Moved organ and blood code to module folder.

Moved most organ and blood procs to that folder.
Refactored handle_organs a little.
Added comments in some places.
This commit is contained in:
Chinsky
2013-03-14 11:52:53 +04:00
parent 28290d4852
commit 13b6b2f61b
11 changed files with 1213 additions and 1276 deletions

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@@ -166,11 +166,6 @@
#include "code\datums\helper_datums\global_iterator.dm" #include "code\datums\helper_datums\global_iterator.dm"
#include "code\datums\helper_datums\teleport.dm" #include "code\datums\helper_datums\teleport.dm"
#include "code\datums\helper_datums\topic_input.dm" #include "code\datums\helper_datums\topic_input.dm"
#include "code\datums\organs\organ.dm"
#include "code\datums\organs\organ_external.dm"
#include "code\datums\organs\organ_internal.dm"
#include "code\datums\organs\pain.dm"
#include "code\datums\organs\wound.dm"
#include "code\datums\spells\area_teleport.dm" #include "code\datums\spells\area_teleport.dm"
#include "code\datums\spells\conjure.dm" #include "code\datums\spells\conjure.dm"
#include "code\datums\spells\dumbfire.dm" #include "code\datums\spells\dumbfire.dm"
@@ -1030,6 +1025,12 @@
#include "code\modules\mob\new_player\preferences_setup.dm" #include "code\modules\mob\new_player\preferences_setup.dm"
#include "code\modules\mob\new_player\skill.dm" #include "code\modules\mob\new_player\skill.dm"
#include "code\modules\mob\new_player\sprite_accessories.dm" #include "code\modules\mob\new_player\sprite_accessories.dm"
#include "code\modules\organs\blood.dm"
#include "code\modules\organs\organ.dm"
#include "code\modules\organs\organ_external.dm"
#include "code\modules\organs\organ_internal.dm"
#include "code\modules\organs\pain.dm"
#include "code\modules\organs\wound.dm"
#include "code\modules\paperwork\clipboard.dm" #include "code\modules\paperwork\clipboard.dm"
#include "code\modules\paperwork\filingcabinet.dm" #include "code\modules\paperwork\filingcabinet.dm"
#include "code\modules\paperwork\folders.dm" #include "code\modules\paperwork\folders.dm"

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@@ -1,20 +0,0 @@
/datum/organ
var/name = "organ"
var/mob/living/carbon/human/owner = null
var/list/datum/autopsy_data/autopsy_data = list()
var/list/trace_chemicals = list() // traces of chemicals in the organ,
// links chemical IDs to number of ticks for which they'll stay in the blood
///datum/organ/proc/process()
// return 0
///datum/organ/proc/receive_chem(chemical as obj)
// return 0
proc/process()
return 0
proc/receive_chem(chemical as obj)
return 0

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@@ -5,10 +5,6 @@
icon = 'icons/mob/human.dmi' icon = 'icons/mob/human.dmi'
icon_state = "body_m_s" icon_state = "body_m_s"
var/datum/reagents/vessel
// TODO: make this actually affect the way the mob is rendered
var/pale = 0
/mob/living/carbon/human/dummy /mob/living/carbon/human/dummy
real_name = "Test Dummy" real_name = "Test Dummy"
@@ -24,78 +20,14 @@
if(!dna) if(!dna)
dna = new /datum/dna(null) dna = new /datum/dna(null)
//initialise organs
organs = list()
organs_by_name["chest"] = new/datum/organ/external/chest()
organs_by_name["groin"] = new/datum/organ/external/groin(organs_by_name["chest"])
organs_by_name["head"] = new/datum/organ/external/head(organs_by_name["chest"])
organs_by_name["l_arm"] = new/datum/organ/external/l_arm(organs_by_name["chest"])
organs_by_name["r_arm"] = new/datum/organ/external/r_arm(organs_by_name["chest"])
organs_by_name["r_leg"] = new/datum/organ/external/r_leg(organs_by_name["groin"])
organs_by_name["l_leg"] = new/datum/organ/external/l_leg(organs_by_name["groin"])
organs_by_name["l_hand"] = new/datum/organ/external/l_hand(organs_by_name["l_arm"])
organs_by_name["r_hand"] = new/datum/organ/external/r_hand(organs_by_name["r_arm"])
organs_by_name["l_foot"] = new/datum/organ/external/l_foot(organs_by_name["l_leg"])
organs_by_name["r_foot"] = new/datum/organ/external/r_foot(organs_by_name["r_leg"])
