Files
vgstation13/code/game/machinery/vending.dm
elly1989@rocketmail.com 7b720a20b6 >Moved most of the helper procs into code/__HELPERS. If you see ANYTHING generic enough to be a helper proc just throw it in there and help purge the copypasta 5ever
>Replaced dd_text2list, dd_text2listcase, tg_text2listcase and tg_text2list with text2list and text2listEx. text2list will return a list of each and every character in the string if you set separator=""
>added return_file_text(filepath) which returns text from a file after doing some checks: does the file exist? is the file empty? It prints helpful error messages to the world.log if it runs into problems
>Replaced dd_file2list(filepath, seperator) with file2list(filepath, seperator). It just calls text2list(return_file_text(filepath), seperator). rather than copypasta
>Replaced time_stamp() so it's not as retarded
>Lots of the world setup stuff uses file2list now, rather than file2text -> sanity -> text2list
>Added error() warning() testing() procs. These print messages to world.log with a prefix. e.g. ## ERROR: msg.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4948 316c924e-a436-60f5-8080-3fe189b3f50e
2012-10-24 14:39:36 +00:00

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/obj/machinery/vending
var/const/WIRE_EXTEND = 1
var/const/WIRE_SCANID = 2
var/const/WIRE_SHOCK = 3
var/const/WIRE_SHOOTINV = 4
/datum/data/vending_product
var/product_name = "generic"
var/product_path = null
var/amount = 0
var/display_color = "blue"
/obj/machinery/vending/New()
..()
spawn(4)
src.slogan_list = text2list(src.product_slogans, ";")
var/list/temp_paths = text2list(src.product_paths, ";")
var/list/temp_amounts = text2list(src.product_amounts, ";")
var/list/temp_hidden = text2list(src.product_hidden, ";")
var/list/temp_hideamt = text2list(src.product_hideamt, ";")
var/list/temp_coin = text2list(src.product_coin, ";")
var/list/temp_coin_amt = text2list(src.product_coin_amt, ";")
//Little sanity check here
if ((isnull(temp_paths)) || (isnull(temp_amounts)) || (temp_paths.len != temp_amounts.len) || (temp_hidden.len != temp_hideamt.len))
stat |= BROKEN
power_change()
return
src.build_inventory(temp_paths,temp_amounts)
//Add hidden inventory
src.build_inventory(temp_hidden,temp_hideamt, 1)
src.build_inventory(temp_coin,temp_coin_amt, 0, 1)
power_change()
return
return
/obj/machinery/vending/ex_act(severity)
switch(severity)
if(1.0)
del(src)
return
if(2.0)
if (prob(50))
del(src)
return
if(3.0)
if (prob(25))
spawn(0)
src.malfunction()
return
return
else
return
/obj/machinery/vending/blob_act()
if (prob(50))
spawn(0)
src.malfunction()
del(src)
return
return
/obj/machinery/vending/proc/build_inventory(var/list/path_list,var/list/amt_list,hidden=0,req_coin=0)
for(var/p=1, p <= path_list.len ,p++)
var/checkpath = text2path(path_list[p])
if (!checkpath)
continue
var/obj/temp = new checkpath(src)
var/datum/data/vending_product/R = new /datum/data/vending_product( )
R.product_name = capitalize(temp.name)
R.product_path = path_list[p]
R.display_color = pick("red","blue","green")
// R. = text2num(amt_list[p])
// src.product_records += R
if(hidden)
R.amount = text2num(amt_list[p])
src.hidden_records += R
else if(req_coin)
R.amount = text2num(amt_list[p])
src.coin_records += R
else
R.amount = text2num(amt_list[p])
src.product_records += R
del(temp)
// world << "Added: [R.product_name]] - [R.amount] - [R.product_path]"
continue
return
/obj/machinery/vending/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/card/emag))
src.emagged = 1
user << "You short out the product lock on [src]"
return
else if(istype(W, /obj/item/weapon/screwdriver))
src.panel_open = !src.panel_open
user << "You [src.panel_open ? "open" : "close"] the maintenance panel."
