Initial Commit

- adds synth-skin
- modifies update_icons extensively
- allows for customized limbs
- makes update_icons very slow
This commit is contained in:
jack-fractal
2015-06-24 15:40:55 -04:00
parent cd6dfa5579
commit bdcfaa71ef
13 changed files with 568 additions and 344 deletions
+169 -156
View File
@@ -78,6 +78,8 @@ datum/preferences
var/species = "Human" //Species datum to use.
var/language = "None" //Secondary language
var/list/gear //Custom/fluff item loadout.
var/covering_type = null //synth covering type
var/machine_brain_type = "Posibrain" //synth brain type
//Some faction information.
var/home_system = "Unset" //System of birth.
@@ -315,43 +317,21 @@ datum/preferences
dat += "Skin Tone: <a href='?_src_=prefs;preference=s_tone;task=input'>[-s_tone + 35]/220<br></a>"
//dat += "Skin pattern: <a href='byond://?src=\ref[user];preference=skin_style;task=input'>Adjust</a><br>"
dat += "Needs Glasses: <a href='?_src_=prefs;preference=disabilities'><b>[disabilities == 0 ? "No" : "Yes"]</b></a><br>"
if (species=="Machine") // brain and covering type for shells
dat += "Brain Type: <a href='byond://?src=\ref[user];preference=set_machine_brain;task=input'><b>[machine_brain_type]</b></a><br>"
dat += "Exterior Coating: <a href='byond://?src=\ref[user];preference=set_machine_covering;task=input'><b>[isnull(covering_type) ? "None" : covering_type]</b></a><br>"
dat += "Limbs: <a href='byond://?src=\ref[user];preference=limbs;task=input'>Adjust</a><br>"
dat += "Internal Organs: <a href='byond://?src=\ref[user];preference=organs;task=input'>Adjust</a><br>"
//display limbs below
var/ind = 0
var/list/organ_names = get_limb_name_to_descriptive_name()
var/mechanical_organ_string = (species!="Machine" ? "Mechanical" : "Custom")
for(var/name in organ_data)
//world << "[ind] \ [organ_data.len]"
var/status = organ_data[name]
var/organ_name = null
switch(name)
if("l_arm")
organ_name = "left arm"
if("r_arm")
organ_name = "right arm"
if("l_leg")
organ_name = "left leg"
if("r_leg")
organ_name = "right leg"
if("l_foot")
organ_name = "left foot"
if("r_foot")
organ_name = "right foot"
if("l_hand")
organ_name = "left hand"
if("r_hand")
organ_name = "right hand"
if("heart")
organ_name = "heart"
if("eyes")
organ_name = "eyes"
if(status == "cyborg")
++ind
if(ind > 1)
dat += ", "
dat += "\tMechanical [organ_name] prothesis"
else if(status == "amputated")
var/organ_name = organ_names[name]
if(status == "amputated")
++ind
if(ind > 1)
dat += ", "
@@ -374,10 +354,20 @@ datum/preferences
dat += "\tRetinal overlayed [organ_name]"
else
dat += "\tMechanically assisted [organ_name]"
var/list/status_as_list=status
if (istype(status_as_list)) // we got a robot here
++ind
if(ind > 1)
dat += ", "
var/color_string=colour_to_html(status_as_list[2],status_as_list[3],status_as_list[4])
dat += "\t[mechanical_organ_string] [organ_name] covered in <span style='color:[color_string]'>[lowertext(status_as_list[1])]</span>"
if(!ind)
dat += "\[...\]<br><br>"
else
dat += "<br><br>"
dat += ".<br><br>"
if(gender == MALE)
dat += "Underwear: <a href ='?_src_=prefs;preference=underwear;task=input'><b>[underwear_m[underwear]]</b></a><br>"
@@ -1112,6 +1102,7 @@ datum/preferences
if(new_age)
age = max(min( round(text2num(new_age)), AGE_MAX),AGE_MIN)
if("species")
config.usealienwhitelist=0 // REMOVE ME
var/list/new_species = list("Human")
var/prev_species = species
@@ -1131,42 +1122,9 @@ datum/preferences
if(prev_species != species)
//grab one of the valid hair styles for the newly chosen species
var/list/valid_hairstyles = list()
for(var/hairstyle in hair_styles_list)
var/datum/sprite_accessory/S = hair_styles_list[hairstyle]
if(gender == MALE && S.gender == FEMALE)
continue
if(gender == FEMALE && S.gender == MALE)
continue
if( !(species in S.species_allowed))
continue
valid_hairstyles[hairstyle] = hair_styles_list[hairstyle]
if(valid_hairstyles.len)
h_style = pick(valid_hairstyles)
else
//this shouldn't happen
h_style = hair_styles_list["Bald"]
//grab one of the valid facial hair styles for the newly chosen species
var/list/valid_facialhairstyles = list()
for(var/facialhairstyle in facial_hair_styles_list)
var/datum/sprite_accessory/S = facial_hair_styles_list[facialhairstyle]
if(gender == MALE && S.gender == FEMALE)
continue
if(gender == FEMALE && S.gender == MALE)
continue
if( !(species in S.species_allowed))
continue
valid_facialhairstyles[facialhairstyle] = facial_hair_styles_list[facialhairstyle]
if(valid_facialhairstyles.len)
f_style = pick(valid_facialhairstyles)
else
//this shouldn't happen
f_style = facial_hair_styles_list["Shaved"]
h_style = random_hair_style(gender,species)
f_style = random_facial_hair_style(gender,species)
//reset hair colour and skin colour
r_hair = 0//hex2num(copytext(new_hair, 2, 4))
g_hair = 0//hex2num(copytext(new_hair, 4, 6))
@@ -1208,24 +1166,15 @@ datum/preferences
b_type = new_b_type
if("hair")
if(species == "Human" || species == "Unathi" || species == "Tajaran" || species == "Skrell")
var/new_hair = input(user, "Choose your character's hair colour:", "Character Preference") as color|null
if(new_hair)
r_hair = hex2num(copytext(new_hair, 2, 4))
g_hair = hex2num(copytext(new_hair, 4, 6))
b_hair = hex2num(copytext(new_hair, 6, 8))
else if (species == "Machine")
alert("Please select the Body Color instead.")
