Files
CHOMPStation2/code/game/atoms.dm
2017-02-21 13:50:14 -06:00

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/atom
layer = 2
var/level = 2
var/flags = 0
var/list/fingerprints
var/list/fingerprintshidden
var/fingerprintslast = null
var/list/blood_DNA
var/was_bloodied
var/blood_color
var/last_bumped = 0
var/pass_flags = 0
var/throwpass = 0
var/germ_level = GERM_LEVEL_AMBIENT // The higher the germ level, the more germ on the atom.
var/simulated = 1 //filter for actions - used by lighting overlays
var/fluorescent // Shows up under a UV light.
///Chemistry.
var/datum/reagents/reagents = null
//var/chem_is_open_container = 0
// replaced by OPENCONTAINER flags and atom/proc/is_open_container()
///Chemistry.
//Detective Work, used for the duplicate data points kept in the scanners
var/list/original_atom
/atom/proc/reveal_blood()
return
/atom/proc/assume_air(datum/gas_mixture/giver)
return null
/atom/proc/remove_air(amount)
return null
/atom/proc/return_air()
if(loc)
return loc.return_air()
else
return null
//return flags that should be added to the viewer's sight var.
//Otherwise return a negative number to indicate that the view should be cancelled.
/atom/proc/check_eye(user as mob)
if (istype(user, /mob/living/silicon/ai)) // WHYYYY
return 0
return -1
/atom/proc/on_reagent_change()
return
/atom/proc/Bumped(AM as mob|obj)
return
// Convenience proc to see if a container is open for chemistry handling
// returns true if open
// false if closed
/atom/proc/is_open_container()
return flags & OPENCONTAINER
/*//Convenience proc to see whether a container can be accessed in a certain way.
proc/can_subract_container()
return flags & EXTRACT_CONTAINER
proc/can_add_container()
return flags & INSERT_CONTAINER
*/
/atom/proc/CheckExit()
return 1
// If you want to use this, the atom must have the PROXMOVE flag, and the moving
// atom must also have the PROXMOVE flag currently to help with lag. ~ ComicIronic
/atom/proc/HasProximity(atom/movable/AM as mob|obj)
return
/atom/proc/emp_act(var/severity)
return
/atom/proc/bullet_act(obj/item/projectile/P, def_zone)
P.on_hit(src, 0, def_zone)
. = 0
/atom/proc/in_contents_of(container)//can take class or object instance as argument
if(ispath(container))
if(istype(src.loc, container))
return 1
else if(src in container)
return 1
return
/*
* atom/proc/search_contents_for(path,list/filter_path=null)
* Recursevly searches all atom contens (including contents contents and so on).
*
* ARGS: path - search atom contents for atoms of this type
* list/filter_path - if set, contents of atoms not of types in this list are excluded from search.
*
* RETURNS: list of found atoms
*/
/atom/proc/search_contents_for(path,list/filter_path=null)
var/list/found = list()
for(var/atom/A in src)
if(istype(A, path))
found += A
if(filter_path)
var/pass = 0
for(var/type in filter_path)
pass |= istype(A, type)
if(!pass)
continue
if(A.contents.len)
found += A.search_contents_for(path,filter_path)
return found
/*
Beam code by Gunbuddy
Beam() proc will only allow one beam to come from a source at a time. Attempting to call it more than
once at a time per source will cause graphical errors.
Also, the icon used for the beam will have to be vertical and 32x32.
The math involved assumes that the icon is vertical to begin with so unless you want to adjust the math,
its easier to just keep the beam vertical.
*/
/atom/proc/Beam(atom/BeamTarget,icon_state="b_beam",icon='icons/effects/beam.dmi',time=50, maxdistance=10)
//BeamTarget represents the target for the beam, basically just means the other end.
//Time is the duration to draw the beam
//Icon is obviously which icon to use for the beam, default is beam.dmi
//Icon_state is what icon state is used. Default is b_beam which is a blue beam.
