mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-25 01:22:13 +00:00
674 lines
22 KiB
Plaintext
674 lines
22 KiB
Plaintext
/atom
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layer = 2
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var/level = 2
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var/flags = 0
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var/list/fingerprints
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var/list/fingerprintshidden
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var/fingerprintslast = null
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var/list/blood_DNA
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var/list/other_DNA
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var/other_DNA_type = null
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var/was_bloodied
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var/blood_color
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var/last_bumped = 0
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var/pass_flags = 0
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var/throwpass = 0
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var/germ_level = GERM_LEVEL_AMBIENT // The higher the germ level, the more germ on the atom.
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var/simulated = 1 // Filter for actions. Used by lighting overlays.
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var/fluorescent // Shows up under a UV light.
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/// Chemistry.
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var/datum/reagents/reagents = null
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var/list/reagents_to_add
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var/list/reagent_data
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var/list/atom_colours // Used to store the different colors on an atom, such as its inherent color, the colored paint applied on it, special color effect, and so on.
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// Detective work, used for the duplicate data points kept in the scanners.
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var/list/original_atom
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var/gfi_layer_rotation = GFI_ROTATION_DEFAULT
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// Extra descriptions.
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var/desc_fluff = null // Text about the atom's fluff description, if any exists.
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var/desc_info = null // Blue text (SPAN_NOTICE()), informing the user about how to use the item or about game controls.
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var/desc_antag = null // Red text (SPAN_ALERT()), informing the user about how they can use an object to antagonize.
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var/desc_cult = null // Purple text (SPAN_CULT()), telling the user, if they're a cultist, how they can use certain items related to being a cultist.
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/atom/proc/reveal_blood()
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return
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/atom/proc/assume_air(datum/gas_mixture/giver)
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return null
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/atom/proc/remove_air(amount)
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return null
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/atom/proc/return_air()
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if(loc)
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return loc.return_air()
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else
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return null
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// Will return the contents of an atom recursively to a depth of "searchDepth".
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/atom/proc/GetAllContents(searchDepth = 5, checkClient = 1, checkSight = 1, includeMobs = 1, includeObjects = 1)
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var/list/L = list()
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recursive_content_check(src, L, searchDepth, checkClient, checkSight, includeMobs, includeObjects)
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return L
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// Return flags that should be added to the viewer's sight variable.
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// Otherwise return a negative number to indicate that the view should be cancelled.
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/atom/proc/check_eye(user as mob)
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if (istype(user, /mob/living/silicon/ai))
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return 0
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return -1
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/atom/proc/additional_sight_flags()
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return 0
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/atom/proc/additional_see_invisible()
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return 0
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/atom/proc/on_reagent_change()
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return
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// This is called when AM collides with us.
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/atom/proc/CollidedWith(atom/movable/AM)
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set waitfor = FALSE
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return
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// Convenience proc to see if a container is open for chemistry handling.
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// Returns true if open, false if closed.
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/atom/proc/is_open_container()
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return flags & OPENCONTAINER
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/atom/proc/CheckExit()
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return 1
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// If you want to use this, the atom must have the PROXMOVE flag and the moving atom must also have the PROXMOVE flag currently to help with lag. -ComicIronic
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/atom/proc/HasProximity(atom/movable/AM as mob|obj)
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return
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/atom/proc/emp_act(var/severity)
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return
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/atom/proc/bullet_act(obj/item/projectile/P, def_zone)
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P.on_hit(src, 0, def_zone)
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. = 0
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/atom/proc/in_contents_of(container) // Can take class or object instance as argument.
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if(ispath(container))
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if(istype(src.loc, container))
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return 1
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else if(src in container)
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return 1
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return
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// Helper for adding verbs with timers.
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/atom/proc/add_verb(the_verb, datum/callback/callback)
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if (callback && !callback.Invoke())
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return
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verbs += the_verb
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#define HAS_FLAG(flag) (flag & use_flags)
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#define NOT_FLAG(flag) !HAS_FLAG(flag)
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// Checks if user can use this object. Set use_flags to customize what checks are done.
