diff --git a/code/__DEFINES/genetics.dm b/code/__DEFINES/genetics.dm index 4f07d54ee01..be243c66386 100644 --- a/code/__DEFINES/genetics.dm +++ b/code/__DEFINES/genetics.dm @@ -99,6 +99,7 @@ #define NUTRITION_LEVEL_CURSED 0 //Blood levels +#define BLOOD_VOLUME_MAXIMUM 2000 #define BLOOD_VOLUME_NORMAL 560 #define BLOOD_VOLUME_SAFE 501 #define BLOOD_VOLUME_OKAY 336 diff --git a/code/__DEFINES/misc.dm b/code/__DEFINES/misc.dm index a2f487086ae..61e5e5069b4 100644 --- a/code/__DEFINES/misc.dm +++ b/code/__DEFINES/misc.dm @@ -334,4 +334,16 @@ #define FIRST_DIAG_STEP 1 #define SECOND_DIAG_STEP 2 -#define ARBITRARY_VIEWRANGE_NOHUD 2 \ No newline at end of file +#define ARBITRARY_VIEWRANGE_NOHUD 2 +#define SECOND_DIAG_STEP 2 + +//Bloody shoes/footprints +#define MAX_SHOE_BLOODINESS 100 +#define BLOODY_FOOTPRINT_BASE_ALPHA 150 +#define BLOOD_GAIN_PER_STEP 100 +#define BLOOD_LOSS_PER_STEP 5 + +//Bloody shoe blood states +#define BLOOD_STATE_HUMAN "blood" +#define BLOOD_STATE_XENO "xeno" +#define BLOOD_STATE_NOT_BLOODY "no blood whatsoever" diff --git a/code/_onclick/item_attack.dm b/code/_onclick/item_attack.dm index 59cbf9c6219..8d132ed2586 100644 --- a/code/_onclick/item_attack.dm +++ b/code/_onclick/item_attack.dm @@ -183,9 +183,7 @@ M.take_organ_damage(power) if(prob(33)) // Added blood for whacking non-humans too - var/turf/simulated/location = M.loc - if(istype(location, /turf/simulated)) - location.add_blood_floor(M) + M.add_splatter_floor() if("fire") M.take_organ_damage(0, power) to_chat(M, "Aargh it burns!") diff --git a/code/datums/outfits/outfit_admin.dm b/code/datums/outfits/outfit_admin.dm index 4a6f2a941ff..d70fc1ca4ac 100644 --- a/code/datums/outfits/outfit_admin.dm +++ b/code/datums/outfits/outfit_admin.dm @@ -587,6 +587,8 @@ apply_to_card(I, H, list(access_maint_tunnels), "Legit Xenomorph") /datum/outfit/admin/soviet + + gloves = /obj/item/clothing/gloves/combat uniform = /obj/item/clothing/under/soviet back = /obj/item/weapon/storage/backpack/satchel head = /obj/item/clothing/head/ushanka @@ -970,7 +972,7 @@ for(var/obj/item/I in H.contents) if(!istype(I, /obj/item/weapon/implant)) - I.add_blood(H) + I.add_mob_blood(H) if(visualsOnly) return @@ -1005,7 +1007,7 @@ for(var/obj/item/I in H.contents) if(!istype(I, /obj/item/weapon/implant)) - I.add_blood(H) + I.add_mob_blood(H) if(visualsOnly) return diff --git a/code/game/atoms.dm b/code/game/atoms.dm index 292ad651235..8c12e452d1d 100644 --- a/code/game/atoms.dm +++ b/code/game/atoms.dm @@ -242,7 +242,7 @@ if(density && !has_gravity(AM)) //thrown stuff bounces off dense stuff in no grav, unless the thrown stuff ends up inside what it hit(embedding, bola, etc...). addtimer(src, "hitby_react", 2, TRUE, AM) -/atom/proc/hitby_react(atom/movable/AM) +/atom/proc/hitby_react(atom/movable/AM) if(AM && isturf(AM.loc)) step(AM, turn(AM.dir, 180)) @@ -365,47 +365,194 @@ A.fingerprintshidden |= fingerprintshidden.Copy() //admin A.fingerprintslast = fingerprintslast +var/list/blood_splatter_icons = list() -//returns 1 if made bloody, returns 0 otherwise -/atom/proc/add_blood(mob/living/carbon/human/M as mob) +/atom/proc/blood_splatter_index() + return "\ref[initial(icon)]-[initial(icon_state)]" - if(!blood_DNA || !istype(blood_DNA, /list)) //if our list of DNA doesn't exist yet (or isn't a list) initialise it. +//returns the mob's dna info as a list, to be inserted in an object's blood_DNA list +/mob/living/proc/get_blood_dna_list() + if(get_blood_id() != "blood") + return + return list("ANIMAL DNA" = "Y-") + +/mob/living/carbon/get_blood_dna_list() + if(get_blood_id() != "blood") + return + var/list/blood_dna = list() + if(dna) + var/mob/living/carbon/human/H = src + blood_dna[dna.unique_enzymes] = H.b_type + else + blood_dna["UNKNOWN DNA"] = "X*" + return blood_dna + +/mob/living/carbon/alien/get_blood_dna_list() + return list("UNKNOWN DNA" = "X*") + +//to add a mob's dna info into an object's blood_DNA list. +/atom/proc/transfer_mob_blood_dna(mob/living/L) + var/new_blood_dna = L.get_blood_dna_list() + if(!new_blood_dna) + return 0 + return transfer_blood_dna(new_blood_dna) + +/obj/effect/decal/cleanable/blood/splatter/transfer_mob_blood_dna(mob/living/L) + ..(L) + var/list/b_data = L.get_blood_data(L.get_blood_id()) + if(b_data) + basecolor = b_data["blood_color"] + else + basecolor = "#A10808" + update_icon() + +/obj/effect/decal/cleanable/blood/footprints/transfer_mob_blood_dna(mob/living/L) + ..(L) + var/list/b_data = L.get_blood_data(L.get_blood_id()) + if(b_data) + basecolor = b_data["blood_color"] + else + basecolor = "#A10808" + update_icon() + +//to add blood dna info to the object's blood_DNA list +/atom/proc/transfer_blood_dna(list/blood_dna) + if(!blood_DNA) blood_DNA = list() + var/old_length = blood_DNA.len + blood_DNA |= blood_dna + if(blood_DNA.len > old_length) + return 1//some new blood DNA was added - blood_color = "#A10808" - if(istype(M)) - if(M.species.flags & NO_BLOOD) - return 0 - M.check_dna() - blood_color = M.species.blood_color - . = 1 +//to add blood from a mob onto something, and transfer their dna info +/atom/proc/add_mob_blood(mob/living/M) + var/list/blood_dna = M.get_blood_dna_list() + if(!blood_dna) + return 0 + var/bloodcolor = "#A10808" + var/list/b_data = M.get_blood_data(M.get_blood_id()) + if(b_data) + bloodcolor = b_data["blood_color"] + + return add_blood(blood_dna, bloodcolor) + +//to add blood onto something, with blood dna info to include. +/atom/proc/add_blood(list/blood_dna, color) + return 0 + +/obj/add_blood(list/blood_dna, color) + return transfer_blood_dna(blood_dna) + +/obj/item/add_blood(list/blood_dna, color) + var/blood_count = !blood_DNA ? 0 : blood_DNA.len + if(!..()) + return 0 + if(!blood_count)//apply the blood-splatter overlay if it isn't already in there + add_blood_overlay(color) + return 1 //we applied blood to the item + +/obj/item/clothing/gloves/add_blood(list/blood_dna, color) + . = ..() + transfer_blood = rand(2, 4) + +/turf/add_blood(list/blood_dna, color) + var/obj/effect/decal/cleanable/blood/splatter/B = locate() in src + if(!B) + B = new /obj/effect/decal/cleanable/blood/splatter(src) + B.transfer_blood_dna(blood_dna) //give blood info to the blood decal. + B.basecolor = color + return 1 //we bloodied the floor + +/mob/living/carbon/human/add_blood(list/blood_dna, color) + if(wear_suit) + wear_suit.add_blood(blood_dna, color) + wear_suit.blood_color = color + update_inv_wear_suit(1) + else if(w_uniform) + w_uniform.add_blood(blood_dna, color) + w_uniform.blood_color = color + update_inv_w_uniform(1) + if(head) + head.add_blood(blood_dna, color) + head.blood_color = color + update_inv_head(0,0) + if(glasses) + glasses.add_blood(blood_dna, color) + glasses.blood_color = color + update_inv_glasses(0) + if(gloves) + var/obj/item/clothing/gloves/G = gloves + G.add_blood(blood_dna, color) + G.blood_color = color + verbs += /mob/living/carbon/human/proc/bloody_doodle + else + hand_blood_color = color + bloody_hands = rand(2, 4) + transfer_blood_dna(blood_dna) + verbs += /mob/living/carbon/human/proc/bloody_doodle + + update_inv_gloves(1) //handles bloody hands overlays and updating return 1 -/atom/proc/add_blood_list(mob/living/carbon/M) - // Returns 0 if we have that blood already - if(!istype(blood_DNA, /list)) //if our list of DNA doesn't exist yet (or isn't a list) initialise it. - blood_DNA = list() - //if this blood isn't already in the list, add it - if(blood_DNA[M.dna.unique_enzymes]) - return 0 //already bloodied with this blood. Cannot add more. - var/blood_type = "X*" - if(ishuman(M)) - var/mob/living/carbon/human/H = M - blood_type = H.b_type - blood_DNA[M.dna.unique_enzymes] = blood_type - return 1 +/obj/item/proc/add_blood_overlay(color) + if(initial(icon) && initial(icon_state)) + //try to find a pre-processed blood-splatter. otherwise, make a new one + var/index = blood_splatter_index() + var/icon/blood_splatter_icon = blood_splatter_icons[index] + if(!blood_splatter_icon) + blood_splatter_icon = icon(initial(icon), initial(icon_state), , 1) //we only want to apply blood-splatters to the initial icon_state for each object + blood_splatter_icon.Blend("#fff", ICON_ADD) //fills the icon_state with white (except where it's transparent) + blood_splatter_icon.Blend(icon('icons/effects/blood.dmi', "itemblood"), ICON_MULTIPLY) //adds blood and the remaining white areas become transparant + blood_splatter_icon = fcopy_rsc(blood_splatter_icon) + blood_splatter_icons[index] = blood_splatter_icon -// Only adds blood on the floor -- Skie -/atom/proc/add_blood_floor(mob/living/carbon/M) - return //why the fuck this is at an atom level but only works on simulated turfs I don't know + blood_overlay = image(blood_splatter_icon) + blood_overlay.color = color + overlays += blood_overlay /atom/proc/clean_blood() - src.germ_level = 0 - if(istype(blood_DNA, /list)) - qdel(blood_DNA) + germ_level = 0 + if(islist(blood_DNA)) + blood_DNA = null return 1 + +/obj/item/clean_blood() + . = ..() + if(.) + if(blood_overlay) + overlays -= blood_overlay + +/obj/item/clothing/gloves/clean_blood() + . = ..() + if(.) + transfer_blood = 0 + + +/obj/item/clothing/shoes/clean_blood() + ..() + bloody_shoes = list(BLOOD_STATE_HUMAN = 0, BLOOD_STATE_XENO = 0, BLOOD_STATE_NOT_BLOODY = 0) + blood_state = BLOOD_STATE_NOT_BLOODY + if(ismob(loc)) + var/mob/M = loc + M.update_inv_shoes() + + +/mob/living/carbon/human/clean_blood() + if(gloves) + if(gloves.clean_blood()) + clean_blood() + update_inv_gloves() + gloves.germ_level = 0 + else + ..() // Clear the Blood_DNA list + if(bloody_hands) + bloody_hands = 0 + update_inv_gloves() + update_icons() //apply the now updated overlays to the mob + + /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) diff --git a/code/game/gamemodes/changeling/powers/fleshmend.dm b/code/game/gamemodes/changeling/powers/fleshmend.dm index cd09cc8d764..e6ccafcffa0 100644 --- a/code/game/gamemodes/changeling/powers/fleshmend.dm +++ b/code/game/gamemodes/changeling/powers/fleshmend.dm @@ -13,8 +13,6 @@ var/mob/living/carbon/human/H = user H.restore_blood() H.shock_stage = 0 - spawn(1) - H.fixblood() spawn(0) for(var/i = 0, i<10,i++) user.heal_overall_damage(10, 10) diff --git a/code/game/gamemodes/changeling/powers/mutations.dm b/code/game/gamemodes/changeling/powers/mutations.dm index 13378f6ff8e..943b15a6172 100644 --- a/code/game/gamemodes/changeling/powers/mutations.dm +++ b/code/game/gamemodes/changeling/powers/mutations.dm @@ -76,10 +76,8 @@ H.update_fhair() if(blood_on_castoff) - var/turf/simulated/T = get_turf(H) - if(istype(T)) - T.add_blood(H) //So real blood decals - playsound(H.loc, 'sound/effects/splat.ogg', 50, 1) //So real sounds + H.add_splatter_floor() + playsound(H.loc, 'sound/effects/splat.ogg', 50, 1) //So real sounds changeling.geneticdamage += genetic_damage //Casting off a space suit leaves you weak for a few seconds. changeling.chem_recharge_slowdown -= recharge_slowdown diff --git a/code/game/gamemodes/changeling/powers/revive.dm b/code/game/gamemodes/changeling/powers/revive.dm index 9077f623a2c..376e6d5a148 100644 --- a/code/game/gamemodes/changeling/powers/revive.dm +++ b/code/game/gamemodes/changeling/powers/revive.dm @@ -30,8 +30,6 @@ var/mob/living/carbon/human/H = user H.restore_blood() H.shock_stage = 0 - spawn(1) - H.fixblood() H.species.create_organs(H) // Now that recreating all organs is necessary, the rest of this organ stuff probably // isn't, but I don't want to remove it, just in case. diff --git a/code/game/gamemodes/cult/cult_items.dm b/code/game/gamemodes/cult/cult_items.dm index 7ec4240769d..289ae7e4656 100644 --- a/code/game/gamemodes/cult/cult_items.dm +++ b/code/game/gamemodes/cult/cult_items.dm @@ -48,7 +48,7 @@ var/mob/living/carbon/human/bleeder = target if(!(cooldown > world.time) && ((bleeder.stat != DEAD) && !(bleeder.species.flags & NO_BLOOD))) user.visible_message("The runes on the blade absorb the blood of [target]!") - bleeder.drip(5000) + bleeder.bleed(5000) cooldown = world.time + 2400 /obj/item/weapon/restraints/legcuffs/bola/cult diff --git a/code/game/gamemodes/miniantags/abduction/gland.dm b/code/game/gamemodes/miniantags/abduction/gland.dm index e58665c514e..09ca45e2049 100644 --- a/code/game/gamemodes/miniantags/abduction/gland.dm +++ b/code/game/gamemodes/miniantags/abduction/gland.dm @@ -181,21 +181,14 @@ uses = -1 /obj/item/organ/internal/heart/gland/bloody/activate() - if(ishuman(owner)) - var/mob/living/carbon/human/H = owner - H.drip(200) + owner.blood_volume -= 20 owner.visible_message("[owner]'s skin erupts with blood!",\ "Blood pours from your skin!") for(var/turf/T in oview(3,owner)) //Make this respect walls and such - T.add_blood_floor(owner) + owner.add_splatter_floor(T) for(var/mob/living/carbon/human/H in oview(3,owner)) //Blood decals for simple animals would be neat. aka Carp with blood on it. - if(H.wear_suit) - H.wear_suit.add_blood(owner) - H.update_inv_wear_suit(0) - else if(H.w_uniform) - H.w_uniform.add_blood(owner) - H.update_inv_w_uniform(0) + H.add_mob_blood(owner) /obj/item/organ/internal/heart/gland/bodysnatch cooldown_low = 600 @@ -211,8 +204,7 @@ C.Copy(owner) C.Start() owner.adjustBruteLoss(40) - var/turf/T = get_turf(owner) - T.add_blood_floor(src) + owner.add_splatter_floor() /obj/effect/cocoon/abductor name = "slimy cocoon" diff --git a/code/game/gamemodes/vampire/vampire.dm b/code/game/gamemodes/vampire/vampire.dm index 00c99e76f29..6e0cc7ebd22 100644 --- a/code/game/gamemodes/vampire/vampire.dm +++ b/code/game/gamemodes/vampire/vampire.dm @@ -289,20 +289,20 @@ You are weak to holy things and starlight. Don't go into space and avoid the Cha return old_bloodtotal = bloodtotal old_bloodusable = bloodusable - if(!H.vessel.get_reagent_amount("blood")) + if(!H.blood_volume) to_chat(owner, "They've got no blood left to give.") break if(H.stat < DEAD) - blood = min(20, H.vessel.get_reagent_amount("blood")) // if they have less than 20 blood, give them the remnant else they get 20 blood + blood = min(20, H.blood_volume) // if they have less than 20 blood, give them the remnant else they get 20 blood bloodtotal += blood / 2 //divide by 2 to counted the double suction since removing cloneloss -Melandor0 bloodusable += blood / 2 else - blood = min(5, H.vessel.get_reagent_amount("blood")) // The dead only give 5 bloods + blood = min(5, H.blood_volume) // The dead only give 5 bloods bloodtotal += blood if(old_bloodtotal != bloodtotal) to_chat(owner, "You have accumulated [bloodtotal] [bloodtotal > 1 ? "units" : "unit"] of blood[bloodusable != old_bloodusable ? ", and have [bloodusable] left to use" : ""].") check_vampire_upgrade() - H.vessel.remove_reagent("blood", 25) + H.blood_volume -= 25 if(ishuman(owner)) var/mob/living/carbon/human/V = owner V.nutrition = min(NUTRITION_LEVEL_WELL_FED, V.nutrition + (blood / 2)) diff --git a/code/game/gamemodes/wizard/artefact.dm b/code/game/gamemodes/wizard/artefact.dm index c6f3b4c4280..88251dcdd36 100644 --- a/code/game/gamemodes/wizard/artefact.dm +++ b/code/game/gamemodes/wizard/artefact.dm @@ -525,7 +525,7 @@ var/global/list/multiverse = list() M.equip_to_slot_or_del(sword, slot_r_hand) for(var/obj/item/carried_item in M.contents) if(!istype(carried_item, /obj/item/weapon/implant)) - carried_item.add_blood(M) + carried_item.add_mob_blood(M) if("pirate") M.equip_to_slot_or_del(new /obj/item/clothing/under/pirate(M), slot_w_uniform) diff --git a/code/game/machinery/Sleeper.dm b/code/game/machinery/Sleeper.dm index f74380432d2..5bd5b69d9dd 100644 --- a/code/game/machinery/Sleeper.dm +++ b/code/game/machinery/Sleeper.dm @@ -97,10 +97,10 @@ return if(beaker.reagents.total_volume < beaker.reagents.maximum_volume) - src.occupant.vessel.trans_to(beaker, 1) + src.occupant.transfer_blood_to(beaker, 1) for(var/datum/reagent/x in src.occupant.reagents.reagent_list) src.occupant.reagents.trans_to(beaker, 3) - src.occupant.vessel.trans_to(beaker, 1) + src.occupant.transfer_blood_to(beaker, 1) if(occupant) for(var/A in occupant.reagents.addiction_list) @@ -197,13 +197,12 @@ crisis = (occupant.health < min_health) // I'm not sure WHY you'd want to put a simple_animal in a sleeper, but precedent is precedent // Runtime is aptly named, isn't she? - if(ishuman(occupant) && occupant.vessel && !