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CHOMPStation2/code/modules/mob/living/living.dm
2020-08-02 00:05:29 -04:00

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/mob/living/New()
..()
//Prime this list if we need it.
if(has_huds)
add_overlay(backplane,TRUE) //Strap this on here, to block HUDs from appearing in rightclick menus: http://www.byond.com/forum/?post=2336679
hud_list = list()
hud_list.len = TOTAL_HUDS
make_hud_overlays()
//I'll just hang my coat up over here
dsoverlay = image('icons/mob/darksight.dmi',global_hud.darksight) //This is a secret overlay! Go look at the file, you'll see.
var/mutable_appearance/dsma = new(dsoverlay) //Changing like ten things, might as well.
dsma.alpha = 0
dsma.plane = PLANE_LIGHTING
dsma.blend_mode = BLEND_ADD
dsoverlay.appearance = dsma
selected_image = image(icon = buildmode_hud, loc = src, icon_state = "ai_sel")
/mob/living/Destroy()
dsoverlay.loc = null //I'll take my coat with me
dsoverlay = null
if(nest) //Ew.
if(istype(nest, /obj/structure/prop/nest))
var/obj/structure/prop/nest/N = nest
N.remove_creature(src)
if(istype(nest, /obj/structure/blob/factory))
var/obj/structure/blob/factory/F = nest
F.spores -= src
nest = null
if(buckled)
buckled.unbuckle_mob(src, TRUE)
qdel(selected_image)
QDEL_NULL(vorePanel) //VOREStation Add
QDEL_LIST_NULL(vore_organs) //VOREStation Add
return ..()
//mob verbs are faster than object verbs. See mob/verb/examine.
/mob/living/verb/pulled(atom/movable/AM as mob|obj in oview(1))
set name = "Pull"
set category = "Object"
if(AM.Adjacent(src))
src.start_pulling(AM)
return
//mob verbs are faster than object verbs. See above.
/mob/living/pointed(atom/A as mob|obj|turf in view())
if(src.stat || !src.canmove || src.restrained())
return 0
if(src.status_flags & FAKEDEATH)
return 0
if(!..())
return 0
usr.visible_message("<b>[src]</b> points to [A]")
return 1
/*one proc, four uses
swapping: if it's 1, the mobs are trying to switch, if 0, non-passive is pushing passive
default behaviour is:
- non-passive mob passes the passive version
- passive mob checks to see if its mob_bump_flag is in the non-passive's mob_bump_flags
- if si, the proc returns
*/
/mob/living/proc/can_move_mob(var/mob/living/swapped, swapping = 0, passive = 0)
if(!swapped)
return 1
if(!passive)
return swapped.can_move_mob(src, swapping, 1)
else
var/context_flags = 0
if(swapping)
context_flags = swapped.mob_swap_flags
else
context_flags = swapped.mob_push_flags
if(!mob_bump_flag) //nothing defined, go wild
return 1
if(mob_bump_flag & context_flags)
return 1
return 0
/mob/living/Bump(atom/movable/AM)
if(now_pushing || !loc || buckled == AM)
return
now_pushing = 1
if (istype(AM, /mob/living))
var/mob/living/tmob = AM
//Even if we don't push/swap places, we "touched" them, so spread fire
spread_fire(tmob)
for(var/mob/living/M in range(tmob, 1))
if(tmob.pinned.len || ((M.pulling == tmob && ( tmob.restrained() && !( M.restrained() ) && M.stat == 0)) || locate(/obj/item/weapon/grab, tmob.grabbed_by.len)) )
if ( !(world.time % 5) )
to_chat(src, "<span class='warning'>[tmob] is restrained, you cannot push past</span>")
now_pushing = 0
return
if( tmob.pulling == M && ( M.restrained() && !( tmob.restrained() ) && tmob.stat == 0) )
if ( !(world.time % 5) )
to_chat(src, "<span class='warning'>[tmob] is restraining [M], you cannot push past</span>")
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
var/can_swap = 1
if(loc.density || tmob.loc.density)
can_swap = 0
if(can_swap)
for(var/atom/movable/A in loc)
if(A == src)
continue
if(!A.CanPass(tmob, loc))
can_swap = 0
if(!can_swap) break
if(can_swap)
for(var/atom/movable/A in tmob.loc)
if(A == tmob)
continue
if(!A.CanPass(src, tmob.loc))
can_swap = 0
if(!can_swap) break
//Leaping mobs just land on the tile, no pushing, no anything.
if(status_flags & LEAPING)
loc = tmob.loc
status_flags &= ~LEAPING
now_pushing = 0
return
if((tmob.mob_always_swap || (tmob.a_intent == I_HELP || tmob.restrained()) && (a_intent == I_HELP || src.restrained())) && tmob.canmove && canmove && !tmob.buckled && !buckled && can_swap && can_move_mob(tmob, 1, 0)) // mutual brohugs all around!
var/turf/oldloc = loc
forceMove(tmob.loc)
//VOREstation Edit - Begin
if (istype(tmob, /mob/living/simple_mob)) //check bumpnom chance, if it's a simplemob that's bumped
tmob.Bumped(src)
else if(istype(src, /mob/living/simple_mob)) //otherwise, if it's a simplemob doing the bumping. Simplemob on simplemob doesn't seem to trigger but that's fine.
Bumped(tmob)
if (tmob.loc == src) //check if they got ate, and if so skip the forcemove
now_pushing = 0
return
// In case of micros, we don't swap positions; instead occupying the same square!
if (handle_micro_bump_helping(tmob))
now_pushing = 0
return
// TODO - Check if we need to do something about the slime.UpdateFeed() we are skipping below.