src.overlays = null
if(src.panel_open)
src.overlays += image(src.icon, "[initial(icon_state)]-panel")
src.updateUsrDialog()
return
else if(istype(W, /obj/item/device/multitool)||istype(W, /obj/item/weapon/wirecutters))
if(src.panel_open)
attack_hand(user)
return
else if(istype(W, /obj/item/weapon/coin) && product_coin != "")
user.drop_item()
W.loc = src
coin = W
user << "\blue You insert the [W] into the [src]"
return
else
..()
/obj/machinery/vending/attack_paw(mob/user as mob)
return attack_hand(user)
/obj/machinery/vending/attack_ai(mob/user as mob)
return attack_hand(user)
/obj/machinery/vending/attack_hand(mob/user as mob)
if(stat & (BROKEN|NOPOWER))
return
user.machine = src
if(src.seconds_electrified != 0)
if(src.shock(user, 100))
return
var/vendorname = (src.name) //import the machine's name
var/dat = "<TT><center><b>[vendorname]</b></center><hr /><br>" //display the name, and added a horizontal rule
dat += "<b>Select an item: </b><br><br>" //the rest is just general spacing and bolding
if (product_coin != "")
dat += "<b>Coin slot:</b> [coin ? coin : "No coin inserted"] (<a href='byond://?src=\ref[src];remove_coin=1'>Remove</A>)<br><br>"
if (src.product_records.len == 0)
dat += "<font color = 'red'>No product loaded!</font>"
else
var/list/display_records = src.product_records
if(src.extended_inventory)
display_records = src.product_records + src.hidden_records
if(src.coin)
display_records = src.product_records + src.coin_records
if(src.coin && src.extended_inventory)
display_records = src.product_records + src.hidden_records + src.coin_records
for (var/datum/data/vending_product/R in display_records)
dat += "<FONT color = '[R.display_color]'><B>[R.product_name]</B>:"
dat += " <b>[R.amount]</b> </font>"
if (R.amount > 0)
dat += "<a href='byond://?src=\ref[src];vend=\ref[R]'>(Vend)</A>"
else
dat += " <font color = 'red'>SOLD OUT</font>"
dat += "<br>"
dat += "</TT>"
if(panel_open)
var/list/vendwires = list(
"Violet" = 1,
"Orange" = 2,
"Goldenrod" = 3,
"Green" = 4,
)
dat += "<br><hr><br><B>Access Panel</B><br>"
for(var/wiredesc in vendwires)
var/is_uncut = src.wires & APCWireColorToFlag[vendwires[wiredesc]]
dat += "[wiredesc] wire: "
if(!is_uncut)
dat += "<a href='?src=\ref[src];cutwire=[vendwires[wiredesc]]'>Mend</a>"
else
dat += "<a href='?src=\ref[src];cutwire=[vendwires[wiredesc]]'>Cut</a> "
dat += "<a href='?src=\ref[src];pulsewire=[vendwires[wiredesc]]'>Pulse</a> "
dat += "<br>"
dat += "<br>"
dat += "The orange light is [(src.seconds_electrified == 0) ? "off" : "on"].<BR>"
dat += "The red light is [src.shoot_inventory ? "off" : "blinking"].<BR>"
dat += "The green light is [src.extended_inventory ? "on" : "off"].<BR>"
dat += "The [(src.wires & WIRE_SCANID) ? "purple" : "yellow"] light is on.<BR>"
if (product_slogans != "")
dat += "The speaker switch is [src.shut_up ? "off" : "on"]. <a href='?src=\ref[src];togglevoice=[1]'>Toggle</a>"
user << browse(dat, "window=vending")
onclose(user, "")
return
/obj/machinery/vending/Topic(href, href_list)
if(stat & (BROKEN|NOPOWER))
return
if(usr.stat || usr.restrained())
return
if(istype(usr,/mob/living/silicon))
if(istype(usr,/mob/living/silicon/robot))
var/mob/living/silicon/robot/R = usr
if(!(R.module && istype(R.module,/obj/item/weapon/robot_module/butler) ))
usr << "\red The vending machine refuses to interface with you, as you are not in its target demographic!"
return
else
usr << "\red The vending machine refuses to interface with you, as you are not in its target demographic!"
return
if(href_list["remove_coin"])
if(!coin)
usr << "There is no coin in this machine."
return
coin.loc = src.loc
if(!usr.get_active_hand())
usr.put_in_hands(coin)
usr << "\blue You remove the [coin] from the [src]"
coin = null
if ((usr.contents.Find(src) || (in_range(src, usr) && istype(src.loc, /turf))))
usr.machine = src
if ((href_list["vend"]) && (src.vend_ready))
if ((!src.allowed(usr)) && (!src.emagged) && (src.wires & WIRE_SCANID)) //For SECURE VENDING MACHINES YEAH
usr << "\red Access denied." //Unless emagged of course
flick(src.icon_deny,src)
return
src.vend_ready = 0 //One thing at a time!!
var/datum/data/vending_product/R = locate(href_list["vend"])
if (!R || !istype(R))
src.vend_ready = 1
return
var/product_path = text2path(R.product_path)
if (!product_path)
src.vend_ready = 1
return
if (R.amount <= 0)
src.vend_ready = 1
return
if (R in coin_records)
if(!coin)
usr << "\blue You need to insert a coin to get this item."
return
if(coin.string_attached)
if(prob(50))
usr << "\blue You successfully pull the coin out before the [src] could swallow it."
else
usr << "\blue You weren't able to pull the coin out fast enough, the machine ate it, string and all."
del(coin)
else
del(coin)
R.amount--
if(((src.last_reply + (src.vend_delay + 200)) <= world.time) && src.vend_reply)
spawn(0)
src.speak(src.vend_reply)
src.last_reply = world.time
use_power(5)
if (src.icon_vend) //Show the vending animation if needed
flick(src.icon_vend,src)
spawn(src.vend_delay)
new product_path(get_turf(src))
src.vend_ready = 1
return
src.updateUsrDialog()
return
else if ((href_list["cutwire"]) && (src.panel_open))
var/twire = text2num(href_list["cutwire"])
if (!( istype(usr.get_active_hand(), /obj/item/weapon/wirecutters) ))
usr << "You need wirecutters!"
