//This proc is called whenever someone clicks an inventory ui slot. /mob/proc/attack_ui(slot) var/obj/item/W = get_active_hand() var/obj/item/E = get_equipped_item(slot) if (istype(E)) if(istype(W)) E.attackby(W,src) else E.attack_hand(src) else equip_to_slot_if_possible(W, slot) /mob/proc/put_in_any_hand_if_possible(obj/item/W as obj, del_on_fail = 0, disable_warning = 1, redraw_mob = 1) if(equip_to_slot_if_possible(W, slot_l_hand, del_on_fail, disable_warning, redraw_mob)) return 1 else if(equip_to_slot_if_possible(W, slot_r_hand, del_on_fail, disable_warning, redraw_mob)) return 1 return 0 //This is a SAFE proc. Use this instead of equip_to_slot()! //set del_on_fail to have it delete W if it fails to equip //set disable_warning to disable the 'you are unable to equip that' warning. //unset redraw_mob to prevent the mob from being redrawn at the end. /mob/proc/equip_to_slot_if_possible(obj/item/W as obj, slot, del_on_fail = FALSE, disable_warning = FALSE, redraw_mob = TRUE, ignore_blocked = FALSE, assisted_equip = FALSE) if(!istype(W)) return FALSE if(W.item_flags & NOMOVE) //Cannot move NOMOVE items from one inventory slot to another. Cannot do canremove here because then BSTs spawn naked. return FALSE if(!W.mob_can_equip(src, slot, disable_warning, ignore_blocked)) if(del_on_fail) qdel(W) else if(!disable_warning) to_chat(src, "You are unable to equip [W].") //Only print if del_on_fail is false return 0 equip_to_slot(W, slot, redraw_mob, assisted_equip) //This proc should not ever fail. return 1 //This is an UNSAFE proc. It merely handles the actual job of equipping. All the checks on whether you can or can't eqip need to be done before! Use mob_can_equip() for that task. //In most cases you will want to use equip_to_slot_if_possible() /mob/proc/equip_to_slot(obj/item/W, slot, redraw_mob, assisted_equip) W.on_slotmove(src, slot) //This is just a commonly used configuration for the equip_to_slot_if_possible() proc, used to equip people when the rounds tarts and when events happen and such. /mob/proc/equip_to_slot_or_del(obj/item/W as obj, slot) . = equip_to_slot_if_possible(W, slot, TRUE, TRUE, FALSE, TRUE) // Convinience proc. Collects crap that fails to equip either onto the mob's back, or drops it. // Used in job equipping so shit doesn't pile up at the start loc. /mob/living/carbon/human/proc/equip_or_collect(var/obj/item/W, var/slot) if(!istype(W)) log_debug("MobEquip: Error when equipping [W] for [src] in [slot]") return if(W.mob_can_equip(src, slot, TRUE, TRUE)) //Mob can equip. Equip it. equip_to_slot_or_del(W, slot) else //Mob can't equip it. Put it their backpack or toss it on the floor if(istype(back, /obj/item/storage)) var/obj/item/storage/S = back //Now, B represents a container we can insert W into. S.handle_item_insertion(W,1) return S var/turf/T = get_turf(src) if(istype(T)) W.forceMove(T) return T //The list of slots by priority. equip_to_appropriate_slot() uses this list. Doesn't matter if a mob type doesn't have a slot. var/list/slot_equipment_priority = list( \ slot_back,\ slot_wear_id,\ slot_w_uniform,\ slot_wear_suit,\ slot_wear_mask,\ slot_head,\ slot_shoes,\ slot_gloves,\ slot_l_ear,\ slot_r_ear,\ slot_glasses,\ slot_belt,\ slot_s_store,\ slot_tie,\ slot_l_store,\ slot_r_store,\ slot_wrists\ ) //Checks if a given slot can be accessed at this time, either to equip or unequip I /mob/proc/slot_is_accessible(var/slot, var/obj/item/I, mob/user=null) return 1 //puts the item "W" into an appropriate slot in a human's inventory //returns 0 if it cannot, 1 if successful /mob/proc/equip_to_appropriate_slot(obj/item/W) if(!istype(W)) return 0 for(var/slot in