mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2025-12-31 20:53:34 +00:00
* Refactor /mob/unEquip. * fix things found in testing * more fixes from testing * fix removal of hooded suits * fix flayers inability to deploy swarmprod * fix changeling blade activation * unnecessary parens * pass default unequip args to proc overrides * fix belts being able to forceMove into full hands
406 lines
12 KiB
Plaintext
406 lines
12 KiB
Plaintext
//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
|
|
|
|
/// Specal proc for special mobs that use "hands" in weird ways
|
|
/mob/proc/special_get_hands_check()
|
|
return
|
|
|
|
/mob/verb/quick_equip()
|
|
set name = "quick-equip"
|
|
set hidden = 1
|
|
|
|
|
|
DEFAULT_QUEUE_OR_CALL_VERB(VERB_CALLBACK(src, PROC_REF(run_quick_equip)))
|
|
|
|
///proc extender of [/mob/verb/quick_equip] used to make the verb queuable if the server is overloaded
|
|
/mob/proc/run_quick_equip()
|
|
var/obj/item/I = get_active_hand()
|
|
if(I)
|
|
I.equip_to_best_slot(src)
|
|
|
|
/mob/proc/is_in_active_hand(obj/item/I)
|
|
var/obj/item/item_to_test = get_active_hand()
|
|
|
|
return item_to_test && item_to_test.is_equivalent(I)
|
|
|
|
/// Check if an item is in one of our hands
|
|
/mob/proc/is_holding(obj/item/I)
|
|
return istype(I) && (I == r_hand || I == l_hand)
|
|
|
|
//Checks if we're holding an item of type: typepath
|
|
/mob/proc/is_holding_item_of_type(typepath)
|
|
. = FALSE
|
|
if(istype(l_hand, typepath))
|
|
return l_hand
|
|
if(istype(r_hand, typepath))
|
|
return r_hand
|
|
|
|
//Returns the thing in our inactive hand
|
|
/mob/proc/get_inactive_hand()
|
|
if(hand) return r_hand
|
|
else return l_hand
|
|
|
|
/mob/proc/is_in_inactive_hand(obj/item/I)
|
|
var/obj/item/item_to_test = get_inactive_hand()
|
|
|
|
return item_to_test && item_to_test.is_equivalent(I)
|
|
|
|
//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(if_active=0)
|
|
return null
|
|
|
|
/mob/proc/put_in_hand(obj/item/I, slot)
|
|
switch(slot)
|
|
if(ITEM_SLOT_LEFT_HAND)
|
|
return put_in_l_hand(I)
|
|
if(ITEM_SLOT_RIGHT_HAND)
|
|
return put_in_r_hand(I)
|
|
|
|
//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, skip_blocked_hands_check = FALSE)
|
|
if(!put_in_hand_check(W, skip_blocked_hands_check))
|
|
return FALSE
|
|
if(!l_hand && has_left_hand())
|
|
W.forceMove(src) //TODO: move to equipped?
|
|
l_hand = W
|
|
W.layer = ABOVE_HUD_LAYER //TODO: move to equipped?
|
|
W.plane = ABOVE_HUD_PLANE //TODO: move to equipped?
