More work on amorphs.

This commit is contained in:
cib
2012-07-04 17:42:21 +02:00
parent 70f7dc7341
commit dd579bd5fd
11 changed files with 1726 additions and 1 deletions

View File

@@ -118,6 +118,7 @@
#define FILE_DIR "code/modules/mob/living/carbon/alien/humanoid/caste"
#define FILE_DIR "code/modules/mob/living/carbon/alien/larva"
#define FILE_DIR "code/modules/mob/living/carbon/alien/special"
#define FILE_DIR "code/modules/mob/living/carbon/amorph"
#define FILE_DIR "code/modules/mob/living/carbon/brain"
#define FILE_DIR "code/modules/mob/living/carbon/human"
#define FILE_DIR "code/modules/mob/living/carbon/metroid"
@@ -918,6 +919,7 @@
#include "code\modules\mining\ores_materials_coins.dm"
#include "code\modules\mining\satchel_ore_box.dm"
#include "code\modules\mob\death.dm"
#include "code\modules\mob\emote.dm"
#include "code\modules\mob\login.dm"
#include "code\modules\mob\logout.dm"
#include "code\modules\mob\mob.dm"
@@ -972,6 +974,11 @@
#include "code\modules\mob\living\carbon\alien\special\muton.dm"
#include "code\modules\mob\living\carbon\alien\special\sectoid.dm"
#include "code\modules\mob\living\carbon\alien\special\snakeman.dm"
#include "code\modules\mob\living\carbon\amorph\amorph.dm"
#include "code\modules\mob\living\carbon\amorph\amorph_damage.dm"
#include "code\modules\mob\living\carbon\amorph\amorph_hud.dm"
#include "code\modules\mob\living\carbon\amorph\life.dm"
#include "code\modules\mob\living\carbon\amorph\say.dm"
#include "code\modules\mob\living\carbon\brain\brain.dm"
#include "code\modules\mob\living\carbon\brain\death.dm"
#include "code\modules\mob\living\carbon\brain\hud.dm"

View File

@@ -194,6 +194,9 @@ obj/hud/New(var/type = 0)
else if(isrobot(mymob))
robot_hud()
else if(isamorph(mymob))
amorph_hud()
// else if(ishivebot(mymob))
// hivebot_hud()

View File

@@ -45,7 +45,7 @@
/**********************Ore box**************************/
/obj/structure/ore_box
icon = 'mining.dmi'
//icon = 'mining.dmi'
icon_state = "orebox0"
name = "Ore Box"
desc = "It's heavy"

50
code/modules/mob/emote.dm Normal file
View File

@@ -0,0 +1,50 @@
// All mobs should have custom emote, really..
mob/proc/custom_emote(var/m_type=1,var/message = null)
if(!emote_allowed && usr == src)
usr << "You are unable to emote."
return
var/muzzled = istype(src.wear_mask, /obj/item/clothing/mask/muzzle)
if(m_type == 2 && muzzled) return
var/input
if(!message)
input = copytext(sanitize(input(src,"Choose an emote to display.") as text|null),1,MAX_MESSAGE_LEN)
else
input = message
if(input)
message = "<B>[src]</B> [input]"
else
return
if (message)
log_emote("[name]/[key] : [message]")
//Hearing gasp and such every five seconds is not good emotes were not global for a reason.
// Maybe some people are okay with that.
for(var/mob/M in world)
if (!M.client)
continue //skip monkeys and leavers
if (istype(M, /mob/new_player))
continue
if(findtext(message," snores.")) //Because we have so many sleeping people.
continue
if(M.stat == 2 && M.client.ghost_sight && !(M in viewers(src,null)))
M.show_message(message)
if (m_type & 1)
for (var/mob/O in viewers(src, null))
if(istype(O,/mob/living/carbon/human))
for(var/mob/living/parasite/P in O:parasites)
P.show_message(message, m_type)
O.show_message(message, m_type)
else if (m_type & 2)
for (var/mob/O in hearers(src.loc, null))
if(istype(O,/mob/living/carbon/human))
for(var/mob/living/parasite/P in O:parasites)
P.show_message(message, m_type)
O.show_message(message, m_type)

