Files
Aurora.3/code/modules/mob/mob.dm
Erki 8905b05286 Fixes memory abuse (#6790)
What:
The mind/memory variable is a variable that is used to store IC notes. Players can add to it at will, using the Add Note verb. The problem, is that they can add to this infinitely. This can be weaponized with macros to generate an infinitely long string. Well, infinite in theory, in reality, this will cause DD to OOM and crash.

Solution:
Capped the length of mind/memory to MAX_PAPER_MESSAGE_LEN (3072) characters. This length is checked when the user attempts to input, and also when the notes are actually edited. The former produces an error for the user, the latter will simply shift the memory contents forward, potentially causing HTML break. But this limit is not likely to be reached via other means.
2019-07-28 20:38:10 +03:00

1338 lines
37 KiB
Plaintext

/mob/Destroy()//This makes sure that mobs with clients/keys are not just deleted from the game.
mob_list -= src
dead_mob_list -= src
living_mob_list -= src
unset_machine()
QDEL_NULL(hud_used)
if(client)
for(var/obj/screen/movable/spell_master/spell_master in spell_masters)
qdel(spell_master)
remove_screen_obj_references()
for(var/atom/movable/AM in client.screen)
qdel(AM)
client.screen = list()
client.cleanup_parallax_references()
if (mind)
mind.handle_mob_deletion(src)
for(var/infection in viruses)
qdel(infection)
for(var/cc in client_colors)
qdel(cc)
client_colors = null
viruses.Cut()
//Added this to prevent nonliving mobs from ghostising
//The only non 'living' mobs are:
//observers (ie ghosts),
//new_player, an abstraction used to handle people who are sitting in the lobby
//Freelook, an abstraction used to handle the AI looking through cameras, and possibly remote viewing mutation
//None of these mobs can 'die' in any sense, and none of them should be able to become ghosts.
//Ghosts are the only ones that even technically 'exist' and aren't just an abstraction using mob code for convenience
if (istype(src, /mob/living))
ghostize()
if (istype(src.loc, /atom/movable))
var/atom/movable/AM = src.loc
LAZYREMOVE(AM.contained_mobs, src)
MOB_STOP_THINKING(src)
return ..()
/mob/proc/remove_screen_obj_references()
flash = null
blind = null
hands = null
pullin = null
purged = null
internals = null
oxygen = null
i_select = null
m_select = null
toxin = null
fire = null
bodytemp = null
healths = null
throw_icon = null
nutrition_icon = null
hydration_icon = null
pressure = null
damageoverlay = null
pain = null
item_use_icon = null
gun_move_icon = null
gun_setting_icon = null
spell_masters = null
zone_sel = null
/mob/Initialize()
. = ..()
mob_list += src
if(stat == DEAD)
dead_mob_list += src
else
living_mob_list += src
if (!ckey && mob_thinks)
MOB_START_THINKING(src)
/mob/proc/show_message(msg, type, alt, alt_type)//Message, type of message (1 or 2), alternative message, alt message type (1 or 2)
if(!client) return
if (type)
if(type & 1 && (sdisabilities & BLIND || blinded || paralysis) )//Vision related
if (!( alt ))
return
else
msg = alt
type = alt_type
if (type & 2 && (sdisabilities & DEAF || ear_deaf))//Hearing related
if (!( alt ))
return
else
msg = alt
type = alt_type
if ((type & 1 && sdisabilities & BLIND))
return
// Added voice muffling for Issue 41.
if(stat == UNCONSCIOUS || sleeping > 0)
to_chat(src, "<I>... You can almost hear someone talking ...</I>")
else
to_chat(src, msg)
return
// Show a message to all mobs and objects in sight of this one
// This would be for visible actions by the src mob
// message is the message output to anyone who can see e.g. "[src] does something!"
// self_message (optional) is what the src mob sees e.g. "You do something!"
// blind_message (optional) is what blind people will hear e.g. "You hear something!"
/mob/visible_message(var/message, var/self_message, var/blind_message, var/range = world.view)
var/list/messageturfs = list()//List of turfs we broadcast to.
var/list/messagemobs = list()//List of living mobs nearby who can hear it, and distant ghosts who've chosen to hear it
for (var/turf in view(range, get_turf(src)))
messageturfs += turf
for(var/A in player_list)
var/mob/M = A
if (QDELETED(M))
warning("Null or QDELETED object [DEBUG_REF(M)] found in player list! Removing.")
player_list -= M
continue
if (!M.client || istype(M, /mob/abstract/new_player))
continue
if(get_turf(M) in messageturfs)
messagemobs += M
for(var/A in messagemobs)
var/mob/M = A
if(self_message && M==src)
M.show_message(self_message, 1, blind_message, 2)
else if(M.see_invisible < invisibility) // Cannot view the invisible, but you can hear it.
if(blind_message)
M.show_message(blind_message, 2)
else
M.show_message(message, 1, blind_message, 2)
// Designed for mobs contained inside things, where a normal visible message wont actually be visible
// Useful for visible actions by pAIs, and held mobs
// Broadcaster is the place the action will be seen/heard from, mobs in sight of THAT will see the message. This is generally the object or mob that src is contained in
// message is the message output to anyone who can see e.g. "[src] does something!"
