diff --git a/code/game/objects/items.dm b/code/game/objects/items.dm
index 87ab21e610..1d24074caa 100644
--- a/code/game/objects/items.dm
+++ b/code/game/objects/items.dm
@@ -239,198 +239,124 @@
/obj/item/proc/equipped(var/mob/user, var/slot)
return
+//Defines which slots correspond to which slot flags
+var/list/global/slot_flags_enumeration = list(
+ "[slot_wear_mask]" = SLOT_MASK,
+ "[slot_back]" = SLOT_BACK,
+ "[slot_wear_suit]" = SLOT_OCLOTHING,
+ "[slot_gloves]" = SLOT_GLOVES,
+ "[slot_shoes]" = SLOT_FEET,
+ "[slot_belt]" = SLOT_BELT,
+ "[slot_glasses]" = SLOT_EYES,
+ "[slot_head]" = SLOT_HEAD,
+ "[slot_l_ear]" = SLOT_EARS|SLOT_TWOEARS,
+ "[slot_r_ear]" = SLOT_EARS|SLOT_TWOEARS,
+ "[slot_w_uniform]" = SLOT_ICLOTHING,
+ "[slot_wear_id]" = SLOT_ID,
+ "[slot_tie]" = SLOT_TIE,
+ )
+
//the mob M is attempting to equip this item into the slot passed through as 'slot'. Return 1 if it can do this and 0 if it can't.
//If you are making custom procs but would like to retain partial or complete functionality of this one, include a 'return ..()' to where you want this to happen.
//Set disable_warning to 1 if you wish it to not give you outputs.
+//Should probably move the bulk of this into mob code some time, as most of it is related to the definition of slots and not item-specific
/obj/item/proc/mob_can_equip(M as mob, slot, disable_warning = 0)
if(!slot) return 0
if(!M) return 0
- if(ishuman(M))
- //START HUMAN
- var/mob/living/carbon/human/H = M
- var/list/mob_equip = list()
- if(H.species.hud && H.species.hud.equip_slots)
- mob_equip = H.species.hud.equip_slots
+ if(!ishuman(M)) return 0
+
+ var/mob/living/carbon/human/H = M
+ var/list/mob_equip = list()
+ if(H.species.hud && H.species.hud.equip_slots)
+ mob_equip = H.species.hud.equip_slots
- if(H.species && !(slot in mob_equip))
+ if(H.species && !(slot in mob_equip))
+ return 0
+
+ //First check if the item can be equipped to the desired slot.
+ if("[slot]" in slot_flags_enumeration)
+ var/req_flags = slot_flags_enumeration["[slot]"]
+ if(!(req_flags & slot_flags))
return 0
+
+ //Next check that the slot is free
+ if(H.get_equipped_item(slot))
+ return 0
+
+ //Next check if the slot is accessible.
+ var/mob/_user = disable_warning? null : H
+ if(!H.slot_is_accessible(slot, src, _user))
+ return 0
+
+ //Lastly, check special rules for the desired slot.
+ switch(slot)
+ if(slot_l_ear, slot_r_ear)
+ var/slot_other_ear = (slot == slot_l_ear)? slot_r_ear : slot_l_ear
+ if( (w_class > 1) && !(slot_flags & SLOT_EARS) )
+ return 0
+ if( (slot_flags & SLOT_TWOEARS) && H.get_equipped_item(slot_other_ear) )
+ return 0
+ if(slot_wear_id)
+ if(!H.w_uniform && (slot_w_uniform in mob_equip))
+ if(!disable_warning)
+ H << "You need a jumpsuit before you can attach this [name]."
+ return 0
+ if(slot_l_store, slot_r_store)
+ if(!H.w_uniform && (slot_w_uniform in mob_equip))
+ if(!disable_warning)
+ H << "You need a jumpsuit before you can attach this [name]."
+ return 0
+ if(slot_flags & SLOT_DENYPOCKET)
+ return 0
+ if( w_class > 2 && !(slot_flags & SLOT_POCKET) )
+ return 0
+ if(slot_s_store)
+ if(!H.wear_suit && (slot_wear_suit in mob_equip))
+ if(!disable_warning)
+ H << "You need a suit before you can attach this [name]."
+ return 0
+ if(!H.wear_suit.allowed)
+ if(!disable_warning)
+ usr << "You somehow have a suit with no defined allowed items for suit storage, stop that."
+ return 0
+ if( !(istype(src, /obj/item/device/pda) || istype(src, /obj/item/weapon/pen) || is_type_in_list(src, H.wear_suit.allowed)) )
+ return 0
+ if(slot_handcuffed)
+ if(!istype(src, /obj/item/weapon/handcuffs))
+ return 0
+ if(slot_legcuffed)
+ if(!istype(src, /obj/item/weapon/legcuffs))
+ return 0
+ if(slot_in_backpack) //used entirely for equipping spawned mobs or at round start
+ var/allow = 0
+ if(H.back && istype(H.back, /obj/item/weapon/storage/backpack))
+ var/obj/item/weapon/storage/backpack/B = H.back
+ if(B.contents.len < B.storage_slots && w_class <= B.max_w_class)
+ allow = 1
+ if(!allow)
+ return 0
+ if(slot_tie)
+ if(!H.w_uniform && (slot_w_uniform in mob_equip))
+ if(!disable_warning)
+ H << "You need a jumpsuit before you can attach this [name]."
