Files
CHOMPStation2/code/modules/mob/transform_procs.dm
Cael_Aislinn dd538fd3c5 Merge remote-tracking branch 'remotes/git-svn' into bs12_with_tgport
Conflicts:
	code/game/gamemodes/events.dm
	code/game/gamemodes/wizard/veilrender.dm
	code/game/jobs/job/captain.dm
	code/game/machinery/computer/HolodeckControl.dm
	code/game/objects/items/stacks/sheets/sheet_types.dm
	code/game/objects/structures/grille.dm
	code/modules/mob/living/simple_animal/life.dm
	code/setup.dm

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-10-22 20:15:05 +10:00

380 lines
11 KiB
Plaintext

/mob/living/carbon/human/proc/monkeyize()
if (monkeyizing)
return
for(var/obj/item/W in src)
if (W==w_uniform) // will be torn
continue
drop_from_inventory(W)
regenerate_icons()
monkeyizing = 1
canmove = 0
stunned = 1
icon = null
invisibility = 101
for(var/t in organs)
del(t)
var/atom/movable/overlay/animation = new /atom/movable/overlay( loc )
animation.icon_state = "blank"
animation.icon = 'icons/mob/mob.dmi'
animation.master = src
flick("h2monkey", animation)
sleep(48)
//animation = null
var/mob/living/carbon/monkey/O = new /mob/living/carbon/monkey( loc )
del(animation)
O.name = "monkey"
O.UI = UI
O.dna = dna
dna = null
O.dna.uni_identity = "00600200A00E0110148FC01300B009"
//O.dna.struc_enzymes = "0983E840344C39F4B059D5145FC5785DC6406A4BB8"
O.dna.struc_enzymes = "[copytext(O.dna.struc_enzymes,1,1+3*13)]BB8"
O.loc = loc
O.viruses = viruses
viruses = list()
for(var/datum/disease/D in O.viruses)
D.affected_mob = O
if (client)
client.mob = O
if(mind)
mind.transfer_to(O)
O.a_intent = "hurt"
O << "<B>You are now a monkey.</B>"
spawn(0)//To prevent the proc from returning null.
del(src)
return O
/mob/new_player/AIize()
spawning = 1
return ..()
/mob/living/carbon/human/AIize()
if (monkeyizing)
return
for(var/t in organs)
del(t)
return ..()
/mob/living/carbon/AIize()
if (monkeyizing)
return
for(var/obj/item/W in src)
drop_from_inventory(W)
regenerate_icons()
monkeyizing = 1
canmove = 0
icon = null
invisibility = 101
return ..()
/mob/proc/AIize()
if(client)
src << sound(null, repeat = 0, wait = 0, volume = 85, channel = 1) // stop the jams for AIs
var/mob/living/silicon/ai/O = new (loc, base_law_type,,1)//No MMI but safety is in effect.
O.invisibility = 0
O.aiRestorePowerRoutine = 0
if(mind)
mind.transfer_to(O)
O.mind.original = O
else
O.key = key
var/obj/loc_landmark
for(var/obj/effect/landmark/start/sloc in landmarks_list)
if (sloc.name != "AI")
continue
if (locate(/mob/living) in sloc.loc)
continue
loc_landmark = sloc
if (!loc_landmark)
for(var/obj/effect/landmark/tripai in landmarks_list)
if (tripai.name == "tripai")
if(locate(/mob/living) in tripai.loc)
continue
loc_landmark = tripai
if (!loc_landmark)
O << "Oh god sorry we can't find an unoccupied AI spawn location, so we're spawning you on top of someone."
for(var/obj/effect/landmark/start/sloc in landmarks_list)
if (sloc.name == "AI")
loc_landmark = sloc
O.loc = loc_landmark.loc
for (var/obj/item/device/radio/intercom/comm in O.loc)
comm.ai += O
O << "<B>You are playing the station's AI. The AI cannot move, but can interact with many objects while viewing them (through cameras).</B>"
O << "<B>To look at other parts of the station, click on yourself to get a camera menu.</B>"
O << "<B>While observing through a camera, you can use most (networked) devices which you can see, such as computers, APCs, intercoms, doors, etc.</B>"
O << "To use something, simply click on it."
