mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-27 02:22:26 +00:00
Removes all \red's and \blues in favor of span classes. \red things that were bold were replaced with danger because it's warning but bold.
582 lines
16 KiB
Plaintext
582 lines
16 KiB
Plaintext
var/list/holder_mob_icon_cache = list()
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//Helper object for picking dionaea (and other creatures) up.
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/obj/item/weapon/holder
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name = "holder"
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desc = "You shouldn't ever see this."
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icon = 'icons/mob/held_mobs.dmi'
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slot_flags = 0
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sprite_sheets = list("Vox" = 'icons/mob/species/vox/head.dmi')
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origin_tech = null
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var/mob/living/contained = null
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var/icon_state_dead
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var/desc_dead
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var/name_dead
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var/isalive
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var/static/list/unsafe_containers
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var/last_loc_general //This stores a general location of the object. Ie, a container or a mob
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var/last_loc_specific //This stores specific extra information about the location, pocket, hand, worn on head, etc. Only relevant to mobs
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/obj/item/weapon/holder/proc/setup_unsafe_list()
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unsafe_containers = typecacheof(list(
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/obj/item/weapon/storage,
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/obj/item/weapon/reagent_containers,
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/obj/structure/closet/crate,
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/obj/machinery/appliance,
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/obj/machinery/microwave
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))
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/obj/item/weapon/holder/Initialize()
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. = ..()
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if (!unsafe_containers)
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setup_unsafe_list()
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if (!item_state)
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item_state = icon_state
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flags_inv |= ALWAYSDRAW
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START_PROCESSING(SSprocessing, src)
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/obj/item/weapon/holder/Destroy()
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reagents = null
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STOP_PROCESSING(SSprocessing, src)
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if (contained)
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release_mob()
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return ..()
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/obj/item/weapon/holder/examine(mob/user)
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if (contained)
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contained.examine(user)
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/obj/item/weapon/holder/attack_self()
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for(var/mob/M in contents)
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M.show_inv(usr)
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//Mob specific holders.
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/obj/item/weapon/holder/diona
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origin_tech = list(TECH_MAGNET = 3, TECH_BIO = 5)
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slot_flags = SLOT_HEAD | SLOT_OCLOTHING | SLOT_HOLSTER
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/obj/item/weapon/holder/drone
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origin_tech = list(TECH_MAGNET = 3, TECH_ENGINEERING = 5)
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/obj/item/weapon/holder/mouse
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w_class = 1
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/obj/item/weapon/holder/borer
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origin_tech = list(TECH_BIO = 6)
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/obj/item/weapon/holder/process()
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if (!contained)
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qdel(src)
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if(!get_holding_mob() || contained.loc != src)
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if (is_unsafe_container(loc) && contained.loc == src)
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return
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release_mob()
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return
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if (isalive && contained.stat == DEAD)
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held_death(1)//If we get here, it means the mob died sometime after we picked it up. We pass in 1 so that we can play its deathmessage
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//This function checks if the current location is safe to release inside
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//it returns 1 if the creature will bug out when released
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/obj/item/weapon/holder/proc/is_unsafe_container(atom/place)
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return is_type_in_typecache(place, unsafe_containers)
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//Releases all mobs inside the holder, then deletes it.
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//is_unsafe_container should be checked before calling this
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//This function releases mobs into wherever the holder currently is. Its not safe to call from a lot of places
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//Use release_to_floor for a simple, safe release
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/obj/item/weapon/holder/proc/release_mob()
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for(var/mob/M in contents)
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var/atom/movable/mob_container
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mob_container = M
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mob_container.forceMove(src.loc)//if the holder was placed into a disposal, this should place the animal in the disposal
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M.reset_view()
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M.Released()
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contained = null
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var/mob/L = get_holding_mob()
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if (L)
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L.drop_from_inventory(src)
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qdel(src)
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//Similar to above function, but will not deposit things in any container, only directly on a turf.
