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Bubberstation/code/modules/mob/inventory.dm
Joan Lung 2cfb2d8eed Layers are now defines (#17949)
* Layers are now defines

* this looks better

* GAS_phil_LAYER

* no message

* remove the three unneeded defines

* no message
2016-05-27 22:16:21 +02:00

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//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 if a certain item can be equipped to a certain slot.
// Currently invalid for two-handed items - call obj/item/mob_can_equip() instead.
/mob/proc/can_equip(obj/item/I, slot, disable_warning = 0)
return 0
//Puts the item into your l_hand if possible and calls all necessary triggers/updates. returns 1 on success.
/mob/proc/put_in_l_hand(obj/item/W)
if(!put_in_hand_check(W))
return 0
if(!l_hand)
W.loc = src //TODO: move to equipped?
l_hand = W
W.layer = ABOVE_HUD_LAYER //TODO: move to equipped?
W.equipped(src,slot_l_hand)
if(W.pulledby)
W.pulledby.stop_pulling()
update_inv_l_hand()
W.pixel_x = initial(W.pixel_x)
W.pixel_y = initial(W.pixel_y)
return 1
return 0
//Puts the item into your r_hand if possible and calls all necessary triggers/updates. returns 1 on success.
/mob/proc/put_in_r_hand(obj/item/W)
if(!put_in_hand_check(W))
return 0
if(!r_hand)
W.loc = src
r_hand = W
W.layer = ABOVE_HUD_LAYER
W.equipped(src,slot_r_hand)
if(W.pulledby)
W.pulledby.stop_pulling()
update_inv_r_hand()
W.pixel_x = initial(W.pixel_x)
W.pixel_y = initial(W.pixel_y)
return 1
return 0
/mob/proc/put_in_hand_check(obj/item/W)
if(lying && !(W.flags&ABSTRACT))
return 0
if(!istype(W))
return 0
return 1
//Puts the item into our active hand if possible. returns 1 on success.
/mob/proc/put_in_active_hand(obj/item/W)
if(hand)
return put_in_l_hand(W)
else
return put_in_r_hand(W)
//Puts the item into our inactive hand if possible. returns 1 on success.
/mob/proc/put_in_inactive_hand(obj/item/W)
if(hand)
return put_in_r_hand(W)
else
return put_in_l_hand(W)
//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(obj/item/W)
if(!W)
return 0
if(put_in_active_hand(W))
return 1
else if(put_in_inactive_hand(W))
return 1
else
W.loc = get_turf(src)
W.layer = initial(W.layer)
W.dropped(src)
return 0
/mob/proc/drop_item_v() //this is dumb.
if(stat == CONSCIOUS && isturf(loc))
return drop_item()
return 0
//Drops the item in our left hand
/mob/proc/drop_l_hand()
if(!loc.allow_drop())
return
return unEquip(l_hand) //All needed checks are in unEquip
//Drops the item in our right hand
/mob/proc/drop_r_hand()
if(!loc.allow_drop())
return
return unEquip(r_hand)
//Drops the item in our active hand.
/mob/proc/drop_item()
if(hand)
return drop_l_hand()
else
return drop_r_hand()
//Here lie drop_from_inventory and before_item_take, already forgotten and not missed.
/mob/proc/canUnEquip(obj/item/I, force)
if(!I)
return 1
if((I.flags & NODROP) && !force)
return 0
return 1
/mob/proc/unEquip(obj/item/I, force) //Force overrides NODROP for things like wizarditis and admin undress.
if(!I) //If there's nothing to drop, the drop is automatically succesfull. If(unEquip) should generally be used to check for NODROP.
return 1
if((I.flags & NODROP) && !force)
return 0
if(I == r_hand)
r_hand = null
update_inv_r_hand()
else if(I == l_hand)
l_hand = null
update_inv_l_hand()
if(I)
if(client)
client.screen -= I
I.loc = loc
I.dropped(src)
if(I)
I.layer = initial(I.layer)
return 1
//Attemps to remove an object on a mob. Will not move it to another area or such, just removes from the mob.
/mob/proc/remove_from_mob(var/obj/O)
unEquip(O)
O.screen_loc = null
return 1
//Outdated but still in use apparently. This should at least be a human proc.
/mob/proc/get_equipped_items()
var/list/items = new/list()
if(hasvar(src,"back"))
if(src:back)
items += src:back
if(hasvar(src,"belt"))
if(src:belt)
items += src:belt
if(hasvar(src,"ears"))
if(src:ears)
items += src:ears
if(hasvar(src,"glasses"))
if(src:glasses)
items += src:glasses
if(hasvar(src,"gloves"))
if(src:gloves)
items += src:gloves
if(hasvar(src,"head"))
if(src:head)
items += src:head
if(hasvar(src,"shoes"))
if(src:shoes)
items += src:shoes
if(hasvar(src,"wear_id"))
if(src:wear_id)
items += src:wear_id
if(hasvar(src,"wear_mask"))
if(src:wear_mask)
items += src:wear_mask
if(hasvar(src,"wear_suit"))
if(src:wear_suit)
items += src:wear_suit
/* if(hasvar(src,"w_radio"))
if(src:w_radio)
items += src:w_radio commenting this out since headsets go on your ears now PLEASE DON'T BE MAD KEELIN */
if(hasvar(src,"w_uniform"))
if(src:w_uniform)
items += src:w_uniform
/* if(hasvar(src,"l_hand"))
if(src:l_hand)
items += src:l_hand
if(hasvar(src,"r_hand"))
if(src:r_hand)
items += src:r_hand*/
return items
/obj/item/proc/equip_to_best_slot(var/mob/M)
if(src != M.get_active_hand())
M << "<span class='warning'>You are not holding anything to equip!</span>"
return 0
if(M.equip_to_appropriate_slot(src))
if(M.hand)
M.update_inv_l_hand()
else
M.update_inv_r_hand()
return 1
if(M.s_active && M.s_active.can_be_inserted(src,1)) //if storage active insert there
M.s_active.handle_item_insertion(src)
return 1
var/obj/item/weapon/storage/S = M.get_inactive_hand()
if(istype(S) && S.can_be_inserted(src,1)) //see if we have box in other hand
S.handle_item_insertion(src)
return 1
S = M.get_item_by_slot(slot_belt)
if(istype(S) && S.can_be_inserted(src,1)) //else we put in belt
S.handle_item_insertion(src)
return 1
S = M.get_item_by_slot(slot_drone_storage) //else we put in whatever is in drone storage
if(istype(S) && S.can_be_inserted(src,1))
S.handle_item_insertion(src)
S = M.get_item_by_slot(slot_back) //else we put in backpack
if(istype(S) && S.can_be_inserted(src,1))
S.handle_item_insertion(src)
playsound(src.loc, "rustle", 50, 1, -5)
return 1
M << "<span class='warning'>You are unable to equip that!</span>"
return 0
/mob/verb/quick_equip()
set name = "quick-equip"
set hidden = 1
var/obj/item/I = get_active_hand()
if (I)
I.equip_to_best_slot(src)
//used in code for items usable by both carbon and drones, this gives the proper back slot for each mob.(defibrillator, backpack watertank, ...)
/mob/proc/getBackSlot()
return slot_back
/mob/proc/getBeltSlot()
return slot_belt