(occupant.species && occupant.species.flags & NO_BLOOD)) - var/blood_type = occupant.get_blood_name() + if(ishuman(occupant) && !(occupant.species && occupant.species.flags & NO_BLOOD)) occupantData["pulse"] = occupant.get_pulse(GETPULSE_TOOL) occupantData["hasBlood"] = 1 - occupantData["bloodLevel"] = round(occupant.vessel.get_reagent_amount(blood_type)) + occupantData["bloodLevel"] = round(occupant.blood_volume) occupantData["bloodMax"] = occupant.max_blood - occupantData["bloodPercent"] = round(100*(occupant.vessel.get_reagent_amount(blood_type)/occupant.max_blood), 0.01) + occupantData["bloodPercent"] = round(100*(occupant.blood_volume/occupant.max_blood), 0.01) data["occupant"] = occupantData data["maxchem"] = max_chem diff --git a/code/game/machinery/adv_med.dm b/code/game/machinery/adv_med.dm index 6d7264e9256..aeb3b37c7bd 100644 --- a/code/game/machinery/adv_med.dm +++ b/code/game/machinery/adv_med.dm @@ -364,14 +364,12 @@ var/bloodData[0] bloodData["hasBlood"] = 0 - if(ishuman(H) && H.vessel && !(H.species && H.species.flags & NO_BLOOD)) - var/blood_type = H.get_blood_name() - var/blood_volume = round(H.vessel.get_reagent_amount(blood_type)) + if(ishuman(H) && !(H.species && H.species.flags & NO_BLOOD)) bloodData["hasBlood"] = 1 - bloodData["volume"] = blood_volume - bloodData["percent"] = round(((blood_volume / BLOOD_VOLUME_NORMAL)*100)) + bloodData["volume"] = H.blood_volume + bloodData["percent"] = round(((H.blood_volume / BLOOD_VOLUME_NORMAL)*100)) bloodData["pulse"] = H.get_pulse(GETPULSE_TOOL) - bloodData["bloodLevel"] = blood_volume + bloodData["bloodLevel"] = H.blood_volume bloodData["bloodMax"] = H.max_blood occupantData["blood"] = bloodData @@ -532,14 +530,11 @@ if(occupant.has_brain_worms()) dat += "Large growth detected in frontal lobe, possibly cancerous. Surgical removal is recommended.
" - if(occupant.vessel) - var/blood_type = occupant.get_blood_name() - var/blood_volume = round(occupant.vessel.get_reagent_amount(blood_type)) - var/blood_percent = blood_volume / BLOOD_VOLUME_NORMAL - blood_percent *= 100 + var/blood_percent = round((occupant.blood_volume / BLOOD_VOLUME_NORMAL)) + blood_percent *= 100 - extra_font = (blood_volume > 448 ? "" : "") - dat += "[extra_font]\tBlood Level %: [blood_percent] ([blood_volume] units)
" + extra_font = (occupant.blood_volume > 448 ? "" : "") + dat += "[extra_font]\tBlood Level %: [blood_percent] ([occupant.blood_volume] units)
" if(occupant.reagents) dat += "Epinephrine units: [occupant.reagents.get_reagent_amount("Epinephrine")] units
" diff --git a/code/game/machinery/computer/Operating.dm b/code/game/machinery/computer/Operating.dm index 19d61e0daf9..64b441b6170 100644 --- a/code/game/machinery/computer/Operating.dm +++ b/code/game/machinery/computer/Operating.dm @@ -148,13 +148,12 @@ occupantData["btCelsius"] = occupant.bodytemperature - T0C occupantData["btFaren"] = ((occupant.bodytemperature - T0C) * (9.0/5.0))+ 32 - if(ishuman(occupant) && occupant.vessel && !(occupant.species && occupant.species.flags & NO_BLOOD)) - var/blood_type = occupant.get_blood_name() + if(ishuman(occupant) && !(occupant.species && occupant.species.flags & NO_BLOOD)) occupantData["pulse"] = occupant.get_pulse(GETPULSE_TOOL) occupantData["hasBlood"] = 1 - occupantData["bloodLevel"] = round(occupant.vessel.get_reagent_amount(blood_type)) + occupantData["bloodLevel"] = round(occupant.blood_volume) occupantData["bloodMax"] = occupant.max_blood - occupantData["bloodPercent"] = round(100*(occupant.vessel.get_reagent_amount(blood_type)/occupant.max_blood), 0.01) //copy pasta ends here + occupantData["bloodPercent"] = round(100*(occupant.blood_volume/occupant.max_blood), 0.01) //copy pasta ends here occupantData["bloodType"]=occupant.b_type if(occupant.surgeries.len) diff --git a/code/game/machinery/doors/door.dm b/code/game/machinery/doors/door.dm index d6b295e1811..2b2039c9743 100644 --- a/code/game/machinery/doors/door.dm +++ b/code/game/machinery/doors/door.dm @@ -278,9 +278,9 @@ L.Weaken(5) else //for simple_animals & borgs L.adjustBruteLoss(DOOR_CRUSH_DAMAGE) - var/turf/simulated/location = loc - if(istype(location, /turf/simulated)) //add_blood doesn't work for borgs/xenos, but add_blood_floor does. - location.add_blood_floor(L) + var/turf/location = get_turf(src) + L.add_splatter_floor(location) + /obj/machinery/door/proc/requiresID() return 1 diff --git a/code/game/machinery/iv_drip.dm b/code/game/machinery/iv_drip.dm index 26785e248b1..7ed7bc8dbc2 100644 --- a/code/game/machinery/iv_drip.dm +++ b/code/game/machinery/iv_drip.dm @@ -125,42 +125,15 @@ amount = min(amount, 4) // If the beaker is full, ping if(amount == 0) - if(prob(5)) - visible_message("[src] pings.") + if(prob(5)) visible_message("\The [src] pings.") return - var/mob/living/carbon/human/T = attached - - if(!ishuman(T)) - return - - if(!T.dna) - return - - if(NOCLONE in T.mutations) - return - - if(T.species.flags & NO_BLOOD) - return - - if(T.species.exotic_blood) - T.vessel.trans_to(beaker, amount) - update_icon() - else - var/datum/reagent/B = T.take_blood(beaker, amount) - - if(B) - beaker.reagents.reagent_list |= B - beaker.reagents.update_total() - beaker.on_reagent_change() - beaker.reagents.handle_reactions() - update_icon() - - // If attached is losing too much blood, beep. - var/blood_type = attached.get_blood_name() - if(T.vessel.get_reagent_amount(blood_type) < BLOOD_VOLUME_SAFE && prob(5)) - visible_message("[src] beeps loudly.") + // If the human is losing too much blood, beep. + if(attached.blood_volume < BLOOD_VOLUME_SAFE && prob(5)) + visible_message("\The [src] beeps loudly.") playsound(loc, 'sound/machines/twobeep.ogg', 50, 1) + attached.transfer_blood_to(beaker, amount) + update_icon() /obj/machinery/iv_drip/attack_hand(mob/user) if(!ishuman(user)) diff --git a/code/game/machinery/recycler.dm b/code/game/machinery/recycler.dm index 698c1c5fe91..9cf58846feb 100644 --- a/code/game/machinery/recycler.dm +++ b/code/game/machinery/recycler.dm @@ -168,7 +168,7 @@ var/const/SAFETY_COOLDOWN = 100 gib = 0 if(L.stat == CONSCIOUS) L.say("ARRRRRRRRRRRGH!!!") - add_blood(L) + add_mob_blood(L) if(!blood && !issilicon(L)) blood = 1 diff --git a/code/game/objects/effects/decals/Cleanable/aliens.dm b/code/game/objects/effects/decals/Cleanable/aliens.dm index 57a32434af2..a3c2bc2c649 100644 --- a/code/game/objects/effects/decals/Cleanable/aliens.dm +++ b/code/game/objects/effects/decals/Cleanable/aliens.dm @@ -3,6 +3,8 @@ desc = "It's green and acidic. It looks like... blood?" icon = 'icons/effects/blood.dmi' basecolor = "#05EE05" + bloodiness = MAX_SHOE_BLOODINESS + blood_state = BLOOD_STATE_XENO /obj/effect/decal/cleanable/blood/gibs/xeno name = "xeno gibs" diff --git a/code/game/objects/effects/decals/Cleanable/humans.dm b/code/game/objects/effects/decals/Cleanable/humans.dm index 37063b8a90b..2305bf8feb7 100644 --- a/code/game/objects/effects/decals/Cleanable/humans.dm +++ b/code/game/objects/effects/decals/Cleanable/humans.dm @@ -16,8 +16,12 @@ var/global/list/image/splatter_cache=list() random_icon_states = list("mfloor1", "mfloor2", "mfloor3", "mfloor4", "mfloor5", "mfloor6", "mfloor7") var/base_icon = 'icons/effects/blood.dmi' var/list/viruses = list() + appearance_flags = NO_CLIENT_COLOR + blood_DNA = list() - var/basecolor="#A10808" // Color when wet. + var/blood_state = BLOOD_STATE_HUMAN + var/bloodiness = MAX_SHOE_BLOODINESS + var/basecolor = "#A10808" // Color when wet. var/amount = 5 appearance_flags = NO_CLIENT_COLOR var/dry_timer = 0 @@ -33,11 +37,11 @@ var/global/list/image/splatter_cache=list() mode_ticker.bloody_floors += T mode_ticker.bloody_floors[T] = T mode_ticker.blood_check() - if(istype(src, /obj/effect/decal/cleanable/blood/gibs)) + if(type == /obj/effect/decal/cleanable/blood/gibs) return - if(src.type == /obj/effect/decal/cleanable/blood) - if(src.loc && isturf(src.loc)) - for(var/obj/effect/decal/cleanable/blood/B in src.loc) + if(type == /obj/effect/decal/cleanable/blood) + if(loc && isturf(loc)) + for(var/obj/effect/decal/cleanable/blood/B in loc) if(B != src) if(B.blood_DNA) blood_DNA |= B.blood_DNA.Copy() @@ -59,44 +63,6 @@ var/global/list/image/splatter_cache=list() if(basecolor == "rainbow") basecolor = "#[pick(list("FF0000","FF7F00","FFFF00","00FF00","0000FF","4B0082","8F00FF"))]" color = basecolor -/obj/effect/decal/cleanable/blood/Crossed(mob/living/carbon/human/perp) - if(!istype(perp)) - return - if(amount < 1) - return - - var/obj/item/organ/external/l_foot = perp.get_organ("l_foot") - var/obj/item/organ/external/r_foot = perp.get_organ("r_foot") - var/hasfeet = 1 - if((!l_foot || l_foot.status & ORGAN_DESTROYED) && (!r_foot || r_foot.status & ORGAN_DESTROYED)) - hasfeet = 0 - if(perp.shoes && !perp.buckled)//Adding blood to shoes - var/obj/item/clothing/shoes/S = perp.shoes - if(istype(S)) - S.blood_color = basecolor - S.track_blood = max(amount,S.track_blood) - if(!S.blood_overlay) - S.generate_blood_overlay() - if(!S.blood_DNA) - S.blood_DNA = list() - S.blood_overlay.color = basecolor - S.overlays += S.blood_overlay - if(S.blood_overlay && S.blood_overlay.color != basecolor) - S.blood_overlay.color = basecolor - S.overlays.Cut() - S.overlays += S.blood_overlay - S.blood_DNA |= blood_DNA.Copy() - - else if(hasfeet)//Or feet - perp.feet_blood_color = basecolor - perp.track_blood = max(amount,perp.track_blood) - if(!perp.feet_blood_DNA) - perp.feet_blood_DNA = list() - perp.feet_blood_DNA |= blood_DNA.Copy() - - perp.update_inv_shoes(1) - amount-- - /obj/effect/decal/cleanable/blood/proc/dry() name = dryname desc = drydesc @@ -123,6 +89,46 @@ var/global/list/image/splatter_cache=list() /obj/effect/decal/cleanable/blood/can_bloodcrawl_in() return TRUE +//Add "bloodiness" of this blood's type, to the human's shoes +/obj/effect/decal/cleanable/blood/Crossed(atom/movable/O) + if(ishuman(O)) + var/mob/living/carbon/human/H = O + var/obj/item/organ/external/l_foot = H.get_organ("l_foot") + var/obj/item/organ/external/r_foot = H.get_organ("r_foot") + var/hasfeet = 1 + if((!l_foot || l_foot.status & ORGAN_DESTROYED) && (!r_foot || r_foot.status & ORGAN_DESTROYED)) + hasfeet = 0 + if(H.shoes && blood_state && bloodiness) + var/obj/item/clothing/shoes/S = H.shoes + var/add_blood = 0 + if(bloodiness >= BLOOD_GAIN_PER_STEP) + add_blood = BLOOD_GAIN_PER_STEP + else + add_blood = bloodiness + bloodiness -= add_blood + S.bloody_shoes[blood_state] = min(MAX_SHOE_BLOODINESS, S.bloody_shoes[blood_state] + add_blood) + if(blood_DNA && blood_DNA.len) + S.add_blood(H.blood_DNA, basecolor) + S.blood_state = blood_state + S.blood_color = basecolor + update_icon() + H.update_inv_shoes() + else if(hasfeet && blood_state && bloodiness)//Or feet + var/add_blood = 0 + if(bloodiness >= BLOOD_GAIN_PER_STEP) + add_blood = BLOOD_GAIN_PER_STEP + else + add_blood = bloodiness + bloodiness -= add_blood + H.bloody_feet[blood_state] = min(MAX_SHOE_BLOODINESS, H.bloody_feet[blood_state] + add_blood) + if(!H.feet_blood_DNA) + H.feet_blood_DNA = list() + H.blood_state = blood_state + H.feet_blood_DNA |= blood_DNA.Copy() + H.feet_blood_color = basecolor + update_icon() + H.update_inv_shoes() + /obj/effect/decal/cleanable/blood/splatter random_icon_states = list("mgibbl1", "mgibbl2", "mgibbl3", "mgibbl4", "mgibbl5") amount = 2 @@ -135,11 +141,25 @@ var/global/list/image/splatter_cache=list() icon_state = "1" random_icon_states = list("1","2","3","4","5") amount = 0 - var/list/drips = list() + var/drips = 1 + bloodiness = 0 -/obj/effect/decal/cleanable/blood/drip/New() - ..() - drips |= icon_state +/obj/effect/decal/cleanable/blood/drip/can_bloodcrawl_in() + return TRUE + +/obj/effect/decal/cleanable/trail_holder //not a child of blood on purpose + name = "blood" + icon_state = "ltrails_1" + desc = "Your instincts say you shouldn't be following these." + gender = PLURAL + density = 0 + layer = 2 + random_icon_states = null + var/list/existing_dirs = list() + blood_DNA = list() + +/obj/effect/decal/cleanable/trail_holder/can_bloodcrawl_in() + return TRUE /obj/effect/decal/cleanable/blood/writing icon_state = "tracks" @@ -176,19 +196,16 @@ var/global/list/image/splatter_cache=list() noclear = 1 /obj/effect/decal/cleanable/blood/gibs/update_icon() - var/image/giblets = new(base_icon, "[icon_state]_flesh", dir) if(!fleshcolor || fleshcolor == "rainbow") fleshcolor = "#[pick(list("FF0000","FF7F00","FFFF00","00FF00","0000FF","4B0082","8F00FF"))]" giblets.color = fleshcolor - var/icon/blood = new(base_icon,"[icon_state]",dir) - if(basecolor == "rainbow") basecolor = "#[pick(list("FF0000","FF7F00","FFFF00","00FF00","0000FF","4B0082","8F00FF"))]" - blood.Blend(basecolor,ICON_MULTIPLY) icon = blood overlays.Cut() overlays += giblets + . = ..() /obj/effect/decal/cleanable/blood/gibs/up random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1") @@ -236,8 +253,16 @@ var/global/list/image/splatter_cache=list() /obj/effect/decal/cleanable/blood/old/New() ..