Add internal storage type

This commit is contained in:
Mike
2014-04-29 09:18:17 -07:00
parent 1bbb68e9d2
commit 5a797b8d03
2 changed files with 85 additions and 0 deletions

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@@ -0,0 +1,82 @@
//A storage item intended to be used by other items to provide storage functionality.
/obj/item/weapon/storage/internal
var/obj/item/master_item
/obj/item/weapon/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/weapon/storage/internal/attack_hand()
return //make sure this is never picked up
/obj/item/weapon/storage/internal/mob_can_equip()
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.
//Mostly just copypasta'd from /obj/item/weapon/storage. Not sure how else to do it.
//items that use internal storage have the option of calling this to emulate default storage MouseDrop behaviour.
/obj/item/weapon/storage/internal/proc/handle_mousedrop(mob/user as mob, obj/over_object as obj)
if (ishuman(user) || ismonkey(user)) //so monkeys can take off their backpacks -- Urist
if (istype(user.loc,/obj/mecha)) // stops inventory actions in a mech
return
if(over_object == user && Adjacent(user)) // this must come before the screen objects only block
src.open(user)
return
if (!( istype(over_object, /obj/screen) ))
return ..()
//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
if (!( user.restrained() ) && !( user.stat ))
switch(over_object.name)
if("r_hand")
user.u_equip(master_item)
user.put_in_r_hand(master_item)
if("l_hand")
user.u_equip(master_item)
user.put_in_l_hand(master_item)
master_item.add_fingerprint(user)
return
return
//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.
//Strange, but no other way of doing it without the ability to call another proc's parent, really.
/obj/item/weapon/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))
if (M.s_active == src)
src.close(M)
return 1

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@@ -36,6 +36,9 @@
if (!( istype(over_object, /obj/screen) ))
return ..()
//makes sure that the storage is equipped, 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 (!(src.loc == usr) || (src.loc && src.loc.loc == usr))
return