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// Returns 0 if they can use it, a value representing why they can't if not.
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// Flags are in "code/__defines/misc.dm".
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/atom/proc/use_check(mob/user, use_flags = 0, show_messages = FALSE)
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. = USE_SUCCESS
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if(NOT_FLAG(USE_ALLOW_NONLIVING) && !isliving(user)) // No message for ghosts.
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return USE_FAIL_NONLIVING
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if(NOT_FLAG(USE_ALLOW_NON_ADJACENT) && !Adjacent(user))
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if (show_messages)
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to_chat(user, SPAN_NOTICE("You're too far away from [src] to do that."))
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return USE_FAIL_NON_ADJACENT
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if(NOT_FLAG(USE_ALLOW_DEAD) && user.stat == DEAD)
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if (show_messages)
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to_chat(user, SPAN_NOTICE("How do you expect to do that when you're dead?"))
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return USE_FAIL_DEAD
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if(NOT_FLAG(USE_ALLOW_INCAPACITATED) && (user.incapacitated()))
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if (show_messages)
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to_chat(user, SPAN_NOTICE("You cannot do that in your current state."))
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return USE_FAIL_INCAPACITATED
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if(NOT_FLAG(USE_ALLOW_NON_ADV_TOOL_USR) && !user.IsAdvancedToolUser())
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if (show_messages)
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to_chat(user, SPAN_NOTICE("You don't know how to operate [src]."))
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return USE_FAIL_NON_ADV_TOOL_USR
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if(HAS_FLAG(USE_DISALLOW_SILICONS) && issilicon(user))
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if (show_messages)
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to_chat(user, SPAN_NOTICE("How do you propose doing that without hands?"))
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return USE_FAIL_IS_SILICON
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if(HAS_FLAG(USE_DISALLOW_SPECIALS) && is_mob_special(user))
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if (show_messages)
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to_chat(user, SPAN_NOTICE("Your current mob type prevents you from doing this."))
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return USE_FAIL_IS_MOB_SPECIAL
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if(HAS_FLAG(USE_FORCE_SRC_IN_USER) && !(src in user))
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if (show_messages)
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to_chat(user, SPAN_NOTICE("You need to be holding [src] to do that."))
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return USE_FAIL_NOT_IN_USER
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/atom/proc/use_check_and_message(mob/user, use_flags = 0)
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. = use_check(user, use_flags, TRUE)
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#undef NOT_FLAG
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#undef HAS_FLAG
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/atom/proc/get_light_and_color(var/atom/origin)
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if(origin)
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color = origin.color
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set_light(origin.light_range, origin.light_power, origin.light_color)
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// This function will recurse up the hierarchy containing src, in search of the target. It will stop when it reaches an area, as areas have no loc.
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/atom/proc/find_up_hierarchy(var/atom/target)
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var/x = 0 // As a safety, we'll crawl up a maximum of ten layers.
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var/atom/a = src
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while (x < 10)
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x++
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if (isnull(a))
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return 0
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if (a == target) // We found it!
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return 1
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if (istype(a, /area))
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return 0 // Can't recurse any higher than this.
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a = a.loc
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return 0 // If we get here, we must be buried many layers deep in nested containers, which shouldn't happen.
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// Recursively searches all atom contents (including the contents' contents and so on).
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//
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// ARGS: path - Search atom contents for atoms of this type.
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// filter_path - If set, contents of atoms not of types in this list are excluded from search.
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//
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// RETURNS: list of found atoms
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/atom/proc/search_contents_for(path,list/filter_path=null)
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var/list/found = list()
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for(var/atom/A in src)
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if(istype(A, path))
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found += A
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if(filter_path)
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var/pass = 0
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for(var/type in filter_path)
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pass |= istype(A, type)
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if(!pass)
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continue
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if(A.contents.len)
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found += A.search_contents_for(path,filter_path)
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return found
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// Examination code for all atoms.