O << {"Use say ":b to speak to your cyborgs through binary."}
if (!(ticker && ticker.mode && (O.mind in ticker.mode.malf_ai)))
O.show_laws()
O << "<b>These laws may be changed by other players, or by you being the traitor.</b>"
O.verbs += /mob/living/silicon/ai/proc/ai_call_shuttle
O.verbs += /mob/living/silicon/ai/proc/show_laws_verb
O.verbs += /mob/living/silicon/ai/proc/ai_camera_track
O.verbs += /mob/living/silicon/ai/proc/ai_alerts
O.verbs += /mob/living/silicon/ai/proc/ai_camera_list
O.verbs += /mob/living/silicon/ai/proc/ai_statuschange
O.verbs += /mob/living/silicon/ai/proc/ai_roster
O.job = "AI"
O.UI = UI
O.rename_self("ai",1)
. = O
del(src)
//human -> robot
/mob/living/carbon/human/proc/Robotize()
if (monkeyizing)
return
for(var/obj/item/W in src)
drop_from_inventory(W)
regenerate_icons()
monkeyizing = 1
canmove = 0
icon = null
invisibility = 101
for(var/t in organs)
del(t)
var/mob/living/silicon/robot/O = new /mob/living/silicon/robot( loc )
// cyborgs produced by Robotize get an automatic power cell
O.cell = new(O)
O.cell.maxcharge = 7500
O.cell.charge = 7500
O.gender = gender
O.invisibility = 0
O.UI = UI
if(mind) //TODO
mind.transfer_to(O)
if(O.mind.assigned_role == "Cyborg")
O.mind.original = O
else if(mind.special_role)
O.mind.store_memory("In case you look at this after being borged, the objectives are only here until I find a way to make them not show up for you, as I can't simply delete them without screwing up round-end reporting. --NeoFite")
else
O.key = key
O.loc = loc
O.job = "Cyborg"
O.mmi = new /obj/item/device/mmi(O)
O.mmi.transfer_identity(src)//Does not transfer key/client.
spawn(0)//To prevent the proc from returning null.
del(src)
return O
//human -> alien
/mob/living/carbon/human/proc/Alienize()
if (monkeyizing)
return
for(var/obj/item/W in src)
drop_from_inventory(W)
regenerate_icons()
monkeyizing = 1
canmove = 0
icon = null
invisibility = 101
for(var/t in organs)
del(t)
var/alien_caste = pick("Hunter","Sentinel","Drone")
var/mob/living/carbon/alien/humanoid/new_xeno
switch(alien_caste)
if("Hunter")
new_xeno = new /mob/living/carbon/alien/humanoid/hunter(loc)
if("Sentinel")
new_xeno = new /mob/living/carbon/alien/humanoid/sentinel(loc)
if("Drone")
new_xeno = new /mob/living/carbon/alien/humanoid/drone(loc)
new_xeno.a_intent = "hurt"
new_xeno.UI = UI
new_xeno.key = key
new_xeno << "<B>You are now an alien.</B>"
spawn(0)//To prevent the proc from returning null.
del(src)
return
/mob/living/carbon/human/proc/Metroidize(adult as num, reproduce as num)
if (monkeyizing)
return
for(var/obj/item/W in src)
drop_from_inventory(W)
regenerate_icons()
monkeyizing = 1
canmove = 0
icon = null
invisibility = 101
for(var/t in organs)
del(t)
var/mob/living/carbon/metroid/new_metroid
if(reproduce)
var/number = pick(14;2,3,4) //reproduce (has a small chance of producing 3 or 4 offspring)
var/list/babies = list()
for(var/i=1,i<=number,i++)
var/mob/living/carbon/metroid/M = new/mob/living/carbon/metroid(loc)
M.nutrition = round(nutrition/number)
step_away(M,src)
babies += M
new_metroid = pick(babies)
else
if(adult)
new_metroid = new /mob/living/carbon/metroid/adult(loc)
else
new_metroid = new /mob/living/carbon/metroid(loc)
new_metroid.a_intent = "hurt"
new_metroid.UI = UI
new_metroid.key = key
new_metroid << "<B>You are now a Metroid. Skreee!</B>"
spawn(0)//To prevent the proc from returning null.