new/datum/organ/internal/heart(src)
new/datum/organ/internal/lungs(src)
new/datum/organ/internal/liver(src)
new/datum/organ/internal/kidney(src)
new/datum/organ/internal/brain(src)
for(var/name in organs_by_name)
organs += organs_by_name[name]
for(var/datum/organ/external/O in organs)
O.owner = src
..() ..()
if(dna) if(dna)
dna.real_name = real_name dna.real_name = real_name
prev_gender = gender // Debug for plural genders prev_gender = gender // Debug for plural genders
make_organs()
make_blood()
vessel = new/datum/reagents(600)
vessel.my_atom = src
vessel.add_reagent("blood",560)
spawn(1)
fixblood()
/mob/living/carbon/human/proc/drip(var/amt as num)
if(!amt)
return
var/amm = 0.1 * amt
var/turf/T = get_turf(src)
var/list/obj/effect/decal/cleanable/blood/drip/nums = list()
var/list/iconL = list("1","2","3","4","5")
vessel.remove_reagent("blood",amm)
for(var/obj/effect/decal/cleanable/blood/drip/G in T)
nums += G
iconL.Remove(G.icon_state)
if (nums.len < 5)
var/obj/effect/decal/cleanable/blood/drip/this = new(T)
this.icon_state = pick(iconL)
this.blood_DNA = list()
this.blood_DNA[dna.unique_enzymes] = dna.b_type
else
for(var/obj/effect/decal/cleanable/blood/drip/G in nums)
del G
T.add_blood(src)
/mob/living/carbon/human/proc/fixblood()
for(var/datum/reagent/blood/B in vessel.reagent_list)
if(B.id == "blood")
B.data = list("donor"=src,"viruses"=null,"blood_DNA"=dna.unique_enzymes,"blood_type"=dna.b_type,"resistances"=null,"trace_chem"=null, "virus2" = null, "antobodies" = null)
/mob/living/carbon/human/Bump(atom/movable/AM as mob|obj, yes) /mob/living/carbon/human/Bump(atom/movable/AM as mob|obj, yes)
if ((!( yes ) || now_pushing)) if ((!( yes ) || now_pushing))

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@@ -47,9 +47,6 @@
var/icon/stand_icon = null var/icon/stand_icon = null
var/icon/lying_icon = null var/icon/lying_icon = null
var/list/organs = list() //Gets filled up in the constructor (human.dm, New() proc, line 24. I'm sick and tired of missing comments. -Agouri
var/list/organs_by_name = list() // map organ names to organs
var/miming = null //Toggle for the mime's abilities. var/miming = null //Toggle for the mime's abilities.
var/special_voice = "" // For changing our voice. Used by a symptom. var/special_voice = "" // For changing our voice. Used by a symptom.

View File

@@ -21,11 +21,6 @@
#define COLD_GAS_DAMAGE_LEVEL_2 1.5 //Amount of damage applied when the current breath's temperature passes the 200K point #define COLD_GAS_DAMAGE_LEVEL_2 1.5 //Amount of damage applied when the current breath's temperature passes the 200K point
#define COLD_GAS_DAMAGE_LEVEL_3 3 //Amount of damage applied when the current breath's temperature passes the 120K point #define COLD_GAS_DAMAGE_LEVEL_3 3 //Amount of damage applied when the current breath's temperature passes the 120K point
var/const/BLOOD_VOLUME_SAFE = 501
var/const/BLOOD_VOLUME_OKAY = 336
var/const/BLOOD_VOLUME_BAD = 224
var/const/BLOOD_VOLUME_SURVIVE = 122
/mob/living/carbon/human /mob/living/carbon/human
var/oxygen_alert = 0 var/oxygen_alert = 0
var/toxins_alert = 0 var/toxins_alert = 0
@@ -133,100 +128,6 @@ var/const/BLOOD_VOLUME_SURVIVE = 122
/mob/living/carbon/human /mob/living/carbon/human
proc/handle_blood()
// take care of blood and blood loss
if(stat < 2 && bodytemperature >= 170)
var/blood_volume = round(vessel.get_reagent_amount("blood"))
if(blood_volume < 560 && blood_volume)
var/datum/reagent/blood/B = locate() in vessel.reagent_list //Grab some blood
if(B) // Make sure there's some blood at all
if(B.data["donor"] != src) //If it's not theirs, then we look for theirs
for(var/datum/reagent/blood/D in vessel.reagent_list)
if(D.data["donor"] == src)
B = D
break
var/datum/reagent/nutriment/F = locate() in reagents.reagent_list
if(F != null)
if(F.volume >= 1)
// nutriment speeds it up quite a bit
B.volume += 0.4
F.volume -= 0.1
else
//At this point, we dun care which blood we are adding to, as long as they get more blood.