var/new_hair = input(user, "Choose your character's hair colour:", "Character Preference") as color|null
if(new_hair)
r_hair = hex2num(copytext(new_hair, 2, 4))
g_hair = hex2num(copytext(new_hair, 4, 6))
b_hair = hex2num(copytext(new_hair, 6, 8))
if("h_style")
var/list/valid_hairstyles = list()
for(var/hairstyle in hair_styles_list)
var/datum/sprite_accessory/S = hair_styles_list[hairstyle]
if( !(species in S.species_allowed))
continue
valid_hairstyles[hairstyle] = hair_styles_list[hairstyle]
world << "Hair species [get_hair_species()]"
var/list/valid_hairstyles = get_valid_hairstyles(gender,get_hair_species())
var/new_h_style = input(user, "Choose your character's hair style:", "Character Preference") as null|anything in valid_hairstyles
if(new_h_style)
h_style = new_h_style
@@ -1238,18 +1187,7 @@ datum/preferences
b_facial = hex2num(copytext(new_facial, 6, 8))
if("f_style")
var/list/valid_facialhairstyles = list()
for(var/facialhairstyle in facial_hair_styles_list)
var/datum/sprite_accessory/S = facial_hair_styles_list[facialhairstyle]
if(gender == MALE && S.gender == FEMALE)
continue
if(gender == FEMALE && S.gender == MALE)
continue
if( !(species in S.species_allowed))
continue
valid_facialhairstyles[facialhairstyle] = facial_hair_styles_list[facialhairstyle]
var/list/valid_facialhairstyles = get_valid_facialhairstyles(gender,get_hair_species())
var/new_f_style = input(user, "Choose your character's facial-hair style:", "Character Preference") as null|anything in valid_facialhairstyles
if(new_f_style)
f_style = new_f_style
@@ -1296,10 +1234,6 @@ datum/preferences
r_skin = hex2num(copytext(new_skin, 2, 4))
g_skin = hex2num(copytext(new_skin, 4, 6))
b_skin = hex2num(copytext(new_skin, 6, 8))
if(species == "Machine")
r_hair = r_skin
g_hair = g_skin
b_hair = b_skin
if("ooccolor")
var/new_ooccolor = input(user, "Choose your OOC colour:", "Game Preference") as color|null
@@ -1324,58 +1258,20 @@ datum/preferences
return
else
user << browse(null, "window=disabil")
if("set_machine_brain") // shell customization junk
var/new_brain = input(user, "Choose your brain.", "Character Preference") as null|anything in list("MMI", "Posibrain") // not differentiating brain species at the moment
if(new_brain)
machine_brain_type=new_brain
if("set_machine_covering")
var/new_coating = input(user, "Choose your exterior coating.", "Character Preference") as null|anything in get_limb_covering_names()
if(new_coating)
covering_type=(new_coating!="None" ? new_coating : null)
if("limbs")
var/limb_name = input(user, "Which limb do you want to change?") as null|anything in list("Left Leg","Right Leg","Left Arm","Right Arm","Left Foot","Right Foot","Left Hand","Right Hand")
if(!limb_name) return
var/limb = null
var/second_limb = null // if you try to change the arm, the hand should also change
var/third_limb = null // if you try to unchange the hand, the arm should also change
switch(limb_name)
if("Left Leg")
limb = "l_leg"
second_limb = "l_foot"
if("Right Leg")
limb = "r_leg"
second_limb = "r_foot"
if("Left Arm")
limb = "l_arm"
second_limb = "l_hand"
if("Right Arm")
limb = "r_arm"
second_limb = "r_hand"
if("Left Foot")
limb = "l_foot"
third_limb = "l_leg"
if("Right Foot")
limb = "r_foot"
third_limb = "r_leg"
if("Left Hand")
limb = "l_hand"
third_limb = "l_arm"
if("Right Hand")
limb = "r_hand"
third_limb = "r_arm"
var/new_state = input(user, "What state do you wish the limb to be in?") as null|anything in list("Normal","Amputated","Prothesis")
if(!new_state) return
switch(new_state)
if("Normal")
organ_data[limb] = null
if(third_limb)
organ_data[third_limb] = null
if("Amputated")
organ_data[limb] = "amputated"
if(second_limb)
organ_data[second_limb] = "amputated"
if("Prothesis")
organ_data[limb] = "cyborg"
if(second_limb)
organ_data[second_limb] = "cyborg"
if(third_limb && organ_data[third_limb] == "amputated")
organ_data[third_limb] = null
customize_limbs(user,species!="Machine")
if("organs")
var/organ_name = input(user, "Which internal function do you want to change?") as null|anything in list("Heart", "Eyes")
if(!organ_name) return
@@ -1597,26 +1493,42 @@ datum/preferences
character.skills = skills
character.used_skillpoints = used_skillpoints
var/list/covering_name_to_type = get_limb_covering_list()
// provide default covering for shells
if (species=="Machine") // provide default covering for shells
for (var/datum/organ/external/organ in character.organs)
if (organ) // gotta make sure we're getting an actual organ here
if (covering_type)
var/covering_path = covering_name_to_type[covering_type]
