Merge pull request #4858 from mwerezak/webbing

Storage and Clothing/Accessory Changes and Cleanup
This commit is contained in:
Chinsky
2014-05-01 03:38:19 +04:00
19 changed files with 387 additions and 441 deletions
@@ -15,9 +15,22 @@
max_combined_w_class = 21
/obj/item/weapon/storage/backpack/attackby(obj/item/weapon/W as obj, mob/user as mob)
playsound(src.loc, "rustle", 50, 1, -5)
if (src.use_sound)
playsound(src.loc, src.use_sound, 50, 1, -5)
..()
/obj/item/weapon/storage/backpack/equipped(var/mob/user, var/slot)
if (slot == slot_back && src.use_sound)
playsound(src.loc, src.use_sound, 50, 1, -5)
..(user, slot)
/*
/obj/item/weapon/storage/backpack/dropped(mob/user as mob)
if (loc == user && src.use_sound)
playsound(src.loc, src.use_sound, 50, 1, -5)
..(user)
*/
/*
* Backpack Types
*/
@@ -8,29 +8,6 @@
slot_flags = SLOT_BELT
attack_verb = list("whipped", "lashed", "disciplined")
/obj/item/weapon/storage/belt/proc/can_use()
return is_equipped()
/obj/item/weapon/storage/belt/MouseDrop(obj/over_object as obj, src_location, over_location)
var/mob/M = usr
if(!istype(over_object, /obj/screen))
return ..()
playsound(src.loc, "rustle", 50, 1, -5)
if (!M.restrained() && !M.stat && can_use())
switch(over_object.name)
if("r_hand")
M.u_equip(src)
M.put_in_r_hand(src)
if("l_hand")
M.u_equip(src)
M.put_in_l_hand(src)
src.add_fingerprint(usr)
return
/obj/item/weapon/storage/belt/utility
name = "tool-belt" //Carn: utility belt is nicer, but it bamboozles the text parsing.
desc = "Can hold various tools."
@@ -102,5 +102,6 @@
A.reagents.add_reagent("holywater",water2holy)
/obj/item/weapon/storage/bible/attackby(obj/item/weapon/W as obj, mob/user as mob)
playsound(src.loc, "rustle", 50, 1, -5)
if (src.use_sound)
playsound(src.loc, src.use_sound, 50, 1, -5)
..()
@@ -124,29 +124,7 @@
allow_quick_gather = 1
use_to_pickup = 1
storage_slots = 14
/obj/item/weapon/storage/pill_bottle/MouseDrop(obj/over_object as obj) //Quick pillbottle fix. -Agouri
if (ishuman(usr) || ismonkey(usr)) //Can monkeys even place items in the pocket slots? Leaving this in just in case~
var/mob/M = usr
if (!( istype(over_object, /obj/screen) ))
return ..()
if ((!( M.restrained() ) && !( M.stat ) /*&& M.pocket == src*/))
switch(over_object.name)
if("r_hand")
M.u_equip(src)
M.put_in_r_hand(src)
if("l_hand")
M.u_equip(src)
M.put_in_l_hand(src)
src.add_fingerprint(usr)
return
if(over_object == usr && in_range(src, usr) || usr.contents.Find(src))
if (usr.s_active)
usr.s_active.close(usr)
src.show_to(usr)
return
return
use_sound = null
/obj/item/weapon/storage/pill_bottle/kelotane
name = "bottle of kelotane pills"
@@ -0,0 +1,87 @@
//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/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.
//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/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 0
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("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 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/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.loc))
if (M.s_active == src)
src.close(M)
return 1
@@ -167,16 +167,12 @@
if ((src.loc == user) && (src.locked == 1))
usr << "\red [src] is locked and cannot be opened!"
else if ((src.loc == user) && (!src.locked))
playsound(src.loc, "rustle", 50, 1, -5)
if (user.s_active)
user.s_active.close(user) //Close and re-open
src.show_to(user)
src.open(usr)
else
..()
for(var/mob/M in range(1))
if (M.s_active == src)
src.close(M)
src.orient2hud(user)
src.add_fingerprint(user)
return
@@ -245,4 +241,4 @@
/obj/item/weapon/storage/secure/safe/HoS/New()
..()
//new /obj/item/weapon/storage/lockbox/clusterbang(src) This item is currently broken... and probably shouldnt exist to begin with (even though it's cool)
//new /obj/item/weapon/storage/lockbox/clusterbang(src) This item is currently broken... and probably shouldnt exist to begin with (even though it's cool)
@@ -22,41 +22,36 @@
var/allow_quick_gather //Set this variable to allow the object to have the 'toggle mode' verb, which quickly collects all items from a tile.
