Accessory overhaul

This commit is contained in:
Markolie
2015-02-08 14:29:10 +01:00
parent f13459223c
commit 8fae0f029f
38 changed files with 952 additions and 839 deletions
+1 -1
View File
@@ -79,7 +79,7 @@
/obj/item/device/lightreplacer,
/obj/item/device/taperecorder,
/obj/item/device/hailer,
/obj/item/clothing/tie/holobadge,
/obj/item/clothing/accessory/holobadge,
/obj/structure/closet/crate/secure,
/obj/structure/closet/secure_closet,
/obj/machinery/librarycomp,
@@ -66,7 +66,7 @@
/obj/item/weapon/plastique/afterattack(atom/target as obj|turf, mob/user as mob, flag)
if (!flag)
return
if (ismob(target) || istype(target, /turf/unsimulated) || istype(target, /turf/simulated/shuttle) || istype(target, /obj/item/weapon/storage/) || istype(target, /obj/machinery/door/airlock/hatch/gamma))
if (ismob(target) || istype(target, /turf/unsimulated) || istype(target, /turf/simulated/shuttle) || istype(target, /obj/item/weapon/storage) || istype(target, /obj/item/clothing/accessory/storage) || istype(target, /obj/item/clothing/under))
return
user << "Planting explosives..."
@@ -104,7 +104,7 @@
/obj/item/device/paicard,
/obj/item/device/violin,
/obj/item/weapon/storage/belt/utility/full,
/obj/item/clothing/tie/horrible)
/obj/item/clothing/accessory/horrible)
if(!ispath(gift_type,/obj/item)) return
@@ -121,7 +121,7 @@
/obj/item/weapon/storage/firstaid/tactical/New()
..()
if (empty) return
new /obj/item/clothing/tie/stethoscope( src )
new /obj/item/clothing/accessory/stethoscope( src )
new /obj/item/weapon/surgicaldrill(src)
new /obj/item/weapon/reagent_containers/hypospray/combat(src)
new /obj/item/weapon/reagent_containers/pill/bicaridine(src)
@@ -198,7 +198,7 @@
/obj/item/weapon/storage/pill_bottle/inaprovaline
name = "Pill bottle (inaprovaline)"
desc = "Contains pills used to stabilize patients."
desc = "Contains pills used to stabilize paaccessorynts."
New()
..()
@@ -0,0 +1,85 @@
//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
/obj/item/weapon/storage/internal/Adjacent(var/atom/neighbor)
return master_item.Adjacent(neighbor)
@@ -104,12 +104,12 @@
New()
..()
new /obj/item/clothing/tie/medal/gold/heroism(src)
new /obj/item/clothing/tie/medal/silver/security(src)
new /obj/item/clothing/tie/medal/silver/valor(src)
new /obj/item/clothing/tie/medal/nobel_science(src)
new /obj/item/clothing/tie/medal/bronze_heart(src)
new /obj/item/clothing/tie/medal/conduct(src)
new /obj/item/clothing/tie/medal/conduct(src)
new /obj/item/clothing/tie/medal/conduct(src)
new /obj/item/clothing/tie/medal/gold/captain(src)
new /obj/item/clothing/accessory/medal/gold/heroism(src)
new /obj/item/clothing/accessory/medal/silver/security(src)
new /obj/item/clothing/accessory/medal/silver/valor(src)
new /obj/item/clothing/accessory/medal/nobel_science(src)
new /obj/item/clothing/accessory/medal/bronze_heart(src)
new /obj/item/clothing/accessory/medal/conduct(src)
new /obj/item/clothing/accessory/medal/conduct(src)
new /obj/item/clothing/accessory/medal/conduct(src)
new /obj/item/clothing/accessory/medal/gold/captain(src)
@@ -22,6 +22,7 @@
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
@@ -100,6 +101,15 @@
if(user.s_active == src)
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)
@@ -450,6 +460,39 @@
del(src)
//BubbleWrap END
//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 container.
/atom/proc/storage_depth(atom/container)
var/depth = 0
var/atom/cur_atom = src
while (cur_atom && !(cur_atom in container.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
//Like storage depth, but returns the depth to the nearest turf
//Returns -1 if no top level turf (a loc was null somewhere, or a non-turf atom's loc was an area somehow).
/atom/proc/storage_depth_turf()
var/depth = 0
var/atom/cur_atom = src
while (cur_atom && !isturf(cur_atom))
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