B.volume = B.volume + 0.1 // regenerate blood VERY slowly
// Damaged heart virtually reduces the blood volume, as the blood isn't
// being pumped properly anymore.
var/datum/organ/internal/heart/heart = internal_organs["heart"]
switch(heart.damage)
if(5 to 10)
blood_volume *= 0.8
if(11 to 20)
blood_volume *= 0.5
if(21 to INFINITY)
blood_volume *= 0.3
switch(blood_volume)
if(BLOOD_VOLUME_SAFE to 10000)
if(pale)
pale = 0
update_body()
if(BLOOD_VOLUME_OKAY to BLOOD_VOLUME_SAFE)
if(!pale)
pale = 1
update_body()
var/word = pick("dizzy","woosey","faint")
src << "\red You feel [word]"
if(prob(1))
var/word = pick("dizzy","woosey","faint")
src << "\red You feel [word]"
if(oxyloss < 20)
// hint that they're getting close to suffocation
oxyloss += 3
if(BLOOD_VOLUME_BAD to BLOOD_VOLUME_OKAY)
if(!pale)
pale = 1
update_body()
eye_blurry += 6
if(oxyloss < 50)
oxyloss += 10
oxyloss += 1
if(prob(15))
Paralyse(rand(1,3))
var/word = pick("dizzy","woosey","faint")
src << "\red You feel extremely [word]"
if(BLOOD_VOLUME_SURVIVE to BLOOD_VOLUME_BAD)
oxyloss += 5
toxloss += 5
if(prob(15))
var/word = pick("dizzy","woosey","faint")
src << "\red You feel extremely [word]"
if(0 to BLOOD_VOLUME_SURVIVE)
// There currently is a strange bug here. If the mob is not below -100 health
// when death() is called, apparently they will be just fine, and this way it'll
// spam deathgasp. Adjusting toxloss ensures the mob will stay dead.
toxloss += 300 // just to be safe!
death()
// Without enough blood you slowly go hungry.
if(blood_volume < BLOOD_VOLUME_SAFE)
if(nutrition >= 300)
nutrition -= 10
else if(nutrition >= 200)
nutrition -= 3
var/blood_max = 0
for(var/datum/organ/external/temp in organs)
if(!(temp.status & ORGAN_BLEEDING) || temp.status & ORGAN_ROBOT)
continue
for(var/datum/wound/W in temp.wounds) if(W.bleeding())
blood_max += W.damage / 4
if(temp.status & ORGAN_DESTROYED && !(temp.status & ORGAN_GAUZED) && !temp.amputated)
blood_max += 20 //Yer missing a fucking limb.
if (temp.open)
blood_max += 2 //Yer stomach is cut open
drip(blood_max)
proc/handle_disabilities() proc/handle_disabilities()
if (disabilities & EPILEPSY) if (disabilities & EPILEPSY)
if ((prob(1) && paralysis < 1)) if ((prob(1) && paralysis < 1))
@@ -293,108 +194,6 @@ var/const/BLOOD_VOLUME_SURVIVE = 122
src << "\red Your legs won't respond properly, you fall down." src << "\red Your legs won't respond properly, you fall down."
lying = 1 lying = 1
proc/handle_organs()
// take care of organ related updates, such as broken and missing limbs
// recalculate number of wounds
number_wounds = 0
for(var/datum/organ/external/E in organs)
if(!E)
world << name
continue
number_wounds += E.number_wounds
var/leg_tally = 2
var/canstand_l = 1 //Can stand on left leg
var/canstand_r = 1 //Can stand on right leg
var/hasleg_l = 1 //Have left leg
var/hasleg_r = 1 //Have right leg
var/hasarm_l = 1 //Have left arm
var/hasarm_r = 1 //Have right arm
for(var/datum/organ/external/E in organs)
E.process()
if(E.status & ORGAN_ROBOT && prob(E.brute_dam + E.burn_dam))
if(E.name == "l_hand" || E.name == "l_arm")
if(hand && equipped())
drop_item()
emote("me", 1, "drops what they were holding, their [E.display_name?"[E.display_name]":"[E]"] malfunctioning!")
