Commit Graph

303 Commits

Author SHA1 Message Date
elly1989@rocketmail.com
2485d4ca0c Fix for runtime:
The following runtime has occured 99 time(s).
runtime error: Cannot read null.stat
proc name: process (/datum/disease/alien_embryo/process)
  source file: alien_embryo.dm,9
  usr: null
  src: Unidentified Foreign Body (/datum/disease/alien_embryo)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4385 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-12 22:43:39 +00:00
petethegoat@gmail.com
faea964e13 Fixes issue 521.
Fixes issue 676.
Fixes issue 700.
Fixes issue 753.
Fixes issue 754.
Fixes issue 755.

Additionally I slightly cleaned up grenade code and stunglove code, and removed mustardbomb.dm (because it was fucking awful).

THIS BUGFIX TRAIN AIN'T STOPPIN'
Thanks QualityVan for the issue 521 fix, and thanks Nodrak & Tobba for pointing out my dumbness for issues 753 & 754 respectively.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4382 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-12 19:51:08 +00:00
elly1989@rocketmail.com
a79f049ebd Moves mob/var/datum/changeling/changeling to datum/mind/var/datum/changeling (changeling datums are now held by minds rather than mobs)
As such, changelings can now be reported at round-end, even after gibbing. Resolves Issue 251

Changeling power proc_holders are now datums rather than objects.
Condensed all those changeling stings down a bit. This will make fixing issue 351 easier to fix

Replaced changeling fakedeath and a number of checks for the zombiepowder reagent with a bitflag: mob/var/status_flags & FAKEDEATH
setting the FAKEDEATH flag will make the mob appear dead in exactly the same way changeling parasting and parapens worked. I've updated changelings and zombiepowder to work with this flag.

Bug fixes for the staff of change. There was a type mismatch and I typo'd "alien" as "xeno" so xenos were not being randomly picked.

TODO:
changeling purchased verbs could probably be moved to mind/special_verbs. Likewise, other modular antag proc-holders can be merged with the changeling system using the same type of datum. (namely wizards)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4377 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-12 05:43:39 +00:00
johnsonmt88@gmail.com
cc544acea0 Removed the tensioner. It was buggy and really only served to ruin rounds. The original purpose of the tensioner before Poly reworked it was to act as a stat tracker, which is now meaningless since erro has a fully operational stat tracker in place.
As a result, cyborg death squads were also removed.

This also fixes meteors and space dust so that they properly take into account the borders of the map. Please do not hardcode numbers when we have defines in place.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4374 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-11 20:02:31 +00:00
elly1989@rocketmail.com
40c2238c24 Minds part 3
Removed mob/var/original_name. Totally replaced by datum/mind/var/name now.

Fixed round-end reports. They're now sort of follow the same format as each-other. Not sure how the ew format will work out on high-pop servers. if it's too spammy I'll tone it down a bit.

Fixed pais. Their life.dm got unticked. Resolves issue 759

Known issues: 
Borgs keep their human objectives when borged. I'll try playing with the way minds work for silicon mobs whe the freeze is over.
No way to edit minds when they are not attached to a mob. Need some sort of debugging tool.
datum/mind/var/mob/living/original isn't realy used for much. I could probably replace it with something more useful.
Changeling stuff is messy. The changeling object should be referenced by the mind not the mob (or something)

Part 4 on hold will try to address some of these known issues. Taking a break from minds to fix some issues on the tracker now (like lighting)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4355 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-09 23:41:01 +00:00
elly1989@rocketmail.com
05460b5c1e Whoops forgot to click save or something.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4347 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-09 13:38:33 +00:00
elly1989@rocketmail.com
df75514318 Preparations for minds - Part3.
Replaced mob/var/original_name with datum/mind/var/name.

Halved the speak-chances of every simple-animal because that constant squeaking was insufferable.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4346 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-09 12:40:17 +00:00
elly1989@rocketmail.com
81bff7c5f5 Important!
Minds part2 - Carn loses her mind.

The way datum/mind stuff works has been changed a lot. I really can't explain everything. If you have any questions it'd just be easier if you leave a comment or ask me in coderbus.
Generally, minds now represent IC characters rather than following a client around constantly. Minds can change owners, mobs, (names WIP).