View File

@@ -0,0 +1,590 @@
/mob/living/carbon/amorph
name = "amorph"
real_name = "amorph"
voice_name = "amorph"
icon = 'icons/mob/amorph.dmi'
icon_state = ""
var/species = "Amorph"
age = 30.0
var/used_skillpoints = 0
var/skill_specialization = null
var/list/skills = null
var/obj/item/l_ear = null
// might use this later to recolor armorphs with icon.SwapColor
var/slime_color = null
var/examine_text = ""
/mob/living/carbon/amorph/New()
..()
// Amorphs don't have a blood vessel, but they can have reagents in their body
var/datum/reagents/R = new/datum/reagents(1000)
reagents = R
R.my_atom = src
// Amorphs have no DNA(they're more like carbon-based machines)
// Amorphs don't have organs
..()
/mob/living/carbon/amorph/Bump(atom/movable/AM as mob|obj, yes)
if ((!( yes ) || now_pushing))
return
now_pushing = 1
if (ismob(AM))
var/mob/tmob = AM
//BubbleWrap - Should stop you pushing a restrained person out of the way
if(istype(tmob, /mob/living/carbon/human))
for(var/mob/M in range(tmob, 1))
if( ((M.pulling == tmob && ( tmob.restrained() && !( M.restrained() ) && M.stat == 0)) || locate(/obj/item/weapon/grab, tmob.grabbed_by.len)) )
if ( !(world.time % 5) )
src << "\red [tmob] is restrained, you cannot push past"
now_pushing = 0
return
if( tmob.pulling == M && ( M.restrained() && !( tmob.restrained() ) && tmob.stat == 0) )
if ( !(world.time % 5) )
src << "\red [tmob] is restraining [M], you cannot push past"
now_pushing = 0
return
//BubbleWrap: people in handcuffs are always switched around as if they were on 'help' intent to prevent a person being pulled from being seperated from their puller
if((tmob.a_intent == "help" || tmob.restrained()) && (a_intent == "help" || src.restrained()) && tmob.canmove && canmove) // mutual brohugs all around!
var/turf/oldloc = loc
loc = tmob.loc
tmob.loc = oldloc
now_pushing = 0
for(var/mob/living/carbon/metroid/Metroid in view(1,tmob))
if(Metroid.Victim == tmob)
Metroid.UpdateFeed()
return
if(tmob.r_hand && istype(tmob.r_hand, /obj/item/weapon/shield/riot))
if(prob(99))
now_pushing = 0
return
if(tmob.l_hand && istype(tmob.l_hand, /obj/item/weapon/shield/riot))
if(prob(99))
now_pushing = 0
return
if(tmob.nopush)
now_pushing = 0
return
tmob.LAssailant = src
now_pushing = 0
spawn(0)
..()
if (!istype(AM, /atom/movable))
return
if (!now_pushing)
now_pushing = 1
if (!AM.anchored)
var/t = get_dir(src, AM)
if (istype(AM, /obj/structure/window))
if(AM:ini_dir == NORTHWEST || AM:ini_dir == NORTHEAST || AM:ini_dir == SOUTHWEST || AM:ini_dir == SOUTHEAST)
for(var/obj/structure/window/win in get_step(AM,t))
now_pushing = 0
return
step(AM, t)
now_pushing = 0
return
return
/mob/living/carbon/amorph/movement_delay()
var/tally = 2 // amorphs are a bit slower than humans
var/mob/M = pulling
if(reagents.has_reagent("hyperzine")) return -1
if(reagents.has_reagent("nuka_cola")) return -1
if(analgesic) return -1
if (istype(loc, /turf/space)) return -1 // It's hard to be slowed down in space by... anything
var/health_deficiency = traumatic_shock
if(health_deficiency >= 40) tally += (health_deficiency / 25)
var/hungry = (500 - nutrition)/5 // So overeat would be 100 and default level would be 80
if (hungry >= 70) tally += hungry/300
if (bodytemperature < 283.222)
tally += (283.222 - bodytemperature) / 10 * 1.75
if (stuttering < 10)
stuttering = 10
if(shock_stage >= 10) tally += 3
if(tally < 0)
tally = 0
if(istype(M) && M.lying) //Pulling lying down people is slower
tally += 3
if(mRun in mutations)
tally = 0
return tally
/mob/living/carbon/amorph/Stat()
..()
statpanel("Status")
stat(null, "Intent: [a_intent]")
stat(null, "Move Mode: [m_intent]")
if(ticker && ticker.mode && ticker.mode.name == "AI malfunction")
if(ticker.mode:malf_mode_declared)
stat(null, "Time left: [max(ticker.mode:AI_win_timeleft/(ticker.mode:apcs/3), 0)]")
if(emergency_shuttle)
if(emergency_shuttle.online && emergency_shuttle.location < 2)
var/timeleft = emergency_shuttle.timeleft()
if (timeleft)
stat(null, "ETA-[(timeleft / 60) % 60]:[add_zero(num2text(timeleft % 60), 2)]")
if (client.statpanel == "Status")
if (internal)
if (!internal.air_contents)
del(internal)
else
stat("Internal Atmosphere Info", internal.name)
stat("Tank Pressure", internal.air_contents.return_pressure())
stat("Distribution Pressure", internal.distribute_pressure)
if (mind)
if (mind.special_role == "Changeling" && changeling)
stat("Chemical Storage", changeling.chem_charges)
stat("Genetic Damage Time", changeling.geneticdamage)
/mob/living/carbon/amorph/ex_act(severity)
flick("flash", flash)
var/shielded = 0
var/b_loss = null
var/f_loss = null
switch (severity)
if (1.0)
b_loss += 500
if (!prob(getarmor(null, "bomb")))
gib()
return
else
var/atom/target = get_edge_target_turf(src, get_dir(src, get_step_away(src, src)))
throw_at(target, 200, 4)
if (2.0)
if (!shielded)
b_loss += 60
f_loss += 60
if (!prob(getarmor(null, "bomb")))
b_loss = b_loss/1.5
f_loss = f_loss/1.5
if(3.0)
b_loss += 30
if (!prob(getarmor(null, "bomb")))
b_loss = b_loss/2
if (prob(50) && !shielded)
Paralyse(10)
src.bruteloss += b_loss
src.fireloss += f_loss
UpdateDamageIcon()
/mob/living/carbon/amorph/blob_act()
if(stat == 2) return
show_message("\red The blob attacks you!")
