Contained Sprites v2 (#758)

Overhauls the contained sprites system to be feature complete in terms of what it can do and offers. Now almost all cases of clothing and other items may use the system properly.
This commit is contained in:
NanakoAC
2016-08-25 16:55:42 +02:00
committed by skull132
parent c77b9d2793
commit e240def2bf
51 changed files with 672 additions and 273 deletions
+5 -2
View File
@@ -43,10 +43,13 @@
var/zoomdevicename = null //name used for message when binoculars/scope is used
var/zoom = 0 //1 if item is actively being used to zoom. For scoped guns and binoculars.
var/contained_sprite = 0 //1 if item_state, lefthand, righthand, and worn sprite are all in one dmi
var/item_state = null // Used to specify the item state for the on-mob overlays.
//Item_state definition moved to /obj
//var/item_state = null // Used to specify the item state for the on-mob overlays.
var/item_state_slots = null //overrides the default item_state for particular slots.
//ITEM_ICONS ARE DEPRECATED. USE CONTAINED SPRITES IN FUTURE
// Used to specify the icon file to be used when the item is worn. If not set the default icon for that slot will be used.
// If icon_override or sprite_sheets are set they will take precendence over this, assuming they apply to the slot in question.
// Only slot_l_hand/slot_r_hand are implemented at the moment. Others to be implemented as needed.
+4 -4
View File
@@ -60,9 +60,9 @@
user << "The [O] is empty."
else if(O.reagents.total_volume >= 1)
if(O.reagents.has_reagent("pacid", 1))
user << "The acid chews through the balloon!"
user << "The acid chews through the balloon!"
O.reagents.splash(user, reagents.total_volume)
qdel(src)
qdel(src)
else
src.desc = "A translucent balloon with some form of liquid sloshing around in it."
user << "\blue You fill the balloon with the contents of [O]."
@@ -142,7 +142,7 @@
icon = 'icons/obj/gun.dmi'
icon_state = "revolver"
item_state = "revolver"
item_icons = list(
item_icons = list(//ITEM_ICONS ARE DEPRECATED. USE CONTAINED SPRITES IN FUTURE
icon_l_hand = 'icons/mob/items/lefthand_guns.dmi',
icon_r_hand = 'icons/mob/items/righthand_guns.dmi',
)
@@ -224,7 +224,7 @@
icon = 'icons/obj/gun.dmi'
icon_state = "crossbow"
item_state = "crossbow"
item_icons = list(
item_icons = list(//ITEM_ICONS ARE DEPRECATED. USE CONTAINED SPRITES IN FUTURE
icon_l_hand = 'icons/mob/items/lefthand_guns.dmi',
icon_r_hand = 'icons/mob/items/righthand_guns.dmi',
)
+2 -1
View File
@@ -76,7 +76,8 @@
feedback_add_details("handcuffs","H")
user.visible_message("<span class='danger'>\The [user] has put [cuff_type] on \the [H]!</span>")
target.drop_r_hand()
target.drop_l_hand()
// Apply cuffs.
var/obj/item/weapon/handcuffs/cuffs = src
if(dispenser)
@@ -6,7 +6,7 @@
/obj/item/weapon/storage/backpack
name = "backpack"
desc = "You wear this on your back and put items into it."
item_icons = list(
item_icons = list(//ITEM_ICONS ARE DEPRECATED. USE CONTAINED SPRITES IN FUTURE
slot_l_hand_str = 'icons/mob/items/lefthand_backpacks.dmi',
slot_r_hand_str = 'icons/mob/items/righthand_backpacks.dmi',
)
+93 -60
View File
@@ -126,15 +126,24 @@
else
..()
/*
* Welding Tool
*/
/obj/item/weapon/weldingtool
name = "welding tool"
icon = 'icons/obj/items.dmi'
desc = "A welding tool with a built-in fuel tank, designed for welding and cutting metal."
