/
lib_items.dm
393 lines (357 loc) · 13.3 KB
/
lib_items.dm
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#define BOOKCASE_UNANCHORED 0
#define BOOKCASE_ANCHORED 1
#define BOOKCASE_FINISHED 2
/* Library Items
*
* Contains:
* Bookcase
* Book
* Barcode Scanner
*/
/*
* Bookcase
*/
/obj/structure/bookcase
name = "bookcase"
icon = 'icons/obj/library.dmi'
icon_state = "bookempty"
desc = "A great place for storing knowledge."
anchored = FALSE
density = TRUE
opacity = FALSE
resistance_flags = FLAMMABLE
max_integrity = 200
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 0)
var/state = BOOKCASE_UNANCHORED
/// When enabled, books_to_load number of random books will be generated for this bookcase when first interacted with.
var/load_random_books = FALSE
/// The category of books to pick from when populating random books.
var/random_category = null
/// How many random books to generate.
var/books_to_load = 0
/obj/structure/bookcase/examine(mob/user)
. = ..()
if(!anchored)
. += "<span class='notice'>The <i>bolts</i> on the bottom are unsecured.</span>"
else
. += "<span class='notice'>It's secured in place with <b>bolts</b>.</span>"
switch(state)
if(BOOKCASE_UNANCHORED)
. += "<span class='notice'>There's a <b>small crack</b> visible on the back panel.</span>"
if(BOOKCASE_ANCHORED)
. += "<span class='notice'>There's space inside for a <i>wooden</i> shelf.</span>"
if(BOOKCASE_FINISHED)
. += "<span class='notice'>There's a <b>small crack</b> visible on the shelf.</span>"
/obj/structure/bookcase/Initialize(mapload)
. = ..()
if(!mapload)
return
set_anchored(TRUE)
state = BOOKCASE_FINISHED
for(var/obj/item/I in loc)
if(!isbook(I))
continue
I.forceMove(src)
update_appearance()
/obj/structure/bookcase/set_anchored(anchorvalue)
. = ..()
if(isnull(.))
return
state = anchorvalue
if(!anchorvalue) //in case we were vareditted or uprooted by a hostile mob, ensure we drop all our books instead of having them disappear till we're rebuild.
var/atom/Tsec = drop_location()
for(var/obj/I in contents)
if(!isbook(I))
continue
I.forceMove(Tsec)
update_appearance()
/obj/structure/bookcase/attackby(obj/item/I, mob/user, params)
switch(state)
if(BOOKCASE_UNANCHORED)
if(I.tool_behaviour == TOOL_WRENCH)
if(I.use_tool(src, user, 20, volume=50))
to_chat(user, "<span class='notice'>You wrench the frame into place.</span>")
set_anchored(TRUE)
else if(I.tool_behaviour == TOOL_CROWBAR)
if(I.use_tool(src, user, 20, volume=50))
to_chat(user, "<span class='notice'>You pry the frame apart.</span>")
deconstruct(TRUE)
if(BOOKCASE_ANCHORED)
if(istype(I, /obj/item/stack/sheet/mineral/wood))
var/obj/item/stack/sheet/mineral/wood/W = I
if(W.get_amount() >= 2)
W.use(2)
to_chat(user, "<span class='notice'>You add a shelf.</span>")
state = BOOKCASE_FINISHED
update_appearance()
else if(I.tool_behaviour == TOOL_WRENCH)
I.play_tool_sound(src, 100)
to_chat(user, "<span class='notice'>You unwrench the frame.</span>")
set_anchored(FALSE)
if(BOOKCASE_FINISHED)
var/datum/component/storage/STR = I.GetComponent(/datum/component/storage)
if(isbook(I))
if(!user.transferItemToLoc(I, src))
return
update_appearance()
else if(STR)
for(var/obj/item/T in I.contents)
if(istype(T, /obj/item/book) || istype(T, /obj/item/spellbook))
STR.remove_from_storage(T, src)
to_chat(user, "<span class='notice'>You empty \the [I] into \the [src].</span>")
update_appearance()
else if(istype(I, /obj/item/pen))
if(!user.is_literate())
to_chat(user, "<span class='notice'>You scribble illegibly on the side of [src]!</span>")
return
var/newname = stripped_input(user, "What would you like to title this bookshelf?")
