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Aurora.3/code/modules/mob/holder.dm
Doxxmedearly bf459a089d Animal Renaming (#11082)
Allows renaming most animals, both simple animals as well as monkeys and their alien equivalents.
Since animal pathing is wild with regards to things like goats and guard dogs being under the hostile path, had to add a var for hostile animals to allow renaming without repeating a bunch of code.
2021-02-07 16:34:39 +02:00

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var/list/holder_mob_icon_cache = list()
//Helper object for picking dionaea (and other creatures) up.
/obj/item/holder
name = "holder"
desc = "You shouldn't ever see this."
icon = 'icons/mob/npc/held_mobs.dmi'
randpixel = 0
center_of_mass = null
slot_flags = 0
origin_tech = null
drop_sound = null
var/mob/living/contained = null
var/icon_state_dead
var/desc_dead
var/name_dead
var/isalive
contained_sprite = TRUE
var/static/list/unsafe_containers
var/last_loc_general //This stores a general location of the object. Ie, a container or a mob
var/last_loc_specific //This stores specific extra information about the location, pocket, hand, worn on head, etc. Only relevant to mobs
var/no_name = FALSE //If true, removes the change animal name verb for holders that don't allow name changes
/obj/item/holder/proc/setup_unsafe_list()
unsafe_containers = typecacheof(list(
/obj/item/storage,
/obj/item/reagent_containers,
/obj/structure/closet/crate,
/obj/machinery/appliance
))
/obj/item/holder/Initialize()
. = ..()
if (!unsafe_containers)
setup_unsafe_list()
if (!item_state)
item_state = icon_state
flags_inv |= ALWAYSDRAW
if(no_name)
verbs -= /obj/item/holder/verb/change_animal_name
START_PROCESSING(SSprocessing, src)
/obj/item/holder/Destroy()
reagents = null
STOP_PROCESSING(SSprocessing, src)
if (contained)
release_mob()
return ..()
/obj/item/holder/examine(mob/user)
if (contained)
contained.examine(user)
/obj/item/holder/attack_self()
for(var/mob/M in contents)
M.show_inv(usr)
/obj/item/holder/process()
if (!contained)
qdel(src)
if(!get_holding_mob() || contained.loc != src)
if (is_unsafe_container(loc) && contained.loc == src)
return
release_mob()
return
if (isalive && contained.stat == DEAD)
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
//This function checks if the current location is safe to release inside
//it returns 1 if the creature will bug out when released
/obj/item/holder/proc/is_unsafe_container(atom/place)
return is_type_in_typecache(place, unsafe_containers)
//Releases all mobs inside the holder, then deletes it.
//is_unsafe_container should be checked before calling this
//This function releases mobs into wherever the holder currently is. Its not safe to call from a lot of places
//Use release_to_floor for a simple, safe release
/obj/item/holder/proc/release_mob()
for(var/mob/M in contents)
var/atom/movable/mob_container
mob_container = M
mob_container.forceMove(src.loc)//if the holder was placed into a disposal, this should place the animal in the disposal
M.reset_view()
M.Released()
contained = null
qdel(src)
//Similar to above function, but will not deposit things in any container, only directly on a turf.
//Can be called safely anywhere. Notably on holders held or worn on a mob
/obj/item/holder/proc/release_to_floor()
var/turf/T = get_turf(src)
for(var/mob/M in contents)
M.forceMove(T) //if the holder was placed into a disposal, this should place the animal in the disposal
M.reset_view()
M.Released()
contained = null
qdel(src)
/obj/item/holder/attackby(obj/item/W as obj, mob/user as mob)
for(var/mob/M in src.contents)
M.attackby(W,user)
/obj/item/holder/dropped(mob/user)
///When an object is put into a container, drop fires twice.