|
|
W.equipped(src, ITEM_SLOT_LEFT_HAND)
|
|
if(pulling == W)
|
|
stop_pulling()
|
|
update_inv_l_hand()
|
|
return TRUE
|
|
return FALSE
|
|
|
|
//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, skip_blocked_hands_check = FALSE)
|
|
if(!put_in_hand_check(W, skip_blocked_hands_check))
|
|
return 0
|
|
if(!r_hand && has_right_hand())
|
|
W.forceMove(src)
|
|
r_hand = W
|
|
W.layer = ABOVE_HUD_LAYER
|
|
W.plane = ABOVE_HUD_PLANE
|
|
W.equipped(src,ITEM_SLOT_RIGHT_HAND)
|
|
if(pulling == W)
|
|
stop_pulling()
|
|
update_inv_r_hand()
|
|
return 1
|
|
return 0
|
|
|
|
/mob/proc/put_in_hand_check(obj/item/W, skip_blocked_hands_check)
|
|
if(!istype(W) || QDELETED(W))
|
|
return FALSE
|
|
if(HAS_TRAIT(src, TRAIT_ABSTRACT_HANDS) && !(W.flags & ABSTRACT))
|
|
return FALSE
|
|
return TRUE
|
|
|
|
/mob/living/put_in_hand_check(obj/item/W, skip_blocked_hands_check)
|
|
. = ..()
|
|
if(!skip_blocked_hands_check && HAS_TRAIT(src, TRAIT_HANDS_BLOCKED) && !(W.flags & ABSTRACT))
|
|
. = FALSE
|
|
|
|
//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 :)
|
|
//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(drop_location())
|
|
W.layer = initial(W.layer)
|
|
W.plane = initial(W.plane)
|
|
W.dropped(src)
|
|
|
|
/mob/proc/drop_item_v() //this is dumb.
|
|
if(stat == CONSCIOUS && isturf(loc))
|
|
SEND_SIGNAL(usr, COMSIG_MOB_WILLINGLY_DROP)
|
|
return drop_item()
|
|
return 0
|
|
|
|
//Drops the item in our left hand
|
|
/mob/proc/drop_l_hand(force = FALSE)
|
|
return drop_item_to_ground(l_hand, force)
|
|
|
|
//Drops the item in our right hand
|
|
/mob/proc/drop_r_hand(force = FALSE)
|
|
return drop_item_to_ground(r_hand, force)
|
|
|
|
//Drops the item in our active hand.
|
|
/mob/proc/drop_item()
|
|
if(hand)
|
|
return drop_l_hand()
|
|
else
|
|
return drop_r_hand()
|
|
|
|
/mob/proc/canUnEquip(obj/item/I, force)
|
|
if(!I)
|
|
return TRUE
|
|
if((I.flags & NODROP) && !force)
|
|
return FALSE
|
|
|
|
return TRUE
|
|
|
|
/**
|
|
* Unequip `target` and drop it at our current location.
|
|
*
|
|
* Returns `FALSE` if the unequip failed, and `target` if it succeeded. Returns
|
|
* `FALSE` if there is no target to drop. If the caller cares about handling the
|
|
* resultant dropped object, they are responsible for ensuring that the thing
|
|
* actually exists. This is to ensure that the return value is meaningful and that
|
|
* a nonexistant item being unequipped and returning null is not interpreted as
|
|
* a failure.
|
|
*
|
|
* However, if you don't care about the return value, feel free to pass in possibly
|
|
* nonexistant objects, such as when dropping anything in a slot for a spell/virus
|
|
* that replaces existing clothing.
|
|
*/
|
|
/mob/proc/drop_item_to_ground(obj/item/target, force = FALSE, silent = FALSE, drop_inventory = TRUE)
|
|
if(isnull(target))
|
|
return FALSE
|
|
|
|
var/try_unequip = unequip_to(target, drop_location(), force, silent, drop_inventory, no_move = FALSE)
|
|
|
|
if(!try_unequip || !target)
|
|
return FALSE
|
|
|
|
return target
|
|
|
|
/**
|
|
* Unequip `target` and relocate it to `destination`.
|
|
*
|
|
* Returns `FALSE` if the transfer failed for any reason, and `TRUE` if it succeeded.
|
|
*/
|
|
/mob/proc/transfer_item_to(obj/item/target, atom/destination, force = FALSE, silent = TRUE)
|
|
return unequip_to(target, destination, force, silent, no_move = FALSE)
|
|
|
|
/**
|
|
* Unequip `target` without relocating it.
|
|
*
|
|
* Returns `FALSE` if the transfer failed for any reason, and `TRUE` if it succeeded.
|
|
*
|
|
* A destination cannot be specified; you must either `forceMove` or `qdel` it.
|
|
* If you intend to `qdel` it immediately, it is not necessary to call this;
|
|
* [/obj/item/proc/Destroy] will perform the necessary unequipping.
