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A lot of new defines are now in inventory_sizes.dm, which contains; All the size identifiers (the thing that tells the game if something is bulky, or w/e). Storage costs for all the sizes, which are exponents of two, as previously. A few constants for inventory size. Also changes all storage item's capacity definitions by basing it off of how many 'normal slots' exist for it. This allows one to change the definition for all of the defines in the file, and everything will follow along without needing to change 500 files. In testing, I made all ITEMSIZE_COST_* defines doubled, and nothing had broke. The benefit of doing all of this is that it makes adding new weight classes in the future much simpler, and makes knowing how much space a container has easier, as seeing ITEMSIZE_COST_NORMAL * 7 means it can hold seven normal items.
182 lines
4.9 KiB
Plaintext
182 lines
4.9 KiB
Plaintext
var/list/holder_mob_icon_cache = list()
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//Helper object for picking dionaea (and other creatures) up.
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/obj/item/weapon/holder
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name = "holder"
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desc = "You shouldn't ever see this."
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icon = 'icons/obj/objects.dmi'
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slot_flags = SLOT_HEAD | SLOT_HOLSTER
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show_messages = 1
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sprite_sheets = list(
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"Teshari" = 'icons/mob/species/seromi/head.dmi'
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)
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origin_tech = null
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item_icons = list(
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slot_l_hand_str = 'icons/mob/items/lefthand_holder.dmi',
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slot_r_hand_str = 'icons/mob/items/righthand_holder.dmi',
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)
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pixel_y = 8
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var/mob/living/held_mob
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/obj/item/weapon/holder/New()
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..()
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processing_objects.Add(src)
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/obj/item/weapon/holder/Destroy()
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processing_objects.Remove(src)
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..()
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/obj/item/weapon/holder/process()
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update_state()
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drop_items()
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/obj/item/weapon/holder/dropped()
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..()
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spawn(1)
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update_state()
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/obj/item/weapon/holder/proc/update_state()
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if(istype(loc,/turf) || !(contents.len))
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if(held_mob)
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held_mob.forceMove(loc)
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drop_items()
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qdel(src)
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/obj/item/weapon/holder/proc/drop_items()
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for(var/atom/movable/M in contents)
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if(M == held_mob)
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continue
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M.forceMove(get_turf(src))
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/obj/item/weapon/holder/onDropInto(var/atom/movable/AM)
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if(ismob(loc)) // Bypass our holding mob and drop directly to its loc
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return loc.loc
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return ..()
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/obj/item/weapon/holder/GetID()
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for(var/mob/M in contents)
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var/obj/item/I = M.GetIdCard()
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if(I)
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return I
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return null
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/obj/item/weapon/holder/GetAccess()
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var/obj/item/I = GetID()
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return I ? I.GetAccess() : ..()
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/obj/item/weapon/holder/proc/sync(var/mob/living/M)
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dir = 2
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overlays.Cut()
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icon = M.icon
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icon_state = M.icon_state
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item_state = M.item_state
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color = M.color
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name = M.name
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desc = M.desc
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overlays |= M.overlays
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var/mob/living/carbon/human/H = loc
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if(istype(H))
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if(H.l_hand == src)
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H.update_inv_l_hand()
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else if(H.r_hand == src)
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H.update_inv_r_hand()
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else
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H.regenerate_icons()
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//Mob specific holders.
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/obj/item/weapon/holder/diona
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origin_tech = list(TECH_MAGNET = 3, TECH_BIO = 5)
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slot_flags = SLOT_HEAD | SLOT_OCLOTHING | SLOT_HOLSTER
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/obj/item/weapon/holder/drone
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origin_tech = list(TECH_MAGNET = 3, TECH_ENGINEERING = 5)
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/obj/item/weapon/holder/mouse
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w_class = ITEMSIZE_TINY
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/obj/item/weapon/holder/borer
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origin_tech = list(TECH_BIO = 6)
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/obj/item/weapon/holder/attackby(obj/item/weapon/W as obj, mob/user as mob)
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for(var/mob/M in src.contents)
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M.attackby(W,user)
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//Mob procs and vars for scooping up
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/mob/living/var/holder_type
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/mob/living/MouseDrop(var/atom/over_object)
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var/mob/living/carbon/human/H = over_object
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if(holder_type && istype(H) && !H.lying && Adjacent(H) && (src.a_intent == I_HELP && H.a_intent == I_HELP))
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if(!issmall(H) || !istype(src, /mob/living/carbon/human))
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get_scooped(H, (usr == src))
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return
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return ..()
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/mob/living/proc/get_scooped(var/mob/living/carbon/grabber, var/self_grab)
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if(!holder_type || buckled || pinned.len)
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return
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if(self_grab)
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if(src.incapacitated()) return
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else
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if(grabber.incapacitated()) return
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var/obj/item/weapon/holder/H = new holder_type(get_turf(src))
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H.held_mob = src
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src.forceMove(H)
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grabber.put_in_hands(H)
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if(self_grab)
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grabber << "<span class='notice'>\The [src] clambers onto you!</span>"
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src << "<span class='notice'>You climb up onto \the [grabber]!</span>"
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grabber.equip_to_slot_if_possible(H, slot_back, 0, 1)
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else
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grabber << "<span class='notice'>You scoop up \the [src]!</span>"
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src << "<span class='notice'>\The [grabber] scoops you up!</span>"
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grabber.status_flags |= PASSEMOTES
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H.sync(src)
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return H
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/obj/item/weapon/holder/human
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icon = 'icons/mob/holder_complex.dmi'
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var/list/generate_for_slots = list(slot_l_hand_str, slot_r_hand_str, slot_back_str)
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slot_flags = SLOT_BACK
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/obj/item/weapon/holder/human/sync(var/mob/living/M)
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// Generate appropriate on-mob icons.
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var/mob/living/carbon/human/owner = M
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if(istype(owner) && owner.species)
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var/skin_colour = rgb(owner.r_skin, owner.g_skin, owner.b_skin)
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var/hair_colour = rgb(owner.r_hair, owner.g_hair, owner.b_hair)
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var/eye_colour = rgb(owner.r_eyes, owner.g_eyes, owner.b_eyes)
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var/species_name = lowertext(owner.species.get_bodytype(owner))
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for(var/cache_entry in generate_for_slots)
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var/cache_key = "[owner.species]-[cache_entry]-[skin_colour]-[hair_colour]"
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if(!holder_mob_icon_cache[cache_key])
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// Generate individual icons.
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var/icon/mob_icon = icon(icon, "[species_name]_holder_[cache_entry]_base")
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mob_icon.Blend(skin_colour, ICON_ADD)
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var/icon/hair_icon = icon(icon, "[species_name]_holder_[cache_entry]_hair")
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hair_icon.Blend(hair_colour, ICON_ADD)
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var/icon/eyes_icon = icon(icon, "[species_name]_holder_[cache_entry]_eyes")
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eyes_icon.Blend(eye_colour, ICON_ADD)
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// Blend them together.
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mob_icon.Blend(eyes_icon, ICON_OVERLAY)
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mob_icon.Blend(hair_icon, ICON_OVERLAY)
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// Add to the cache.
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holder_mob_icon_cache[cache_key] = mob_icon
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item_icons[cache_entry] = holder_mob_icon_cache[cache_key]
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// Handle the rest of sync().
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..(M)
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