//once with it on the floor, and then once in the container
//This conditional allows us to ignore that first one. Handling of mobs dropped on the floor is done in process
if (istype(loc, /turf))
//Repeat this check
//If we're still on the turf a few frames later, then we have actually been dropped or thrown
//Release the mob accordingly
addtimer(CALLBACK(src, .proc/post_drop), 3)
return
if (istype(loc, /obj/item/storage)) //The second drop reads the container its placed into as the location
update_location()
/obj/item/holder/proc/post_drop()
if (isturf(loc))
release_mob()
/obj/item/holder/equipped(var/mob/user, var/slot)
..()
update_location(slot)
/obj/item/holder/proc/update_location(var/slotnumber = null)
if (!slotnumber)
if (istype(loc, /mob))
slotnumber = get_equip_slot()
report_onmob_location(1, slotnumber, contained)
/obj/item/holder/attack_self(mob/M as mob)
if (contained && !(contained.stat & DEAD))
if (istype(M,/mob/living/carbon/human))
var/mob/living/carbon/human/H = M
switch(H.a_intent)
if(I_HELP)
H.visible_message("<span class='notice'>[H] pets [contained].</span>")
if(I_HURT)
contained.adjustBruteLoss(3)
H.visible_message("<span class='alert'>[H] crushes [contained].</span>")
else
to_chat(M, "[contained] is dead.")
/obj/item/holder/show_message(var/message, var/m_type)
for(var/mob/living/M in contents)
M.show_message(message,m_type)
//Mob procs and vars for scooping up
/mob/living/var/holder_type
/obj/item/holder/proc/held_death(var/show_deathmessage = 0)
//This function is called when the mob in the holder dies somehow.
isalive = 0
if (icon_state_dead)
icon_state = icon_state_dead
if (desc_dead)
desc = desc_dead
if (name_dead)
name = name_dead
slot_flags = 0
if (show_deathmessage)//Since we've just crushed a creature in our hands, we want everyone nearby to know that it died
//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
var/mob/M = get_holding_mob()
if (M)
M.visible_message("<b>[contained.name]</b> dies.")
//update_icon()
/mob/living/proc/get_scooped(var/mob/living/carbon/grabber, var/mob/user = null)
if(!holder_type || buckled || pinned.len || !Adjacent(grabber))
return
if (user == src)
if (grabber.r_hand && grabber.l_hand)
to_chat(user, "<span class='warning'>They have no free hands!</span>")
return
else if ((grabber.hand == 0 && grabber.r_hand) || (grabber.hand == 1 && grabber.l_hand))//Checking if the hand is full
to_chat(grabber, "<span class='warning'>Your hand is full!</span>")
return
src.verbs += /mob/living/proc/get_holder_location//This has to be before we move the mob into the holder
spawn(2)
var/obj/item/holder/H = new holder_type(loc)
src.forceMove(H)
H.contained = src
if (src.stat == DEAD)
H.held_death()//We've scooped up an animal that's already dead. use the proper dead icons
else
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
var/success = 0
if (src == user)
success = grabber.put_in_any_hand_if_possible(H, 0,1,1)
else
H.attack_hand(grabber)//We put this last to prevent some race conditions
if (H.loc == grabber)
success = 1
if (success)
if (user == src)
to_chat(grabber, "<span class='notice'>[src.name] climbs up onto you.</span>")
to_chat(src, "<span class='notice'>You climb up onto [grabber].</span>")
else
to_chat(grabber, "<span class='notice'>You scoop up [src].</span>")
to_chat(src, "<span class='notice'>[grabber] scoops you up.</span>")
H.sync(src)
else
to_chat(user, "Failed, try again!")