src.bruteloss += rand(30,40)
UpdateDamageIcon()
return
/mob/living/carbon/amorph/u_equip(obj/item/W as obj)
// These are the only slots an amorph has
if (W == l_ear)
l_ear = null
else if (W == r_hand)
r_hand = null
update_clothing()
/mob/living/carbon/amorph/db_click(text, t1)
var/obj/item/W = equipped()
var/emptyHand = (W == null)
if ((!emptyHand) && (!istype(W, /obj/item)))
return
if (emptyHand)
usr.next_move = usr.prev_move
usr:lastDblClick -= 3 //permit the double-click redirection to proceed.
switch(text)
if("l_ear")
if (l_ear)
if (emptyHand)
l_ear.DblClick()
return
else if(emptyHand)
return
if (!( istype(W, /obj/item/clothing/ears) ) && !( istype(W, /obj/item/device/radio/headset) ) && W.w_class != 1)
return
u_equip(W)
l_ear = W
W.equipped(src, text)
update_clothing()
return
/mob/living/carbon/amorph/meteorhit(O as obj)
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message(text("\red [] has been hit by []", src, O), 1)
if (health > 0)
if (istype(O, /obj/effect/immovablerod))
src.bruteloss += 101
else
src.bruteloss += 25
UpdateDamageIcon()
updatehealth()
return
/mob/living/carbon/amorph/Move(a, b, flag)
if (buckled)
return
if (restrained())
pulling = null
var/t7 = 1
if (restrained())
for(var/mob/M in range(src, 1))
if ((M.pulling == src && M.stat == 0 && !( M.restrained() )))
t7 = null
if ((t7 && (pulling && ((get_dist(src, pulling) <= 1 || pulling.loc == loc) && (client && client.moving)))))
var/turf/T = loc
. = ..()
if (pulling && pulling.loc)
if(!( isturf(pulling.loc) ))
pulling = null
return
else
if(Debug)
diary <<"pulling disappeared? at [__LINE__] in mob.dm - pulling = [pulling]"
diary <<"REPORT THIS"
/////
if(pulling && pulling.anchored)
pulling = null
return
if (!restrained())
var/diag = get_dir(src, pulling)
if ((diag - 1) & diag)
else
diag = null
if ((get_dist(src, pulling) > 1 || diag))
if (ismob(pulling))
var/mob/M = pulling
var/ok = 1
if (locate(/obj/item/weapon/grab, M.grabbed_by))
if (prob(75))
var/obj/item/weapon/grab/G = pick(M.grabbed_by)
if (istype(G, /obj/item/weapon/grab))
for(var/mob/O in viewers(M, null))
O.show_message(text("\red [] has been pulled from []'s grip by []", G.affecting, G.assailant, src), 1)
//G = null
del(G)
else
ok = 0
if (locate(/obj/item/weapon/grab, M.grabbed_by.len))
ok = 0
if (ok)
var/t = M.pulling
M.pulling = null
//this is the gay blood on floor shit -- Added back -- Skie
if (M.lying && (prob(M.getBruteLoss() / 6)))
var/turf/location = M.loc
if (istype(location, /turf/simulated))
location.add_blood(M)
if(ishuman(M))
var/mob/living/carbon/H = M
var/blood_volume = round(H:vessel.get_reagent_amount("blood"))
if(blood_volume > 0)
H:vessel.remove_reagent("blood",1)
if(prob(5))
M.adjustBruteLoss(1)
visible_message("\red \The [M]'s wounds open more from being dragged!")
if(M.pull_damage())
if(prob(25))
M.adjustBruteLoss(2)
visible_message("\red \The [M]'s wounds worsen terribly from being dragged!")
var/turf/location = M.loc
if (istype(location, /turf/simulated))
location.add_blood(M)
if(ishuman(M))
var/mob/living/carbon/H = M
var/blood_volume = round(H:vessel.get_reagent_amount("blood"))
if(blood_volume > 0)
H:vessel.remove_reagent("blood",1)
step(pulling, get_dir(pulling.loc, T))
M.pulling = t
else
if (pulling)
if (istype(pulling, /obj/structure/window))
if(pulling:ini_dir == NORTHWEST || pulling:ini_dir == NORTHEAST || pulling:ini_dir == SOUTHWEST || pulling:ini_dir == SOUTHEAST)
for(var/obj/structure/window/win in get_step(pulling,get_dir(pulling.loc, T)))
pulling = null
if (pulling)
step(pulling, get_dir(pulling.loc, T))
else
pulling = null
. = ..()
if ((s_active && !( s_active in contents ) ))
s_active.close(src)
for(var/mob/living/carbon/metroid/M in view(1,src))
M.UpdateFeed(src)
return
/mob/living/carbon/amorph/proc/misc_clothing_updates()
// Temporary proc to shove stuff in that was put into update_clothing()
// for questionable reasons
if (client)
if (i_select)
if (intent)
client.screen += hud_used.intents
var/list/L = dd_text2list(intent, ",")
L[1] += ":-11"
i_select.screen_loc = dd_list2text(L,",") //ICONS4
else
i_select.screen_loc = null
if (m_select)
if (m_int)
client.screen += hud_used.mov_int
var/list/L = dd_text2list(m_int, ",")
L[1] += ":-11"
m_select.screen_loc = dd_list2text(L,",") //ICONS4
else
m_select.screen_loc = null
// Probably a lazy way to make sure all items are on the screen exactly once
if (client)
client.screen -= contents
client.screen += contents
/mob/living/carbon/amorph/rebuild_appearance()
// Lazy method: Just rebuild everything.
// This can be called when the mob is created, but on other occasions, rebuild_body_overlays(),
// rebuild_clothing_overlays() etc. should be called individually.
misc_clothing_updates() // silly stuff
/mob/living/carbon/amorph/update_body_appearance()
// Should be called whenever something about the body appearance itself changes.
misc_clothing_updates() // silly stuff
if(lying)
icon_state = "lying"
else
icon_state = "standing"
/mob/living/carbon/amorph/update_lying()
// Should be called whenever something about the lying status of the mob might have changed.
if(lying)
icon_state = "lying"
else
icon_state = "standing"
/mob/living/carbon/amorph/hand_p(mob/M as mob)
