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CHOMPStation2/code/modules/mob/inventory.dm

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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()
if(istype(W))
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 = 0, disable_warning = 0, redraw_mob = 1)
if(!istype(W)) return 0
if(!W.mob_can_equip(src, slot))
if(del_on_fail)
del(W)
else
if(!disable_warning)
src << "\red You are unable to equip that." //Only print if del_on_fail is false
return 0
equip_to_slot(W, slot, redraw_mob) //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 as obj, slot)
return
//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)
return equip_to_slot_if_possible(W, slot, 1, 1, 0)
//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\
)
//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
//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
//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(var/obj/item/W)
if(lying) return 0
if(!istype(W)) return 0
if(!l_hand)
W.loc = src //TODO: move to equipped?
l_hand = W
W.layer = 20 //TODO: move to equipped?
// l_hand.screen_loc = ui_lhand
W.equipped(src,slot_l_hand)
if(client) client.screen |= W
if(pulling == W) stop_pulling()
update_inv_l_hand()
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(var/obj/item/W)
if(lying) return 0
if(!istype(W)) return 0
if(!r_hand)
W.loc = src
r_hand = W
W.layer = 20
// r_hand.screen_loc = ui_rhand
W.equipped(src,slot_r_hand)
if(client) client.screen |= W
if(pulling == W) stop_pulling()
update_inv_r_hand()
return 1
return 0
//Puts the item into our active hand if possible. returns 1 on success.
/mob/proc/put_in_active_hand(var/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(var/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(var/obj/item/W)
if(!W) return 0
if(put_in_active_hand(W))
update_inv_l_hand()
update_inv_r_hand()
return 1
else if(put_in_inactive_hand(W))
update_inv_l_hand()
update_inv_r_hand()
return 1
else
W.loc = get_turf(src)
W.layer = initial(W.layer)
W.dropped()
return 0
// Removes an item from inventory and places it in the target atom
/mob/proc/drop_from_inventory(var/obj/item/W, var/atom/Target = null)
if(W)
if(!Target)
Target = loc
remove_from_mob(W)
if(!W) return 1 // self destroying objects (tk, grabs)
W.forceMove(Target)
update_icons()
return 1
return 0
//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.
/mob/proc/drop_item(var/atom/Target)
if(hand) return drop_l_hand(Target)
else return drop_r_hand(Target)
//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.
//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
//This differs from remove_from_mob() in that it checks canremove first.
/mob/proc/unEquip(obj/item/I, force = 0) //Force overrides NODROP for things like wizarditis and admin undress.
if(!I) //If there's nothing to drop, the drop is automatically successful.
return 1
if(!I.canremove && !force)
return 0
remove_from_mob(I)
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)
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.dropped()
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,"l_ear")) if(src:l_ear) items += src:l_ear
if(hasvar(src,"r_ear")) if(src:r_ear) items += src:r_ear
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