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CHOMPStation2/code/modules/organs/organ_icon.dm

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var/global/list/limb_icon_cache = list()
/obj/item/organ/external/set_dir()
return
/obj/item/organ/external/proc/compile_icon()
cut_overlays()
// This is a kludge, only one icon has more than one generation of children though.
for(var/obj/item/organ/external/organ in contents)
if(organ.children && organ.children.len)
for(var/obj/item/organ/external/child in organ.children)
overlays += child.mob_icon
add_overlay(organ.mob_icon)
/obj/item/organ/external/proc/sync_colour_to_human(var/mob/living/carbon/human/human)
s_tone = null
s_col = null
h_col = null
if(robotic >= ORGAN_ROBOT)
var/datum/robolimb/franchise = all_robolimbs[model]
if(!(franchise && franchise.skin_tone) && !(franchise && franchise.skin_color))
if(human.synth_color)
s_col = list(human.r_synth, human.g_synth, human.b_synth)
return
if(species && human.species && species.name != human.species.name)
return
if(!isnull(human.s_tone) && (human.species.appearance_flags & HAS_SKIN_TONE))
s_tone = human.s_tone
if(human.species.appearance_flags & HAS_SKIN_COLOR)
s_col = list(human.r_skin, human.g_skin, human.b_skin)
h_col = list(human.r_hair, human.g_hair, human.b_hair)
/obj/item/organ/external/proc/sync_colour_to_dna()
s_tone = null
s_col = null
h_col = null
if(robotic >= ORGAN_ROBOT)
var/datum/robolimb/franchise = all_robolimbs[model]
if(!(franchise && franchise.skin_tone) && !(franchise && franchise.skin_color))
return
if(!isnull(dna.GetUIValue(DNA_UI_SKIN_TONE)) && (species.appearance_flags & HAS_SKIN_TONE))
s_tone = dna.GetUIValue(DNA_UI_SKIN_TONE)
if(species.appearance_flags & HAS_SKIN_COLOR)
s_col = list(dna.GetUIValue(DNA_UI_SKIN_R), dna.GetUIValue(DNA_UI_SKIN_G), dna.GetUIValue(DNA_UI_SKIN_B))
h_col = list(dna.GetUIValue(DNA_UI_HAIR_R),dna.GetUIValue(DNA_UI_HAIR_G),dna.GetUIValue(DNA_UI_HAIR_B))
/obj/item/organ/external/head/sync_colour_to_human(var/mob/living/carbon/human/human)
..()
if(owner)
var/obj/item/organ/internal/eyes/eyes = owner.internal_organs_by_name[O_EYES]
if(eyes) eyes.update_colour()
/obj/item/organ/external/head/get_icon()
..()
//The overlays are not drawn on the mob, they are used for if the head is removed and becomes an item
cut_overlays()
//Every 'addon' below requires information from species
if(!owner || !owner.species)
return
//Eye color/icon
var/should_have_eyes = owner.should_have_organ(O_EYES)
var/has_eye_color = owner.species.appearance_flags & HAS_EYE_COLOR
if((should_have_eyes || has_eye_color) && eye_icon)
var/obj/item/organ/internal/eyes/eyes = owner.internal_organs_by_name[O_EYES]
var/icon/eyes_icon = new/icon(eye_icon_location, eye_icon)
//Should have eyes
if(should_have_eyes)
//And we have them
if(eyes)
if(has_eye_color)
eyes_icon.Blend(rgb(eyes.eye_colour[1], eyes.eye_colour[2], eyes.eye_colour[3]), ICON_ADD)
//They're gone!
