//THIS FILE WAS EDITED BY SKYRAT EDIT /** * Delete a mob * * Removes mob from the following global lists * * GLOB.mob_list * * GLOB.dead_mob_list * * GLOB.alive_mob_list * * GLOB.all_clockwork_mobs * * GLOB.mob_directory * * Unsets the focus var * * Clears alerts for this mob * * Resets all the observers perspectives to the tile this mob is on * * qdels any client colours in place on this mob * * Ghostizes the client attached to this mob * * Parent call */ /mob/Destroy()//This makes sure that mobs with clients/keys are not just deleted from the game. remove_from_mob_list() remove_from_dead_mob_list() remove_from_alive_mob_list() focus = null if(length(progressbars)) stack_trace("[src] destroyed with elements in its progressbars list") progressbars = null for (var/alert in alerts) clear_alert(alert, TRUE) if(observers?.len) for(var/M in observers) var/mob/dead/observe = M observe.reset_perspective(null) qdel(hud_used) QDEL_LIST(client_colours) ghostize() return ..() /** * Intialize a mob * * Sends global signal COMSIG_GLOB_MOB_CREATED * * Adds to global lists * * GLOB.mob_list * * GLOB.mob_directory (by tag) * * GLOB.dead_mob_list - if mob is dead * * GLOB.alive_mob_list - if the mob is alive * * Other stuff: * * Sets the mob focus to itself * * Generates huds * * If there are any global alternate apperances apply them to this mob * * set a random nutrition level * * Intialize the movespeed of the mob */ /mob/Initialize() SEND_GLOBAL_SIGNAL(COMSIG_GLOB_MOB_CREATED, src) add_to_mob_list() if(stat == DEAD) add_to_dead_mob_list() else add_to_alive_mob_list() set_focus(src) prepare_huds() for(var/v in GLOB.active_alternate_appearances) if(!v) continue var/datum/atom_hud/alternate_appearance/AA = v AA.onNewMob(src) set_nutrition(rand(NUTRITION_LEVEL_START_MIN, NUTRITION_LEVEL_START_MAX)) . = ..() update_config_movespeed() initialize_actionspeed() update_movespeed(TRUE) /** * Generate the tag for this mob * * This is simply "mob_"+ a global incrementing counter that goes up for every mob */ /mob/GenerateTag() tag = "mob_[next_mob_id++]" /** * Prepare the huds for this atom * * Goes through hud_possible list and adds the images to the hud_list variable (if not already * cached) */ /atom/proc/prepare_huds() hud_list = list() for(var/hud in hud_possible) var/hint = hud_possible[hud] switch(hint) if(HUD_LIST_LIST) hud_list[hud] = list() else var/image/I = image('icons/mob/hud.dmi', src, "") I.appearance_flags = RESET_COLOR|RESET_TRANSFORM hud_list[hud] = I /** * Some kind of debug verb that gives atmosphere environment details */ /mob/proc/Cell() set category = "Admin" set hidden = TRUE if(!loc) return var/datum/gas_mixture/environment = loc.return_air() var/t = "Coordinates: [x],[y] \n" t += "Temperature: [environment.temperature] \n" for(var/id in environment.gases) var/gas = environment.gases[id] if(gas[MOLES]) t+="[gas[GAS_META][META_GAS_NAME]]: [gas[MOLES]] \n" to_chat(usr, t) /** * Return the desc of this mob for a photo */ /mob/proc/get_photo_description(obj/item/camera/camera) return "a ... thing?" /** * Show a message to this mob (visual or audible) */ /mob/proc/show_message(msg, type, alt_msg, alt_type, avoid_highlighting = FALSE)//Message, type of message (1 or 2), alternative message, alt message type (1 or 2) if(!client) return msg = copytext_char(msg, 1, MAX_MESSAGE_LEN) if(type) if(type & MSG_VISUAL && is_blind() )//Vision related if(!alt_msg) return else msg = alt_msg type = alt_type if(type & MSG_AUDIBLE && !can_hear())//Hearing related if(!alt_msg) return else msg = alt_msg type = alt_type if(type & MSG_VISUAL && is_blind()) return // voice muffling if(stat == UNCONSCIOUS || stat == HARD_CRIT) if(type & MSG_AUDIBLE) //audio to_chat(src, "... You can almost hear something ...") return to_chat(src, msg, avoid_highlighting = avoid_highlighting) /** * Generate a visible message from this atom * * Show a message to all player mobs who sees this atom * * Show a message to the src mob (if the src is a mob) * * Use for atoms performing visible actions * * message is output to anyone who can see, e.g. `"The [src] does something!"` * * Vars: * * 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!" * * vision_distance (optional) define how many tiles away the message can be seen. * * ignored_mob (optional) doesn't show any message to a given mob if TRUE. */ /atom/proc/visible_message(message, self_message, blind_message, vision_distance = DEFAULT_MESSAGE_RANGE, list/ignored_mobs, visible_message_flags = NONE) var/turf/T = get_turf(src) if(!T) return if(!islist(ignored_mobs)) ignored_mobs = list(ignored_mobs) var/list/hearers = get_hearers_in_view(vision_distance, src) //caches the hearers and then removes ignored mobs. hearers -= ignored_mobs if(self_message) hearers -= src var/raw_msg = message if(visible_message_flags & EMOTE_MESSAGE) message = "[src] [message]" for(var/mob/M in hearers) if(!M.client) continue //This entire if/else