// self_message (optional) is what the src mob sees e.g. "You do something!"
// blind_message (optional) is what blind people will hear e.g. "You hear something!"
//This is obsolete now
/mob/proc/contained_visible_message(var/atom/broadcaster, var/message, var/self_message, var/blind_message)
var/self_served = 0
for(var/mob/M in viewers(broadcaster))
if(self_message && M==src)
M.show_message(self_message, 1, blind_message, 2)
self_served = 1
else if(M.see_invisible < invisibility) // Cannot view the invisible, but you can hear it.
if(blind_message)
M.show_message(blind_message, 2)
else
M.show_message(message, 1, blind_message, 2)
if (!self_served)
src.show_message(self_message, 1, blind_message, 2)
// Returns an amount of power drawn from the object (-1 if it's not viable).
// If drain_check is set it will not actually drain power, just return a value.
// If surge is set, it will destroy/damage the recipient and not return any power.
// Not sure where to define this, so it can sit here for the rest of time.
/atom/proc/drain_power(var/drain_check,var/surge, var/amount = 0)
return -1
// Show a message to all mobs and objects in earshot of this one
// This would be for audible actions by the src mob
// message is the message output to anyone who can hear.
// self_message (optional) is what the src mob hears.
// deaf_message (optional) is what deaf people will see.
// hearing_distance (optional) is the range, how many tiles away the message can be heard.
/mob/audible_message(var/message, var/deaf_message, var/hearing_distance, var/self_message)
var/range = world.view
if(hearing_distance)
range = hearing_distance
var/turf/T = get_turf(src)
var/list/mobs = list()
var/list/objs = list()
get_mobs_and_objs_in_view_fast(T, range, mobs, objs)
for(var/m in mobs)
var/mob/M = m
if(self_message && M==src)
M.show_message(self_message,2,deaf_message,1)
continue
M.show_message(message,2,deaf_message,1)
for(var/o in objs)
var/obj/O = o
O.show_message(message,2,deaf_message,1)
/mob/proc/findname(msg)
for(var/mob/M in mob_list)
if (M.real_name == text("[]", msg))
return M
return 0
/mob/proc/movement_delay()
return 0
/mob/proc/Life()
return
#define UNBUCKLED 0
#define PARTIALLY_BUCKLED 1
#define FULLY_BUCKLED 2
/mob/proc/buckled()
// Preliminary work for a future buckle rewrite,
// where one might be fully restrained (like an elecrical chair), or merely secured (shuttle chair, keeping you safe but not otherwise restrained from acting)
if(!buckled)
return UNBUCKLED
return restrained() ? FULLY_BUCKLED : PARTIALLY_BUCKLED
/mob/proc/is_physically_disabled()
return incapacitated(INCAPACITATION_DISABLED)
/mob/proc/cannot_stand()
return incapacitated(INCAPACITATION_KNOCKDOWN)
/mob/proc/incapacitated(var/incapacitation_flags = INCAPACITATION_DEFAULT)
if ((incapacitation_flags & INCAPACITATION_STUNNED) && stunned)
return 1
if ((incapacitation_flags & INCAPACITATION_FORCELYING) && (weakened || resting))
return 1
if ((incapacitation_flags & INCAPACITATION_KNOCKOUT) && (stat || paralysis || sleeping || (status_flags & FAKEDEATH)))
return 1
if((incapacitation_flags & INCAPACITATION_RESTRAINED) && restrained())
return 1
if((incapacitation_flags & (INCAPACITATION_BUCKLED_PARTIALLY|INCAPACITATION_BUCKLED_FULLY)))
var/buckling = buckled()
if(buckling >= PARTIALLY_BUCKLED && (incapacitation_flags & INCAPACITATION_BUCKLED_PARTIALLY))
return 1
if(buckling == FULLY_BUCKLED && (incapacitation_flags & INCAPACITATION_BUCKLED_FULLY))
return 1
return 0
#undef UNBUCKLED
#undef PARTIALLY_BUCKLED
#undef FULLY_BUCKLED
/mob/proc/restrained()
return
/mob/proc/reset_view(atom/A)
if (client)
if (istype(A, /atom/movable))
client.perspective = EYE_PERSPECTIVE
client.eye = A
else
if (isturf(loc))
client.eye = client.mob
client.perspective = MOB_PERSPECTIVE
else
client.perspective = EYE_PERSPECTIVE
client.eye = loc
return
/mob/proc/show_inv(mob/user as mob)
user.set_machine(src)
var/dat = {"
<B><HR><FONT size=3>[name]</FONT></B>
<BR><HR>
<BR><B>Head(Mask):</B> <A href='?src=\ref[src];item=mask'>[(wear_mask ? wear_mask : "Nothing")]</A>
<BR><B>Left Hand:</B> <A href='?src=\ref[src];item=l_hand'>[(l_hand ? l_hand : "Nothing")]</A>