// not even sure what this is meant to do
return
/mob/living/carbon/amorph/restrained()
if (handcuffed)
return 0 // handcuffs don't work on amorphs
return 0
/mob/living/carbon/amorph/var/co2overloadtime = null
/mob/living/carbon/amorph/var/temperature_resistance = T0C+75
/mob/living/carbon/amorph/show_inv(mob/user as mob)
// TODO: add a window for extracting stuff from an amorph's mouth
// called when something steps onto an amorph
// this could be made more general, but for now just handle mulebot
/mob/living/carbon/amorph/HasEntered(var/atom/movable/AM)
var/obj/machinery/bot/mulebot/MB = AM
if(istype(MB))
MB.RunOver(src)
//gets assignment from ID or ID inside PDA or PDA itself
//Useful when player do something with computers
/mob/living/carbon/amorph/proc/get_assignment(var/if_no_id = "No id", var/if_no_job = "No job")
// TODO: get the ID from the amorph's contents
return
//gets name from ID or ID inside PDA or PDA itself
//Useful when player do something with computers
/mob/living/carbon/amorph/proc/get_authentification_name(var/if_no_id = "Unknown")
// TODO: get the ID from the amorph's contents
return
//repurposed proc. Now it combines get_id_name() and get_face_name() to determine a mob's name variable. Made into a seperate proc as it'll be useful elsewhere
/mob/living/carbon/amorph/proc/get_visible_name()
// amorphs can't wear clothes or anything, so always return face_name
return get_face_name()
//Returns "Unknown" if facially disfigured and real_name if not. Useful for setting name when polyacided or when updating a human's name variable
/mob/living/carbon/amorph/proc/get_face_name()
// there might later be ways for amorphs to change the appearance of their face
return "[real_name]"
//gets ID card object from special clothes slot or null.
/mob/living/carbon/amorph/proc/get_idcard()
// TODO: get the ID from the amorph's contents
// heal the amorph
/mob/living/carbon/amorph/heal_overall_damage(var/brute, var/burn)
bruteloss -= brute
fireloss -= burn
bruteloss = max(bruteloss, 0)
fireloss = max(fireloss, 0)
updatehealth()
UpdateDamageIcon()
// damage MANY external organs, in random order
/mob/living/carbon/amorph/take_overall_damage(var/brute, var/burn, var/used_weapon = null)
bruteloss += brute
fireloss += burn
updatehealth()
UpdateDamageIcon()
/mob/living/carbon/amorph/Topic(href, href_list)
if (href_list["refresh"])
if((machine)&&(in_range(src, usr)))
show_inv(machine)
if (href_list["mach_close"])
var/t1 = text("window=[]", href_list["mach_close"])
machine = null
src << browse(null, t1)
if ((href_list["item"] && !( usr.stat ) && usr.canmove && !( usr.restrained() ) && in_range(src, usr) && ticker)) //if game hasn't started, can't make an equip_e
var/obj/effect/equip_e/human/O = new /obj/effect/equip_e/human( )
O.source = usr
O.target = src
O.item = usr.equipped()
O.s_loc = usr.loc
O.t_loc = loc
O.place = href_list["item"]
if(href_list["loc"])
O.internalloc = href_list["loc"]
requests += O
spawn( 0 )
O.process()
return
if (href_list["criminal"])
if(istype(usr, /mob/living/carbon/human))
var/mob/living/carbon/human/H = usr
if(istype(H.glasses, /obj/item/clothing/glasses/hud/security) || istype(H.glasses, /obj/item/clothing/glasses/sunglasses/sechud))
var/perpname = "wot"
var/modified = 0
/*if(wear_id)
if(istype(wear_id,/obj/item/weapon/card/id))
perpname = wear_id:registered_name
else if(istype(wear_id,/obj/item/device/pda))
var/obj/item/device/pda/tempPda = wear_id
perpname = tempPda.owner
else*/
perpname = src.name
for (var/datum/data/record/E in data_core.general)
if (E.fields["name"] == perpname)
for (var/datum/data/record/R in data_core.security)
if (R.fields["id"] == E.fields["id"])
var/setcriminal = input(usr, "Specify a new criminal status for this person.", "Security HUD", R.fields["criminal"]) in list("None", "*Arrest*", "Incarcerated", "Parolled", "Released", "Cancel")
if(istype(H.glasses, /obj/item/clothing/glasses/hud/security) || istype(H.glasses, /obj/item/clothing/glasses/sunglasses/sechud))
if(setcriminal != "Cancel")
R.fields["criminal"] = setcriminal
modified = 1
spawn()
H.handle_regular_hud_updates()
if(!modified)
usr << "\red Unable to locate a data core entry for this person."
..()
return
///eyecheck()
///Returns a number between -1 to 2
/mob/living/carbon/amorph/eyecheck()
return 1
/mob/living/carbon/amorph/IsAdvancedToolUser()
return 1//Amorphs can use guns and such
/mob/living/carbon/amorph/updatehealth()
if(src.nodamage)
src.health = 100
src.stat = 0
return
src.health = 100 - src.getOxyLoss() - src.getToxLoss() - src.getFireLoss() - src.getBruteLoss() - src.getCloneLoss() -src.halloss
return
/mob/living/carbon/amorph/abiotic(var/full_body = 0)
return 0
/mob/living/carbon/amorph/abiotic2(var/full_body2 = 0)
return 0
/mob/living/carbon/amorph/getBruteLoss()
return src.bruteloss
/mob/living/carbon/amorph/adjustBruteLoss(var/amount, var/used_weapon = null)
src.bruteloss += amount
if(bruteloss < 0) bruteloss = 0
/mob/living/carbon/amorph/getFireLoss()
return src.fireloss
/mob/living/carbon/amorph/adjustFireLoss(var/amount,var/used_weapon = null)
src.fireloss += amount
if(fireloss < 0) fireloss = 0
/mob/living/carbon/amorph/get_visible_gender()
return gender