Technical babble:
The var/current and var/original variables of the mind datum must always be of type mob/living (or null). Please do not mind.transfer_to(ghost_mob). If you want to ghost somebody use ghostize()! It will do all the technical stuff for you.

mob/dead/observer/var/corpse was removed. mob/dead/observer/var/mind is now used as a reference to the last mind the player had (so respawning code has something to reference), but also because mind.current is a far more useful way of tracking a corpse. If somebody triggers a mind.transfer_to() call on your corpse, your mind will be tranfered to another mob/living or something...that will then be considered your corpse. This could allow for more interesting mind_transfers. For instance, the "raise corpse" rune ghostizes any player in the corpse to be raised and selectes a random dead player to take possesion of their character! The person possesing them will have all of their memories, objectives, etc. The poor guy who was originally the owner cannot re-enter body if there is another player in his body...but if that player is ghosted he can once again return. Exorcisms anybody?

Changes to cloning and hydroponics. I will likely have to rework these later as they're hacky as hell right now.

A lot of stuff is now handled by Login/Logout rather than in hundreds of different places. One such example, mind datums get their variables updated at Login and Logout.

Fixed a few minor bugs. I'll update the issues manually in a bit because I literally cannot think atm.

TL;DR guide:
-If you want to make somebody a ghost use ghostize(). Or you will need to find a doctor to stitch your bits back on. :)
-You don't have to worry about making minds. Simply doing key="carnwennan" or whatever will either: A) make a new mind and initialise it if there isn't one or B) take possession of the mind currently attached to the mob.
-It's safe to transfer a mind even if a key isn't in-body (e.g. they are ghosted/admin-observing etc!) Minds have an active variable which tracks whether they are currently synced with a key. This is to avoid dragging ghosts back into their bodies when say, a wizard mind_transfers them.
-Transferring a mind whilst var/active=1 will cause the following: mob.key = mind.key. So no need to do that separately (in fact you'll lag things if you do, so don't)
-If you do want to initialize a mind manually, say if you don't have a client to login to the mob yet, simply do new_mob.mind_initialize(). Simple! When someody is logged into that mob they will take ownership of the mind and it will sync up.

NOTE: a lot is probably broken since this is a pretty massive change. Please let me know asap (with actual info! Shouting at me, "IT BORKED HALP", doesn't help)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4342 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-08 20:51:55 +00:00
elly1989@rocketmail.com
fb600f9bce Ok, part 1 of this huge mind datum fix. I need to run over the next part again because I've made a lot inconsistencies in it. This is sort of all the misc stuff that got tidied up whilst I was trying to get my head around how everything related to eachother.
This part focuses on:
-structuring the way silicon mobs initialise upon login (there was some hideous copypasta in Login() and New() which used spawn() to change the order of the calls so it was all jumbled up. I think I've got it sorted now.
-Borgs var/real_name was not initialising as "Cyborg". Meaning the name checks were kind of borked.
-Ghosts are now deleted at logout if they no longer have a key. This will stop unneeded ghosts being left lying around. It will not delete ghosts with keys assigned (so people can't respawn or anything). Removed all the del(ghost_ref) stuff I could find. Generally movign the key from a ghost should be the last thing you do as the ghost will be deleted by Logout. However I've put it in a spawn() to hopefully avoid coders accisentally using it in a way which causes runtimes.
-Fixed clone-plants spawning dud potato-people left, right and centre. They'll now dump seeds if it fails for whatever reason.
-Cultist and Rev status are removed at mob/living/silicon/Login() rather than having to be called on a special-case basis everywhere. This may not be necessary when this stuff is finished.
-Removed a bunch of :
-Commented mob/living/Login() with the rest of the antag-indicator code from cloning.dm and hydroponics.dm for any coders whom feel brave/suicidal to fix the related issues

Next on the agenda, replacing mob/var/original_name with datum/mind/var/name to fix the ticker runtimes
Then, fixing mind/proc/transfer_to(mob) once and for all. (There are issues with duplicate minds, role updates, inconsistent initialisation etc etc *yawn*

There's probably a few obscure bugs in there somewhere. Might want to hold off on the updates for a bit. Coderbus will likely spot them all by the end of the week.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4322 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-05 15:29:15 +00:00
elly1989@rocketmail.com
0f20e7e635 Sorry to sort-of break the codefreeze but the fact this isn't an option is kinda crappy and somewhat urgent. If it's a problem I will revert it. Sorry.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4321 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-05 13:44:17 +00:00
sieve32@gmail.com
5f8c56bb7d Fixes Issue 721
-Small change that psuedo-randomizes cult and wizard incantations. For cultists, it's just a [pick("'","`")] in place of a "'" in their incantation, and wizard invocations have a 50% chance to replace the spaces with "`".


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4307 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-03 21:02:22 +00:00
elly1989@rocketmail.com
99354f8c71 More gifts from FPstation. This fetches a list of known proxies and stops people from connecting whilst using them. Proxies are often used for nefarious reasons.
It needs to be kept as up-to-date as possible, so it autoupdates every 6+ hours or so to ensure the database is relatively up-to-date.