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//Can be called safely anywhere. Notably on holders held or worn on a mob
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/obj/item/weapon/holder/proc/release_to_floor()
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var/turf/T = get_turf(src)
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var/mob/L = get_holding_mob()
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if (L)
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L.drop_from_inventory(src)
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for(var/mob/M in contents)
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M.forceMove(T) //if the holder was placed into a disposal, this should place the animal in the disposal
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M.reset_view()
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M.Released()
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contained = null
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qdel(src)
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/obj/item/weapon/holder/attackby(obj/item/weapon/W as obj, mob/user as mob)
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for(var/mob/M in src.contents)
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M.attackby(W,user)
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/obj/item/weapon/holder/dropped(mob/user)
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///When an object is put into a container, drop fires twice.
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//once with it on the floor, and then once in the container
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//This conditional allows us to ignore that first one. Handling of mobs dropped on the floor is done in process
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if (istype(loc, /turf))
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//Repeat this check
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//If we're still on the turf a few frames later, then we have actually been dropped or thrown
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//Release the mob accordingly
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addtimer(CALLBACK(src, .proc/post_drop), 3)
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return
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if (istype(loc, /obj/item/weapon/storage)) //The second drop reads the container its placed into as the location
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update_location()
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/obj/item/weapon/holder/proc/post_drop()
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if (isturf(loc))
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release_mob()
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/obj/item/weapon/holder/equipped(var/mob/user, var/slot)
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..()
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update_location(slot)
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/obj/item/weapon/holder/proc/update_location(var/slotnumber = null)
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if (!slotnumber)
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if (istype(loc, /mob))
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slotnumber = get_equip_slot()
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report_onmob_location(1, slotnumber, contained)
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/obj/item/weapon/holder/attack_self(mob/M as mob)
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if (contained && !(contained.stat & DEAD))
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if (istype(M,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = M
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switch(H.a_intent)
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if(I_HELP)
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H.visible_message("<span class='notice'>[H] pets [contained].</span>")
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if(I_HURT)
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contained.adjustBruteLoss(3)
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H.visible_message("<span class='alert'>[H] crushes [contained].</span>")
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else
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M << "[contained] is dead."
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/obj/item/weapon/holder/show_message(var/message, var/m_type)
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for(var/mob/living/M in contents)
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M.show_message(message,m_type)
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//Mob procs and vars for scooping up
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/mob/living/var/holder_type
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/obj/item/weapon/holder/proc/held_death(var/show_deathmessage = 0)
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//This function is called when the mob in the holder dies somehow.
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isalive = 0
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if (icon_state_dead)
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icon_state = icon_state_dead
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if (desc_dead)
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desc = desc_dead
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if (name_dead)
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name = name_dead
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slot_flags = 0
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if (show_deathmessage)//Since we've just crushed a creature in our hands, we want everyone nearby to know that it died
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//We have to play it as a visible message on the grabber, because the normal death message played on the dying mob won't show if it's being held
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var/mob/M = get_holding_mob()
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if (M)
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M.visible_message("<b>[contained.name]</b> dies.")
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//update_icon()
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/mob/living/proc/get_scooped(var/mob/living/carbon/grabber, var/mob/user = null)
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if(!holder_type || buckled || pinned.len || !Adjacent(grabber))
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return
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if (user == src)
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if (grabber.r_hand && grabber.l_hand)
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user << "<span class='warning'>They have no free hands!</span>"
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return
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else if ((grabber.hand == 0 && grabber.r_hand) || (grabber.hand == 1 && grabber.l_hand))//Checking if the hand is full
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grabber << "<span class='warning'>Your hand is full!</span>"
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return
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src.verbs += /mob/living/proc/get_holder_location//This has to be before we move the mob into the holder
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spawn(2)
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var/obj/item/weapon/holder/H = new holder_type(loc)
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src.forceMove(H)
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H.contained = src
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if (src.stat == DEAD)
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H.held_death()//We've scooped up an animal that's already dead. use the proper dead icons
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else
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H.isalive = 1//We note that the mob is alive when picked up. If it dies later, we can know that its death happened while held, and play its deathmessage for it
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var/success = 0
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if (src == user)
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success = grabber.put_in_any_hand_if_possible(H, 0,1,1)
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else
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H.attack_hand(grabber)//We put this last to prevent some race conditions
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if (H.loc == grabber)
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success = 1
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if (success)
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if (user == src)
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grabber << "<span class='notice'>[src.name] climbs up onto you.</span>"
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src << "<span class='notice'>You climb up onto [grabber].</span>"
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else
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grabber << "<span class='notice'>You scoop up [src].</span>"
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src << "<span class='notice'>[grabber] scoops you up.</span>"
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H.sync(src)
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else
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user << "Failed, try again!"