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/atom/proc/examine(mob/user, var/distance = -1, var/infix = "", var/suffix = "")
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var/f_name = "\a [src][infix]."
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if(src.blood_DNA && !istype(src, /obj/effect/decal))
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if(gender == PLURAL)
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f_name = "some "
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else
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f_name = "a "
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if(blood_color != "#030303")
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f_name += "<span class='danger'>blood-stained</span> [name][infix]!"
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else
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f_name += "oil-stained [name][infix]."
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to_chat(user, "[icon2html(src, user)] That's [f_name] [suffix]") // Object name. I.e. "This is an Object. It is a normal-sized item."
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to_chat(user, desc) // Object description.
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// Extra object descriptions examination code.
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if(desc_fluff || desc_info || (desc_antag && player_is_antag(user.mind)) || (desc_cult && user.mind?.special_role == "Cultist")) // Checks if the object has a fluff description, a mechanics description, an antagonist description (and if the user is an antagonist), and/or a cultist description (and if the user is a cultist).
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to_chat(user, FONT_SMALL(SPAN_NOTICE("\[?\] This object has additional examine info. <a href=?src=\ref[src];examine_fluff=1>\[Show In Chat\]</a>"))) // If any of the above are true, show that the object has more information available.
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if(desc_fluff) // If the item has a fluff description, show that it is available.
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to_chat(user, FONT_SMALL("- This object has additional fluff info."))
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if(desc_info) // If the item has a mechanics description, show that it is available.
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to_chat(user, FONT_SMALL(SPAN_NOTICE("- This object has additional info about mechanics.")))
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if(desc_antag && player_is_antag(user.mind)) // If the item has an antagonist description and the user is an antagonist, show that it is available.
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to_chat(user, FONT_SMALL(SPAN_ALERT("- This object has additional info for antagonists.")))
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if(desc_cult && user.mind?.special_role == "Cultist") // If the item has a cultist description and the user is a cultist, show that it is available.
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to_chat(user, FONT_SMALL(SPAN_CULT("- This object has additional information for those within the veil...")))
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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if(H.glasses)
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H.glasses.glasses_examine_atom(src, H)
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return distance == -1 || (get_dist(src, user) <= distance)
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// Same as examine(), but without the "this object has more info" thing and with the extra information instead.
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/atom/proc/examine_fluff(mob/user, var/distance = -1, var/infix = "", var/suffix = "")
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var/f_name = "\a [src][infix]."
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if(src.blood_DNA && !istype(src, /obj/effect/decal))
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if(gender == PLURAL)
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f_name = "some "
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else
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f_name = "a "
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if(blood_color != "#030303")
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f_name += "<span class='danger'>blood-stained</span> [name][infix]!"
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else
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f_name += "oil-stained [name][infix]."
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to_chat(user, "[icon2html(src, user)] That's [f_name] [suffix]") // Object name. I.e. "This is an Object."
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to_chat(user, desc) // Object description.
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if(desc_fluff) // If the item has a fluff description, show it.
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to_chat(user, desc_fluff)
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if(desc_info) // If the item has a mechanics description, show it.
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to_chat(user, FONT_SMALL(SPAN_NOTICE("- [desc_info]")))
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if(desc_antag && player_is_antag(user.mind)) // If the item has an antagonist description and the user is an antagonist, show it.
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to_chat(user, FONT_SMALL(SPAN_ALERT("- [desc_antag]")))
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if(desc_cult && user.mind?.special_role == "Cultist") // If the item has a cultist description and the user is a cultist, show it.
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to_chat(user, FONT_SMALL(SPAN_CULT("- [desc_cult]")))
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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if(H.glasses)
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H.glasses.glasses_examine_atom(src, H)
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return distance == -1 || (get_dist(src, user) <= distance)
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// Used to check if "examine_fluff" from the HTML link in examine() is true, i.e. if it was clicked.