icon = 'icons/obj/tools/welding.dmi'
icon_state = "welder"
flags = CONDUCT
slot_flags = SLOT_BELT
var/base_iconstate = "welder"//These are given an _on/_off suffix before being used
var/base_itemstate = "welder"
contained_sprite = 1
//Amount of OUCH when it's thrown
force = 3.0
@@ -154,14 +163,69 @@
var/status = 1 //Whether the welder is secured or unsecured (able to attach rods to it to make a flamethrower)
var/max_fuel = 20 //The max amount of fuel the welder can hold
/obj/item/weapon/weldingtool/largetank
name = "industrial welding tool"
desc = "A welding tool with an extended-capacity built-in fuel tank, standard issue for engineers."
max_fuel = 40
matter = list(DEFAULT_WALL_MATERIAL = 100, "glass" = 60)
origin_tech = "engineering=2"
base_iconstate = "ind_welder"
/obj/item/weapon/weldingtool/hugetank
name = "advanced welding tool"
desc = "A rare and powerful welding tool with a super-extended fuel tank."
max_fuel = 80
w_class = 2.0
matter = list(DEFAULT_WALL_MATERIAL = 200, "glass" = 120)
origin_tech = "engineering=3"
base_iconstate = "adv_welder"
//The Experimental Welding Tool!
/obj/item/weapon/weldingtool/experimental
name = "experimental welding tool"
desc = "A scientifically-enhanced welding tool that uses fuel-producing microbes to gradually replenish its fuel supply"
max_fuel = 40
w_class = 2.0
matter = list(DEFAULT_WALL_MATERIAL = 100, "glass" = 120)
origin_tech = "engineering=4;biotech=4"
base_iconstate = "exp_welder"
base_itemstate = "exp_welder"
var/last_gen = 0
var/fuelgen_delay = 800//The time, in deciseconds, required to regenerate one unit of fuel
//800 = 1 unit per 1 minute and 20 seconds,
//This is roughly half the rate that fuel is lost if the welder is left idle, so it you carelessly leave it on it will still run out
//Welding tool functionality here
/obj/item/weapon/weldingtool/New()
// var/random_fuel = min(rand(10,20),max_fuel)
var/datum/reagents/R = new/datum/reagents(max_fuel)
reagents = R
R.my_atom = src
R.add_reagent("fuel", max_fuel)
update_icon()
return
/obj/item/weapon/weldingtool/update_icon()
..()
var/add = welding ? "_on" : "_off"
icon_state = base_iconstate + add //These are given an _on/_off suffix before being used
item_state = base_itemstate + add
var/mob/M = loc
if(istype(M))
M.update_inv_l_hand()
M.update_inv_r_hand()
/obj/item/weapon/weldingtool/Destroy()
if(welding)
processing_objects -= src
@@ -228,6 +292,33 @@
if (istype(location, /turf))
location.hotspot_expose(700, 5)
/obj/item/weapon/weldingtool/attack(mob/M as mob, mob/user as mob)
if(hasorgans(M))
var/obj/item/organ/external/S = M:organs_by_name[user.zone_sel.selecting]
if (!S) return
if(!(S.status & ORGAN_ROBOT) || user.a_intent != I_HELP)
return ..()
if(istype(M,/mob/living/carbon/human))
var/mob/living/carbon/human/H = M
if(H.species.flags & IS_SYNTHETIC)
if(M == user)
user << "\red You can't repair damage to your own body - it's against OH&S."
return
if(S.brute_dam)
S.heal_damage(15,0,0,1)
user.visible_message("\red \The [user] patches some dents on \the [M]'s [S.name] with \the [src].")
return
else
user << "Nothing to fix!"