world << "Skin [r_skin],[g_skin],b_skin]"
organ.covering = new covering_path(organ,r_skin,g_skin,b_skin)
organ.covering.limb_datum=organ
// Destroy/cyborgize organs
for(var/name in organ_data)
var/datum/organ/external/O = character.organs_by_name[name]
var/datum/organ/internal/I = character.internal_organs_by_name[name]
var/status = organ_data[name]
if(status == "amputated")
O.amputated = 1
O.status |= ORGAN_DESTROYED
O.destspawn = 1
if(status == "cyborg")
O.status |= ORGAN_ROBOT
if(status == "assisted")
I.mechassist()
else if(status == "mechanical")
if(status == "mechanical")
I.mechanize()
else continue
var/list/status_as_list=status
if (istype(status_as_list)) // we got a robot here
world << "We setting this junk"
O.status |= ORGAN_ROBOT
O.covering = null // wipe any old covering we might have
if (status_as_list[1]!="None")
var/covering_path = covering_name_to_type[status_as_list[1]]
O.covering = new covering_path(O,status_as_list[2],status_as_list[3],status_as_list[4])
O.covering.limb_datum=O
if(underwear > underwear_m.len || underwear < 1)
underwear = 0 //I'm sure this is 100% unnecessary, but I'm paranoid... sue me. //HAH NOW NO MORE MAGIC CLONING UNDIES
@@ -1659,3 +1571,104 @@ datum/preferences
/datum/preferences/proc/close_load_dialog(mob/user)
user << browse(null, "window=saves")
/datum/preferences/proc/get_hair_species()
// this is incredibly snowflakey but I don't see an alternative
if (!species=="Machine")
return species
var/head_coat=covering_type // we get the base coating
if (organ_data["Head"]) // if we're customizing the head we should get their coating
head_coat=organ_data["Head"][0]
if (!head_coat)
return
var/list/refs=get_limb_covering_references()
for(var/skin_type in refs)
var/datum/synthetic_limb_cover/temp=refs[skin_type]
if (temp.icon_key_type==head_coat)
return temp.hair_species
/datum/preferences/proc/custom_robot_limb(mob/user,)
var/covering_name = input(user, "What kind of covering do you want?") as null|anything in get_limb_covering_names()
if (!covering_name)
return
if (covering_name=="None") // don't want no colour
return list(covering_name,128,128,128)
var/new_colour = input(user, "Pick the colour for your limb:", "Character Preference") as color|null
if(!new_colour)
return
return list(covering_name,hex2num(copytext(new_colour, 2, 4)),hex2num(copytext(new_colour, 4, 6)),hex2num(copytext(new_colour, 6, 8)))
var/list/limb_name_to_descriptive_names
/datum/preferences/proc/get_limb_name_to_descriptive_name()
if (isnull(limb_name_to_descriptive_names))
limb_name_to_descriptive_names=list()
for(var/organ_type in typesof(/datum/organ/external)-/datum/organ/external)
var/datum/organ/external/temp = new organ_type()
limb_name_to_descriptive_names[temp.name]=temp.display_name
del(temp)
return limb_name_to_descriptive_names
var/list/limb_connection_data
/datum/preferences/proc/get_limb_connection_data()
if (isnull(limb_connection_data))
limb_connection_data = list()
limb_connection_data["Left Leg"]=list("l_leg","l_foot",null)
limb_connection_data["Right Leg"]=list("r_leg","r_foot",null)
limb_connection_data["Left Arm"]=list("l_arm","l_hand",null)
limb_connection_data["Right Arm"]=list("r_arm","r_hand",null)
limb_connection_data["Left Foot"]=list("l_foot",null,"l_leg")
limb_connection_data["Right Foot"]=list("r_foot",null,"r_leg")
limb_connection_data["Left Hand"]=list("l_hand",null,"l_arm")
limb_connection_data["Right Hand"]=list("r_hand",null,"r_arm")
limb_connection_data["Chest"]=list("chest",null,null)
limb_connection_data["Groin"]=list("groin",null,null)
limb_connection_data["Head"]=list("head",null,null)
return limb_connection_data
/datum/preferences/proc/pick_organ_to_customize(mob/user,var/is_organic_species)
var/list/valid_targets = list("Left Leg","Right Leg","Left Arm","Right Arm","Left Foot","Right Foot","Left Hand","Right Hand")
if (!is_organic_species)
valid_targets.Add(list("Head","Chest","Groin"))
var/limb_name = input(user, "Which limb do you want to change?") as null|anything in valid_targets
if(!limb_name) // you have picked nothing
return
var/list/limb_info=get_limb_connection_data()
return limb_info[limb_name]
/datum/preferences/proc/customize_limbs(mob/user,var/is_organic_species)
var/list/limb_info = pick_organ_to_customize(user,is_organic_species)
world << "We done picked! [limb_info]"
if (!limb_info)
return
var/limb=limb_info[1]
var/limb_child=limb_info[2]
var/limb_parent=limb_info[3]
world << "LIMB STUFF [limb] [limb_child] [limb_parent]"