//If the scooping up failed something must have gone wrong
H.release_mob()
post_scoop()
return success
// Override to add stuff that should happen when scooping
/mob/living/proc/post_scoop()
return
/mob/living/proc/get_holder_location()
set category = "Abilities"
set name = "Check held location"
set desc = "Find out where on their person, someone is holding you."
if (!usr.get_holding_mob())
to_chat(src, "Nobody is holding you!")
return
if (istype(usr.loc, /obj/item/holder))
var/obj/item/holder/H = usr.loc
H.report_onmob_location(0, H.get_equip_slot(), src)
/obj/item/holder/human
icon = null
contained_sprite = FALSE
var/holder_icon = 'icons/mob/holder_complex.dmi'
var/list/generate_for_slots = list(slot_l_hand_str, slot_r_hand_str, slot_back_str)
slot_flags = SLOT_BACK
/obj/item/holder/proc/sync(var/mob/living/M)
src.name = M.name
src.overlays = M.overlays
dir = M.dir
reagents = M.reagents
/obj/item/holder/human/sync(var/mob/living/M)
cut_overlays()
// Generate appropriate on-mob icons.
var/mob/living/carbon/human/owner = M
if(!icon && istype(owner) && owner.species)
var/icon/I = new /icon()
var/skin_colour = rgb(owner.r_skin, owner.g_skin, owner.b_skin)
var/hair_colour = rgb(owner.r_hair, owner.g_hair, owner.b_hair)
var/eye_colour = rgb(owner.r_eyes, owner.g_eyes, owner.b_eyes)
var/species_name = lowertext(owner.species.get_bodytype())
for(var/cache_entry in generate_for_slots)
var/cache_key = "[owner.species]-[cache_entry]-[skin_colour]-[hair_colour]"
if(!holder_mob_icon_cache[cache_key])
// Generate individual icons.
var/icon/mob_icon = icon(holder_icon, "[species_name]_holder_[cache_entry]_base")
mob_icon.Blend(skin_colour, ICON_ADD)
var/icon/hair_icon = icon(holder_icon, "[species_name]_holder_[cache_entry]_hair")
hair_icon.Blend(hair_colour, ICON_ADD)
var/icon/eyes_icon = icon(holder_icon, "[species_name]_holder_[cache_entry]_eyes")
eyes_icon.Blend(eye_colour, ICON_ADD)
// Blend them together.
mob_icon.Blend(eyes_icon, ICON_OVERLAY)
mob_icon.Blend(hair_icon, ICON_OVERLAY)
// Add to the cache.
holder_mob_icon_cache[cache_key] = mob_icon
var/newstate
switch (cache_entry)
if (slot_l_hand_str)
newstate = "[species_name]_lh"
if (slot_r_hand_str)
newstate = "[species_name]_rh"
if (slot_back_str)
newstate = "[species_name]_ba"
I.Insert(holder_mob_icon_cache[cache_key], newstate)
dir = 2
var/icon/mob_icon = icon(owner.icon, owner.icon_state)
I.Insert(mob_icon, species_name)
icon = I
icon_state = species_name
item_state = species_name
contained_sprite = TRUE
color = M.color
name = M.name
desc = M.desc
copy_overlays(M)
var/mob/living/carbon/human/H = loc
if(istype(H))
if(H.l_hand == src)
H.update_inv_l_hand()
else if(H.r_hand == src)
H.update_inv_r_hand()
else
H.regenerate_icons()
..()
/obj/item/holder/verb/change_animal_name()
set name = "Name Animal"
set category = "IC"
set src in usr
if(isanimal(contained))
var/mob/living/simple_animal/SA = contained
SA.change_name(usr)
sync(contained)
if(ishuman(contained))
var/mob/living/carbon/human/H = contained
if(H.isMonkey())
H.change_animal_name(usr)
sync(contained)
//#TODO-MERGE
//Port the reduced-duplication holder method from baystation upstream:
//https://github.com/Baystation12/Baystation12/blob/master/code/modules/mob/holder.dm
//Mob specific holders.