() + bloodiness = 0 dry() +/obj/effect/decal/cleanable/blood/old/can_bloodcrawl_in() + return FALSE + /obj/effect/decal/cleanable/blood/gibs/old/New() ..() + bloodiness = 0 dry() + +/obj/effect/decal/cleanable/blood/gibs/old/can_bloodcrawl_in() + return FALSE diff --git a/code/game/objects/effects/decals/Cleanable/robots.dm b/code/game/objects/effects/decals/Cleanable/robots.dm index 5fc09b6ec34..dbebd72066d 100644 --- a/code/game/objects/effects/decals/Cleanable/robots.dm +++ b/code/game/objects/effects/decals/Cleanable/robots.dm @@ -5,13 +5,17 @@ icon_state = "gib1" basecolor="#030303" random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7") + bloodiness = MAX_SHOE_BLOODINESS + +/obj/effect/decal/cleanable/blood/gibs/robot/can_bloodcrawl_in() + return FALSE /obj/effect/decal/cleanable/blood/gibs/robot/update_icon() color = "#FFFFFF" /obj/effect/decal/cleanable/blood/gibs/robot/dry() //pieces of robots do not dry up like return - + /obj/effect/decal/cleanable/blood/gibs/robot/can_bloodcrawl_in() return FALSE @@ -44,6 +48,7 @@ name = "motor oil" desc = "It's black and greasy. Looks like Beepsky made another mess." basecolor="#030303" + bloodiness = MAX_SHOE_BLOODINESS /obj/effect/decal/cleanable/blood/oil/can_bloodcrawl_in() return FALSE diff --git a/code/game/objects/effects/decals/Cleanable/tracks.dm b/code/game/objects/effects/decals/Cleanable/tracks.dm index ad404ce28b3..20dee798e8d 100644 --- a/code/game/objects/effects/decals/Cleanable/tracks.dm +++ b/code/game/objects/effects/decals/Cleanable/tracks.dm @@ -1,165 +1,104 @@ -// Stolen en masse from N3X15 of /vg/station with much gratitude. - -// The idea is to have 4 bits for coming and 4 for going. -#define TRACKS_COMING_NORTH 1 -#define TRACKS_COMING_SOUTH 2 -#define TRACKS_COMING_EAST 4 -#define TRACKS_COMING_WEST 8 -#define TRACKS_GOING_NORTH 16 -#define TRACKS_GOING_SOUTH 32 -#define TRACKS_GOING_EAST 64 -#define TRACKS_GOING_WEST 128 - // 5 seconds #define TRACKS_CRUSTIFY_TIME 50 // color-dir-dry var/global/list/image/fluidtrack_cache=list() -/datum/fluidtrack - var/direction=0 - var/basecolor="#A10808" - var/wet=0 - var/fresh=1 - var/crusty=0 - var/image/overlay - - New(_direction,item_color,_wet) - src.direction=_direction - src.basecolor=item_color - src.wet=_wet - // Footprints, tire trails... /obj/effect/decal/cleanable/blood/tracks - amount = 0 - random_icon_states = null - var/dirs=0 icon = 'icons/effects/fluidtracks.dmi' - icon_state = "" - var/coming_state="blood1" - var/going_state="blood2" - var/updatedtracks=0 - - // dir = id in stack - var/list/setdirs=list( - "1"=0, - "2"=0, - "4"=0, - "8"=0, - "16"=0, - "32"=0, - "64"=0, - "128"=0 - ) - - // List of laid tracks and their colors. - var/list/datum/fluidtrack/stack=list() - - /** - * Add tracks to an existing trail. - * - * @param DNA bloodDNA to add to collection. - * @param comingdir Direction tracks come from, or 0. - * @param goingdir Direction tracks are going to (or 0). - * @param bloodcolor Color of the blood when wet. - */ - proc/AddTracks(var/list/DNA, var/comingdir, var/goingdir, var/bloodcolor="#A10808") - var/updated=0 - // Shift our goingdir 4 spaces to the left so it's in the GOING bitblock. - var/realgoing=goingdir<<4 - - // Current bit - var/b=0 - - // When tracks will start to dry out - var/t=world.time + TRACKS_CRUSTIFY_TIME - - var/datum/fluidtrack/track - - // Process 4 bits - for(var/bi=0;bi<4;bi++) - b = 1 << bi - // COMING BIT - // If setting - if(comingdir&b) - // If not wet or not set - if(dirs&b) - var/sid=setdirs["[b]"] - track=stack[sid] - if(track.wet==t && track.basecolor==bloodcolor) - continue - // Remove existing stack entry - stack.Remove(track) - track=new /datum/fluidtrack(b,bloodcolor,t) - stack.Add(track) - setdirs["[b]"]=stack.Find(track) - updatedtracks |= b - updated=1 - - // GOING BIT (shift up 4) - b=b<<4 - if(realgoing&b) - // If not wet or not set - if(dirs&b) - var/sid=setdirs["[b]"] - track=stack[sid] - if(track.wet==t && track.basecolor==bloodcolor) - continue - // Remove existing stack entry - stack.Remove(track) - track=new /datum/fluidtrack(b,bloodcolor,t) - stack.Add(track) - setdirs["[b]"]=stack.Find(track) - updatedtracks |= b - updated=1 - - dirs |= comingdir|realgoing - blood_DNA |= DNA.Copy() - if(updated) - update_icon() - - update_icon() - overlays.Cut() - color = "#FFFFFF" - var/truedir=0 - - // Update ONLY the overlays that have changed. - for(var/datum/fluidtrack/track in stack) - var/stack_idx=setdirs["[track.direction]"] - var/state=coming_state - truedir=track.direction - if(truedir&240) // Check if we're in the GOING block - state=going_state - truedir=truedir>>4 - - if(track.overlay) - track.overlay=null - var/image/I = image(icon, icon_state=state, dir=num2dir(truedir)) - I.color = track.basecolor - - track.fresh=0 - track.overlay=I - stack[stack_idx]=track - overlays += I - updatedtracks=0 // Clear our memory of updated tracks. - -/obj/effect/decal/cleanable/blood/tracks/footprints - name = "wet footprints" - dryname = "dried footprints" - desc = "Whoops..." - drydesc = "Whoops..." - coming_state = "human1" - going_state = "human2" - amount = 0 - -/obj/effect/decal/cleanable/blood/tracks/wheels name = "wet tracks" dryname = "dried tracks" desc = "Whoops..." drydesc = "Whoops..." - coming_state = "wheels1" - going_state = "wheels2" - desc = "They look like tracks left by wheels." + icon_state = "wheels1" gender = PLURAL random_icon_states = null - amount = 0 \ No newline at end of file + amount = 0 + +//BLOODY FOOTPRINTS +/obj/effect/decal/cleanable/blood/footprints + icon = 'icons/effects/fluidtracks.dmi' + icon_state = "nothingwhatsoever" + desc = "You REALLY shouldn't follow these.." + gender = PLURAL + random_icon_states = null + basecolor="#A10808" + var/entered_dirs = 0 + var/exited_dirs = 0 + blood_state = BLOOD_STATE_HUMAN //the icon state to load images from + + +/obj/effect/decal/cleanable/blood/footprints/Crossed(atom/movable/O) + if(ishuman(O)) + var/mob/living/carbon/human/H = O + var/obj/item/clothing/shoes/S = H.shoes + var/obj/item/organ/external/l_foot = H.get_organ("l_foot") + var/obj/item/organ/external/r_foot = H.get_organ("r_foot") + var/hasfeet = 1 + if((!l_foot || l_foot.status & ORGAN_DESTROYED) && (!r_foot || r_foot.status & ORGAN_DESTROYED)) + hasfeet = 0 + if(S && S.bloody_shoes[blood_state] && S.blood_color == basecolor) + S.bloody_shoes[blood_state] = max(S.bloody_shoes[blood_state] - BLOOD_LOSS_PER_STEP, 0) + entered_dirs |= H.dir + if(!S.blood_DNA) + S.blood_DNA = list() + S.blood_DNA |= blood_DNA.Copy() + else if(hasfeet && H.bloody_feet[blood_state] && H.feet_blood_color == basecolor)//Or feet //This will need to be changed. + H.bloody_feet[blood_state] = max(H.bloody_feet[blood_state] - BLOOD_LOSS_PER_STEP, 0) + entered_dirs |= H.dir + if(!H.feet_blood_DNA) + H.feet_blood_DNA = list() + H.feet_blood_DNA |= blood_DNA.Copy() + update_icon() + +/obj/effect/decal/cleanable/blood/footprints/Uncrossed(atom/movable/O) + if(ishuman(O)) + var/mob/living/carbon/human/H = O + var/obj/item/clothing/shoes/S = H.shoes + var/obj/item/organ/external/l_foot = H.get_organ("l_foot") + var/obj/item/organ/external/r_foot = H.get_organ("r_foot") + var/hasfeet = 1 + if((!l_foot || l_foot.status & ORGAN_DESTROYED) && (!r_foot || r_foot.status & ORGAN_DESTROYED)) + hasfeet = 0 + if(S && S.bloody_shoes[blood_state] && S.blood_color == basecolor) + S.bloody_shoes[blood_state] = max(S.bloody_shoes[blood_state] - BLOOD_LOSS_PER_STEP, 0) + exited_dirs |= H.dir + if(!S.blood_DNA) + S.blood_DNA = list() + S.blood_DNA |= blood_DNA.Copy() + else if(hasfeet && H.bloody_feet[blood_state] && H.feet_blood_color == basecolor)//Or feet + H.bloody_feet[blood_state] = max(H.bloody_feet[blood_state] - BLOOD_LOSS_PER_STEP, 0) + exited_dirs |= H.dir + if(!H.feet_blood_DNA) + H.feet_blood_DNA = list() + H.feet_blood_DNA |= blood_DNA.Copy() + update_icon() + + +/obj/effect/decal/cleanable/blood/footprints/update_icon() + overlays.Cut() + + for(var/Ddir in cardinal) + if(entered_dirs & Ddir) + var/image/I + if(fluidtrack_cache["entered-[blood_state]-[Ddir]"]) + I = fluidtrack_cache["entered-[blood_state]-[Ddir]"] + else + I = image(icon,"[blood_state]1",dir = Ddir) + fluidtrack_cache["entered-[blood_state]-[Ddir]"] = I + if(I) + I.color = basecolor + overlays += I + if(exited_dirs & Ddir) + var/image/I + if(fluidtrack_cache["exited-[blood_state]-[Ddir]"]) + I = fluidtrack_cache["exited-[blood_state]-[Ddir]"] + else + I = image(icon,"[blood_state]2",dir = Ddir) + fluidtrack_cache["exited-[blood_state]-[Ddir]"] = I + if(I) + I.color = basecolor + overlays += I + + alpha = BLOODY_FOOTPRINT_BASE_ALPHA+bloodiness \ No newline at end of file diff --git a/code/game/objects/effects/decals/cleanable.dm b/code/game/objects/effects/decals/cleanable.dm index cfde9ab55a4..f2a936eca57 100644 --- a/code/game/objects/effects/decals/cleanable.dm +++ b/code/game/objects/effects/decals/cleanable.dm @@ -43,4 +43,4 @@ if(reagents) reagents.chem_temp += 30 reagents.handle_reactions() - ..() \ No newline at end of file + ..() diff --git a/code/game/objects/items.dm b/code/game/objects/items.dm index 294dda0d674..9f92bfa87f7 100644 --- a/code/game/objects/items.dm +++ b/code/game/objects/items.dm @@ -474,51 +474,6 @@ var/global/image/fire_overlay = image("icon" = 'icons/goonstation/effects/fire.d M.AdjustEyeBlurry(rand(3,4)) return -/obj/item/clean_blood() - . = ..() - if(blood_overlay) - overlays.Remove(blood_overlay) - if(istype(src, /obj/item/clothing/gloves)) - var/obj/item/clothing/gloves/G = src - G.transfer_blood = 0 - - -/obj/item/add_blood(mob/living/carbon/human/M as mob) - if(!..()) - return 0 - - if(istype(src, /obj/item/weapon/melee/energy)) - return - - //if we haven't made our blood_overlay already - if( !blood_overlay ) - generate_blood_overlay() - - //apply the blood-splatter overlay if it isn't already in there - if(!blood_DNA.len) - blood_overlay.color = blood_color - overlays += blood_overlay - - //if this blood isn't already in the list, add it - if(istype(M)) - if(blood_DNA[M.dna.unique_enzymes]) - return 0 //already bloodied with this blood. Cannot add more. - blood_DNA[M.dna.unique_enzymes] = M.dna.b_type - return 1 //we applied blood to the item - -/obj/item/proc/generate_blood_overlay() - if(blood_overlay) - return - - var/icon/I = new /icon(icon, icon_state) - I.Blend(new /icon('icons/effects/blood.dmi', rgb(255,255,255)),ICON_ADD) //fills the icon_state with white (except where it's transparent) - I.Blend(new /icon('icons/effects/blood.dmi', "itemblood"),ICON_MULTIPLY) //adds blood and the remaining white areas become transparant - - //not sure if this is worth it. It attaches the blood_overlay to every item of the same type if they don't have one already made. - for(var/obj/item/A in world) - if(A.type == type && !A.blood_overlay) - A.blood_overlay = image(I) - /obj/item/singularity_pull(S, current_size) spawn(0) //this is needed or multiple items will be thrown sequentially and not simultaneously if(current_size >= STAGE_FOUR) diff --git a/code/game/objects/items/devices/scanners.dm b/code/game/objects/items/devices/scanners.dm index e31c49f9392..7603ba459ff 100644 --- a/code/game/objects/items/devices/scanners.dm +++ b/code/game/objects/items/devices/scanners.dm @@ -14,6 +14,7 @@ REAGENT SCANNER icon_state = "t-ray0" var/on = 0 slot_flags = SLOT_BELT + w_class = 2 w_class = WEIGHT_CLASS_SMALL item_state = "electronic" materials = list(MAT_METAL=150) @@ -223,20 +224,21 @@ REAGENT SCANNER for(var/datum/wound/W in e.wounds) if(W.internal) user.show_message(text("Internal bleeding detected. Advanced scanner required for location."), 1) break - if(H.vessel) - var/blood_type = H.get_blood_name() - var/blood_volume = round(H.vessel.get_reagent_amount(blood_type)) - var/blood_percent = blood_volume / BLOOD_VOLUME_NORMAL - blood_percent *= 100 - if(blood_volume <= 500) - user.show_message("Warning: Blood Level LOW: [blood_percent]% [blood_volume]cl") - else if(blood_volume <= 336) - user.show_message("Warning: Blood Level CRITICAL: [blood_percent]% [blood_volume]cl") - else - user.show_message("Blood Level Normal: [blood_percent]% [blood_volume]cl") - if(H.species.exotic_blood) - user.show_message("Subject possesses exotic blood.") - user.show_message("Exotic blood type: [blood_type].") + var/blood_id = H.get_blood_id() + if(blood_id) + if(H.bleed_rate) + to_chat(user, "Subject is bleeding!") + var/blood_percent = round((H.blood_volume / BLOOD_VOLUME_NORMAL)*100) + var/blood_type = H.b_type + if(blood_id != "blood")//special blood substance + blood_type = blood_id + if(H.blood_volume <= BLOOD_VOLUME_SAFE && H.blood_volume > BLOOD_VOLUME_OKAY) + user.show_message("LOW blood level [blood_percent] %, [H.blood_volume] cl, type: [blood_type]") + else if(H.blood_volume <= BLOOD_VOLUME_OKAY) + to_chat(user, "CRITICAL blood level [blood_percent] %, [H.blood_volume] cl, type: [blood_type]") + + user.show_message("blood type: [blood_type].") + if(H.undergoing_cardiac_arrest() && H.stat != DEAD) user.show_message("Subject suffering from heart attack: Apply defibrillator immediately.") user.show_message("Subject's pulse: [H.get_pulse(GETPULSE_TOOL)] bpm.") diff --git a/code/game/objects/items/stacks/medical.dm b/code/game/objects/items/stacks/medical.dm index 82d2ce8c024..e63d74af020 100644 --- a/code/game/objects/items/stacks/medical.dm +++ b/code/game/objects/items/stacks/medical.dm @@ -11,6 +11,7 @@ var/heal_burn = 0 var/self_delay = 20 var/unique_handling = 0 //some things give a special prompt, do we want to bypass some checks in parent? + var/stop_bleeding = 0 /obj/item/stack/medical/attack(mob/living/M, mob/user) if(!iscarbon(M) && !isanimal(M)) @@ -37,6 +38,14 @@ to_chat(user, "This can't be used on a robotic limb.") return 1 + if(stop_bleeding) + if(H.bleedsuppress) + to_chat(user, "[H]'s bleeding is already bandaged!") + return 1 + else if(!H.bleed_rate) + to_chat(user, "[H] isn't bleeding!") + return 1 + if(M == user && !unique_handling) user.visible_message("[user] starts to apply [src] on [H]...") if(!do_mob(user, H, self_delay)) @@ -76,6 +85,7 @@ desc = "Some sterile gauze to wrap around bloody stumps." icon_state = "gauze" origin_tech = "biotech=2" + stop_bleeding = 1800 /obj/item/stack/medical/bruise_pack/attack(mob/living/M, mob/user) if(..