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CHOMPStation2/code/modules/mob/holder.dm
2017-01-06 17:49:39 -06:00

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var/list/holder_mob_icon_cache = list()
//Helper object for picking dionaea (and other creatures) up.
/obj/item/weapon/holder
name = "holder"
desc = "You shouldn't ever see this."
icon = 'icons/obj/objects.dmi'
slot_flags = SLOT_HEAD | SLOT_HOLSTER
show_messages = 1
sprite_sheets = list(
"Teshari" = 'icons/mob/species/seromi/head.dmi',
"Vox" = 'icons/mob/species/vox/head.dmi'
)
origin_tech = null
item_icons = list(
slot_l_hand_str = 'icons/mob/items/lefthand_holder.dmi',
slot_r_hand_str = 'icons/mob/items/righthand_holder.dmi',
)
pixel_y = 8
var/mob/living/held_mob
/obj/item/weapon/holder/New()
..()
processing_objects.Add(src)
/obj/item/weapon/holder/Destroy()
processing_objects.Remove(src)
..()
/obj/item/weapon/holder/process()
update_state()
drop_items()
/obj/item/weapon/holder/dropped()
..()
spawn(1)
update_state()
/obj/item/weapon/holder/proc/update_state()
if(istype(loc,/turf) || !(contents.len))
if(held_mob)
held_mob.forceMove(loc)
drop_items()
qdel(src)
/obj/item/weapon/holder/proc/drop_items()
for(var/atom/movable/M in contents)
if(M == held_mob)
continue
M.forceMove(get_turf(src))
/obj/item/weapon/holder/onDropInto(var/atom/movable/AM)
if(ismob(loc)) // Bypass our holding mob and drop directly to its loc
return loc.loc
return ..()
/obj/item/weapon/holder/GetID()
for(var/mob/M in contents)
var/obj/item/I = M.GetIdCard()
if(I)
return I
return null
/obj/item/weapon/holder/GetAccess()
var/obj/item/I = GetID()
return I ? I.GetAccess() : ..()
/obj/item/weapon/holder/proc/sync(var/mob/living/M)
dir = 2
overlays.Cut()
icon = M.icon
icon_state = M.icon_state
item_state = M.item_state
color = M.color
name = M.name
desc = M.desc
overlays |= M.overlays
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()
//Mob specific holders.
/obj/item/weapon/holder/diona
origin_tech = list(TECH_MAGNET = 3, TECH_BIO = 5)
slot_flags = SLOT_HEAD | SLOT_OCLOTHING | SLOT_HOLSTER
/obj/item/weapon/holder/drone
origin_tech = list(TECH_MAGNET = 3, TECH_ENGINEERING = 5)
/obj/item/weapon/holder/mouse
w_class = ITEMSIZE_TINY
/obj/item/weapon/holder/borer
origin_tech = list(TECH_BIO = 6)
/obj/item/weapon/holder/attackby(obj/item/weapon/W as obj, mob/user as mob)
for(var/mob/M in src.contents)
M.attackby(W,user)
//Mob procs and vars for scooping up
/mob/living/var/holder_type
/mob/living/MouseDrop(var/atom/over_object)
var/mob/living/carbon/human/H = over_object
if(holder_type && istype(H) && !H.lying && Adjacent(H) && (src.a_intent == I_HELP && H.a_intent == I_HELP))
if(!issmall(H) || !istype(src, /mob/living/carbon/human))
get_scooped(H, (usr == src))
return
return ..()
/mob/living/proc/get_scooped(var/mob/living/carbon/grabber, var/self_grab)
if(!holder_type || buckled || pinned.len)
return
if(self_grab)
if(src.incapacitated()) return
else
if(grabber.incapacitated()) return
var/obj/item/weapon/holder/H = new holder_type(get_turf(src))
H.held_mob = src
src.forceMove(H)
grabber.put_in_hands(H)
if(self_grab)
grabber << "<span class='notice'>\The [src] clambers onto you!</span>"
src << "<span class='notice'>You climb up onto \the [grabber]!</span>"
grabber.equip_to_slot_if_possible(H, slot_back, 0, 1)
else
grabber << "<span class='notice'>You scoop up \the [src]!</span>"
src << "<span class='notice'>\The [grabber] scoops you up!</span>"
grabber.status_flags |= PASSEMOTES
H.sync(src)
return H
/obj/item/weapon/holder/human
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/weapon/holder/human/sync(var/mob/living/M)
// Generate appropriate on-mob icons.
var/mob/living/carbon/human/owner = M
if(istype(owner) && owner.species)
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(owner))
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(icon, "[species_name]_holder_[cache_entry]_base")
mob_icon.Blend(skin_colour, ICON_ADD)
var/icon/hair_icon = icon(icon, "[species_name]_holder_[cache_entry]_hair")
hair_icon.Blend(hair_colour, ICON_ADD)
var/icon/eyes_icon = icon(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
item_icons[cache_entry] = holder_mob_icon_cache[cache_key]
// Handle the rest of sync().
..(M)