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Paradise/code/modules/mob/inventory.dm
2016-07-22 16:54:08 -07:00

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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
// Because there's several different places it's stored.
/mob/proc/get_multitool(var/if_active=0)
return null
//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(!put_in_hand_check(W))
return 0
if(!l_hand)
W.forceMove(src) //TODO: move to equipped?
l_hand = W
W.layer = 20 //TODO: move to equipped?
W.plane = HUD_PLANE //TODO: move to equipped?
W.equipped(src,slot_l_hand)
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(!put_in_hand_check(W))
return 0
if(!r_hand)
W.forceMove(src)
r_hand = W
W.layer = 20
W.plane = HUD_PLANE
W.equipped(src,slot_r_hand)
if(pulling == W)
stop_pulling()
update_inv_r_hand()
return 1
return 0
/mob/proc/put_in_hand_check(var/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(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 :)
//Just puts stuff on the floor for most mobs, since all mobs have hands but putting stuff in the AI/corgi/ghost hand is VERY BAD.
/mob/proc/put_in_hands(obj/item/W)
W.forceMove(get_turf(src))
W.layer = initial(W.layer)
W.plane = initial(W.plane)
W.dropped()
/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()
return unEquip(l_hand) //All needed checks are in unEquip
//Drops the item in our right hand
/mob/proc/drop_r_hand()
return unEquip(r_hand) //Why was this not calling unEquip in the first place jesus fuck.
//Drops the item in our active hand.
/mob/proc/drop_item() //THIS. DOES. NOT. NEED. AN. ARGUMENT.
if(hand)
return drop_l_hand()
else
return drop_r_hand()
//Here lie unEquip 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(!canUnEquip(I, 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.forceMove(loc)
I.dropped(src)
if(I)
I.layer = initial(I.layer)
I.plane = initial(I.plane)
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,"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
/mob/proc/get_all_slots()
return list(wear_mask, back, l_hand, r_hand)
/mob/proc/get_id_card()
for(var/obj/item/I in get_all_slots())
. = I.GetID()
if(.)
break
/mob/proc/get_item_by_slot(slot_id)
switch(slot_id)
if(slot_l_hand)
return l_hand
if(slot_r_hand)
return r_hand
return null