Files
vgstation13/code/modules/mob/inventory.dm
2015-10-27 23:40:47 -04:00

357 lines
11 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()
//writepanic("[__FILE__].[__LINE__] ([src.type])([usr ? usr.ckey : ""]) \\/mob/proc/get_active_hand() called tick#: [world.time]")
if(hand) return l_hand
else return r_hand
// Get the organ of the active hand
/mob/proc/get_active_hand_organ()
//writepanic("[__FILE__].[__LINE__] ([src.type])([usr ? usr.ckey : ""]) \\/mob/proc/get_active_hand_organ() called tick#: [world.time]")
if(!istype(src, /mob/living/carbon)) return
if (hasorgans(src))
var/datum/organ/external/temp = src:organs_by_name["r_hand"]
if (hand)
temp = src:organs_by_name["l_hand"]
return temp
//Returns the thing in our inactive hand
/mob/proc/get_inactive_hand()
//writepanic("[__FILE__].[__LINE__] ([src.type])([usr ? usr.ckey : ""]) \\/mob/proc/get_inactive_hand() called tick#: [world.time]")
if(hand) return r_hand
else return l_hand
// Because there's several different places it's stored.
/mob/proc/get_multitool(var/if_active=0)
//writepanic("[__FILE__].[__LINE__] ([src.type])([usr ? usr.ckey : ""]) \\/mob/proc/get_multitool() called tick#: [world.time]")
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)
//writepanic("[__FILE__].[__LINE__] ([src.type])([usr ? usr.ckey : ""]) \\/mob/proc/put_in_l_hand() called tick#: [world.time]")
if(!put_in_hand_check(W, hand))
return 0
if(!l_hand)
W.loc = src //TODO: move to equipped?
l_hand = W
W.layer = 20 //TODO: move to equipped?
W.pixel_x = initial(W.pixel_x)
W.pixel_y = initial(W.pixel_y)
// 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)
//writepanic("[__FILE__].[__LINE__] ([src.type])([usr ? usr.ckey : ""]) \\/mob/proc/put_in_r_hand() called tick#: [world.time]")
if(!put_in_hand_check(W, hand))
return 0
if(!r_hand)
W.loc = src
r_hand = W
W.layer = 20
W.pixel_x = initial(W.pixel_x)
W.pixel_y = initial(W.pixel_y)
// 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
/mob/proc/put_in_hand_check(var/obj/item/W)
//writepanic("[__FILE__].[__LINE__] ([src.type])([usr ? usr.ckey : ""]) \\/mob/proc/put_in_hand_check() called tick#: [world.time]")
if(lying) //&& !(W.flags & ABSTRACT))
return 0
if(!isitem(W))
return 0
if(W.flags & MUSTTWOHAND)
if(!W.wield(src, 1))
src << "You need both hands to pick up \the [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)
//writepanic("[__FILE__].[__LINE__] ([src.type])([usr ? usr.ckey : ""]) \\/mob/proc/put_in_active_hand() called tick#: [world.time]")
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)
//writepanic("[__FILE__].[__LINE__] ([src.type])([usr ? usr.ckey : ""]) \\/mob/proc/put_in_inactive_hand() called tick#: [world.time]")
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)
//writepanic("[__FILE__].[__LINE__] ([src.type])([usr ? usr.ckey : ""]) \\/mob/proc/put_in_hands() called tick#: [world.time]")
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
/mob/proc/drop_item_v() //this is dumb.
//writepanic("[__FILE__].[__LINE__] ([src.type])([usr ? usr.ckey : ""]) \\/mob/proc/drop_item_v() called tick#: [world.time]")
if(stat == CONSCIOUS && isturf(loc))
return drop_item()
return 0
/mob/proc/drop_from_inventory(var/obj/item/W)
//writepanic("[__FILE__].[__LINE__] ([src.type])([usr ? usr.ckey : ""]) \\/mob/proc/drop_from_inventory() called tick#: [world.time]")
if(W)
if(client) client.screen -= W
u_equip(W,1)
if(!W) return 1 // self destroying objects (tk, grabs)
W.layer = initial(W.layer)
W.loc = loc
var/turf/T = get_turf(loc)
if(isturf(T))
T.Entered(W)
//W.dropped(src)
//update_icons() // Redundant as u_equip will handle updating the specific overlay
return 1
return 0
// Drops all and only equipped items, including items in hand
/mob/proc/drop_all()
for (var/obj/item/I in get_all_slots())
drop_from_inventory(I)
//Drops the item in our hand - you can specify an item and a location to drop to
/mob/proc/drop_item(var/obj/item/to_drop, var/atom/Target)
//writepanic("[__FILE__].[__LINE__] ([src.type])([usr ? usr.ckey : ""]) \\/mob/proc/drop_item() called tick#: [world.time]")
if(!candrop) //can't drop items while etheral
return 0
if(!to_drop) //if we're not told to drop something specific
to_drop = get_active_hand() //drop what we're currently holding
if(!istype(to_drop)) //still nothing to drop?
return 0 //bail
if(!Target)
Target = src.loc
remove_from_mob(to_drop) //clean out any refs
if(!to_drop)
return 0
to_drop.forceMove(Target) //calls the Entered procs
to_drop.dropped(src)
if(to_drop && to_drop.loc)
return 1
return 0
/mob/proc/drop_hands(var/atom/Target) //drops both items
//writepanic("[__FILE__].[__LINE__] ([src.type])([usr ? usr.ckey : ""]) \\/mob/proc/drop_hands() called tick#: [world.time]")
drop_item(get_active_hand(), Target)
drop_item(get_inactive_hand(), Target)
//TODO: phase out this proc
/mob/proc/before_take_item(var/obj/item/W) //TODO: what is this?
