mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 18:53:06 +00:00
Fixed internal storage, added coat pockets
/mob/proc/ClickOn() now checks storage levels, not just contents levels, now allows items to be taken out of internal storage attached to another item. Coats now use internal storage for their pocket slots, removed duplicate storage code. Moved coat.dm out of it's special folder and into modules/clothing.
This commit is contained in:
@@ -559,6 +559,7 @@
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#include "code\game\objects\items\weapons\storage\briefcase.dm"
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#include "code\game\objects\items\weapons\storage\fancy.dm"
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#include "code\game\objects\items\weapons\storage\firstaid.dm"
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#include "code\game\objects\items\weapons\storage\internal.dm"
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#include "code\game\objects\items\weapons\storage\lockbox.dm"
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#include "code\game\objects\items\weapons\storage\secure.dm"
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#include "code\game\objects\items\weapons\storage\storage.dm"
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@@ -569,7 +570,6 @@
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#include "code\game\objects\items\weapons\tanks\tank_types.dm"
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#include "code\game\objects\items\weapons\tanks\tanks.dm"
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#include "code\game\objects\random\random.dm"
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#include "code\game\objects\storage\coat.dm"
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#include "code\game\objects\structures\barsign.dm"
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#include "code\game\objects\structures\bedsheet_bin.dm"
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#include "code\game\objects\structures\coathanger.dm"
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@@ -759,6 +759,7 @@
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#include "code\modules\clothing\suits\jobs.dm"
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#include "code\modules\clothing\suits\labcoat.dm"
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#include "code\modules\clothing\suits\miscellaneous.dm"
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#include "code\modules\clothing\suits\storage.dm"
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#include "code\modules\clothing\suits\utility.dm"
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#include "code\modules\clothing\suits\wiz_robe.dm"
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#include "code\modules\clothing\under\chameleon.dm"
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@@ -92,8 +92,8 @@
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return
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// operate two levels deep here (item in backpack in src; NOT item in box in backpack in src)
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if(A == loc || (A in loc) || (A in contents) || (A.loc in contents))
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// operate two STORAGE levels deep here (item in backpack in src; NOT item in box in backpack in src)
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if(A == loc || (A in loc) || A.storage_depth(src) <= 1)
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// faster access to objects already on you
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if(A in contents)
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@@ -36,9 +36,6 @@
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if(istype(master, /obj/item/weapon/storage))
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var/obj/item/weapon/storage/S = master
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S.close(usr)
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else if(istype(master,/obj/item/clothing/suit/storage))
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var/obj/item/clothing/suit/storage/S = master
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S.close(usr)
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return 1
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@@ -1,4 +1,5 @@
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//A storage item intended to be used by other items to provide storage functionality.
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//Types that use this should consider overriding emp_act() and hear_talk(), unless they shield their contents somehow.
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/obj/item/weapon/storage/internal
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var/obj/item/master_item
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@@ -18,26 +19,30 @@
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//Helper procs to cleanly implement internal storages - storage items that provide inventory slots for other items.
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//These procs are completely optional, it is up to the master item to decide when it's storage get's opened by calling open()
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//However they are helpful for allowing the master item to pretend it is a storage item itself.
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//Mostly just copypasta'd from /obj/item/weapon/storage. Not sure how else to do it.
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//Mostly just copypasta'd from /obj/item/weapon/storage. Not sure how else to do it, other than moving all of this into storage.dm
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//If you are using these you will probably want to override attackby() as well.
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//See /obj/item/clothing/suit/storage for an example.
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//items that use internal storage have the option of calling this to emulate default storage MouseDrop behaviour.
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//returns 1 if the master item's parent's MouseDrop() should be called, 0 otherwise. It's strange, but no other way of
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//doing it without the ability to call another proc's parent, really.
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/obj/item/weapon/storage/internal/proc/handle_mousedrop(mob/user as mob, obj/over_object as obj)
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if (ishuman(user) || ismonkey(user)) //so monkeys can take off their backpacks -- Urist
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if (istype(user.loc,/obj/mecha)) // stops inventory actions in a mech
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return
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return 0
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if(over_object == user && Adjacent(user)) // this must come before the screen objects only block
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src.open(user)
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return
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return 0
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if (!( istype(over_object, /obj/screen) ))
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return ..()
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return 1
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//makes sure master_item is equipped before putting it in hand, so that we can't drag it into our hand from miles away.
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//there's got to be a better way of doing this...
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if (!(master_item.loc == user) || (master_item.loc && master_item.loc.loc == user))
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return
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return 0
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if (!( user.restrained() ) && !( user.stat ))
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switch(over_object.name)
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@@ -48,12 +53,12 @@
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user.u_equip(master_item)
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user.put_in_l_hand(master_item)
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master_item.add_fingerprint(user)
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return
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return
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return 0
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return 0
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//items that use internal storage have the option of calling this to emulate default storage attack_hand behaviour.
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//returns 1 if the master item's parent's attack_hand() should be called, 0 otherwise.
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//Strange, but no other way of doing it without the ability to call another proc's parent, really.
