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Aurora.3/code/modules/mob/inventory.dm
DreamySkrell 85d27eb1d0 Outfits objectified (#18611)
* oof

* ugh

* fqewavdf

* 4ryh

---------

Co-authored-by: DreamySkrell <>
2024-03-10 11:33:32 +00:00

533 lines
17 KiB
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//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
/**
* Equips an item to a slot if possible
*
* Returns `FALSE` if it's not possible, `TRUE` otherwise
*
* This is a SAFE proc to equip items with
*
* * item_to_equip - An `obj/item` to try to equip
* * slot - The slot to equip it to, one of the `slot_*` defines in `code\__DEFINES\items_clothing.dm`
* * delete_on_fail - A boolean, if the item should be deleted if the equipping fails
* * disable_warning - A boolean, if `TRUE` it does not send the eventual equipping failure feedback message to the mob
* * redraw_mob - A boolean, if `TRUE` the icon is asked to be redrawn
* * bypass_blocked_check - A boolean, if `TRUE` it does not check if the slot is accessible
* * assisted_equip - A boolean, I have no idea wtf this is supposed to do, seems unused but, you're on your own here
*/
/mob/proc/equip_to_slot_if_possible(obj/item/item_to_equip, slot, delete_on_fail = FALSE, disable_warning = FALSE, redraw_mob = TRUE, bypass_blocked_check = FALSE, assisted_equip = FALSE)
SHOULD_NOT_SLEEP(TRUE)
if(!istype(item_to_equip))
return FALSE
if(item_to_equip.item_flags & ITEM_FLAG_NO_MOVE) //Cannot move ITEM_FLAG_NO_MOVE items from one inventory slot to another. Cannot do canremove here because then BSTs spawn naked.
return FALSE
if(!item_to_equip.mob_can_equip(src, slot, disable_warning, bypass_blocked_check))
if(delete_on_fail)
qdel(item_to_equip)
else
if(!disable_warning)
to_chat(src, SPAN_WARNING("You are unable to equip [item_to_equip].")) //Only print if delete_on_fail is false
return FALSE
equip_to_slot(item_to_equip, slot, redraw_mob, assisted_equip) //This proc should not ever fail.
return TRUE
//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()
/**
* Equips an item to a slot
*
* This is an _UNSAFE_ proc that does not perform any check, it merely handles the movement of the item,
* all the prerequisite checks are left to the caller of this, therefore _DO NOT_ use it if you don't know what you're doing
*/
/mob/proc/equip_to_slot(obj/item/item_to_equip, slot, redraw_mob, assisted_equip)
SHOULD_NOT_SLEEP(TRUE)
item_to_equip.on_slotmove(src, slot)
/**
* Equips an item to the mob if possible, delete it otherwise
*
* Returns `TRUE` if the equipping was successful, `FALSE` otherwise
*
* * item_to_equip - An `/obj/item` to try to equip
* * slot - The slot to equip it to, one of the `slot_*` defines in `code\__DEFINES\items_clothing.dm`
*/
/mob/proc/equip_to_slot_or_del(obj/item/item_to_equip, slot)
SHOULD_NOT_SLEEP(TRUE)
. = equip_to_slot_if_possible(item_to_equip, 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, delete_on_fail = FALSE, disable_warning = TRUE, redraw_mob = TRUE))
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)
remove_from_mob(W)
if(!(W && W.loc))
return TRUE
if(target)
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_REF(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
var/throw_range = item.throw_range
var/itemsize
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/mob/M = item
throw_range = round(throw_range * (src.mob_size/M.mob_size))
itemsize = round(M.mob_size/4)
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)
if(is_pacified())
to_chat(src, "<span class='notice'>You gently let go of [M].</span>")
src.remove_from_mob(item)
item.loc = src.loc
return TRUE
var/start_T_descriptor = "<font color='#6b5d00'>tile at [start_T.x], [start_T.y], [start_T.z] in area [get_area(start_T)]</font>"
var/end_T_descriptor = "<font color='#6b4400'>tile at [end_T.x], [end_T.y], [end_T.z] in area [get_area(end_T)]</font>"
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been thrown by [usr.name] ([usr.ckey]) from [start_T_descriptor] with the target [end_T_descriptor]</font>")
usr.attack_log += text("\[[time_stamp()]\] <span class='warning'>Has thrown [M.name] ([M.ckey]) from [start_T_descriptor] with the target [end_T_descriptor]</span>")
msg_admin_attack("[usr.name] ([usr.ckey]) has thrown [M.name] ([M.ckey]) from [start_T_descriptor] with the target [end_T_descriptor] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[usr.x];Y=[usr.y];Z=[usr.z]'>JMP</a>)",ckey=key_name(usr),ckey_target=key_name(M))
qdel(G)
else
return FALSE
else if(istype(item, /obj/item))
var/obj/item/I = item
itemsize = I.w_class
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("<font size=4>Your grip slips and \the [item] falls onto your foot!</font>"))
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("<b>[src]</b> 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))
if(!QDELETED(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, "<span class='notice'>You set [item] down gently on the ground.</span>")
return TRUE
//actually throw it!
if(item)
src.visible_message("<span class='warning'>[src] throws \a [item].</span>")
if(!src.lastarea)
src.lastarea = get_area(src.loc)
if((istype(src.loc, /turf/space)) || (src.lastarea.has_gravity() == 0))
if(prob((itemsize * itemsize * 20) * MOB_MEDIUM/src.mob_size)) // 20% chance with a tiny item, 40% with small, guaranteed above
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()
item.throw_at(target, 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/obj/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/obj/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, DAMAGE_BRUTE, pick(list(BP_L_FOOT, BP_R_FOOT)), I, armor_pen = 30)
I.throw_fail_consequences(src)