|
|
*/
|
|
/mob/proc/unequip(obj/item/target, force = FALSE, drop_inventory = TRUE)
|
|
return unequip_to(target, null, force, silent = TRUE, drop_inventory = drop_inventory, no_move = TRUE)
|
|
|
|
/**
|
|
* Central proc for unequipping items. Cannot be called but can be overridden so
|
|
* long as default arg values are preserved. Use [/mob/proc/unequip],
|
|
* [/mob/proc/drop_item_to_ground], or [/mob/proc/transfer_item_to] instead.
|
|
*
|
|
* - `target`: The object to unequip.
|
|
* - `destination`: The location the object should be unequipped to, if applicable.
|
|
* - `force`: Override `NODROP` for things like wizarditis and admin undress.
|
|
* - `silent`: Whether the unequip should play a sound.
|
|
* - `drop_inventory`: Whether items in the dropped item's slots (such as uniform pockets) should be dropped.
|
|
* - `no_move`: Whether we should attempt to move the item to `destination` or expect the caller to.
|
|
*/
|
|
/mob/proc/unequip_to(obj/item/target, atom/destination, force = FALSE, silent = FALSE, drop_inventory = TRUE, no_move = FALSE)
|
|
PROTECTED_PROC(TRUE)
|
|
|
|
if((target.flags & NODROP) && !force)
|
|
return FALSE
|
|
|
|
if((SEND_SIGNAL(target, COMSIG_ITEM_PRE_UNEQUIP, destination, force, silent, drop_inventory, no_move) & COMPONENT_ITEM_BLOCK_UNEQUIP) && !force)
|
|
return FALSE
|
|
|
|
if(target == r_hand)
|
|
r_hand = null
|
|
update_inv_r_hand()
|
|
else if(target == l_hand)
|
|
l_hand = null
|
|
update_inv_l_hand()
|
|
else if(target in tkgrabbed_objects)
|
|
var/obj/item/tk_grab/tkgrab = tkgrabbed_objects[target]
|
|
unequip_to(tkgrab, destination, force, silent, drop_inventory, no_move)
|
|
|
|
if(target)
|
|
if(client)
|
|
client.screen -= target
|
|
target.layer = initial(target.layer)
|
|
target.plane = initial(target.plane)
|
|
if(!no_move && !(target.flags & DROPDEL))
|
|
if(isnull(destination))
|
|
target.moveToNullspace()
|
|
else
|
|
target.forceMove(destination)
|
|
target.dropped(src, silent)
|
|
|
|
return TRUE
|
|
|
|
//Outdated but still in use apparently. This should at least be a human proc.
|
|
//Daily reminder to murder this - Remie.
|
|
/mob/proc/get_equipped_items(include_pockets = FALSE)
|
|
var/list/items = list()
|
|
if(back)
|
|
items += back
|
|
if(wear_mask)
|
|
items += wear_mask
|
|
return items
|
|
|
|
/mob/living/carbon/get_equipped_items(include_pockets = FALSE)
|
|
var/list/items = ..()
|
|
if(wear_suit)
|
|
items += wear_suit
|
|
if(head)
|
|
items += head
|
|
return items
|
|
|
|
/mob/living/carbon/human/get_equipped_items(include_pockets = FALSE)
|
|
var/list/items = ..()
|
|
if(belt)
|
|
items += belt
|
|
if(l_ear)
|
|
items += l_ear
|
|
if(r_ear)
|
|
items += r_ear
|
|
if(glasses)
|
|
items += glasses
|
|
if(gloves)
|
|
items += gloves
|
|
if(neck)
|
|
items += neck
|
|
if(shoes)
|
|
items += shoes
|
|
if(wear_id)
|
|
items += wear_id
|
|
if(wear_pda)
|
|
items += wear_pda
|
|