var/new_state = input(user, "What state do you wish the limb to be in?") as null|anything in (is_organic_species ? list("Normal","Amputated","Prosthesis") : list("Normal","Custom"))
if(!new_state)
return // cancel
switch(new_state)
if("Normal")
organ_data[limb] = null
if(limb_parent)
organ_data[limb_parent] = null
if("Amputated")
organ_data[limb] = "amputated"
if(limb_child)
organ_data[limb_child] = "amputated"
if("Prosthesis")
var/list/custom = custom_robot_limb(user)
organ_data[limb] = custom
world << "[organ_data[limb][1]] [organ_data[limb][2]] [organ_data[limb][3]][organ_data[limb][4]]"
if(limb_child)
organ_data[limb_child] = custom
if(limb_parent && organ_data[limb_parent] == "amputated")
organ_data[limb_parent] = null
if("Custom")
organ_data[limb] = custom_robot_limb(user) // robots have no dependencies
@@ -1659,3 +1659,82 @@
if(eyes && istype(eyes) && !eyes.status & ORGAN_CUT_AWAY)
return 1
return 0
/mob/living/carbon/human/proc/hair_species_name()
var/datum/organ/external/head/head_organ = get_organ("head")
if (head_organ.covering)
return head_organ.covering.hair_species
return species.name
/mob/living/carbon/human/proc/valid_hairstyles_for_this_mob()
return get_valid_hairstyles(gender, hair_species_name())
/mob/living/carbon/human/proc/valid_facialhairstyles_for_this_mob()
return get_valid_facialhairstyles(gender, hair_species_name())
/mob/living/carbon/human/proc/should_we_show_hair()
var/datum/organ/external/head/head_organ = get_organ("head")
if(!head_organ || (head_organ.status & ORGAN_DESTROYED))
return
if( (head && (head.flags & BLOCKHAIR)) || (wear_mask && (wear_mask.flags & BLOCKHAIR)))
return
return TRUE
/mob/living/carbon/human/proc/validate_hair()
var/list/hair=valid_hairstyles_for_this_mob()
if (!(h_style in hair))
h_style=null
var/list/face=valid_facialhairstyles_for_this_mob()
if (!(f_style in face))
f_style=null
/mob/living/carbon/human/proc/hair_icon()
if (h_style)
var/datum/sprite_accessory/hair_style = hair_styles_list[h_style]
var/icon/hair = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s")
if(hair_style.do_colouration)
hair.Blend(rgb(r_hair, g_hair, b_hair), ICON_ADD)
return hair
/mob/living/carbon/human/proc/facial_hair_icon()
if (f_style)
var/datum/sprite_accessory/facial_hair_style = facial_hair_styles_list[f_style]
var/icon/facial_s = new/icon("icon" = facial_hair_style.icon, "icon_state" = "[facial_hair_style.icon_state]_s")
if(facial_hair_style.do_colouration)
facial_s.Blend(rgb(r_facial, g_facial, b_facial), ICON_ADD)
return facial_s
/mob/living/carbon/human/proc/get_eye_icon_state()
var/datum/organ/external/head/head_organ = get_organ("head")
if (head_organ.covering)
return head_organ.covering.eyes_state
return species.eyes
/mob/living/carbon/human/proc/eye_icon()
var/icon/result_icon = new/icon('icons/mob/human_face.dmi', get_eye_icon_state())
result_icon.Blend(rgb(r_eyes, g_eyes, b_eyes), ICON_ADD)
return result_icon
/mob/living/carbon/human/proc/tail_icon_state()
var/datum/organ/external/groin/groin_organ = get_organ("groin")
if (groin_organ.covering)
return groin_organ.covering.tail
if (species.tail)
return species.tail
/mob/living/carbon/human/proc/tail_icon()
var/tail_name = tail_icon_state()
if (tail_name)
if(!wear_suit || !(wear_suit.flags_inv & HIDETAIL) && !istype(wear_suit, /obj/item/clothing/suit/space))
var/icon/tail_s = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = "[tail_name]_s")
tail_s.Blend(rgb(r_skin, g_skin, b_skin), ICON_ADD)
return tail_s
@@ -30,5 +30,5 @@
..(new_loc, "Diona")
/mob/living/carbon/human/machine/New(var/new_loc)
h_style = "blue IPC screen"
h_style = "Bald"
..(new_loc, "Machine")
@@ -234,6 +234,49 @@ proc/get_damage_icon_part(damage_state, body_part)
overlays_standing[DAMAGE_LAYER] = standing_image
if(update_icons) update_icons()
/mob/living/carbon/human/proc/get_skin_tone_key()
if (species.flags & HAS_SKIN_COLOR)
return "[r_skin],[g_skin],[b_skin]"
if(species.flags & HAS_SKIN_TONE)
return "[s_tone]"
return ""
/mob/living/carbon/human/proc/get_icon_key(var/list/mutations=list())
if (!mutations)
mutations=get_visible_mutations()
var/icon_key = "[species.race_key][(gender == FEMALE ? "f" : "m")][get_skin_tone_key()]"
for(var/datum/organ/external/part in organs) // get the part icon keys
icon_key = "[icon_key][part.get_icon_key()]"
return "[icon_key][mutations["husk"]][mutations["fat"]][mutations["hulk"]][mutations["skeleton"]]"
/mob/living/carbon/human/proc/get_visible_mutations()
return list("husk"=(HUSK in src.mutations),
"hulk"=(HULK in src.mutations),
"skeleton"=(SKELETON in src.mutations),