var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
spark_system.set_up(5, 0, src)
spark_system.attach(src)
spark_system.start()
spawn(10)
del(spark_system)
else if(E.name == "r_hand" || E.name == "r_arm")
if(!hand && equipped())
drop_item()
emote("me", 1, "drops what they were holding, their [E.display_name?"[E.display_name]":"[E]"] malfunctioning!")
var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
spark_system.set_up(5, 0, src)
spark_system.attach(src)
spark_system.start()
spawn(10)
del(spark_system)
else if(E.name == "l_leg" || E.name == "l_foot" \
|| E.name == "r_leg" || E.name == "r_foot" && !lying)
leg_tally-- // let it fail even if just foot&leg
if(E.status & ORGAN_BROKEN || (E.status & ORGAN_DESTROYED && !E.amputated))
if(E.name == "l_hand" || E.name == "l_arm")
if(hand && equipped())
if(E.status & ORGAN_SPLINTED && prob(10))
drop_item()
emote("scream")
else
drop_item()
emote("scream")
else if(E.name == "r_hand" || E.name == "r_arm")
if(!hand && equipped())
if(E.status & ORGAN_SPLINTED && prob(10))
drop_item()
emote("scream")
else
drop_item()
emote("scream")
else if(E.name == "l_leg" || E.name == "l_foot" \
|| E.name == "r_leg" || E.name == "r_foot" && !lying)
if(!(E.status & ORGAN_SPLINTED))
leg_tally-- // let it fail even if just foot&leg
// standing is poor
if(leg_tally <= 0 && !paralysis && !(lying || resting) && prob(5))
emote("scream")
emote("collapse")
paralysis = 10
//Check arms and legs for existence
var/datum/organ/external/E
E = get_organ("l_leg")
if(E.status & ORGAN_DESTROYED && !(E.status & ORGAN_SPLINTED))
canstand_l = 0
hasleg_l = 0
E = get_organ("r_leg")
if(E.status & ORGAN_DESTROYED && !(E.status & ORGAN_SPLINTED))
canstand_r = 0
hasleg_r = 0
E = get_organ("l_foot")
if(E.status & ORGAN_DESTROYED && !(E.status & ORGAN_SPLINTED))
canstand_l = 0
E = get_organ("r_foot")
if(E.status & ORGAN_DESTROYED && !(E.status & ORGAN_SPLINTED))
canstand_r = 0
E = get_organ("l_arm")
if(E.status & ORGAN_DESTROYED && !(E.status & ORGAN_SPLINTED))
hasarm_l = 0
E = get_organ("r_arm")
if(E.status & ORGAN_DESTROYED && !(E.status & ORGAN_SPLINTED))
hasarm_r = 0
// Can stand if have at least one full leg (with leg and foot parts present)
// Has limbs to move around if at least one arm or leg is at least partially there
can_stand = canstand_l||canstand_r
has_limbs = hasleg_l||hasleg_r||hasarm_l||hasarm_r
proc/handle_mutations_and_radiation() proc/handle_mutations_and_radiation()
if(getFireLoss()) if(getFireLoss())
if((COLD_RESISTANCE in mutations) || (prob(1))) if((COLD_RESISTANCE in mutations) || (prob(1)))
@@ -1063,34 +862,10 @@ var/const/BLOOD_VOLUME_SURVIVE = 122
dizziness = max(0, dizziness - 3) dizziness = max(0, dizziness - 3)
jitteriness = max(0, jitteriness - 3) jitteriness = max(0, jitteriness - 3)
handle_trace_chems()
if(life_tick % 10 == 0) var/datum/organ/internal/liver/liver = internal_organs["liver"]
// handle trace chemicals for autopsy liver.process()
for(var/datum/organ/O in organs)
for(var/chemID in O.trace_chemicals)
O.trace_chemicals[chemID] = O.trace_chemicals[chemID] - 1
if(O.trace_chemicals[chemID] <= 0)
O.trace_chemicals.Remove(chemID)
for(var/datum/reagent/A in reagents.reagent_list)
// add chemistry traces to a random organ
var/datum/organ/O = pick(organs)
O.trace_chemicals[A.name] = 100
var/damaged_liver_process_accuracy = 10
if(life_tick % damaged_liver_process_accuracy == 0)
// Damaged liver means some chemicals are very dangerous
var/datum/organ/internal/liver/liver = internal_organs["liver"]
if(liver.damage >= liver.min_bruised_damage)
for(var/datum/reagent/R in src.reagents.reagent_list)
// Ethanol and all drinks are bad
if(istype(R, /datum/reagent/ethanol))
adjustToxLoss(0.1 * damaged_liver_process_accuracy)
// Can't cope with toxins at all
for(var/toxin in list("toxin", "plasma", "sacid", "pacid", "cyanide", "lexorin", "amatoxin", "chloralhydrate", "carpotoxin", "zombiepowder", "mindbreaker"))
if(src.reagents.has_reagent(toxin))
adjustToxLoss(0.3 * damaged_liver_process_accuracy)
updatehealth() updatehealth()

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@@ -0,0 +1,148 @@
//Blood levels
var/const/BLOOD_VOLUME_SAFE = 501
var/const/BLOOD_VOLUME_OKAY = 336
var/const/BLOOD_VOLUME_BAD = 224
var/const/BLOOD_VOLUME_SURVIVE = 122
/mob/living/carbon/human/var/datum/reagents/vessel //Container for blood and BLOOD ONLY. Do not transfer other chems here.
