// External storage-related logic: // /mob/proc/ClickOn() in /_onclick/click.dm - clicking items in storages // /mob/living/Move() in /modules/mob/living/living.dm - hiding storage boxes on mob movement // /item/attackby() in /game/objects/items.dm - use_to_pickup and allow_quick_gather functionality // -- c0 /obj/item/storage name = "storage" icon = 'icons/obj/storage.dmi' w_class = WEIGHT_CLASS_NORMAL var/silent = 0 // No message on putting items in var/list/can_hold = new/list() //Typecache of objects which this item can store (if set, it can't store anything else) var/list/cant_hold = new/list() //Typecache of objects which this item can't store var/list/is_seeing = new/list() //List of mobs which are currently seeing the contents of this item's storage var/max_w_class = WEIGHT_CLASS_SMALL //Max size of objects that this object can store (in effect only if can_hold isn't set) var/max_combined_w_class = 14 //The sum of the w_classes of all the items in this storage item. var/storage_slots = 7 //The number of storage slots in this container. var/obj/screen/storage/boxes = null var/obj/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, 2 = pick all of a type var/preposition = "in" // You put things 'in' a bag, but trays need 'on'. var/rustle_jimmies = TRUE //Play the rustle sound on insertion /obj/item/storage/MouseDrop(atom/over_object) if(ismob(usr)) //all the check for item manipulation are in other places, you can safely open any storages as anything and its not buggy, i checked var/mob/M = usr if(!over_object) return if (ismecha(M.loc)) // stops inventory actions in a mech return // this must come before the screen objects only block, dunno why it wasn't before if(over_object == M && M.CanReach(src,view_only = TRUE)) orient2hud(M) if(M.s_active) M.s_active.close(M) show_to(M) return if(!M.incapacitated()) if(!istype(over_object, /obj/screen)) return dump_content_at(over_object, M) if(loc != usr || (loc && loc.loc == usr)) return playsound(loc, "rustle", 50, 1, -5) if(istype(over_object, /obj/screen/inventory/hand)) var/obj/screen/inventory/hand/H = over_object M.putItemFromInventoryInHandIfPossible(src, H.held_index) add_fingerprint(usr) /obj/item/storage/MouseDrop_T(atom/movable/O, mob/user) if(isitem(O)) var/obj/item/I = O if(iscarbon(user) || isdrone(user)) var/mob/living/L = user if(!L.incapacitated() && I == L.get_active_held_item()) if(can_be_inserted(I, 0)) handle_item_insertion(I, 0 , L) /obj/item/storage/get_dumping_location(obj/item/storage/source,mob/user) return src //Tries to dump content /obj/item/storage/proc/dump_content_at(atom/dest_object, mob/user) var/atom/dump_destination = dest_object.get_dumping_location() if(Adjacent(user) && dump_destination && user.Adjacent(dump_destination)) if(dump_destination.storage_contents_dump_act(src, user)) playsound(loc, "rustle", 50, 1, -5) return 1 return 0 //Object behaviour on storage dump /obj/item/storage/storage_contents_dump_act(obj/item/storage/src_object, mob/user) var/list/things = src_object.contents.Copy() var/datum/progressbar/progress = new(user, things.len, src) while (do_after(user, 10, TRUE, src, FALSE, CALLBACK(src, .proc/handle_mass_item_insertion, things, src_object, user, progress))) stoplag(1) qdel(progress) orient2hud(user) src_object.orient2hud(user) if(user.s_active) //refresh the HUD to show the transfered contents user.s_active.close(user) user.s_active.show_to(user) return 1 /obj/item/storage/proc/handle_mass_item_insertion(list/things, obj/item/storage/src_object, mob/user, datum/progressbar/progress) for(var/obj/item/I in things) things -= I if(I.loc != src_object) continue if(user.s_active != src_object) if(I.on_found(user)) break if(can_be_inserted(I,0,user)) handle_item_insertion(I, TRUE, user) if (TICK_CHECK) progress.update(progress.goal - things.len) return TRUE progress.update(progress.goal - things.len) return FALSE /obj/item/storage/proc/return_inv() var/list/L = list() L += contents for(var/obj/item/storage/S in src) L += S.return_inv() return L /obj/item/storage/proc/show_to(mob/user) if(!user.client) return if(user.s_active != src && (user.stat == CONSCIOUS)) for(var/obj/item/I in src) if(I.on_found(user)) return if(user.s_active) user.s_active.hide_from(user) user.client.screen |= boxes user.client.screen |= closer user.client.screen |= contents user.s_active = src is_seeing |= user /obj/item/storage/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback) close_all() return ..() /obj/item/storage/proc/hide_from(mob/user) if(!user.client) return user.client.screen -= boxes user.client.screen -= closer user.client.screen -= contents if(user.s_active == src) user.s_active = null is_seeing -= user /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 is_seeing -= M return cansee /obj/item/storage/proc/close(mob/user) hide_from(user) user.s_active = null /obj/item/storage/proc/close_all() for(var/mob/M in can_see_contents()) close(M) . = 1 //returns 1 if any mobs actually got a close(M) call //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 boxes.screen_loc = "[tx]:,[ty] to [mx],[my]" for(var/obj/O in contents) O.screen_loc = "[cx],[cy]" O.layer = ABOVE_HUD_LAYER O.plane = ABOVE_HUD_PLANE cx++ if(cx > mx) cx = tx cy-- closer.screen_loc = "[mx+1],[my]" //This proc draws out the inventory and places the items on it. It uses the standard position. /obj/item/storage/proc/standard_orient_objs(rows, cols, list/obj/item/display_contents) var/cx = 4 var/cy = 2+rows 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.mouse_opacity = MOUSE_OPACITY_OPAQUE ND.sample_object.screen_loc = "[cx]:16,[cy]:16" ND.sample_object.maptext = "[(ND.number > 1)? "[ND.number]" : ""]" ND.sample_object.layer = ABOVE_HUD_LAYER ND.sample_object.plane = ABOVE_HUD_PLANE cx++ if(cx > (4+cols)) cx = 4 cy-- else for(var/obj/O in contents) O.mouse_opacity = MOUSE_OPACITY_OPAQUE //This is here so storage items that spawn with contents correctly have the "click around item to equip" O.screen_loc = "[cx]:16,[cy]:16" O.maptext = "" O.layer = ABOVE_HUD_LAYER O.plane = ABOVE_HUD_PLANE cx++ if(cx > (4+cols)) cx = 4 cy-- closer.screen_loc = "[4+cols+1]:16,2:16" /datum/numbered_display var/obj/item/sample_object var/number /datum/numbered_display/New(obj/item/sample) if(!istype(sample)) qdel(src) sample_object = sample number = 1 //This proc determines 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) 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) ) //var/mob/living/carbon/human/H = user 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. standard_orient_objs(row_num, col_count, numbered_contents) //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, stop_messages = 0, mob/user) if(!istype(W) || (W.flags_1 & ABSTRACT_1)) return //Not an item if(loc == W) return 0 //Means the item is already in the storage item if(contents.len >= storage_slots) if(!stop_messages) to_chat(usr, "[src] is full, make some space!") return 0 //Storage item is full if(can_hold.len) if(!is_type_in_typecache(W, can_hold)) if(!stop_messages) to_chat(usr, "[src] cannot hold [W]!") return 0 if(is_type_in_typecache(W, cant_hold)) //Check for specific items which this container can't hold. if(!stop_messages) to_chat(usr, "[src] cannot hold [W]!") return 0 if(W.w_class > max_w_class) if(!stop_messages) to_chat(usr, "[W] is