// VOREStation Edit - End
tmob.forceMove(oldloc)
now_pushing = 0
return
//VOREStation Edit - Begin
else if((tmob.mob_always_swap || (tmob.a_intent == I_HELP || tmob.restrained()) && (a_intent == I_HELP || src.restrained())) && canmove && can_swap && handle_micro_bump_helping(tmob))
forceMove(tmob.loc)
now_pushing = 0
return
//VOREStation Edit - End
if(!can_move_mob(tmob, 0, 0))
now_pushing = 0
return
if(a_intent == I_HELP || src.restrained())
now_pushing = 0
return
// VOREStation Edit - Begin
// Plow that nerd.
if(ishuman(tmob))
var/mob/living/carbon/human/H = tmob
if(H.species.lightweight == 1 && prob(50))
H.visible_message("<span class='warning'>[src] bumps into [H], knocking them off balance!</span>")
H.Weaken(5)
now_pushing = 0
return
// Handle grabbing, stomping, and such of micros!
if(handle_micro_bump_other(tmob)) return
// VOREStation Edit - End
if(istype(tmob, /mob/living/carbon/human) && (FAT in tmob.mutations))
if(prob(40) && !(FAT in src.mutations))
to_chat(src, "<span class='danger'>You fail to push [tmob]'s fat ass out of the way.</span>")
now_pushing = 0
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.status_flags & CANPUSH))
now_pushing = 0
return
tmob.LAssailant = src
now_pushing = 0
. = ..()
if (!istype(AM, /atom/movable) || AM.anchored)
//VOREStation Edit - object-specific proc for running into things
if(((confused || is_blind()) && stat == CONSCIOUS && prob(50) && m_intent=="run") || flying)
AM.stumble_into(src)
//VOREStation Edit End
/* VOREStation Removal - See above
if(confused && prob(50) && m_intent=="run")
Weaken(2)
playsound(src, "punch", 25, 1, -1)
visible_message("<span class='warning'>[src] [pick("ran", "slammed")] into \the [AM]!</span>")
src.apply_damage(5, BRUTE)
to_chat(src, "<span class='warning'>You just [pick("ran", "slammed")] into \the [AM]!</span>")
*/ // VOREStation Removal End
return
if (!now_pushing)
if(isobj(AM))
var/obj/I = AM
if(!can_pull_size || can_pull_size < I.w_class)
return
now_pushing = 1
var/t = get_dir(src, AM)
if (istype(AM, /obj/structure/window))
for(var/obj/structure/window/win in get_step(AM,t))
now_pushing = 0
return
var/turf/T = AM.loc
var/turf/T2 = get_step(AM,t)
if(!T2) // Map edge
now_pushing = 0
return
var/move_time = movement_delay(loc, t)
move_time = DS2NEARESTTICK(move_time)
if(AM.Move(T2, t, move_time))
Move(T, t, move_time)
if(ishuman(AM) && AM:grabbed_by)
for(var/obj/item/weapon/grab/G in AM:grabbed_by)
step(G:assailant, get_dir(G:assailant, AM))
G.adjust_position()
now_pushing = 0
/mob/living/CanPass(atom/movable/mover, turf/target)
if(istype(mover, /obj/structure/blob) && faction == "blob") //Blobs should ignore things on their faction.
return TRUE
return ..()
/mob/living/verb/succumb()
set hidden = 1
if ((src.health < 0 && src.health > (5-src.getMaxHealth()))) // Health below Zero but above 5-away-from-death, as before, but variable
src.death()
to_chat(src, "<font color='blue'>You have given up life and succumbed to death.</font>")
else
to_chat(src, "<font color='blue'>You are not injured enough to succumb to death!</font>")
/mob/living/proc/updatehealth()
if(status_flags & GODMODE)
health = 100
set_stat(CONSCIOUS)
else
health = getMaxHealth() - getOxyLoss() - getToxLoss() - getFireLoss() - getBruteLoss() - getCloneLoss() - halloss
//This proc is used for mobs which are affected by pressure to calculate the amount of pressure that actually
//affects them once clothing is factored in. ~Errorage
/mob/living/proc/calculate_affecting_pressure(var/pressure)
return
//sort of a legacy burn method for /electrocute, /shock, and the e_chair
/mob/living/proc/burn_skin(burn_amount)
if(istype(src, /mob/living/carbon/human))
//to_world("DEBUG: burn_skin(), mutations=[mutations]")
if(mShock in src.mutations) //shockproof
return 0
if (COLD_RESISTANCE in src.mutations) //fireproof
return 0
var/mob/living/carbon/human/H = src //make this damage method divide the damage to be done among all the body parts, then burn each body part for that much damage. will have better effect then just randomly picking a body part
var/divided_damage = (burn_amount)/(H.organs.len)
var/extradam = 0 //added to when organ is at max dam
for(var/obj/item/organ/external/affecting in H.organs)
if(!affecting) continue
if(affecting.take_damage(0, divided_damage+extradam)) //TODO: fix the extradam stuff. Or, ebtter yet...rewrite this entire proc ~Carn
H.UpdateDamageIcon()
H.updatehealth()
return 1
else if(istype(src, /mob/living/silicon/ai))
return 0
/mob/living/proc/adjustBodyTemp(actual, desired, incrementboost)
var/temperature = actual
var/difference = abs(actual-desired) //get difference
var/increments = difference/10 //find how many increments apart they are
var/change = increments*incrementboost // Get the amount to change by (x per increment)
// Too cold
if(actual < desired)
temperature += change
if(actual > desired)
temperature = desired
// Too hot
if(actual > desired)
temperature -= change
if(actual < desired)
temperature = desired
// if(istype(src, /mob/living/carbon/human))
// to_world("[src] ~ [src.bodytemperature] ~ [temperature]")
return temperature
// ++++ROCKDTBEN++++ MOB PROCS -- Ask me before touching.