View File

@@ -0,0 +1,248 @@
/mob/living/carbon/amorph/attack_paw(mob/living/carbon/monkey/M as mob)
if (!ticker)
M << "You cannot attack people before the game has started."
return
..()
switch(M.a_intent)
if ("help")
help_shake_act(M)
else
if (istype(wear_mask, /obj/item/clothing/mask/muzzle))
return
if (health > 0)
attacked += 10
playsound(loc, 'bite.ogg', 50, 1, -1)
for(var/mob/O in viewers(src, null))
if ((O.client && !( O.blinded )))
O.show_message(text("\red <B>[M.name] has bit [src]!</B>"), 1)
adjustBruteLoss(rand(0, 1))
updatehealth()
return
/mob/living/carbon/amorph/attack_hand(mob/living/carbon/human/M as mob)
if(M.gloves && istype(M.gloves,/obj/item/clothing/gloves))
var/obj/item/clothing/gloves/G = M.gloves
if(G.cell)
if(M.a_intent == "hurt")//Stungloves. Any contact will stun the alien.
if(G.cell.charge >= 2500)
G.cell.charge -= 2500
Weaken(5)
if (stuttering < 5)
stuttering = 5
Stun(5)
for(var/mob/O in viewers(src, null))
if (O.client)
O.show_message("\red <B>[src] has been touched with the stun gloves by [M]!</B>", 1, "\red You hear someone fall", 2)
return
else
M << "\red Not enough charge! "
return
if (M.a_intent == "help")
help_shake_act(M)
else
if (M.a_intent == "hurt")
var/attack_verb
switch(M.mutantrace)
if("lizard")
attack_verb = "scratch"
if("plant")
attack_verb = "slash"
else
attack_verb = "punch"
if(M.type == /mob/living/carbon/human/tajaran)
attack_verb = "slash"
if ((prob(75) && health > 0))
for(var/mob/O in viewers(src, null))
if ((O.client && !( O.blinded )))
O.show_message(text("\red <B>[] has [attack_verb]ed [name]!</B>", M), 1)
var/damage = rand(5, 10)
if(M.type != /mob/living/carbon/human/tajaran)
playsound(loc, "punch", 25, 1, -1)
else if(M.type == /mob/living/carbon/human/tajaran)
damage += 10
playsound(loc, 'slice.ogg', 25, 1, -1)
adjustBruteLoss(damage/10)
updatehealth()
else
if(M.type != /mob/living/carbon/human/tajaran)
playsound(loc, 'punchmiss.ogg', 25, 1, -1)
else if(M.type == /mob/living/carbon/human/tajaran)
playsound(loc, 'slashmiss.ogg', 25, 1, -1)
for(var/mob/O in viewers(src, null))
if ((O.client && !( O.blinded )))
O.show_message(text("\red <B>[] has attempted to [attack_verb] [name]!</B>", M), 1)
else
if (M.a_intent == "grab")
if (M == src)
return
var/obj/item/weapon/grab/G = new /obj/item/weapon/grab( M )
G.assailant = M
if (M.hand)
M.l_hand = G
else
M.r_hand = G
G.layer = 20
G.affecting = src
grabbed_by += G
G.synch()
LAssailant = M
playsound(loc, 'thudswoosh.ogg', 50, 1, -1)
for(var/mob/O in viewers(src, null))
O.show_message(text("\red [] has grabbed [name] passively!", M), 1)
else
if (!( paralysis ))
drop_item()
playsound(loc, 'thudswoosh.ogg', 50, 1, -1)
for(var/mob/O in viewers(src, null))
if ((O.client && !( O.blinded )))
O.show_message(text("\red <B>[] has disarmed [name]!</B>", M), 1)
return
/mob/living/carbon/amorph/attack_alien(mob/living/carbon/alien/humanoid/M as mob)
switch(M.a_intent)
if ("help")
for(var/mob/O in viewers(src, null))
if ((O.client && !( O.blinded )))
O.show_message(text("\blue [M] caresses [src] with its scythe like arm."), 1)
if ("hurt")
if ((prob(95) && health > 0))
playsound(loc, 'slice.ogg', 25, 1, -1)
var/damage = rand(15, 30)
for(var/mob/O in viewers(src, null))
if ((O.client && !( O.blinded )))
O.show_message(text("\red <B>[] has slashed [name]!</B>", M), 1)
adjustBruteLoss(damage/10)
updatehealth()
react_to_attack(M)
else
playsound(loc, 'slashmiss.ogg', 25, 1, -1)
for(var/mob/O in viewers(src, null))
if ((O.client && !( O.blinded )))
O.show_message(text("\red <B>[] has attempted to lunge at [name]!</B>", M), 1)
if ("grab")
if (M == src)
return
var/obj/item/weapon/grab/G = new /obj/item/weapon/grab( M )
G.assailant = M
if (M.hand)
M.l_hand = G
else
M.r_hand = G
G.layer = 20
G.affecting = src
grabbed_by += G
G.synch()
LAssailant = M
playsound(loc, 'thudswoosh.ogg', 50, 1, -1)
for(var/mob/O in viewers(src, null))
O.show_message(text("\red [] has grabbed [name] passively!", M), 1)
if ("disarm")
playsound(loc, 'pierce.ogg', 25, 1, -1)
var/damage = 5
if(prob(95))
Weaken(rand(10,15))
for(var/mob/O in viewers(src, null))
if ((O.client && !( O.blinded )))
O.show_message(text("\red <B>[] has tackled down [name]!</B>", M), 1)
else
drop_item()
for(var/mob/O in viewers(src, null))
if ((O.client && !( O.blinded )))
O.show_message(text("\red <B>[] has disarmed [name]!</B>", M), 1)
adjustBruteLoss(damage)
react_to_attack(M)
updatehealth()
return
/mob/living/carbon/amorph/attack_animal(mob/living/simple_animal/M as mob)
if(M.melee_damage_upper == 0)
M.emote("[M.friendly] [src]")
else
for(var/mob/O in viewers(src, null))
O.show_message("\red <B>[M]</B> [M.attacktext] [src]!", 1)
var/damage = rand(M.melee_damage_lower, M.melee_damage_upper)
bruteloss += damage
/mob/living/carbon/amorph/attack_metroid(mob/living/carbon/metroid/M as mob)
if(M.Victim) return // can't attack while eating!
if (health > -100)
for(var/mob/O in viewers(src, null))
if ((O.client && !( O.blinded )))
O.show_message(text("\red <B>The [M.name] has [pick("bit","slashed")] []!</B>", src), 1)
var/damage = rand(1, 3)
if(istype(M, /mob/living/carbon/metroid/adult))
damage = rand(10, 35)
else
damage = rand(5, 25)
src.cloneloss += damage
UpdateDamageIcon()
if(M.powerlevel > 0)
var/stunprob = 10
var/power = M.powerlevel + rand(0,3)
switch(M.powerlevel)
if(1 to 2) stunprob = 20
if(3 to 4) stunprob = 30
if(5 to 6) stunprob = 40
if(7 to 8) stunprob = 60
if(9) stunprob = 70
if(10) stunprob = 95
if(prob(stunprob))
M.powerlevel -= 3
if(M.powerlevel < 0)
M.powerlevel = 0
for(var/mob/O in viewers(src, null))
if ((O.client && !( O.blinded )))
O.show_message(text("\red <B>The [M.name] has shocked []!</B>", src), 1)
Weaken(power)
if (stuttering < power)
stuttering = power
Stun(power)
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(5, 1, src)
s.start()
if (prob(stunprob) && M.powerlevel >= 8)
adjustFireLoss(M.powerlevel * rand(6,10))
updatehealth()
return