slot_equipment_priority) if(equip_to_slot_if_possible(W, slot, del_on_fail=0, disable_warning=1, redraw_mob=1)) return 1 return 0 /mob/proc/equip_to_storage(obj/item/newitem) // Try put it in their backpack if(istype(src.back,/obj/item/storage)) var/obj/item/storage/backpack = src.back if(backpack.can_be_inserted(newitem, 1)) newitem.forceMove(src.back) return 1 // Try to place it in any item that can store stuff, on the mob. for(var/obj/item/storage/S in src.contents) if(S.can_be_inserted(newitem, 1)) newitem.forceMove(S) return 1 return 0 //These procs handle putting s tuff in your hand. It's probably best to use these rather than setting l_hand = ...etc //as they handle all relevant stuff like adding it to the player's screen and updating their overlays. //Returns the thing in our active hand /mob/proc/get_active_hand() if(hand) return l_hand else return r_hand //Returns the thing in our inactive hand /mob/proc/get_inactive_hand() if(hand) return r_hand else return l_hand //Returns the thing if it's a subtype of the requested thing, taking priority of the active hand /mob/proc/get_type_in_hands(var/type) if(hand) if(istype(l_hand, type)) return l_hand else if(istype(r_hand, type)) return r_hand return else if(istype(r_hand, type)) return r_hand else if(istype(l_hand, type)) return l_hand return //Puts the item into our active hand if possible. returns 1 on success. /mob/proc/put_in_active_hand(var/obj/item/W) return 0 // Moved to human procs because only they need to use hands. //Puts the item into our inactive hand if possible. returns 1 on success. /mob/proc/put_in_inactive_hand(var/obj/item/W) return 0 // As above. //Puts the item our active hand if possible. Failing that it tries our inactive hand. Returns 1 on success. //If both fail it drops it on the floor and returns 0. //This is probably the main one you need to know :) /mob/proc/put_in_hands(var/obj/item/W, var/check_adjacency = FALSE) if(!W || !istype(W)) return 0 var/move_to_src = TRUE if(check_adjacency) move_to_src = FALSE var/turf/origin = get_turf(W) if(Adjacent(origin)) move_to_src = TRUE if(move_to_src) W.forceMove(get_turf(src)) else W.forceMove(get_turf(W)) W.layer = initial(W.layer) W.dropped(src) return 0 // Removes an item from inventory and places it in the target atom. // If canremove or other conditions need to be checked then use unEquip instead. /mob/proc/drop_from_inventory(var/obj/item/W, var/atom/target) if(W) if(!target) target = loc remove_from_mob(W) if(!(W && W.loc)) return TRUE W.forceMove(target) W.do_drop_animation(src) update_icon() return TRUE return FALSE //Drops the item in our left hand /mob/proc/drop_l_hand(var/atom/target) return drop_from_inventory(l_hand, target) //Drops the item in our right hand /mob/proc/drop_r_hand(var/atom/target) return drop_from_inventory(r_hand, target) //Drops the item in our active hand. TODO: rename this to drop_active_hand or something /mob/proc/drop_item(var/atom/Target) var/obj/item/item_dropped = null if (hand) item_dropped = l_hand . = drop_l_hand(Target) else item_dropped = r_hand . = drop_r_hand(Target) if (istype(item_dropped) && !QDELETED(item_dropped)) addtimer(CALLBACK(src, .proc/make_item_drop_sound, item_dropped), 1) /mob/proc/make_item_drop_sound(obj/item/I) if(QDELETED(I)) return if(I.drop_sound) playsound(I, I.drop_sound, DROP_SOUND_VOLUME, 0, required_asfx_toggles = ASFX_DROPSOUND) /* Removes the object from any slots the mob might have, calling the appropriate icon update proc. Does nothing else. DO NOT CALL THIS PROC DIRECTLY. It is meant to be called only by other inventory procs. It's probably okay to use it if you are transferring the item between slots on the same mob, but chances are you're safer calling remove_from_mob() or