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/atom/Topic(href, href_list)
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. = ..()
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if (.)
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return
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if(href_list["examine_fluff"])
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examine_fluff(usr)
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// Called by mobs when e.g. having the atom as their machine, pulledby, loc (AKA mob being inside the atom) or buckled_to var set.
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// See code/modules/mob/mob_movement.dm for more.
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/atom/proc/relaymove()
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return
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// Called to set the atom's dir and used to add behaviour to dir-changes.
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/atom/proc/set_dir(new_dir)
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. = new_dir != dir
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dir = new_dir
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// Lighting.
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if (.)
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var/datum/light_source/L
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for (var/thing in light_sources)
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L = thing
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if (L.light_angle)
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L.source_atom.update_light()
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/atom/proc/ex_act()
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set waitfor = FALSE
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return
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/atom/proc/emag_act(var/remaining_charges, var/mob/user, var/emag_source)
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return NO_EMAG_ACT
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/atom/proc/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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return
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/atom/proc/melt()
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return
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/atom/proc/hitby(atom/movable/AM as mob|obj)
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if(density)
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AM.throwing = 0
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return
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/atom/proc/add_hiddenprint(mob/living/M)
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if(isnull(M)) return
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if(!istype(M, /mob)) return
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if(isnull(M.key)) return
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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if (!istype(H.dna, /datum/dna))
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return 0
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if (H.gloves)
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if(src.fingerprintslast != H.key)
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src.fingerprintshidden += text("\[[time_stamp()]\] (Wearing gloves). Real name: [], Key: []",H.real_name, H.key)
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src.fingerprintslast = H.key
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return 0
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if (!( src.fingerprints ))
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if(src.fingerprintslast != H.key)
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src.fingerprintshidden += text("\[[time_stamp()]\] Real name: [], Key: []",H.real_name, H.key)
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src.fingerprintslast = H.key
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return 1
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else
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if(src.fingerprintslast != M.key)
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src.fingerprintshidden += text("\[[time_stamp()]\] Real name: [], Key: []",M.real_name, M.key)
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src.fingerprintslast = M.key
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return
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/atom/proc/add_fingerprint(mob/living/M, ignoregloves = 0)
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if(isnull(M)) return
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if(!istype(M, /mob)) return
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if(issilicon(M)) return
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if(isnull(M.key)) return
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if (ishuman(M))
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// Add the list if it does not exist.
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if(!fingerprintshidden)
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fingerprintshidden = list()
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// Fibers.
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add_fibers(M)
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// They have no prints.
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if (mFingerprints in M.mutations)
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if(fingerprintslast != M.key)
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fingerprintshidden += "(Has no fingerprints) Real name: [M.real_name], Key: [M.key]"
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fingerprintslast = M.key
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return 0 //Now, lets get to the dirty work.
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// First, make sure their DNA makes sense.
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var/mob/living/carbon/human/H = M
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if (!istype(H.dna, /datum/dna) || !H.dna.uni_identity || (length(H.dna.uni_identity) != 32))
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if(!istype(H.dna, /datum/dna))
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H.dna = new /datum/dna(null)
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H.dna.real_name = H.real_name
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H.check_dna()
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// Now, deal with gloves.
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if (H.gloves && H.gloves != src)
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if(fingerprintslast != H.key)
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fingerprintshidden += text("\[[]\](Wearing gloves). Real name: [], Key: []",time_stamp(), H.real_name, H.key)
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fingerprintslast = H.key
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H.gloves.add_fingerprint(M)
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// Deal with gloves that pass finger/palm prints.
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if(!ignoregloves)
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if(istype(H.gloves, /obj/item/clothing/gloves) && H.gloves != src)
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var/obj/item/clothing/gloves/G = H.gloves
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if(!prob(G.fingerprint_chance))
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return 0
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// Admin related.