// Stop! ... Hammertime! ~Carn
// I touched them without asking... I'm soooo edgy ~Erro (added nodamage checks)
/mob/living/proc/getBruteLoss()
return bruteloss
/mob/living/proc/getShockBruteLoss() //Only checks for things that'll actually hurt (not robolimbs)
return bruteloss
/mob/living/proc/getActualBruteLoss() // Mostly for humans with robolimbs.
return getBruteLoss()
//'include_robo' only applies to healing, for legacy purposes, as all damage typically hurts both types of organs
/mob/living/proc/adjustBruteLoss(var/amount,var/include_robo)
if(status_flags & GODMODE) return 0 //godmode
if(amount > 0)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.incoming_damage_percent))
amount *= M.incoming_damage_percent
if(!isnull(M.incoming_brute_damage_percent))
amount *= M.incoming_brute_damage_percent
else if(amount < 0)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.incoming_healing_percent))
amount *= M.incoming_healing_percent
bruteloss = min(max(bruteloss + amount, 0),(getMaxHealth()*2))
updatehealth()
/mob/living/proc/getOxyLoss()
return oxyloss
/mob/living/proc/adjustOxyLoss(var/amount)
if(status_flags & GODMODE) return 0 //godmode
if(amount > 0)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.incoming_damage_percent))
amount *= M.incoming_damage_percent
if(!isnull(M.incoming_oxy_damage_percent))
amount *= M.incoming_oxy_damage_percent
else if(amount < 0)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.incoming_healing_percent))
amount *= M.incoming_healing_percent
oxyloss = min(max(oxyloss + amount, 0),(getMaxHealth()*2))
updatehealth()
/mob/living/proc/setOxyLoss(var/amount)
if(status_flags & GODMODE) return 0 //godmode
oxyloss = amount
/mob/living/proc/getToxLoss()
return toxloss
/mob/living/proc/adjustToxLoss(var/amount)
if(status_flags & GODMODE) return 0 //godmode
if(amount > 0)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.incoming_damage_percent))
amount *= M.incoming_damage_percent
if(!isnull(M.incoming_tox_damage_percent))
amount *= M.incoming_tox_damage_percent
else if(amount < 0)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.incoming_healing_percent))
amount *= M.incoming_healing_percent
toxloss = min(max(toxloss + amount, 0),(getMaxHealth()*2))
updatehealth()
/mob/living/proc/setToxLoss(var/amount)
if(status_flags & GODMODE) return 0 //godmode
toxloss = amount
/mob/living/proc/getFireLoss()
return fireloss
/mob/living/proc/getShockFireLoss() //Only checks for things that'll actually hurt (not robolimbs)
return fireloss
/mob/living/proc/getActualFireLoss() // Mostly for humans with robolimbs.
return getFireLoss()
//'include_robo' only applies to healing, for legacy purposes, as all damage typically hurts both types of organs
/mob/living/proc/adjustFireLoss(var/amount,var/include_robo)
if(status_flags & GODMODE) return 0 //godmode
if(amount > 0)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.incoming_damage_percent))
amount *= M.incoming_damage_percent
if(!isnull(M.incoming_fire_damage_percent))
amount *= M.incoming_fire_damage_percent
else if(amount < 0)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.incoming_healing_percent))
amount *= M.incoming_healing_percent
fireloss = min(max(fireloss + amount, 0),(getMaxHealth()*2))
updatehealth()
/mob/living/proc/getCloneLoss()
return cloneloss
/mob/living/proc/adjustCloneLoss(var/amount)
if(status_flags & GODMODE) return 0 //godmode
if(amount > 0)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.incoming_damage_percent))
amount *= M.incoming_damage_percent
if(!isnull(M.incoming_clone_damage_percent))
amount *= M.incoming_clone_damage_percent
else if(amount < 0)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.incoming_healing_percent))
amount *= M.incoming_healing_percent
cloneloss = min(max(cloneloss + amount, 0),(getMaxHealth()*2))
updatehealth()
/mob/living/proc/setCloneLoss(var/amount)
if(status_flags & GODMODE) return 0 //godmode
cloneloss = amount
/mob/living/proc/getBrainLoss()
return brainloss
/mob/living/proc/adjustBrainLoss(var/amount)
if(status_flags & GODMODE) return 0 //godmode
brainloss = min(max(brainloss + amount, 0),(getMaxHealth()*2))
/mob/living/proc/setBrainLoss(var/amount)
if(status_flags & GODMODE) return 0 //godmode
brainloss = amount
/mob/living/proc/getHalLoss()
return halloss
/mob/living/proc/adjustHalLoss(var/amount)
if(status_flags & GODMODE) return 0 //godmode
if(amount > 0)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.incoming_damage_percent))
amount *= M.incoming_damage_percent
if(!isnull(M.incoming_hal_damage_percent))
amount *= M.incoming_hal_damage_percent
if(!isnull(M.disable_duration_percent))
amount *= M.disable_duration_percent
else if(amount < 0)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.incoming_healing_percent))
amount *= M.incoming_healing_percent
halloss = min(max(halloss + amount, 0),(getMaxHealth()*2))
updatehealth()
/mob/living/proc/setHalLoss(var/amount)
if(status_flags & GODMODE) return 0 //godmode
halloss = amount
// Use this to get a mob's max health whenever possible. Reading maxHealth directly will give inaccurate results if any modifiers exist.
/mob/living/proc/getMaxHealth()
var/result = maxHealth
for(var/datum/modifier/M in modifiers)
if(!isnull(M.max_health_flat))
result += M.max_health_flat
// Second loop is so we can get all the flat adjustments first before multiplying, otherwise the result will be different.