()) @@ -96,6 +106,9 @@ user.visible_message("[user] bandages the wounds on [H]'s [affecting.name].", \ "You bandage the wounds on [H]'s [affecting.name]." ) + if(stop_bleeding) + if(!H.bleedsuppress) //so you can't stack bleed suppression + H.suppress_bloodloss(stop_bleeding) affecting.heal_damage(heal_brute, heal_burn) H.UpdateDamageIcon() use(1) diff --git a/code/game/objects/items/weapons/scissors.dm b/code/game/objects/items/weapons/scissors.dm index 345d2d2a571..e519b96d0fd 100644 --- a/code/game/objects/items/weapons/scissors.dm +++ b/code/game/objects/items/weapons/scissors.dm @@ -117,9 +117,8 @@ user.visible_message("[user] abruptly stops cutting [M]'s hair and slices their throat!", "You stop cutting [M]'s hair and slice their throat!") //Just a little off the top. H.AdjustLoseBreath(10) //30 Oxy damage over time H.apply_damage(18, BRUTE, "head", sharp =1, used_weapon = "scissors") - var/turf/location = get_turf(H) - if(istype(location, /turf/simulated)) - location.add_blood(H) + var/turf/location = get_turf(src) + H.add_splatter_floor(location) H.bloody_hands(H) H.bloody_body(H) var/mob/living/carbon/human/U = user diff --git a/code/game/objects/items/weapons/soap.dm b/code/game/objects/items/weapons/soap.dm index e4183b5bafd..85dfe4868d0 100644 --- a/code/game/objects/items/weapons/soap.dm +++ b/code/game/objects/items/weapons/soap.dm @@ -38,7 +38,7 @@ else if(istype(target,/mob/living/carbon)) for(var/obj/item/carried_item in target.contents) if(!istype(carried_item, /obj/item/weapon/implant))//If it's not an implant. - carried_item.add_blood(target)//Oh yes, there will be blood... + carried_item.add_mob_blood(target)//Oh yes, there will be blood... var/mob/living/carbon/human/H = target H.bloody_hands(target,0) H.bloody_body(target) diff --git a/code/game/objects/structures/kitchen_spike.dm b/code/game/objects/structures/kitchen_spike.dm index 043177551ff..73c47ba98a6 100644 --- a/code/game/objects/structures/kitchen_spike.dm +++ b/code/game/objects/structures/kitchen_spike.dm @@ -82,9 +82,8 @@ playsound(loc, 'sound/effects/splat.ogg', 25, 1) H.forceMove(loc) H.emote("scream") - if(istype(H, /mob/living/carbon/human)) //So you don't get human blood when you spike a giant spidere - var/turf/simulated/pos = get_turf(H) - pos.add_blood_floor(H) + if(ishuman(H)) + H.add_splatter_floor() H.adjustBruteLoss(30) H.buckled = src H.dir = 2 diff --git a/code/game/turfs/simulated.dm b/code/game/turfs/simulated.dm index cf1a1303025..22ccbecfdf6 100644 --- a/code/game/turfs/simulated.dm +++ b/code/game/turfs/simulated.dm @@ -45,12 +45,6 @@ if(wet_overlay) overlays -= wet_overlay -/turf/simulated/proc/AddTracks(var/typepath,var/bloodDNA,var/comingdir,var/goingdir,var/bloodcolor="#A10808") - var/obj/effect/decal/cleanable/blood/tracks/tracks = locate(typepath) in src - if(!tracks) - tracks = new typepath(src) - tracks.AddTracks(bloodDNA,comingdir,goingdir,bloodcolor) - /turf/simulated/Entered(atom/A, atom/OL, ignoreRest = 0) ..() if(!ignoreRest) @@ -73,29 +67,6 @@ if(M.flying) return ..() - // Tracking blood - var/list/bloodDNA = null - var/bloodcolor = "" - if(M.shoes) - var/obj/item/clothing/shoes/S = M.shoes - if(S.track_blood && S.blood_DNA) - bloodDNA = S.blood_DNA - bloodcolor = S.blood_color - S.track_blood-- - else - if(M.track_blood && M.feet_blood_DNA) - bloodDNA = M.feet_blood_DNA - bloodcolor = M.feet_blood_color - M.track_blood-- - - if(bloodDNA) - src.AddTracks(/obj/effect/decal/cleanable/blood/tracks/footprints,bloodDNA,M.dir,0,bloodcolor) // Coming - var/turf/simulated/from = get_step(M,reverse_direction(M.dir)) - if(istype(from) && from) - from.AddTracks(/obj/effect/decal/cleanable/blood/tracks/footprints,bloodDNA,0,M.dir,bloodcolor) // Going - - bloodDNA = null - switch(src.wet) if(TURF_WET_WATER) if(!(M.slip("wet floor", 4, 2, 0, 1))) @@ -110,32 +81,6 @@ if(!(prob(30) && M.slip("icy floor", 4, 2, 1, 1))) M.inertia_dir = 0 - -//returns 1 if made bloody, returns 0 otherwise -/turf/simulated/add_blood(mob/living/carbon/human/M) - if(!..()) - return 0 - - if(!istype(M)) // To avoid non-humans from causing runtimes whena dding blood to the floor - return 0 - var/obj/effect/decal/cleanable/blood/B = locate() in contents //check for existing blood splatter - if(!B) - B = blood_splatter(src,M.get_blood(M.vessel),1) - if(B) - B.add_blood_list(M) - return 1 //we bloodied the floor - return 0 // Clean floors club - -// Only adds blood on the floor -- Skie -/turf/simulated/add_blood_floor(mob/living/carbon/M as mob) - if(ishuman(M)) - blood_splatter(src,M,1) - if( istype(M, /mob/living/carbon/alien )) - var/obj/effect/decal/cleanable/blood/xeno/this = new /obj/effect/decal/cleanable/blood/xeno(src) - this.blood_DNA["UNKNOWN BLOOD"] = "X*" - else if( istype(M, /mob/living/silicon/robot )) - new /obj/effect/decal/cleanable/blood/oil(src) - /turf/simulated/ChangeTurf(var/path) . = ..() smooth_icon_neighbors(src) diff --git a/code/modules/clothing/clothing.dm b/code/modules/clothing/clothing.dm index 596259b47da..94b9e50d37b 100644 --- a/code/modules/clothing/clothing.dm +++ b/code/modules/clothing/clothing.dm @@ -372,6 +372,8 @@ BLIND // can't see anything var/silence_steps = 0 var/shoe_sound_footstep = 1 var/shoe_sound = null + var/blood_state = BLOOD_STATE_NOT_BLOODY + var/list/bloody_shoes = list(BLOOD_STATE_HUMAN = 0, BLOOD_STATE_XENO = 0, BLOOD_STATE_NOT_BLOODY = 0) permeability_coefficient = 0.50 slowdown = SHOES_SLOWDOWN diff --git a/code/modules/detective_work/detective_work.dm b/code/modules/detective_work/detective_work.dm index dd22a439c19..cc53bacc956 100644 --- a/code/modules/detective_work/detective_work.dm +++ b/code/modules/detective_work/detective_work.dm @@ -6,10 +6,10 @@ atom/proc/add_fibers(mob/living/carbon/human/M) if(M.gloves && istype(M.gloves,/obj/item/clothing/)) var/obj/item/clothing/gloves/G = M.gloves if(G.transfer_blood > 1) //bloodied gloves transfer blood to touched objects - if(add_blood(G.bloody_hands_mob)) //only reduces the bloodiness of our gloves if the item wasn't already bloody + if(add_blood(G.blood_DNA, G.blood_color)) //only reduces the bloodiness of our gloves if the item wasn't already bloody G.transfer_blood-- else if(M.bloody_hands > 1) - if(add_blood(M.bloody_hands_mob)) + if(add_blood(M.blood_DNA, M.hand_blood_color)) M.bloody_hands-- if(!suit_fibers) suit_fibers = list() var/fibertext diff --git a/code/modules/detective_work/footprints_and_rag.dm b/code/modules/detective_work/footprints_and_rag.dm index cc6a463a0ee..f0d99152574 100644 --- a/code/modules/detective_work/footprints_and_rag.dm +++ b/code/modules/detective_work/footprints_and_rag.dm @@ -1,18 +1,13 @@ /mob var/bloody_hands = 0 - var/mob/living/carbon/human/bloody_hands_mob - var/track_blood = 0 var/list/feet_blood_DNA - var/track_blood_type var/feet_blood_color + var/blood_state = BLOOD_STATE_NOT_BLOODY + var/list/bloody_feet = list(BLOOD_STATE_HUMAN = 0, BLOOD_STATE_XENO = 0, BLOOD_STATE_NOT_BLOODY = 0) /obj/item/clothing/gloves var/transfer_blood = 0 - var/mob/living/carbon/human/bloody_hands_mob - -/obj/item/clothing/shoes/ - var/track_blood = 0 /obj/item/weapon/reagent_containers/glass/rag name = "damp rag" diff --git a/code/modules/mob/living/carbon/alien/alien.dm b/code/modules/mob/living/carbon/alien/alien.dm index eef224e8378..8bd8ffe5eed 100644 --- a/code/modules/mob/living/carbon/alien/alien.dm +++ b/code/modules/mob/living/carbon/alien/alien.dm @@ -294,3 +294,9 @@ Des: Removes all infected images from the alien. playsound(T, S, volume, 1, range) return 1 return 0 + +/mob/living/carbon/alien/getTrail() + if(getBruteLoss() < 200) + return pick("xltrails_1", "xltrails_2") + else + return pick("xttrails_1", "xttrails_2") \ No newline at end of file diff --git a/code/modules/mob/living/carbon/carbon.dm b/code/modules/mob/living/carbon/carbon.dm index fa6a3f8a92b..0c4c34d6b40 100644 --- a/code/modules/mob/living/carbon/carbon.dm +++ b/code/modules/mob/living/carbon/carbon.dm @@ -107,7 +107,7 @@ for(var/i=0 to distance) if(blood) if(T) - T.add_blood_floor(src) + add_splatter_floor(T) if(stun) adjustBruteLoss(3) else @@ -477,21 +477,6 @@ var/list/ventcrawl_machinery = list(/obj/machinery/atmospherics/unary/vent_pump, if(istype(loc, /obj/machinery/atmospherics)) add_ventcrawl(loc) -/mob/living/carbon/clean_blood() - . = ..() - if(ishuman(src)) - var/mob/living/carbon/human/H = src - if(H.gloves) - if(H.gloves.clean_blood()) - H.update_inv_gloves(0,0) - H.gloves.germ_level = 0 - else - if(H.bloody_hands) - H.bloody_hands = 0 - H.update_inv_gloves(0,0) - H.germ_level = 0 - update_icons() //apply the now updated overlays to the mob - //Throwing stuff diff --git a/code/modules/mob/living/carbon/carbon_defines.dm b/code/modules/mob/living/carbon/carbon_defines.dm index ab7a5f1d5a9..a409e8460db 100644 --- a/code/modules/mob/living/carbon/carbon_defines.dm +++ b/code/modules/mob/living/carbon/carbon_defines.dm @@ -30,3 +30,5 @@ var/failed_last_breath = 0 //This is used to determine if the mob failed a breath. If they did fail a brath, they will attempt to breathe each tick, otherwise just once per 4 ticks. var/co2overloadtime = null + + blood_volume = BLOOD_VOLUME_NORMAL diff --git a/code/modules/mob/living/carbon/human/examine.dm b/code/modules/mob/living/carbon/human/examine.dm index 961ee9ffd0b..9bb3308c944 100644 --- a/code/modules/mob/living/carbon/human/examine.dm +++ b/code/modules/mob/living/carbon/human/examine.dm @@ -441,6 +441,11 @@ if(display_gloves) msg += "[src] has blood running from under [t_his] gloves!\n" + if(blood_volume < BLOOD_VOLUME_SAFE) + msg += "[t_He] [t_has] pale skin.\n" + if(bleedsuppress) + msg += "[t_He] [t_is] bandaged with something.\n" + if(digitalcamo) msg += "[t_He] [t_is] repulsively uncanny!\n" if(!(skipface || ( wear_mask && ( wear_mask.flags_inv & HIDEFACE || wear_mask.flags_cover & MASKCOVERSMOUTH) ) ) && is_thrall(src) && in_range(user,src)) diff --git a/code/modules/mob/living/carbon/human/human.dm b/code/modules/mob/living/carbon/human/human.dm index cb3d7723537..76aa7eaa483 100644 --- a/code/modules/mob/living/carbon/human/human.dm +++ b/code/modules/mob/living/carbon/human/human.dm @@ -33,7 +33,6 @@ create_reagents(330) prev_gender = gender // Debug for plural genders - make_blood() martial_art = default_martial_art @@ -539,12 +538,10 @@ popup.open() -// called when something steps onto a human -// this handles mulebots and vehicles -/mob/living/carbon/human/Crossed(var/atom/movable/AM) - if(istype(AM, /obj/vehicle)) - var/obj/vehicle/V = AM - V.RunOver(src) +/mob/living/carbon/human/Crossed(atom/movable/AM) + var/mob/living/simple_animal/bot/mulebot/MB = AM + if(istype(MB)) + MB.RunOver(src) // Get rank from ID, ID inside PDA, PDA, ID in wallet, etc. /mob/living/carbon/human/proc/get_authentification_rank(var/if_no_id = "No id", var/if_no_job = "No job") @@ -1255,12 +1252,6 @@ I.insert(H) /mob/living/carbon/human/revive() - - if(species && !(species.flags & NO_BLOOD)) - var/blood_reagent = get_blood_name() - vessel.add_reagent(blood_reagent, max_blood-vessel.total_volume) - fixblood() - //Fix up all organs and replace lost ones. restore_all_organs() //Rejuvenate and reset all existing organs. check_and_regenerate_organs(src) //Regenerate limbs and organs only if they're really missing. @@ -1332,23 +1323,13 @@ */ //returns 1 if made bloody, returns 0 otherwise -/mob/living/carbon/human/add_blood(mob/living/carbon/human/M as mob) - if(!..()) - return 0 - //if this blood isn't already in the list, add it - if(blood_DNA[M.dna.unique_enzymes]) - return 0 //already bloodied with this blood. Cannot add more. - blood_DNA[M.dna.unique_enzymes] = M.dna.b_type - hand_blood_color = blood_color - src.update_inv_gloves() - verbs += /mob/living/carbon/human/proc/bloody_doodle - return 1 //we applied blood to the item - /mob/living/carbon/human/clean_blood(var/clean_feet) .=..() if(clean_feet && !shoes && istype(feet_blood_DNA, /list) && feet_blood_DNA.len) feet_blood_color = null qdel(feet_blood_DNA) + bloody_feet = list(BLOOD_STATE_HUMAN = 0, BLOOD_STATE_XENO = 0, BLOOD_STATE_NOT_BLOODY = 0) + blood_state = BLOOD_STATE_NOT_BLOODY update_inv_shoes(1) return 1 @@ -1443,10 +1424,6 @@ tail = species.tail - if(vessel) - vessel = null - make_blood() - maxHealth = species.total_health toxins_alert = 0 @@ -1543,7 +1520,6 @@ overlays.Cut() update_mutantrace(1) regenerate_icons() - fixblood() if(!delay_icon_update) UpdateAppearance() diff --git a/code/modules/mob/living/carbon/human/human_damage.dm b/code/modules/mob/living/carbon/human/human_damage.dm index 4b1e8e66b1b..9a96ec72c28 100644 --- a/code/modules/mob/living/carbon/human/human_damage.dm +++ b/code/modules/mob/living/carbon/human/human_damage.dm @@ -300,15 +300,6 @@ //////////////////////////////////////////// -/* -This function restores the subjects blood to max. -*/ -/mob/living/carbon/human/proc/restore_blood() - if(!