/mob/living/carbon/human/var/var/pale = 0 //Should affect how mob sprite is drawn, but currently doesn't.
//Initializes blood vessels
/mob/living/carbon/human/proc/make_blood()
if (vessel)
return
vessel = new/datum/reagents(600)
vessel.my_atom = src
vessel.add_reagent("blood",560)
spawn(1)
fixblood()
//Resets blood data
/mob/living/carbon/human/proc/fixblood()
for(var/datum/reagent/blood/B in vessel.reagent_list)
if(B.id == "blood")
B.data = list( "donor"=src,"viruses"=null,"blood_DNA"=dna.unique_enzymes,"blood_type"=dna.b_type, \
"resistances"=null,"trace_chem"=null, "virus2" = null, "antobodies" = null)
//Makes a blood drop, leaking certain amount of blood from the mob
/mob/living/carbon/human/proc/drip(var/amt as num)
if(!amt)
return
var/amm = 0.1 * amt
var/turf/T = get_turf(src)
var/list/obj/effect/decal/cleanable/blood/drip/nums = list()
var/list/iconL = list("1","2","3","4","5")
vessel.remove_reagent("blood",amm)
for(var/obj/effect/decal/cleanable/blood/drip/G in T)
nums += G
iconL.Remove(G.icon_state)
if (nums.len < 5)
var/obj/effect/decal/cleanable/blood/drip/this = new(T)
this.icon_state = pick(iconL)
this.blood_DNA = list()
this.blood_DNA[dna.unique_enzymes] = dna.b_type
else
for(var/obj/effect/decal/cleanable/blood/drip/G in nums)
del G
T.add_blood(src)
// Takes care blood loss and regeneration
/mob/living/carbon/human/proc/handle_blood()
if(stat != DEAD && bodytemperature >= 170) //Dead or cryosleep people do not pump the blood.
var/blood_volume = round(vessel.get_reagent_amount("blood"))
//Blood regeneration if there is some space
if(blood_volume < 560 && blood_volume)
var/datum/reagent/blood/B = locate() in vessel.reagent_list //Grab some blood
if(B) // Make sure there's some blood at all
if(B.data["donor"] != src) //If it's not theirs, then we look for theirs
for(var/datum/reagent/blood/D in vessel.reagent_list)
if(D.data["donor"] == src)
B = D
break
B.volume += + 0.1 // regenerate blood VERY slowly
if (reagents.reagent_list.has_reagent("nutriment")) //Getting food speeds it up
B.volume += 0.4
reagents.reagent_list.remove_reagent("nutriment", 0.1)
if (reagents.reagent_list.has_reagent("iron")) //Hematogen candy anyone?