chain could be in two lines but isn't for readibilties sake. var/msg = message if(M.see_invisible < invisibility)//if src is invisible to M msg = blind_message else if(T != loc && T != src) //if src is inside something and not a turf. msg = blind_message else if(T.lighting_object && T.lighting_object.invisibility <= M.see_invisible && T.is_softly_lit() && !in_range(T,M)) //if it is too dark, unless we're right next to them. msg = blind_message if(!msg) continue if(visible_message_flags & EMOTE_MESSAGE && runechat_prefs_check(M, visible_message_flags) && !M.is_blind()) M.create_chat_message(src, raw_message = raw_msg, runechat_flags = visible_message_flags) M.show_message(msg, MSG_VISUAL, blind_message, MSG_AUDIBLE) ///Adds the functionality to self_message. /mob/visible_message(message, self_message, blind_message, vision_distance = DEFAULT_MESSAGE_RANGE, list/ignored_mobs, visible_message_flags = NONE) . = ..() if(self_message) show_message(self_message, MSG_VISUAL, blind_message, MSG_AUDIBLE) /** * Show a message to all mobs in earshot of this atom * * Use for objects performing audible actions * * vars: * * 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(message, deaf_message, hearing_distance = DEFAULT_MESSAGE_RANGE, self_message, audible_message_flags = NONE) var/list/hearers = get_hearers_in_view(hearing_distance, src) if(self_message) hearers -= src var/raw_msg = message if(audible_message_flags & EMOTE_MESSAGE) message = "[src] [message]" for(var/mob/M in hearers) if(audible_message_flags & EMOTE_MESSAGE && runechat_prefs_check(M, audible_message_flags) && M.can_hear()) M.create_chat_message(src, raw_message = raw_msg, runechat_flags = audible_message_flags) M.show_message(message, MSG_AUDIBLE, deaf_message, MSG_VISUAL) /** * Show a message to all mobs in earshot of this one * * This would be for audible actions by the src mob * * vars: * * 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(message, deaf_message, hearing_distance = DEFAULT_MESSAGE_RANGE, self_message, audible_message_flags = NONE) . = ..() if(self_message) show_message(self_message, MSG_AUDIBLE, deaf_message, MSG_VISUAL) ///Returns the client runechat visible messages preference according to the message type. /atom/proc/runechat_prefs_check(mob/target, visible_message_flags = NONE) if(!target.client?.prefs.chat_on_map || !target.client.prefs.see_chat_non_mob) return FALSE if(visible_message_flags & EMOTE_MESSAGE && !target.client.prefs.see_rc_emotes) return FALSE return TRUE /mob/runechat_prefs_check(mob/target, visible_message_flags = NONE) if(!target.client?.prefs.chat_on_map) return FALSE if(visible_message_flags & EMOTE_MESSAGE && !target.client.prefs.see_rc_emotes) return FALSE return TRUE ///Get the item on the mob in the storage slot identified by the id passed in /mob/proc/get_item_by_slot(slot_id) return null ///Is the mob incapacitated /mob/proc/incapacitated(ignore_restraints = FALSE, ignore_grab = FALSE, ignore_stasis = FALSE) return /** * This proc is called whenever someone clicks an inventory ui slot. * * Mostly tries to put the item into the slot if possible, or call attack hand * on the item in the slot if the users active hand is empty */ /mob/proc/attack_ui(slot) var/obj/item/W = get_active_held_item() if(istype(W)) if(equip_to_slot_if_possible(W, slot,0,0,0)) return TRUE if(!W) // Activate the item var/obj/item/I = get_item_by_slot(slot) if(istype(I)) I.attack_hand(src) return FALSE /** * Try to equip an item to a slot on the mob * * This is a SAFE proc. Use this instead of equip_to_slot()! * * set qdel_on_fail to have it delete W if it fails to equip * * set disable_warning to disable the 'you are unable to equip that' warning. * * unset redraw_mob to prevent the mob icons from being redrawn at the end. * * Initial is used to indicate whether or not this is the initial equipment (job datums etc) or just a player doing it */ /mob/proc/equip_to_slot_if_possible(obj/item/W, slot, qdel_on_fail = FALSE, disable_warning = FALSE, redraw_mob = TRUE, bypass_equip_delay_self = FALSE, initial = FALSE, swap = FALSE) if(!istype(W)) return FALSE if(!W.mob_can_equip(src, null, slot, disable_warning, bypass_equip_delay_self, swap)) if(qdel_on_fail) qdel(W) else if(!disable_warning) to_chat(src, "You are unable to equip that!") return FALSE equip_to_slot(W, slot, initial, redraw_mob, swap) //This proc should not ever fail. return TRUE /** * Actually equips an item to a slot (UNSAFE) * * This is an UNSAFE proc. It merely handles the actual job of equipping. All the checks on * whether you can or can't equip need to be done before! Use mob_can_equip() for that task. * *In most cases you will want to use equip_to_slot_if_possible() */ /mob/proc/equip_to_slot(obj/item/W, slot) return /** * Equip an item to the slot or delete * * This is just a commonly used configuration for the equip_to_slot_if_possible() proc, used to * equip people when the round starts