drop_from_inventory() anyways. As far as I can tell the proc exists so that mobs with different inventory slots can override the search through all the slots, without having to duplicate the rest of the item dropping. */ /mob/proc/u_equip(obj/W as obj) if (W == r_hand) r_hand = null update_inv_r_hand(0) else if (W == l_hand) l_hand = null update_inv_l_hand(0) else if (W == back) back = null update_inv_back(0) else if (W == wear_mask) wear_mask = null update_inv_wear_mask(0) return /mob/proc/isEquipped(obj/item/I) if(!I) return 0 return get_inventory_slot(I) != 0 /mob/proc/canUnEquip(obj/item/I) if(!I) //If there's nothing to drop, the drop is automatically successful. return TRUE if(istype(loc, /obj)) var/obj/O = loc if(!O.can_hold_dropped_items()) return FALSE var/slot = get_inventory_slot(I) return slot && I.mob_can_unequip(src, slot) /mob/proc/get_inventory_slot(obj/item/I) var/slot = 0 for(var/s in slot_first to slot_last) //kind of worries me if(get_equipped_item(s) == I) slot = s break return slot //This differs from remove_from_mob() in that it checks if the item can be unequipped first. /mob/proc/unEquip(obj/item/I, force = 0, var/atom/target) //Force overrides NODROP for things like wizarditis and admin undress. if(!(force || canUnEquip(I))) return drop_from_inventory(I, target) return 1 //This function is an unsafe proc used to prepare an item for being moved to a slot, or from a mob to a container //It should be equipped to a new slot or forcemoved somewhere immediately after this is called /mob/proc/prepare_for_slotmove(obj/item/I) if(!canUnEquip(I)) return 0 src.u_equip(I) if (src.client) src.client.screen -= I I.layer = initial(I.layer) I.screen_loc = null I.on_slotmove(src) return 1 //Attemps to remove an object on a mob. /mob/proc/remove_from_mob(var/obj/O) src.u_equip(O) if (src.client) src.client.screen -= O O.layer = initial(O.layer) O.screen_loc = null if(istype(O, /obj/item)) var/obj/item/I = O I.forceMove(src.loc) I.dropped(src) return 1 //Returns the item equipped to the specified slot, if any. /mob/proc/get_equipped_item(var/slot) switch(slot) if(slot_l_hand) return l_hand if(slot_r_hand) return r_hand if(slot_back) return back if(slot_wear_mask) return wear_mask return null //Outdated but still in use apparently. This should at least be a human proc. /mob/proc/get_equipped_items(var/include_carried = 0) . = list() if(back) . += back if(wear_mask) . += wear_mask if(include_carried) if(l_hand) . += l_hand if(r_hand) . += r_hand //Throwing stuff /mob/proc/throw_item(atom/target) return FALSE /mob/living/carbon/throw_item(atom/target) if(stat || !target || istype(target, /obj/screen)) return FALSE var/atom/movable/item = src.get_active_hand() if(!item) return FALSE if(istype(item, /obj/item/grab)) var/obj/item/grab/G = item item = G.throw_held() //throw the person instead of the grab if(ismob(item) && G.state >= GRAB_NECK) var/turf/start_T = get_turf(loc) //Get the start and target tile for the descriptors var/turf/end_T = get_turf(target) if(start_T && end_T) var/mob/M = item if(is_pacified()) to_chat(src, "You gently let go of [M].") src.remove_from_mob(item) item.loc = src.loc return TRUE var/start_T_descriptor = "tile at [start_T.x], [start_T.y], [start_T.z] in area [get_area(start_T)]" var/end_T_descriptor = "tile at [end_T.x], [end_T.y], [end_T.z] in area [get_area(end_T)]" M.attack_log += text("\[[time_stamp()]\] Has been thrown by [usr.name] ([usr.ckey]) from [start_T_descriptor] with the target [end_T_descriptor]") usr.attack_log += text("\[[time_stamp()]\] Has thrown [M.name] ([M.ckey]) from [start_T_descriptor] with the target [end_T_descriptor]") msg_admin_attack("[usr.name] ([usr.ckey]) has