//these aren't defines so they can stay in this file var/const/RESIZE_HUGE = 2 var/const/RESIZE_BIG = 1.5 var/const/RESIZE_NORMAL = 1 var/const/RESIZE_SMALL = 0.5 var/const/RESIZE_TINY = 0.25 //average var/const/RESIZE_A_HUGEBIG = (RESIZE_HUGE + RESIZE_BIG) / 2 var/const/RESIZE_A_BIGNORMAL = (RESIZE_BIG + RESIZE_NORMAL) / 2 var/const/RESIZE_A_NORMALSMALL = (RESIZE_NORMAL + RESIZE_SMALL) / 2 var/const/RESIZE_A_SMALLTINY = (RESIZE_SMALL + RESIZE_TINY) / 2 // Adding needed defines to /mob/living // Note: Polaris had this on /mob/living/carbon/human We need it higher up for animals and stuff. /mob/living var/size_multiplier = 1 //multiplier for the mob's icon size var/holder_default // Define holder_type on types we want to be scoop-able /mob/living/carbon/human holder_type = /obj/item/weapon/holder/micro // The reverse lookup of player_sizes_list, number to name. /proc/player_size_name(var/size_multiplier) // (This assumes list is sorted big->small) for(var/N in player_sizes_list) . = N // So we return the smallest if we get to the end if(size_multiplier >= player_sizes_list[N]) return N /** * Scale up the size of a mob's icon by the size_multiplier. * NOTE: mob/living/carbon/human/update_icons() has a more complicated system and * is already applying this transform. BUT, it does not call ..() * as long as that is true, we should be fine. If that changes we need to * re-evaluate. */ /mob/living/update_icons() ASSERT(!ishuman(src)) var/matrix/M = matrix() M.Scale(size_multiplier) M.Translate(0, 16*(size_multiplier-1)) src.transform = M /** * Get the effective size of a mob. * Currently this is based only on size_multiplier for micro/macro stuff, * but in the future we may also incorporate the "mob_size", so that * a macro mouse is still only effectively "normal" or a micro dragon is still large etc. */ /mob/living/proc/get_effective_size() return src.size_multiplier /** * Resizes the mob immediately to the desired mod, animating it growing/shrinking. * It can be used by anything that calls it. */ /mob/living/proc/resize(var/new_size) var/matrix/resize = matrix() // Defines the matrix to change the player's size resize.Scale(new_size) //Change the size of the matrix if(new_size >= RESIZE_NORMAL) resize.Translate(0, -1 * (1 - new_size) * 16) //Move the player up in the tile so their feet align with the bottom animate(src, transform = resize, time = 5) //Animate the player resizing size_multiplier = new_size //Change size_multiplier so that other items can interact with them /** * Verb proc for a command that lets players change their size OOCly. * Ace was here! Redid this a little so we'd use math for shrinking characters. This is the old code. */ /mob/living/proc/set_size() set name = "Set Character Size" set category = "Vore" var/nagmessage = "DO NOT ABUSE THESE COMMANDS. They are not here for you to play with. \ We were originally going to remove them but kept them for popular demand. \ Do not abuse their existence outside of ERP scenes where they apply, \ or reverting OOCly unwanted changes like someone lolshooting the crew with a shrink ray. -Ace" if (!istype(src,/mob/living/carbon/human)) src << "Only organic creatures can use this command!" return var/size_name = input(nagmessage, "Pick a Size") in player_sizes_list if (size_name && player_sizes_list[size_name]) src.resize(player_sizes_list[size_name]) message_admins("[key_name(src)] used the resize command in-game to be [size_name]. \ ([src ? "JMP" : "null"])") /** Add the set_size() proc to usable verbs. */ /hook/living_new/proc/resize_setup(mob/living/H) H.verbs += /mob/living/proc/set_size return 1 /** * Attempt to scoop up this mob up into H's hands, if the size difference is large enough. * @return false if normal code should continue, 1 to prevent normal code. */ /mob/living/proc/attempt_to_scoop(var/mob/living/carbon/human/H) var/size_diff = H.get_effective_size() - src.get_effective_size() if(!src.holder_default && src.holder_type) src.holder_default = src.holder_type if(!istype(H)) return 0; if(H.buckled) usr << "You have to unbuckle \the [H] before you pick them up." return 0 if(size_diff >= 0.75) src.holder_type = /obj/item/weapon/holder/micro var/obj/item/weapon/holder/m_holder = get_scooped(H) src.holder_type = src.holder_default if (m_holder) return 1 else return 0; // Unable to scoop, let other code run /** * Handle bumping into someone with helping intent. * Called from /mob/living/Bump() in the 'brohugs all around' section. * @return false if normal code should continue, 1 to prevent normal code. * // TODO - can the now_pushing = 0 be moved up? What does it do anyway? */ /mob/living/proc/handle_micro_bump_helping(var/mob/living/tmob) if(src.get_effective_size() <= RESIZE_A_SMALLTINY && tmob.get_effective_size() <= RESIZE_A_SMALLTINY) // Both small! Go ahead and now_pushing = 0 return 1 if(abs(src.get_effective_size() - tmob.get_effective_size()) >= 0.75) now_pushing = 0 if(src.get_effective_size() > tmob.get_effective_size()) var/mob/living/carbon/human/H = src if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga)) src << "You carefully slither around [tmob]." tmob << "[src]'s huge tail slithers past beside you!" else src << "You carefully step over [tmob]." tmob << "[src] steps over you carefully!" if(tmob.get_effective_size() > src.get_effective_size()) var/mob/living/carbon/human/H = tmob if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga)) src << "You jump over [tmob]'s thick tail." tmob << "[src] bounds over your tail." else src << "You run between [tmob]'s legs." tmob << "[src] runs between your legs." return 1 /** * Handle bumping into someone without mutual help intent. * Called from /mob/living/Bump() * NW was here, adding even more options for stomping! * * @return false if normal code should continue, 1 to prevent normal code. */ /mob/living/proc/handle_micro_bump_other(var/mob/living/tmob) ASSERT(istype(tmob)) // Baby don't hurt me if(src.a_intent == I_DISARM && src.canmove && !src.buckled) // If bigger than them by at least 0.75, move onto them and print message. if((src.get_effective_size() - tmob.get_effective_size()) >= 0.75) now_pushing = 0 src.forceMove(tmob.loc) tmob.Stun(4) var/mob/living/carbon/human/H = src if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga)) src << "You carefully squish [tmob] under your tail!" tmob << "[src] pins you under their tail!" else src << "You pin [tmob] beneath your foot!" tmob << "[src] pins you beneath their foot!" return 1 if(src.a_intent == I_HURT && src.canmove && !src.buckled) if((src.get_effective_size() - tmob.get_effective_size()) >= 0.75) now_pushing = 0 src.forceMove(tmob.loc) tmob.apply_damage(10, HALLOSS) var/mob/living/carbon/human/H = src if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga)) src << "You steamroller over [tmob] with your heavy tail!" tmob << "[src] ploughs you down mercilessly with their heavy tail!" else src << "You bring your foot down heavily upon [tmob]!" tmob << "[src] steps carelessly on your body!" return 1 if(src.a_intent == I_GRAB && src.canmove && !src.buckled) if((src.get_effective_size() - tmob.get_effective_size()) >= 0.75) now_pushing = 0 src.forceMove(tmob.loc) var/mob/living/carbon/human/H = src if(istype(H) && !H.shoes) // User is a human (capable of scooping) and not wearing shoes! Scoop into foot slot! equip_to_slot_if_possible(tmob.get_scooped(H), slot_shoes, 0, 1) if(istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga)) src << "You wrap up [tmob] with your powerful tail!" tmob << "[src] binds you with their powerful tail!" else src << "You clench your toes around [tmob]'s body!" tmob << "[src] grabs your body with their toes!" else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga)) src << "You carefully squish [tmob] under your tail!" tmob << "[src] pins you under their tail!" else src << "You pin [tmob] beneath your foot!" tmob << "[src] pins you beneath their foot!" return 1