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if(fingerprintslast != H.key)
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fingerprintshidden += text("\[[]\]Real name: [], Key: []",time_stamp(), H.real_name, H.key)
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fingerprintslast = H.key
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// Make the list if it does not exist.
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if(!fingerprints)
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fingerprints = list()
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// Hash it.
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var/full_print = H.get_full_print()
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// Add the fingerprints.
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if(fingerprints[full_print])
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switch(stringpercent(fingerprints[full_print])) // Tells us how many stars are in the current prints.
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if(28 to 32)
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if(prob(1))
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fingerprints[full_print] = full_print // You rolled a one buddy.
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else
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fingerprints[full_print] = stars(full_print, rand(0,40)) // 24 to 32.
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if(24 to 27)
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if(prob(3))
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fingerprints[full_print] = full_print // Sucks to be you.
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else
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fingerprints[full_print] = stars(full_print, rand(15, 55)) // 20 to 29.
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if(20 to 23)
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if(prob(5))
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fingerprints[full_print] = full_print // Had a good run didn't ya.
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else
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fingerprints[full_print] = stars(full_print, rand(30, 70)) // 15 to 25.
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if(16 to 19)
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if(prob(5))
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fingerprints[full_print] = full_print // Welp.
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else
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fingerprints[full_print] = stars(full_print, rand(40, 100)) // 0 to 21.
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if(0 to 15)
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if(prob(5))
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fingerprints[full_print] = stars(full_print, rand(0,50)) // Small chance you can smudge.
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else
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fingerprints[full_print] = full_print
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else
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fingerprints[full_print] = stars(full_print, rand(0, 20)) // Initial touch, not leaving much evidence the first time.
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return 1
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else
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// Smudge up the prints a bit.
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if(fingerprintslast != M.key)
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fingerprintshidden += text("\[[]\]Real name: [], Key: []",time_stamp(), M.real_name, M.key)
|
|
fingerprintslast = M.key
|
|
|
|
// Cleaning up.
|
|
if(fingerprints && !fingerprints.len)
|
|
qdel(fingerprints)
|
|
return
|
|
|
|
|
|
/atom/proc/transfer_fingerprints_to(var/atom/A)
|
|
if(!istype(A.fingerprints,/list))
|
|
A.fingerprints = list()
|
|
|
|
if(!istype(A.fingerprintshidden,/list))
|
|
A.fingerprintshidden = list()
|
|
|
|
if(!istype(fingerprintshidden, /list))
|
|
fingerprintshidden = list()
|
|
|
|
if(A.fingerprints && fingerprints)
|
|
A.fingerprints |= fingerprints.Copy() // Detective.
|
|
|
|
if(A.fingerprintshidden && fingerprintshidden)
|
|
A.fingerprintshidden |= fingerprintshidden.Copy() // Admin. (A.fingerprintslast = fingerprintslast)
|
|
|
|
|
|
// Returns 1 if made bloody, returns 0 otherwise.
|
|
/atom/proc/add_blood(mob/living/carbon/human/M)
|
|
|
|
if(flags & NOBLOODY)
|
|
return 0
|
|
|
|
if(!blood_DNA || !istype(blood_DNA, /list)) // If our list of DNA doesn't exist yet (or isn't a list), initialise it.
|
|
blood_DNA = list()
|
|
|
|
was_bloodied = 1
|
|
blood_color = "#A10808"
|
|
if(istype(M))
|
|
if (!istype(M.dna, /datum/dna))
|
|
M.dna = new /datum/dna(null)
|
|
M.dna.real_name = M.real_name
|
|
M.check_dna()
|
|
if (M.species)
|
|
blood_color = M.species.blood_color
|
|
. = 1
|
|
return 1
|
|
|
|
// For any objects that may require additional handling when swabbed, e.g. a beaker may need to provide information about its contents, not just itself.
|
|
// Children must return additional_evidence list.