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//If the scooping up failed something must have gone wrong
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H.release_mob()
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return success
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/mob/living/proc/get_holder_location()
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set category = "Abilities"
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set name = "Check held location"
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set desc = "Find out where on their person, someone is holding you."
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if (!usr.get_holding_mob())
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src << "Nobody is holding you!"
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return
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if (istype(usr.loc, /obj/item/weapon/holder))
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var/obj/item/weapon/holder/H = usr.loc
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H.report_onmob_location(0, H.get_equip_slot(), src)
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/obj/item/weapon/holder/human
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icon = null
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var/holder_icon = 'icons/mob/holder_complex.dmi'
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var/list/generate_for_slots = list(slot_l_hand_str, slot_r_hand_str, slot_back_str)
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slot_flags = SLOT_BACK
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/obj/item/weapon/holder/proc/sync(var/mob/living/M)
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src.name = M.name
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src.overlays = M.overlays
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dir = M.dir
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reagents = M.reagents
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/obj/item/weapon/holder/human/sync(var/mob/living/M)
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// Generate appropriate on-mob icons.
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var/mob/living/carbon/human/owner = M
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if(!icon && istype(owner) && owner.species)
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var/icon/I = new /icon()
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var/skin_colour = rgb(owner.r_skin, owner.g_skin, owner.b_skin)
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var/hair_colour = rgb(owner.r_hair, owner.g_hair, owner.b_hair)
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var/eye_colour = rgb(owner.r_eyes, owner.g_eyes, owner.b_eyes)
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var/species_name = lowertext(owner.species.get_bodytype())
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for(var/cache_entry in generate_for_slots)
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var/cache_key = "[owner.species]-[cache_entry]-[skin_colour]-[hair_colour]"
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if(!holder_mob_icon_cache[cache_key])
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// Generate individual icons.
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var/icon/mob_icon = icon(holder_icon, "[species_name]_holder_[cache_entry]_base")
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mob_icon.Blend(skin_colour, ICON_ADD)
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var/icon/hair_icon = icon(holder_icon, "[species_name]_holder_[cache_entry]_hair")
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hair_icon.Blend(hair_colour, ICON_ADD)
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var/icon/eyes_icon = icon(holder_icon, "[species_name]_holder_[cache_entry]_eyes")
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eyes_icon.Blend(eye_colour, ICON_ADD)
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// Blend them together.
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mob_icon.Blend(eyes_icon, ICON_OVERLAY)
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mob_icon.Blend(hair_icon, ICON_OVERLAY)
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// Add to the cache.
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holder_mob_icon_cache[cache_key] = mob_icon
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var/newstate
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switch (cache_entry)
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if (slot_l_hand_str)
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newstate = "[species_name]_lh"
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if (slot_r_hand_str)
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newstate = "[species_name]_rh"
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if (slot_back_str)
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newstate = "[species_name]_ba"
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I.Insert(holder_mob_icon_cache[cache_key], newstate)
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dir = 2
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var/icon/mob_icon = icon(owner.icon, owner.icon_state)
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I.Insert(mob_icon, species_name)
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icon = I
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icon_state = species_name
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item_state = species_name
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contained_sprite = 1
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color = M.color
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name = M.name
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desc = M.desc
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overlays |= M.overlays
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var/mob/living/carbon/human/H = loc
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if(istype(H))
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if(H.l_hand == src)
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H.update_inv_l_hand()
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else if(H.r_hand == src)
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H.update_inv_r_hand()
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else
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H.regenerate_icons()
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..()
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//#TODO-MERGE
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//Port the reduced-duplication holder method from baystation upstream:
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//https://github.com/Baystation12/Baystation12/blob/master/code/modules/mob/holder.dm
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//Mob specific holders.