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//It's strange, but no other way of doing it without the ability to call another proc's parent, really.
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/obj/item/weapon/storage/internal/proc/handle_attack_hand(mob/user as mob)
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if(ishuman(user))
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@@ -72,7 +77,7 @@
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src.open(user)
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return 0
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for(var/mob/M in range(1))
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for(var/mob/M in range(1, master_item.loc))
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if (M.s_active == src)
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src.close(M)
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return 1
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@@ -454,4 +454,15 @@
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var/obj/O = A
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O.hear_talk(M, text)
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//Returns the storage depth of an atom. This is the number of storage items the atom is contained in before reaching toplevel (the area).
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//If user is specified, this proc returns the storage depth to the user's contents.
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/atom/proc/storage_depth(mob/user=null)
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var/depth = 0
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var/atom/cur_atom = src
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while (cur_atom && !isarea(cur_atom) && (!(user) || !(cur_atom in user.contents)))
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if (istype(cur_atom.loc, /obj/item/weapon/storage))
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depth++
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cur_atom = cur_atom.loc
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return depth
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@@ -1,228 +0,0 @@
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/obj/item/clothing/suit/storage
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var/list/can_hold = new/list() //List of objects which this item can store (if set, it can't store anything else)
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var/list/cant_hold = new/list() //List of objects which this item can't store (in effect only if can_hold isn't set)
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var/max_w_class = 2 //Max size of objects that this object can store (in effect only if can_hold isn't set)
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var/max_combined_w_class = 4 //The sum of the w_classes of all the items in this storage item.
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var/storage_slots = 2 //The number of storage slots in this container.
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var/obj/screen/storage/boxes = null
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var/obj/screen/close/closer = null
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/obj/item/clothing/suit/storage/proc/return_inv()
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var/list/L = list( )
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L += src.contents
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for(var/obj/item/weapon/storage/S in src)
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L += S.return_inv()
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for(var/obj/item/weapon/gift/G in src)
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L += G.gift
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if (istype(G.gift, /obj/item/weapon/storage))
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L += G.gift:return_inv()
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return L
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/obj/item/clothing/suit/storage/proc/show_to(mob/user as mob)
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user.client.screen -= src.boxes
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user.client.screen -= src.closer
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user.client.screen -= src.contents
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user.client.screen += src.boxes
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user.client.screen += src.closer
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user.client.screen += src.contents
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user.s_active = src
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return
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/obj/item/clothing/suit/storage/proc/hide_from(mob/user as mob)
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if(!user.client)
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return
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user.client.screen -= src.boxes
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user.client.screen -= src.closer
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user.client.screen -= src.contents
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return
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/obj/item/clothing/suit/storage/proc/close(mob/user as mob)
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src.hide_from(user)
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user.s_active = null
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return
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//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.
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//The numbers are calculated from the bottom-left The bottom-left slot being 1,1.
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/obj/item/clothing/suit/storage/proc/orient_objs(tx, ty, mx, my)
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var/cx = tx
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var/cy = ty
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src.boxes.screen_loc = text("[tx]:,[ty] to [mx],[my]")
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for(var/obj/O in src.contents)
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O.screen_loc = text("[cx],[cy]")
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O.layer = 20
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cx++
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if (cx > mx)
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cx = tx
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cy--
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src.closer.screen_loc = text("[mx+1],[my]")
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return
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//This proc draws out the inventory and places the items on it. It uses the standard position.
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/obj/item/clothing/suit/storage/proc/standard_orient_objs(var/rows,var/cols)
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var/cx = 4
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var/cy = 2+rows
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src.boxes.screen_loc = text("4:16,2:16 to [4+cols]:16,[2+rows]:16")
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for(var/obj/O in src.contents)
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O.screen_loc = text("[cx]:16,[cy]:16")
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O.layer = 20
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cx++
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if (cx > (4+cols))
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cx = 4
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cy--
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src.closer.screen_loc = text("[4+cols+1]:16,2:16")
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return
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//This proc determins the size of the inventory to be displayed. Please touch it only if you know what you're doing.
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/obj/item/clothing/suit/storage/proc/orient2hud(mob/user as mob)
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//var/mob/living/carbon/human/H = user
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var/row_num = 0
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var/col_count = min(7,storage_slots) -1
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if (contents.len > 7)
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row_num = round((contents.len-1) / 7) // 7 is the maximum allowed width.
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src.standard_orient_objs(row_num,col_count)
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return
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//This proc is called when you want to place an item into the storage item.
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/obj/item/clothing/suit/storage/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W,/obj/item/weapon/evidencebag) && src.loc != user)
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return
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..()
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if(isrobot(user))
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user << "\blue You're a robot. No."
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return //Robots can't interact with storage items.
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if(src.loc == W)
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return //Means the item is already in the storage item
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if(contents.len >= storage_slots)
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user << "\red \The [src] is full, make some space."
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return //Storage item is full
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if(can_hold.len)
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var/ok = 0
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for(var/A in can_hold)
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if(istype(W, text2path(A) ))
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ok = 1
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break
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if(!ok)
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user << "\red \The [src] cannot hold \the [W]."