|
|
/atom/proc/get_additional_forensics_swab_info()
|
|
SHOULD_CALL_PARENT(TRUE)
|
|
var/list/additional_evidence = list(
|
|
"type" = "",
|
|
"dna" = list(),
|
|
"gsr" = "",
|
|
"sample_type" = "",
|
|
"sample_message" = ""
|
|
)
|
|
|
|
return additional_evidence
|
|
|
|
/atom/proc/add_vomit_floor(var/mob/living/carbon/M, var/toxvomit = 0, var/datum/reagents/inject_reagents)
|
|
if(istype(src, /turf/simulated))
|
|
var/obj/effect/decal/cleanable/vomit/this = new /obj/effect/decal/cleanable/vomit(src)
|
|
if(istype(inject_reagents) && inject_reagents.total_volume)
|
|
inject_reagents.trans_to_obj(this, min(15, inject_reagents.total_volume))
|
|
this.reagents.add_reagent(/decl/reagent/acid/stomach, 5)
|
|
|
|
// Make toxins related vomit look different.
|
|
if(toxvomit)
|
|
this.icon_state = "vomittox_[pick(1,4)]"
|
|
|
|
/mob/living/proc/handle_additional_vomit_reagents(var/obj/effect/decal/cleanable/vomit/vomit)
|
|
vomit.reagents.add_reagent(/decl/reagent/acid/stomach, 5)
|
|
|
|
/atom/proc/clean_blood()
|
|
if(!simulated)
|
|
return
|
|
fluorescent = 0
|
|
src.germ_level = 0
|
|
if(istype(blood_DNA, /list))
|
|
blood_DNA = null
|
|
return TRUE
|
|
|
|
/atom/proc/on_rag_wipe(var/obj/item/reagent_containers/glass/rag/R)
|
|
clean_blood()
|
|
R.reagents.splash(src, 1)
|
|
|
|
/atom/proc/get_global_map_pos()
|
|
if(!islist(global_map) || isemptylist(global_map)) return
|
|
var/cur_x = null
|
|
var/cur_y = null
|
|
var/list/y_arr = null
|
|
for(cur_x=1,cur_x<=global_map.len,cur_x++)
|
|
y_arr = global_map[cur_x]
|
|
cur_y = y_arr.Find(src.z)
|
|
if(cur_y)
|
|
break
|
|
|
|
if(cur_x && cur_y)
|
|
return list("x"=cur_x,"y"=cur_y)
|
|
else
|
|
return 0
|
|
|
|
/atom/proc/checkpass(passflag)
|
|
return pass_flags&passflag
|
|
|
|
/atom/proc/isinspace()
|
|
if(istype(get_turf(src), /turf/space))
|
|
return 1
|
|
else
|
|
return 0
|
|
|
|
// Show a message to all mobs and objects in sight of this atom.
|
|
// Use for objects performing visible actions.
|
|
// The message is output to anyone who can see, e.g. "The [src] does something!"
|
|
// "blind_message" (optional) is what blind people will hear e.g. "You hear something!"
|
|
/atom/proc/visible_message(var/message, var/blind_message, var/range = world.view, var/intent_message = null, var/intent_range = 7)
|
|
set waitfor = FALSE
|
|
var/turf/T = get_turf(src)
|
|
var/list/mobs = list()
|
|
var/list/objs = list()
|
|
get_mobs_or_objs_in_view(T,range, mobs, objs, ONLY_GHOSTS_IN_VIEW)
|
|
|
|
for(var/o in objs)
|
|
var/obj/O = o
|
|
O.show_message(message,1,blind_message,2)
|
|
|
|
for(var/m in mobs)
|
|
var/mob/M = m
|
|
if(M.see_invisible >= invisibility)
|
|
M.show_message(message,1,blind_message,2)
|
|
else if(blind_message)
|
|
M.show_message(blind_message, 2)
|
|
|
|
if(intent_message)
|
|
intent_message(intent_message, intent_range)
|
|
|
|
// Show a message to all mobs and objects in earshot of this atom.