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//w_class mainly determines whether they can fit in trashbags. <=2 can, >=3 cannot
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/obj/item/weapon/holder/diona
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name = "diona nymph"
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desc = "It's a little plant critter."
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desc_dead = "It used to be a little plant critter."
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icon_state = "nymph"
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icon_state_dead = "nymph_dead"
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origin_tech = list(TECH_MAGNET = 3, TECH_BIO = 5)
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slot_flags = SLOT_HEAD | SLOT_OCLOTHING
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w_class = 2
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/obj/item/weapon/holder/drone
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name = "maintenance drone"
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desc = "It's a small maintenance robot."
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icon_state = "drone"
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item_state = "drone"
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origin_tech = list(TECH_MAGNET = 3, TECH_ENGINEERING = 5)
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slot_flags = SLOT_HEAD
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w_class = 4
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contained_sprite = 1
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/obj/item/weapon/holder/drone/heavy
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name = "construction drone"
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desc = "It's a really big maintenance robot."
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icon_state = "constructiondrone"
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item_state = "constructiondrone"
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w_class = 6//You're not fitting this thing in a backpack
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/obj/item/weapon/holder/drone/mining
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name = "mining drone"
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desc = "It's a plucky mining drone."
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icon_state = "mdrone"
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item_state = "mdrone"
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/obj/item/weapon/holder/cat
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name = "cat"
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desc = "It's a cat. Meow."
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desc_dead = "It's a dead cat."
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icon_state = "cat_tabby"
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icon_state_dead = "cat_tabby_dead"
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item_state = "cat"
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//Setting item state to cat saves on some duplication for the in-hand versions, but we cant use it for head.
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//Instead, the head versions are done by duplicating the cat
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slot_flags = SLOT_HEAD
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w_class = 3
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/obj/item/weapon/holder/cat/black
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icon_state = "cat_black"
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icon_state_dead = "cat_black_dead"
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slot_flags = SLOT_HEAD
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item_state = "cat"
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/obj/item/weapon/holder/cat/kitten
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name = "kitten"
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icon_state = "cat_kitten"
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icon_state_dead = "cat_kitten_dead"
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slot_flags = SLOT_HEAD
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w_class = 1
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item_state = "cat"
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/obj/item/weapon/holder/borer
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name = "cortical borer"
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desc = "It's a slimy brain slug. Gross."
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icon_state = "brainslug"
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origin_tech = list(TECH_BIO = 6)
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w_class = 1
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/obj/item/weapon/holder/monkey
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name = "monkey"
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desc = "It's a monkey. Ook."
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icon_state = "monkey"
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item_state = "monkey"
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slot_flags = SLOT_HEAD
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contained_sprite = 1
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w_class = 3
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/obj/item/weapon/holder/monkey/farwa
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name = "farwa"
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desc = "It's a farwa."
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icon_state = "farwa"
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item_state = "farwa"
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slot_flags = SLOT_HEAD
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w_class = 3
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/obj/item/weapon/holder/monkey/stok
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name = "stok"
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desc = "It's a stok. stok."
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icon_state = "stok"
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item_state = "stok"
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slot_flags = SLOT_HEAD
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w_class = 3
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/obj/item/weapon/holder/monkey/neaera
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name = "neaera"
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desc = "It's a neaera."
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icon_state = "neaera"
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item_state = "neaera"
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slot_flags = SLOT_HEAD
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w_class = 3
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//Holders for mice
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/obj/item/weapon/holder/mouse
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name = "mouse"
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desc = "It's a fuzzy little critter."
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desc_dead = "It's filthy vermin, throw it in the trash."