(species.flags & NO_BLOOD)) - var/blood_type = get_blood_name() - var/blood_volume = vessel.get_reagent_amount(blood_type) - vessel.add_reagent(blood_type, BLOOD_VOLUME_NORMAL - blood_volume) - /* This function restores all organs. */ diff --git a/code/modules/mob/living/carbon/human/human_defense.dm b/code/modules/mob/living/carbon/human/human_defense.dm index 4926b60e267..8b9629d656b 100644 --- a/code/modules/mob/living/carbon/human/human_defense.dm +++ b/code/modules/mob/living/carbon/human/human_defense.dm @@ -8,6 +8,7 @@ emp_act */ + /mob/living/carbon/human/bullet_act(obj/item/projectile/P, def_zone) if(P.is_reflectable) @@ -185,7 +186,7 @@ emp_act newmeat.subjectjob = src.job newmeat.reagents.add_reagent ("nutriment", (src.nutrition / 15) / 3) src.reagents.trans_to (newmeat, round ((src.reagents.total_volume) / 3, 1)) - src.loc.add_blood(src) + add_mob_blood(src) --src.meatleft to_chat(user, "You hack off a chunk of meat from [src.name]") if(!src.meatleft) @@ -232,19 +233,18 @@ emp_act var/bloody = 0 if(I.damtype == BRUTE && I.force && prob(25 + I.force * 2)) - I.add_blood(src) //Make the weapon bloody, not the person. + I.add_mob_blood(src) //Make the weapon bloody, not the person. // if(user.hand) user.update_inv_l_hand() //updates the attacker's overlay for the (now bloodied) weapon // else user.update_inv_r_hand() //removed because weapons don't have on-mob blood overlays - if(prob(33)) + if(prob(I.force * 2)) //blood spatter! bloody = 1 var/turf/location = loc if(istype(location, /turf/simulated)) - location.add_blood(src) + add_splatter_floor(location) if(ishuman(user)) var/mob/living/carbon/human/H = user if(get_dist(H, src) <= 1) //people with TK won't get smeared with blood - H.bloody_body(src) - H.bloody_hands(src) + H.add_mob_blood(src) if(!stat) switch(hit_area) @@ -260,15 +260,16 @@ emp_act if(bloody)//Apply blood if(wear_mask) - wear_mask.add_blood(src) + wear_mask.add_mob_blood(src) update_inv_wear_mask(0) if(head) - head.add_blood(src) + head.add_mob_blood(src) update_inv_head(0,0) if(glasses && prob(33)) - glasses.add_blood(src) + glasses.add_mob_blood(src) update_inv_glasses(0) + if("upper body")//Easier to score a stun but lasts less time if(stat == CONSCIOUS && I.force && prob(I.force + 10)) visible_message("[src] has been knocked down!", \ @@ -276,7 +277,13 @@ emp_act apply_effect(5, WEAKEN, armor) if(bloody) - bloody_body(src) + if(wear_suit) + wear_suit.add_mob_blood(src) + update_inv_wear_suit(1) + if(w_uniform) + w_uniform.add_mob_blood(src) + update_inv_w_uniform(1) + if(Iforce > 10 || Iforce >= 5 && prob(33)) @@ -313,22 +320,20 @@ emp_act /mob/living/carbon/human/proc/bloody_hands(var/mob/living/source, var/amount = 2) if(gloves) - gloves.add_blood(source) + gloves.add_mob_blood(source) gloves:transfer_blood = amount - gloves:bloody_hands_mob = source else - add_blood(source) + add_mob_blood(source) bloody_hands = amount - bloody_hands_mob = source update_inv_gloves(1) //updates on-mob overlays for bloody hands and/or bloody gloves /mob/living/carbon/human/proc/bloody_body(var/mob/living/source) if(wear_suit) - wear_suit.add_blood(source) + wear_suit.add_mob_blood(source) update_inv_wear_suit(0) return if(w_uniform) - w_uniform.add_blood(source) + w_uniform.add_mob_blood(source) update_inv_w_uniform(1) /mob/living/carbon/human/proc/handle_suit_punctures(var/damtype, var/damage) diff --git a/code/modules/mob/living/carbon/human/human_defines.dm b/code/modules/mob/living/carbon/human/human_defines.dm index 15f9b6d112e..036202e1ae0 100644 --- a/code/modules/mob/living/carbon/human/human_defines.dm +++ b/code/modules/mob/living/carbon/human/human_defines.dm @@ -65,6 +65,8 @@ var/global/default_martial_art = new/datum/martial_art var/meatleft = 3 //For chef item var/decaylevel = 0 // For rotting bodies var/max_blood = BLOOD_VOLUME_NORMAL // For stuff in the vessel + var/bleed_rate = 0 + var/bleedsuppress = 0 //for stopping bloodloss var/check_mutations=0 // Check mutations on next life tick diff --git a/code/modules/mob/living/carbon/human/human_movement.dm b/code/modules/mob/living/carbon/human/human_movement.dm index 85dd6e81f3c..164eb14e7cd 100644 --- a/code/modules/mob/living/carbon/human/human_movement.dm +++ b/code/modules/mob/living/carbon/human/human_movement.dm @@ -35,12 +35,52 @@ /mob/living/carbon/human/Move(NewLoc, direct) . = ..() - if(shoes && .) // did we actually move? + if(.) // did we actually move? if(!lying && !buckled) + var/obj/item/clothing/shoes/S = shoes if(!has_gravity(loc)) return - var/obj/item/clothing/shoes/S = shoes - S.step_action(src) + //Bloody footprints + var/turf/T = get_turf(src) + var/obj/item/organ/external/l_foot = get_organ("l_foot") + var/obj/item/organ/external/r_foot = get_organ("r_foot") + var/hasfeet = 1 + if((!l_foot || l_foot.status & ORGAN_DESTROYED) && (!r_foot || r_foot.status & ORGAN_DESTROYED)) + hasfeet = 0 + + if(shoes) + if(S.bloody_shoes && S.bloody_shoes[S.blood_state]) + var/obj/effect/decal/cleanable/blood/footprints/oldFP = locate(/obj/effect/decal/cleanable/blood/footprints) in T + if(oldFP && oldFP.blood_state == S.blood_state && oldFP.basecolor == S.blood_color) + return + else + //No oldFP or it's a different kind of blood + S.bloody_shoes[S.blood_state] = max(0, S.bloody_shoes[S.blood_state] - BLOOD_LOSS_PER_STEP) + var/obj/effect/decal/cleanable/blood/footprints/FP = new /obj/effect/decal/cleanable/blood/footprints(T) + FP.blood_state = S.blood_state + FP.entered_dirs |= dir + FP.bloodiness = S.bloody_shoes[S.blood_state] + FP.blood_DNA = S.blood_DNA + FP.basecolor = S.blood_color + FP.update_icon() + update_inv_shoes() + else if(hasfeet) + if(bloody_feet && bloody_feet[blood_state]) + var/obj/effect/decal/cleanable/blood/footprints/oldFP = locate(/obj/effect/decal/cleanable/blood/footprints) in T + if(oldFP && oldFP.blood_state == blood_state && oldFP.basecolor == feet_blood_color) + return + else + bloody_feet[blood_state] = max(0, bloody_feet[blood_state] - BLOOD_LOSS_PER_STEP) + var/obj/effect/decal/cleanable/blood/footprints/FP = new /obj/effect/decal/cleanable/blood/footprints(T) + FP.blood_state = blood_state + FP.entered_dirs |= dir + FP.bloodiness = bloody_feet[blood_state] + FP.basecolor = feet_blood_color + FP.update_icon() + update_inv_shoes() + //End bloody footprints + if(S) + S.step_action(src) /mob/living/carbon/human/handle_footstep(turf/T) if(..()) diff --git a/code/modules/mob/living/carbon/human/life.dm b/code/modules/mob/living/carbon/human/life.dm index 3ed573eb2cb..2d693dfedcb 100644 --- a/code/modules/mob/living/carbon/human/life.dm +++ b/code/modules/mob/living/carbon/human/life.dm @@ -893,7 +893,6 @@ if(!in_stasis) handle_organs() - handle_blood() else //dead @@ -1040,8 +1039,7 @@ var/temp = PULSE_NORM - var/blood_type = get_blood_name() - if(round(vessel.get_reagent_amount(blood_type)) <= BLOOD_VOLUME_BAD) //how much blood do we have + if(blood_volume <= BLOOD_VOLUME_BAD)//how much blood do we have temp = PULSE_THREADY //not enough :( if(status_flags & FAKEDEATH) diff --git a/code/modules/mob/living/carbon/human/species/station.dm b/code/modules/mob/living/carbon/human/species/station.dm index 60e71f7e8ab..fe3d8a262b3 100644 --- a/code/modules/mob/living/carbon/human/species/station.dm +++ b/code/modules/mob/living/carbon/human/species/station.dm @@ -519,6 +519,7 @@ "is cracking their exoskeleton!", "is stabbing themselves with their mandibles!", "is holding their breath!") + /datum/species/slime name = "Slime People" name_plural = "Slime People" @@ -547,6 +548,7 @@ bodyflags = HAS_SKIN_COLOR | NO_EYES dietflags = DIET_CARN reagent_tag = PROCESS_ORG + blood_color = "#0064C8" exotic_blood = "water" //ventcrawler = 1 //ventcrawling commented out butt_sprite = "slime" @@ -575,7 +577,7 @@ #define SLIMEPERSON_BLOOD_SCALING_FACTOR 5 // Used to adjust how much of an effect the blood has on the rate of color change. Higher is slower. // Slowly shifting to the color of the reagents if((H in recolor_list) && H.reagents.total_volume > SLIMEPERSON_COLOR_SHIFT_TRIGGER) - var/blood_amount = H.vessel.total_volume + var/blood_amount = H.blood_volume var/r_color = mix_color_from_reagents(H.reagents.reagent_list) var/new_body_color = BlendRGB(r_color, rgb(H.r_skin, H.g_skin, H.b_skin), (blood_amount*SLIMEPERSON_BLOOD_SCALING_FACTOR)/((blood_amount*SLIMEPERSON_BLOOD_SCALING_FACTOR)+(H.reagents.total_volume))) var/list/new_color_list = ReadRGB(new_body_color) diff --git a/code/modules/mob/living/carbon/life.dm b/code/modules/mob/living/carbon/life.dm index b448732fe8c..2a9aca19206 100644 --- a/code/modules/mob/living/carbon/life.dm +++ b/code/modules/mob/living/carbon/life.dm @@ -9,6 +9,7 @@ if(..()) . = 1 + handle_blood() for(var/obj/item/organ/internal/O in internal_organs) O.on_life() handle_changeling() @@ -196,6 +197,8 @@ return //remember to remove the "proc" of the child procs of these. +/mob/living/carbon/proc/handle_blood() + return /mob/living/carbon/proc/handle_changeling() return diff --git a/code/modules/mob/living/living.dm b/code/modules/mob/living/living.dm index 7215c05a8e2..c2600c4feac 100644 --- a/code/modules/mob/living/living.dm +++ b/code/modules/mob/living/living.dm @@ -524,6 +524,7 @@ stat = CONSCIOUS update_fire() regenerate_icons() + restore_blood() if(human_mob) human_mob.update_eyes() human_mob.update_dna() @@ -577,10 +578,10 @@ var/pull_dir = get_dir(src, pulling) if(get_dist(src, pulling) > 1 || ((pull_dir - 1) & pull_dir)) // puller and pullee more than one tile away or in diagonal position - //if(isliving(pulling)) - //var/mob/living/M = pulling - //if(M.lying && !M.buckled && (prob(M.getBruteLoss() * 200 / M.maxHealth))) - //M.makeTrail(T) + if(isliving(pulling)) + var/mob/living/M = pulling + if(M.lying && !M.buckled && (prob(M.getBruteLoss() * 200 / M.maxHealth))) + M.makeTrail(T) pulling.Move(T, get_dir(pulling, T)) // the pullee tries to reach our previous position if(pulling && get_dist(src, pulling) > 1) // the pullee couldn't keep up stop_pulling() @@ -601,6 +602,55 @@ return 1 return 0 +/mob/living/proc/makeTrail(turf/T) + if(!has_gravity(src)) + return + var/blood_exists = 0 + + for(var/obj/effect/decal/cleanable/trail_holder/C in loc) //checks for blood splatter already on the floor + blood_exists = 1 + if(isturf(loc)) + var/trail_type = getTrail() + if(trail_type) + var/brute_ratio = round(getBruteLoss()/maxHealth, 0.1) + if(blood_volume && blood_volume > max(BLOOD_VOLUME_NORMAL*(1 - brute_ratio * 0.25), 0))//don't leave trail if blood volume below a threshold + blood_volume = max(blood_volume - max(1, brute_ratio * 2), 0) //that depends on our brute damage. + var/newdir = get_dir(T, loc) + if(newdir != src.dir) + newdir = newdir | dir + if(newdir == 3) //N + S + newdir = NORTH + else if(newdir == 12) //E + W + newdir = EAST + if((newdir in cardinal) && (prob(50))) + newdir = turn(get_dir(T, loc), 180) + if(!blood_exists) + new /obj/effect/decal/cleanable/trail_holder(loc) + for(var/obj/effect/decal/cleanable/trail_holder/TH in loc) + if((!(newdir in TH.existing_dirs) || trail_type == "trails_1" || trail_type == "trails_2") && TH.existing_dirs.len <= 16) //maximum amount of overlays is 16 (all light & heavy directions filled) + TH.existing_dirs += newdir + TH.overlays.Add(image('icons/effects/blood.dmi', trail_type, dir = newdir)) + TH.transfer_mob_blood_dna(src) + if(ishuman(src)) + var/mob/living/carbon/human/H = src + if(H.species.blood_color) + TH.color = H.species.blood_color + else + TH.color = "#A10808" + +/mob/living/carbon/human/makeTrail(turf/T) + + if((species.flags & NO_BLOOD) || species.exotic_blood || !bleed_rate || bleedsuppress) + return + ..() + +/mob/living/proc/getTrail() + if(getBruteLoss() < 300) + return pick("ltrails_1", "ltrails_2") + else + return pick("trails_1", "trails_2") + + /*////////////////////// START RESIST PROCS */////////////////////// diff --git a/code/modules/mob/living/living_defines.dm b/code/modules/mob/living/living_defines.dm index 397ce90af6c..67c8ca04172 100644 --- a/code/modules/mob/living/living_defines.dm +++ b/code/modules/mob/living/living_defines.dm @@ -59,3 +59,5 @@ var/tesla_ignore = FALSE var/list/say_log = list() //a log of what we've said, plain text, no spans or junk, essentially just each individual "message" + + var/blood_volume = 0 //how much blood the mob has diff --git a/code/modules/mob/living/simple_animal/bot/mulebot.dm b/code/modules/mob/living/simple_animal/bot/mulebot.dm index 9f8725067b0..a38e97b170b 100644 --- a/code/modules/mob/living/simple_animal/bot/mulebot.dm +++ b/code/modules/mob/living/simple_animal/bot/mulebot.dm @@ -568,23 +568,6 @@ mode = BOT_NO_ROUTE -/mob/living/simple_animal/bot/mulebot/Move(turf/simulated/next) - var/turf/simulated/last = loc - - if(istype(last) && bloodiness) - last.AddTracks(/obj/effect/decal/cleanable/blood/tracks/wheels, currentDNA, 0, get_dir(last, next), currentBloodColor) - - . = ..() - - if(. && istype(next)) - if(bloodiness) - next.AddTracks(/obj/effect/decal/cleanable/blood/tracks/wheels, currentDNA, get_dir(last, next), 0, currentBloodColor) - bloodiness-- - - for(var/mob/living/carbon/human/H in next) - if(H != load) - RunOver(H) - // calculates a path to the current destination // given an optional turf to avoid /mob/living/simple_animal/bot/mulebot/calc_path(turf/avoid = null) @@ -668,6 +651,30 @@ return +/mob/living/simple_animal/bot/mulebot/Move(turf/simulated/next) + . = ..() + + if(. && istype(next)) + if(bloodiness) + var/obj/effect/decal/cleanable/blood/tracks/B = locate() in next + if(!B) + B = new /obj/effect/decal/cleanable/blood/tracks(loc) + if(blood_DNA && blood_DNA.len) + B.blood_DNA |= blood_DNA.Copy() + B.basecolor = currentBloodColor + var/newdir = get_dir(next, loc) + if(newdir == dir) + B.setDir(newdir) + else + newdir = newdir | dir + if(newdir == 3) + newdir = 1 + else if(newdir == 12) + newdir = 4 + B.setDir(newdir) + B.update_icon() + bloodiness-- + // called when bot bumps into anything /mob/living/simple_animal/bot/mulebot/Bump(atom/obs) if(!wires.MobAvoid()) // usually just bumps, but if avoidance disabled knock over mobs @@ -697,21 +704,18 @@ H.apply_damage(0.5*damage, BRUTE, "l_arm", run_armor_check("l_arm", "melee")) H.apply_damage(0.5*damage, BRUTE, "r_arm", run_armor_check("r_arm", "melee")) - var/obj/effect/decal/cleanable/blood/B = new(loc) - B.blood_DNA = list() - B.blood_DNA[H.dna.unique_enzymes] = H.dna.b_type - currentDNA = B.blood_DNA + + var/turf/T = get_turf(src) + H.add_mob_blood(H) + H.add_splatter_floor(T) bloodiness += 4 - currentBloodColor = "#A10808" - if(istype(H)) - var/datum/reagent/blood/bld = H.get_blood(H.vessel) - if(bld.data["blood_colour"]) - currentBloodColor = bld.data["blood_colour"] - return - B.basecolor = currentBloodColor - B.update_icon() + var/list/blood_dna = H.get_blood_dna_list() + if(blood_dna) + transfer_blood_dna(blood_dna) + currentBloodColor = H.species.blood_color + return /mob/living/simple_animal/bot/mulebot/bot_control_message(command, mob/user, user_turf) switch(command) diff --git a/code/modules/mob/living/simple_animal/friendly/farm_animals.dm b/code/modules/mob/living/simple_animal/friendly/farm_animals.dm index 4f3d4588378..b7bd4fc46c1 100644 --- a/code/modules/mob/living/simple_animal/friendly/farm_animals.dm +++ b/code/modules/mob/living/simple_animal/friendly/farm_animals.dm @@ -27,6 +27,7 @@ stop_automated_movement_when_pulled = 1 var/milk_content = 0 can_collar = 1 + blood_volume = BLOOD_VOLUME_NORMAL /mob/living/simple_animal/hostile/retaliate/goat/handle_automated_movement() ..() @@ -110,6 +111,7 @@ var/milk_content = 0 can_collar = 1 gold_core_spawnable = CHEM_MOB_SPAWN_FRIENDLY + blood_volume = BLOOD_VOLUME_NORMAL /mob/living/simple_animal/cow/New() ..