//w_class mainly determines whether they can fit in trashbags. <=2 can, >=3 cannot
/obj/item/holder/diona
name = "diona nymph"
desc = "It's a little plant critter."
desc_dead = "It used to be a little plant critter."
icon = 'icons/mob/diona.dmi'
icon_state = "nymph"
icon_state_dead = "nymph_dead"
origin_tech = list(TECH_MAGNET = 3, TECH_BIO = 5)
slot_flags = SLOT_HEAD | SLOT_EARS | SLOT_HOLSTER
w_class = ITEMSIZE_SMALL
no_name = TRUE
/obj/item/holder/drone
name = "maintenance drone"
desc = "It's a small maintenance robot."
icon_state = "drone"
item_state = "drone"
origin_tech = list(TECH_MAGNET = 3, TECH_ENGINEERING = 5)
slot_flags = SLOT_HEAD
w_class = ITEMSIZE_LARGE
no_name = TRUE
/obj/item/holder/drone/heavy
name = "construction drone"
desc = "It's a really big maintenance robot."
icon_state = "constructiondrone"
item_state = "constructiondrone"
w_class = ITEMSIZE_IMMENSE //You're not fitting this thing in a backpack
/obj/item/holder/drone/mining
name = "mining drone"
desc = "It's a plucky mining drone."
icon_state = "mdrone"
item_state = "mdrone"
/obj/item/holder/cat
name = "cat"
desc = "It's a cat. Meow."
desc_dead = "It's a dead cat."
icon = 'icons/mob/npc/pets.dmi'
icon_state = "cat2"
icon_state_dead = "cat2_dead"
item_state = "cat2"
//Setting item state to cat saves on some duplication for the in-hand versions, but we cant use it for head.
//Instead, the head versions are done by duplicating the cat
slot_flags = SLOT_HEAD
w_class = ITEMSIZE_NORMAL
/obj/item/holder/cat/black
icon_state = "cat"
icon_state_dead = "cat_black_dead"
slot_flags = SLOT_HEAD
item_state = "cat"
/obj/item/holder/cat/black/familiar
icon_state = "cat3"
icon_state_dead = "cat3_dead"
item_state = "cat3"
/obj/item/holder/cat/kitten
name = "kitten"
icon_state = "kitten"
icon_state_dead = "cat_kitten_dead"
item_state = "kitten"
/obj/item/holder/cat/penny
name = "Penny"
desc = "An important cat, straight from Central Command."
icon_state = "penny"
icon_state_dead = "penny_dead"
item_state = "penny"
/obj/item/holder/carp/baby
name = "baby space carp"
desc = "Awfully cute! Looks friendly!"
icon = 'icons/mob/npc/pets.dmi'
icon_state = "babycarp"
item_state = "babycarp"
slot_flags = SLOT_HEAD
flags_inv = HIDEEARS
w_class = ITEMSIZE_TINY
/obj/item/holder/carp/baby/verb/toggle_block_hair()
set name = "Toggle Hair Coverage"
set category = "Object"
flags_inv ^= BLOCKHEADHAIR
to_chat(usr, SPAN_NOTICE("\The [src] will now [flags_inv & BLOCKHEADHAIR ? "hide" : "show"] hair."))
/obj/item/holder/borer
name = "cortical borer"
desc = "It's a slimy brain slug. Gross."
icon_state = "brainslug"
origin_tech = list(TECH_BIO = 6)
w_class = ITEMSIZE_TINY
no_name = TRUE
/obj/item/holder/monkey
name = "monkey"
desc = "It's a monkey. Ook."
icon_state = "monkey"
item_state = "monkey"
slot_flags = SLOT_HEAD
w_class = ITEMSIZE_NORMAL
/obj/item/holder/monkey/farwa
name = "farwa"
desc = "It's a farwa."
icon_state = "farwa"
item_state = "farwa"
slot_flags = SLOT_HEAD
w_class = ITEMSIZE_NORMAL
/obj/item/holder/monkey/stok
name = "stok"
desc = "It's a stok. stok."
icon_state = "stok"
item_state = "stok"
slot_flags = SLOT_HEAD
w_class = ITEMSIZE_NORMAL
/obj/item/holder/monkey/neaera
name = "neaera"
desc = "It's a neaera."
icon_state = "neaera"
item_state = "neaera"
slot_flags = SLOT_HEAD
w_class = ITEMSIZE_NORMAL
//Holders for rats
/obj/item/holder/rat
name = "rat"
desc = "It's a fuzzy little critter."