and when events happen and such. * * Also bypasses equip delay checks, since the mob isn't actually putting it on. * Initial is used to indicate whether or not this is the initial equipment (job datums etc) or just a player doing it */ /mob/proc/equip_to_slot_or_del(obj/item/W, slot, initial = FALSE) return equip_to_slot_if_possible(W, slot, TRUE, TRUE, FALSE, TRUE, initial) /** * Auto equip the passed in item the appropriate slot based on equipment priority * * puts the item "W" into an appropriate slot in a human's inventory * * returns 0 if it cannot, 1 if successful */ /mob/proc/equip_to_appropriate_slot(obj/item/W, swap=FALSE) if(!istype(W)) return FALSE var/slot_priority = W.slot_equipment_priority if(!slot_priority) slot_priority = list( \ ITEM_SLOT_BACK, ITEM_SLOT_ID,\ ITEM_SLOT_ICLOTHING, ITEM_SLOT_OCLOTHING,\ ITEM_SLOT_MASK, ITEM_SLOT_HEAD, ITEM_SLOT_NECK,\ ITEM_SLOT_FEET, ITEM_SLOT_GLOVES,\ ITEM_SLOT_EARS, ITEM_SLOT_EYES,\ ITEM_SLOT_BELT, ITEM_SLOT_SUITSTORE,\ ITEM_SLOT_LPOCKET, ITEM_SLOT_RPOCKET,\ ITEM_SLOT_DEX_STORAGE\ ) for(var/slot in slot_priority) if(equip_to_slot_if_possible(W, slot, FALSE, TRUE, TRUE, FALSE, FALSE, swap)) //qdel_on_fail = FALSE; disable_warning = TRUE; redraw_mob = TRUE; return TRUE return FALSE /** * Reset the attached clients perspective (viewpoint) * * reset_perspective() set eye to common default : mob on turf, loc otherwise * reset_perspective(thing) set the eye to the thing (if it's equal to current default reset to mob perspective) */ /mob/proc/reset_perspective(atom/A) if(client) if(A) if(ismovable(A)) //Set the the thing unless it's us if(A != src) client.perspective = EYE_PERSPECTIVE client.eye = A else client.eye = client.mob client.perspective = MOB_PERSPECTIVE else if(isturf(A)) //Set to the turf unless it's our current turf if(A != loc) client.perspective = EYE_PERSPECTIVE client.eye = A else client.eye = client.mob client.perspective = MOB_PERSPECTIVE else //Do nothing else //Reset to common defaults: mob if on turf, otherwise current loc if(isturf(loc)) client.eye = client.mob client.perspective = MOB_PERSPECTIVE else client.perspective = EYE_PERSPECTIVE client.eye = loc return 1 /// Show the mob's inventory to another mob /mob/proc/show_inv(mob/user) return /** * Examine a mob * * mob verbs are faster than object verbs. See * [this byond forum post](https://secure.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()) //It used to be oview(12), but I can't really say why set name = "Examine" set category = "IC" if(isturf(A) && !(sight & SEE_TURFS) && !(A in view(client ? client.view : world.view, src))) // shift-click catcher may issue examinate() calls for out-of-sight turfs return if(is_blind() && !blind_examine_check(A)) //blind people see things differently (through touch) return face_atom(A) var/list/result if(client) LAZYINITLIST(client.recent_examines) if(isnull(client.recent_examines[A]) || client.recent_examines[A] < world.time) result = A.examine(src) client.recent_examines[A] = world.time + EXAMINE_MORE_TIME // set the value to when the examine cooldown ends RegisterSignal(A, COMSIG_PARENT_QDELETING, .proc/clear_from_recent_examines, override=TRUE) // to flush the value if deleted early addtimer(CALLBACK(src, .proc/clear_from_recent_examines, A), EXAMINE_MORE_TIME) handle_eye_contact(A) else result = A.examine_more(src) else result = A.examine(src) // if a tree is examined but no client is there to see it, did the tree ever really exist? to_chat(src, result.Join("\n")) SEND_SIGNAL(src, COMSIG_MOB_EXAMINATE, A) /mob/proc/blind_examine_check(atom/examined_thing) return TRUE //The non-living will always succeed at this check. /mob/living/blind_examine_check(atom/examined_thing) //need to be next to something and awake if(!Adjacent(examined_thing) || incapacitated()) to_chat(src, "Something is there, but you can't see it!") return FALSE //you can examine things you're holding directly, but you can't examine other things if your hands are full /// the item in our active hand var/active_item = get_active_held_item() if(active_item && active_item != examined_thing) to_chat(src, "Your hands are too full to examine this!") return FALSE //you can only initiate exaimines if you have a hand, it's not disabled, and only as many examines as you have hands /// our active hand, to check if it's disabled/detatched var/obj/item/bodypart/active_hand = has_active_hand()? get_active_hand() : null if(!active_hand || active_hand.bodypart_disabled || LAZYLEN(do_afters) >= usable_hands) to_chat(src, "You don't have a free hand to examine this!") return FALSE //you can only queue up one examine on something at a time if(examined_thing in do_afters) return FALSE to_chat(src, "You start feeling around for something...") visible_message(" [name] begins feeling around for \the [examined_thing.name]...") /// how long it takes for the blind person to find the thing they're examining var/examine_delay_length = rand(1 SECONDS, 2 SECONDS) if(client?.recent_examines && client?.recent_examines[examined_thing]) //easier to find things we just touched examine_delay_length = 0.33 SECONDS else if(isobj(examined_thing)) examine_delay_length *= 1.5 else if(ismob(examined_thing) && examined_thing != src) examine_delay_length *= 2 if(examine_delay_length > 0 && !do_after(src, examine_delay_length, target = examined_thing)) to_chat(src, "You can't get a good feel for what is there.") return FALSE //now we touch the thing we're examining /// our current intent, so we can go back to it after touching var/previous_intent = a_intent a_intent = INTENT_HELP INVOKE_ASYNC(examined_thing, /atom/proc/attack_hand, src) a_intent = previous_intent return TRUE /mob/proc/clear_from_recent_examines(atom/A) SIGNAL_HANDLER if(!client) return UnregisterSignal(A, COMSIG_PARENT_QDELETING) LAZYREMOVE(client.recent_examines, A) /** * handle_eye_contact() is called when we examine() something. If we examine an alive mob with a mind who has examined us in the last second within 5 tiles, we make eye contact! * * Note that if either party has their face obscured, the other won't get the notice about the eye contact * Also note that examine_more() doesn't proc this or extend the timer, just because it's simpler this way and doesn't lose much. * The nice part about relying on examining is that we don't bother checking visibility, because we already know they were both visible to each other within the last second, and the one who triggers it is currently seeing them */ /mob/proc/handle_eye_contact(mob/living/examined_mob) return /mob/living/handle_eye_contact(mob/living/examined_mob) if(!istype(examined_mob) || src == examined_mob || examined_mob.stat >= UNCONSCIOUS || !client || !examined_mob.client?.recent_examines || !(src in examined_mob.client.recent_examines)) return if(get_dist(src, examined_mob) > EYE_CONTACT_RANGE) return // check to see if their face is blocked or, if not, a signal blocks it if(examined_mob.is_face_visible() && SEND_SIGNAL(src, COMSIG_MOB_EYECONTACT, examined_mob, TRUE) != COMSIG_BLOCK_EYECONTACT) var/msg = "You make eye contact with [examined_mob]." addtimer(CALLBACK(GLOBAL_PROC, .proc/to_chat, src, msg), 3) // so the examine signal has time to fire and this will print after if(is_face_visible() && SEND_SIGNAL(examined_mob, COMSIG_MOB_EYECONTACT, src, FALSE) != COMSIG_BLOCK_EYECONTACT) var/msg = "[src] makes eye contact with you." addtimer(CALLBACK(GLOBAL_PROC, .proc/to_chat, examined_mob, msg), 3) /** * Point at an atom * * mob verbs are faster than object verbs. See * [this byond forum post](https://secure.byond.com/forum/?post=1326139&page=2#comment8198716) * for why this isn't atom/verb/pointed() * * note: ghosts can point, this is intended * * visible_message will handle invisibility properly * * overridden here and in /mob/dead/observer for different point span classes and sanity checks */ /mob/verb/pointed(atom/A as mob|obj|turf in view()) set name = "Point To" set category = "Object" if(!src || !isturf(src.loc)) return FALSE if(client && !(A in view(client.view, src))) return FALSE if(istype(A, /obj/effect/temp_visual/point)) return FALSE var/turf/tile = get_turf(A) if (!tile) return FALSE var/turf/our_tile = get_turf(src) var/obj/visual = new /obj/effect/temp_visual/point(our_tile, invisibility) animate(visual, pixel_x = (tile.x - our_tile.x) * world.icon_size + A.pixel_x, pixel_y = (tile.y - our_tile.y) * world.icon_size + A.pixel_y, time = 1.7, easing = EASE_OUT) return TRUE /** * Called by using Activate Held Object with an empty hand/limb * * Does nothing by default. The intended use is to allow limbs to call their * own attack_self procs. It is up to the individual mob to override this * parent and actually use it. */ /mob/proc/limb_attack_self() return ///Can this mob resist (default FALSE) /mob/proc/can_resist() return FALSE //overridden in living.dm ///Spin this mob around it's central axis /mob/proc/spin(spintime, speed) set waitfor = 0 var/D = dir if((spintime < 1)||(speed < 1)||!spintime||!speed) return flags_1 |= IS_SPINNING_1 while(spintime >= speed) sleep(speed) switch(D) if(NORTH) D = EAST if(SOUTH) D = WEST if(EAST) D = SOUTH if(WEST) D = NORTH setDir(D) spintime -= speed flags_1 &= ~IS_SPINNING_1 ///Update the pulling hud icon /mob/proc/update_pull_hud_icon() hud_used?.pull_icon?.update_icon() ///Update the resting hud icon /mob/proc/update_rest_hud_icon() hud_used?.rest_icon?.update_icon() /** * Verb to activate the object in your held hand * * Calls attack self on the item and updates the inventory hud for hands */ /mob/verb/mode() set name = "Activate Held Object" set category = "Object" set src = usr if(ismecha(loc)) return if(incapacitated()) return var/obj/item/I = get_active_held_item() if(I) I.attack_self(src) update_inv_hands() return limb_attack_self() /** * Get the notes of this mob * * This actually gets the