return
if (src.isWireColorCut(twire))
src.mend(twire)
else
src.cut(twire)
else if ((href_list["pulsewire"]) && (src.panel_open))
var/twire = text2num(href_list["pulsewire"])
if (!istype(usr.get_active_hand(), /obj/item/device/multitool))
usr << "You need a multitool!"
return
if (src.isWireColorCut(twire))
usr << "You can't pulse a cut wire."
return
else
src.pulse(twire)
else if ((href_list["togglevoice"]) && (src.panel_open))
src.shut_up = !src.shut_up
src.add_fingerprint(usr)
src.updateUsrDialog()
else
usr << browse(null, "window=vending")
return
return
/obj/machinery/vending/process()
if(stat & (BROKEN|NOPOWER))
return
if(!src.active)
return
if(src.seconds_electrified > 0)
src.seconds_electrified--
//Pitch to the people! Really sell it!
if(((src.last_slogan + src.slogan_delay) <= world.time) && (src.slogan_list.len > 0) && (!src.shut_up) && prob(5))
var/slogan = pick(src.slogan_list)
src.speak(slogan)
src.last_slogan = world.time
if(src.shoot_inventory && prob(2))
src.throw_item()
return
/obj/machinery/vending/proc/speak(var/message)
if(stat & NOPOWER)
return
if (!message)
return
for(var/mob/O in hearers(src, null))
O.show_message("<span class='game say'><span class='name'>[src]</span> beeps, \"[message]\"",2)
return
/obj/machinery/vending/power_change()
if(stat & BROKEN)
icon_state = "[initial(icon_state)]-broken"
else
if( powered() )
icon_state = initial(icon_state)
stat &= ~NOPOWER
else
spawn(rand(0, 15))
src.icon_state = "[initial(icon_state)]-off"
stat |= NOPOWER
//Oh no we're malfunctioning! Dump out some product and break.
/obj/machinery/vending/proc/malfunction()
for(var/datum/data/vending_product/R in src.product_records)
if (R.amount <= 0) //Try to use a record that actually has something to dump.
continue
var/dump_path = text2path(R.product_path)
if (!dump_path)
continue
while(R.amount>0)
new dump_path(src.loc)
R.amount--
break
stat |= BROKEN
src.icon_state = "[initial(icon_state)]-broken"
return
//Somebody cut an important wire and now we're following a new definition of "pitch."
/obj/machinery/vending/proc/throw_item()
var/obj/throw_item = null
var/mob/living/target = locate() in view(7,src)
if(!target)
return 0
for(var/datum/data/vending_product/R in src.product_records)
if (R.amount <= 0) //Try to use a record that actually has something to dump.
continue
var/dump_path = text2path(R.product_path)
if (!dump_path)
continue
R.amount--
throw_item = new dump_path(src.loc)
break
if (!throw_item)
return 0
spawn(0)
throw_item.throw_at(target, 16, 3)
src.visible_message("\red <b>[src] launches [throw_item.name] at [target.name]!</b>")
return 1
/obj/machinery/vending/proc/isWireColorCut(var/wireColor)
var/wireFlag = APCWireColorToFlag[wireColor]
return ((src.wires & wireFlag) == 0)
/obj/machinery/vending/proc/isWireCut(var/wireIndex)
var/wireFlag = APCIndexToFlag[wireIndex]
return ((src.wires & wireFlag) == 0)
/obj/machinery/vending/proc/cut(var/wireColor)
var/wireFlag = APCWireColorToFlag[wireColor]
var/wireIndex = APCWireColorToIndex[wireColor]
src.wires &= ~wireFlag
switch(wireIndex)
if(WIRE_EXTEND)
src.extended_inventory = 0
if(WIRE_SHOCK)
src.seconds_electrified = -1
if (WIRE_SHOOTINV)
if(!src.shoot_inventory)
src.shoot_inventory = 1
/obj/machinery/vending/proc/mend(var/wireColor)
var/wireFlag = APCWireColorToFlag[wireColor]
var/wireIndex = APCWireColorToIndex[wireColor] //not used in this function
src.wires |= wireFlag
switch(wireIndex)
// if(WIRE_SCANID)
if(WIRE_SHOCK)
src.seconds_electrified = 0
if (WIRE_SHOOTINV)
src.shoot_inventory = 0
/obj/machinery/vending/proc/pulse(var/wireColor)
var/wireIndex = APCWireColorToIndex[wireColor]
switch(wireIndex)
if(WIRE_EXTEND)
src.extended_inventory = !src.extended_inventory
// if (WIRE_SCANID)
if (WIRE_SHOCK)
src.seconds_electrified = 30
if (WIRE_SHOOTINV)
src.shoot_inventory = !src.shoot_inventory
/obj/machinery/vending/proc/shock(mob/user, prb)
if(stat & (BROKEN|NOPOWER)) // unpowered, no shock
return 0
if(!prob(prb))
return 0
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(5, 1, src)
s.start()
if (electrocute_mob(user, get_area(src), src, 0.7))
return 1
else
return 0