View File

@@ -0,0 +1,12 @@
/mob/living/carbon/amorph/proc/HealDamage(zone, brute, burn)
return heal_overall_damage(brute, burn)
/mob/living/carbon/amorph/UpdateDamageIcon()
// no damage sprites for amorphs yet
return
/mob/living/carbon/amorph/apply_damage(var/damage = 0,var/damagetype = BRUTE, var/def_zone = null, var/blocked = 0, var/sharp = 0, var/used_weapon = null)
if(damagetype == BRUTE)
take_overall_damage(damage, 0)
else
take_overall_damage(0, damage)

View File

@@ -0,0 +1,290 @@
/obj/hud/proc/amorph_hud(var/ui_style='screen1_old.dmi')
src.adding = list( )
src.other = list( )
src.intents = list( )
src.mon_blo = list( )
src.m_ints = list( )
src.mov_int = list( )
src.vimpaired = list( )
src.darkMask = list( )
src.intent_small_hud_objects = list( )
src.g_dither = new src.h_type( src )
src.g_dither.screen_loc = "WEST,SOUTH to EAST,NORTH"
src.g_dither.name = "Mask"
src.g_dither.icon = ui_style
src.g_dither.icon_state = "dither12g"
src.g_dither.layer = 18
src.g_dither.mouse_opacity = 0
src.alien_view = new src.h_type(src)
src.alien_view.screen_loc = "WEST,SOUTH to EAST,NORTH"
src.alien_view.name = "Alien"
src.alien_view.icon = ui_style
src.alien_view.icon_state = "alien"
src.alien_view.layer = 18
src.alien_view.mouse_opacity = 0
src.blurry = new src.h_type( src )
src.blurry.screen_loc = "WEST,SOUTH to EAST,NORTH"
src.blurry.name = "Blurry"
src.blurry.icon = ui_style
src.blurry.icon_state = "blurry"
src.blurry.layer = 17
src.blurry.mouse_opacity = 0
src.druggy = new src.h_type( src )
src.druggy.screen_loc = "WEST,SOUTH to EAST,NORTH"
src.druggy.name = "Druggy"
src.druggy.icon = ui_style
src.druggy.icon_state = "druggy"
src.druggy.layer = 17
src.druggy.mouse_opacity = 0
var/obj/screen/using
using = new src.h_type( src )
using.name = "act_intent"
using.dir = SOUTHWEST
using.icon = ui_style
using.icon_state = (mymob.a_intent == "hurt" ? "harm" : mymob.a_intent)
using.screen_loc = ui_acti
using.layer = 20
src.adding += using
action_intent = using
//intent small hud objects
using = new src.h_type( src )
using.name = "help"
using.icon = ui_style
using.icon_state = (mymob.a_intent == "help" ? "help_small_active" : "help_small")
using.screen_loc = ui_help_small
using.layer = 21
src.adding += using
help_intent = using
using = new src.h_type( src )
using.name = "disarm"
using.icon = ui_style
using.icon_state = (mymob.a_intent == "disarm" ? "disarm_small_active" : "disarm_small")
using.screen_loc = ui_disarm_small
using.layer = 21
src.adding += using
disarm_intent = using
using = new src.h_type( src )
using.name = "grab"
using.icon = ui_style
using.icon_state = (mymob.a_intent == "grab" ? "grab_small_active" : "grab_small")
using.screen_loc = ui_grab_small
using.layer = 21
src.adding += using
grab_intent = using
using = new src.h_type( src )
using.name = "harm"
using.icon = ui_style
using.icon_state = (mymob.a_intent == "hurt" ? "harm_small_active" : "harm_small")
using.screen_loc = ui_harm_small
using.layer = 21
src.adding += using
hurt_intent = using
//end intent small hud objects
using = new src.h_type( src )
using.name = "mov_intent"
using.dir = SOUTHWEST
using.icon = ui_style
using.icon_state = (mymob.m_intent == "run" ? "running" : "walking")
using.screen_loc = ui_movi
using.layer = 20
src.adding += using
move_intent = using
using = new src.h_type( src )
using.name = "drop"
using.icon = ui_style
using.icon_state = "act_drop"
using.screen_loc = ui_dropbutton
using.layer = 19
src.adding += using
using = new src.h_type( src )
using.name = "r_hand"
using.dir = WEST
using.icon = ui_style
using.icon_state = "hand_inactive"
if(mymob && !mymob.hand) //This being 0 or null means the right hand is in use
using.icon_state = "hand_active"
using.screen_loc = ui_rhand
using.layer = 19
src.r_hand_hud_object = using
src.adding += using
using = new src.h_type( src )
using.name = "l_hand"
using.dir = EAST
using.icon = ui_style
using.icon_state = "hand_inactive"
if(mymob && mymob.hand) //This being 1 means the left hand is in use
using.icon_state = "hand_active"
using.screen_loc = ui_lhand
using.layer = 19
src.l_hand_hud_object = using
src.adding += using
using = new src.h_type( src )
using.name = "hand"
using.dir = SOUTH
using.icon = ui_style
using.icon_state = "hand1"
using.screen_loc = ui_swaphand1
using.layer = 19
src.adding += using
using = new src.h_type( src )
using.name = "hand"
using.dir = SOUTH
using.icon = ui_style
using.icon_state = "hand2"
using.screen_loc = ui_swaphand2
using.layer = 19
src.adding += using
using = new src.h_type( src )
using.name = "mask"
using.dir = NORTH
using.icon = ui_style
using.icon_state = "equip"
using.screen_loc = ui_monkey_mask
using.layer = 19
src.adding += using
using = new src.h_type( src )
using.name = "back"
using.dir = NORTHEAST
using.icon = ui_style
using.icon_state = "equip"
using.screen_loc = ui_back
using.layer = 19
src.adding += using
using = new src.h_type( src )
using.name = null
using.icon = ui_style
using.icon_state = "dither50"
using.screen_loc = "1,1 to 5,15"
using.layer = 17
using.mouse_opacity = 0
src.vimpaired += using
using = new src.h_type( src )
using.name = null
using.icon = ui_style
using.icon_state = "dither50"
using.screen_loc = "5,1 to 10,5"
using.layer = 17
using.mouse_opacity = 0
src.vimpaired += using
using = new src.h_type( src )
using.name = null
using.icon = ui_style
using.icon_state = "dither50"
using.screen_loc = "6,11 to 10,15"
using.layer = 17
using.mouse_opacity = 0
src.vimpaired += using
using = new src.h_type( src )
using.name = null
using.icon = ui_style
using.icon_state = "dither50"
using.screen_loc = "11,1 to 15,15"
using.layer = 17
using.mouse_opacity = 0
src.vimpaired += using
mymob.throw_icon = new /obj/screen(null)
mymob.throw_icon.icon = ui_style
mymob.throw_icon.icon_state = "act_throw_off"
mymob.throw_icon.name = "throw"
mymob.throw_icon.screen_loc = ui_throw
mymob.oxygen = new /obj/screen( null )
mymob.oxygen.icon = ui_style
mymob.oxygen.icon_state = "oxy0"
mymob.oxygen.name = "oxygen"
mymob.oxygen.screen_loc = ui_oxygen
mymob.pressure = new /obj/screen( null )
mymob.pressure.icon = ui_style
mymob.pressure.icon_state = "pressure0"
mymob.pressure.name = "pressure"
mymob.pressure.screen_loc = ui_pressure
mymob.toxin = new /obj/screen( null )
mymob.toxin.icon = ui_style
mymob.toxin.icon_state = "tox0"
mymob.toxin.name = "toxin"
mymob.toxin.screen_loc = ui_toxin
mymob.internals = new /obj/screen( null )
mymob.internals.icon = ui_style
mymob.internals.icon_state = "internal0"
mymob.internals.name = "internal"
mymob.internals.screen_loc = ui_internal
mymob.fire = new /obj/screen( null )
mymob.fire.icon = ui_style
mymob.fire.icon_state = "fire0"
mymob.fire.name = "fire"
mymob.fire.screen_loc = ui_fire
mymob.bodytemp = new /obj/screen( null )
mymob.bodytemp.icon = ui_style
mymob.bodytemp.icon_state = "temp1"
mymob.bodytemp.name = "body temperature"
mymob.bodytemp.screen_loc = ui_temp
mymob.healths = new /obj/screen( null )
mymob.healths.icon = ui_style
mymob.healths.icon_state = "health0"
mymob.healths.name = "health"
mymob.healths.screen_loc = ui_health
mymob.pullin = new /obj/screen( null )
mymob.pullin.icon = ui_style
mymob.pullin.icon_state = "pull0"
mymob.pullin.name = "pull"
mymob.pullin.screen_loc = ui_pull
mymob.blind = new /obj/screen( null )
mymob.blind.icon = ui_style
mymob.blind.icon_state = "blackanimate"
mymob.blind.name = " "
mymob.blind.screen_loc = "1,1 to 15,15"
mymob.blind.layer = 0
mymob.blind.mouse_opacity = 0
mymob.flash = new /obj/screen( null )
mymob.flash.icon = ui_style
mymob.flash.icon_state = "blank"
mymob.flash.name = "flash"
mymob.flash.screen_loc = "1,1 to 15,15"
mymob.flash.layer = 17
mymob.zone_sel = new /obj/screen/zone_sel( null )
mymob.zone_sel.overlays = null
mymob.zone_sel.overlays += image("icon" = 'zone_sel.dmi', "icon_state" = text("[]", mymob.zone_sel.selecting))
mymob.gun_setting_icon = new /obj/screen/gun/mode(null)
mymob.client.screen = null
//, mymob.i_select, mymob.m_select
mymob.client.screen += list( mymob.throw_icon, mymob.zone_sel, mymob.oxygen, mymob.pressure, mymob.toxin, mymob.bodytemp, mymob.internals, mymob.fire, mymob.healths, mymob.pullin, mymob.blind, mymob.flash, mymob.gun_setting_icon) //, mymob.hands, mymob.rest, mymob.sleep, mymob.mach, mymob.hands, )
mymob.client.screen += src.adding + src.other
//if(istype(mymob,/mob/living/carbon/monkey)) mymob.client.screen += src.mon_blo
return