for(var/datum/modifier/M in modifiers)
if(!isnull(M.max_health_percent))
result *= M.max_health_percent
return result
/mob/living/proc/setMaxHealth(var/newMaxHealth)
health = (health/maxHealth) * (newMaxHealth) //VOREStation Add - Adjust existing health
maxHealth = newMaxHealth
/mob/living/Stun(amount)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.disable_duration_percent))
amount = round(amount * M.disable_duration_percent)
..(amount)
if(stunned > 0)
add_status_indicator("stunned")
/mob/living/SetStunned(amount)
..()
if(stunned <= 0)
remove_status_indicator("stunned")
else
add_status_indicator("stunned")
/mob/living/AdjustStunned(amount)
if(amount > 0)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.disable_duration_percent))
amount = round(amount * M.disable_duration_percent)
..(amount)
if(stunned <= 0)
remove_status_indicator("stunned")
else
add_status_indicator("stunned")
/mob/living/Weaken(amount)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.disable_duration_percent))
amount = round(amount * M.disable_duration_percent)
..(amount)
if(weakened > 0)
add_status_indicator("weakened")
/mob/living/SetWeakened(amount)
..()
if(weakened <= 0)
remove_status_indicator("weakened")
else
add_status_indicator("weakened")
/mob/living/AdjustWeakened(amount)
if(amount > 0)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.disable_duration_percent))
amount = round(amount * M.disable_duration_percent)
..(amount)
if(weakened <= 0)
remove_status_indicator("weakened")
else
add_status_indicator("weakened")
/mob/living/Paralyse(amount)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.disable_duration_percent))
amount = round(amount * M.disable_duration_percent)
..(amount)
if(paralysis > 0)
add_status_indicator("paralysis")
/mob/living/SetParalysis(amount)
..()
if(paralysis <= 0)
remove_status_indicator("paralysis")
else
add_status_indicator("paralysis")
/mob/living/AdjustParalysis(amount)
if(amount > 0)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.disable_duration_percent))
amount = round(amount * M.disable_duration_percent)
..(amount)
if(paralysis <= 0)
remove_status_indicator("paralysis")
else
add_status_indicator("paralysis")
/mob/living/Sleeping(amount)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.disable_duration_percent))
amount = round(amount * M.disable_duration_percent)
..(amount)
if(sleeping > 0)
add_status_indicator("sleeping")
/mob/living/SetSleeping(amount)
..()
if(sleeping <= 0)
remove_status_indicator("sleeping")
else
add_status_indicator("sleeping")
/mob/living/AdjustSleeping(amount)
if(amount > 0)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.disable_duration_percent))
amount = round(amount * M.disable_duration_percent)
..(amount)
if(sleeping <= 0)
remove_status_indicator("sleeping")
else
add_status_indicator("sleeping")
/mob/living/Confuse(amount)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.disable_duration_percent))
amount = round(amount * M.disable_duration_percent)
..(amount)
if(confused > 0)
add_status_indicator("confused")
/mob/living/SetConfused(amount)
..()
if(confused <= 0)
remove_status_indicator("confused")
else
add_status_indicator("confused")
/mob/living/AdjustConfused(amount)
if(amount > 0)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.disable_duration_percent))
amount = round(amount * M.disable_duration_percent)
..(amount)
if(confused <= 0)
remove_status_indicator("confused")
else
add_status_indicator("confused")
/mob/living/Blind(amount)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.disable_duration_percent))
amount = round(amount * M.disable_duration_percent)
..(amount)
if(eye_blind > 0)
add_status_indicator("blinded")
/mob/living/SetBlinded(amount)
..()
if(eye_blind <= 0)
remove_status_indicator("blinded")
else
add_status_indicator("blinded")
/mob/living/AdjustBlinded(amount)
if(amount > 0)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.disable_duration_percent))
amount = round(amount * M.disable_duration_percent)
..(amount)
if(eye_blind <= 0)
remove_status_indicator("blinded")
else
add_status_indicator("blinded")
// ++++ROCKDTBEN++++ MOB PROCS //END
// Applies direct "cold" damage while checking protection against the cold.
/mob/living/proc/inflict_cold_damage(amount)
amount *= 1 - get_cold_protection(50) // Within spacesuit protection.
if(amount > 0)
adjustFireLoss(amount)
// Ditto, but for "heat".
/mob/living/proc/inflict_heat_damage(amount)
amount *= 1 - get_heat_protection(10000) // Within firesuit protection.
if(amount > 0)
adjustFireLoss(amount)
// and one for electricity because why not
/mob/living/proc/inflict_shock_damage(amount)
electrocute_act(amount, null, 1 - get_shock_protection(), pick(BP_HEAD, BP_TORSO, BP_GROIN))
// also one for water (most things resist it entirely, except for slimes)
/mob/living/proc/inflict_water_damage(amount)
amount *= 1 - get_water_protection()
if(amount > 0)
adjustToxLoss(amount)
// one for abstracted away ""poison"" (mostly because simplemobs shouldn't handle reagents)
/mob/living/proc/inflict_poison_damage(amount)
if(isSynthetic())
return
amount *= 1 - get_poison_protection()
if(amount > 0)
adjustToxLoss(amount)
/mob/proc/get_contents()
//Recursive function to find everything a mob is holding.
/mob/living/get_contents(var/obj/item/weapon/storage/Storage = null)
var/list/L = list()
if(Storage) //If it called itself
L += Storage.return_inv()
//Leave this commented out, it will cause storage items to exponentially add duplicate to the list
//for(var/obj/item/weapon/storage/S in Storage.return_inv()) //Check for storage items
// L += get_contents(S)
for(var/obj/item/weapon/gift/G in Storage.return_inv()) //Check for gift-wrapped items
L += G.gift
if(istype(G.gift, /obj/item/weapon/storage))
L += get_contents(G.gift)
for(var/obj/item/smallDelivery/D in Storage.return_inv()) //Check for package wrapped items
L += D.wrapped
if(istype(D.wrapped, /obj/item/weapon/storage)) //this should never happen
L += get_contents(D.wrapped)
return L
else
L += src.contents
for(var/obj/item/weapon/storage/S in src.contents) //Check for storage items
L += get_contents(S)
for(var/obj/item/weapon/gift/G in src.contents) //Check for gift-wrapped items
L += G.gift
if(istype(G.gift, /obj/item/weapon/storage))
L += get_contents(G.gift)
for(var/obj/item/smallDelivery/D in src.contents) //Check for package wrapped items
L += D.wrapped
if(istype(D.wrapped, /obj/item/weapon/storage)) //this should never happen
L += get_contents(D.wrapped)
return L
/mob/living/proc/check_contents_for(A)
var/list/L = src.get_contents()
for(var/obj/B in L)
if(B.type == A)
return 1
return 0
/mob/living/proc/can_inject()
return 1
/mob/living/proc/get_organ_target()
var/mob/shooter = src
var/t = shooter:zone_sel.selecting
if ((t in list( O_EYES, O_MOUTH )))
t = BP_HEAD
var/obj/item/organ/external/def_zone = ran_zone(t)
return def_zone
// heal ONE external organ, organ gets randomly selected from damaged ones.