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icon = 'icons/mob/mouse.dmi'
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icon_state = "mouse_brown_sleep"
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item_state = "mouse_brown"
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icon_state_dead = "mouse_brown_dead"
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slot_flags = SLOT_EARS
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contained_sprite = 1
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origin_tech = list(TECH_BIO = 2)
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w_class = 1
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/obj/item/weapon/holder/mouse/white
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icon_state = "mouse_white_sleep"
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item_state = "mouse_white"
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icon_state_dead = "mouse_white_dead"
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/obj/item/weapon/holder/mouse/gray
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icon_state = "mouse_gray_sleep"
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item_state = "mouse_gray"
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icon_state_dead = "mouse_gray_dead"
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/obj/item/weapon/holder/mouse/brown
|
|
icon_state = "mouse_brown_sleep"
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item_state = "mouse_brown"
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icon_state_dead = "mouse_brown_dead"
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|
//Lizards
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/obj/item/weapon/holder/lizard
|
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name = "lizard"
|
|
desc = "It's a hissy little lizard. Is it related to Unathi?"
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|
desc_dead = "It doesn't hiss anymore."
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|
icon_state_dead = "lizard_dead"
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icon_state = "lizard"
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slot_flags = 0
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|
w_class = 1
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|
|
//Chicks and chickens
|
|
/obj/item/weapon/holder/chick
|
|
name = "chick"
|
|
desc = "It's a fluffy little chick, until it grows up."
|
|
desc_dead = "How could you do this? You monster!"
|
|
icon_state_dead = "chick_dead"
|
|
slot_flags = 0
|
|
icon_state = "chick"
|
|
w_class = 1
|
|
|
|
|
|
/obj/item/weapon/holder/chicken
|
|
name = "chicken"
|
|
desc = "It's a feathery, tasty-looking chicken."
|
|
desc_dead = "Now it's ready for plucking and cooking!"
|
|
icon_state = "chicken_brown"
|
|
icon_state_dead = "chicken_brown_dead"
|
|
slot_flags = 0
|
|
w_class = 2
|
|
|
|
/obj/item/weapon/holder/chicken/brown
|
|
icon_state = "chicken_brown"
|
|
icon_state_dead = "chicken_brown_dead"
|
|
|
|
/obj/item/weapon/holder/chicken/black
|
|
icon_state = "chicken_black"
|
|
icon_state_dead = "chicken_black_dead"
|
|
|
|
/obj/item/weapon/holder/chicken/white
|
|
icon_state = "chicken_white"
|
|
icon_state_dead = "chicken_white_dead"
|
|
|
|
|
|
|
|
//Mushroom
|
|
/obj/item/weapon/holder/mushroom
|
|
name = "walking mushroom"
|
|
name_dead = "mushroom"
|
|
desc = "It's a massive mushroom... with legs?"
|
|
desc_dead = "Shame, he was a really fun-guy." // HA
|
|
icon_state = "mushroom"
|
|
icon_state_dead = "mushroom_dead"
|
|
slot_flags = SLOT_HEAD
|
|
w_class = 2
|
|
|
|
|
|
|
|
//pAI
|
|
/obj/item/weapon/holder/pai
|
|
icon = 'icons/mob/pai.dmi'
|
|
dir = EAST
|
|
contained_sprite = 1
|
|
slot_flags = SLOT_HEAD
|
|
|
|
/obj/item/weapon/holder/pai/drone
|
|
icon_state = "repairbot_rest"
|
|
item_state = "repairbot"
|
|
|
|
/obj/item/weapon/holder/pai/cat
|
|
icon_state = "cat_rest"
|
|
item_state = "cat"
|
|
|
|
/obj/item/weapon/holder/pai/mouse
|
|
icon_state = "mouse_rest"
|
|
item_state = "mouse"
|
|
|
|
/obj/item/weapon/holder/pai/monkey
|
|
icon_state = "monkey"
|
|
item_state = "monkey"
|
|
|
|
/obj/item/weapon/holder/pai/rabbit
|
|
icon_state = "rabbit_rest"
|
|
item_state = "rabbit"
|