mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-13 02:13:06 +00:00
387 lines
11 KiB
Plaintext
387 lines
11 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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///Chemistry.
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var/datum/reagents/reagents = null
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//This atom's HUD (med/sec, etc) images. Associative list.
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var/list/image/hud_list = list()
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//HUD images that this atom can provide.
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var/list/hud_possible
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//Value used to increment ex_act() if reactionary_explosions is on
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var/explosion_block = 0
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/atom/proc/onCentcom()
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var/turf/T = get_turf(src)
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if(!T)
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return 0
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if(T.z != ZLEVEL_CENTCOM)//if not, don't bother
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return 0
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//check for centcomm shuttles
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for(var/A in SSshuttle.mobile)
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var/obj/docking_port/mobile/M = A
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if(M.launch_status == ENDGAME_LAUNCHED && T in M.areaInstance)
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return 1
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//finally check for centcom itself
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return istype(T.loc,/area/centcom)
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/atom/proc/onSyndieBase()
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var/turf/T = get_turf(src)
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if(!T)
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return 0
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if(T.z != ZLEVEL_CENTCOM)//if not, don't bother
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return 0
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if(istype(T.loc,/area/shuttle/syndicate) || istype(T.loc,/area/syndicate_mothership))
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return 1
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return 0
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/atom/proc/attack_hulk(mob/living/carbon/human/hulk, do_attack_animation = 0)
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if(do_attack_animation)
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hulk.changeNext_move(CLICK_CD_MELEE)
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add_logs(hulk, src, "punched", "hulk powers")
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hulk.do_attack_animation(src)
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return
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/atom/proc/CheckParts()
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return
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/atom/proc/assume_air(datum/gas_mixture/giver)
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qdel(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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/atom/proc/check_eye(mob/user)
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return
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/atom/proc/on_reagent_change()
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return
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/atom/proc/Bumped(AM as mob|obj)
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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
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// false if closed
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/atom/proc/is_open_container()
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return flags & OPENCONTAINER
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/*//Convenience proc to see whether a container can be accessed in a certain way.
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/atom/proc/can_subract_container()
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return flags & EXTRACT_CONTAINER
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/atom/proc/can_add_container()
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return flags & INSERT_CONTAINER
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*/
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/atom/proc/allow_drop()
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return 1
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/atom/proc/CheckExit()
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return 1
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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(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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/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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/*
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* atom/proc/search_contents_for(path,list/filter_path=null)
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* Recursevly searches all atom contens (including 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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* list/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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*/
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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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/atom/proc/examine(mob/user)
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//This reformat names to get a/an properly working on item descriptions when they are bloody
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var/f_name = "\a [src]."
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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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f_name += "<span class='danger'>blood-stained</span> [name]!"
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user << "\icon[src] That's [f_name]"
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if(desc)
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user << desc
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// *****RM
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//user << "[name]: Dn:[density] dir:[dir] cont:[contents] icon:[icon] is:[icon_state] loc:[loc]"
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if(reagents && is_open_container()) //is_open_container() isn't really the right proc for this, but w/e
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user << "It contains:"
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if(reagents.reagent_list.len)
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if(user.can_see_reagents()) //Show each individual reagent
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for(var/datum/reagent/R in reagents.reagent_list)
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user << "[R.volume] units of [R.name]"
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else //Otherwise, just show the total volume
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var/total_volume = 0
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for(var/datum/reagent/R in reagents.reagent_list)
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total_volume += R.volume
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user << "[total_volume] units of various reagents"
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else
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user << "Nothing."
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/atom/proc/relaymove()
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return
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/atom/proc/contents_explosion(severity, target)
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for(var/atom/A in contents)
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A.ex_act(severity, target)
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/atom/proc/ex_act(severity, target)
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contents_explosion(severity, target)
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/atom/proc/blob_act()
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return
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/atom/proc/fire_act()
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return
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/atom/proc/hitby(atom/movable/AM, skipcatch, hitpush, blocked)
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if(density && !has_gravity(AM)) //thrown stuff bounces off dense stuff in no grav, unless the thrown stuff ends up inside what it hit(embedding, bola, etc...).