Like the previous commit, I'd only really recommend it if the other stuff isn't getting the job done.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4257 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-31 20:42:10 +00:00
sieve32@gmail.com
8658a64dc3 -Redid admin_list to be based off clients rather than mobs (Why I did it with mobs first, I'll never know). This fixes AdminWho and Asay and such not working pre-game.
-Added in the proper list stuff for changeling stasis
-Added a verb to the debug list (Game Admin+) to check the mob lists instead of requiring the item (Works the same way)
Fixes Issue 708


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4240 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-31 02:02:30 +00:00
mport2004@gmail.com
910d48c0c5 Seems the adminwho thing was actually a bug, removing the config option.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4217 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-29 15:55:03 +00:00
mport2004@gmail.com
a4890eaae0 Added a config option for the extended adminwho information because it is generally a bad idea to tell the players what admins are doing.
Also fixed the issue where people on the floor could buckle others in.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4216 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-29 11:09:07 +00:00
sieve32@gmail.com
7bf6788082 -OPTIMIZATION TIME
-Almost every instance of 'for(mob in world)' has been killed. Because GODDAMN was it being run a bunch. Instead, a series of global lists have been made, and they are all handled auto-magically through New()'s, Del()'s, Login()'s, death()'s, etc...

Lists are as follows:
-mob_list : Contains all atom/mobs by ref
-player_list : Like mob_list, but only contains mobs with clients attached
-admin_list : Like player_list, but holds all mobs with clients attached and admin status
-living_mob_list : Contains all mobs that ARE alive, regardless of client status
-dead_mob_list : Contains all mobs that are dead, which comes down to corpses and ghosts
-cable_list : A list containing every obj/structure/cable in existence
Note: There is an object (/obj/item/debuglist) that you can use to check the contents of each of the lists except for cables (Since getting a message saying "a cable," x9001 isn't very helpful)

These lists have been tested as much as I could on my own, and have been mostly implemented. There are still places where they could be used, but for now it's important that the core is working. If this all checks out I would really like to implement it into the MC as well, simply so it doesn't check call Life() on every mob by checking for all the ones in world every damn tick.

Just testing locally I was able to notice improvements with certain aspects, like admin verbs being MUCH more responsive (They checked for every mob in the world every time they were clicked), many sources of needless lag were cut out (Like Adminwho and Who checking every single mob when clicked), and due to the cable_list powernet rebuilding is MUCH more efficient, because instead of checking for every cable in the world every time a powernet was broken (read: A cable was deleted), it runs though the pre-made list, and even with a singulo tearing all the way across the station, the powernet load was VERY small compared to pretty much everything else.

If you want to know how any of this works, check global_lists.dm, there I have it rigorously commented, and it should provide an understanding of what's going on.

Mob related in worlds before this commit: 1262
After: 4
I'm helping


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4179 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-26 03:04:05 +00:00
ericgfwong@hotmail.com
db14f50657 -Fixed shuttle stuns not affecting mobs without clients
-Shuttle stuns no longer affect non-carbon mobs

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4178 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-26 02:41:08 +00:00
ericgfwong@hotmail.com
7a76580560 -Players not buckled in when the shuttle/pod moves or docks will get stunned for 5 ticks
-Shuttle doors now automatically open when it docks at centcom
-Screen shaking now works properly on shuttle/pods

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4176 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-26 00:07:16 +00:00
sieve32@gmail.com
459c558898 -Make holodeck eswords a child of obj/item/weapon/holo instead of regular eswords, clumsy check removed as a result, and you can no longer do things like cutting through walls or doors or what have you. (Fixes Issue 665)
-Redid icons to be more optimized at compile by setting icon = 'icons/folder/icon.dmi' instead of just icon = 'icon.dmi', meaning that Dream Maker doesn't have to search through every single file for every single .dmi. This shouldn't lead to any errors because of how I went about it, plus the fact that Dream Maker would have freaked out if I screwed something up. Also moved around 2 icons that weren't sorted well.

r4146 compile time: 1 minute, 40 seconds
r4147 compile time: 45 seconds

[VGTG]

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4147 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-23 00:48:51 +00:00
sieve32@gmail.com
8a41c895ec -Added a do_after() to Artificer spells so they can't spam walls/rwalls
-Added myself to the admins.txt so I don't have to keep dealing with it

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4139 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-22 06:29:05 +00:00
giacomand@gmail.com
285f31f0c4 -You can now store donuts in the donut box. The next donut you pull out will be the last one you put in.
-Changed the class type of donuts. donut/normal is now the regular donut. All other donuts have been made this way. (I.E: donut/chaos)
-Hopefully the merged records proc will now not spit out runtimes.
-You cannot enter a name without any character now. This way you can also click on the link.
-Added some coloured caps to their respected coloured wardrobes.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4123 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-20 00:12:50 +00:00
johnsonmt88@gmail.com
1ce01f34b9 Rounded off the shuttle time message.
"The Emergency Shuttle has left the station. Estimate 2.98662 minutes until the shuttle docks at Central Command." should no longer happen.