mind datums notes */ /mob/verb/memory() set name = "Notes" set category = "IC" set desc = "View your character's notes memory." if(mind) mind.show_memory(src) else to_chat(src, "You don't have a mind datum for some reason, so you can't look at your notes, if you had any.") /** * Add a note to the mind datum */ /mob/verb/add_memory(msg as message) set name = "Add Note" set category = "IC" if(mind) if (world.time < memory_throttle_time) return memory_throttle_time = world.time + 5 SECONDS msg = copytext_char(msg, 1, MAX_MESSAGE_LEN) msg = sanitize(msg) mind.store_memory(msg) else to_chat(src, "You don't have a mind datum for some reason, so you can't add a note to it.") /** * Allows you to respawn, abandoning your current mob * * This sends you back to the lobby creating a new dead mob * * Only works if flag/norespawn is allowed in config */ /mob/verb/abandon_mob() set name = "Respawn" set category = "OOC" if (CONFIG_GET(flag/norespawn) && (!check_rights_for(usr.client, R_ADMIN) || alert(usr, "Respawn configs disabled. Do you want to use your permissions to circumvent it?", "Respawn", "Yes", "No") != "Yes")) return if ((stat != DEAD || !( SSticker ))) to_chat(usr, "You must be dead to use this!") return log_game("[key_name(usr)] used abandon mob.") to_chat(usr, "Please roleplay correctly!") if(!client) log_game("[key_name(usr)] AM failed due to disconnect.") return client.screen.Cut() client.screen += client.void if(!client) log_game("[key_name(usr)] AM failed due to disconnect.") return var/mob/dead/new_player/M = new /mob/dead/new_player() if(!client) log_game("[key_name(usr)] AM failed due to disconnect.") qdel(M) return M.key = key /** * Sometimes helps if the user is stuck in another perspective or camera */ /mob/verb/cancel_camera() set name = "Cancel Camera View" set category = "OOC" reset_perspective(null) unset_machine() //suppress the .click/dblclick macros so people can't use them to identify the location of items or aimbot /mob/verb/DisClick(argu = null as anything, sec = "" as text, number1 = 0 as num , number2 = 0 as num) set name = ".click" set hidden = TRUE set category = null return /mob/verb/DisDblClick(argu = null as anything, sec = "" as text, number1 = 0 as num , number2 = 0 as num) set name = ".dblclick" set hidden = TRUE set category = null return /** * Topic call back for any mob * * * Unset machines if "mach_close" sent * * refresh the inventory of machines in range if "refresh" sent * * handles the strip panel equip and unequip as well if "item" sent */ /mob/Topic(href, href_list) var/mob/user = usr if(href_list["mach_close"]) var/t1 = text("window=[href_list["mach_close"]]") unset_machine() src << browse(null, t1) if(user != src) if(href_list["item"] && user.canUseTopic(src, BE_CLOSE, NO_DEXTERITY)) var/slot = text2num(href_list["item"]) var/hand_index = text2num(href_list["hand_index"]) var/obj/item/what if(hand_index) what = get_item_for_held_index(hand_index) slot = list(slot,hand_index) else what = get_item_by_slot(slot) if(what) if(!(what.item_flags & ABSTRACT)) user.stripPanelUnequip(what,src,slot) else user.stripPanelEquip(what,src,slot) if(user.machine == src) if(Adjacent(user)) show_inv(user) else user << browse(null,"window=mob[REF(src)]") // The src mob is trying to strip an item from someone // Defined in living.dm /mob/proc/stripPanelUnequip(obj/item/what, mob/who) return // The src mob is trying to place an item on someone // Defined in living.dm /mob/proc/stripPanelEquip(obj/item/what, mob/who) return /** * Controls if a mouse drop succeeds (return null if it doesnt) */ /mob/MouseDrop(mob/M) . = ..() if(M != usr) return if(usr == src) return if(!Adjacent(usr)) return if(isAI(M)) return /** * Handle the result of a click drag onto this mob * * For mobs this just shows the inventory */ /mob/MouseDrop_T(atom/dropping, atom/user) . = ..() if(ismob(dropping) && dropping != user) var/mob/M = dropping if(ismob(user)) var/mob/U = user if(!iscyborg(U) || U.a_intent == INTENT_HARM) M.show_inv(U) else M.show_inv(user) ///Is the mob muzzled (default false) /mob/proc/is_muzzled() return FALSE /// Adds this list to the output to the stat browser /mob/proc/get_status_tab_items() . = list() /// Gets all relevant proc holders for the browser statpenl /mob/proc/get_proc_holders() . = list() if(mind) . += get_spells_for_statpanel(mind.spell_list) . += get_spells_for_statpanel(mob_spell_list) /** * Convert a list of spells into a displyable list for the statpanel * * Shows charge and other important info */ /mob/proc/get_spells_for_statpanel(list/spells) var/list/L = list() for(var/obj/effect/proc_holder/spell/S in spells) if(S.can_be_cast_by(src)) switch(S.charge_type) if("recharge") L[++L.len] = list("[S.panel]", "[S.charge_counter/10.0]/[S.charge_max/10]", S.name, REF(S)) if("charges") L[++L.len] = list("[S.panel]", "[S.charge_counter]/[S.charge_max]", S.name, REF(S)) if("holdervar") L[++L.len] = list("[S.panel]", "[S.holder_var_type] [S.holder_var_amount]", S.name, REF(S)) return L #define MOB_FACE_DIRECTION_DELAY 1 // facing verbs /** * Returns true if a mob can turn to face things * * Conditions: * * client.last_turn > world.time * * not dead or unconcious * * not anchored * * no transform not set * * we are not restrained */ /mob/proc/canface() if(world.time < client.last_turn) return FALSE if(stat >= UNCONSCIOUS) return FALSE if(anchored) return FALSE if(notransform) return FALSE if(HAS_TRAIT(src, TRAIT_RESTRAINED)) return FALSE return TRUE ///Checks mobility move as well as parent checks /mob/living/canface() if(!