desc_dead = "It's filthy vermin, throw it in the trash."
icon = 'icons/mob/npc/rat.dmi'
icon_state = "rat_brown_sleep"
item_state = "rat_brown"
icon_state_dead = "rat_brown_dead"
slot_flags = SLOT_EARS
origin_tech = list(TECH_BIO = 2)
w_class = ITEMSIZE_TINY
/obj/item/holder/rat/white
icon_state = "rat_white_sleep"
item_state = "rat_white"
icon_state_dead = "rat_white_dead"
/obj/item/holder/rat/gray
icon_state = "rat_gray_sleep"
item_state = "rat_gray"
icon_state_dead = "rat_gray_dead"
/obj/item/holder/rat/brown
icon_state = "rat_brown_sleep"
item_state = "rat_brown"
icon_state_dead = "rat_brown_dead"
/obj/item/holder/rat/hooded
icon_state = "rat_hooded_sleep"
item_state = "rat_hooded"
icon_state_dead = "rat_hooded_dead"
/obj/item/holder/rat/irish
icon_state = "rat_irish_sleep"
item_state = "rat_irish"
icon_state_dead = "rat_irish_dead"
//Lizards
/obj/item/holder/lizard
name = "lizard"
desc = "It's a hissy little lizard. Is it related to Unathi?"
desc_dead = "It doesn't hiss anymore."
icon_state_dead = "lizard_dead"
icon_state = "lizard"
slot_flags = 0
w_class = ITEMSIZE_TINY
//Chicks and chickens
/obj/item/holder/chick
name = "chick"
icon = 'icons/mob/npc/livestock.dmi'
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 = ITEMSIZE_TINY
/obj/item/holder/chicken
name = "chicken"
icon = 'icons/mob/npc/livestock.dmi'
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 = ITEMSIZE_SMALL
/obj/item/holder/chicken/brown
icon_state = "chicken_brown"
icon_state_dead = "chicken_brown_dead"
/obj/item/holder/chicken/black
icon_state = "chicken_black"
icon_state_dead = "chicken_black_dead"
/obj/item/holder/chicken/white
icon_state = "chicken_white"
icon_state_dead = "chicken_white_dead"
//Mushroom
/obj/item/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 = ITEMSIZE_SMALL
//pAI
/obj/item/holder/pai
icon = 'icons/mob/npc/pai.dmi'
dir = EAST
slot_flags = SLOT_HEAD
no_name = TRUE
/obj/item/holder/pai/drone
icon_state = "repairbot_rest"
item_state = "repairbot"
/obj/item/holder/pai/cat
icon_state = "cat_rest"
item_state = "cat"
/obj/item/holder/pai/rat
icon_state = "rat_rest"
item_state = "rat"
/obj/item/holder/pai/monkey
icon_state = "monkey_rest"
item_state = "monkey"
/obj/item/holder/pai/rabbit
icon_state = "rabbit_rest"
item_state = "rabbit"
/obj/item/holder/pai/custom
var/customsprite = 1
/obj/item/holder/pai/custom/sync(mob/living/M)
..()
set_paiholder()
/obj/item/holder/pai/custom/proc/set_paiholder()
if(contained && customsprite == 1)
icon = CUSTOM_ITEM_SYNTH
icon_state = "[contained.icon_state]-holder"
item_state = "[contained.icon_state]"
//corgi
/obj/item/holder/corgi
name = "corgi"
icon = 'icons/mob/npc/pets.dmi'
icon_state = "corgi"
item_state = "corgi"
w_class = ITEMSIZE_NORMAL
/obj/item/holder/fox
name = "fox"
icon = 'icons/mob/npc/pets.dmi'
icon_state = "fox"
item_state = "fox"
w_class = ITEMSIZE_NORMAL
/obj/item/holder/schlorrgo
name = "schlorrgo"
icon = 'icons/mob/npc/livestock.dmi'
icon_state = "schlorgo"
item_state = "schlorgo"
w_class = ITEMSIZE_NORMAL