"fat"=(FAT in src.mutations))
/mob/living/carbon/human/proc/skin_colour_info(var/list/mutations=list())
if (!mutations)
mutations=get_visible_mutations()
var/icon_blend=ICON_ADD
var/colour=rgb(127,127,127)
var/good=FALSE
if (species.flags & HAS_SKIN_COLOR)
colour=rgb(r_skin,g_skin,b_skin)
good=TRUE
if(!mutations["husk"] && !mutations["hulk"]) // if we have regular skin
if(species.flags & HAS_SKIN_TONE)
icon_blend=(s_tone >= 0 ? ICON_ADD : ICON_SUBTRACT)
var/res=(s_tone >= 0 ? s_tone : -s_tone)
colour=rgb(res,res,res)
good=TRUE
return list("rgb"=colour,"mode"=icon_blend,"blend"=good)
//BASE MOB SPRITE
/mob/living/carbon/human/proc/update_body(var/update_icons=1)
@@ -242,13 +285,8 @@ proc/get_damage_icon_part(damage_state, body_part)
var/hulk_color_mod = rgb(48,224,40)
var/necrosis_color_mod = rgb(10,50,0)
var/husk = (HUSK in src.mutations)
var/fat = (FAT in src.mutations)
var/hulk = (HULK in src.mutations)
var/skeleton = (SKELETON in src.mutations)
var/list/mutations = get_visible_mutations()
var/g = (gender == FEMALE ? "f" : "m")
var/has_head = 0
//CACHING: Generate an index key from visible bodyparts.
//0 = destroyed, 1 = normal, 2 = robotic, 3 = necrotic.
@@ -259,22 +297,9 @@ proc/get_damage_icon_part(damage_state, body_part)
stand_icon = new(species.icon_template ? species.icon_template : 'icons/mob/human.dmi',"blank")
var/icon_key = "[species.race_key][g][s_tone]"
for(var/datum/organ/external/part in organs)
if(istype(part,/datum/organ/external/head) && !(part.status & ORGAN_DESTROYED))
has_head = 1
if(part.status & ORGAN_DESTROYED)
icon_key = "[icon_key]0"
else if(part.status & ORGAN_ROBOT)
icon_key = "[icon_key]2"
else if(part.status & ORGAN_DEAD)
icon_key = "[icon_key]3"
else
icon_key = "[icon_key]1"
icon_key = "[icon_key][husk ? 1 : 0][fat ? 1 : 0][hulk ? 1 : 0][skeleton ? 1 : 0][s_tone]"
// GENERATE THE ICON KEY
var/icon_key = get_icon_key(mutations)
var/icon/base_icon
if(human_icon_cache[icon_key])
@@ -287,14 +312,18 @@ proc/get_damage_icon_part(damage_state, body_part)
//BEGIN CACHED ICON GENERATION.
// Why don't we just make skeletons/shadows/golems a species? ~Z
var/race_icon = (skeleton ? 'icons/mob/human_races/r_skeleton.dmi' : species.icobase)
var/deform_icon = (skeleton ? 'icons/mob/human_races/r_skeleton.dmi' : species.icobase)
// Why don't we just make mutations["skeleton"]s/shadows/golems a species? ~Z
var/race_icon = (mutations["skeleton"] ? 'icons/mob/human_races/r_skeleton.dmi' : species.icobase)
var/deform_icon = (mutations["skeleton"] ? 'icons/mob/human_races/r_skeleton.dmi' : species.icobase)
var/list/skin_info = skin_colour_info(mutations) // get the skin tone info
//Robotic limbs are handled in get_icon() so all we worry about are missing or dead limbs.
//No icon stored, so we need to start with a basic one.
var/datum/organ/external/chest = get_organ("chest")
base_icon = chest.get_icon(race_icon,deform_icon,g)
base_icon = chest.get_icon(race_icon,deform_icon,skin_info)
if(chest.status & ORGAN_DEAD)
base_icon.ColorTone(necrosis_color_mod)
@@ -307,10 +336,7 @@ proc/get_damage_icon_part(damage_state, body_part)
if(part.status & ORGAN_DESTROYED)
continue
if (istype(part, /datum/organ/external/groin) || istype(part, /datum/organ/external/head))
temp = part.get_icon(race_icon,deform_icon,g)
else
temp = part.get_icon(race_icon,deform_icon)
temp = part.get_icon(race_icon,deform_icon,skin_info) // synthetics are handled here
if(part.status & ORGAN_DEAD)
temp.ColorTone(necrosis_color_mod)
@@ -345,48 +371,33 @@ proc/get_damage_icon_part(damage_state, body_part)
base_icon.Blend(temp, ICON_OVERLAY)
if(!skeleton)
if(husk)
if(!mutations["skeleton"])
if(mutations["husk"])
base_icon.ColorTone(husk_color_mod)
else if(hulk)
else if(mutations["hulk"])
var/list/tone = ReadRGB(hulk_color_mod)
base_icon.MapColors(rgb(tone[1],0,0),rgb(0,tone[2],0),rgb(0,0,tone[3]))
//Handle husk overlay.
if(husk)
//Handle mutations["husk"] overlay.
if(mutations["husk"])
var/icon/mask = new(base_icon)
var/icon/husk_over = new(race_icon,"overlay_husk")
mask.MapColors(0,0,0,1, 0,0,0,1, 0,0,0,1, 0,0,0,1, 0,0,0,0)
husk_over.Blend(mask, ICON_ADD)
base_icon.Blend(husk_over, ICON_OVERLAY)
//Skin tone.
if(!husk && !hulk)
if(species.flags & HAS_SKIN_TONE)
if(s_tone >= 0)
base_icon.Blend(rgb(s_tone, s_tone, s_tone), ICON_ADD)
else
base_icon.Blend(rgb(-s_tone, -s_tone, -s_tone), ICON_SUBTRACT)
human_icon_cache[icon_key] = base_icon
//log_debug("Generated new cached mob icon ([icon_key] \icon[human_icon_cache[icon_key]]) for [src]. [human_icon_cache.len] cached mob icons.")