<BR><B>Right Hand:</B> <A href='?src=\ref[src];item=r_hand'>[(r_hand ? r_hand : "Nothing")]</A>
<BR><B>Back:</B> <A href='?src=\ref[src];item=back'>[(back ? back : "Nothing")]</A> [((istype(wear_mask, /obj/item/clothing/mask) && istype(back, /obj/item/weapon/tank) && !( internal )) ? text(" <A href='?src=\ref[];item=internal'>Set Internal</A>", src) : "")]
<BR>[(internal ? text("<A href='?src=\ref[src];item=internal'>Remove Internal</A>") : "")]
<BR><A href='?src=\ref[src];item=pockets'>Empty Pockets</A>
<BR><A href='?src=\ref[user];refresh=1'>Refresh</A>
<BR><A href='?src=\ref[user];mach_close=mob[name]'>Close</A>
<BR>"}
user << browse(dat, text("window=mob[];size=325x500", name))
onclose(user, "mob[name]")
return
//mob verbs are faster than object verbs. See http://www.byond.com/forum/?post=1326139&page=2#comment8198716 for why this isn't atom/verb/examine()
/mob/verb/examinate(atom/A as mob|obj|turf in view())
set name = "Examine"
set category = "IC"
if(!A)
return
if((is_blind(src) || usr.stat) && !isobserver(src))
to_chat(src, "<span class='notice'>Something is there but you can't see it.</span>")
return 1
face_atom(A)
A.examine(src)
/mob/var/obj/effect/decal/point/pointing_effect = null//Spam control, can only point when the previous pointer qdels
/mob/verb/pointed(atom/A as mob|obj|turf in view())
set name = "Point To"
set category = "Object"
if(!src || !isturf(src.loc) || !(A in range(world.view, get_turf(src))))
return 0
if(istype(A, /obj/effect/decal/point) || pointing_effect)
return 0
var/tile = get_turf(A)
if (!tile)
return 0
pointing_effect = new /obj/effect/decal/point(tile)
pointing_effect.invisibility = invisibility
addtimer(CALLBACK(src, .proc/clear_point), 20)
face_atom(A)
return 1
/mob/proc/clear_point()
QDEL_NULL(pointing_effect)
/datum/mobl // I have no idea what the fuck this is, but it's better for it to be a datum than an /obj/effect.
var/list/container = list()
var/master
/mob/proc/ret_grab(datum/mobl/L, flag)
if ((!( istype(l_hand, /obj/item/weapon/grab) ) && !( istype(r_hand, /obj/item/weapon/grab) )))
if (!( L ))
return null
else
return L.container
else
if (!( L ))
L = new /datum/mobl
L.container += src
L.master = src
if (istype(l_hand, /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = l_hand
if (!(L.container.Find(G.affecting)))
L.container += G.affecting
if (G.affecting)
G.affecting.ret_grab(L, 1)
if (istype(r_hand, /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = r_hand
if (!(L.container.Find(G.affecting)))
L.container += G.affecting
if (G.affecting)
G.affecting.ret_grab(L, 1)
if (!( flag ))
if (L.master == src)
var/list/temp = L.container.Copy()
qdel(L)
return temp
else
return L.container
return
/mob/verb/mode()
set name = "Activate Held Object"
set category = "Object"
set src = usr
if(istype(loc,/obj/mecha)) return
if(hand)
var/obj/item/W = l_hand
if (W)
W.attack_self(src)
update_inv_l_hand()
else
var/obj/item/W = r_hand
if (W)
W.attack_self(src)
update_inv_r_hand()
return
/mob/verb/memory()
set name = "Notes"
set category = "IC"
if(mind)
mind.show_memory(src)
else
to_chat(src, "The game appears to have misplaced your mind datum, so we can't show you your notes.")
/mob/verb/add_memory(msg as message)
set name = "Add Note"
set category = "IC"
if (!mind)
to_chat(src, "The game appears to have misplaced your mind datum, so we can't show you your notes.")
return
if (length(mind.memory) >= MAX_PAPER_MESSAGE_LEN)
to_chat(src, "<span class='danger'>You have exceeded the alotted text size for memories.</span>")
return
msg = sanitize(msg)
if (length(mind.memory + msg) >= MAX_PAPER_MESSAGE_LEN)
to_chat(src, "<span class='danger'>Your input would exceed the alotted text size for memories. Try again with a shorter message.</span>")
return
mind.store_memory(msg)
/mob/proc/update_flavor_text()
set src in usr
if(usr != src)
to_chat(usr, "No.")
var/msg = sanitize(input(usr,"Set the flavor text in your 'examine' verb. Can also be used for OOC notes about your character.","Flavor Text",html_decode(flavor_text)) as message|null, extra = 0)
if(msg != null)
flavor_text = msg
/mob/proc/warn_flavor_changed()
if(flavor_text && flavor_text != "") // don't spam people that don't use it!