Removed some while(1) loops from object process()s.

Removed some unused object process()s.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4116 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-19 18:06:23 +00:00
elly1989@rocketmail.com
7023f734ea Fix for the following runtime.
runtime error: Cannot read null.viruses
proc name: cure (/datum/disease/proc/cure)
  source file: disease.dm,156
  usr: null
  src: The Flu (/datum/disease/flu)
  call stack:
The Flu (/datum/disease/flu): cure(0)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4097 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-17 16:43:03 +00:00
elly1989@rocketmail.com
65ff691098 Fixed evidence bags so the items inside are now visible even when the bag is inhand (the problem was that overlays += obj uses the object's layer variable rather than the default FLOAT_LAYER. So the hud was appearing over the overlays. Fixed it by using image(obj) to take a snapshot). Changed the overlays to underlays to make them look better. Fixed issue 637 where putting objects in bags which were currently in your inventory did not remove the item from your inventory.
Replaced the obj variable var/see_face. It was used to determine whether something (namely masks/hats) hid your identity. Replaced with the HIDEFACE bitflag for var/flags_inv variable. Moved the var/flags_inv variable from atom/ to obj/item/ as only /obj/item/ can be in your inventory in the first place.

Fixed get_visible_name() so it takes into account any item on the var/head when deciding if your face is obscured. (While I'm at it, just dump a comment here if there's anything that should hide your face which doesn't and I'll add the flag.)

Removed the var/alien_egg_flag variable from mob/living/carbon/ and replaced it with the XENO_HOST bitflag for var/status_flags variable. You can now suicide whilst impregnated with a xeno (since you will chestburst even after death, that restriction is no longer necessary).

Any mob/living descendent can ghost even when not dead. However, ghosting whilst not dead results in the ghost eing unable to return to it's body for the remainder of the round. (It has a warning popup)

The suicide verb can only be used by humans when they can move and are not cuffed. These verbs will be totally replaced very soon with the 'fun' IC suicides I'm working on. Suicide is largely redundant given that anybody can ghost now, just didn't want to jump the gun in removing it.

Known Issues:
We've got var/flags_inv, var/slot_flags which could possibly be merged as they both deal with obj/items, although I'm not sure if we can fit oth into the 16-bit limit. Just something to look into.
There are bitflags GLASSESCOVERSEYES, MASKCOVERSEYES, HEADCOVERSEYES, MASKCOVERSMOUTH, HEADCOVERSMOUTH in the var/flags variable which should really be merged with or moved alongside the very similar flags in var/flags_inv. Comments next to the defines suggest as much.
You can borg dead/clientless brains but can't remove the brain fromt he borg once you realise it's a dud. >.<

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4072 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-14 21:43:54 +00:00
johnsonmt88@gmail.com
8432f2aabe Resisting out of lockers
- Being inside a wrapped locker no longer delete you when you resist out of it. Fixes Issue 596
- Resisting out of a locker now takes longer then 5 seconds

Certain spells can no longer be cast on z2
- 'walk through wall' spells are disabled to prevent people from getting to centcomm
- 'construct turf' spells are disabled because turfs in transit space crash the server

get_contents()
- Now recursively runs through a mobs contents for items and should actually find everything.
- Now take package wrapped items into account.

check_for_contents() now simply calls get_contents() to generate a list instead of using copy/pasted code from get_contents().

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4064 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-14 01:00:22 +00:00
baloh.matevz
661efd46d2 - Added two more messages that get sent to IRC by the bot: "Round ended" when the round ends and "The Emergency Shuttle has docked with the station." when the shuttle arrives.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4046 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-11 21:30:48 +00:00
johnsonmt88@gmail.com
22c872a2a3 Fixed damagetypes not working in admin investigate (The (?) button when someone adminhelps)
Committing for Zekkeit/39kk9t
- Attack logs now display the reagents the pill/snack had when you forced it down someone's throat.
- List entries can now be edited and deleted! (don't try editing any of the contents list entries, it spits a runtime and I don't know how to make it uneditable)
- Fix for issue 598. Now pAI carriers can re-enable the pAI radio settings.
- Adminmoreinfo now displays the status of the mob.
- Added a confirmation message to unjobbanning from the Display Job bans panel.
- When being exposed to a virus, resistances are now taken into account. In addition, list entries that contained a virus that has been cured are now deleted.