/mob/living/proc/heal_organ_damage(var/brute, var/burn)
adjustBruteLoss(-brute)
adjustFireLoss(-burn)
src.updatehealth()
// damage ONE external organ, organ gets randomly selected from damaged ones.
/mob/living/proc/take_organ_damage(var/brute, var/burn, var/emp=0)
if(status_flags & GODMODE) return 0 //godmode
adjustBruteLoss(brute)
adjustFireLoss(burn)
src.updatehealth()
// heal MANY external organs, in random order
/mob/living/proc/heal_overall_damage(var/brute, var/burn)
adjustBruteLoss(-brute)
adjustFireLoss(-burn)
src.updatehealth()
// damage MANY external organs, in random order
/mob/living/proc/take_overall_damage(var/brute, var/burn, var/used_weapon = null)
if(status_flags & GODMODE) return 0 //godmode
adjustBruteLoss(brute)
adjustFireLoss(burn)
src.updatehealth()
/mob/living/proc/restore_all_organs()
return
/mob/living/proc/revive()
rejuvenate()
if(buckled)
buckled.unbuckle_mob()
if(iscarbon(src))
var/mob/living/carbon/C = src
if (C.handcuffed && !initial(C.handcuffed))
C.drop_from_inventory(C.handcuffed)
C.handcuffed = initial(C.handcuffed)
if (C.legcuffed && !initial(C.legcuffed))
C.drop_from_inventory(C.legcuffed)
C.legcuffed = initial(C.legcuffed)
BITSET(hud_updateflag, HEALTH_HUD)
BITSET(hud_updateflag, STATUS_HUD)
BITSET(hud_updateflag, LIFE_HUD)
ExtinguishMob()
fire_stacks = 0
if(ai_holder) // AI gets told to sleep when killed. Since they're not dead anymore, wake it up.
ai_holder.go_wake()
/mob/living/proc/rejuvenate()
if(reagents)
reagents.clear_reagents()
// shut down various types of badness
setToxLoss(0)
setOxyLoss(0)
setCloneLoss(0)
setBrainLoss(0)
SetParalysis(0)
SetStunned(0)
SetWeakened(0)
// shut down ongoing problems
radiation = 0
nutrition = 400
bodytemperature = T20C
sdisabilities = 0
disabilities = 0
// fix blindness and deafness
blinded = 0
SetBlinded(0)
eye_blurry = 0
ear_deaf = 0
ear_damage = 0
heal_overall_damage(getBruteLoss(), getFireLoss())
// fix all of our organs
restore_all_organs()
// remove the character from the list of the dead
if(stat == DEAD)
dead_mob_list -= src
living_mob_list += src
tod = null
timeofdeath = 0
// restore us to conciousness
set_stat(CONSCIOUS)
// make the icons look correct
regenerate_icons()
BITSET(hud_updateflag, HEALTH_HUD)
BITSET(hud_updateflag, STATUS_HUD)
BITSET(hud_updateflag, LIFE_HUD)
failed_last_breath = 0 //So mobs that died of oxyloss don't revive and have perpetual out of breath.
reload_fullscreen()
return
/mob/living/proc/UpdateDamageIcon()
return
/mob/living/proc/Examine_OOC()
set name = "Examine Meta-Info (OOC)"
set category = "OOC"
set src in view()
//VOREStation Edit Start - Making it so SSD people have prefs with fallback to original style.
if(config.allow_Metadata)
if(ooc_notes)
to_chat(usr, "[src]'s Metainfo:<br>[ooc_notes]")
else if(client)
to_chat(usr, "[src]'s Metainfo:<br>[client.prefs.metadata]")
else
to_chat(usr, "[src] does not have any stored infomation!")
else
to_chat(usr, "OOC Metadata is not supported by this server!")
//VOREStation Edit End - Making it so SSD people have prefs with fallback to original style.
return
// Almost all of this handles pulling movables behind us
/mob/living/Move(atom/newloc, direct, movetime)
if(buckled && buckled.loc != newloc) //not updating position
if(!buckled.anchored && buckled.buckle_movable)
return buckled.Move(newloc, direct)
else
return 0
var/atom/movable/pullee = pulling
// Prior to our move it's already too far away
if(pullee && get_dist(src, pullee) > 1)
stop_pulling()
// Shenanigans! Pullee closed into locker for eg.
if(pullee && !isturf(pullee.loc) && pullee.loc != loc)
stop_pulling()
// Can't pull with no hands
if(restrained())
stop_pulling()
// Will move our mob (probably)
. = ..() // Moved() called at this point if successful
if(pulledby && moving_diagonally != FIRST_DIAG_STEP && get_dist(src, pulledby) > 1) //seperated from our puller and not in the middle of a diagonal move
pulledby.stop_pulling()
if(s_active && !(s_active in contents) && get_turf(s_active) != get_turf(src)) //check !( s_active in contents ) first so we hopefully don't have to call get_turf() so much.
s_active.close(src)
/mob/living/proc/dragged(var/mob/living/dragger, var/oldloc)
var/area/A = get_area(src)
if(lying && !buckled && pull_damage() && A.has_gravity() && (prob(getBruteLoss() * 200 / maxHealth)))
adjustBruteLoss(2)
visible_message("<span class='danger'>\The [src]'s [isSynthetic() ? "state" : "wounds"] worsen terribly from being dragged!</span>")
/mob/living/Moved(var/atom/oldloc, direct, forced, movetime)
. = ..()
handle_footstep(loc)
if(pulling) // we were pulling a thing and didn't lose it during our move.