thrown [M.name] ([M.ckey]) from [start_T_descriptor] with the target [end_T_descriptor] (JMP)",ckey=key_name(usr),ckey_target=key_name(M)) qdel(G) else return FALSE if(!item) return FALSE //Grab processing has a chance of returning null if(item.too_heavy_to_throw()) to_chat(src, SPAN_DANGER("You try to throw \the [item] with a lot of difficulty...")) if(do_after(src, 2 SECONDS)) to_chat(src, SPAN_DANGER("Your grip slips and \the [item] falls onto your foot!")) throw_fail_consequences(item) drop_item() return FALSE if(a_intent == I_HELP && Adjacent(target) && isitem(item)) var/obj/item/I = item if(ishuman(target)) var/mob/living/carbon/human/H = target if(H.in_throw_mode && H.a_intent == I_HELP && unEquip(I)) I.on_give(src, target) if(!QDELETED(I)) // if on_give deletes the item, we don't want runtimes below H.put_in_hands(I) // If this fails it will just end up on the floor, but that's fitting for things like dionaea. visible_message("[src] hands \the [H] \a [I].", SPAN_NOTICE("You give \the [target] \a [I].")) else to_chat(src, SPAN_NOTICE("You offer \the [I] to \the [target].")) do_give(H) return TRUE var/turf/T = get_turf(target) if(T.density) //Don't put the item in dense turfs return TRUE //Takes off throw mode if(T.contains_dense_objects()) for(var/obj/O in T) if(!O.density) //We don't care about you. continue if(O.CanPass(item, T)) //Items have CANPASS for tables/railings, allows placement. Also checks windows. continue if(istype(O, /obj/structure/closet/crate)) //Placing on/in crates is fine. continue return TRUE //Something is stopping us. Takes off throw mode. if(unEquip(I)) make_item_drop_sound(I) I.forceMove(T) return TRUE if(!unEquip(item) && !ismob(item)) //ismob override is here for grab throwing mobs return TRUE if(is_pacified()) to_chat(src, "You set [item] down gently on the ground.") return TRUE //actually throw it! if(item) src.visible_message("[src] throws \a [item].") if(!src.lastarea) src.lastarea = get_area(src.loc) if((istype(src.loc, /turf/space)) || (src.lastarea.has_gravity() == 0)) src.inertia_dir = get_dir(target, src) step(src, inertia_dir) if(istype(item,/obj/item)) var/obj/item/W = item W.randpixel_xy() var/volume = W.get_volume_by_throwforce_and_or_w_class() playsound(src, 'sound/effects/throw.ogg', volume, TRUE, -1) // Animate the mob throwing. animate_throw(src) item.throw_at(target, item.throw_range, item.throw_speed, src) return TRUE return FALSE /mob/proc/delete_inventory(var/include_carried = FALSE) for(var/obj/item/I as anything in get_equipped_items(include_carried)) drop_from_inventory(I) qdel(I) /mob/proc/get_covering_equipped_items(var/body_parts) . = list() for(var/entry in get_equipped_items()) var/obj/item/I = entry if(I.body_parts_covered & body_parts) . += I /mob/living/carbon/human/proc/equipOutfit(outfit, visualsOnly = FALSE) var/datum/outfit/O = null if(ispath(outfit)) O = new outfit else O = outfit if(!istype(O)) return FALSE if(!O) return FALSE return O.equip(src, visualsOnly) /mob/living/carbon/human/proc/preEquipOutfit(outfit, visualsOnly = FALSE) var/datum/outfit/O = null if(ispath(outfit)) O = new outfit else O = outfit if(!istype(O)) return FALSE if(!O) return FALSE return O.pre_equip(src, visualsOnly) // Returns the first item which covers any given body part /mob/proc/get_covering_equipped_item(var/body_parts) for(var/entry in get_equipped_items()) var/obj/item/I = entry if(I.body_parts_covered & body_parts) return I //When you drop an extremely heavy 406mm shell onto your foot. Oops! /mob/living/carbon/proc/throw_fail_consequences(var/obj/item/I) apply_damage(45, BRUTE, pick(list(BP_L_FOOT, BP_R_FOOT)), I, armor_pen = 30) I.throw_fail_consequences(src)