//END CACHED ICON GENERATION.
stand_icon.Blend(base_icon,ICON_OVERLAY)
//Skin colour. Not in cache because highly variable (and relatively benign).
if (species.flags & HAS_SKIN_COLOR)
stand_icon.Blend(rgb(r_skin, g_skin, b_skin), ICON_ADD)
if(has_head)
var/datum/organ/external/head = get_organ("head") // check if we have a head
if(head ? (head.status & ORGAN_DESTROYED ? 0 : 1) : 0) // we need a head and that head needs to not be destroyed
//Eyes
if(!skeleton)
var/icon/eyes = new/icon('icons/mob/human_face.dmi', species.eyes)
eyes.Blend(rgb(r_eyes, g_eyes, b_eyes), ICON_ADD)
stand_icon.Blend(eyes, ICON_OVERLAY)
if(!mutations["skeleton"])
stand_icon.Blend(eye_icon(), ICON_OVERLAY)
//Mouth (lipstick!)
if(lip_style && (species && species.flags & HAS_LIPS)) //skeletons are allowed to wear lipstick no matter what you think, agouri.
@@ -394,7 +405,7 @@ proc/get_damage_icon_part(damage_state, body_part)
//Underwear
if(underwear >0 && underwear < 12 && species.flags & HAS_UNDERWEAR)
if(!fat && !skeleton)
if(!mutations["fat"] && !mutations["skeleton"])
stand_icon.Blend(new /icon('icons/mob/human.dmi', "underwear[underwear]_[g]_s"), ICON_OVERLAY)
if(undershirt>0 && undershirt <= undershirt_t.len && species.flags & HAS_UNDERWEAR)
@@ -407,47 +418,27 @@ proc/get_damage_icon_part(damage_state, body_part)
update_tail_showing(0)
/mob/living/carbon/human/proc/create_hair_icon()
if(!should_we_show_hair()) // if we're missing our head or we're wearing a mask, no hair
return
validate_hair() // make sure our hair is valid
var/icon/face_standing = new /icon('icons/mob/human_face.dmi',"bald_s") //base icons
var/icon/facial_s = facial_hair_icon()
if (facial_s)
face_standing.Blend(facial_s, ICON_OVERLAY)
var/icon/hair_s = hair_icon()
if (hair_s)
face_standing.Blend(hair_s, ICON_OVERLAY)
overlays_standing[HAIR_LAYER] = image(face_standing)
//HAIR OVERLAY
/mob/living/carbon/human/proc/update_hair(var/update_icons=1)
//Reset our hair
overlays_standing[HAIR_LAYER] = null
var/datum/organ/external/head/head_organ = get_organ("head")
if( !head_organ || (head_organ.status & ORGAN_DESTROYED) )
if(update_icons) update_icons()
return
//masks and helmets can obscure our hair.
if( (head && (head.flags & BLOCKHAIR)) || (wear_mask && (wear_mask.flags & BLOCKHAIR)))
if(update_icons) update_icons()
return
//base icons
var/icon/face_standing = new /icon('icons/mob/human_face.dmi',"bald_s")
if(f_style)
var/datum/sprite_accessory/facial_hair_style = facial_hair_styles_list[f_style]
if(facial_hair_style && facial_hair_style.species_allowed && src.species.name in facial_hair_style.species_allowed)
var/icon/facial_s = new/icon("icon" = facial_hair_style.icon, "icon_state" = "[facial_hair_style.icon_state]_s")
if(facial_hair_style.do_colouration)
facial_s.Blend(rgb(r_facial, g_facial, b_facial), ICON_ADD)
face_standing.Blend(facial_s, ICON_OVERLAY)
if(h_style && !(head && (head.flags & BLOCKHEADHAIR)))
var/datum/sprite_accessory/hair_style = hair_styles_list[h_style]
if(hair_style && src.species.name in hair_style.species_allowed)
var/icon/hair_s = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s")
if(hair_style.do_colouration)
hair_s.Blend(rgb(r_hair, g_hair, b_hair), ICON_ADD)
face_standing.Blend(hair_s, ICON_OVERLAY)
overlays_standing[HAIR_LAYER] = image(face_standing)
if(update_icons) update_icons()
overlays_standing[HAIR_LAYER] = null //Reset our hair
create_hair_icon() // do the hair blending
if(update_icons)
update_icons()
/mob/living/carbon/human/update_mutations(var/update_icons=1)
var/fat
@@ -988,16 +979,12 @@ proc/get_damage_icon_part(damage_state, body_part)
overlays_standing[L_HAND_LAYER] = null
if(update_icons) update_icons()
/mob/living/carbon/human/proc/update_tail_showing(var/update_icons=1)
overlays_standing[TAIL_LAYER] = null
if(species.tail)
if(!wear_suit || !(wear_suit.flags_inv & HIDETAIL) && !istype(wear_suit, /obj/item/clothing/suit/space))
var/icon/tail_s = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = "[species.tail]_s")
tail_s.Blend(rgb(r_skin, g_skin, b_skin), ICON_ADD)
overlays_standing[TAIL_LAYER] = image(tail_s)
var/icon/tail_s = tail_icon()
if (tail_s)
overlays_standing[TAIL_LAYER] = image(tail_s)
if(update_icons)
update_icons()
@@ -105,6 +105,11 @@
//H.jitteriness = 0
H.update_hair()
return
/datum/species/proc/get_eye_icon()
return eyes
/datum/species/human
name = "Human"
@@ -328,6 +333,9 @@
blood_color = "#1F181F"
flesh_color = "#575757"
var/brain_type = 'posibrain' // default is robots
//Species unarmed attacks
+56 -31
View File
@@ -43,6 +43,10 @@