if(w_uniform)
|
|
items += w_uniform
|
|
if(include_pockets)
|
|
if(l_store)
|
|
items += l_store
|
|
if(r_store)
|
|
items += r_store
|
|
if(s_store)
|
|
items += s_store
|
|
return items
|
|
|
|
/mob/living/proc/unequip_everything()
|
|
var/list/items = list()
|
|
items |= get_equipped_items(TRUE)
|
|
for(var/I in items)
|
|
drop_item_to_ground(I)
|
|
drop_l_hand()
|
|
drop_r_hand()
|
|
|
|
/obj/item/proc/equip_to_best_slot(mob/M)
|
|
if(src != M.get_active_hand())
|
|
to_chat(M, "<span class='warning'>You are not holding anything to equip!</span>")
|
|
return FALSE
|
|
|
|
if(flags & NODROP)
|
|
to_chat(M, "<span class='warning'>You are unable to equip that!</span>")
|
|
return FALSE
|
|
|
|
if(M.equip_to_appropriate_slot(src))
|
|
if(M.hand)
|
|
M.update_inv_l_hand()
|
|
else
|
|
M.update_inv_r_hand()
|
|
return TRUE
|
|
|
|
if(M.s_active && M.s_active.can_be_inserted(src, TRUE)) //if storage active insert there
|
|
M.s_active.handle_item_insertion(src, M)
|
|
return TRUE
|
|
|
|
var/obj/item/storage/S = M.get_inactive_hand()
|
|
if(istype(S) && S.can_be_inserted(src, M, TRUE)) //see if we have box in other hand
|
|
S.handle_item_insertion(src, M)
|
|
return TRUE
|
|
|
|
S = M.get_item_by_slot(ITEM_SLOT_ID)
|
|
if(istype(S) && S.can_be_inserted(src, TRUE)) //else we put in a wallet
|
|
S.handle_item_insertion(src, M)
|
|
return TRUE
|
|
|
|
S = M.get_item_by_slot(ITEM_SLOT_BELT)
|
|
if(istype(S) && S.can_be_inserted(src, TRUE)) //else we put in belt
|
|
S.handle_item_insertion(src, M)
|
|
return TRUE
|
|
|
|
var/obj/item/O = M.get_item_by_slot(ITEM_SLOT_BACK) //else we put in backpack
|
|
if(istype(O, /obj/item/storage))
|
|
S = O
|
|
if(S.can_be_inserted(src, TRUE))
|
|
S.handle_item_insertion(src, M)
|
|
playsound(loc, "rustle", 50, TRUE, -5)
|
|
return TRUE
|
|
if(ismodcontrol(O))
|
|
var/obj/item/mod/control/C = O
|
|
if(C.can_be_inserted(src, TRUE))
|
|
C.handle_item_insertion(src, M)
|
|
playsound(loc, "rustle", 50, TRUE, -5)
|
|
return TRUE
|
|
|
|
to_chat(M, "<span class='warning'>You are unable to equip that!</span>")
|
|
return FALSE
|
|
|
|
/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(ITEM_SLOT_MASK)
|
|
return wear_mask
|
|
if(ITEM_SLOT_BACK)
|
|
return back
|
|
if(ITEM_SLOT_LEFT_HAND)
|
|
return l_hand
|
|
if(ITEM_SLOT_RIGHT_HAND)
|
|
return r_hand
|
|
return null
|
|
|
|
/mob/proc/get_slot_by_item(obj/item/looking_for)
|
|
if(looking_for == wear_mask)
|
|
return ITEM_SLOT_MASK
|
|
|
|
if(looking_for == back)
|
|
return ITEM_SLOT_BACK
|
|
|
|
if(looking_for == l_hand)
|
|
return ITEM_SLOT_LEFT_HAND
|
|
|
|
if(looking_for == r_hand)
|
|
return ITEM_SLOT_RIGHT_HAND
|
|
|
|
return null
|
|
|
|
//search for a path in inventory and storage items in that inventory (backpack, belt, etc) and return it.
|
|
/mob/proc/find_item(path)
|
|
var/list/L = get_contents()
|
|
|
|
for(var/obj/B in L)
|
|
if(B.type == path)
|
|
return B
|