var/collection_mode = 1; //0 = pick one at a time, 1 = pick all on tile
var/foldable = null // BubbleWrap - if set, can be folded (when empty) into a sheet of cardboard
var/use_sound = "rustle" //sound played when used. null for no sound.
/obj/item/weapon/storage/MouseDrop(obj/over_object as obj)
if (ishuman(usr) || ismonkey(usr)) //so monkeys can take off their backpacks -- Urist
var/mob/M = usr
if (istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech
return
if(over_object == M && Adjacent(M)) // this must come before the screen objects only block
orient2hud(M) // dunno why it wasn't before
if(M.s_active)
M.s_active.close(M)
show_to(M)
if(over_object == usr && Adjacent(usr)) // this must come before the screen objects only block
src.open(usr)
return
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
playsound(src.loc, "rustle", 50, 1, -5)
if (!( M.restrained() ) && !( M.stat ))
if (!( usr.restrained() ) && !( usr.stat ))
switch(over_object.name)
if("r_hand")
M.u_equip(src)
M.put_in_r_hand(src)
usr.u_equip(src)
usr.put_in_r_hand(src)
if("l_hand")
M.u_equip(src)
M.put_in_l_hand(src)
usr.u_equip(src)
usr.put_in_l_hand(src)
src.add_fingerprint(usr)
return
if(over_object == usr && in_range(src, usr) || usr.contents.Find(src))
if (usr.s_active)
usr.s_active.close(usr)
src.show_to(usr)
return
return
@@ -101,6 +96,15 @@
user.s_active = null
return
/obj/item/weapon/storage/proc/open(mob/user as mob)
if (src.use_sound)
playsound(src.loc, src.use_sound, 50, 1, -5)
orient2hud(user)
if (user.s_active)
user.s_active.close(user)
show_to(user)
/obj/item/weapon/storage/proc/close(mob/user as mob)
src.hide_from(user)
@@ -313,17 +317,17 @@
if(isrobot(user))
user << "\blue You're a robot. No."
return 1 //Robots can't interact with storage items.
return //Robots can't interact with storage items.
if(!can_be_inserted(W))
return 0
return
if(istype(W, /obj/item/weapon/tray))
var/obj/item/weapon/tray/T = W
if(T.calc_carry() > 0)
if(prob(85))
user << "\red The tray won't fit in [src]."
return 1
return
else
W.loc = user.loc
if ((user.client && user.s_active != src))
@@ -331,15 +335,14 @@
W.dropped(user)
user << "\red God damnit!"
W.add_fingerprint(user)
handle_item_insertion(W)
return 1
return
/obj/item/weapon/storage/dropped(mob/user as mob)
return
/obj/item/weapon/storage/attack_hand(mob/user as mob)
playsound(src.loc, "rustle", 50, 1, -5)
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(H.l_store == src && !H.get_active_hand()) //Prevents opening if it's in a pocket.
@@ -350,12 +353,9 @@
H.put_in_hands(src)
H.r_store = null
return
src.orient2hud(user)
if (src.loc == user)
if (user.s_active)
user.s_active.close(user)
src.show_to(user)
src.open(user)
else
..()
for(var/mob/M in range(1))
@@ -455,4 +455,20 @@
var/obj/O = A
O.hear_talk(M, text)
//Returns the storage depth of an atom. This is the number of storage items the atom is contained in before reaching toplevel (the area).
//Returns -1 if the atom was not found on user.
/atom/proc/storage_depth(mob/user)
var/depth = 0
var/atom/cur_atom = src
while (cur_atom && !(cur_atom in user.contents))
if (isarea(cur_atom))
return -1
if (istype(cur_atom.loc, /obj/item/weapon/storage))
depth++
cur_atom = cur_atom.loc
if (!cur_atom)
return -1 //inside something with a null loc.
return depth