if(!user.canUseTopic(src, BE_CLOSE))
return
if(!newname)
return
else
name = "bookcase ([sanitize(newname)])"
else if(I.tool_behaviour == TOOL_CROWBAR)
if(contents.len)
to_chat(user, "<span class='warning'>You need to remove the books first!</span>")
else
I.play_tool_sound(src, 100)
to_chat(user, "<span class='notice'>You pry the shelf out.</span>")
new /obj/item/stack/sheet/mineral/wood(drop_location(), 2)
state = BOOKCASE_ANCHORED
update_appearance()
else
return ..()
/obj/structure/bookcase/attack_hand(mob/living/user)
. = ..()
if(.)
return
if(!istype(user))
return
if(load_random_books)
create_random_books(books_to_load, src, FALSE, random_category)
load_random_books = FALSE
if(contents.len)
var/obj/item/book/choice = input(user, "Which book would you like to remove from the shelf?") as null|obj in sortNames(contents.Copy())
if(choice)
if(!(user.mobility_flags & MOBILITY_USE) || user.stat != CONSCIOUS || HAS_TRAIT(user, TRAIT_HANDS_BLOCKED) || !in_range(loc, user))
return
if(ishuman(user))
if(!user.get_active_held_item())
user.put_in_hands(choice)
else
choice.forceMove(drop_location())
update_appearance()
/obj/structure/bookcase/deconstruct(disassembled = TRUE)
var/atom/Tsec = drop_location()
new /obj/item/stack/sheet/mineral/wood(Tsec, 4)
for(var/obj/item/I in contents)
if(!isbook(I))
continue
I.forceMove(Tsec)
return ..()
/obj/structure/bookcase/update_icon_state()
if(state == BOOKCASE_UNANCHORED)
icon_state = "bookempty"
return ..()
var/amount = contents.len
if(load_random_books)
amount += books_to_load
icon_state = "book-[clamp(amount, 0, 5)]"
return ..()
/obj/structure/bookcase/manuals/engineering
name = "engineering manuals bookcase"
/obj/structure/bookcase/manuals/engineering/Initialize()
. = ..()
new /obj/item/book/manual/wiki/construction(src)
new /obj/item/book/manual/wiki/hacking(src)
new /obj/item/book/manual/wiki/engineering(src)
new /obj/item/book/manual/wiki/robotics(src)
update_appearance()
// /obj/structure/bookcase/manuals/research_and_development
// name = "\improper R&D manuals bookcase"
// /obj/structure/bookcase/manuals/research_and_development/Initialize()
// . = ..()
// new /obj/item/book/manual/wiki/research_and_development(src)
// update_appearance()
/obj/structure/bookcase/manuals/chemistry
name = "chemistry manuals bookcase"
/obj/structure/bookcase/manuals/chemistry/Initialize()
. = ..()
new /obj/item/book/manual/wiki/chemistry(src)
new /obj/item/book/manual/wiki/ghetto_chemistry(src)
/*
* Book
*/
/obj/item/book
name = "book"
icon = 'icons/obj/library.dmi'
icon_state ="book"
desc = "Crack it open, inhale the musk of its pages, and learn something new."
throw_speed = 1
throw_range = 5
w_class = WEIGHT_CLASS_NORMAL //upped to three because books are, y'know, pretty big. (and you could hide them inside eachother recursively forever)
attack_verb = list("bashed", "whacked", "educated")
resistance_flags = FLAMMABLE
drop_sound = 'sound/items/handling/book_drop.ogg'
pickup_sound = 'sound/items/handling/book_pickup.ogg'
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/window_size = null // Specific window size for the book, i.e: "1920x1080", Size x Width
/obj/item/book/attack_self(mob/user)
if(!user.can_read(src))
return
if(dat)
user << browse("<HTML><HEAD><meta http-equiv='X-UA-Compatible' content='IE=Edge'/><meta charset='UTF-8'><title>[title]</title></HEAD><BODY><TT><I>Penned by [author].</I></TT> <BR>[dat]</BODY></HTML>", "window=book[window_size != null ? ";size=[window_size]" : ""]")
user.visible_message("<span class='notice'>[user] opens a book titled \"[title]\" and begins reading intently.</span>")
SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "book_nerd", /datum/mood_event/book_nerd)
onclose(user, "book")
else
to_chat(user, "<span class='notice'>This book is completely blank!</span>")
/obj/item/book/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/pen))
if(user.is_blind())
to_chat(user, "<span class='warning'>As you are trying to write on the book, you suddenly feel very stupid!</span>")
return
if(unique)
to_chat(user, "<span class='warning'>These pages don't seem to take the ink well! Looks like you can't modify it.</span>")