Proposed commit: http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=9262

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4008 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-07 19:32:31 +00:00
elly1989@rocketmail.com
b88733fd89 Alien larva now chestburst even after their host has died. To do this I had to make a custom process() for the alien_embryo disease.
I gave up trying to get facehuggers  to hug laying down mobs after a throw. Instead I just fixed the attack() proc so aliens can slap them onto people's faces.

Changed the chestbursting code so larva are created even if no client is available. I will be making a verb so ghosts can posses aliens/larvae with no ckey depending on what headcoders think of the idea. I didn't think it fair that aliens should suffer because not enough ghosts have be_alien enabled at the exact moment a larvae chestbursts. 

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3987 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-05 13:21:25 +00:00
elly1989@rocketmail.com
86effe3429 ghosts now have stat=DEAD so certain verbs don't break.
replaced canweaken and canstun variables with status_flags bitfield. Current flags are CANWEAKEN CANSTUN CANPARALYSE. Although you could add stuff like CANDAMAGE, CANBLIND, CANDEAFEN etc. to add additional flexibility to mob code and reduce on duplication.

Added humans_need_surnames as a config option. If when spawning  a human has only one name it will give them a random surname. I'd recommend leaving it on so that people can't name themselves "floor" "Unknown" etc.

totally removed autolowercasing of names (except for first letter) due to people pestering me. inb4 everyone starts CRUISECONTROLLING.

allowed a few characters like @ # etc for when the flag allow_numbers is set. So AIs can use those symbols (numbers and symbols cannot be used as the first character because of syntax.

Added alium nests. They're basically beds that only aliums can use. They are made of sticky resin which aliums secure their prey too for sexytimes.

Weed nodes are no longer dense.

Tidied up some alium verbs so that they are more structured. This will allow me to add Alt-Click neurotoxin shooting for queens and sentinels

Queens can secrete resin now to build nests/walls/membranes (doors to come!)
Drones that evolve into queens when there is already a live Queen will become princesses instead so the hive can tell them how stupid they are for splitting from the will of the hive. It also gives them a number so they can be differentiated between.

Credits to 39kk9t for fixing larva/death.dm, hissing which I forgot to do and some of the alium verbs. You're awesome <3

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3983 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-04 20:53:13 +00:00
polyxenitopalidou@gmail.com
eac2093f02 •Mein datumvars will be perfect.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3960 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-01 20:50:26 +00:00
johnsonmt88@gmail.com
80b15df54b ** Mob Define Cleanup: Part 1 **
I'm currently working on moving all of the vars in mob_defines.dm and some procs in mob.dm into more fitting places. For example, ghosts and simple animals can not be cloned, so they do not need a cloneloss var. Cloneloss would be better fitting to /mob/living or even /mob/living/carbon. 

By moving these defines into proper children of /mob we lower the amount of resources that must be set aside every time a mob is created and we lower the amount of data that gets transfered between mobs when we combine, transfer or transform them. In theory, this should help free up some resources and combat lag.

Due to how integrated some of these defines are in the rest of the code, I'm going to be committing this cleanup in small batches. Doing it this way instead of one massive commit means that bugs will be easier to locate and identify. It is also less likely to overwhelm players with bugs, and if it still does, it will make it easier for us to revert only the section that is causing problems. Smaller commits also means merging with existing code will be less of a nightmare and has less potential for merging mistakes.

One of my goals in this cleanup is to add a description to every single variable in mob defines. While some of them are self explanatory, there are some there that are used in horribly obscure ways on top of having no comment to describe their use.

-----------------------

Mob defines moved to living:
- last_special*
- bruteloss
- oxyloss
- toxloss
- fireloss
- cloneloss
- brainloss
- halloss
- hallucination
- hallucinations(list)

*Note: I believe this variable is not needed, but the code it is used in (the resist verb) is cluttered and messy. That chunk of code probably use a re-write. I'll put it on my TODO list and if I survive mob_defines I'll try to get around to it but if anyone wants to do it for me, that would certainly help!

-----------------------

Mob procs moved to living:
- getBruteLoss()
- adjustBruteLoss()
- getOxyLoss()
- adjustOxyLoss()
- setOxyLoss()
- getToxLoss()
- adjustToxLoss()
- setToxLoss()
- getFireLoss()
- adjustFireLoss()
- getCloneLoss()
- adjustCloneLoss()
- setCloneLoss()
- getHalLoss()
- adjustHalLoss()
- setHalLoss()
- getBrainLoss()
- adjustBrainLoss()
- setBrainLoss

Mob procs moved to carbon:
getDNA()
setDNA()

-----------------------

Mob verbs moved to carbon:
- Sleep
- Lay down / Get up

-----------------------

The : operator...