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spawn(2) //very short wait, so we can actually see the impact.
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if(AM && isturf(AM.loc))
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step(AM, turn(AM.dir, 180))
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var/list/blood_splatter_icons = list()
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/atom/proc/blood_splatter_index()
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return "\ref[initial(icon)]-[initial(icon_state)]"
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/atom/proc/add_blood_list(mob/living/carbon/M)
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// Returns 0 if we have that blood already
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if(!istype(blood_DNA, /list)) //if our list of DNA doesn't exist yet (or isn't a list) initialise it.
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blood_DNA = list()
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//if this blood isn't already in the list, add it
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if(blood_DNA[M.dna.unique_enzymes])
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return 0 //already bloodied with this blood. Cannot add more.
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blood_DNA[M.dna.unique_enzymes] = M.dna.blood_type
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return 1
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//returns 1 if made bloody, returns 0 otherwise
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/atom/proc/add_blood(mob/living/carbon/M)
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if(!M || !M.has_dna() || rejects_blood())
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return 0
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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if(NOBLOOD in H.dna.species.specflags)
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return 0
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return 1
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/obj/add_blood(mob/living/carbon/M)
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if(!..())
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return 0
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return add_blood_list(M)
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/obj/item/add_blood(mob/living/carbon/M)
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var/blood_count = !blood_DNA ? 0 : blood_DNA.len
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if(!..())
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return 0
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//apply the blood-splatter overlay if it isn't already in there
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if(!blood_count && initial(icon) && initial(icon_state))
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//try to find a pre-processed blood-splatter. otherwise, make a new one
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var/index = blood_splatter_index()
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var/icon/blood_splatter_icon = blood_splatter_icons[index]
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if(!blood_splatter_icon)
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blood_splatter_icon = icon(initial(icon), initial(icon_state), , 1) //we only want to apply blood-splatters to the initial icon_state for each object
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blood_splatter_icon.Blend("#fff", ICON_ADD) //fills the icon_state with white (except where it's transparent)
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blood_splatter_icon.Blend(icon('icons/effects/blood.dmi', "itemblood"), ICON_MULTIPLY) //adds blood and the remaining white areas become transparant
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blood_splatter_icon = fcopy_rsc(blood_splatter_icon)
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blood_splatter_icons[index] = blood_splatter_icon
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overlays += blood_splatter_icon
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return 1 //we applied blood to the item
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/obj/item/clothing/gloves/add_blood(mob/living/carbon/M)
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if(!..())
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return 0
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transfer_blood = rand(2, 4)
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bloody_hands_mob = M
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return 1
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/turf/simulated/add_blood(mob/living/carbon/human/M)
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if(!..())
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return 0
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var/obj/effect/decal/cleanable/blood/B = locate() in contents //check for existing blood splatter
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if(!B)
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blood_splatter(src,M.get_blood(M.vessel),1)
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B = locate(/obj/effect/decal/cleanable/blood) in contents
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B.add_blood_list(M)
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return 1 //we bloodied the floor
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/mob/living/carbon/human/add_blood(mob/living/carbon/M)
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if(!..())
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return 0
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add_blood_list(M)
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bloody_hands = rand(2, 4)
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bloody_hands_mob = M
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update_inv_gloves() //handles bloody hands overlays and updating
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return 1 //we applied blood to the item
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/atom/proc/rejects_blood()
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return 0
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// Only adds blood on the floor -- Skie
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/atom/proc/add_blood_floor(mob/living/carbon/M)
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if(istype(src, /turf/simulated))
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if(M.has_dna()) //mobs with dna = (monkeys + humans at time of writing)
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var/obj/effect/decal/cleanable/blood/B = locate() in contents
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if(!B)
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blood_splatter(src,M,1)
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B = locate(/obj/effect/decal/cleanable/blood) in contents
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B.blood_DNA[M.dna.unique_enzymes] = M.dna.blood_type