to_chat(src, "<h2 class='alert'>OOC Warning:</h2>")
to_chat(src, "<span class='alert'>Your flavor text is likely out of date! <a href='byond://?src=\ref[src];flavor_change=1'>Change</a></span>")
/mob/proc/print_flavor_text()
if (flavor_text && flavor_text != "")
var/msg = replacetext(flavor_text, "\n", " ")
if(lentext(msg) <= 40)
return "<span class='notice'>[msg]</span>"
else
return "<span class='notice'>[copytext_preserve_html(msg, 1, 37)]... <a href='byond://?src=\ref[src];flavor_more=1'>More...</a></span>"
/*
/mob/verb/help()
set name = "Help"
src << browse('html/help.html', "window=help")
return
*/
/mob/verb/abandon_mob()
set name = "Respawn"
set category = "OOC"
if (!client)
return//This shouldnt happen
if (!( config.abandon_allowed ))
to_chat(usr, "<span class='notice'>Respawn is disabled.</span>")
return
if (stat != DEAD)
to_chat(usr, "<span class='notice'><B>You must be dead to use this!</B></span>")
return
if (SSticker.mode && SSticker.mode.deny_respawn) //BS12 EDIT
to_chat(usr, "<span class='notice'>Respawn is disabled for this roundtype.</span>")
return
else if(!MayRespawn(1, CREW))
return
to_chat(usr, "You can respawn now, enjoy your new life!")
log_game("[usr.name]/[usr.key] used abandon mob.",ckey=key_name(usr))
to_chat(usr, "<span class='notice'><B>Make sure to play a different character, and please roleplay correctly!</B></span>")
if(!client)
log_game("[usr.key] AM failed due to disconnect.",ckey=key_name(usr))
return
client.screen.Cut()
if(!client)
log_game("[usr.key] AM failed due to disconnect.",ckey=key_name(usr))
return
announce_ghost_joinleave(client, 0)
// Run this here to null out death timers for the next go.
var/mob/abstract/new_player/M = new /mob/abstract/new_player()
M.reset_death_timers()
if(!client)
log_game("[usr.key] AM failed due to disconnect.",ckey=key_name(usr))
qdel(M)
return
M.key = key
if(M.mind)
M.mind.reset()
return
/client/verb/changes()
set name = "Changelog"
set category = "OOC"
var/datum/asset/changelog = get_asset_datum(/datum/asset/simple/changelog)
changelog.send(src)
src << browse('html/changelog.html', "window=changes;size=675x650")
if(prefs.lastchangelog != changelog_hash)
prefs.lastchangelog = changelog_hash
prefs.save_preferences()
winset(src, "rpane.changelog", "background-color=none;font-style=;")
/mob/verb/observe()
set name = "Observe"
set category = "OOC"
var/is_admin = 0
if(client.holder && (client.holder.rights & R_ADMIN))
is_admin = 1
else if(stat != DEAD || istype(src, /mob/abstract/new_player))
to_chat(usr, "<span class='notice'>You must be observing to use this!</span>")
return
if(is_admin && stat == DEAD)
is_admin = 0
var/list/names = list()
var/list/namecounts = list()
var/list/creatures = list()
for(var/obj/O in world) //EWWWWWWWWWWWWWWWWWWWWWWWW ~needs to be optimised
if(!O.loc)
continue
if(istype(O, /obj/item/weapon/disk/nuclear))
var/name = "Nuclear Disk"
if (names.Find(name))
namecounts[name]++
name = "[name] ([namecounts[name]])"
else
names.Add(name)
namecounts[name] = 1
creatures[name] = O
if(istype(O, /obj/singularity))
var/name = "Singularity"
if (names.Find(name))
namecounts[name]++
name = "[name] ([namecounts[name]])"
else
names.Add(name)
namecounts[name] = 1
creatures[name] = O
if(istype(O, /obj/machinery/bot))
var/name = "BOT: [O.name]"
if (names.Find(name))
namecounts[name]++
name = "[name] ([namecounts[name]])"
else
names.Add(name)
namecounts[name] = 1
creatures[name] = O
for(var/mob/M in sortAtom(mob_list))
var/name = M.name
if (names.Find(name))
namecounts[name]++
name = "[name] ([namecounts[name]])"
else
names.Add(name)
namecounts[name] = 1
creatures[name] = M
client.perspective = EYE_PERSPECTIVE
var/eye_name = null
var/ok = "[is_admin ? "Admin Observe" : "Observe"]"
eye_name = input("Please, select a player!", ok, null, null) as null|anything in creatures
if (!eye_name)
return
var/mob/mob_eye = creatures[eye_name]
if(client && mob_eye)
client.eye = mob_eye
if (is_admin)
client.adminobs = 1
if(mob_eye == client.mob || client.eye == client.mob)
client.adminobs = 0
/mob/verb/cancel_camera()
set name = "Cancel Camera View"
set category = "OOC"
unset_machine()
reset_view(null)
/mob/Topic(href, href_list)
if(href_list["mach_close"])
var/t1 = text("window=[href_list["mach_close"]]")
unset_machine()
src << browse(null, t1)
if(href_list["flavor_more"])
usr << browse(text("<HTML><HEAD><TITLE>[]</TITLE></HEAD><BODY><TT>[]</TT></BODY></HTML>", name, replacetext(flavor_text, "\n", "<BR>")), text("window=[];size=500x200", name))
onclose(usr, "[name]")
if(href_list["flavor_change"])
update_flavor_text()
// ..()
return
/mob/proc/pull_damage()
if(ishuman(src))
var/mob/living/carbon/human/H = src
if(H.health - H.halloss <= config.health_threshold_softcrit)
for(var/name in H.organs_by_name)
var/obj/item/organ/external/e = H.organs_by_name[name]
if(e && H.lying)
if(((e.status & ORGAN_BROKEN && !(e.status & ORGAN_SPLINTED)) || e.status & ORGAN_BLEEDING) && (H.getBruteLoss() + H.getFireLoss() >= 100))
return 1
break
return 0
/mob/MouseDrop(mob/M as mob)
..()
if(M != usr) return
if(usr == src) return
if(!Adjacent(usr)) return
if(istype(M,/mob/living/silicon/ai)) return
show_inv(usr)
/mob/verb/stop_pulling()
set name = "Stop Pulling"
set category = "IC"
if(pulling)
pulling.pulledby = null
pulling = null
if(pullin)
pullin.icon_state = "pull0"
/mob/proc/start_pulling(var/atom/movable/AM)
if ( !AM || !usr || src==AM || !isturf(src.loc) ) //if there's no person pulling OR the person is pulling themself OR the object being pulled is inside something: abort!