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return
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for(var/A in cant_hold) //Check for specific items which this container can't hold.
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if(istype(W, text2path(A) ))
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user << "\red \The [src] cannot hold \the [W]."
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return
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if (W.w_class > max_w_class)
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user << "\red \The [W] is too big for \the [src]"
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return
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var/sum_w_class = W.w_class
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for(var/obj/item/I in contents)
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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.
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if(sum_w_class > max_combined_w_class)
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user << "\red \The [src] is full, make some space."
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return
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if(W.w_class >= src.w_class && (istype(W, /obj/item/weapon/storage)))
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if(!istype(src, /obj/item/weapon/storage/backpack/holding)) //bohs should be able to hold backpacks again. The override for putting a boh in a boh is in backpack.dm.
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user << "\red \The [src] cannot hold \the [W] as it's a storage item of the same size."
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return //To prevent the stacking of the same sized items.
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user.u_equip(W)
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playsound(src.loc, "rustle", 50, 1, -5)
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W.loc = src
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if ((user.client && user.s_active != src))
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user.client.screen -= W
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src.orient2hud(user)
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W.dropped(user)
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add_fingerprint(user)
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show_to(user)
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/obj/item/weapon/storage/dropped(mob/user as mob)
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return
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/obj/item/clothing/suit/storage/MouseDrop(atom/over_object)
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if(ishuman(usr))
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var/mob/living/carbon/human/M = usr
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if (!( istype(over_object, /obj/screen) ))
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return ..()
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playsound(src.loc, "rustle", 50, 1, -5)
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if ((!( M.restrained() ) && !( M.stat ) && M.wear_suit == src))
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if (over_object.name == "r_hand")
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M.u_equip(src)
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M.put_in_r_hand(src)
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// if (!( M.r_hand ))
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// M.u_equip(src)
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// M.r_hand = src
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else if (over_object.name == "l_hand")
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M.u_equip(src)
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M.put_in_l_hand(src)
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// if (!( M.l_hand ))
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// M.u_equip(src)
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// M.l_hand = src
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M.update_inv_wear_suit()
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src.add_fingerprint(usr)
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return
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if( (over_object == usr && in_range(src, usr) || usr.contents.Find(src)) && usr.s_active)
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usr.s_active.close(usr)
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src.show_to(usr)
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return
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/obj/item/clothing/suit/storage/attack_paw(mob/user as mob)
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//playsound(src.loc, "rustle", 50, 1, -5) // what
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return src.attack_hand(user)
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/obj/item/clothing/suit/storage/attack_hand(mob/user as mob)
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playsound(src.loc, "rustle", 50, 1, -5)
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src.orient2hud(user)
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if (src.loc == user)
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if (user.s_active)
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user.s_active.close(user)
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src.show_to(user)
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else
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..()
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for(var/mob/M in range(1))
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if (M.s_active == src)
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src.close(M)
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src.add_fingerprint(user)
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return
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/obj/item/clothing/suit/storage/New()
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src.boxes = new /obj/screen/storage( )
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src.boxes.name = "storage"
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src.boxes.master = src
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src.boxes.icon_state = "block"
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src.boxes.screen_loc = "7,7 to 10,8"
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src.boxes.layer = 19
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src.closer = new /obj/screen/close( )
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src.closer.master = src
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src.closer.icon_state = "x"
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src.closer.layer = 20
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orient2hud()
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return
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/obj/item/clothing/suit/emp_act(severity)
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if(!istype(src.loc, /mob/living))
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for(var/obj/O in contents)
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O.emp_act(severity)
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..()
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/*
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/obj/item/clothing/suit/hear_talk(mob/M, var/msg)
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for (var/atom/A in src)
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if(istype(A,/obj/))
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var/obj/O = A
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O.hear_talk(M, msg)
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*/
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29
code/modules/clothing/suits/storage.dm
Normal file
29
code/modules/clothing/suits/storage.dm
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@@ -0,0 +1,29 @@
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/obj/item/clothing/suit/storage
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var/obj/item/weapon/storage/internal/pockets
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/obj/item/clothing/suit/storage/New()
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..()
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pockets = new/obj/item/weapon/storage/internal(src)
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pockets.storage_slots = 2 //two slots
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pockets.max_w_class = 2 //fit only pocket sized items
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pockets.max_combined_w_class = 4
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/obj/item/clothing/suit/storage/attack_hand(mob/user as mob)
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if (pockets.handle_attack_hand(user))
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..(user)
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/obj/item/clothing/suit/storage/MouseDrop(obj/over_object as obj)
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if (pockets.handle_mousedrop(usr, over_object))
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..(over_object)
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/obj/item/clothing/suit/storage/attackby(obj/item/W as obj, mob/user as mob)
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..()
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pockets.attackby(W, user)
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/obj/item/clothing/suit/storage/emp_act(severity)
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pockets.emp_act(severity)
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..()
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/obj/item/clothing/suit/storage/hear_talk(mob/M, var/msg)
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pockets.hear_talk(M, msg)
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..()
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