The thing that has been killing me through this whole cleanup is people using or copy/pasting the : operator everywhere. 


*** Please use obj.var_or_procname. Do not use obj:var_or_procname ***


Using obj:procname will not throw a compiler error if obj does not have that specific var or proc. This means that the coder making changes will NOT be informed of an error which will result in a proc failing, potentially being completely unusable and definatly causing a runtime error.

With that said, I fully anticipate that most bugs (if any) caused by this mob define cleanup to be the result of : operators.

I've been replacing many : operators in favour of the . operator as I've been going, most noteably I went out of my way to remove almost every : operator from the 4000+ line Chemistry-Regents.dm
Exceptions:
- Water: Turf and Atmos related vars. I'm not familiar with the members and methods in those class' hierarchy.
- Silicate: because it's commented out and I honestly dont see it returning.
- Thermite: Turf and Atmos related vars.
- Corn Oil: Turf and Atmos related vars.

Final note: While this may be the source of some mob-related bugs, there are two other revisions that have been committed between now and the last time either of the the two tgstation servers have been updated. These revisions both touch mob-related files. I'm not blaming these other revisions for anything, especially since one of them is mine anyway, I'm just listing them here for refrence to help quickly identify any problems.
- My human/life() changes in r3925 
- Carn's life() standardizations in r3933

Stuff unrelated to mob defines:
- Fixed borgs and such being able to go into DNA modifiers.
- Changelog updated and I added Sieve to the list of coders.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3934 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-28 17:06:19 +00:00
baloh.matevz
eda9677ab2 - Nerfed pierrot throat. You will only shout out "Honk" messages if you are at the last stage (stage 4). Made bananas cure pierrot throat with a 75% chance, instead of a 35% chance.
- Fixed the problem where people would get automuted due to pierrot throat.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3906 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-24 05:48:05 +00:00
elly1989@rocketmail.com
48088b79d9 ugh...this was horrible. I'm really sorry if I fucked anything up, I was literally going braindead towards the end.
Replaced every l_hand = and r_hand = and all that if(hand) crap to use standardised procs. This means we can use procs like Dropped() reliably as they will always be called when things are dropped.

Thorough documentation to come. But generally, if you want a mob's icons to update after deleting something in the inventory...use drop_from_inventory(the_thing_you_wanna_drop) just before deleting it. If you wanna put something in a mob's hands use put_in_hands() (or one of the variants). It'll try putting it in active hand first, then inactive, then the floor. They handle layers, overlays, screenlocs calling various procs such as dropped() etc for you. Easy

mob.equipped() is now mob.get_active_hand() because there was another totally unrelated proc named equipped() and stuff was confusing.

Weakening was made instantaneous.

Minor optimisations for human/handle_regular_status_updates(). I'll port these changes over to the other mobs next. Basically it should stop it constantly incrementing every status effect even after death.

umm... bunch of overlays related fixes... I think that's everything. :/

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3900 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-23 21:24:45 +00:00
johnsonmt88@gmail.com
c6a55b6427 Borgs and AI's
- No longer able to be cultists because their objectives completely contradicts robotic laws. Fixes issue 510.
- No longer able to be revolutionaries.
- - There was existing code for this already, but it should function properly now.
- - It now takes into account admin's borging players.

pAI's can no longer see revolutionaries or cultists.
- pAI's get a brand new mind instead of wiping their previous antag status.
- This way it prevents players exploiting the cult/rev hud icons and it does not affect the end-round scores and statistics.

Piano's 'repeat' has a limit of 10.
- This will stop byond from thinking playsong() is an infinite loop and crashing the server.
- Added a check so that players can not bypass the limit without stopping the song first.
- 10 is just an arbitrary number I chose, feel free to change it but keep it within reason... and byond's limits.

Fixed a bunch of 'emergancy' misspellings.
- Commit log worthy material right here.

Fixed a bunch of 'emergancy' misspellings.
- Commit log worthy material right here.

Changelog updated.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3878 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-20 17:06:33 +00:00
johnsonmt88@gmail.com
883b290064 Server crashing and exploit fixes
Added a cooldown to the containment field shocking players
- If a containment field was set up in a small room, it was possible to crash the server by jumping into the field with no way to escape it. This was likely due to the hundreds of spark effects being generated every second, on top of all the other calls it had to make.