var/pull_dir = get_dir(src, pulling)
if(pulling.anchored || !isturf(pulling.loc))
stop_pulling()
else if(get_dist(src, pulling) > 1 || (moving_diagonally != SECOND_DIAG_STEP && ((pull_dir - 1) & pull_dir))) // puller and pullee more than one tile away or in diagonal position
// If it is too far away or across z-levels from old location, stop pulling.
if(get_dist(pulling.loc, oldloc) > 1 || pulling.loc.z != oldloc?.z)
stop_pulling()
// living might take damage from drags
else if(isliving(pulling))
var/mob/living/M = pulling
M.dragged(src, oldloc)
pulling.Move(oldloc, 0, movetime) // the pullee tries to reach our previous position
if(pulling && get_dist(src, pulling) > 1) // the pullee couldn't keep up
stop_pulling()
if(!isturf(loc))
return
else if(lastarea?.has_gravity == 0)
inertial_drift()
//VOREStation Edit Start
else if(flying)
inertial_drift()
make_floating(1)
//VOREStation Edit End
else if(!isspace(loc))
inertia_dir = 0
make_floating(0)
/mob/living/proc/inertial_drift()
if(x > 1 && x < (world.maxx) && y > 1 && y < (world.maxy))
if(Process_Spacemove(1))
inertia_dir = 0
return
var/locthen = loc
spawn(5)
if(!anchored && !pulledby && loc == locthen)
var/stepdir = inertia_dir ? inertia_dir : last_move
if(!stepdir)
return
var/turf/T = get_step(src, stepdir)
if(!T)
return
Move(T, stepdir, 5)
/mob/living/proc/handle_footstep(turf/T)
return FALSE
/mob/living/verb/resist()
set name = "Resist"
set category = "IC"
if(!incapacitated(INCAPACITATION_KNOCKOUT) && checkClickCooldown())
setClickCooldown(20)
resist_grab()
if(!weakened)
process_resist()
/mob/living/proc/process_resist()
//unbuckling yourself
if(buckled)
resist_buckle()
return TRUE
if(isobj(loc))
var/obj/C = loc
C.container_resist(src)
return TRUE
else if(canmove)
if(on_fire)
resist_fire() //stop, drop, and roll
else
resist_restraints()
if(attempt_vr(src,"vore_process_resist",args)) return TRUE //VOREStation Code
/mob/living/proc/resist_buckle()
if(buckled)
if(istype(buckled, /obj/vehicle))
var/obj/vehicle/vehicle = buckled
vehicle.unload()
else
buckled.user_unbuckle_mob(src, src)
/mob/living/proc/resist_grab()
var/resisting = 0
for(var/obj/item/weapon/grab/G in grabbed_by)
resisting++
G.handle_resist()
if(resisting)
visible_message("<span class='danger'>[src] resists!</span>")
/mob/living/proc/resist_fire()
return
/mob/living/proc/resist_restraints()
return
/mob/living/verb/lay_down()
set name = "Rest"
set category = "IC"
resting = !resting
to_chat(src, "<span class='notice'>You are now [resting ? "resting" : "getting up"]</span>")
update_canmove()
//called when the mob receives a bright flash
/mob/living/flash_eyes(intensity = FLASH_PROTECTION_MODERATE, override_blindness_check = FALSE, affect_silicon = FALSE, visual = FALSE, type = /obj/screen/fullscreen/flash)
if(override_blindness_check || !(disabilities & BLIND))
overlay_fullscreen("flash", type)
spawn(25)
if(src)
clear_fullscreen("flash", 25)
return 1
/mob/living/proc/cannot_use_vents()
if(mob_size > MOB_SMALL)
return "You can't fit into that vent."
return null
/mob/living/proc/has_brain()
return 1
/mob/living/proc/has_eyes()
return 1
/mob/living/proc/slip(var/slipped_on,stun_duration=8)
return 0
/mob/living/carbon/drop_from_inventory(var/obj/item/W, var/atom/Target = null)
if(W in internal_organs)
return
..()
/mob/living/touch_map_edge()
//check for nuke disks
if(client && stat != DEAD) //if they are clientless and dead don't bother, the parent will treat them as any other container
if(ticker && istype(ticker.mode, /datum/game_mode/nuclear)) //only really care if the game mode is nuclear
var/datum/game_mode/nuclear/G = ticker.mode
if(G.check_mob(src))
if(x <= TRANSITIONEDGE)
inertia_dir = 4
else if(x >= world.maxx -TRANSITIONEDGE)
inertia_dir = 8
else if(y <= TRANSITIONEDGE)
inertia_dir = 1
else if(y >= world.maxy -TRANSITIONEDGE)
inertia_dir = 2
to_chat(src, "<span class='warning'>Something you are carrying is preventing you from leaving.</span>")
return
..()
//damage/heal the mob ears and adjust the deaf amount
/mob/living/adjustEarDamage(var/damage, var/deaf)
ear_damage = max(0, ear_damage + damage)
ear_deaf = max(0, ear_deaf + deaf)
//pass a negative argument to skip one of the variable
/mob/living/setEarDamage(var/damage, var/deaf)
if(damage >= 0)
ear_damage = damage
if(deaf >= 0)
ear_deaf = deaf
/mob/living/proc/vomit(var/skip_wait, var/blood_vomit)
if(!check_has_mouth())
return
if(!lastpuke)
lastpuke = 1
if(isSynthetic())
to_chat(src, "<span class='danger'>A sudden, dizzying wave of internal feedback rushes over you!</span>")
src.Weaken(5)
else
if (nutrition <= 100)
to_chat(src, "<span class='danger'>You gag as you want to throw up, but there's nothing in your stomach!</span>")
src.Weaken(10)
else
to_chat(src, "<span class='warning'>You feel nauseous...</span>")
if(ishuman(src))
var/mob/living/carbon/human/Hu = src
if(CE_ANTACID in Hu.chem_effects)
if(prob(min(90, Hu.chem_effects[CE_ANTACID] * 15)))
spawn(rand(30 SECONDS, 2 MINUTES))
lastpuke = FALSE
return
spawn()
if(!skip_wait)
sleep(150) //15 seconds until second warning
to_chat(src, "<span class='warning'>You feel like you are about to throw up!</span>")
sleep(100) //and you have 10 more for mad dash to the bucket
//Damaged livers cause you to vomit blood.