too big for [src]!") return 0 var/sum_w_class = W.w_class for(var/obj/item/I in contents) sum_w_class += I.w_class //Adds up the combined w_classes which will be in the storage item if the item is added to it. if(sum_w_class > max_combined_w_class) if(!stop_messages) to_chat(usr, "[W] won't fit in [src], make some space!") return 0 if(W.w_class >= w_class && (istype(W, /obj/item/storage))) if(!istype(src, /obj/item/storage/backpack/holding)) //bohs should be able to hold backpacks again. The override for putting a boh in a boh is in backpack.dm. if(!stop_messages) to_chat(usr, "[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. if(W.flags_1 & NODROP_1) //SHOULD be handled in unEquip, but better safe than sorry. to_chat(usr, "\the [W] is stuck to your hand, you can't put it in \the [src]!") return 0 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, prevent_warning = 0, mob/user) if(!istype(W)) return 0 if(usr) if(!usr.transferItemToLoc(W, src)) return 0 else W.forceMove(src) if(silent) prevent_warning = 1 if(W.pulledby) W.pulledby.stop_pulling() W.on_enter_storage(src) if(usr) if(usr.client && usr.s_active != src) usr.client.screen -= W if(usr.observers && usr.observers.len) for(var/M in usr.observers) var/mob/dead/observe = M if(observe.client && observe.s_active != src) observe.client.screen -= W add_fingerprint(usr) if(rustle_jimmies && !prevent_warning) playsound(src.loc, "rustle", 50, 1, -5) if(!prevent_warning) for(var/mob/M in viewers(usr, null)) if(M == usr) to_chat(usr, "You put [W] [preposition]to [src].") else if(in_range(M, usr)) //If someone is standing close enough, they can tell what it is... M.show_message("[usr] puts [W] [preposition]to [src].", 1) else if(W && W.w_class >= 3) //Otherwise they can only see large or normal items from a distance... M.show_message("[usr] puts [W] [preposition]to [src].", 1) orient2hud(usr) for(var/mob/M in can_see_contents()) show_to(M) W.mouse_opacity = MOUSE_OPACITY_OPAQUE //So you can click on the area around the item to equip it, instead of having to pixel hunt 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 new_location target, if that is null it's being deleted /obj/item/storage/proc/remove_from_storage(obj/item/W, atom/new_location) if(!istype(W)) return 0 //Cache this as it should be reusable down the bottom, will not apply if anyone adds a sleep to dropped //or moving objects, things that should never happen var/list/seeing_mobs = can_see_contents() for(var/mob/M in seeing_mobs) M.client.screen -= W if(ismob(loc)) var/mob/M = loc W.dropped(M) if(new_location) W.forceMove(new_location) //Reset the items values W.layer = initial(W.layer) W.plane = initial(W.plane) W.mouse_opacity = initial(W.mouse_opacity) if(W.maptext) W.maptext = "" //We don't want to call this if the item is being destroyed W.on_exit_storage(src) else //Being destroyed, just move to nullspace now (so it's not in contents for the icon update) W.moveToNullspace() for(var/mob/M in seeing_mobs) orient2hud(M) show_to(M) update_icon() return 1 /obj/item/storage/deconstruct(disassembled = TRUE) var/drop_loc = loc if(ismob(loc)) drop_loc = get_turf(src) for(var/obj/item/I in contents) remove_from_storage(I, drop_loc) qdel(src) //This proc is called when you want to place an item into the storage item. /obj/item/storage/attackby(obj/item/W, mob/user, params) ..