else
eyes_icon.Blend(rgb(128,0,0), ICON_ADD)
//We have weird other-sorts of eyes (as we're not supposed to have eye organ, but we have HAS_EYE_COLOR species)
else
eyes_icon.Blend(rgb(owner.r_eyes, owner.g_eyes, owner.b_eyes), ICON_ADD)
add_overlay(eyes_icon)
mob_icon.Blend(eyes_icon, ICON_OVERLAY)
//Lip color/icon
if(owner.lip_style && (species && (species.appearance_flags & HAS_LIPS)))
var/icon/lip_icon = new/icon('icons/mob/human_face.dmi', "lips_[owner.lip_style]_s")
add_overlay(lip_icon)
mob_icon.Blend(lip_icon, ICON_OVERLAY)
//Head markings
for(var/M in markings)
var/datum/sprite_accessory/marking/mark_style = markings[M]["datum"]
var/icon/mark_s = new/icon("icon" = mark_style.icon, "icon_state" = "[mark_style.icon_state]-[organ_tag]")
mark_s.Blend(markings[M]["color"], mark_style.color_blend_mode) // VOREStation edit
add_overlay(mark_s) //So when it's not on your body, it has icons
mob_icon.Blend(mark_s, ICON_OVERLAY) //So when it's on your body, it has icons
icon_cache_key += "[M][markings[M]["color"]]"
add_overlay(get_hair_icon())
return mob_icon
/obj/item/organ/external/head/proc/get_hair_icon()
var/image/res = image('icons/mob/human_face.dmi',"bald_s")
//Facial hair
if(owner.f_style)
var/datum/sprite_accessory/facial_hair_style = facial_hair_styles_list[owner.f_style]
if(facial_hair_style && facial_hair_style.species_allowed && (species.get_bodytype(owner) 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(owner.r_facial, owner.g_facial, owner.b_facial), ICON_MULTIPLY) // VOREStation edit
res.add_overlay(facial_s)
//Head hair
if(owner.h_style)
var/style = owner.h_style
var/datum/sprite_accessory/hair/hair_style = hair_styles_list[style]
if(owner.head && (owner.head.flags_inv & BLOCKHEADHAIR))
if(!(hair_style.flags & HAIR_VERY_SHORT))
hair_style = hair_styles_list["Short Hair"]
if(hair_style && (species.get_bodytype(owner) in hair_style.species_allowed))
var/icon/hair_s = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s")
var/icon/hair_s_add = new/icon("icon" = hair_style.icon_add, "icon_state" = "[hair_style.icon_state]_s")
if(hair_style.do_colouration && islist(h_col) && h_col.len >= 3)
hair_s.Blend(rgb(h_col[1], h_col[2], h_col[3]), ICON_MULTIPLY)
hair_s.Blend(hair_s_add, ICON_ADD)
res.add_overlay(hair_s)
return res
/obj/item/organ/external/proc/get_icon(var/skeletal)
var/gender = "m"
if(owner && owner.gender == FEMALE)
gender = "f"
icon_cache_key = "[icon_name]_[species ? species.get_bodytype() : SPECIES_HUMAN]" //VOREStation Edit
if(force_icon)
mob_icon = new /icon(force_icon, "[icon_name][gendered_icon ? "_[gender]" : ""]")
else
if(!dna)
mob_icon = new /icon('icons/mob/human_races/r_human.dmi', "[icon_name][gendered_icon ? "_[gender]" : ""]")
else
if(!gendered_icon)
gender = null
else
if(dna.GetUIState(DNA_UI_GENDER))
gender = "f"
else
gender = "m"
if(skeletal)
mob_icon = new /icon('icons/mob/human_races/r_skeleton.dmi', "[icon_name][gender ? "_[gender]" : ""]")
else if (robotic >= ORGAN_ROBOT)
mob_icon = new /icon('icons/mob/human_races/robotic.dmi', "[icon_name][gender ? "_[gender]" : ""]")
apply_colouration(mob_icon)
else
mob_icon = new /icon(species.get_icobase(owner, (status & ORGAN_MUTATED)), "[icon_name][gender ? "_[gender]" : ""]")
apply_colouration(mob_icon)
//Body markings, actually does not include head this time. Done separately above.
if(!istype(src,/obj/item/organ/external/head))
for(var/M in markings)
var/datum/sprite_accessory/marking/mark_style = markings[M]["datum"]
var/icon/mark_s = new/icon("icon" = mark_style.icon, "icon_state" = "[mark_style.icon_state]-[organ_tag]")
mark_s.Blend(markings[M]["color"], mark_style.color_blend_mode) // VOREStation edit
add_overlay(mark_s) //So when it's not on your body, it has icons
mob_icon.Blend(mark_s, ICON_OVERLAY) //So when it's on your body, it has icons
icon_cache_key += "[M][markings[M]["color"]]"
if(body_hair && islist(h_col) && h_col.len >= 3)
var/cache_key = "[body_hair]-[icon_name]-[h_col[1]][h_col[2]][h_col[3]]"
if(!limb_icon_cache[cache_key])
var/icon/I = icon(species.get_icobase(owner), "[icon_name]_[body_hair]")
I.Blend(rgb(h_col[1],h_col[2],h_col[3]), ICON_MULTIPLY) //VOREStation edit
limb_icon_cache[cache_key] = I
mob_icon.Blend(limb_icon_cache[cache_key], ICON_OVERLAY)
if(model)
icon_cache_key += "_model_[model]"
apply_colouration(mob_icon)
if(owner && owner.synth_markings)
for(var/M in markings)
var/datum/sprite_accessory/marking/mark_style = markings[M]["datum"]
var/icon/mark_s = new/icon("icon" = mark_style.icon, "icon_state" = "[mark_style.icon_state]-[organ_tag]")
mark_s.Blend(markings[M]["color"], mark_style.color_blend_mode) // VOREStation edit
add_overlay(mark_s) //So when it's not on your body, it has icons
mob_icon.Blend(mark_s, ICON_OVERLAY) //So when it's on your body, it has icons
icon_cache_key += "[M][markings[M]["color"]]"
if(body_hair && islist(h_col) && h_col.len >= 3)
var/cache_key = "[body_hair]-[icon_name]-[h_col[1]][h_col[2]][h_col[3]]"
if(!limb_icon_cache[cache_key])
var/icon/I = icon(species.get_icobase(owner), "[icon_name]_[body_hair]")
I.Blend(rgb(h_col[1],h_col[2],h_col[3]), ICON_MULTIPLY) //VOREStation edit
limb_icon_cache[cache_key] = I
mob_icon.Blend(limb_icon_cache[cache_key], ICON_OVERLAY)
// VOREStation edit ends here
dir = EAST
icon = mob_icon
return mob_icon
/obj/item/organ/external/proc/apply_colouration(var/icon/applying)
if(transparent) //VOREStation edit
applying.MapColors("#4D4D4D","#969696","#1C1C1C", "#000000")
if(species && species.get_bodytype(owner) != SPECIES_HUMAN)
applying.SetIntensity(1) // Unathi, Taj and Skrell have -very- dark base icons. VOREStation edit fixes this and brings the number back to 1
else
applying.SetIntensity(1) //VOREStation edit to make Prometheans not look like shit with mob coloring.