() @@ -312,6 +314,7 @@ var/global/chicken_count = 0 maxHealth = 50 can_collar = 1 gold_core_spawnable = CHEM_MOB_SPAWN_FRIENDLY + blood_volume = BLOOD_VOLUME_NORMAL /mob/living/simple_animal/turkey name = "turkey" @@ -381,6 +384,7 @@ var/global/chicken_count = 0 maxHealth = 50 can_collar = 1 gold_core_spawnable = CHEM_MOB_SPAWN_FRIENDLY + blood_volume = BLOOD_VOLUME_NORMAL /mob/living/simple_animal/walrus name = "walrus" @@ -404,3 +408,4 @@ var/global/chicken_count = 0 maxHealth = 50 can_collar = 1 gold_core_spawnable = CHEM_MOB_SPAWN_FRIENDLY + blood_volume = BLOOD_VOLUME_NORMAL diff --git a/code/modules/mob/living/simple_animal/friendly/pet.dm b/code/modules/mob/living/simple_animal/friendly/pet.dm index 2d7bc63dc75..7202c8a4054 100644 --- a/code/modules/mob/living/simple_animal/friendly/pet.dm +++ b/code/modules/mob/living/simple_animal/friendly/pet.dm @@ -2,6 +2,7 @@ icon = 'icons/mob/pets.dmi' can_collar = 1 mob_size = MOB_SIZE_SMALL + blood_volume = BLOOD_VOLUME_NORMAL /mob/living/simple_animal/pet/attackby(var/obj/item/O as obj, var/mob/user as mob, params) if(istype(O, /obj/item/weapon/newspaper)) diff --git a/code/modules/mob/living/simple_animal/hostile/mining/hivelord.dm b/code/modules/mob/living/simple_animal/hostile/mining/hivelord.dm index 517b71a3a6d..a0f0a2b8b22 100644 --- a/code/modules/mob/living/simple_animal/hostile/mining/hivelord.dm +++ b/code/modules/mob/living/simple_animal/hostile/mining/hivelord.dm @@ -203,9 +203,9 @@ reagents.reaction(C, INGEST, fraction) reagents.trans_to(C, volume) -/mob/living/simple_animal/hostile/asteroid/hivelordbrood/blood/proc/link_host(mob/living/carbon/human/H) - faction = list("\ref[src]", "\ref[H]") // Hostile to everyone except the host. - H.vessel.trans_to(src, 30) +/mob/living/simple_animal/hostile/asteroid/hivelordbrood/blood/proc/link_host(mob/living/carbon/C) + faction = list("\ref[src]", "\ref[C]") // Hostile to everyone except the host. + C.transfer_blood_to(src, 30) color = mix_color_from_reagents(reagents.reagent_list) // Legion diff --git a/code/modules/mob/living/simple_animal/simple_animal.dm b/code/modules/mob/living/simple_animal/simple_animal.dm index 72c416e8f23..fc331fb74b9 100644 --- a/code/modules/mob/living/simple_animal/simple_animal.dm +++ b/code/modules/mob/living/simple_animal/simple_animal.dm @@ -422,6 +422,13 @@ damage = O.force if(O.damtype == STAMINA) damage = 0 + if(O.damtype == BRUTE) + if(prob(33)) + O.add_mob_blood(src) + var/turf/location = get_turf(src) + add_splatter_floor(location) + if(get_dist(user, src) <= 1) //people with TK won't get smeared with blood + user.add_mob_blood(src) visible_message("[user] has [O.attack_verb.len ? "[pick(O.attack_verb)]": "attacked"] [src] with [O]!",\ "[user] has [O.attack_verb.len ? "[pick(O.attack_verb)]": "attacked"] you with [O]!") else @@ -432,7 +439,6 @@ "This weapon is ineffective, it does no damage.") adjustBruteLoss(damage) - /mob/living/simple_animal/movement_delay() . = ..() diff --git a/code/modules/projectiles/guns/alien.dm b/code/modules/projectiles/guns/alien.dm index 18101968d6f..bf0cd79f322 100644 --- a/code/modules/projectiles/guns/alien.dm +++ b/code/modules/projectiles/guns/alien.dm @@ -66,7 +66,7 @@ /obj/item/projectile/bullet/spike/on_hit(atom/target, blocked = 0) if((blocked != 100) && istype(target, /mob/living/carbon/human)) var/mob/living/carbon/human/H = target - H.drip(500) + H.bleed(50) ..() //This gun only functions for armalis. The on-sprite is too huge to render properly on other sprites. diff --git a/code/modules/projectiles/guns/projectile/saw.dm b/code/modules/projectiles/guns/projectile/saw.dm index 8b35ac805b4..3714a7983da 100644 --- a/code/modules/projectiles/guns/projectile/saw.dm +++ b/code/modules/projectiles/guns/projectile/saw.dm @@ -67,9 +67,9 @@ /obj/item/projectile/bullet/saw/bleeding/on_hit(atom/target, blocked = 0, hit_zone) . = ..() - if((blocked != 100) && istype(target, /mob/living/carbon/human)) - var/mob/living/carbon/human/H = target - H.drip(350) + if((blocked != 100) && iscarbon(target)) + var/mob/living/carbon/C = target + C.bleed(35) /obj/item/projectile/bullet/saw/hollow damage = 60 diff --git a/code/modules/projectiles/guns/projectile/sniper.dm b/code/modules/projectiles/guns/projectile/sniper.dm index b0bcc0743e2..cd8a64fbde6 100644 --- a/code/modules/projectiles/guns/projectile/sniper.dm +++ b/code/modules/projectiles/guns/projectile/sniper.dm @@ -119,9 +119,9 @@ breakthings = FALSE /obj/item/projectile/bullet/sniper/haemorrhage/on_hit(atom/target, blocked = 0, hit_zone) - if((blocked != 100) && istype(target, /mob/living/carbon/human)) - var/mob/living/carbon/human/H = target - H.drip(1000) + if((blocked != 100) && iscarbon(target)) + var/mob/living/carbon/C = target + C.bleed(100) return ..() diff --git a/code/modules/reagents/chemistry/colors.dm b/code/modules/reagents/chemistry/colors.dm index 3d4ab41fe9c..0eea945349c 100644 --- a/code/modules/reagents/chemistry/colors.dm +++ b/code/modules/reagents/chemistry/colors.dm @@ -14,8 +14,8 @@ var/list/random_color_list = list("#00aedb","#a200ff","#f47835","#d41243","#d111 var/vol_temp // see libs/IconProcs/IconProcs.dm for(var/datum/reagent/reagent in reagent_list) - if(reagent.id == "blood" && reagent.data && reagent.data["blood_colour"]) - reagent_color = reagent.data["blood_colour"] + if(reagent.id == "blood" && reagent.data && reagent.data["blood_color"]) + reagent_color = reagent.data["blood_color"] else reagent_color = reagent.color diff --git a/code/modules/reagents/chemistry/holder.dm b/code/modules/reagents/chemistry/holder.dm index 662843e337a..9ad885cd9b7 100644 --- a/code/modules/reagents/chemistry/holder.dm +++ b/code/modules/reagents/chemistry/holder.dm @@ -135,10 +135,6 @@ var/const/INGEST = 2 for(var/datum/reagent/current_reagent in reagent_list) if(!current_reagent) continue - if(current_reagent.id == "blood" && ishuman(target)) - var/mob/living/carbon/human/H = target - H.inject_blood(my_atom, amount) - continue var/current_reagent_transfer = current_reagent.volume * part if(preserve_data) trans_data = copy_data(current_reagent) diff --git a/code/modules/reagents/chemistry/reagents/food.dm b/code/modules/reagents/chemistry/reagents/food.dm index a18f1c01c42..4fd973878dd 100644 --- a/code/modules/reagents/chemistry/reagents/food.dm +++ b/code/modules/reagents/chemistry/reagents/food.dm @@ -31,11 +31,9 @@ if(H.can_eat(diet_flags)) //Make sure the species has it's dietflag set, otherwise it can't digest any nutrients if(prob(50)) M.adjustBruteLoss(-1) - if(H.species.exotic_blood) - H.vessel.add_reagent(H.species.exotic_blood, 0.4) - else - if(!(H.species.flags & NO_BLOOD)) - H.vessel.add_reagent("blood", 0.4) + if(!(H.species.flags & NO_BLOOD))//do not restore blood on things with no blood by nature. + if(H.blood_volume < BLOOD_VOLUME_NORMAL) + H.blood_volume += 0.4 ..() /datum/reagent/consumable/nutriment/protein // Meat-based protein, digestable by carnivores and omnivores, worthless to herbivores @@ -65,11 +63,9 @@ M.satiety += 30 if(ishuman(M)) var/mob/living/carbon/human/H = M - if(H.species.exotic_blood) - H.vessel.add_reagent(H.species.exotic_blood, 0.5) - else - if(!(H.species.flags & NO_BLOOD)) - H.vessel.add_reagent("blood", 0.5) + if(!(H.species.flags & NO_BLOOD))//do not restore blood on things with no blood by nature. + if(H.blood_volume < BLOOD_VOLUME_NORMAL) + H.blood_volume += 0.5 ..() /datum/reagent/consumable/sugar diff --git a/code/modules/reagents/chemistry/reagents/medicine.dm b/code/modules/reagents/chemistry/reagents/medicine.dm index 452f9f6d2ff..4b35b5fbeca 100644 --- a/code/modules/reagents/chemistry/reagents/medicine.dm +++ b/code/modules/reagents/chemistry/reagents/medicine.dm @@ -210,10 +210,11 @@ if(prob(33)) M.adjustBruteLoss(-2*REAGENTS_EFFECT_MULTIPLIER) M.adjustFireLoss(-2*REAGENTS_EFFECT_MULTIPLIER) - if(ishuman(M)) + if(ishuman(M) && prob(33)) var/mob/living/carbon/human/H = M - if(!H.species.exotic_blood && !(H.species.flags & NO_BLOOD) && prob(33)) - H.vessel.add_reagent("blood", 1) + if(!(H.species.flags & NO_BLOOD))//do not restore blood on things with no blood by nature. + if(H.blood_volume < BLOOD_VOLUME_NORMAL) + H.blood_volume += 1 ..() /datum/reagent/medicine/synthflesh diff --git a/code/modules/reagents/chemistry/reagents/misc.dm b/code/modules/reagents/chemistry/reagents/misc.dm index 9670c80afef..815c9b91123 100644 --- a/code/modules/reagents/chemistry/reagents/misc.dm +++ b/code/modules/reagents/chemistry/reagents/misc.dm @@ -148,7 +148,7 @@ if(ishuman(M)) var/mob/living/carbon/human/H = M if(!H.species.exotic_blood && !(H.species.flags & NO_BLOOD)) - H.vessel.add_reagent("blood", 0.8) + H.blood_volume += 0.8 ..() //foam diff --git a/code/modules/reagents/chemistry/reagents/water.dm b/code/modules/reagents/chemistry/reagents/water.dm index 773d03c6006..ae40dcb5a8f 100644 --- a/code/modules/reagents/chemistry/reagents/water.dm +++ b/code/modules/reagents/chemistry/reagents/water.dm @@ -206,6 +206,14 @@ else //ingest, patch or inject M.ForceContractDisease(D) + if(method == INGEST && iscarbon(M)) + var/mob/living/carbon/C = M + if(C.get_blood_id() == "blood") + if((!data || !(data["blood_type"] in get_safe_blood(C.dna.b_type))) && !M.mind.vampire) + C.reagents.add_reagent("toxin", volume * 0.5) + else + C.blood_volume = min(C.blood_volume + round(volume, 0.1), BLOOD_VOLUME_MAXIMUM) + /datum/reagent/blood/on_new(list/data) if(istype(data)) SetViruses(src, data) @@ -234,13 +242,13 @@ preserve += D data["viruses"] = preserve - if(mix_data["blood_colour"]) - color = mix_data["blood_colour"] + if(mix_data["blood_color"]) + color = mix_data["blood_color"] return 1 /datum/reagent/blood/on_update(atom/A) - if(data["blood_colour"]) - color = data["blood_colour"] + if(data["blood_color"]) + color = data["blood_color"] return ..() /datum/reagent/blood/reaction_turf(turf/simulated/T, volume)//splash the blood all over the place diff --git a/code/modules/reagents/reagent_containers.dm b/code/modules/reagents/reagent_containers.dm index 009828543ce..c379e869768 100644 --- a/code/modules/reagents/reagent_containers.dm +++ b/code/modules/reagents/reagent_containers.dm @@ -32,7 +32,7 @@ create_reagents(volume) if(spawned_disease) var/datum/disease/F = new spawned_disease(0) - var/list/data = list("viruses" = list(F), "blood_colour" = "#A10808") + var/list/data = list("viruses" = list(F), "blood_color" = "#A10808") reagents.add_reagent("blood", disease_amount, data) if(list_reagents) reagents.add_reagent_list(list_reagents) diff --git a/code/modules/reagents/reagent_containers/syringes.dm b/code/modules/reagents/reagent_containers/syringes.dm index ebb13f0830c..e4205ef54d0 100644 --- a/code/modules/reagents/reagent_containers/syringes.dm +++ b/code/modules/reagents/reagent_containers/syringes.dm @@ -16,6 +16,7 @@ volume = 15 w_class = WEIGHT_CLASS_TINY sharp = 1 + var/busy = 0 var/mode = SYRINGE_DRAW var/projectile_type = /obj/item/projectile/bullet/dart/syringe @@ -58,13 +59,16 @@ ..() return -/obj/item/weapon/reagent_containers/syringe/afterattack(obj/target, mob/user, proximity) - if(!proximity) return - if(!target.reagents) return +/obj/item/weapon/reagent_containers/syringe/afterattack(atom/target, mob/user , proximity) + if(!proximity) + return + if(!target.reagents) + return + var/mob/living/L if(isliving(target)) - var/mob/living/M = target - if(!M.can_inject(user, 1)) + L = target + if(!L.can_inject(user, 1)) return if(mode == SYRINGE_BROKEN) @@ -75,163 +79,84 @@ if(SYRINGE_DRAW) if(reagents.total_volume >= reagents.maximum_volume) - to_chat(user, "The syringe is full.") + to_chat(user, "The syringe is full.") return - if(ismob(target))//Blood! - if(istype(target, /mob/living/carbon/slime)) - to_chat(user, "You are unable to locate any blood.") - return - if(reagents.has_reagent("blood")) - to_chat(user, "There is already a blood sample in this syringe") - return - if(istype(target, /mob/living/carbon))//maybe just add a blood reagent to all mobs. Then you can suck them dry...With hundreds of syringes. Jolly good idea. - var/mob/living/carbon/T = target - if(!T.dna) - to_chat(usr, "You are unable to locate any blood. (To be specific, your target seems to be missing their DNA datum)") + if(L) //living mob + var/drawn_amount = reagents.maximum_volume - reagents.total_volume + if(target != user) + target.visible_message("[user] is trying to take a blood sample from [target]!", \ + "[user] is trying to take a blood sample from [target]!") + busy = 1 + if(!do_mob(user, target)) + busy = 0 return - if(NOCLONE in T.mutations) //target done been et, no more blood in him - to_chat(user, "You are unable to locate any blood.") + if(reagents.total_volume >= reagents.maximum_volume) return - - - var/time = 30 - if(istype(target,/mob/living/carbon/human)) - var/mob/living/carbon/human/H = T - if(H.species.flags & NO_BLOOD) - to_chat(usr, "You are unable to locate any blood.") - return - if(target == user) - time = 0 - else - for(var/mob/O in viewers(world.view, user)) - O.show_message(text("[] is trying to take a blood sample from []!", user, target), 1) - if(!do_mob(user, target, time)) - return - - var/amount = reagents.maximum_volume - reagents.total_volume - if(amount == 0) - to_chat(usr, "The syringe is full!") - return - - var/datum/reagent/B - if(istype(T,/mob/living/carbon/human)) - var/mob/living/carbon/human/H = T - if(H.species && H.species.exotic_blood && H.vessel.total_volume) - H.vessel.trans_to(src,amount) - else - B = T.take_blood(src,amount) - else - B = T.take_blood(src,amount) - - if(B) - reagents.reagent_list |= B - reagents.update_total() - on_reagent_change() - reagents.handle_reactions() - - to_chat(user, "You take a blood sample from [target]") - for(var/mob/O in viewers(4, user)) - O.show_message("[user] takes a blood sample from [target].", 1) - else - user.visible_message("[user] takes a sample from [target].", "You take a sample from [target].") + busy = 0 + if(L.transfer_blood_to(src, drawn_amount)) + user.visible_message("[user] takes a blood sample from [L].") + else + to_chat(user, "You are unable to draw any blood from [L]!") else //if not mob if(!target.reagents.total_volume) - to_chat(user, "[target] is empty.") + to_chat(user, "[target] is empty!") return if(!target.is_open_container() && !istype(target,/obj/structure/reagent_dispensers) && !istype(target,/obj/item/slime_extract)) - to_chat(user, "You cannot directly remove reagents from this object.") + to_chat(user, "You cannot directly remove reagents from [target]!") return var/trans = target.reagents.trans_to(src, amount_per_transfer_from_this) // transfer from, transfer to - who cares? - to_chat(user, "You fill the syringe with [trans] units of the solution.") + to_chat(user, "You fill [src] with [trans] units of the solution.") if(reagents.total_volume >= reagents.maximum_volume) mode=!mode update_icon() if(SYRINGE_INJECT) if(!reagents.total_volume) - to_chat(user, "The Syringe is empty.") - return - if(istype(target, /obj/item/weapon/implantcase/chem)) + to_chat(user, "[src] is empty.") return