Used the existing parent proc to check for proximity, canmove and death on:
- Atmos pumps
- Atmos mixers
- Canisters. (This should finish off issue 397.)
- Crew monitering computer (This one probably didn't need it but it shouldn't change the way it works.)

Added admin checks to:
- datum/mind
- tensioner
If either of these fail an admin check an admin log will be entered into the server logs and a message will be displayed to admins.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3818 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-14 19:31:15 +00:00
elly1989@rocketmail.com
8961bd96d0 WARNING: This has been thoroughly tested and I'm happy that it's -stable- (it shouldn't runtime). However, it might have a few niggly bugs caused by specific items using no-standard or weird code. Most bugs will be stuff like it not updating overlays and such and can be fixed simply by dropping the item. That being said, if you're not comfortable with this, I'd suggest waiting to update past this revision.
update_clothing() has been broken up into it's key parts. A full explanation can be found in code/modules/mob/living/carbon/human/update_icons.dm
the tl;dr of it is that overlay updates are no longer called by the gameticker. Instead they are called by procs such as u_equip db_cick etc. This means faster updates (although admittedly, more of them can be called per tick). This however is offset by the fact that specific overlays can be updated now, vastly improving its efficiency. This will especially help when there are large numbers of dead mobs.

Fixed the throw code for TKgrab so it can be toggled.

Cloaking for aliens/humans/ninjas was changed. It's very crude at the moment and for that I apologise. But it works and is very efficient.It also stops cloaked individuals becomming invincible due to people being unable to hit them (even when they know exactly where  they are)

Fixed a bunch of bugs with damage-overlays. They  were updating FAR FAR to frequently. They were also horribly inefficient. They should now be virtually seamless when updating and only use cached icons, so they aren't affected by lag as badly. This may help with explosions lag a little.

There's still a tonne of stuff I need to refine with this. I'll be refining it down into some helper procs to reduce on code duplication and such

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3811 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-13 19:03:25 +00:00
baloh.matevz
2233548788 - Deleted ERP.dmi
- Moved some objects into /effect
- Removed the debugger object

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3739 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-04 21:49:28 +00:00
elly1989@rocketmail.com
0200ddb9a0 Added href logging as a config option. Log can be viewed via "investigate hrefs". If on, it logs every link clicked. It may be useful for 'debugging' and spotting malicious clients.
Anti-spam delay raised to 7 ticks. A little over half a second.

Admins can no longer be banned except by deadminning them or banning through the host's pager.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3722 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-02 12:57:39 +00:00
elly1989@rocketmail.com
5ff9a92a26 Fix for getFlatIcon runtimes. I think when I changed DamageIcons from a list to a single image, I may have caused it. Basically, null was getting put in the overlays var at round start.
Fix for  view-vars refreshing.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3721 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-02 02:08:42 +00:00
elly1989@rocketmail.com
1e476623d9 Ban moved into IsBanned so that people whom are banned can actually see -why- they are banned. Another perk of using IsBanned and not client/New() is that we now disconnect potential clients before they are given a client object and start downloading any resources...which is like a 30Mb saving per failed login (after each server update).
Tidied up the Login and Logout procs for mobs. Moved the sandbox buildmode stuff to mob/living/login.dm so you shouldn't have to log-out and back in to enable build mode.

Removed the logged_in variable for mobs as it was the most pointless thing ever.

Made the multikeying checks a separate proc. People are checked the second they get a new_player mob. Its notices are also less spammy.

Changed AllowUpload from the default. It now restricts uploads of over 1Mb to prevent admins uploading massive .Oggs and lagging the server to hell whilst it sends the ogg to 40+ players. Feel free to change the limit.

Moved some of the core client procs into one folder; they should really be together and not in /modules/mob/mob.dm and various other places. I will be giving the client stuff a belated spring-clean over the next few commits, just got to iron out some of the kinks.



git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3694 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-29 07:36:01 +00:00
vageyenaman@gmail.com
49647d329a There's a metric assload of stuff here, mostly in preparation to my massive traitor expansion, so I'll try to be brief:
- I added in the foundations for traitor factions. See factions.dm for all the different faction datums. They don't do anything yet.

- I completely ported mob/var/mutations from a bitfield to a generic list. Mutation enumerated-identifiers are added into this list. For instance, TK = 1, COLD_RESISTANCE = 2, XRAY = 3, etc... The purpose of this was because bitwise operations could not actually be used after a certain size (because BYOND is stuck in the 16bit era).

- I've added in completely-functional nano-augmentations. Check under implantnanoaug.dm for a list of implants and implaners. As mentioned previously, they are completely functional but may be slightly OP. Among these nanoaugs are Super Strength, Psionic Radar, Electric Hands, Energy Blade/Sword Synthesizer, Rebreather, Dermal Armor, Combat Reflexes, and Regenerative Nanorobots. I won't go into detail as to what they do, but hopefully they should be self-explanitory. If not, check out their descriptions in the file previously mentioned.