|
|
// Use for objects performing audible actions.
|
|
// "message" is the message output to anyone who can hear.
|
|
// "deaf_message" (optional) is what deaf people will see.
|
|
// "hearing_distance" (optional) is the range, how many tiles away the message can be heard.
|
|
/atom/proc/audible_message(var/message, var/deaf_message, var/hearing_distance, var/intent_message = null, var/intent_range = 7)
|
|
set waitfor = FALSE
|
|
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_or_objs_in_view(T,range, mobs, objs, ONLY_GHOSTS_IN_VIEW)
|
|
|
|
for(var/m in mobs)
|
|
var/mob/M = m
|
|
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)
|
|
|
|
if(intent_message)
|
|
intent_message(intent_message, intent_range)
|
|
|
|
/atom/proc/intent_message(var/message, var/range = 7)
|
|
set waitfor = FALSE
|
|
if(air_sound(src))
|
|
var/turf/T = get_turf(src)
|
|
var/list/mobs = list()
|
|
var/list/objs = list()
|
|
get_mobs_or_objs_in_view(T, range, mobs, objs, ONLY_GHOSTS_IN_VIEW)
|
|
for(var/mob/living/carbon/human/H as anything in intent_listener)
|
|
if(!(H in mobs))
|
|
if(src.z == H.z && get_dist(src, H) <= range)
|
|
H.intent_listen(src, message)
|
|
|
|
/atom/proc/change_area(var/area/oldarea, var/area/newarea)
|
|
change_area_name(oldarea.name, newarea.name)
|
|
|
|
/atom/proc/change_area_name(var/oldname, var/newname)
|
|
name = replacetext(name,oldname,newname)
|
|
|
|
/atom/movable/proc/dropInto(var/atom/destination)
|
|
while(istype(destination))
|
|
var/atom/drop_destination = destination.onDropInto(src)
|
|
if(!istype(drop_destination) || drop_destination == destination)
|
|
return forceMove(destination)
|
|
destination = drop_destination
|
|
return forceMove(null)
|
|
|
|
/atom/proc/onDropInto(var/atom/movable/AM)
|
|
return // If onDropInto returns null, then dropInto will forceMove AM into us.
|
|
|
|
/atom/movable/onDropInto(var/atom/movable/AM)
|
|
return loc // If onDropInto returns something, then dropInto will attempt to drop AM there.
|
|
|
|
// This proc is used by ghost spawners to assign a player to a specific atom.
|
|
// It receives the current mob of the player's argument and MUST return the mob the player has been assigned.
|
|
/atom/proc/assign_player(var/mob/user)
|
|
return
|
|
|
|
/atom/proc/get_contained_external_atoms()
|
|
. = contents
|
|
|
|
/atom/proc/dump_contents()
|
|
for(var/thing in get_contained_external_atoms())
|
|
var/atom/movable/AM = thing
|
|
AM.dropInto(loc)
|
|
if(ismob(AM))
|
|
var/mob/M = AM
|
|
if(M.client)
|
|
M.client.eye = M.client.mob
|
|
M.client.perspective = MOB_PERSPECTIVE
|
|
|
|
/atom/proc/check_add_to_late_firers()
|
|
if(SSticker.current_state == GAME_STATE_PLAYING)
|
|
do_late_fire()
|
|
return
|
|
LAZYADD(SSatoms.late_misc_firers, src)
|
|
|
|
/atom/proc/do_late_fire()
|
|
return
|
|
|
|
/atom/proc/set_angle(degrees)
|
|
var/matrix/M = matrix()
|
|
M.Turn(degrees)
|
|
// If we aren't 0, make it NN transform.
|
|
if(degrees)
|
|
appearance_flags |= PIXEL_SCALE
|
|
transform = M
|
|
|
|
/atom/proc/handle_middle_mouse_click(var/mob/user)
|
|
return FALSE
|