View File

@@ -0,0 +1,516 @@
/mob/living/carbon/amorph
var/obj/item/weapon/card/id/wear_id = null // Fix for station bounced radios -- Skie
var/oxygen_alert = 0
var/toxins_alert = 0
var/fire_alert = 0
var/temperature_alert = 0
/mob/living/carbon/amorph/Life()
set invisibility = 0
set background = 1
if (src.monkeyizing)
return
..()
var/datum/gas_mixture/environment // Added to prevent null location errors-- TLE
if(src.loc)
environment = loc.return_air()
if (src.stat != 2) //still breathing
//First, resolve location and get a breath
if(air_master.current_cycle%4==2)
//Only try to take a breath every 4 seconds, unless suffocating
breathe()
else //Still give containing object the chance to interact
if(istype(loc, /obj/))
var/obj/location_as_object = loc
location_as_object.handle_internal_lifeform(src, 0)
//Apparently, the person who wrote this code designed it so that
//blinded get reset each cycle and then get activated later in the
//code. Very ugly. I dont care. Moving this stuff here so its easy
//to find it.
src.blinded = null
//Disease Check
handle_virus_updates()
//Handle temperature/pressure differences between body and environment
if(environment) // More error checking -- TLE
handle_environment(environment)
//Mutations and radiation
handle_mutations_and_radiation()
//Chemicals in the body
handle_chemicals_in_body()
//Disabilities
handle_disabilities()
//Status updates, death etc.
UpdateLuminosity()
handle_regular_status_updates()
if(client)
handle_regular_hud_updates()
//Being buckled to a chair or bed
check_if_buckled()
// Yup.
update_canmove()
clamp_values()
// Grabbing
for(var/obj/item/weapon/grab/G in src)
G.process()
/mob/living/carbon/amorph
proc
clamp_values()
AdjustStunned(0)
AdjustParalysis(0)
AdjustWeakened(0)
handle_disabilities()
if (src.disabilities & 4)
if ((prob(5) && src.paralysis <= 1 && src.r_ch_cou < 1))
src.drop_item()
spawn( 0 )
emote("cough")
return
if (src.disabilities & 8)
if ((prob(10) && src.paralysis <= 1 && src.r_Tourette < 1))
Stun(10)
spawn( 0 )
emote("twitch")
return
if (src.disabilities & 16)
if (prob(10))
src.stuttering = max(10, src.stuttering)
update_mind()
if(!mind && client)
mind = new
mind.current = src
mind.key = key
handle_mutations_and_radiation()
// amorphs are immune to this stuff
breathe()
if(src.reagents)
if(src.reagents.has_reagent("lexorin")) return
if(!loc) return //probably ought to make a proper fix for this, but :effort: --NeoFite
var/datum/gas_mixture/environment = loc.return_air()
var/datum/gas_mixture/breath
if(losebreath>0) //Suffocating so do not take a breath
src.losebreath--
if (prob(75)) //High chance of gasping for air
spawn emote("gasp")
if(istype(loc, /obj/))
var/obj/location_as_object = loc
location_as_object.handle_internal_lifeform(src, 0)
else
//First, check for air from internal atmosphere (using an air tank and mask generally)
breath = get_breath_from_internal(BREATH_VOLUME)
//No breath from internal atmosphere so get breath from location
if(!breath)
if(istype(loc, /obj/))
var/obj/location_as_object = loc
breath = location_as_object.handle_internal_lifeform(src, BREATH_VOLUME)
else if(istype(loc, /turf/))
var/breath_moles = environment.total_moles*BREATH_PERCENTAGE
breath = loc.remove_air(breath_moles)
// Handle chem smoke effect -- Doohl
var/block = 0
if(wear_mask)
if(istype(wear_mask, /obj/item/clothing/mask/gas))
block = 1
if(!block)
for(var/obj/effect/effect/chem_smoke/smoke in view(1, src))
if(smoke.reagents.total_volume)
smoke.reagents.reaction(src, INGEST)
spawn(5)
if(smoke)
smoke.reagents.copy_to(src, 10) // I dunno, maybe the reagents enter the blood stream through the lungs?
break // If they breathe in the nasty stuff once, no need to continue checking
else //Still give containing object the chance to interact
if(istype(loc, /obj/))
var/obj/location_as_object = loc
location_as_object.handle_internal_lifeform(src, 0)
handle_breath(breath)
if(breath)
loc.assume_air(breath)
get_breath_from_internal(volume_needed)
if(internal)
if (!contents.Find(src.internal))
internal = null
if (!wear_mask || !(wear_mask.flags|MASKINTERNALS) )
internal = null
if(internal)
if (src.internals)
src.internals.icon_state = "internal1"
return internal.remove_air_volume(volume_needed)
else
if (src.internals)
src.internals.icon_state = "internal0"
return null
update_canmove()
if(paralysis || stunned || weakened || buckled || (changeling && changeling.changeling_fakedeath)) canmove = 0
else canmove = 1
handle_breath(datum/gas_mixture/breath)
if(src.nodamage)
return
if(!breath || (breath.total_moles == 0))
adjustOxyLoss(7)
oxygen_alert = max(oxygen_alert, 1)
return 0
var/safe_oxygen_min = 8 // Minimum safe partial pressure of O2, in kPa
//var/safe_oxygen_max = 140 // Maximum safe partial pressure of O2, in kPa (Not used for now)
var/SA_para_min = 0.5
var/SA_sleep_min = 5
var/oxygen_used = 0
var/breath_pressure = (breath.total_moles*R_IDEAL_GAS_EQUATION*breath.temperature)/BREATH_VOLUME
//Partial pressure of the O2 in our breath
var/O2_pp = (breath.oxygen/breath.total_moles)*breath_pressure
if(O2_pp < safe_oxygen_min) // Too little oxygen
if(prob(20))
spawn(0) emote("gasp")
if (O2_pp == 0)
O2_pp = 0.01
var/ratio = safe_oxygen_min/O2_pp
adjustOxyLoss(min(5*ratio, 7)) // Don't fuck them up too fast (space only does 7 after all!)
oxygen_used = breath.oxygen*ratio/6
oxygen_alert = max(oxygen_alert, 1)
else // We're in safe limits
adjustOxyLoss(-5)
oxygen_used = breath.oxygen/6
oxygen_alert = 0
breath.oxygen -= oxygen_used
breath.carbon_dioxide += oxygen_used
if(breath.trace_gases.len) // If there's some other shit in the air lets deal with it here.
for(var/datum/gas/sleeping_agent/SA in breath.trace_gases)
var/SA_pp = (SA.moles/breath.total_moles)*breath_pressure
if(SA_pp > SA_para_min) // Enough to make us paralysed for a bit
Paralyse(3) // 3 gives them one second to wake up and run away a bit!
if(SA_pp > SA_sleep_min) // Enough to make us sleep as well
src.sleeping = max(src.sleeping+2, 10)
else if(SA_pp > 0.01) // There is sleeping gas in their lungs, but only a little, so give them a bit of a warning
if(prob(20))
spawn(0) emote(pick("giggle", "laugh"))
return 1
handle_environment(datum/gas_mixture/environment)
if(!environment)
return
var/environment_heat_capacity = environment.heat_capacity()
if(istype(loc, /turf/space))
environment_heat_capacity = loc:heat_capacity
if((environment.temperature > (T0C + 50)) || (environment.temperature < (T0C + 10)))
var/transfer_coefficient
transfer_coefficient = 1
if(wear_mask && (wear_mask.body_parts_covered & HEAD) && (environment.temperature < wear_mask.protective_temperature))