+ return 0
+ var/obj/item/clothing/under/uniform = H.w_uniform
+ if(uniform.accessories.len && !uniform.can_attach_accessory(src))
+ if (!disable_warning)
+ H << "You already have an accessory of this type attached to your [uniform]."
+ return 0
+ return 1
- switch(slot)
- if(slot_l_hand)
- if(H.l_hand)
- return 0
- return 1
- if(slot_r_hand)
- if(H.r_hand)
- return 0
- return 1
- if(slot_wear_mask)
- if(H.wear_mask)
- return 0
- if(H.head && !(H.head.canremove) && (H.head.flags & HEADCOVERSMOUTH))
- if(!disable_warning)
- H << "\The [H.head] is in the way."
- return 0
- if( !(slot_flags & SLOT_MASK) )
- return 0
- return 1
- if(slot_back)
- if(H.back)
- return 0
- if( !(slot_flags & SLOT_BACK) )
- return 0
- return 1
- if(slot_wear_suit)
- if(H.wear_suit)
- return 0
- if( !(slot_flags & SLOT_OCLOTHING) )
- return 0
- return 1
- if(slot_gloves)
- if(H.gloves)
- return 0
- if( !(slot_flags & SLOT_GLOVES) )
- return 0
- return 1
- if(slot_shoes)
- if(H.shoes)
- return 0
- if( !(slot_flags & SLOT_FEET) )
- return 0
- return 1
- if(slot_belt)
- if(H.belt)
- return 0
- if(!H.w_uniform && (slot_w_uniform in mob_equip))
- if(!disable_warning)
- H << "You need a jumpsuit before you can attach this [name]."
- return 0
- if( !(slot_flags & SLOT_BELT) )
- return
- return 1
- if(slot_glasses)
- if(H.glasses)
- return 0
- if(H.head && !(H.head.canremove) && (H.head.flags & HEADCOVERSEYES))
- if(!disable_warning)
- H << "\The [H.head] is in the way."
- return 0
- if( !(slot_flags & SLOT_EYES) )
- return 0
- return 1
- if(slot_head)
- if(H.head)
- return 0
- if( !(slot_flags & SLOT_HEAD) )
- return 0
- return 1
- if(slot_l_ear)
- if(H.l_ear)
- return 0
- if( (w_class > 1) && !(slot_flags & SLOT_EARS) )
- return 0
- if( (slot_flags & SLOT_TWOEARS) && H.r_ear )
- return 0
- return 1
- if(slot_r_ear)
- if(H.r_ear)
- return 0
- if( (w_class > 1) && !(slot_flags & SLOT_EARS) )
- return 0
- if( (slot_flags & SLOT_TWOEARS) && H.l_ear )
- return 0
- return 1
- if(slot_w_uniform)
- if(H.w_uniform)
- return 0
- if(H.wear_suit && (H.wear_suit.body_parts_covered & src.body_parts_covered))
- if(!disable_warning)
- H << "\The [H.wear_suit] is in the way."
- return 0
- if( !(slot_flags & SLOT_ICLOTHING) )
- return 0
- return 1
- if(slot_wear_id)
- if(H.wear_id)
- return 0
- if(!H.w_uniform && (slot_w_uniform in mob_equip))
- if(!disable_warning)
- H << "You need a jumpsuit before you can attach this [name]."
- return 0
- if( !(slot_flags & SLOT_ID) )
- return 0
- return 1
- if(slot_l_store)
- if(H.l_store)
- return 0
- if(!H.w_uniform && (slot_w_uniform in mob_equip))
- if(!disable_warning)
- H << "You need a jumpsuit before you can attach this [name]."
- return 0
- if(slot_flags & SLOT_DENYPOCKET)
- return 0
- if( w_class <= 2 || (slot_flags & SLOT_POCKET) )
- return 1
- if(slot_r_store)
- if(H.r_store)
- return 0
- if(!H.w_uniform && (slot_w_uniform in mob_equip))
- if(!disable_warning)
- H << "You need a jumpsuit before you can attach this [name]."
- return 0
- if(slot_flags & SLOT_DENYPOCKET)
- return 0
- if( w_class <= 2 || (slot_flags & SLOT_POCKET) )
- return 1
- return 0
- if(slot_s_store)
- if(H.s_store)
- return 0
- if(!H.wear_suit && (slot_wear_suit in mob_equip))
- if(!disable_warning)
- H << "You need a suit before you can attach this [name]."
- return 0
- if(!H.wear_suit.allowed)
- if(!disable_warning)
- usr << "You somehow have a suit with no defined allowed items for suit storage, stop that."
