")
store.loc = get_turf(src.loc)
store = null
return
else
to_chat(user, "<span class='notice'>The pages of [title] have been cut out!</span>")
return
if(src.dat)
user << browse("<TT><I>Penned by [author].</I></TT> <BR>" + "[dat]", "window=book")
user.visible_message("[user] opens a book titled \"[src.title]\" and begins reading intently.")
onclose(user, "book")
else
to_chat(user, "This book is completely blank!")
/obj/item/weapon/book/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(carved)
if(!store)
if(W.w_class < 3)
user.drop_item(W, src)
store = W
to_chat(user, "<span class='notice'>You put [W] in [title].</span>")
return
else
to_chat(user, "<span class='notice'>[W] won't fit in [title].</span>")
return
else
to_chat(user, "<span class='notice'>There's already something in [title]!</span>")
return
if(istype(W, /obj/item/weapon/pen))
if(unique)
to_chat(user, "These pages don't seem to take the ink well. Looks like you can't modify it.")
return
var/choice = input("What would you like to change?") in list("Title", "Contents", "Author", "Cancel")
switch(choice)
if("Title")
var/newtitle = reject_bad_text(stripped_input(usr, "Write a new title:"))
if(!newtitle)
to_chat(usr, "The title is invalid.")
return
else
src.name = newtitle
src.title = newtitle
if("Contents")
var/content = sanitize(input(usr, "Write your book's contents (HTML NOT allowed):") as message|null)
if(!content)
to_chat(usr, "The content is invalid.")
return
else
src.dat += content
if("Author")
var/newauthor = stripped_input(usr, "Write the author's name:")
if(!newauthor)
to_chat(usr, "The name is invalid.")
return
else
src.author = newauthor
else
return
else if(istype(W, /obj/item/weapon/barcodescanner))
var/obj/item/weapon/barcodescanner/scanner = W
if(!scanner.computer)
to_chat(user, "[W]'s screen flashes: 'No associated computer found!'")
else
switch(scanner.mode)
if(0)
scanner.book = src
to_chat(user, "[W]'s screen flashes: 'Book stored in buffer.'")
if(1)
scanner.book = src
scanner.computer.buffer_book = src.name
to_chat(user, "[W]'s screen flashes: 'Book stored in buffer. Book title stored in associated computer buffer.'")
if(2)
scanner.book = src
for(var/datum/borrowbook/b in scanner.computer.checkouts)
if(b.bookname == src.name)
scanner.computer.checkouts.Remove(b)
to_chat(user, "[W]'s screen flashes: 'Book stored in buffer. Book has been checked in.'")
return
to_chat(user, "[W]'s screen flashes: 'Book stored in buffer. No active check-out record found for current title.'")
if(3)
scanner.book = src
for(var/obj/item/weapon/book in scanner.computer.inventory)
if(book == src)
to_chat(user, "[W]'s screen flashes: 'Book stored in buffer. Title already present in inventory, aborting to avoid duplicate entry.'")
return
scanner.computer.inventory.Add(src)
to_chat(user, "[W]'s screen flashes: 'Book stored in buffer. Title added to general inventory.'")
else if(istype(W, /obj/item/weapon/kitchen/utensil/knife/large) || istype(W, /obj/item/weapon/wirecutters))
if(carved) return
to_chat(user, "<span class='notice'>You begin to carve out [title].</span>")
if(do_after(user, src, 30))
to_chat(user, "<span class='notice'>You carve out the pages from [title]! You didn't want to read it anyway.</span>")
carved = 1
return
else
..()
/*
* Barcode Scanner
*/
/obj/item/weapon/barcodescanner
name = "barcode scanner"
icon = 'icons/obj/library.dmi'
icon_state ="scanner"
throw_speed = 1
throw_range = 5
w_class = 1.0
flags = FPRINT
var/obj/machinery/computer/library/checkout/computer // Associated computer - Modes 1 to 3 use this
var/obj/item/weapon/book/book // Currently scanned book
var/mode = 0 // 0 - Scan only, 1 - Scan and Set Buffer, 2 - Scan and Attempt to Check In, 3 - Scan and Attempt to Add to Inventory
attack_self(mob/user as mob)
mode += 1
if(mode > 3)
mode = 0
to_chat(user, "[src] Status Display:")
var/modedesc
switch(mode)
if(0)
modedesc = "Scan book to local buffer."
if(1)
modedesc = "Scan book to local buffer and set associated computer buffer to match."
if(2)
modedesc = "Scan book to local buffer, attempt to check in scanned book."
if(3)
modedesc = "Scan book to local buffer, attempt to add book to general inventory."
else
modedesc = "ERROR"
to_chat(user, " - Mode [mode] : [modedesc]")
if(src.computer)
to_chat(user, "<font color=green>Computer has been associated with this unit.</font>")
else
to_chat(user, "<font color=red>No associated computer found. Only local scans will function properly.</font>")
to_chat(user, "\n")