//Maxdistance is the longest range the beam will persist before it gives up.
var/EndTime=world.time+time
while(BeamTarget&&world.time<EndTime&&get_dist(src,BeamTarget)<maxdistance&&z==BeamTarget.z)
//If the BeamTarget gets deleted, the time expires, or the BeamTarget gets out
//of range or to another z-level, then the beam will stop. Otherwise it will
//continue to draw.
set_dir(get_dir(src,BeamTarget)) //Causes the source of the beam to rotate to continuosly face the BeamTarget.
for(var/obj/effect/overlay/beam/O in orange(10,src)) //This section erases the previously drawn beam because I found it was easier to
if(O.BeamSource==src) //just draw another instance of the beam instead of trying to manipulate all the
qdel(O) //pieces to a new orientation.
var/Angle=round(Get_Angle(src,BeamTarget))
var/icon/I=new(icon,icon_state)
I.Turn(Angle)
var/DX=(32*BeamTarget.x+BeamTarget.pixel_x)-(32*x+pixel_x)
var/DY=(32*BeamTarget.y+BeamTarget.pixel_y)-(32*y+pixel_y)
var/N=0
var/length=round(sqrt((DX)**2+(DY)**2))
for(N,N<length,N+=32)
var/obj/effect/overlay/beam/X=new(loc)
X.BeamSource=src
if(N+32>length)
var/icon/II=new(icon,icon_state)
II.DrawBox(null,1,(length-N),32,32)
II.Turn(Angle)
X.icon=II
else X.icon=I
var/Pixel_x=round(sin(Angle)+32*sin(Angle)*(N+16)/32)
var/Pixel_y=round(cos(Angle)+32*cos(Angle)*(N+16)/32)
if(DX==0) Pixel_x=0
if(DY==0) Pixel_y=0
if(Pixel_x>32)
for(var/a=0, a<=Pixel_x,a+=32)
X.x++
Pixel_x-=32
if(Pixel_x<-32)
for(var/a=0, a>=Pixel_x,a-=32)
X.x--
Pixel_x+=32
if(Pixel_y>32)
for(var/a=0, a<=Pixel_y,a+=32)
X.y++
Pixel_y-=32
if(Pixel_y<-32)
for(var/a=0, a>=Pixel_y,a-=32)
X.y--
Pixel_y+=32
X.pixel_x=Pixel_x
X.pixel_y=Pixel_y
sleep(3) //Changing this to a lower value will cause the beam to follow more smoothly with movement, but it will also be more laggy.
//I've found that 3 ticks provided a nice balance for my use.
for(var/obj/effect/overlay/beam/O in orange(10,src)) if(O.BeamSource==src) qdel(O)
//All atoms
/atom/proc/examine(mob/user, var/distance = -1, var/infix = "", var/suffix = "")
//This reformat names to get a/an properly working on item descriptions when they are bloody
var/f_name = "\a [src][infix]."
if(src.blood_DNA && !istype(src, /obj/effect/decal))
if(gender == PLURAL)
f_name = "some "
else
f_name = "a "
if(blood_color != SYNTH_BLOOD_COLOUR)
f_name += "<span class='danger'>blood-stained</span> [name][infix]!"
else
f_name += "oil-stained [name][infix]."
user << "\icon[src] That's [f_name] [suffix]"
user << desc
return distance == -1 || (get_dist(src, user) <= distance)
// called by mobs when e.g. having the atom as their machine, pulledby, loc (AKA mob being inside the atom) or buckled var set.
// see code/modules/mob/mob_movement.dm for more.
/atom/proc/relaymove()
return
//called to set the atom's dir and used to add behaviour to dir-changes
/atom/proc/set_dir(new_dir)
. = new_dir != dir
dir = new_dir
/atom/proc/ex_act()
return
/atom/proc/emag_act(var/remaining_charges, var/mob/user, var/emag_source)
return -1
/atom/proc/fire_act()
return
/atom/proc/melt()
return
// Previously this was defined both on /obj/ and /turf/ seperately. And that's bad.
/atom/proc/update_icon()
return
/atom/proc/hitby(atom/movable/AM as mob|obj)
if (density)
AM.throwing = 0
return
/atom/proc/add_hiddenprint(mob/living/M as mob)
if(isnull(M)) return
if(isnull(M.key)) return
if (ishuman(M))
var/mob/living/carbon/human/H = M
if (!istype(H.dna, /datum/dna))
return 0
if (H.gloves)
if(src.fingerprintslast != H.key)
src.fingerprintshidden += text("\[[time_stamp()]\] (Wearing gloves). Real name: [], Key: []",H.real_name, H.key)
src.fingerprintslast = H.key
return 0
if (!( src.fingerprints ))
if(src.fingerprintslast != H.key)
src.fingerprintshidden += text("\[[time_stamp()]\] Real name: [], Key: []",H.real_name, H.key)
src.fingerprintslast = H.key
return 1
else
if(src.fingerprintslast != M.key)
src.fingerprintshidden += text("\[[time_stamp()]\] Real name: [], Key: []",M.real_name, M.key)
src.fingerprintslast = M.key
return
/atom/proc/add_fingerprint(mob/living/M as mob, ignoregloves = 0)
if(isnull(M)) return
if(isAI(M)) return
if(isnull(M.key)) return
if (ishuman(M))
//Add the list if it does not exist.