del(src)
return
/mob/living/carbon/human/proc/corgize()
if (monkeyizing)
return
for(var/obj/item/W in src)
drop_from_inventory(W)
regenerate_icons()
monkeyizing = 1
canmove = 0
icon = null
invisibility = 101
for(var/t in organs) //this really should not be necessary
del(t)
var/mob/living/simple_animal/corgi/new_corgi = new /mob/living/simple_animal/corgi (loc)
new_corgi.a_intent = "hurt"
new_corgi.UI = UI
new_corgi.key = key
new_corgi << "<B>You are now a Corgi. Yap Yap!</B>"
spawn(0)//To prevent the proc from returning null.
del(src)
return
/mob/living/carbon/human/Animalize()
var/list/mobtypes = typesof(/mob/living/simple_animal)
var/mobpath = input("Which type of mob should [src] turn into?", "Choose a type") in mobtypes
if(!safe_animal(mobpath))
usr << "\red Sorry but this mob type is currently unavailable."
return
if(monkeyizing)
return
for(var/obj/item/W in src)
drop_from_inventory(W)
regenerate_icons()
monkeyizing = 1
canmove = 0
icon = null
invisibility = 101
for(var/t in organs)
del(t)
var/mob/new_mob = new mobpath(src.loc)
new_mob.key = key
new_mob.a_intent = "hurt"
new_mob.UI = UI
new_mob << "You suddenly feel more... animalistic."
spawn()
del(src)
return
/mob/proc/Animalize()
var/list/mobtypes = typesof(/mob/living/simple_animal)
var/mobpath = input("Which type of mob should [src] turn into?", "Choose a type") in mobtypes
if(!safe_animal(mobpath))
usr << "\red Sorry but this mob type is currently unavailable."
return
var/mob/new_mob = new mobpath(src.loc)
new_mob.key = key
new_mob.a_intent = "hurt"
new_mob.UI = UI
new_mob << "You feel more... animalistic"
del(src)
/* Certain mob types have problems and should not be allowed to be controlled by players.
*
* This proc is here to force coders to manually place their mob in this list, hopefully tested.
* This also gives a place to explain -why- players shouldnt be turn into certain mobs and hopefully someone can fix them.
*/
/mob/proc/safe_animal(var/MP)
//Bad mobs! - Remember to add a comment explaining what's wrong with the mob
if(!MP)
return 0 //Sanity, this should never happen.
if(ispath(MP, /mob/living/simple_animal/space_worm))
return 0 //Unfinished. Very buggy, they seem to just spawn additional space worms everywhere and eating your own tail results in new worms spawning.
if(ispath(MP, /mob/living/simple_animal/construct/behemoth))
return 0 //I think this may have been an unfinished WiP or something. These constructs should really have their own class simple_animal/construct/subtype
if(ispath(MP, /mob/living/simple_animal/construct/armoured))
return 0 //Verbs do not appear for players. These constructs should really have their own class simple_animal/construct/subtype
if(ispath(MP, /mob/living/simple_animal/construct/wraith))
return 0 //Verbs do not appear for players. These constructs should really have their own class simple_animal/construct/subtype
if(ispath(MP, /mob/living/simple_animal/construct/builder))
return 0 //Verbs do not appear for players. These constructs should really have their own class simple_animal/construct/subtype
//Good mobs!
if(ispath(MP, /mob/living/simple_animal/cat))
return 1
if(ispath(MP, /mob/living/simple_animal/corgi))
return 1
if(ispath(MP, /mob/living/simple_animal/crab))
return 1
if(ispath(MP, /mob/living/simple_animal/hostile/carp))
return 1
if(ispath(MP, /mob/living/simple_animal/mushroom))
return 1
if(ispath(MP, /mob/living/simple_animal/shade))
return 1
if(ispath(MP, /mob/living/simple_animal/tomato))
return 1
if(ispath(MP, /mob/living/simple_animal/mouse))
return 1 //It is impossible to pull up the player panel for mice (Fixed! - Nodrak)
if(ispath(MP, /mob/living/simple_animal/hostile/bear))
return 1 //Bears will auto-attack mobs, even if they're player controlled (Fixed! - Nodrak)
if(ispath(MP, /mob/living/simple_animal/parrot))
return 1 //Parrots are no longer unfinished! -Nodrak
//Not in here? Must be untested!
return 0