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Aurora.3/code/game/objects/items/weapons/storage/internal.dm
Matt Atlas 8f9d5a4e71 Revert "Tail Stuff (#12785)" (#13582)
This reverts commit 42f5ff082c.
2022-04-19 19:41:46 +02:00

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//A storage item intended to be used by other items to provide storage functionality.
//Types that use this should consider overriding emp_act() and hear_talk(), unless they shield their contents somehow.
/obj/item/storage/internal
var/obj/item/master_item
/obj/item/storage/internal/New(obj/item/MI)
master_item = MI
loc = master_item
name = master_item.name
//verbs -= /obj/item/verb/verb_pickup //make sure this is never picked up.
..()
/obj/item/storage/internal/Destroy()
master_item = null
return ..()
/obj/item/storage/internal/attack_hand()
return //make sure this is never picked up
/obj/item/storage/internal/mob_can_equip(M, slot, disable_warning = FALSE)
return 0 //make sure this is never picked up
//Helper procs to cleanly implement internal storages - storage items that provide inventory slots for other items.
//These procs are completely optional, it is up to the master item to decide when it's storage get's opened by calling open()
//However they are helpful for allowing the master item to pretend it is a storage item itself.
//If you are using these you will probably want to override attackby() as well.
//See /obj/item/clothing/suit/storage for an example.
//items that use internal storage have the option of calling this to emulate default storage MouseDrop behaviour.
//returns 1 if the master item's parent's MouseDrop() should be called, 0 otherwise. It's strange, but no other way of
//doing it without the ability to call another proc's parent, really.
/obj/item/storage/internal/proc/handle_mousedrop(mob/user as mob, obj/over_object as obj)
if (ishuman(user) || issmall(user)) //so monkeys can take off their backpacks -- Urist
if(over_object == user && Adjacent(user)) // this must come before the screen objects only block
src.open(user)
return 0
if (!( istype(over_object, /obj/screen) ))
return 1
//makes sure master_item is equipped before putting it in hand, so that we can't drag it into our hand from miles away.
//there's got to be a better way of doing this...
if (!(master_item.loc == user) || (master_item.loc && master_item.loc.loc == user))
return 0
if (!( user.restrained() ) && !( user.stat ))
switch(over_object.name)
if("right hand")
user.u_equip(master_item)
user.equip_to_slot_if_possible(master_item, slot_r_hand)
if("left hand")
user.u_equip(master_item)
user.equip_to_slot_if_possible(master_item, slot_l_hand)
master_item.add_fingerprint(user)
return 0
return 0
//items that use internal storage have the option of calling this to emulate default storage attack_hand behaviour.
//returns 1 if the master item's parent's attack_hand() should be called, 0 otherwise.
//It's strange, but no other way of doing it without the ability to call another proc's parent, really.
/obj/item/storage/internal/proc/handle_attack_hand(mob/user as mob)
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(H.l_store == master_item && !H.get_active_hand()) //Prevents opening if it's in a pocket.
H.put_in_hands(master_item)
H.l_store = null
return 0
if(H.r_store == master_item && !H.get_active_hand())
H.put_in_hands(master_item)
H.r_store = null
return 0
src.add_fingerprint(user)
if (master_item.loc == user)
src.open(user)
return 0
for(var/mob/M in range(1, master_item.loc))
if (M.s_active == src)
src.close(M)
return 1
/obj/item/storage/internal/Adjacent(var/atom/neighbor)
return master_item.Adjacent(neighbor)
/obj/item/storage/internal/skrell
name = "headtail storage"
icon = 'icons/obj/action_buttons/organs.dmi'
icon_state = "skrell_headpocket"
storage_slots = 1
max_storage_space = 2
max_w_class = ITEMSIZE_SMALL
use_sound = null
/obj/item/storage/internal/skrell/Initialize()
. = ..()
name = initial(name)