return
if (AM.anchored)
to_chat(src, "<span class='warning'>It won't budge!</span>")
return
var/mob/M = null
if(ismob(AM))
M = AM
if(!can_pull_mobs || !can_pull_size)
to_chat(src, "<span class='warning'>It won't budge!</span>")
return
if((mob_size < M.mob_size) && (can_pull_mobs != MOB_PULL_LARGER))
to_chat(src, "<span class='warning'>It won't budge!</span>")
return
if((mob_size == M.mob_size) && (can_pull_mobs == MOB_PULL_SMALLER))
to_chat(src, "<span class='warning'>It won't budge!</span>")
return
// If your size is larger than theirs and you have some
// kind of mob pull value AT ALL, you will be able to pull
// them, so don't bother checking that explicitly.
if(!iscarbon(src))
M.LAssailant = null
else
M.LAssailant = usr
else if(isobj(AM))
var/obj/I = AM
if(!can_pull_size || can_pull_size < I.w_class)
to_chat(src, "<span class='warning'>It won't budge!</span>")
return
if(pulling)
var/pulling_old = pulling
stop_pulling()
// Are we pulling the same thing twice? Just stop pulling.
if(pulling_old == AM)
return
src.pulling = AM
AM.pulledby = src
if(pullin)
pullin.icon_state = "pull1"
if(ishuman(AM))
var/mob/living/carbon/human/H = AM
if(H.pull_damage())
to_chat(src, "<span class='danger'>Pulling \the [H] in their current condition would probably be a bad idea.</span>")
//Attempted fix for people flying away through space when cuffed and dragged.
if(M)
var/mob/pulled = AM
pulled.inertia_dir = 0
/mob/proc/can_use_hands()
return
/mob/proc/is_active()
return (0 >= usr.stat)
/mob/proc/is_dead()
return stat == DEAD
/mob/proc/is_mechanical()
return FALSE
/mob/living/silicon/is_mechanical()
return TRUE
/mob/living/carbon/human/is_mechanical()
return species && (species.flags & IS_MECHANICAL)
/mob/proc/is_ready()
return client && !!mind
/mob/proc/get_gender()
return gender
/mob/proc/see(message)
if(!is_active())
return 0
to_chat(src, message)
return 1
/mob/proc/show_viewers(message)
for(var/mob/M in viewers())
M.see(message)
/mob/Stat()
..()
. = (is_client_active(10 MINUTES))
if(.)
if(statpanel("Status") && SSticker.current_state != GAME_STATE_PREGAME)
stat("Game ID", game_id)
stat("Map", current_map.full_name)
stat("Station Time", worldtime2text())
stat("Round Duration", get_round_duration_formatted())
stat("Last Transfer Vote", SSvote.last_transfer_vote ? time2text(SSvote.last_transfer_vote, "hh:mm") : "Never")
if(client.holder)
if(statpanel("Status"))
stat("Location:", "([x], [y], [z]) [loc]")
if (LAZYLEN(client.holder.watched_processes))
for (var/datum/controller/ctrl in client.holder.watched_processes)
if (!ctrl)
LAZYREMOVE(client.holder.watched_processes, ctrl)
else
ctrl.stat_entry()
if(statpanel("MC"))
stat("CPU:", world.cpu)
stat("Tick Usage:", world.tick_usage)
stat("Instances:", num2text(world.contents.len, 7))
if (config.fastboot)
stat(null, "FASTBOOT ENABLED")
if(Master)
Master.stat_entry()
else
stat("Master Controller:", "ERROR")
if(Failsafe)
Failsafe.stat_entry()
else
stat("Failsafe Controller:", "ERROR")
if (Master)
stat(null, "- Subsystems -")
for(var/datum/controller/subsystem/SS in Master.subsystems)
if (!Master.initializing && SS.flags & SS_NO_DISPLAY)
continue
SS.stat_entry()
if(listed_turf && client)
if(!TurfAdjacent(listed_turf))
listed_turf = null
else
if(statpanel("Turf"))
stat("Turf:", listed_turf)
for(var/atom/A in listed_turf)
if(!A.mouse_opacity)
continue
if(A.invisibility > see_invisible)
continue
if(is_type_in_typecache(A, shouldnt_see))
continue
stat(A)
// facing verbs
/mob/proc/canface()
if(!canmove) return 0
if(stat) return 0
if(anchored) return 0
if(transforming) return 0
return 1
// Not sure what to call this. Used to check if humans are wearing an AI-controlled exosuit and hence don't need to fall over yet.