B.volume += 0.8
reagents.reagent_list.remove_reagent("iron", 0.1)
// Damaged heart virtually reduces the blood volume, as the blood isn't
// being pumped properly anymore.
var/datum/organ/internal/heart/heart = internal_organs["heart"]
switch(heart.damage)
if(5 to 10)
blood_volume *= 0.8
if(11 to 20)
blood_volume *= 0.5
if(21 to INFINITY)
blood_volume *= 0.3
//Effects of bloodloss
switch(blood_volume)
if(BLOOD_VOLUME_SAFE to 10000)
if(pale)
pale = 0
update_body()
if(BLOOD_VOLUME_OKAY to BLOOD_VOLUME_SAFE)
if(!pale)
pale = 1
update_body()
var/word = pick("dizzy","woosey","faint")
src << "\red You feel [word]"
if(prob(1))
var/word = pick("dizzy","woosey","faint")
src << "\red You feel [word]"
if(oxyloss < 20)
oxyloss += 3
if(BLOOD_VOLUME_BAD to BLOOD_VOLUME_OKAY)
if(!pale)
pale = 1
update_body()
eye_blurry += 6
if(oxyloss < 50)
oxyloss += 10
oxyloss += 1
if(prob(15))
Paralyse(rand(1,3))
var/word = pick("dizzy","woosey","faint")
src << "\red You feel extremely [word]"
if(BLOOD_VOLUME_SURVIVE to BLOOD_VOLUME_BAD)
oxyloss += 5
toxloss += 5
if(prob(15))
var/word = pick("dizzy","woosey","faint")
src << "\red You feel extremely [word]"
if(0 to BLOOD_VOLUME_SURVIVE)
// There currently is a strange bug here. If the mob is not below -100 health
// when death() is called, apparently they will be just fine, and this way it'll
// spam deathgasp. Adjusting toxloss ensures the mob will stay dead.
toxloss += 300 // just to be safe!
death()
// Without enough blood you slowly go hungry.
if(blood_volume < BLOOD_VOLUME_SAFE)
if(nutrition >= 300)
nutrition -= 10
else if(nutrition >= 200)
nutrition -= 3
//Bleeding out
var/blood_max = 0
for(var/datum/organ/external/temp in organs)
if(!(temp.status & ORGAN_BLEEDING) || temp.status & ORGAN_ROBOT)
continue
for(var/datum/wound/W in temp.wounds) if(W.bleeding())
blood_max += W.damage / 4
if(temp.status & ORGAN_DESTROYED && !(temp.status & ORGAN_GAUZED) && !temp.amputated)
blood_max += 20 //Yer missing a fucking limb.
if (temp.open)
blood_max += 2 //Yer stomach is cut open
drip(blood_max)

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@@ -0,0 +1,150 @@
/datum/organ
var/name = "organ"
var/mob/living/carbon/human/owner = null
var/list/datum/autopsy_data/autopsy_data = list()
var/list/trace_chemicals = list() // traces of chemicals in the organ,
// links chemical IDs to number of ticks for which they'll stay in the blood
proc/process()
return 0
proc/receive_chem(chemical as obj)
return 0
//Handles chem traces
/mob/living/carbon/human/proc/handle_trace_chems()
//New are added for reagents to random organs.
for(var/datum/reagent/A in reagents.reagent_list)
var/datum/organ/O = pick(organs)
O.trace_chemicals[A.name] = 100
//Adds autopsy data for used_weapon.
/datum/organ/proc/add_autopsy_data(var/used_weapon, var/damage)
var/datum/autopsy_data/W = autopsy_data[used_weapon]
if(!W)
W = new()
W.weapon = used_weapon
autopsy_data[used_weapon] = W
W.hits += 1
W.damage += damage
W.time_inflicted = world.time
/mob/living/carbon/human/var/list/organs = list()
/mob/living/carbon/human/var/list/organs_by_name = list() // map organ names to organs
//Creates and initializes and connects external and internal organs
/mob/living/carbon/human/proc/make_organs()
if (organs)
return
organs = list()
organs_by_name["chest"] = new/datum/organ/external/chest()
organs_by_name["groin"] = new/datum/organ/external/groin(organs_by_name["chest"])
organs_by_name["head"] = new/datum/organ/external/head(organs_by_name["chest"])
organs_by_name["l_arm"] = new/datum/organ/external/l_arm(organs_by_name["chest"])
organs_by_name["r_arm"] = new/datum/organ/external/r_arm(organs_by_name["chest"])
organs_by_name["r_leg"] = new/datum/organ/external/r_leg(organs_by_name["groin"])
organs_by_name["l_leg"] = new/datum/organ/external/l_leg(organs_by_name["groin"])
organs_by_name["l_hand"] = new/datum/organ/external/l_hand(organs_by_name["l_arm"])
organs_by_name["r_hand"] = new/datum/organ/external/r_hand(organs_by_name["r_arm"])
organs_by_name["l_foot"] = new/datum/organ/external/l_foot(organs_by_name["l_leg"])
organs_by_name["r_foot"] = new/datum/organ/external/r_foot(organs_by_name["r_leg"])
new/datum/organ/internal/heart(src)
new/datum/organ/internal/lungs(src)
new/datum/organ/internal/liver(src)
new/datum/organ/internal/kidney(src)
new/datum/organ/internal/brain(src)
for(var/name in organs_by_name)
organs += organs_by_name[name]
for(var/datum/organ/external/O in organs)
O.owner = src
// Takes care of organ related updates, such as broken and missing limbs
/mob/living/carbon/human/proc/handle_organs()
number_wounds = 0
var/leg_tally = 2
for(var/datum/organ/external/E in organs)
if(!E)
continue
E.process()
number_wounds += E.number_wounds
//Robotic limb malfunctions
var/malfunction = 0
if (E.status & ORGAN_ROBOT && prob(E.brute_dam + E.burn_dam))
malfunction = 1
//Broken limbs hurt too
var/broken = 0
if(E.status & ORGAN_BROKEN && !(E.status & ORGAN_SPLINTED && prob(10)) )
broken = 1
//Special effects for limbs.