- return 0
- if( istype(src, /obj/item/device/pda) || istype(src, /obj/item/weapon/pen) || is_type_in_list(src, H.wear_suit.allowed) )
- return 1
- return 0
- if(slot_handcuffed)
- if(H.handcuffed)
- return 0
- if(!istype(src, /obj/item/weapon/handcuffs))
- return 0
- return 1
- if(slot_legcuffed)
- if(H.legcuffed)
- return 0
- if(!istype(src, /obj/item/weapon/legcuffs))
- return 0
- return 1
- if(slot_in_backpack)
- if (H.back && istype(H.back, /obj/item/weapon/storage/backpack))
- var/obj/item/weapon/storage/backpack/B = H.back
- if(B.contents.len < B.storage_slots && w_class <= B.max_w_class)
- return 1
- return 0
- if(slot_tie)
- if(!H.w_uniform && (slot_w_uniform in mob_equip))
- if(!disable_warning)
- H << "You need a jumpsuit before you can attach this [name]."
- return 0
- var/obj/item/clothing/under/uniform = H.w_uniform
- if(uniform.accessories.len && !uniform.can_attach_accessory(src))
- if (!disable_warning)
- H << "You already have an accessory of this type attached to your [uniform]."
- return 0
- if( !(slot_flags & SLOT_TIE) )
- return 0
- return 1
- return 0 //Unsupported slot
- //END HUMAN
+/obj/item/proc/mob_can_unequip(mob/M, slot, disable_warning = 0)
+ if(!slot) return 0
+ if(!M) return 0
+
+ if(!canremove)
+ return 0
+ if(!M.slot_is_accessible(slot, src, disable_warning? null : M))
+ return 0
+ return 1
/obj/item/verb/verb_pickup()
set src in oview(1)
diff --git a/code/modules/mob/inventory.dm b/code/modules/mob/inventory.dm
index 0d20e00166..026773b9c7 100644
--- a/code/modules/mob/inventory.dm
+++ b/code/modules/mob/inventory.dm
@@ -58,6 +58,10 @@ var/list/slot_equipment_priority = list( \
slot_r_store\
)
+//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)
@@ -143,7 +147,8 @@ var/list/slot_equipment_priority = list( \
W.dropped()
return 0
-// Removes an item from inventory and places it in the target atom
+// 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 = null)
if(W)
if(!Target)
@@ -201,7 +206,13 @@ var/list/slot_equipment_priority = list( \
if(!I) //If there's nothing to drop, the drop is automatically successful.
return 1
- if(!I.canremove && !force)
+ var/slot
+ for(var/s in slot_back to slot_tie) //kind of worries me
+ if(get_equipped_item(s) == I)
+ slot = s
+ break
+
+ if(slot && !I.mob_can_unequip(src, slot))
return 0
remove_from_mob(I)
@@ -220,6 +231,15 @@ var/list/slot_equipment_priority = list( \
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/list/items = new/list()
diff --git a/code/modules/mob/living/carbon/human/inventory.dm b/code/modules/mob/living/carbon/human/inventory.dm
index 5484508fe7..6ecaaa1704 100644
--- a/code/modules/mob/living/carbon/human/inventory.dm
+++ b/code/modules/mob/living/carbon/human/inventory.dm
@@ -317,6 +317,48 @@ This saves us from having to call add_fingerprint() any time something is put in
return 1
+//Checks if a given slot can be accessed at this time, either to equip or unequip I
+/mob/living/carbon/human/slot_is_accessible(var/slot, var/obj/item/I, mob/user=null)
+ var/obj/item/covering = null
+ var/check_flags = 0
+
+ switch(slot)
+ if(slot_wear_mask)
+ covering = src.head
+ check_flags = HEADCOVERSMOUTH
+ if(slot_glasses)
+ covering = src.head
+ check_flags = HEADCOVERSEYES
+ if(slot_gloves, slot_w_uniform)
+ covering = src.wear_suit
+
+ if(covering)
+ if((covering.body_parts_covered & I.body_parts_covered) || (covering.flags & check_flags))
+ user << "\The [covering] is in the way."
+ return 0
+ return 1
+
+/mob/living/carbon/human/get_equipped_item(var/slot)
+ switch(slot)
+ if(slot_wear_suit) return wear_suit
+ if(slot_gloves) return gloves
+ if(slot_shoes) return shoes
+ if(slot_belt) return belt
+ if(slot_glasses) return glasses
+ if(slot_head) return head
+ if(slot_l_ear) return l_ear
+ if(slot_r_ear) return r_ear
+ if(slot_w_uniform) return w_uniform
+ if(slot_wear_id) return wear_id
+ if(slot_l_store) return l_store
+ if(slot_r_store) return r_store
+ if(slot_s_store) return s_store
+ if(slot_handcuffed) return handcuffed
+ if(slot_legcuffed) return legcuffed
+ return ..()
+
+///Bizarre equip effect system below
+
/*
MouseDrop human inventory menu
*/