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CHOMPStation2/code/modules/vore/resizing/resize_vr.dm
Leshana eef8480444 Adds the Body Designer for resleeving
* Adds Body Designer computer, which allows you to customize body designs similarly to character setup, but in game.
* Designs are savable to disks which can be loaded into the the resleeving controller console to print and resleeve into.
* Fixes line breaks on OOC notes in the resleeving computer.
* Added circuits so the body designer is constructable, and designs so the circuit is researchable.
* Added a proc for reverse lookup of size_multiplier -> scale name (0.25 -> Micro etc)
2017-04-09 16:23:35 -04:00

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//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 << "<span class='warning'>Only organic creatures can use this command!</span>"
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 ? "<a href='?_src_=holder;adminplayerobservecoodjump=1;X=[src.x];Y=[src.y];Z=[src.z]'>JMP</a>" : "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 << "<span class='notice'>You have to unbuckle \the [H] before you pick them up.</span>"
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