// how often wounds should be updated, a higher number means less often
var/wound_update_accuracy = 1
var/datum/synthetic_limb_cover/covering = null // paint or synth skin
var/gendered = FALSE
/datum/organ/external/New(var/datum/organ/external/P)
@@ -804,14 +808,52 @@ Note that amputating the affected organ does in fact remove the infection from t
return 1
return 0
/datum/organ/external/get_icon(var/icon/race_icon, var/icon/deform_icon,gender="")
if (status & ORGAN_ROBOT && !(owner.species && owner.species.flags & IS_SYNTHETIC))
return new /icon('icons/mob/human_races/robotic.dmi', "[icon_name][gender ? "_[gender]" : ""]")
/datum/organ/external/proc/get_icon_key()
if (status & ORGAN_DESTROYED)
return "L" // l for lost
if (status & ORGAN_DEAD)
return "D" // d for dead
if (status & ORGAN_ROBOT)
return get_synthetic_icon_key()
return "G" // regular old limb
if (status & ORGAN_MUTATED)
return new /icon(deform_icon, "[icon_name][gender ? "_[gender]" : ""]")
return new /icon(race_icon, "[icon_name][gender ? "_[gender]" : ""]")
/datum/organ/external/proc/valid_covering()
if (status & ORGAN_ROBOT)
if (covering)
return (covering.coverage) // is our covering working?
return FALSE // if we have no covering at all
return TRUE // squishies always have skin
/datum/organ/external/proc/get_synthetic_icon_key()
if (!covering) // no covering at all, this should not happen
return "R" // regular old robot
return covering.get_icon_key()
/datum/organ/external/proc/get_synthetic_icon()
if (!covering) // no covering at all, this should not happen
return new /icon('icons/mob/human_races/robotic.dmi', "[icon_name][get_gender_string()]")
return covering.get_icon()
/datum/organ/external/proc/get_gender_string()
if (!gendered) // most organs aren't gender specific
return ""
if (owner) // if we're a gender specific organ with an owner
return (owner.gender == FEMALE ? "_f" : "_m")
return "_f"
/datum/organ/external/get_icon(var/icon/race_icon, var/icon/deform_icon, var/list/skin_info)
if (status & ORGAN_ROBOT)
return get_synthetic_icon()
var/icon/result = new /icon((status & ORGAN_MUTATED) ? deform_icon : race_icon, "[icon_name][get_gender_string()]")
if (skin_info["blend"])
result.Blend(skin_info["rgb"],skin_info["mode"])
return result
/datum/organ/external/proc/is_usable()
@@ -867,6 +909,7 @@ Note that amputating the affected organ does in fact remove the infection from t
body_part = UPPER_TORSO
vital = 1
encased = "ribcage"
gendered = TRUE
/datum/organ/external/groin
name = "groin"
@@ -876,6 +919,7 @@ Note that amputating the affected organ does in fact remove the infection from t
min_broken_damage = 30
body_part = LOWER_TORSO
vital = 1
gendered = TRUE
/datum/organ/external/l_arm
name = "l_arm"
@@ -971,16 +1015,7 @@ Note that amputating the affected organ does in fact remove the infection from t
var/disfigured = 0
vital = 1
encased = "skull"
/datum/organ/external/head/get_icon(var/icon/race_icon, var/icon/deform_icon)
if (!owner)
return ..()
var/g = "m"
if(owner.gender == FEMALE) g = "f"
if (status & ORGAN_MUTATED)
. = new /icon(deform_icon, "[icon_name]_[g]")
else
. = new /icon(race_icon, "[icon_name]_[g]")
gendered = TRUE
/datum/organ/external/head/take_damage(brute, burn, sharp, edge, used_weapon = null, list/forbidden_limbs = list())
..(brute, burn, sharp, edge, used_weapon, forbidden_limbs)
@@ -1012,6 +1047,7 @@ obj/item/weapon/organ
icon = 'icons/mob/human_races/r_human.dmi'
var/op_stage = 0
var/list/organs_internal = list()
obj/item/weapon/organ/New(loc, mob/living/carbon/human/H)
..(loc)
@@ -1039,24 +1075,13 @@ obj/item/weapon/organ/New(loc, mob/living/carbon/human/H)
base = icon(H.species.icobase)
else
base = icon('icons/mob/human_races/r_human.dmi')
if(base)
//Changing limb's skin tone to match owner
if(!H.species || H.species.flags & HAS_SKIN_TONE)
if (H.s_tone >= 0)
base.Blend(rgb(H.s_tone, H.s_tone, H.s_tone), ICON_ADD)
else
base.Blend(rgb(-H.s_tone, -H.s_tone, -H.s_tone), ICON_SUBTRACT)
if(base)
//Changing limb's skin color to match owner
if(!H.species || H.species.flags & HAS_SKIN_COLOR)
base.Blend(rgb(H.r_skin, H.g_skin, H.b_skin), ICON_ADD)
if(base) // handle skin colours
var/list/skin_info = H.skin_colour_info() // get the skin tone info
base.Blend(skin_info["rgb"],skin_info["mode"])
icon = base
set_dir(SOUTH)
src.transform = turn(src.transform, rand(70,130))
/****************************************************
EXTERNAL ORGAN ITEMS DEFINES
+127
View File
@@ -0,0 +1,127 @@
/*
We need to mix blending into limb object code, this will slow shit down a lot.