if(!fingerprintshidden)
fingerprintshidden = list()
//Fibers~
add_fibers(M)
//He has no prints!
if (mFingerprints in M.mutations)
if(fingerprintslast != M.key)
fingerprintshidden += "(Has no fingerprints) Real name: [M.real_name], Key: [M.key]"
fingerprintslast = M.key
return 0 //Now, lets get to the dirty work.
//First, make sure their DNA makes sense.
var/mob/living/carbon/human/H = M
if (!istype(H.dna, /datum/dna) || !H.dna.uni_identity || (length(H.dna.uni_identity) != 32))
if(!istype(H.dna, /datum/dna))
H.dna = new /datum/dna(null)
H.dna.real_name = H.real_name
H.check_dna()
//Now, deal with gloves.
if (H.gloves && H.gloves != src)
if(fingerprintslast != H.key)
fingerprintshidden += text("\[[]\](Wearing gloves). Real name: [], Key: []",time_stamp(), H.real_name, H.key)
fingerprintslast = H.key
H.gloves.add_fingerprint(M)
//Deal with gloves the pass finger/palm prints.
if(!ignoregloves)
if(H.gloves != src)
if(prob(75) && istype(H.gloves, /obj/item/clothing/gloves/sterile))
return 0
else if(H.gloves && !istype(H.gloves, /obj/item/clothing/gloves/sterile))
return 0
//More adminstuffz
if(fingerprintslast != H.key)
fingerprintshidden += text("\[[]\]Real name: [], Key: []",time_stamp(), H.real_name, H.key)
fingerprintslast = H.key
//Make the list if it does not exist.
if(!fingerprints)
fingerprints = list()
//Hash this shit.
var/full_print = H.get_full_print()
// Add the fingerprints
//
if(fingerprints[full_print])
switch(stringpercent(fingerprints[full_print])) //tells us how many stars are in the current prints.
if(28 to 32)
if(prob(1))
fingerprints[full_print] = full_print // You rolled a one buddy.
else
fingerprints[full_print] = stars(full_print, rand(0,40)) // 24 to 32
if(24 to 27)
if(prob(3))
fingerprints[full_print] = full_print //Sucks to be you.
else
fingerprints[full_print] = stars(full_print, rand(15, 55)) // 20 to 29
if(20 to 23)
if(prob(5))
fingerprints[full_print] = full_print //Had a good run didn't ya.
else
fingerprints[full_print] = stars(full_print, rand(30, 70)) // 15 to 25
if(16 to 19)
if(prob(5))
fingerprints[full_print] = full_print //Welp.
else
fingerprints[full_print] = stars(full_print, rand(40, 100)) // 0 to 21
if(0 to 15)
if(prob(5))
fingerprints[full_print] = stars(full_print, rand(0,50)) // small chance you can smudge.
else
fingerprints[full_print] = full_print
else
fingerprints[full_print] = stars(full_print, rand(0, 20)) //Initial touch, not leaving much evidence the first time.
return 1
else
//Smudge up dem prints some
if(fingerprintslast != M.key)
fingerprintshidden += text("\[[]\]Real name: [], Key: []",time_stamp(), M.real_name, M.key)
fingerprintslast = M.key
//Cleaning up shit.
