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Bubberstation/code/game/objects/buckling.dm
2015-05-05 17:03:53 +02:00

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/obj
var/can_buckle = 0
var/buckle_lying = -1 //bed-like behaviour, forces mob.lying = buckle_lying if != -1
var/buckle_requires_restraints = 0 //require people to be handcuffed before being able to buckle. eg: pipes
var/mob/living/buckled_mob = null
//Interaction
/obj/attack_hand(mob/living/user)
. = ..()
if(can_buckle && buckled_mob)
user_unbuckle_mob(user)
/obj/MouseDrop_T(mob/living/M, mob/living/user)
. = ..()
if(can_buckle && istype(M))
user_buckle_mob(M, user)
//Cleanup
/obj/Destroy()
. = ..()
unbuckle_mob()
/obj/Del()
. = ..()
unbuckle_mob()
//procs that handle the actual buckling and unbuckling
/obj/proc/buckle_mob(mob/living/M)
if(!can_buckle || !istype(M) || (M.loc != loc) || M.buckled || (buckle_requires_restraints && !M.restrained()))
return 0
if (isslime(M) || isAI(M))
if(M == usr)
M << "<span class='warning'>You are unable to buckle yourself to the [src]!</span>"
else
usr << "<span class='warning'>You are unable to buckle [M] to the [src]!</span>"
return 0
M.buckled = src
M.dir = dir
buckled_mob = M
M.update_canmove()
post_buckle_mob(M)
M.throw_alert("buckled", new_master = src)
return 1
/obj/proc/unbuckle_mob()
if(buckled_mob && buckled_mob.buckled == src)
. = buckled_mob
buckled_mob.buckled = null
buckled_mob.anchored = initial(buckled_mob.anchored)
buckled_mob.update_canmove()
buckled_mob.clear_alert("buckled")
buckled_mob = null
post_buckle_mob(.)
//Handle any extras after buckling/unbuckling
//Called on buckle_mob() and unbuckle_mob()
/obj/proc/post_buckle_mob(mob/living/M)
return
//Wrapper procs that handle sanity and user feedback
/obj/proc/user_buckle_mob(mob/living/M, mob/user)
if(!user.Adjacent(M) || user.restrained() || user.lying || user.stat)
return
add_fingerprint(user)
unbuckle_mob()
if(buckle_mob(M))
if(M == user)
M.visible_message(\
"[M.name] buckles themselves to [src].",\
"<span class='notice'>You buckle yourself to [src].</span>",\
"<span class='italics'>You hear metal clanking.</span>")
else
M.visible_message(\
"<span class='warning'>[M.name] is buckled to [src] by [user.name]!</span>",\
"<span class='danger'>You are buckled to [src] by [user.name]!</span>",\
"<span class='italics'>You heat metal clanking.</span>")
/obj/proc/user_unbuckle_mob(mob/user)
var/mob/living/M = unbuckle_mob()
if(M)
if(M != user)
M.visible_message(\
"[M.name] was unbuckled by [user.name].",\
"<span class='notice'>You were unbuckled from [src] by [user.name].</span>",\
"<span class='italics'>You hear metal clanking.</span>")
else
M.visible_message(\
"<span class='notice'>[M.name] unbuckled themselves!</span>",\
"<span class='notice'>You unbuckled yourself from [src].</span>",\
"<span class='italics'>You hear metal clanking.</span>")
add_fingerprint(user)
return M