(mobility_flags & MOBILITY_MOVE)) return FALSE return ..() /mob/dead/observer/canface() return TRUE ///Hidden verb to turn east /mob/verb/eastface() set hidden = TRUE if(!canface()) return FALSE setDir(EAST) client.last_turn = world.time + MOB_FACE_DIRECTION_DELAY return TRUE ///Hidden verb to turn west /mob/verb/westface() set hidden = TRUE if(!canface()) return FALSE setDir(WEST) client.last_turn = world.time + MOB_FACE_DIRECTION_DELAY return TRUE ///Hidden verb to turn north /mob/verb/northface() set hidden = TRUE if(!canface()) return FALSE setDir(NORTH) client.last_turn = world.time + MOB_FACE_DIRECTION_DELAY return TRUE ///Hidden verb to turn south /mob/verb/southface() set hidden = TRUE if(!canface()) return FALSE setDir(SOUTH) client.last_turn = world.time + MOB_FACE_DIRECTION_DELAY return TRUE ///This might need a rename but it should replace the can this mob use things check /mob/proc/IsAdvancedToolUser() return FALSE /mob/proc/swap_hand() var/obj/item/held_item = get_active_held_item() if(SEND_SIGNAL(src, COMSIG_MOB_SWAP_HANDS, held_item) & COMPONENT_BLOCK_SWAP) to_chat(src, "Your other hand is too busy holding [held_item].") return FALSE return TRUE /mob/proc/activate_hand(selhand) return /mob/proc/assess_threat(judgement_criteria, lasercolor = "", datum/callback/weaponcheck=null) //For sec bot threat assessment return 0 ///Get the ghost of this mob (from the mind) /mob/proc/get_ghost(even_if_they_cant_reenter, ghosts_with_clients) if(mind) return mind.get_ghost(even_if_they_cant_reenter, ghosts_with_clients) ///Force get the ghost from the mind /mob/proc/grab_ghost(force) if(mind) return mind.grab_ghost(force = force) ///Notify a ghost that it's body is being cloned /mob/proc/notify_ghost_cloning(message = "Someone is trying to revive you. Re-enter your corpse if you want to be revived!", sound = 'sound/effects/genetics.ogg', atom/source = null, flashwindow) var/mob/dead/observer/ghost = get_ghost() if(ghost) ghost.notify_cloning(message, sound, source, flashwindow) return ghost ///Add a spell to the mobs spell list /mob/proc/AddSpell(obj/effect/proc_holder/spell/S) LAZYADD(mob_spell_list, S) S.action.Grant(src) ///Remove a spell from the mobs spell list /mob/proc/RemoveSpell(obj/effect/proc_holder/spell/spell) if(!spell) return for(var/X in mob_spell_list) var/obj/effect/proc_holder/spell/S = X if(istype(S, spell)) LAZYREMOVE(mob_spell_list, S) qdel(S) if(client) client << output(null, "statbrowser:check_spells") ///Return any anti magic atom on this mob that matches the magic type /mob/proc/anti_magic_check(magic = TRUE, holy = FALSE, tinfoil = FALSE, chargecost = 1, self = FALSE) if(!magic && !holy && !tinfoil) return var/list/protection_sources = list() if(SEND_SIGNAL(src, COMSIG_MOB_RECEIVE_MAGIC, src, magic, holy, tinfoil, chargecost, self, protection_sources) & COMPONENT_BLOCK_MAGIC) if(protection_sources.len) return pick(protection_sources) else return src if((magic && HAS_TRAIT(src, TRAIT_ANTIMAGIC)) || (holy && HAS_TRAIT(src, TRAIT_HOLY))) return src /** * Buckle a living mob to this mob * * You can buckle on mobs if you're next to them since most are dense * * Turns you to face the other mob too */ /mob/buckle_mob(mob/living/M, force = FALSE, check_loc = TRUE) if(M.buckled) return FALSE var/turf/T = get_turf(src) if(M.loc != T) var/old_density = density density = FALSE var/can_step = step_towards(M, T) density = old_density if(!can_step) return FALSE return ..() ///Call back post buckle to a mob to offset your visual height /mob/post_buckle_mob(mob/living/M) var/height = M.get_mob_buckling_height(src) M.pixel_y = initial(M.pixel_y) + height if(M.layer <= layer) //make sure they stay above our current layer M.layer = layer + 0.1 ///Call back post unbuckle from a mob, (reset your visual height here) /mob/post_unbuckle_mob(mob/living/M) M.layer = initial(M.layer) M.pixel_y = initial(M.pixel_y) ///returns the height in pixel the mob should have when buckled to another mob. /mob/proc/get_mob_buckling_height(mob/seat) if(isliving(seat)) var/mob/living/L = seat if(L.mob_size <= MOB_SIZE_SMALL) //being on top of a small mob doesn't put you very high. return 0 return 9 ///Can the mob interact() with an atom? /mob/proc/can_interact_with(atom/A) if(isAdminGhostAI(src) || Adjacent(A)) return TRUE var/datum/dna/mob_dna = has_dna() if(mob_dna?.check_mutation(TK) && tkMaxRangeCheck(src, A)) return TRUE ///Can the mob use Topic to interact with machines /mob/proc/canUseTopic(atom/movable/M, be_close=FALSE, no_dexterity=FALSE, no_tk=FALSE) return ///Can this mob use storage /mob/proc/canUseStorage() return FALSE /** * Check if the other mob has any factions the same as us * * If exact match is set, then all our factions must match exactly */ /mob/proc/faction_check_mob(mob/target, exact_match) if(exact_match) //if we need an exact match, we need to do some bullfuckery. var/list/faction_src = faction.Copy() var/list/faction_target = target.faction.Copy() if(!