/mob/proc/can_stand_overridden()
return 0
//Updates canmove, lying and icons. Could perhaps do with a rename but I can't think of anything to describe it.
/mob/proc/update_canmove()
if(!resting && cannot_stand() && can_stand_overridden())
lying = 0
canmove = 1
else
if(istype(buckled, /obj/vehicle))
var/obj/vehicle/V = buckled
if(is_physically_disabled())
lying = 1
canmove = 0
pixel_y = V.mob_offset_y - 5
else
if(buckled.buckle_lying != -1) lying = buckled.buckle_lying
canmove = 1
pixel_y = V.mob_offset_y
else if(buckled)
anchored = 1
canmove = 0
if(istype(buckled))
if(buckled.buckle_lying != -1)
lying = buckled.buckle_lying
if(buckled.buckle_movable)
anchored = 0
canmove = 1
else if(captured)
anchored = 1
canmove = 0
lying = 0
else
lying = incapacitated(INCAPACITATION_KNOCKDOWN)
canmove = !incapacitated(INCAPACITATION_DISABLED)
if(lying)
density = 0
if(l_hand) unEquip(l_hand)
if(r_hand) unEquip(r_hand)
else
density = initial(density)
for(var/obj/item/weapon/grab/G in grabbed_by)
if(G.state >= GRAB_AGGRESSIVE)
canmove = 0
break
//Temporarily moved here from the various life() procs
//I'm fixing stuff incrementally so this will likely find a better home.
//It just makes sense for now. ~Carn
if( update_icon ) //forces a full overlay update
update_icon = 0
regenerate_icons()
else if( lying != lying_prev )
update_icons()
return canmove
/mob/proc/facedir(var/ndir)
if(!canface() || (client && client.moving) || (client && world.time < client.move_delay))
return 0
set_dir(ndir)
if(buckled && buckled.buckle_movable)
buckled.set_dir(ndir)
if (client)//Fixing a ton of runtime errors that came from checking client vars on an NPC
client.move_delay += movement_delay()
return 1
/mob/verb/eastface()
set hidden = 1
return facedir(client.client_dir(EAST))
/mob/verb/westface()
set hidden = 1
return facedir(client.client_dir(WEST))
/mob/verb/northface()
set hidden = 1
return facedir(client.client_dir(NORTH))
/mob/verb/southface()
set hidden = 1
return facedir(client.client_dir(SOUTH))
//This might need a rename but it should replace the can this mob use things check
/mob/proc/IsAdvancedToolUser()
return 0
/mob/proc/Stun(amount)
if(status_flags & CANSTUN)
facing_dir = null
stunned = max(max(stunned,amount),0) //can't go below 0, getting a low amount of stun doesn't lower your current stun
return
/mob/proc/SetStunned(amount) //if you REALLY need to set stun to a set amount without the whole "can't go below current stunned"
if(status_flags & CANSTUN)
stunned = max(amount,0)
return
/mob/proc/AdjustStunned(amount)
if(status_flags & CANSTUN)
stunned = max(stunned + amount,0)
return
/mob/proc/Weaken(amount)
if(status_flags & CANWEAKEN)
facing_dir = null
weakened = max(max(weakened,amount),0)
update_canmove() //updates lying, canmove and icons
return
/mob/proc/SetWeakened(amount)
if(status_flags & CANWEAKEN)
weakened = max(amount,0)
update_canmove() //updates lying, canmove and icons
return
/mob/proc/AdjustWeakened(amount)
if(status_flags & CANWEAKEN)
weakened = max(weakened + amount,0)
update_canmove() //updates lying, canmove and icons
return
/mob/proc/Paralyse(amount)
if(status_flags & CANPARALYSE)
facing_dir = null
paralysis = max(max(paralysis,amount),0)
return
/mob/proc/SetParalysis(amount)
if(status_flags & CANPARALYSE)
paralysis = max(amount,0)
return
/mob/proc/AdjustParalysis(amount)
if(status_flags & CANPARALYSE)
paralysis = max(paralysis + amount,0)
return
/mob/proc/Sleeping(amount)
facing_dir = null
sleeping = max(max(sleeping,amount),0)
return
/mob/proc/SetSleeping(amount)
sleeping = max(amount,0)
return
/mob/proc/AdjustSleeping(amount)
sleeping = max(sleeping + amount,0)
return
/mob/proc/Resting(amount)
facing_dir = null
resting = max(max(resting,amount),0)
return
/mob/proc/SetResting(amount)
resting = max(amount,0)
return
/mob/proc/AdjustResting(amount)
resting = max(resting + amount,0)
return
/mob/proc/get_species(var/reference = 0)
return ""
/mob/proc/flash_weak_pain()
flick("weak_pain",pain)
/mob/proc/Jitter(amount)
jitteriness = max(jitteriness,amount,0)
/mob/proc/get_visible_implants(var/class = 0)
var/list/visible_implants = list()
for(var/obj/item/O in embedded)
if(O.w_class > class)
visible_implants += O
return visible_implants
/mob/proc/embedded_needs_process()
return (embedded.len > 0)
mob/proc/yank_out_object()
set category = "Object"
set name = "Yank out object"
set desc = "Remove an embedded item at the cost of bleeding and pain."
