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GS13NG/code/modules/mob/living/carbon/inventory.dm
2022-02-25 16:58:09 -03:00

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/mob/living/carbon/get_item_by_slot(slot_id)
switch(slot_id)
if(ITEM_SLOT_BACK)
return back
if(ITEM_SLOT_MASK)
return wear_mask
if(ITEM_SLOT_NECK)
return wear_neck
if(ITEM_SLOT_HEAD)
return head
if(ITEM_SLOT_HANDCUFFED)
return handcuffed
if(ITEM_SLOT_LEGCUFFED)
return legcuffed
return null
/mob/living/carbon/proc/equip_in_one_of_slots(obj/item/I, list/slots, qdel_on_fail = 1, critical = FALSE)
for(var/slot in slots)
if(equip_to_slot_if_possible(I, slots[slot], qdel_on_fail = 0, disable_warning = TRUE))
return slot
if(critical) //it is CRITICAL they get this item, no matter what
//do they have a backpack?
var/obj/item/backpack = get_item_by_slot(ITEM_SLOT_BACK)
if(!backpack)
//nothing on their back
backpack = new /obj/item/storage/backpack(get_turf(src))
if(equip_to_slot(backpack, ITEM_SLOT_BACK)) //worst-case-scenario, something that shouldnt wear a backpack gets one
I.forceMove(backpack)
return ITEM_SLOT_BACK
else if(istype(backpack) && SEND_SIGNAL(backpack, COMSIG_CONTAINS_STORAGE))
//place it in here, regardless of storage capacity
I.forceMove(backpack)
return ITEM_SLOT_BACK
else
//this should NEVER happen, but if it does, report it with the appropriate information
var/conclusion = qdel_on_fail ? "deleted" : "not moved, staying at current position [I.x], [I.y], [I.z]"
message_admins("User [src] failed to get item of critical importance: [I]. Result: item is [conclusion]")
//it's not dropped at their turf as this is generally un-safe for midround antags and we don't know their status
if(qdel_on_fail)
qdel(I)
return null
//This is an UNSAFE proc. Use mob_can_equip() before calling this one! Or rather use equip_to_slot_if_possible() or advanced_equip_to_slot_if_possible()
/mob/living/carbon/equip_to_slot(obj/item/I, slot)
if(!slot)
return
if(!istype(I))
return
var/index = get_held_index_of_item(I)
if(index)
held_items[index] = null
if(I.pulledby)
I.pulledby.stop_pulling()
I.screen_loc = null
if(client)
client.screen -= I
if(observers && observers.len)
for(var/M in observers)
var/mob/dead/observe = M
if(observe.client)
observe.client.screen -= I
I.forceMove(src)
I.layer = ABOVE_HUD_LAYER
I.plane = ABOVE_HUD_PLANE
I.appearance_flags |= NO_CLIENT_COLOR
var/not_handled = FALSE
switch(slot)
if(ITEM_SLOT_BACK)
back = I
update_inv_back()
if(ITEM_SLOT_MASK)
wear_mask = I
wear_mask_update(I, toggle_off = 0)
if(ITEM_SLOT_HEAD)
head = I
head_update(I)
if(ITEM_SLOT_NECK)
wear_neck = I
update_inv_neck(I)
if(ITEM_SLOT_HANDCUFFED)
handcuffed = I
update_handcuffed()
if(ITEM_SLOT_LEGCUFFED)
legcuffed = I
update_inv_legcuffed()
if(ITEM_SLOT_HANDS)
put_in_hands(I)
update_inv_hands()
if(ITEM_SLOT_BACKPACK)
if(!back || !SEND_SIGNAL(back, COMSIG_TRY_STORAGE_INSERT, I, src, TRUE))
not_handled = TRUE
else
not_handled = TRUE
//Item has been handled at this point and equipped callback can be safely called
//We cannot call it for items that have not been handled as they are not yet correctly
//in a slot (handled further down inheritance chain, probably living/carbon/human/equip_to_slot
if(!not_handled)
I.equipped(src, slot)
return not_handled
/mob/living/carbon/doUnEquip(obj/item/I, force, newloc, no_move, invdrop = TRUE, silent = FALSE)
. = ..() //Sets the default return value to what the parent returns.