("[REF(src)]" in faction_target)) //if they don't have our ref faction, remove it from our factions list. faction_src -= "[REF(src)]" //if we don't do this, we'll never have an exact match. if(!("[REF(target)]" in faction_src)) faction_target -= "[REF(target)]" //same thing here. return faction_check(faction_src, faction_target, TRUE) return faction_check(faction, target.faction, FALSE) /* * Compare two lists of factions, returning true if any match * * If exact match is passed through we only return true if both faction lists match equally */ /proc/faction_check(list/faction_A, list/faction_B, exact_match) var/list/match_list if(exact_match) match_list = faction_A&faction_B //only items in both lists var/length = LAZYLEN(match_list) if(length) return (length == LAZYLEN(faction_A)) //if they're not the same len(gth) or we don't have a len, then this isn't an exact match. else match_list = faction_A&faction_B return LAZYLEN(match_list) return FALSE /** * Fully update the name of a mob * * This will update a mob's name, real_name, mind.name, GLOB.data_core records, pda, id and traitor text * * Calling this proc without an oldname will only update the mob and skip updating the pda, id and records ~Carn */ /mob/proc/fully_replace_character_name(oldname,newname) log_message("[src] name changed from [oldname] to [newname]", LOG_OWNERSHIP) if(!newname) return FALSE log_played_names(ckey,newname) real_name = newname name = newname if(mind) mind.name = newname if(mind.key) log_played_names(mind.key,newname) //Just in case the mind is unsynced at the moment. if(oldname) //update the datacore records! This is goig to be a bit costly. replace_records_name(oldname,newname) //update our pda and id if we have them on our person replace_identification_name(oldname,newname) for(var/datum/mind/T in SSticker.minds) for(var/datum/objective/obj in T.get_all_objectives()) // Only update if this player is a target if(obj.target && obj.target.current && obj.target.current.real_name == name) obj.update_explanation_text() return TRUE ///Updates GLOB.data_core records with new name , see mob/living/carbon/human /mob/proc/replace_records_name(oldname,newname) return ///update the ID name of this mob /mob/proc/replace_identification_name(oldname,newname) var/list/searching = GetAllContents() var/search_id = 1 var/search_pda = 1 for(var/A in searching) if( search_id && istype(A, /obj/item/card/id) ) var/obj/item/card/id/ID = A if(ID.registered_name == oldname) ID.registered_name = newname ID.update_label() if(ID.registered_account?.account_holder == oldname) ID.registered_account.account_holder = newname if(!search_pda) break search_id = 0 else if( search_pda && istype(A, /obj/item/pda) ) var/obj/item/pda/PDA = A if(PDA.owner == oldname) PDA.owner = newname PDA.update_label() if(!search_id) break search_pda = 0 /mob/proc/update_stat() return /mob/proc/update_health_hud() return ///Update the lighting plane and sight of this mob (sends COMSIG_MOB_UPDATE_SIGHT) /mob/proc/update_sight() SEND_SIGNAL(src, COMSIG_MOB_UPDATE_SIGHT) sync_lighting_plane_alpha() ///Set the lighting plane hud alpha to the mobs lighting_alpha var /mob/proc/sync_lighting_plane_alpha() if(hud_used) var/obj/screen/plane_master/lighting/L = hud_used.plane_masters["[LIGHTING_PLANE]"] if (L) L.alpha = lighting_alpha ///Update the mouse pointer of the attached client in this mob /mob/proc/update_mouse_pointer() if (!client) return client.mouse_pointer_icon = initial(client.mouse_pointer_icon) if(examine_cursor_icon && client.keys_held["Shift"]) //mouse shit is hardcoded, make this non hard-coded once we make mouse modifiers bindable client.mouse_pointer_icon = examine_cursor_icon else if (ismecha(loc)) var/obj/vehicle/sealed/mecha/M = loc if(M.mouse_pointer) client.mouse_pointer_icon = M.mouse_pointer else if (istype(loc, /obj/vehicle/sealed)) var/obj/vehicle/sealed/E = loc if(E.mouse_pointer) client.mouse_pointer_icon = E.mouse_pointer ///This mob is abile to read books /mob/proc/is_literate() return FALSE ///Can this mob read (is literate and not blind) /mob/proc/can_read(obj/O) if(is_blind()) to_chat(src, "As you are trying to read [O], you suddenly feel very stupid!") return if(!is_literate()) to_chat(src, "You try to read [O], but can't comprehend any of it.") return return TRUE ///Can this mob hold items /mob/proc/can_hold_items() return FALSE ///Get the id card on this mob /mob/proc/get_idcard(hand_first) return /mob/proc/get_id_in_hand() return /** * Get the mob VV dropdown extras */ /mob/vv_get_dropdown() . = ..