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else if(istype(M, /mob/living/carbon/alien))
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var/obj/effect/decal/cleanable/xenoblood/B = locate() in contents
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if(!B)
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B = new(src)
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B.blood_DNA["UNKNOWN BLOOD"] = "X*"
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else if(istype(M, /mob/living/silicon/robot))
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var/obj/effect/decal/cleanable/oil/B = locate() in contents
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if(!B)
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B = new(src)
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/atom/proc/clean_blood()
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if(istype(blood_DNA, /list))
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blood_DNA = null
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return 1
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/atom/proc/get_global_map_pos()
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if(!islist(global_map) || isemptylist(global_map)) return
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var/cur_x = null
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var/cur_y = null
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var/list/y_arr = null
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for(cur_x=1,cur_x<=global_map.len,cur_x++)
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y_arr = global_map[cur_x]
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cur_y = y_arr.Find(src.z)
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if(cur_y)
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break
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// world << "X = [cur_x]; Y = [cur_y]"
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if(cur_x && cur_y)
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return list("x"=cur_x,"y"=cur_y)
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else
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return 0
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/atom/proc/isinspace()
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if(istype(get_turf(src), /turf/space))
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return 1
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else
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return 0
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/atom/proc/handle_fall()
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return
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/atom/proc/handle_slip()
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return
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/atom/proc/singularity_act()
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return
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/atom/proc/singularity_pull()
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return
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/atom/proc/acid_act(acidpwr, toxpwr, acid_volume)
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return
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/atom/proc/emag_act()
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return
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/atom/proc/narsie_act()
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return
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/atom/proc/storage_contents_dump_act(obj/item/weapon/storage/src_object, mob/user)
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return 0
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//This proc is called on the location of an atom when the atom is Destroy()'d
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/atom/proc/handle_atom_del(atom/A)
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// Byond seemingly calls stat, each tick.
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// Calling things each tick can get expensive real quick.
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// So we slow this down a little.
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// See: http://www.byond.com/docs/ref/info.html#/client/proc/Stat
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/atom/Stat()
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. = ..()
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sleep(1)
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//This will be called after the map and objects are loaded
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/atom/proc/initialize()
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return
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//the vision impairment to give to the mob whose perspective is set to that atom (e.g. an unfocused camera giving you an impaired vision when looking through it)
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/atom/proc/get_remote_view_fullscreens(mob/user)
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return
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//the sight changes to give to the mob whose perspective is set to that atom (e.g. A mob with nightvision loses its nightvision while looking through a normal camera)
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/atom/proc/update_remote_sight(mob/living/user)
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return
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/atom/proc/add_vomit_floor(mob/living/carbon/M, toxvomit = 0)
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if(istype(src,/turf/simulated) )
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var/obj/effect/decal/cleanable/vomit/V = PoolOrNew(/obj/effect/decal/cleanable/vomit, src)
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// Make toxins vomit look different
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if(toxvomit)
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V.icon_state = "vomittox_[pick(1,4)]"
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if(M.reagents)
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clear_reagents_to_vomit_pool(M,V)
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/atom/proc/clear_reagents_to_vomit_pool(mob/living/carbon/M, obj/effect/decal/cleanable/vomit/V)
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M.reagents.trans_to(V, M.reagents.total_volume / 10)
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for(var/datum/reagent/R in M.reagents.reagent_list) //clears the stomach of anything that might be digested as food
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if(istype(R, /datum/reagent/consumable))
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var/datum/reagent/consumable/nutri_check = R
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if(nutri_check.nutriment_factor >0)
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M.reagents.remove_reagent(R.id,R.volume) |