if(!target.is_open_container() && !ismob(target) && !istype(target, /obj/item/weapon/reagent_containers/food) && !istype(target, /obj/item/slime_extract) && !istype(target, /obj/item/clothing/mask/cigarette) && !istype(target, /obj/item/weapon/storage/fancy/cigarettes)) - to_chat(user, "You cannot directly fill this object.") + to_chat(user, "You cannot directly fill [target]!") return - if(istype(target, /obj/item/clothing/mask/cigarette)) - var/obj/item/clothing/mask/cigarette/C = target - if(istype(C.loc, /obj/item/weapon/storage/fancy/cigarettes)) - to_chat(user, "You cannot inject a cigarette while it's still in the pack.") - return if(target.reagents.total_volume >= target.reagents.maximum_volume) - to_chat(user, "[target] is full.") + to_chat(user, "[target] is full.") return - var/mob/living/carbon/human/H = target - if(istype(H)) - var/obj/item/organ/external/affected = H.get_organ(user.zone_sel.selecting) - if(!affected) - to_chat(user, "\The [H] is missing that limb!") - return - /* else if(affected.status & ORGAN_ROBOT) - to_chat(user, "You cannot inject a robotic limb.") - return */ + if(L) //living mob + if(L != user) + L.visible_message("[user] is trying to inject [L]!", \ + "[user] is trying to inject [L]!") + if(!do_mob(user, L)) + return + if(!reagents.total_volume) + return + if(L.reagents.total_volume >= L.reagents.maximum_volume) + return + L.visible_message("[user] injects [L] with the syringe!", \ + "[user] injects [L] with the syringe!") - if(ismob(target) && target != user) - for(var/mob/O in viewers(world.view, user)) - O.show_message(text("[] is trying to inject []!", user, target), 1) + var/list/rinject = list() + for(var/datum/reagent/R in reagents.reagent_list) + rinject += R.name + var/contained = english_list(rinject) - if(!do_mob(user, target, 30)) return - - for(var/mob/O in viewers(world.view, user)) - O.show_message(text("[] injects [] with the syringe!", user, target), 1) - - if(istype(target,/mob/living)) - var/mob/living/M = target - var/list/injected = list() - for(var/datum/reagent/R in reagents.reagent_list) - injected += R.name - var/contained = english_list(injected) - M.create_attack_log("Has been injected with [name] by [key_name(user)]. Reagents: [contained]") - user.create_attack_log("Used the [name] to inject [key_name(M)]. Reagents: [contained]") - if(M.ckey) - msg_admin_attack("[key_name_admin(user)] injected [key_name_admin(M)] with [name]. Reagents: [contained] (INTENT: [uppertext(user.a_intent)])") - if(!iscarbon(user)) - M.LAssailant = null - else - M.LAssailant = user - - reagents.reaction(target, INGEST) - if(ismob(target) && target == user) - reagents.reaction(target, INGEST) - - spawn(5) - var/datum/reagent/blood/B - for(var/datum/reagent/blood/d in reagents.reagent_list) - B = d - break - var/trans - if(B && istype(target,/mob/living/carbon)) - var/mob/living/carbon/C = target - C.inject_blood(src, 5) + if(L != user) + add_logs(user, L, "injected", src, addition="which had [contained]") else - trans = reagents.trans_to(target, amount_per_transfer_from_this) - to_chat(user, "You inject [trans] units of the solution. The syringe now contains [reagents.total_volume] units.") - if(istype(target, /obj/item/weapon/reagent_containers/food/pill/patch)) - var/obj/item/weapon/reagent_containers/food/pill/patch/P = target - if(P.instant_application) - to_chat(user, "You break the medical seal on the [P]!") - P.instant_application = 0 + log_attack("[user.name] ([user.ckey]) injected [L.name] ([L.ckey]) with [src.name], which had [contained] (INTENT: [uppertext(user.a_intent)])") - if(reagents.total_volume <= 0 && mode==SYRINGE_INJECT) - mode = SYRINGE_DRAW - update_icon() - - return + var/fraction = min(amount_per_transfer_from_this/reagents.total_volume, 1) + reagents.reaction(L, INGEST, fraction) + reagents.trans_to(target, amount_per_transfer_from_this) + to_chat(user, "You inject [amount_per_transfer_from_this] units of the solution. The syringe now contains [reagents.total_volume] units.") + if (reagents.total_volume <= 0 && mode==SYRINGE_INJECT) + mode = SYRINGE_DRAW + update_icon() /obj/item/weapon/reagent_containers/syringe/update_icon() if(mode == SYRINGE_BROKEN) diff --git a/code/modules/recycling/disposal-construction.dm b/code/modules/recycling/disposal-construction.dm index 73fbb455835..e38ea69f345 100644 --- a/code/modules/recycling/disposal-construction.dm +++ b/code/modules/recycling/disposal-construction.dm @@ -98,7 +98,7 @@ /obj/structure/disposalconstruct/AltClick(mob/user) if(user.incapacitated()) - to_chat(user << "You can't do that right now!") + to_chat(user, "You can't do that right now!") return if(!Adjacent(user)) return @@ -195,7 +195,7 @@ playsound(src.loc, I.usesound, 100, 1) update() return - + var/obj/structure/disposalpipe/CP = locate() in T if(ptype>=6 && ptype <= 8) // Disposal or outlet if(CP) // There's something there diff --git a/code/modules/research/xenoarchaeology/artifact/effects/unknown_effect_heal.dm b/code/modules/research/xenoarchaeology/artifact/effects/unknown_effect_heal.dm index b1071222b17..f3b82e18ecd 100644 --- a/code/modules/research/xenoarchaeology/artifact/effects/unknown_effect_heal.dm +++ b/code/modules/research/xenoarchaeology/artifact/effects/unknown_effect_heal.dm @@ -17,14 +17,12 @@ if(affecting && istype(affecting)) affecting.heal_damage(25 * weakness, 25 * weakness) //H:heal_organ_damage(25, 25) - H.vessel.add_reagent("blood",5) + H.blood_volume += 5 H.nutrition += 50 * weakness H.adjustBrainLoss(-25 * weakness) var/radiation = min(H.radiation, 25 * weakness) H.apply_effect(-radiation,IRRADIATE,0) H.bodytemperature = initial(H.bodytemperature) - spawn(1) - H.fixblood() // C.adjustOxyLoss(-25 * weakness) C.adjustToxLoss(-25 * weakness) diff --git a/code/modules/research/xenoarchaeology/finds/finds_special.dm b/code/modules/research/xenoarchaeology/finds/finds_special.dm index 5fd432a7a6f..cf0c1cfa273 100644 --- a/code/modules/research/xenoarchaeology/finds/finds_special.dm +++ b/code/modules/research/xenoarchaeology/finds/finds_special.dm @@ -134,7 +134,7 @@ B.target_turf = pick(range(1, src)) B.blood_DNA = list() B.blood_DNA[M.dna.unique_enzymes] = M.dna.b_type - M.vessel.remove_reagent("blood",rand(25,50)) + M.blood_volume -= rand(25,50) //animated blood 2 SPOOKY /obj/effect/decal/cleanable/blood/splatter/animated diff --git a/code/modules/surgery/organs/blood.dm b/code/modules/surgery/organs/blood.dm index 9eefe264524..16ab98c525e 100644 --- a/code/modules/surgery/organs/blood.dm +++ b/code/modules/surgery/organs/blood.dm @@ -1,87 +1,42 @@ /**************************************************** BLOOD SYSTEM ****************************************************/ - -/mob/living/carbon/human/var/datum/reagents/vessel //Container for blood and BLOOD ONLY. Do not transfer other chems here. - -//Initializes blood vessels -/mob/living/carbon/human/proc/make_blood() - - if(vessel) +/mob/living/carbon/human/proc/suppress_bloodloss(amount) + if(bleedsuppress) return - - vessel = new/datum/reagents(max_blood) - vessel.my_atom = src - - if(species && species.exotic_blood) - vessel.add_reagent(species.exotic_blood, max_blood) else - vessel.add_reagent("blood", max_blood) - for(var/datum/reagent/blood/B in vessel.reagent_list) - if(B.id == "blood") - B.data = list( - "donor" = src, - "viruses" = null, - "blood_DNA" = dna.unique_enzymes, - "blood_colour" = species.blood_color, - "blood_type" = b_type, - "resistances" = null, - "trace_chem" = null) - spawn(1) - fixblood() + bleedsuppress = 1 + spawn(amount) + bleedsuppress = 0 + if(stat != DEAD && bleed_rate) + to_chat(src, "The blood soaks through your bandage.") + -//Resets blood data -/mob/living/carbon/human/proc/fixblood() - for(var/datum/reagent/blood/B in vessel.reagent_list) - if(B.id == "blood") - B.data = list( - "donor" = src, - "viruses" = null, - "blood_DNA" = dna.unique_enzymes, - "blood_colour" = species.blood_color, - "blood_type" = b_type, - "resistances" = null, - "trace_chem" = null) // Takes care blood loss and regeneration -/mob/living/carbon/human/proc/handle_blood() - var/blood_volume - if(species && species.flags & NO_BLOOD) +/mob/living/carbon/human/handle_blood() + var/list/blood_data = get_blood_data(get_blood_id())//PROCCEPTION + + if(in_stasis) return - if(stat != DEAD && bodytemperature >= 170) //Dead or cryosleep people do not pump the blood. - if(species.exotic_blood) - var/blood_reagent = species.exotic_blood // This is a string of the name of the species' blood reagent - blood_volume = round(vessel.get_reagent_amount(blood_reagent)) - if(blood_volume < max_blood && blood_volume) - vessel.add_reagent(blood_reagent, 0.1) // regenerate blood VERY slowly - if(reagents.has_reagent(blood_reagent)) - vessel.add_reagent(blood_reagent, 0.4) - else - blood_volume = round(vessel.get_reagent_amount("blood")) - //Blood regeneration if there is some space - if(blood_volume < max_blood && blood_volume) - var/datum/reagent/blood/B = locate() in vessel.reagent_list //Grab some blood - if(B) // Make sure there's some blood at all - if(mind) //Handles vampires "eating" blood that isn't their own. - if(mind in ticker.mode.vampires) - for(var/datum/reagent/blood/BL in vessel.reagent_list) - if(nutrition >= NUTRITION_LEVEL_WELL_FED) - break //We don't want blood tranfusions making vampires fat. - if(BL.data["donor"] != src) - nutrition += (15 * REAGENTS_METABOLISM) - BL.volume -= REAGENTS_METABOLISM - if(BL.volume <= 0) - qdel(BL) - break //Only process one blood per tick, to maintain the same metabolism as nutriment for non-vampires. + if(species && species.flags & NO_BLOOD) + bleed_rate = 0 + return - if(B.data["donor"] != src) //If it's not theirs, then we look for theirs - for(var/datum/reagent/blood/D in vessel.reagent_list) - if(D.data["donor"] == src) - B = D - break + if(bodytemperature >= 225 && !(NOCLONE in mutations)) //cryosleep or husked people do not pump the blood. - vessel.add_reagent("blood", 0.1) // regenerate blood VERY slowly + //Blood regeneration if there is some space + if(blood_volume < max_blood && blood_volume) + if(mind) //Handles vampires "eating" blood that isn't their own. + if(mind in ticker.mode.vampires) + if(nutrition >= NUTRITION_LEVEL_WELL_FED) + return //We don't want blood tranfusions making vampires fat. + if(blood_data["donor"] != src) + nutrition += (15 * REAGENTS_METABOLISM) + return //Only process one blood per tick, to maintain the same metabolism as nutriment for non-vampires. + if(blood_volume < BLOOD_VOLUME_NORMAL) + blood_volume += 0.1 // regenerate blood VERY slowly //Effects of bloodloss @@ -102,6 +57,7 @@ adjustOxyLoss(round((BLOOD_VOLUME_NORMAL - blood_volume) * 0.02, 1)) if(prob(5)) EyeBlurry(6) + var/word = pick("dizzy","woozy","faint") to_chat(src, "You feel very [word].") if(BLOOD_VOLUME_SURVIVE to BLOOD_VOLUME_BAD) @@ -117,264 +73,215 @@ death() //Bleeding out - var/blood_max = 0 + var/temp_bleed = 0 for(var/obj/item/organ/external/temp in bodyparts) if(!(temp.status & ORGAN_BLEEDING) || temp.status & ORGAN_ROBOT) continue for(var/datum/wound/W in temp.wounds) if(W.bleeding()) - blood_max += W.damage / 4 + temp_bleed += W.damage / 4 if(temp.open) - blood_max += 2 //Yer stomach is cut open - drip(blood_max) + temp_bleed += 0.5 -//Makes a blood drop, leaking certain amount of blood from the mob -/mob/living/carbon/human/proc/drip(var/amt as num) + bleed_rate = max(bleed_rate - 0.5, temp_bleed)//if no wounds, other bleed effects (heparin) naturally decreases - if(species && species.flags & NO_BLOOD) //TODO: Make drips come from the reagents instead. - return + if(bleed_rate && !bleedsuppress) + bleed(bleed_rate) - if(!amt) - return +//Makes a blood drop, leaking amt units of blood from the mob +/mob/living/carbon/proc/bleed(amt) + if(blood_volume) + blood_volume = max(blood_volume - amt, 0) + if(isturf(loc)) //Blood loss still happens in locker, floor stays clean + if(amt >= 10) + add_splatter_floor(loc) + else + add_splatter_floor(loc, 1) - var/amm = 0.1 * amt - var/turf/T = get_turf(src) +/mob/living/carbon/human/bleed(amt) + if(!(species && species.flags & NO_BLOOD)) + ..() + if(species.exotic_blood) + var/datum/reagent/R = chemical_reagents_list[get_blood_id()] + if(istype(R) && isturf(loc)) + R.reaction_turf(get_turf(src), amt) - if(species.exotic_blood) - vessel.remove_reagent(species.exotic_blood,amm) - if(vessel.total_volume) - var/fraction = amm / vessel.total_volume - vessel.reaction(T, TOUCH, fraction) - return - - else - vessel.remove_reagent("blood",amm) - blood_splatter(src, src) +/mob/living/proc/restore_blood() + blood_volume = initial(blood_volume) +/mob/living/carbon/human/restore_blood() + blood_volume = BLOOD_VOLUME_NORMAL + bleed_rate = 0 /**************************************************** BLOOD TRANSFERS ****************************************************/ -//Gets blood from mob to the container, preserving all data in it. -/mob/living/carbon/proc/take_blood(obj/item/weapon/reagent_containers/container, var/amount) - var/datum/reagent/B = get_blood(container.reagents) - if(!istype(B, /datum/reagent/blood)) B = new /datum/reagent/blood - B.holder = container - B.volume += amount +//Gets blood from mob to a container or other mob, preserving all data in it. +/mob/living/proc/transfer_blood_to(atom/movable/AM, amount, forced) + if(!blood_volume || !AM.reagents) + return 0 + if(blood_volume < BLOOD_VOLUME_BAD && !forced) + return 0 - //set reagent data - B.data["donor"] = src - B.data["viruses"] = list() + if(blood_volume < amount) + amount = blood_volume - for(var/datum/disease/D in viruses) - B.data["viruses"] += D.Copy() - if(resistances && resistances.len) - B.data["resistances"] = resistances.Copy() + var/blood_id = get_blood_id() + if(!blood_id) + return 0 - B.data["blood_DNA"] = copytext(src.dna.unique_enzymes,1,0) - B.data["blood_type"] = copytext(src.dna.b_type,1,0) + blood_volume -= amount - // Putting this here due to return shenanigans. - if(istype(src,/mob/living/carbon/human)) - var/mob/living/carbon/human/H = src - B.data["blood_colour"] = H.species.blood_color - B.color = B.data["blood_colour"] + var/list/blood_data = get_blood_data(blood_id) - var/list/temp_chem = list() - for(var/datum/reagent/R in src.reagents.reagent_list) - temp_chem += R.id - temp_chem[R.id] = R.volume - B.data["trace_chem"] = list2params(temp_chem) - if(mind) - B.data["mind"] = mind - if(ckey) - B.data["ckey"] = ckey + if(iscarbon(AM)) + var/mob/living/carbon/C = AM + if(blood_id == C.get_blood_id())//both mobs have the same blood substance + if(blood_id == "blood") //normal blood + if(blood_data["viruses"]) + for(var/datum/disease/D in blood_data["viruses"]) + if((D.spread_flags & SPECIAL) || (D.spread_flags & NON_CONTAGIOUS)) + continue + C.ForceContractDisease(D) + if(!