//writepanic("[__FILE__].[__LINE__] ([src.type])([usr ? usr.ckey : ""]) \\/mob/proc/before_take_item() called tick#: [world.time]")
W.loc = null
W.layer = initial(W.layer)
u_equip(W,0)
update_icons()
return
/mob/proc/u_equip(var/obj/item/W as obj, dropped = 1)
//writepanic("[__FILE__].[__LINE__] ([src.type])([usr ? usr.ckey : ""]) \\/mob/proc/u_equip() called tick#: [world.time]")
if(!W) return 0
var/success = 0
if (W == r_hand)
r_hand = null
success = 1
update_inv_r_hand()
else if (W == l_hand)
l_hand = null
success = 1
update_inv_l_hand()
else if (W == back)
back = null
success = 1
update_inv_back()
else if (W == wear_mask)
wear_mask = null
success = 1
update_inv_wear_mask()
else
return 0
if(success)
if(client)
client.screen -= W
if(dropped)
W.loc = loc
W.dropped(src)
if(W)
W.layer = initial(W.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)
//writepanic("[__FILE__].[__LINE__] ([src.type])([usr ? usr.ckey : ""]) \\/mob/proc/remove_from_mob() called tick#: [world.time]")
src.u_equip(O,1)
if (src.client)
src.client.screen -= O
if(!O) return
O.layer = initial(O.layer)
O.screen_loc = null
return 1
/mob/proc/get_all_slots()
//writepanic("[__FILE__].[__LINE__] ([src.type])([usr ? usr.ckey : ""]) \\/mob/proc/get_all_slots() called tick#: [world.time]")
return list(wear_mask, back, l_hand, r_hand)
//everything on the mob that it isn't holding
/mob/proc/get_equipped_items()
//writepanic("[__FILE__].[__LINE__] ([src.type])([usr ? usr.ckey : ""]) \\/mob/proc/get_equipped_items() called tick#: [world.time]")
var/list/equipped = get_all_slots()
equipped -= list(get_active_hand(), get_inactive_hand())
return equipped
//everything on the mob that is not in its pockets, hands and belt.
/mob/proc/get_clothing_items()
//writepanic("[__FILE__].[__LINE__] ([src.type])([usr ? usr.ckey : ""]) \\/mob/proc/get_clothing_items() called tick#: [world.time]")
var/list/equipped = get_all_slots()
equipped -= list(get_active_hand(), get_inactive_hand())
return equipped
/mob/living/carbon/human/proc/equip_if_possible(obj/item/W, slot, act_on_fail = EQUIP_FAILACTION_DELETE) // since byond doesn't seem to have pointers, this seems like the best way to do this :/
//writepanic("[__FILE__].[__LINE__] ([src.type])([usr ? usr.ckey : ""]) \\/mob/living/carbon/human/proc/equip_if_possible() called tick#: [world.time]")
//warning: icky code
var/equipped = 0
switch(slot)
if(slot_back)
if(!src.back)
src.back = W
equipped = 1
if(slot_wear_mask)
if(!src.wear_mask)
src.wear_mask = W
equipped = 1
if(slot_handcuffed)
if(!src.handcuffed)
src.handcuffed = W
equipped = 1
if(slot_l_hand)
if(!src.l_hand)
src.l_hand = W
equipped = 1
if(slot_r_hand)
if(!src.r_hand)
src.r_hand = W
equipped = 1
if(slot_belt)
if(!src.belt && src.w_uniform)
src.belt = W
equipped = 1
if(slot_wear_id)
if(!src.wear_id && src.w_uniform)
src.wear_id = W
equipped = 1
if(slot_ears)
if(!src.ears)
src.ears = W
equipped = 1
if(slot_glasses)
if(!src.glasses)
src.glasses = W
equipped = 1
if(slot_gloves)
if(!src.gloves)
src.gloves = W
equipped = 1
if(slot_head)
if(!src.head)
src.head = W
equipped = 1
if(slot_shoes)
if(!src.shoes)
src.shoes = W
equipped = 1
if(slot_wear_suit)
if(!src.wear_suit)
src.wear_suit = W
equipped = 1
if(slot_w_uniform)
if(!src.w_uniform)
src.w_uniform = W
equipped = 1
if(slot_l_store)
if(!src.l_store && src.w_uniform)
src.l_store = W
equipped = 1
if(slot_r_store)
if(!src.r_store && src.w_uniform)
src.r_store = W
equipped = 1
if(slot_s_store)
if(!src.s_store && src.wear_suit)
src.s_store = W
equipped = 1
if(slot_in_backpack)
if (src.back && istype(src.back, /obj/item/weapon/storage/backpack))
var/obj/item/weapon/storage/backpack/B = src.back
if(B.contents.len < B.storage_slots && W.w_class <= B.max_w_class)
W.loc = B
equipped = 1
if(equipped)
W.layer = 20
if(src.back && W.loc != src.back)
W.loc = src
else
switch(act_on_fail)
if(EQUIP_FAILACTION_DELETE)
del(W)
if(EQUIP_FAILACTION_DROP)
W.loc=get_turf(src) // I think.
return equipped
/mob/proc/get_id_card()
//writepanic("[__FILE__].[__LINE__] ([src.type])([usr ? usr.ckey : ""]) \\/mob/proc/get_id_card() called tick#: [world.time]")
for(var/obj/item/I in src.get_all_slots())
. = I.GetID()
if(.)
break