set src in view(1)
if(!isliving(usr) || !usr.canClick())
return
usr.setClickCooldown(20)
if(usr.stat == 1)
to_chat(usr, "You are unconscious and cannot do that!")
return
if(usr.restrained())
to_chat(usr, "You are restrained and cannot do that!")
return
var/mob/S = src
var/mob/U = usr
var/list/valid_objects = list()
var/self = null
if(S == U)
self = 1 // Removing object from yourself.
valid_objects = get_visible_implants(0)
if(!valid_objects.len)
if(self)
to_chat(src, "You have nothing stuck in your body that is large enough to remove.")
else
to_chat(U, "[src] has nothing stuck in their wounds that is large enough to remove.")
return
var/obj/item/weapon/selection = input("What do you want to yank out?", "Embedded objects") in valid_objects
if(self)
to_chat(src, "<span class='warning'>You attempt to get a good grip on [selection] in your body.</span>")
else
to_chat(U, "<span class='warning'>You attempt to get a good grip on [selection] in [S]'s body.</span>")
if(!do_after(U, 30))
return
if(!selection || !S || !U)
return
if(self)
visible_message("<span class='warning'><b>[src] rips [selection] out of their body.</b></span>","<span class='warning'><b>You rip [selection] out of your body.</b></span>")
else
visible_message("<span class='warning'><b>[usr] rips [selection] out of [src]'s body.</b></span>","<span class='warning'><b>[usr] rips [selection] out of your body.</b></span>")
valid_objects = get_visible_implants(0)
if(valid_objects.len == 1) //Yanking out last object - removing verb.
src.verbs -= /mob/proc/yank_out_object
if(ishuman(src))
var/mob/living/carbon/human/H = src
var/obj/item/organ/external/affected
for(var/obj/item/organ/external/organ in H.organs) //Grab the organ holding the implant.
for(var/obj/item/O in organ.implants)
if(O == selection)
affected = organ
affected.implants -= selection
H.shock_stage+=20
affected.take_damage((selection.w_class * 3), 0, 0, 1, "Embedded object extraction")
if(prob(selection.w_class * 5)) //I'M SO ANEMIC I COULD JUST -DIE-.
var/datum/wound/internal_bleeding/I = new (min(selection.w_class * 5, 15))
affected.wounds += I
H.custom_pain("Something tears wetly in your [affected] as [selection] is pulled free!", 1)
if (ishuman(U))
var/mob/living/carbon/human/human_user = U
human_user.bloody_hands(H)
else if(issilicon(src))
var/mob/living/silicon/robot/R = src
R.embedded -= selection
R.adjustBruteLoss(5)
R.adjustFireLoss(10)
selection.forceMove(get_turf(src))
if(!(U.l_hand && U.r_hand))
U.put_in_hands(selection)
for(var/obj/item/weapon/O in pinned)
if(O == selection)
pinned -= O
if(!pinned.len)
anchored = 0
return 1
/mob/living/proc/handle_statuses()
handle_stunned()
handle_weakened()
handle_stuttering()
handle_silent()
handle_drugged()
handle_slurring()
handle_tarded()
/mob/living/proc/handle_stunned()
if(stunned)
AdjustStunned(-1)
return stunned
/mob/living/proc/handle_weakened()
if(weakened)
weakened = max(weakened-1,0) //before you get mad Rockdtben: I done this so update_canmove isn't called multiple times
return weakened
/mob/living/proc/handle_stuttering()
if(stuttering)
stuttering = max(stuttering-1, 0)
return stuttering
/mob/living/proc/handle_silent()
if(silent)
silent = max(silent-1, 0)
return silent
/mob/living/proc/handle_drugged()
if(druggy)
druggy = max(druggy-1, 0)
return druggy
/mob/living/proc/handle_slurring()
if(slurring)
slurring = max(slurring-1, 0)
return slurring
/mob/living/proc/handle_tarded()
if(tarded)
tarded = max(tarded-1, 0)
return tarded
/mob/living/proc/handle_paralysed() // Currently only used by simple_animal.dm, treated as a special case in other mobs
if(paralysis)
AdjustParalysis(-1)
return paralysis
//Check for brain worms in head.
/mob/proc/has_brain_worms()
for(var/I in contents)
if(istype(I,/mob/living/simple_animal/borer))
return I
return 0
/mob/proc/Released()
//This is called when the mob is let out of a holder
//Override for mob-specific functionality
return
/mob/proc/updateicon()
return
/mob/verb/face_direction()
set name = "Face Direction"
set category = "IC"
set src = usr
set_face_dir(dir)
if(!facing_dir)
to_chat(usr, "You are now not facing anything.")
else
to_chat(usr, "You are now facing [dir2text(facing_dir)].")