*/
#define SYNTHETIC_COVERING_WORKING 1
#define SYNTHETIC_COVERING_DAMAGED 0
datum/synthetic_limb_cover
var/coverage //
var/colour_r = 128 // the colour of the limb
var/colour_g = 128// the colour of the limb
var/colour_b = 128// the colour of the limb
var/datum/organ/external/limb_datum // the limb in question
var/obj/item/robot_parts/limb_item // also the limb in question (if dismembered)
var/main_icon = 'icons/mob/human_races/robotic.dmi'
var/damage_icon = 'icons/mob/human_races/robotic.dmi'
var/icon_key_type="BAD"
var/hair_species=null
var/eyes_state = "blank_eyes"
var/tail = null
datum/synthetic_limb_cover/New( var/datum/organ/external/datum_target=null,var/input_colour_r=null,var/input_colour_g=null,var/input_colour_b=null)
world << "Making cover : [src]"
limb_datum=datum_target
coverage=SYNTHETIC_COVERING_WORKING // start working
if(input_colour_r)
colour_r=input_colour_r
if(input_colour_g)
colour_g=input_colour_g
if(input_colour_b)
colour_b=input_colour_b
world << "COLOUR is [colour_r]-[colour_g]-[colour_b]"
datum/synthetic_limb_cover/proc/get_icon() // default mechanical limbs return robo versions
var/icon/temp = new /icon((coverage ? main_icon : damage_icon), "[limb_datum.icon_name][limb_datum.get_gender_string()]") // only add a gender if it's necessary
var/icon/result = icon(temp)
result.GrayScale()
result.Blend(rgb(colour_r,colour_g,colour_b), ICON_ADD)
return result
datum/synthetic_limb_cover/proc/repair()
coverage = SYNTHETIC_COVERING_WORKING
datum/synthetic_limb_cover/proc/damage()
coverage = SYNTHETIC_COVERING_DAMAGED
datum/synthetic_limb_cover/proc/recolour(var/paint_colour_r, var/paint_colour_g, var/paint_colour_b, var/update=FALSE)
colour_r=paint_colour_r
colour_g=paint_colour_g
colour_b=paint_colour_b
if (update)
if (limb_datum)
if (limb_datum.owner)
limb_datum.owner.update_body()
datum/synthetic_limb_cover/proc/get_icon_key() // this is going to wreck the icon cache but to do custom colour per limb this is necessary
return "SYNTH:[icon_key_type]:[colour_r][colour_g][colour_b]"
datum/synthetic_limb_cover/paint
main_icon = 'icons/mob/human_races/r_machine.dmi'
icon_key_type = "Paint"
hair_species = "Machine"
datum/synthetic_limb_cover/skin
main_icon = 'icons/mob/human_races/r_human_grey.dmi'
icon_key_type = "Skin"
hair_species = "Human"
eyes_state="eyes_s"
datum/synthetic_limb_cover/fur
main_icon = 'icons/mob/human_races/r_tajaran.dmi'
icon_key_type = "Fur"
hair_species = "Tajaran"
eyes_state="eyes_s"
tail = "tajtail"
datum/synthetic_limb_cover/scales
main_icon = 'icons/mob/human_races/r_lizard.dmi'
icon_key_type = "Scales"
hair_species = "Unathi"
eyes_state="eyes_s"
tail = "sogtail"
var/list/limb_covering_references
/proc/get_limb_covering_references()
if (isnull(limb_covering_references))
limb_covering_references = list()
for(var/skin_type in typesof(/datum/synthetic_limb_cover)-/datum/synthetic_limb_cover)
var/datum/synthetic_limb_cover/temp_cover = new skin_type()
limb_covering_references[skin_type]=temp_cover
return limb_covering_references
var/list/limb_covering_names
/proc/get_limb_covering_names()
if (isnull(limb_covering_names))
limb_covering_names=list("None")
var/list/refs=get_limb_covering_references()
for(var/skin_type in refs)
var/datum/synthetic_limb_cover/temp=refs[skin_type]
limb_covering_names.Add(temp.icon_key_type)
return limb_covering_names
var/list/limb_covering_list
/proc/get_limb_covering_list()
if(isnull(limb_covering_list))
limb_covering_list=list("None"=null)
var/list/refs=get_limb_covering_references()
for(var/skin_type in refs)
var/datum/synthetic_limb_cover/temp=refs[skin_type]
limb_covering_list[temp.icon_key_type]=skin_type
return limb_covering_list