if(fingerprints && !fingerprints.len)
qdel(fingerprints)
return
/atom/proc/transfer_fingerprints_to(var/atom/A)
if(!istype(A.fingerprints,/list))
A.fingerprints = list()
if(!istype(A.fingerprintshidden,/list))
A.fingerprintshidden = list()
if(!istype(fingerprintshidden, /list))
fingerprintshidden = list()
//skytodo
//A.fingerprints |= fingerprints //detective
//A.fingerprintshidden |= fingerprintshidden //admin
if(A.fingerprints && fingerprints)
A.fingerprints |= fingerprints.Copy() //detective
if(A.fingerprintshidden && fingerprintshidden)
A.fingerprintshidden |= fingerprintshidden.Copy() //admin A.fingerprintslast = fingerprintslast
//returns 1 if made bloody, returns 0 otherwise
/atom/proc/add_blood(mob/living/carbon/human/M as mob)
if(flags & NOBLOODY)
return 0
if(!blood_DNA || !istype(blood_DNA, /list)) //if our list of DNA doesn't exist yet (or isn't a list) initialise it.
blood_DNA = list()
was_bloodied = 1
blood_color = "#A10808"
if(istype(M))
if (!istype(M.dna, /datum/dna))
M.dna = new /datum/dna(null)
M.dna.real_name = M.real_name
M.check_dna()
blood_color = M.species.get_blood_colour(M)
. = 1
return 1
/atom/proc/add_vomit_floor(mob/living/carbon/M as mob, var/toxvomit = 0)
if( istype(src, /turf/simulated) )
var/obj/effect/decal/cleanable/vomit/this = new /obj/effect/decal/cleanable/vomit(src)
// Make toxins vomit look different
if(toxvomit)
this.icon_state = "vomittox_[pick(1,4)]"
/atom/proc/clean_blood()
if(!simulated)
return
fluorescent = 0
src.germ_level = 0
if(istype(blood_DNA, /list))
blood_DNA = null
return 1
/atom/proc/get_global_map_pos()
if(!islist(global_map) || isemptylist(global_map)) return
var/cur_x = null
var/cur_y = null
var/list/y_arr = null
for(cur_x=1,cur_x<=global_map.len,cur_x++)
y_arr = global_map[cur_x]
cur_y = y_arr.Find(src.z)
if(cur_y)
break
// world << "X = [cur_x]; Y = [cur_y]"
if(cur_x && cur_y)
return list("x"=cur_x,"y"=cur_y)
else
return 0
/atom/proc/checkpass(passflag)
return (pass_flags&passflag)
/atom/proc/isinspace()
if(istype(get_turf(src), /turf/space))
return 1
else
return 0
// Show a message to all mobs and objects in sight of this atom
// Use for objects performing visible actions
// message is output to anyone who can see, e.g. "The [src] does something!"
// blind_message (optional) is what blind people will hear e.g. "You hear something!"
/atom/proc/visible_message(var/message, var/blind_message)
var/list/see = get_mobs_or_objects_in_view(world.view,src) | viewers(get_turf(src), null)
for(var/I in see)
if(isobj(I))
//spawn(0)
//if(I) //It's possible that it could be deleted in the meantime.
var/obj/O = I
O.show_message(message, 1, blind_message, 2)
else if(ismob(I))
var/mob/M = I
if(M.see_invisible >= invisibility) // Cannot view the invisible
M.show_message(message, 1, blind_message, 2)
else if (blind_message)
M.show_message(blind_message, 2)
// Show a message to all mobs and objects in earshot of this atom
// Use for objects performing audible actions
// message is the message output to anyone who can hear.
// deaf_message (optional) is what deaf people will see.
// hearing_distance (optional) is the range, how many tiles away the message can be heard.
/atom/proc/audible_message(var/message, var/deaf_message, var/hearing_distance)
var/range = world.view
if(hearing_distance)
range = hearing_distance
var/list/hear = get_mobs_or_objects_in_view(range,src)
for(var/I in hear)
if(isobj(I))
spawn(0)
if(I) //It's possible that it could be deleted in the meantime.
var/obj/O = I
O.show_message(message, 2, deaf_message, 1)
else if(ismob(I))
var/mob/M = I
M.show_message(message, 2, deaf_message, 1)
/atom/movable/proc/dropInto(var/atom/destination)
while(istype(destination))
var/atom/drop_destination = destination.onDropInto(src)
if(!istype(drop_destination) || drop_destination == destination)
return forceMove(destination)
destination = drop_destination
return forceMove(null)
/atom/proc/onDropInto(var/atom/movable/AM)
return // If onDropInto returns null, then dropInto will forceMove AM into us.
/atom/movable/onDropInto(var/atom/movable/AM)
return loc // If onDropInto returns something, then dropInto will attempt to drop AM there.
/atom/proc/InsertedContents()
return contents