/mob/proc/set_face_dir(var/newdir)
if(newdir == facing_dir)
facing_dir = null
else if(newdir)
set_dir(newdir)
facing_dir = newdir
else if(facing_dir)
facing_dir = null
else
set_dir(dir)
facing_dir = dir
/mob/set_dir(ndir)
if(facing_dir)
if(!canface() || lying || buckled || restrained())
facing_dir = null
else if(dir != facing_dir)
return ..(facing_dir)
else
return ..(ndir)
/mob/forceMove(atom/dest)
var/atom/movable/AM
if (dest != loc && istype(dest, /atom/movable))
AM = dest
LAZYADD(AM.contained_mobs, src)
if (istype(loc, /atom/movable))
AM = loc
LAZYREMOVE(AM.contained_mobs, src)
. = ..()
if (!contained_mobs) // If this is true, the parent will have already called the client hook.
update_client_hook(loc)
/mob/Move()
. = ..()
if (. && !contained_mobs && client)
update_client_hook(loc)
/mob/verb/northfaceperm()
set hidden = 1
set_face_dir(client.client_dir(NORTH))
/mob/verb/southfaceperm()
set hidden = 1
set_face_dir(client.client_dir(SOUTH))
/mob/verb/eastfaceperm()
set hidden = 1
set_face_dir(client.client_dir(EAST))
/mob/verb/westfaceperm()
set hidden = 1
set_face_dir(client.client_dir(WEST))
/mob/proc/adjustEarDamage()
return
/mob/proc/setEarDamage()
return
//Throwing stuff
/mob/proc/toggle_throw_mode()
if (src.in_throw_mode)
throw_mode_off()
else
throw_mode_on()
/mob/proc/throw_mode_off()
src.in_throw_mode = 0
if(src.throw_icon) //in case we don't have the HUD and we use the hotkey
src.throw_icon.icon_state = "act_throw_off"
/mob/proc/throw_mode_on()
src.in_throw_mode = 1
if(src.throw_icon)
src.throw_icon.icon_state = "act_throw_on"
//Admin helpers
/mob/proc/wind_mob(var/mob/admin)
if (!admin)
return
if (!check_rights((R_MOD|R_ADMIN), 1, admin))
return
if (alert(admin, "Wind [src]?",,"Yes","No")!="Yes")
return
SetWeakened(200)
visible_message("<font color='#002eb8'><b>OOC Information:</b></font> <font color='red'>[src] has been winded by a member of staff! Please freeze all roleplay involving their character until the matter is resolved! Adminhelp if you have further questions.</font>", "<font color='red'><b>You have been winded by a member of staff! Please stand by until they contact you!</b></font>")
log_admin("[key_name(admin)] winded [key_name(src)]!",admin_key=key_name(admin),ckey=key_name(src))
message_admins("[key_name_admin(admin)] winded [key_name_admin(src)]!", 1)
feedback_add_details("admin_verb", "WIND")
return
/mob/proc/unwind_mob(var/mob/admin)
if (!admin)
return
if (!check_rights((R_MOD|R_ADMIN), 1, admin))
return
SetWeakened(0)
visible_message("<font color='#002eb8'><b>OOC Information:</b></font> <font color='green'>[src] has been unwinded by a member of staff!</font>", "<font color='red'><b>You have been unwinded by a member of staff!</b></font>")
log_admin("[key_name(admin)] unwinded [key_name(src)]!",admin_key=key_name(admin),ckey=key_name(src))
message_admins("[key_name_admin(admin)] unwinded [key_name_admin(src)]!", 1)
feedback_add_details("admin_verb", "UNWIND")
return
/mob/proc/is_clumsy()
if(CLUMSY in mutations)
return TRUE
return FALSE
//Helper proc for figuring out if the active hand (or given hand) is usable.
/mob/proc/can_use_hand()
return 1
/client/proc/check_has_body_select()
return mob && mob.hud_used && istype(mob.zone_sel, /obj/screen/zone_sel)
/client/verb/body_toggle_head()
set name = "body-toggle-head"
set hidden = 1
toggle_zone_sel(list("head","eyes","mouth"))
/client/verb/body_r_arm()
set name = "body-r-arm"
set hidden = 1
toggle_zone_sel(list("r_arm","r_hand"))
/client/verb/body_l_arm()
set name = "body-l-arm"
set hidden = 1
toggle_zone_sel(list("l_arm","l_hand"))
/client/verb/body_chest()
set name = "body-chest"
set hidden = 1
toggle_zone_sel(list("chest"))
/client/verb/body_groin()
set name = "body-groin"
set hidden = 1
toggle_zone_sel(list("groin"))
/client/verb/body_r_leg()
set name = "body-r-leg"
set hidden = 1
toggle_zone_sel(list("r_leg","r_foot"))
/client/verb/body_l_leg()
set name = "body-l-leg"
set hidden = 1
toggle_zone_sel(list("l_leg","l_foot"))
/client/proc/toggle_zone_sel(list/zones)
if(!check_has_body_select())
return
var/obj/screen/zone_sel/selector = mob.zone_sel
selector.set_selected_zone(next_in_list(mob.zone_sel.selecting,zones))