- Added in a future traitor item, the Mind Batterer. Along with it a new .ogg file.

- New telecomms bus mainframe sprite, thanks to WJohnston.

- New holdable shield, sprites courtesy of Muncher (i had to mangle the side sprites because of a technical little issue. I'll change it back to the original soon). It can be retracted and expanded. Probably only going to be given to traitors.

- A couple of minor bugfixes here and there, along with some code tidying.


Hope this isn't too large a commit. I intended it to be MUCH larger, but I've decided to split up my Traitor Factions expansion into smaller commits.



git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3692 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-29 03:16:47 +00:00
elly1989@rocketmail.com
c4d7073fea A very simple anti link-spam thingy.
I've tried to set it as high as possible without it being uncomfortable. But if text-links seem unresponsive just lower TOPIC_SPAM_DELAY. It's currently set to half a second. That means that a client can only click one link every half-second rather than upwards of 10 a second. So about a 80% reduction.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3682 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-27 04:34:50 +00:00
baloh.matevz@gmail.com
c2c7a3bcda - Variable declaration standardization. Big commit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3671 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-25 19:26:36 +00:00
johnsonmt88@gmail.com
fd529891ca Sanitized a large number of input()s.
- Hopefully this will cut down on the server spamming/crashing escapades happening on other servers. (This wont stop that from happening, this just makes it less severe)
- Some of the sanitizes were probably unnecessary, but better safe then sorry.

Added MAX_NAME_LEN constant which is initialized to 26.
- Please use MAX_NAME_LEN instead of typing in 26 when cutting inputs short. 26's are annoying when they have to be changed and you have to hunt through over a hundred files and tens of thousands of lines of code to find them all.

Moved uplink_kits.dm to code/game/objects/storage

Moved uplinks.dm to code/game/objects
- The stuff inside uplinks.dm could really be chopped up and split into separate dm files but this will do for now.


*********************************************************
**********************Important**************************
*********************************************************
When you create code that asks the user for an input consider whether or not it gets shown to the user through html or the like.

If it does please sanatize() or strip_html() it. Also use copytext() to cutoff spam by using MAX_NAME_LEN and MAX_MESSAGE_LEN as the cutoff var.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3652 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-24 19:34:04 +00:00
johnsonmt88@gmail.com
6951ec37ed Committed for Sieve:
Reverted dismemberment
- This is the majority of the files

Reverted the gun change
- You wont shoot yourself putting your gun away
- You don't have to fire off all of your shots before hitting someone with your gun

Reverted Tarajans
- As requested

Hotfix for the Holodeck.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3574 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-11 02:21:00 +00:00
elly1989@rocketmail.com
15bf7ea10a Some fixes for topic calls and inputs.
There's like 1001 things to fix so some of this is somewhat crude for now.

new helper proc located in procs/helpers.dm
reject_bad_text(var/text)
just feed any text in and it will either return the original text or null (if it contains odd characters such as \ / < > or characters reserved by BYOND. It also rejects if there are no non-whitespace characters)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3571 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-09 11:34:11 +00:00
johnsonmt88@gmail.com
13dc140188 - Updated jobban panel to reflect the recent R&D changes
- Runtime fix for admins using the traitor panel before the round starts

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3570 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-09 07:23:44 +00:00
VivianFoxfoot@gmail.com
f1696eb47c Adds the framework for randomlly loading an additional external z-level at server start. Loading during the game should also be possible.
Fixes assorted bugs

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3559 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-06 18:04:31 +00:00
kortgstation@gmail.com
fcd37a3924 Wraiths now have their own jaunt animation, courtesy of Ausops.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3551 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-03 19:20:35 +00:00
elly1989@rocketmail.com
d835287ddf Changed the way facial scarring works. Instead of setting your real_name to "Unknown" it uses the disfigured variable of a human's head organ to dictate the human's name variable.
This means real_name is now somewhat back to being a reliable source of the mob's actual name. It should eliminate a lot of the "cloning as unknown" bugs.

It also means I could simplify that god-awful name updating stuff into a nice and simple helper proc.

Some original_name stuff was added here and there,  mainly during cloning. A lot of the "getting random ghost names" should  be fixed now. Still loads to do though, particularly with transforms and such. >_>

Fixed a runtime with Tajarans trying to use a variable that doesn't exist for PDAs. Removed that variable from IDs as it's only used by furries.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3546 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-03 14:30:42 +00:00