() VV_DROPDOWN_OPTION("", "---------") VV_DROPDOWN_OPTION(VV_HK_GIB, "Gib") VV_DROPDOWN_OPTION(VV_HK_GIVE_SPELL, "Give Spell") VV_DROPDOWN_OPTION(VV_HK_REMOVE_SPELL, "Remove Spell") VV_DROPDOWN_OPTION(VV_HK_GIVE_DISEASE, "Give Disease") VV_DROPDOWN_OPTION(VV_HK_GODMODE, "Toggle Godmode") VV_DROPDOWN_OPTION(VV_HK_DROP_ALL, "Drop Everything") VV_DROPDOWN_OPTION(VV_HK_REGEN_ICONS, "Regenerate Icons") VV_DROPDOWN_OPTION(VV_HK_PLAYER_PANEL, "Show player panel") VV_DROPDOWN_OPTION(VV_HK_BUILDMODE, "Toggle Buildmode") VV_DROPDOWN_OPTION(VV_HK_DIRECT_CONTROL, "Assume Direct Control") VV_DROPDOWN_OPTION(VV_HK_GIVE_DIRECT_CONTROL, "Give Direct Control") VV_DROPDOWN_OPTION(VV_HK_OFFER_GHOSTS, "Offer Control to Ghosts") /mob/vv_do_topic(list/href_list) . = ..() if(href_list[VV_HK_REGEN_ICONS]) if(!check_rights(NONE)) return regenerate_icons() if(href_list[VV_HK_PLAYER_PANEL]) if(!check_rights(NONE)) return usr.client.holder.show_player_panel(src) if(href_list[VV_HK_GODMODE]) if(!check_rights(R_ADMIN)) return usr.client.cmd_admin_godmode(src) if(href_list[VV_HK_GIVE_SPELL]) if(!check_rights(NONE)) return usr.client.give_spell(src) if(href_list[VV_HK_REMOVE_SPELL]) if(!check_rights(NONE)) return usr.client.remove_spell(src) if(href_list[VV_HK_GIVE_DISEASE]) if(!check_rights(NONE)) return usr.client.give_disease(src) if(href_list[VV_HK_GIB]) if(!check_rights(R_FUN)) return usr.client.cmd_admin_gib(src) if(href_list[VV_HK_BUILDMODE]) if(!check_rights(R_BUILD)) return togglebuildmode(src) if(href_list[VV_HK_DROP_ALL]) if(!check_rights(NONE)) return usr.client.cmd_admin_drop_everything(src) if(href_list[VV_HK_DIRECT_CONTROL]) if(!check_rights(NONE)) return usr.client.cmd_assume_direct_control(src) if(href_list[VV_HK_GIVE_DIRECT_CONTROL]) if(!check_rights(NONE)) return usr.client.cmd_give_direct_control(src) if(href_list[VV_HK_OFFER_GHOSTS]) if(!check_rights(NONE)) return offer_control(src) /** * extra var handling for the logging var */ /mob/vv_get_var(var_name) switch(var_name) if("logging") return debug_variable(var_name, logging, 0, src, FALSE) . = ..() /mob/vv_auto_rename(new_name) //Do not do parent's actions, as we *usually* do this differently. fully_replace_character_name(real_name, new_name) ///Show the language menu for this mob /mob/verb/open_language_menu() set name = "Open Language Menu" set category = "IC" var/datum/language_holder/H = get_language_holder() H.open_language_menu(usr) ///Adjust the nutrition of a mob /mob/proc/adjust_nutrition(change) //Honestly FUCK the oldcoders for putting nutrition on /mob someone else can move it up because holy hell I'd have to fix SO many typechecks nutrition = max(0, nutrition + change) ///Force set the mob nutrition /mob/proc/set_nutrition(change) //Seriously fuck you oldcoders. nutrition = max(0, change) /mob/setMovetype(newval) //Set the movement type of the mob and update it's movespeed . = ..() if(isnull(.)) return update_movespeed(FALSE) /mob/proc/update_equipment_speed_mods() var/speedies = equipped_speed_mods() if(!speedies) remove_movespeed_modifier(/datum/movespeed_modifier/equipment_speedmod) else add_or_update_variable_movespeed_modifier(/datum/movespeed_modifier/equipment_speedmod, multiplicative_slowdown = speedies) /// Gets the combined speed modification of all worn items /// Except base mob type doesnt really wear items /mob/proc/equipped_speed_mods() for(var/obj/item/I in held_items) if(I.item_flags & SLOWS_WHILE_IN_HAND) . += I.slowdown /mob/proc/set_stat(new_stat) if(new_stat == stat) return SEND_SIGNAL(src, COMSIG_MOB_STATCHANGE, new_stat) . = stat stat = new_stat /mob/vv_edit_var(var_name, var_value) switch(var_name) if(NAMEOF(src, control_object)) var/obj/O = var_value if(!istype(O) || (O.obj_flags & DANGEROUS_POSSESSION)) return FALSE if(NAMEOF(src, machine)) set_machine(var_value) . = TRUE if(NAMEOF(src, focus)) set_focus(var_value) . = TRUE if(NAMEOF(src, nutrition)) set_nutrition(var_value) . = TRUE if(NAMEOF(src, stat)) set_stat(var_value) . = TRUE if(NAMEOF(src, dizziness)) set_dizziness(var_value) . = TRUE if(NAMEOF(src, eye_blind)) set_blindness(var_value) . = TRUE if(NAMEOF(src, eye_blurry)) set_blurriness(var_value) . = TRUE if(!isnull(.)) datum_flags |= DF_VAR_EDITED return var/slowdown_edit = (var_name == NAMEOF(src, cached_multiplicative_slowdown)) var/diff if(slowdown_edit && isnum(cached_multiplicative_slowdown) && isnum(var_value)) remove_movespeed_modifier(/datum/movespeed_modifier/admin_varedit) diff = var_value - cached_multiplicative_slowdown . = ..() if(. && slowdown_edit && isnum(diff)) add_or_update_variable_movespeed_modifier(/datum/movespeed_modifier/admin_varedit, multiplicative_slowdown = diff)