if(!. || !I) //We don't want to set anything to null if the parent returned 0.
return
if(I == head)
head = null
if(!QDELETED(src))
head_update(I)
else if(I == back)
back = null
if(!QDELETED(src))
update_inv_back()
else if(I == wear_mask)
wear_mask = null
if(!QDELETED(src))
wear_mask_update(I, toggle_off = 1)
if(I == wear_neck)
wear_neck = null
if(!QDELETED(src))
update_inv_neck(I)
else if(I == handcuffed)
handcuffed = null
if(buckled && buckled.buckle_requires_restraints)
buckled.unbuckle_mob(src)
if(!QDELETED(src))
update_handcuffed()
else if(I == legcuffed)
legcuffed = null
if(!QDELETED(src))
update_inv_legcuffed()
//handle stuff to update when a mob equips/unequips a mask.
/mob/living/proc/wear_mask_update(obj/item/clothing/C, toggle_off = 1)
update_inv_wear_mask()
/mob/living/carbon/wear_mask_update(obj/item/clothing/C, toggle_off = 1)
if(isclothing(C) && (C.tint || initial(C.tint)))
update_tint()
return ..()
//handle stuff to update when a mob equips/unequips a headgear.
/mob/living/carbon/proc/head_update(obj/item/I, forced)
if(istype(I, /obj/item/clothing))
var/obj/item/clothing/C = I
if(C.tint || initial(C.tint))
update_tint()
update_sight()
if(I.flags_inv & HIDEMASK || forced)
update_inv_wear_mask()
update_inv_head()
/mob/living/carbon/proc/get_holding_bodypart_of_item(obj/item/I)
var/index = get_held_index_of_item(I)
return index && hand_bodyparts[index]
/**
* Proc called when offering an item to another player
*
* This handles creating an alert and adding an overlay to it
*/
/mob/living/carbon/proc/give(target)
var/obj/item/offered_item = get_active_held_item()
if(!offered_item)
to_chat(src, "<span class='warning'>You're not holding anything to give!</span>")
return
if(IS_DEAD_OR_INCAP(src))
to_chat(src, span_warning("You're unable to offer anything in your current state!"))
return
if(has_status_effect(STATUS_EFFECT_OFFERING))
to_chat(src, span_warning("You're already offering up something!"))
return
if(offered_item.on_offered(src)) // see if the item interrupts with its own behavior
return
visible_message(span_notice("[src] is offering [offered_item]."), \
span_notice("You offer [offered_item]."), null, 2)
apply_status_effect(STATUS_EFFECT_OFFERING, offered_item)
/**
* Proc called when the player clicks the give alert
*
* Handles checking if the player taking the item has open slots and is in range of the offerer
* Also deals with the actual transferring of the item to the players hands
* Arguments:
* * offerer - The person giving the original item
* * I - The item being given by the offerer
*/
/mob/living/carbon/proc/take(mob/living/carbon/offerer, obj/item/I)
clear_alert("[offerer]")
if(get_dist(src, offerer) > 1)
to_chat(src, span_warning("[offerer] is out of range!"))
return
if(!I || offerer.get_active_held_item() != I)
to_chat(src, span_warning("[offerer] is no longer holding the item they were offering!"))
return
if(!get_empty_held_indexes())
to_chat(src, "<span class='warning'>You have no empty hands!</span>")
return
if(I.on_offer_taken(offerer, src)) // see if the item has special behavior for being accepted
return
if(!offerer.temporarilyRemoveItemFromInventory(I))
visible_message("<span class='notice'>[offerer] tries to hand over [I] but it's stuck to them....", \
"<span class'notice'> You make a fool of yourself trying to give away an item stuck to your hands")
return
visible_message(span_notice("[src] takes [I] from [offerer]"), \
span_notice("You take [I] from [offerer]"))
put_in_hands(I)