if(!blood_vomit)
if(ishuman(src))
var/mob/living/carbon/human/H = src
if(!H.isSynthetic())
var/obj/item/organ/internal/liver/L = H.internal_organs_by_name["liver"]
if(!L || L.is_broken())
blood_vomit = 1
Stun(5)
src.visible_message("<span class='warning'>[src] throws up!</span>","<span class='warning'>You throw up!</span>")
playsound(src, 'sound/effects/splat.ogg', 50, 1)
var/turf/simulated/T = get_turf(src) //TODO: Make add_blood_floor remove blood from human mobs
if(istype(T))
if(blood_vomit)
T.add_blood_floor(src)
else
T.add_vomit_floor(src, 1)
if(blood_vomit)
if(getBruteLoss() < 50)
adjustBruteLoss(3)
else
adjust_nutrition(-40)
adjustToxLoss(-3)
spawn(350)
lastpuke = 0
/mob/living/update_canmove()
if(!resting && cannot_stand() && can_stand_overridden())
lying = 0
canmove = 1
else
if(istype(buckled, /obj/vehicle))
var/obj/vehicle/V = buckled
if(is_physically_disabled())
lying = 0
canmove = 1
if(!V.riding_datum) // If it has a riding datum, the datum handles moving the pixel_ vars.
pixel_y = V.mob_offset_y - 5
else
if(buckled.buckle_lying != -1)
lying = buckled.buckle_lying
canmove = 1
if(!V.riding_datum) // If it has a riding datum, the datum handles moving the pixel_ vars.
pixel_y = V.mob_offset_y
else if(buckled)
anchored = 1
canmove = 1 //The line above already makes the chair not swooce away if the sitter presses a button. No need to incapacitate them as a criminally large amount of mechanics read this var as a type of stun.
if(istype(buckled))
if(buckled.buckle_lying != -1)
lying = buckled.buckle_lying
canmove = buckled.buckle_movable
if(buckled.buckle_movable)
anchored = 0
canmove = 1
else
lying = incapacitated(INCAPACITATION_KNOCKDOWN)
canmove = !incapacitated(INCAPACITATION_DISABLED)
if(lying)
density = 0
if(l_hand) unEquip(l_hand)
if(r_hand) unEquip(r_hand)
update_water() // Submerges the mob.
else
density = initial(density)
for(var/obj/item/weapon/grab/G in grabbed_by)
if(G.state >= GRAB_AGGRESSIVE)
canmove = 0
break
if(lying != lying_prev)
lying_prev = lying
update_transform()
//VOREStation Add
if(lying && LAZYLEN(buckled_mobs))
for(var/rider in buckled_mobs)
var/mob/living/L = rider
if(buckled_mobs[rider] != "riding")
continue // Only boot off riders
if(riding_datum)
riding_datum.force_dismount(L)
else
unbuckle_mob(L)
L.Stun(5)
//VOREStation Add End
return canmove
// Adds overlays for specific modifiers.
// You'll have to add your own implementation for non-humans currently, just override this proc.
/mob/living/proc/update_modifier_visuals()
return
/mob/living/proc/update_water() // Involves overlays for humans. Maybe we'll get submerged sprites for borgs in the future?
return
/mob/living/proc/can_feel_pain(var/check_organ)
if(isSynthetic())
return FALSE
return TRUE
// Gets the correct icon_state for being on fire. See OnFire.dmi for the icons.
/mob/living/proc/get_fire_icon_state()
return "generic"
// Called by job_controller.
/mob/living/proc/equip_post_job()
return
// Used to check if something is capable of thought, in the traditional sense.
/mob/living/proc/is_sentient()
return TRUE
/mob/living/get_icon_scale_x()
. = ..()
for(var/datum/modifier/M in modifiers)
if(!isnull(M.icon_scale_x_percent))
. *= M.icon_scale_x_percent
/mob/living/get_icon_scale_y()
. = ..()
for(var/datum/modifier/M in modifiers)
if(!isnull(M.icon_scale_y_percent))
. *= M.icon_scale_y_percent
/mob/living/update_transform()
// First, get the correct size.
var/desired_scale_x = size_multiplier //VOREStation edit
var/desired_scale_y = size_multiplier //VOREStation edit
// Now for the regular stuff.
var/matrix/M = matrix()
M.Scale(desired_scale_x, desired_scale_y)
M.Translate(0, (vis_height/2)*(desired_scale_y-1)) //VOREStation edit
src.transform = M //VOREStation edit
handle_status_indicators()
// This handles setting the client's color variable, which makes everything look a specific color.
// This proc is here so it can be called without needing to check if the client exists, or if the client relogs.
