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Paradise/code/game/objects/items/weapons/storage/internal.dm
SabreML 3ae6ef1fc2 Initialized Storage Items (#15057)
* Refactor V1

* And this too

Three commits already

* Review stuff

* hecking invisible runtimes

* Cleanup and Documentation

This part is NOT intended to be a refactor.
I just figured why not go through everything since I'm already messing with it.

* Hopefully got all of the . = ..()

Also fixed a massive bug that I somehow didn't notice.

Co-Authored-By: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>

* for() loops

Pretty sure I got everything.
Cutoff point is 4 items.

Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
2021-02-28 21:45:24 +00:00

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//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/storage/internal
var/obj/item/master_item
/obj/item/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/storage/internal/Destroy()
master_item = null
return ..()
/obj/item/storage/internal/attack_hand()
return //make sure this is never picked up
/obj/item/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/storage/internal/proc/handle_mousedrop(mob/user as mob, obj/over_object as obj)
if(ishuman(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
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.unEquip(master_item, silent = TRUE)
user.put_in_r_hand(master_item)
if("l_hand")
user.unEquip(master_item, silent = TRUE)
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/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
add_fingerprint(user)
if(master_item.loc == user)
open(user)
return 0
for(var/mob/M in range(1, master_item.loc))
if(M.s_active == src)
close(M)
return 1
/obj/item/storage/internal/Adjacent(atom/neighbor)
return master_item.Adjacent(neighbor)