if(E.name in list("l_hand","l_arm","r_hand","r_arm"))
var/obj/item/c_hand //Getting what's in this hand
if(E.name == "l_hand" || E.name == "l_arm")
c_hand = l_hand
if(E.name == "r_hand" || E.name == "r_arm")
c_hand = r_hand
if (c_hand)
if (broken||malfunction)
u_equip(c_hand)
if(broken)
emote("me", 1, "screams in pain and drops what they were holding in their [E.display_name?"[E.display_name]":"[E]"]!")
if(malfunction)
emote("me", 1, "drops what they were holding, their [E.display_name?"[E.display_name]":"[E]"] malfunctioning!")
var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
spark_system.set_up(5, 0, src)
spark_system.attach(src)
spark_system.start()
spawn(10)
del(spark_system)
else if(E.name in list("l_leg","l_foot","r_leg","r_foot") && !lying)
if (E.status & ORGAN_DESTROYED || malfunction || (broken && !(E.status & ORGAN_SPLINTED)))
leg_tally-- // let it fail even if just foot&leg
// standing is poor
if(leg_tally <= 0 && !paralysis && !(lying || resting) && prob(5))
emote("scream")
emote("collapse")
paralysis = 10
//Check arms and legs for existence
var/canstand_l = 1 //Can stand on left leg
var/canstand_r = 1 //Can stand on right leg
var/hasleg_l = 1 //Have left leg
var/hasleg_r = 1 //Have right leg
var/hasarm_l = 1 //Have left arm
var/hasarm_r = 1 //Have right arm
var/datum/organ/external/E
E = get_organ("l_leg")
if(E.status & ORGAN_DESTROYED && !(E.status & ORGAN_SPLINTED))
canstand_l = 0
hasleg_l = 0
E = get_organ("r_leg")
if(E.status & ORGAN_DESTROYED && !(E.status & ORGAN_SPLINTED))
canstand_r = 0
hasleg_r = 0
E = get_organ("l_foot")
if(E.status & ORGAN_DESTROYED && !(E.status & ORGAN_SPLINTED))
canstand_l = 0
E = get_organ("r_foot")
if(E.status & ORGAN_DESTROYED && !(E.status & ORGAN_SPLINTED))
canstand_r = 0
E = get_organ("l_arm")
if(E.status & ORGAN_DESTROYED && !(E.status & ORGAN_SPLINTED))
hasarm_l = 0
E = get_organ("r_arm")
if(E.status & ORGAN_DESTROYED && !(E.status & ORGAN_SPLINTED))
hasarm_r = 0
// Can stand if have at least one full leg (with leg and foot parts present)
// Has limbs to move around if at least one arm or leg is at least partially there
can_stand = canstand_l||canstand_r
has_limbs = hasleg_l||hasleg_r||hasarm_l||hasarm_r

View File

@@ -1,120 +1,74 @@
/**************************************************** /****************************************************
INTERNAL ORGANS INTERNAL ORGANS
****************************************************/ ****************************************************/
/* /mob/living/carbon/human/var/list/internal_organs = list()
/datum/organ/internal
name = "internal" /datum/organ/internal
var/damage = 0 // amount of damage to the organ
var/max_damage = 100 var/damage = 0
var/min_bruised_damage = 10
/datum/organ/internal/skeleton var/min_broken_damage = 30
name = "spooky scary skeleton" var/parent_organ = "chest"
max_damage = 200
/datum/organ/internal/proc/is_bruised()
/datum/organ/internal/skin return damage >= min_bruised_damage
name = "skin"
max_damage = 100 /datum/organ/internal/proc/is_broken()
return damage >= min_broken_damage
/datum/organ/internal/blood_vessels
name = "blood vessels"
var/heart = null /datum/organ/internal/New(mob/living/carbon/human/H)
var/lungs = null ..()
var/kidneys = null var/datum/organ/external/E = H.organs_by_name[src.parent_organ]
if(E.internal_organs == null)