else
return ..()
/obj/item/weapon/weldingtool/afterattack(obj/O as obj, mob/user as mob, proximity)
if(!proximity) return
@@ -298,13 +389,7 @@
/obj/item/weapon/weldingtool/proc/isOn()
return src.welding
/obj/item/weapon/weldingtool/update_icon()
..()
icon_state = welding ? "welder1" : "welder"
var/mob/M = loc
if(istype(M))
M.update_inv_l_hand()
M.update_inv_r_hand()
//Sets the welding state of the welding tool. If you see W.welding = 1 anywhere, please change it to W.setWelding(1)
//so that the welding tool updates accordingly
@@ -396,34 +481,7 @@
return
/obj/item/weapon/weldingtool/largetank
name = "industrial welding tool"
max_fuel = 40
matter = list(DEFAULT_WALL_MATERIAL = 70, "glass" = 60)
origin_tech = "engineering=2"
/obj/item/weapon/weldingtool/hugetank
name = "upgraded welding tool"
max_fuel = 80
w_class = 2.0
matter = list(DEFAULT_WALL_MATERIAL = 70, "glass" = 120)
origin_tech = "engineering=3"
//The Experimental Welding Tool!
/obj/item/weapon/weldingtool/experimental
name = "experimental welding tool"
desc = "A scientifically-enhanced welding tool that uses fuel-producing microbes to gradually replenish its fuel supply"
max_fuel = 40
w_class = 2.0
matter = list(DEFAULT_WALL_MATERIAL = 70, "glass" = 120)
origin_tech = "engineering=4;biotech=4"
var/last_gen = 0
var/fuelgen_delay = 800//The time, in deciseconds, required to regenerate one unit of fuel
//800 = 1 unit per 1 minute and 20 seconds,
//This is roughly half the rate that fuel is lost if the welder is left idle, so it you carelessly leave it on it will still run out
/obj/item/weapon/weldingtool/Destroy()
processing_objects.Remove(src)//Stop processing when destroyed regardless of conditions
@@ -486,32 +544,7 @@
icon_state = "red_crowbar"
item_state = "crowbar_red"
/obj/item/weapon/weldingtool/attack(mob/M as mob, mob/user as mob)
if(hasorgans(M))
var/obj/item/organ/external/S = M:organs_by_name[user.zone_sel.selecting]
if (!S) return
if(!(S.status & ORGAN_ROBOT) || user.a_intent != I_HELP)
return ..()
if(istype(M,/mob/living/carbon/human))
var/mob/living/carbon/human/H = M
if(H.species.flags & IS_SYNTHETIC)
if(M == user)
user << "\red You can't repair damage to your own body - it's against OH&S."
return
if(S.brute_dam)
S.heal_damage(15,0,0,1)
user.visible_message("\red \The [user] patches some dents on \the [M]'s [S.name] with \the [src].")
return
else
user << "Nothing to fix!"
else
return ..()
/*/obj/item/weapon/combitool
name = "combi-tool"
+17
View File
@@ -18,6 +18,13 @@
var/being_shocked = 0
var/item_state // Base name of the image used for when the item is worn. Suffixes are added to this.
var/icon_species_tag = ""//If set, this holds the 3-letter shortname of a species, used for species-specific worn icons
var/icon_auto_adapt = 0//If 1, this item will automatically change its species tag to match the wearer's species.
//requires that the wearer's species is listed in icon_supported_species_tags
var/list/icon_supported_species_tags //Used with icon_auto_adapt, a list of species which have differing appearances for this item
var/icon_species_in_hand = 0//If 1, we will use the species tag even for rendering this item in the left/right hand.
/obj/Destroy()
processing_objects -= src
nanomanager.close_uis(src)
@@ -167,3 +174,13 @@
if(src)
step(src, pick(NORTH,SOUTH,EAST,WEST))
sleep(rand(2,4))
/obj/proc/auto_adapt_species(var/mob/living/carbon/human/wearer)
if(icon_auto_adapt)
icon_species_tag = ""
if (loc == wearer && icon_supported_species_tags.len)
if (wearer.species.short_name in icon_supported_species_tags)
icon_species_tag = wearer.species.short_name
return 1
return 0