return
var/literate = user.is_literate()
if(!literate)
to_chat(user, "<span class='notice'>You scribble illegibly on the cover of [src]!</span>")
return
var/choice = input("What would you like to change?") in list("Title", "Contents", "Author", "Cancel")
if(!user.canUseTopic(src, BE_CLOSE, literate))
return
switch(choice)
if("Title")
var/newtitle = reject_bad_text(stripped_input(user, "Write a new title:"))
if(!user.canUseTopic(src, BE_CLOSE, literate))
return
if (length(newtitle) > 20)
to_chat(user, "<span class='warning'>That title won't fit on the cover!</span>")
return
if(!newtitle)
to_chat(user, "<span class='warning'>That title is invalid.</span>")
return
else
name = newtitle
title = newtitle
if("Contents")
var/content = stripped_input(user, "Write your book's contents (HTML NOT allowed):","","",8192)
if(!user.canUseTopic(src, BE_CLOSE, literate))
return
if(!content)
to_chat(user, "<span class='warning'>The content is invalid.</span>")
return
else
dat += content
if("Author")
var/newauthor = stripped_input(user, "Write the author's name:")
if(!user.canUseTopic(src, BE_CLOSE, literate))
return
if(!newauthor)
to_chat(user, "<span class='warning'>The name is invalid.</span>")
return
else
author = newauthor
else
return
else if(istype(I, /obj/item/barcodescanner))
var/obj/item/barcodescanner/scanner = I
if(!scanner.computer)
to_chat(user, "<span class='alert'>[I]'s screen flashes: 'No associated computer found!'</span>")
else
switch(scanner.mode)
if(0)
scanner.book = src
to_chat(user, "<span class='notice'>[I]'s screen flashes: 'Book stored in buffer.'</span>")
if(1)
scanner.book = src
scanner.computer.buffer_book = name
to_chat(user, "<span class='notice'>[I]'s screen flashes: 'Book stored in buffer. Book title stored in associated computer buffer.'</span>")
if(2)
scanner.book = src
for(var/datum/borrowbook/b in scanner.computer.checkouts)
if(b.bookname == name)
scanner.computer.checkouts.Remove(b)
to_chat(user, "<span class='notice'>[I]'s screen flashes: 'Book stored in buffer. Book has been checked in.'</span>")
return
to_chat(user, "<span class='notice'>[I]'s screen flashes: 'Book stored in buffer. No active check-out record found for current title.'</span>")
if(3)
scanner.book = src
for(var/obj/item/book in scanner.computer.inventory)
if(book == src)
to_chat(user, "<span class='alert'>[I]'s screen flashes: 'Book stored in buffer. Title already present in inventory, aborting to avoid duplicate entry.'</span>")
return
scanner.computer.inventory.Add(src)
to_chat(user, "<span class='notice'>[I]'s screen flashes: 'Book stored in buffer. Title added to general inventory.'</span>")
else if(istype(I, /obj/item/kitchen/knife) || I.tool_behaviour == TOOL_WIRECUTTER)
to_chat(user, "<span class='notice'>You begin to carve out [title]...</span>")
if(do_after(user, 30, target = src))
to_chat(user, "<span class='notice'>You carve out the pages from [title]! You didn't want to read it anyway.</span>")
var/obj/item/storage/book/B = new
B.name = src.name
B.title = src.title
B.icon_state = src.icon_state
if(user.is_holding(src))
qdel(src)
user.put_in_hands(B)
return
else
B.forceMove(drop_location())
qdel(src)
return
return
else
..()
/*
* Barcode Scanner
*/
/obj/item/barcodescanner
name = "barcode scanner"
icon = 'icons/obj/library.dmi'
icon_state ="scanner"
desc = "A fabulous tool if you need to scan a barcode."
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_TINY
var/obj/machinery/computer/bookmanagement/computer //Associated computer - Modes 1 to 3 use this
var/obj/item/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
/obj/item/barcodescanner/attack_self(mob/user)
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(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")
/obj/structure/bookcase/manuals/medical
name = "medical manuals bookcase"
/obj/structure/bookcase/manuals/medical/Initialize()
. = ..()
new /obj/item/book/manual/wiki/medicine(src)
new /obj/item/book/manual/wiki/surgery(src)
update_appearance()
#undef BOOKCASE_UNANCHORED
#undef BOOKCASE_ANCHORED
#undef BOOKCASE_FINISHED