/datum/organ/internal/brain E.internal_organs = list()
name = "brain" E.internal_organs += src
var/head = null H.internal_organs[src.name] = src
src.owner = H
/datum/organ/internal/excretory
name = "excretory" /datum/organ/internal/proc/take_damage(amount)
var/excretory = 7.0 src.damage += amount
var/blood_vessels = null
var/datum/organ/external/parent = owner.get_organ(parent_organ)
/datum/organ/internal/heart owner.custom_pain("Something inside your [parent.display_name] hurts a lot.", 1)
name = "heart"
/****************************************************
/datum/organ/internal/immune_system INTERNAL ORGANS DEFINES
name = "immune system" ****************************************************/
var/blood_vessels = null
var/isys = null /datum/organ/internal/heart
name = "heart"
/datum/organ/internal/intestines parent_organ = "chest"
name = "intestines"
var/intestines = 3.0
var/blood_vessels = null /datum/organ/internal/lungs
name = "lungs"
/datum/organ/internal/liver parent_organ = "chest"
name = "liver"
var/intestines = null /datum/organ/internal/liver
var/blood_vessels = null name = "liver"
parent_organ = "chest"
/datum/organ/internal/lungs var/process_accuracy = 10
name = "lungs"
var/lungs = 3.0 process()
var/throat = null if(owner.life_tick % process_accuracy == 0)
var/blood_vessels = null // Damaged liver means some chemicals are very dangerous
if(src.damage >= src.min_bruised_damage)
/datum/organ/internal/stomach for(var/datum/reagent/R in owner.reagents.reagent_list)
name = "stomach" // Ethanol and all drinks are bad
var/intestines = null if(istype(R, /datum/reagent/ethanol))
owner.adjustToxLoss(0.1 * process_accuracy)
/datum/organ/internal/throat
name = "throat" // Can't cope with toxins at all
var/lungs = null for(var/toxin in list("toxin", "plasma", "sacid", "pacid", "cyanide", "lexorin", "amatoxin", "chloralhydrate", "carpotoxin", "zombiepowder", "mindbreaker"))
var/stomach = null if(owner.reagents.has_reagent(toxin))
owner.adjustToxLoss(0.3 * process_accuracy)
*/
/datum/organ/internal/kidney
/mob/living/carbon/human/var/list/internal_organs = list() name = "kidney"
parent_organ = "chest"
/datum/organ/internal
// amount of damage to the organ /datum/organ/internal/brain
var/damage = 0 name = "brain"
var/min_bruised_damage = 10
var/min_broken_damage = 30
var/parent_organ = "chest"
/datum/organ/internal/proc/is_bruised()
return damage >= min_bruised_damage
/datum/organ/internal/proc/is_broken()
return damage >= min_broken_damage
/datum/organ/internal/New(mob/living/carbon/human/H)
..()
var/datum/organ/external/E = H.organs_by_name[src.parent_organ]
if(E.internal_organs == null)
E.internal_organs = list()
E.internal_organs += src
H.internal_organs[src.name] = src
src.owner = H
/datum/organ/internal/proc/take_damage(amount)
src.damage += amount
var/datum/organ/external/parent = owner.get_organ(parent_organ)
owner.custom_pain("Something inside your [parent.display_name] hurts a lot.", 1)
/datum/organ/internal/heart
name = "heart"
parent_organ = "chest"
/datum/organ/internal/lungs
name = "lungs"
parent_organ = "chest"
/datum/organ/internal/liver
name = "liver"
parent_organ = "chest"
/datum/organ/internal/kidney
name = "kidney"
parent_organ = "chest"
/datum/organ/internal/brain
name = "brain"
parent_organ = "head" parent_organ = "head"