transfer_coefficient *= wear_mask.heat_transfer_coefficient
handle_temperature_damage(HEAD, environment.temperature, environment_heat_capacity*transfer_coefficient)
if(stat==2)
bodytemperature += 0.1*(environment.temperature - bodytemperature)*environment_heat_capacity/(environment_heat_capacity + 270000)
//Account for massive pressure differences
var/pressure = environment.return_pressure()
// if(!wear_suit) Monkies cannot into space.
// if(!istype(wear_suit, /obj/item/clothing/suit/space))
/*if(pressure < 20)
if(prob(25))
src << "You feel the splittle on your lips and the fluid on your eyes boiling away, the capillteries in your skin breaking."
adjustBruteLoss(5)
*/
if(pressure > HAZARD_HIGH_PRESSURE)
adjustBruteLoss(min((10+(round(pressure/(HIGH_STEP_PRESSURE)-2)*5)),MAX_PRESSURE_DAMAGE))
return //TODO: DEFERRED
handle_temperature_damage(body_part, exposed_temperature, exposed_intensity)
if(src.nodamage) return
var/discomfort = min( abs(exposed_temperature - bodytemperature)*(exposed_intensity)/2000000, 1.0)
if(exposed_temperature > bodytemperature)
adjustFireLoss(20.0*discomfort)
else
adjustFireLoss(5.0*discomfort)
handle_chemicals_in_body()
// most chemicals will have no effect on amorphs
//if(reagents) reagents.metabolize(src)
if (src.drowsyness)
src.drowsyness--
src.eye_blurry = max(2, src.eye_blurry)
if (prob(5))
src.sleeping += 1
Paralyse(5)
confused = max(0, confused - 1)
// decrement dizziness counter, clamped to 0
if(resting)
dizziness = max(0, dizziness - 5)
else
dizziness = max(0, dizziness - 1)
src.updatehealth()
return //TODO: DEFERRED
handle_regular_status_updates()
health = 100 - (getOxyLoss() + getToxLoss() + getFireLoss() + getBruteLoss() + getCloneLoss())
if(getOxyLoss() > 25) Paralyse(3)
if(src.sleeping)
Paralyse(5)
if (prob(1) && health) spawn(0) emote("snore")
if(src.resting)
Weaken(5)
if(health < config.health_threshold_dead && stat != 2)
death()
else if(src.health < config.health_threshold_crit)
if(src.health <= 20 && prob(1)) spawn(0) emote("gasp")
// shuffle around the chemical effects for amorphs a little ;)
if(!src.reagents.has_reagent("antitoxin") && src.stat != 2) src.adjustOxyLoss(2)
if(src.stat != 2) src.stat = 1
Paralyse(5)
if (src.stat != 2) //Alive.
if (src.paralysis || src.stunned || src.weakened) //Stunned etc.
if (src.stunned > 0)
AdjustStunned(-1)
src.stat = 0
if (src.weakened > 0)
AdjustWeakened(-1)
src.lying = 1
src.stat = 0
if (src.paralysis > 0)
AdjustParalysis(-1)
src.blinded = 1
src.lying = 1
src.stat = 1
var/h = src.hand
src.hand = 0
drop_item()
src.hand = 1
drop_item()
src.hand = h
else //Not stunned.
src.lying = 0
src.stat = 0
else //Dead.
src.lying = 1
src.blinded = 1
src.stat = 2
if (src.stuttering) src.stuttering--
if (src.slurring) src.slurring--
if (src.eye_blind)
src.eye_blind--
src.blinded = 1
if (src.ear_deaf > 0) src.ear_deaf--
if (src.ear_damage < 25)
src.ear_damage -= 0.05
src.ear_damage = max(src.ear_damage, 0)
src.density = !( src.lying )
if (src.disabilities & 128)
src.blinded = 1
if (src.disabilities & 32)
src.ear_deaf = 1
if (src.eye_blurry > 0)
src.eye_blurry--
src.eye_blurry = max(0, src.eye_blurry)
if (src.druggy > 0)
src.druggy--
src.druggy = max(0, src.druggy)
return 1
handle_regular_hud_updates()
if (src.stat == 2 || (XRAY in mutations))
src.sight |= SEE_TURFS
src.sight |= SEE_MOBS
src.sight |= SEE_OBJS
src.see_in_dark = 8
src.see_invisible = 2
else if (src.stat != 2)
src.sight &= ~SEE_TURFS
src.sight &= ~SEE_MOBS
src.sight &= ~SEE_OBJS
src.see_in_dark = 2
src.see_invisible = 0
if (src.sleep)
src.sleep.icon_state = text("sleep[]", src.sleeping > 0 ? 1 : 0)
src.sleep.overlays = null
if(src.sleeping_willingly)
src.sleep.overlays += icon(src.sleep.icon, "sleep_willing")
if (src.rest) src.rest.icon_state = text("rest[]", src.resting)
if (src.healths)
if (src.stat != 2)
switch(health)
if(100 to INFINITY)
src.healths.icon_state = "health0"
if(80 to 100)
src.healths.icon_state = "health1"
if(60 to 80)
src.healths.icon_state = "health2"
if(40 to 60)
src.healths.icon_state = "health3"
if(20 to 40)
src.healths.icon_state = "health4"
if(0 to 20)
src.healths.icon_state = "health5"
else
src.healths.icon_state = "health6"
else
src.healths.icon_state = "health7"
if (pressure)
var/datum/gas_mixture/environment = loc.return_air()
if(environment)
switch(environment.return_pressure())
if(HAZARD_HIGH_PRESSURE to INFINITY)
pressure.icon_state = "pressure2"
if(WARNING_HIGH_PRESSURE to HAZARD_HIGH_PRESSURE)
pressure.icon_state = "pressure1"
if(WARNING_LOW_PRESSURE to WARNING_HIGH_PRESSURE)
pressure.icon_state = "pressure0"
if(HAZARD_LOW_PRESSURE to WARNING_LOW_PRESSURE)
pressure.icon_state = "pressure-1"
else
pressure.icon_state = "pressure-2"
if(src.pullin) src.pullin.icon_state = "pull[src.pulling ? 1 : 0]"
if (src.toxin) src.toxin.icon_state = "tox[src.toxins_alert ? 1 : 0]"
if (src.oxygen) src.oxygen.icon_state = "oxy[src.oxygen_alert ? 1 : 0]"
if (src.fire) src.fire.icon_state = "fire[src.fire_alert ? 1 : 0]"
//NOTE: the alerts dont reset when youre out of danger. dont blame me,
//blame the person who coded them. Temporary fix added.
if(bodytemp)
switch(src.bodytemperature) //310.055 optimal body temp
if(345 to INFINITY)
src.bodytemp.icon_state = "temp4"
if(335 to 345)
src.bodytemp.icon_state = "temp3"
if(327 to 335)
src.bodytemp.icon_state = "temp2"
if(316 to 327)
src.bodytemp.icon_state = "temp1"
if(300 to 316)
src.bodytemp.icon_state = "temp0"
if(295 to 300)
src.bodytemp.icon_state = "temp-1"
if(280 to 295)
src.bodytemp.icon_state = "temp-2"
if(260 to 280)
src.bodytemp.icon_state = "temp-3"
else
src.bodytemp.icon_state = "temp-4"
src.client.screen -= src.hud_used.blurry
src.client.screen -= src.hud_used.druggy
src.client.screen -= src.hud_used.vimpaired
if ((src.blind && src.stat != 2))
if ((src.blinded))
src.blind.layer = 18
else
src.blind.layer = 0
if (src.disabilities & 1)
src.client.screen += src.hud_used.vimpaired
if (src.eye_blurry)
src.client.screen += src.hud_used.blurry
if (src.druggy)
src.client.screen += src.hud_used.druggy
if (src.stat != 2)
if (src.machine)
if (!( src.machine.check_eye(src) ))
src.reset_view(null)
else
if(!client.adminobs)
reset_view(null)
return 1
handle_virus_updates()
// amorphs can't come down with human diseases
return

View File

@@ -0,0 +1,6 @@
/mob/living/carbon/amorph/emote(var/act,var/m_type=1,var/message = null)
if(act == "me")
return custom_emote(m_type, message)
/mob/living/carbon/amorph/say_quote(var/text)
return "[src.say_message], \"[text]\"";

View File

@@ -5,6 +5,9 @@
return 1
return 0
/proc/isamorph(A)
return istype(A, /mob/living/carbon/amorph)
/proc/ismonkey(A)
if(A && istype(A, /mob/living/carbon/monkey))
return 1