() if(istype(W, /obj/item/hand_labeler)) var/obj/item/hand_labeler/labeler = W if(labeler.mode) return 0 . = 1 //no afterattack if(iscyborg(user)) return //Robots can't interact with storage items. if(!can_be_inserted(W, 0 , user)) if(contents.len >= storage_slots) //don't use items on the backpack if they don't fit return 1 return 0 handle_item_insertion(W, 0 , user) /obj/item/storage/AllowDrop() return TRUE /obj/item/storage/attack_hand(mob/user) if(user.s_active == src && loc == user) //if you're already looking inside the storage item user.s_active.close(user) close(user) return if(rustle_jimmies) playsound(loc, "rustle", 50, 1, -5) if(ishuman(user)) var/mob/living/carbon/human/H = user if(H.l_store == src && !H.get_active_held_item()) //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_held_item()) H.put_in_hands(src) H.r_store = null return orient2hud(user) if(loc == user) if(user.s_active) user.s_active.close(user) show_to(user) else ..() for(var/mob/M in range(1)) if(M.s_active == src) close(M) add_fingerprint(user) /obj/item/storage/attack_paw(mob/user) return attack_hand(user) /obj/item/storage/verb/toggle_gathering_mode() set name = "Switch Gathering Method" set category = "Object" if(usr.stat || !usr.canmove || usr.restrained()) return collection_mode = (collection_mode+1)%3 switch (collection_mode) if(2) to_chat(usr, "[src] now picks up all items of a single type at once.") if(1) to_chat(usr, "[src] now picks up all items in a tile at once.") if(0) to_chat(usr, "[src] now picks up one item at a time.") // Empty all the contents onto the current turf /obj/item/storage/verb/quick_empty() set name = "Empty Contents" set category = "Object" if((!ishuman(usr) && (loc != usr)) || usr.stat || usr.restrained() ||!usr.canmove) return var/turf/T = get_turf(src) var/list/things = contents.Copy() var/datum/progressbar/progress = new(usr, things.len, T) while (do_after(usr, 10, TRUE, T, FALSE, CALLBACK(src, .proc/mass_remove_from_storage, T, things, progress))) stoplag(1) qdel(progress) /obj/item/storage/proc/mass_remove_from_storage(atom/target, list/things, datum/progressbar/progress) for(var/obj/item/I in things) things -= I if (I.loc != src) continue remove_from_storage(I, target) if (TICK_CHECK) progress.update(progress.goal - things.len) return TRUE progress.update(progress.goal - things.len) return FALSE // Empty all the contents onto the current turf, without checking the user's status. /obj/item/storage/proc/do_quick_empty() var/turf/T = get_turf(src) if(usr) hide_from(usr) for(var/obj/item/I in contents) remove_from_storage(I, T) /obj/item/storage/Initialize(mapload) . = ..() can_hold = typecacheof(can_hold) cant_hold = typecacheof(cant_hold) 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 boxes = new /obj/screen/storage() boxes.name = "storage" boxes.master = src boxes.icon_state = "block" boxes.screen_loc = "7,7 to 10,8" boxes.layer = HUD_LAYER boxes.plane = HUD_PLANE closer = new /obj/screen/close() closer.master = src closer.icon_state = "backpack_close" closer.layer = ABOVE_HUD_LAYER closer.plane = ABOVE_HUD_PLANE orient2hud() PopulateContents() /obj/item/storage/Destroy() for(var/obj/O in contents) O.mouse_opacity = initial(O.mouse_opacity) close_all() qdel(boxes) qdel(closer) return ..() /obj/item/storage/emp_act(severity) if(!isliving(loc)) for(var/obj/O in contents) O.emp_act(severity) ..() /obj/item/storage/attack_self(mob/user) //Clicking on itself will empty it, if it has the verb to do that. if(user.get_active_held_item() == src) if(verbs.Find(/obj/item/storage/verb/quick_empty)) quick_empty() /obj/item/storage/handle_atom_del(atom/A) if(A in contents) usr = null remove_from_storage(A, null) /obj/item/storage/contents_explosion(severity, target) for(var/atom/A in contents) A.ex_act(severity, target) CHECK_TICK //Cyberboss says: "USE THIS TO FILL IT, NOT INITIALIZE OR NEW" /obj/item/storage/proc/PopulateContents()