/mob/living/update_client_color()
if(!client)
return
var/list/colors_to_blend = list()
for(var/datum/modifier/M in modifiers)
if(!isnull(M.client_color))
if(islist(M.client_color)) //It's a color matrix! Forget it. Just use that one.
animate(client, color = M.client_color, time = 10)
return
colors_to_blend += M.client_color
if(colors_to_blend.len)
var/final_color
if(colors_to_blend.len == 1) // If it's just one color we can skip all of this work.
final_color = colors_to_blend[1]
else // Otherwise we need to do some messy additive blending.
var/R = 0
var/G = 0
var/B = 0
for(var/C in colors_to_blend)
var/RGB = hex2rgb(C)
R = between(0, R + RGB[1], 255)
G = between(0, G + RGB[2], 255)
B = between(0, B + RGB[3], 255)
final_color = rgb(R,G,B)
if(final_color)
var/old_color = client.color // Don't know if BYOND has an internal optimization to not care about animate() calls that effectively do nothing.
if(final_color != old_color) // Gonna do a check just incase.
animate(client, color = final_color, time = 10)
else // No colors, so remove the client's color.
animate(client, color = null, time = 10)
/mob/living/swap_hand()
src.hand = !( src.hand )
if(hud_used.l_hand_hud_object && hud_used.r_hand_hud_object)
if(hand) //This being 1 means the left hand is in use
hud_used.l_hand_hud_object.icon_state = "l_hand_active"
hud_used.r_hand_hud_object.icon_state = "r_hand_inactive"
else
hud_used.l_hand_hud_object.icon_state = "l_hand_inactive"
hud_used.r_hand_hud_object.icon_state = "r_hand_active"
// We just swapped hands, so the thing in our inactive hand will notice it's not the focus
var/obj/item/I = get_inactive_hand()
if(I)
if(I.zoom)
I.zoom()
I.in_inactive_hand(src) //This'll do specific things, determined by the item
return
/mob/living/proc/activate_hand(var/selhand) //0 or "r" or "right" for right hand; 1 or "l" or "left" for left hand.
if(istext(selhand))
selhand = lowertext(selhand)
if(selhand == "right" || selhand == "r")
selhand = 0
if(selhand == "left" || selhand == "l")
selhand = 1
if(selhand != src.hand)
swap_hand()
/mob/living/throw_item(atom/target)
src.throw_mode_off()
if(usr.stat || !target)
return
if(target.type == /obj/screen) return
var/atom/movable/item = src.get_active_hand()
if(!item) return
var/throw_range = item.throw_range
if (istype(item, /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = item
item = G.throw_held() //throw the person instead of the grab
if(ismob(item))
var/mob/M = item
//limit throw range by relative mob size
throw_range = round(M.throw_range * min(src.mob_size/M.mob_size, 1))
var/turf/end_T = get_turf(target)
if(end_T)
add_attack_logs(src,M,"Thrown via grab to [end_T.x],[end_T.y],[end_T.z]")
src.drop_from_inventory(G)
src.drop_from_inventory(item)
if(!item || !isturf(item.loc))
return
//actually throw it!
src.visible_message("<span class='warning'>[src] has thrown [item].</span>")
if((isspace(src.loc)) || (src.lastarea?.has_gravity == 0))
src.inertia_dir = get_dir(target, src)
step(src, inertia_dir)
if(istype(item,/obj/item))
var/obj/item/W = item
W.randpixel_xy()
/*
if(istype(src.loc, /turf/space) || (src.flags & NOGRAV)) //they're in space, move em one space in the opposite direction
src.inertia_dir = get_dir(target, src)
step(src, inertia_dir)
*/
item.throw_at(target, throw_range, item.throw_speed, src)
/mob/living/get_sound_env(var/pressure_factor)
if (hallucination)
return PSYCHOTIC
else if (druggy)
return DRUGGED
else if (drowsyness)
return DIZZY
else if (confused)
return DIZZY
else if (sleeping)
return UNDERWATER
else
return ..()
//Add an entry to overlays, assuming it exists
/mob/living/proc/apply_hud(cache_index, var/image/I)
hud_list[cache_index] = I
if((. = hud_list[cache_index]))
//underlays += .
add_overlay(.)
//Remove an entry from overlays, and from the list
/mob/living/proc/grab_hud(cache_index)
var/I = hud_list[cache_index]
if(I)
//underlays -= I
cut_overlay(I)
hud_list[cache_index] = null
return I
/mob/living/proc/make_hud_overlays()
return
/mob/living/proc/has_vision()
return !(eye_blind || (disabilities & BLIND) || stat || blinded)
/mob/living/proc/dirties_floor() // If we ever decide to add fancy conditionals for making dirty floors (floating, etc), here's the proc.
return makes_dirt
/mob/living/proc/needs_to_breathe()
return !isSynthetic()
/mob/living/proc/adjust_nutrition(amount)
nutrition = between(0, nutrition + amount, max_nutrition)
/mob/living/vv_get_header()
. = ..()
. += {"
<a href='?_src_=vars;rename=\ref[src]'><b>[src]</b></a><font size='1'>
<br><a href='?_src_=vars;datumedit=\ref[src];varnameedit=ckey'>[ckey ? ckey : "No ckey"]</a> / <a href='?_src_=vars;datumedit=\ref[src];varnameedit=real_name'>[real_name ? real_name : "No real name"]</a>
<br>
BRUTE:<a href='?_src_=vars;mobToDamage=\ref[src];adjustDamage=brute'>[getBruteLoss()]</a>
FIRE:<a href='?_src_=vars;mobToDamage=\ref[src];adjustDamage=fire'>[getFireLoss()]</a>
TOXIN:<a href='?_src_=vars;mobToDamage=\ref[src];adjustDamage=toxin'>[getToxLoss()]</a>
OXY:<a href='?_src_=vars;mobToDamage=\ref[src];adjustDamage=oxygen'>[getOxyLoss()]</a>
CLONE:<a href='?_src_=vars;mobToDamage=\ref[src];adjustDamage=clone'>[getCloneLoss()]</a>
BRAIN:<a href='?_src_=vars;mobToDamage=\ref[src];adjustDamage=brain'>[getBrainLoss()]</a>
</font>
"}
/mob/living/update_gravity(has_gravity)
if(!ticker)
return
if(has_gravity)
clear_alert("weightless")
else
throw_alert("weightless", /obj/screen/alert/weightless)
// Tries to turn off things that let you see through walls, like mesons.
// Each mob does vision a bit differently so this is just for inheritence and also so overrided procs can make the vision apply instantly if they call `..()`.
/mob/living/proc/disable_spoiler_vision()
handle_vision()