else if(status & ORGAN_DEAD)
icon_cache_key += "_dead"
applying.ColorTone(rgb(10,50,0))
applying.SetIntensity(0.7)
if(!isnull(s_tone))
if(s_tone >= 0)
applying.Blend(rgb(s_tone, s_tone, s_tone), ICON_ADD)
else
applying.Blend(rgb(-s_tone, -s_tone, -s_tone), ICON_SUBTRACT)
icon_cache_key += "_tone_[s_tone]"
else if(s_col && s_col.len >= 3)
//VOREStation Edit - Support for species.color_mult
if(species && species.color_mult)
applying.Blend(rgb(s_col[1], s_col[2], s_col[3]), ICON_MULTIPLY)
icon_cache_key += "_color_[s_col[1]]_[s_col[2]]_[s_col[3]]_[ICON_MULTIPLY]"
else
applying.Blend(rgb(s_col[1], s_col[2], s_col[3]), ICON_ADD)
icon_cache_key += "_color_[s_col[1]]_[s_col[2]]_[s_col[3]]_[ICON_ADD]"
//VOREStation Edit End
// Translucency.
if(transparent) applying += rgb(,,,180) // SO INTUITIVE TY BYOND //VOREStation Edit
return applying
/obj/item/organ/external/var/icon_cache_key
// new damage icon system
// adjusted to set damage_state to brute/burn code only (without r_name0 as before)
/obj/item/organ/external/update_icon()
var/n_is = damage_state_text()
if (n_is != damage_state)
damage_state = n_is
return 1
return 0
// Returns an image for use by the human health dolly HUD element.
// If the user has traumatic shock, it will be passed in as a minimum
// damage amount to represent the pain of the injuries involved.
// Global scope, used in code below.
var/list/flesh_hud_colours = list("#02BA08","#9ECF19","#DEDE10","#FFAA00","#FF0000","#AA0000","#660000")
var/list/robot_hud_colours = list("#CFCFCF","#AFAFAF","#8F8F8F","#6F6F6F","#4F4F4F","#2F2F2F","#000000")
/obj/item/organ/external/proc/get_damage_hud_image(var/min_dam_state)
// Generate the greyscale base icon and cache it for later.
// icon_cache_key is set by any get_icon() calls that are made.
// This looks convoluted, but it's this way to avoid icon proc calls.
if(!hud_damage_image)
var/cache_key = "dambase-[icon_cache_key]"
if(!icon_cache_key || !limb_icon_cache[cache_key])
limb_icon_cache[cache_key] = icon(get_icon(), null, SOUTH)
var/image/temp = image(limb_icon_cache[cache_key])
if((robotic < ORGAN_ROBOT) && species)
// Calculate the required colour matrix.
var/r = 0.30 * species.health_hud_intensity
var/g = 0.59 * species.health_hud_intensity
var/b = 0.11 * species.health_hud_intensity
temp.color = list(r, r, r, g, g, g, b, b, b)
else if(model)
var/datum/robolimb/R = all_robolimbs[model]
if(istype(R))
var/r = 0.30 * R.health_hud_intensity
var/g = 0.59 * R.health_hud_intensity
var/b = 0.11 * R.health_hud_intensity
temp.color = list(r, r, r, g, g, g, b, b, b)
hud_damage_image = image(null)
hud_damage_image.add_overlay(temp)
// Calculate the required color index.
var/dam_state = min(1,((brute_dam+burn_dam)/max_damage))
// Apply traumatic shock min damage state.
if(!isnull(min_dam_state) && dam_state < min_dam_state)
dam_state = min_dam_state
// Apply colour and return product.
var/list/hud_colours = (robotic < ORGAN_ROBOT) ? flesh_hud_colours : robot_hud_colours
hud_damage_image.color = hud_colours[max(1,min(CEILING(dam_state*hud_colours.len, 1),hud_colours.len))]
return hud_damage_image