(blood_data["blood_type"] in get_safe_blood(C.dna.b_type))) + C.reagents.add_reagent("toxin", amount * 0.5) + return 1 - if(!suiciding) - B.data["cloneable"] = 1 - B.data["gender"] = gender - B.data["real_name"] = real_name - B.data["factions"] = faction - return B + C.blood_volume = min(C.blood_volume + round(amount, 0.1), BLOOD_VOLUME_MAXIMUM) + return 1 -//For humans, blood does not appear from blue, it comes from vessels. -/mob/living/carbon/human/take_blood(obj/item/weapon/reagent_containers/container, var/amount) - if(src.species.exotic_blood) - if(vessel.get_reagent_amount(src.species.exotic_blood) < amount) - return null - var/datum/reagent/W = new /datum/reagent - W.holder = container - W.volume += amount + AM.reagents.add_reagent(blood_id, amount, blood_data, bodytemperature) + return 1 + + +/mob/living/proc/get_blood_data(blood_id) + return + +/mob/living/carbon/human/get_blood_data(blood_id) + if(blood_id == "blood") //actual blood reagent + var/blood_data = list() + //set the blood data + blood_data["donor"] = src + blood_data["viruses"] = list() + + for(var/datum/disease/D in viruses) + blood_data["viruses"] += D.Copy() + + blood_data["blood_DNA"] = copytext(dna.unique_enzymes,1,0) + if(resistances && resistances.len) + blood_data["resistances"] = resistances.Copy() var/list/temp_chem = list() - for(var/datum/reagent/R in src.reagents.reagent_list) - temp_chem += R.id + for(var/datum/reagent/R in reagents.reagent_list) temp_chem[R.id] = R.volume - W.data["trace_chem"] = list2params(temp_chem) - vessel.remove_reagent(src.species.exotic_blood,amount) // Removes blood if human - return W - if(species && species.flags & NO_BLOOD) - return null - else - if(vessel.get_reagent_amount("blood") < amount) - return null - . = ..() - vessel.remove_reagent("blood",amount) // Removes blood if human + blood_data["trace_chem"] = list2params(temp_chem) + if(mind) + blood_data["mind"] = mind + if(ckey) + blood_data["ckey"] = ckey + if(!suiciding) + blood_data["cloneable"] = 1 + blood_data["blood_type"] = copytext(src.dna.b_type,1,0) + blood_data["gender"] = gender + blood_data["real_name"] = real_name + blood_data["blood_color"] = species.blood_color + blood_data["factions"] = faction + return blood_data -//Transfers blood from container ot vessels -/mob/living/carbon/proc/inject_blood(obj/item/weapon/reagent_containers/container, var/amount) - var/datum/reagent/blood/injected = get_blood(container.reagents) +//get the id of the substance this mob use as blood. +/mob/proc/get_blood_id() + return - if(!istype(injected)) +/mob/living/simple_animal/get_blood_id() + if(blood_volume) + return "blood" + +/mob/living/carbon/human/get_blood_id() + if(species.exotic_blood)//some races may bleed water..or kethcup.. + return species.exotic_blood + else if((species && species.flags & NO_BLOOD) || (NOCLONE in mutations)) return - - var/list/chems = list() - chems = params2list(injected.data["trace_chem"]) - for(var/C in chems) - src.reagents.add_reagent(C, (text2num(chems[C]) / BLOOD_VOLUME_NORMAL) * amount)//adds trace chemicals to owner's blood - reagents.update_total() - - container.reagents.remove_reagent("blood", amount) - -//Transfers blood from container ot vessels, respecting blood types compatability. -/mob/living/carbon/human/inject_blood(obj/item/weapon/reagent_containers/container, var/amount) - - var/datum/reagent/blood/injected = get_blood(container.reagents) - - if(!istype(injected)) //Sanity.. - return - - if(species && species.flags & NO_BLOOD) - reagents.add_reagent("blood", amount, injected.data) - reagents.update_total() - return - - var/datum/reagent/blood/our = get_blood(vessel) - - if(!istype(our)) // Do we not have blood? - vessel.add_reagent("blood", amount, injected.data) // This is only ran once, so we need to add back their DNA. - vessel.update_total() - ..() - our = get_blood(vessel) // Get the new blood. - our.data["blood_DNA"] = dna.unique_enzymes // Give it the proper DNA we had before (src.dna) - our.data["blood_type"] = dna.b_type // Proper blood type. - our.data["donor"] = src // Without this, it'd be random each time it was extracted or Null. - return - - if(blood_incompatible(injected.data["blood_type"],our.data["blood_type"]) ) - reagents.add_reagent("toxin",amount * 0.5) - reagents.update_total() - else - vessel.add_reagent("blood", amount, injected.data) - vessel.update_total() - ..() - -//Gets human's own blood. -/mob/living/carbon/proc/get_blood(datum/reagents/container) - var/datum/reagent/blood/res = locate() in container.reagent_list //Grab some blood - if(res) // Make sure there's some blood at all - if(res.data["donor"] != src) //If it's not theirs, then we look for theirs - for(var/datum/reagent/blood/D in container.reagent_list) - if(D.data["donor"] == src) - return D - return res - -/mob/living/carbon/human/get_blood(datum/reagents/container) - if(species.exotic_blood) - return container.get_reagent_from_id(species.exotic_blood) - else - return ..() - -/mob/living/carbon/proc/get_blood_name() return "blood" -/mob/living/carbon/human/get_blood_name() - if(species.exotic_blood) - return species.exotic_blood - else - return ..() +// This is has more potential uses, and is probably faster than the old proc. +/proc/get_safe_blood(bloodtype) + . = list() + if(!bloodtype) + return + switch(bloodtype) + if("A-") + return list("A-", "O-") + if("A+") + return list("A-", "A+", "O-", "O+") + if("B-") + return list("B-", "O-") + if("B+") + return list("B-", "B+", "O-", "O+") + if("AB-") + return list("A-", "B-", "O-", "AB-") + if("AB+") + return list("A-", "A+", "B-", "B+", "O-", "O+", "AB-", "AB+") + if("O-") + return list("O-") + if("O+") + return list("O-", "O+") -/proc/blood_incompatible(donor,receiver) +//to add a splatter of blood or other mob liquid. +/mob/living/proc/add_splatter_floor(turf/T, small_drip) + if(get_blood_id() != "blood")//is it blood or welding fuel? + return - var/donor_antigen = copytext(donor,1,lentext(donor)) - var/receiver_antigen = copytext(receiver,1,lentext(receiver)) - var/donor_rh = findtext("+",donor) - var/receiver_rh = findtext("+",receiver) + if(!T) + T = get_turf(src) - if(donor_rh && !receiver_rh) return 1 - switch(receiver_antigen) - if("A") - if(donor_antigen != "A" && donor_antigen != "O") return 1 - if("B") - if(donor_antigen != "B" && donor_antigen != "O") return 1 - if("O") - if(donor_antigen != "O") return 1 - //AB is a universal receiver. - return 0 + var/list/temp_blood_DNA + var/list/b_data = get_blood_data(get_blood_id()) -/* -Target: Thing/tile to get bloody -Source: Human or blood reagent -Large: Whether the splat should be big or not -*/ -/proc/blood_splatter(var/target,var/source,var/large = 0) - - var/obj/effect/decal/cleanable/blood/B - var/decal_type = /obj/effect/decal/cleanable/blood/splatter - var/turf/T = get_turf(target) - var/datum/reagent/blood/bld - if(istype(source,/mob/living/carbon/human)) - var/mob/living/carbon/human/H = source - bld = H.get_blood(H.vessel) - if(H.species.exotic_blood) - H.vessel.reaction(T, TOUCH) + if(small_drip) + // Only a certain number of drips (or one large splatter) can be on a given turf. + var/obj/effect/decal/cleanable/blood/drip/drop = locate() in T + if(drop) + if(drop.drips < 3) + drop.drips++ + drop.overlays |= pick(drop.random_icon_states) + drop.transfer_mob_blood_dna(src) + drop.basecolor = b_data["blood_color"] + drop.update_icon() + else + temp_blood_DNA = list() + temp_blood_DNA |= drop.blood_DNA.Copy() //we transfer the dna from the drip to the splatter + qdel(drop) + else + drop = new(T) + drop.transfer_mob_blood_dna(src) + drop.basecolor = b_data["blood_color"] + drop.update_icon() return - else if(H.species.flags & NO_BLOOD) - return - else if(istype(source, /datum/reagent)) - bld = source - if(!istype(bld, /datum/reagent/blood)) - var/datum/reagent/R = bld - if(istype(R)) - R.reaction_turf(T, R.volume) - return - else if(source) - log_runtime(EXCEPTION("Non-human or reagent blood source. Area: [get_area(source)], Name: [source]"), source) - - // Are we dripping or splattering? - var/list/drips = list() - // Only a certain number of drips (or one large splatter) can be on a given turf. - for(var/obj/effect/decal/cleanable/blood/drip/drop in T) - drips |= drop.drips - qdel(drop) - if(!large && drips.len < 3) - decal_type = /obj/effect/decal/cleanable/blood/drip // Find a blood decal or create a new one. - B = locate(decal_type) in T + var/obj/effect/decal/cleanable/blood/B = locate() in T if(!B) - B = new decal_type(T) + B = new /obj/effect/decal/cleanable/blood/splatter(T) + B.transfer_mob_blood_dna(src) //give blood info to the blood decal. + if(temp_blood_DNA) + B.blood_DNA |= temp_blood_DNA + B.update_icon() - var/obj/effect/decal/cleanable/blood/drip/drop = B - if(istype(drop) && drips && drips.len && !large) - drop.overlays |= drips - drop.drips |= drips +/mob/living/carbon/human/add_splatter_floor(turf/T, small_drip) + if(!(species && species.flags & NO_BLOOD)) + ..() - // If there's no data to copy, call it quits here. - if(!bld) - return B +/mob/living/carbon/alien/add_splatter_floor(turf/T, small_drip) + if(!T) + T = get_turf(src) + var/obj/effect/decal/cleanable/blood/xeno/B = locate() in T.contents + if(!B) + B = new(T) + B.blood_DNA["UNKNOWN DNA"] = "X*" - // Update appearance. - if(bld.data["blood_colour"]) - B.basecolor = bld.data["blood_colour"] - B.update_icon() - - // Update blood information. - if(bld.data["blood_DNA"]) - B.blood_DNA = list() - if(bld.data["blood_type"]) - B.blood_DNA[bld.data["blood_DNA"]] = bld.data["blood_type"] - else - B.blood_DNA[bld.data["blood_DNA"]] = "O+" - - return B +/mob/living/silicon/robot/add_splatter_floor(turf/T, small_drip) + if(!T) + T = get_turf(src) + var/obj/effect/decal/cleanable/blood/oil/B = locate() in T.contents + if(!B) + B = new(T) \ No newline at end of file diff --git a/code/modules/surgery/organs/organ.dm b/code/modules/surgery/organs/organ.dm index 572a4112f06..414bdc0e844 100644 --- a/code/modules/surgery/organs/organ.dm +++ b/code/modules/surgery/organs/organ.dm @@ -32,6 +32,7 @@ var/list/organ_cache = list() var/sterile = 0 //can the organ be infected by germs? var/tough = 0 //can organ be easily damaged? + /obj/item/organ/Destroy() processing_objects.Remove(src) if(owner) @@ -316,9 +317,9 @@ var/list/organ_cache = list() loc = get_turf(owner) processing_objects |= src var/datum/reagent/blood/organ_blood - if(reagents) organ_blood = reagents.get_reagent_from_id(owner.get_blood_name()) + if(reagents) organ_blood = reagents.get_reagent_from_id(owner.get_blood_id()) if((!organ_blood || !organ_blood.data["blood_DNA"]) && (owner && !(owner.species.flags & NO_BLOOD))) - owner.vessel.trans_to(src, 5, 1, 1) + owner.transfer_blood_to(src) if(owner && vital && is_primary_organ()) // I'd do another check for species or whatever so that you couldn't "kill" an IPC by removing a human head from them, but it doesn't matter since they'll come right back from the dead if(user) diff --git a/code/modules/surgery/organs/organ_external.dm b/code/modules/surgery/organs/organ_external.dm index b43b7ad1c64..7ad38b5060d 100644 --- a/code/modules/surgery/organs/organ_external.dm +++ b/code/modules/surgery/organs/organ_external.dm @@ -577,9 +577,9 @@ Note that amputating the affected organ does in fact remove the infection from t var/bicardose = owner.reagents.get_reagent_amount("styptic_powder") if(!bicardose) //styptic powder stops internal wounds from growing bigger with time, and also stop bleeding W.open_wound(0.1 * wound_update_accuracy) - owner.vessel.remove_reagent("blood",0.05 * W.damage * wound_update_accuracy) + owner.blood_volume -= (0.05 * W.damage * wound_update_accuracy) - owner.vessel.remove_reagent("blood",0.02 * W.damage * wound_update_accuracy) + owner.blood_volume -= (0.02 * W.damage * wound_update_accuracy) if(prob(1 * wound_update_accuracy)) owner.custom_pain("You feel a stabbing pain in your [name]!",1) @@ -744,7 +744,7 @@ Note that amputating the affected organ does in fact remove the infection from t switch(disintegrate) if(DROPLIMB_SHARP) compile_icon() - add_blood(victim) + add_blood(victim.blood_DNA, victim.species.blood_color) var/matrix/M = matrix() M.Turn(rand(180)) src.transform = M diff --git a/code/modules/surgery/organs/organ_internal.dm b/code/modules/surgery/organs/organ_internal.dm index 602a6e295d5..e07208cc97d 100644 --- a/code/modules/surgery/organs/organ_internal.dm +++ b/code/modules/surgery/organs/organ_internal.dm @@ -224,10 +224,11 @@ if(world.time > (last_pump + pump_delay)) if(ishuman(owner) && owner.client) //While this entire item exists to make people suffer, they can't control disconnects. var/mob/living/carbon/human/H = owner - H.vessel.remove_reagent("blood", blood_loss) - to_chat(H, "You have to keep pumping your blood!") - if(H.client) - H.client.color = "red" //bloody screen so real + if(!(H.species.flags & NO_BLOOD)) + H.blood_volume = max(H.blood_volume - blood_loss, 0) + to_chat(H, "You have to keep pumping your blood!") + if(H.client) + H.client.color = "red" //bloody screen so real else last_pump = world.time //lets be extra fair *sigh* @@ -256,13 +257,14 @@ var/mob/living/carbon/human/H = owner if(istype(H)) - H.vessel.add_reagent("blood", (cursed_heart.blood_loss*0.5))//gain half the blood back from a failure - if(owner.client) - owner.client.color = "" + if(!(H.species.flags & NO_BLOOD)) + H.blood_volume = min(H.blood_volume + cursed_heart.blood_loss*0.5, BLOOD_VOLUME_MAXIMUM) + if(owner.client) + owner.client.color = "" - H.adjustBruteLoss(-cursed_heart.heal_brute) - H.adjustFireLoss(-cursed_heart.heal_burn) - H.adjustOxyLoss(-cursed_heart.heal_oxy) + H.adjustBruteLoss(-cursed_heart.heal_brute) + H.adjustFireLoss(-cursed_heart.heal_burn) + H.adjustOxyLoss(-cursed_heart.heal_oxy) /obj/item/organ/internal/lungs name = "lungs" @@ -289,7 +291,7 @@ if(is_bruised()) if(prob(2)) owner.custom_emote(1, "coughs up blood!") - owner.drip(10) + owner.bleed(1) if(prob(4)) owner.custom_emote(1, "gasps for air!") owner.AdjustLoseBreath(5) diff --git a/code/modules/surgery/organs/vocal_cords.dm b/code/modules/surgery/organs/vocal_cords.dm index d3f3c2c933b..4bb0f2846c7 100644 --- a/code/modules/surgery/organs/vocal_cords.dm +++ b/code/modules/surgery/organs/vocal_cords.dm @@ -244,7 +244,7 @@ var/static/regex/multispin_words = regex("like a record baby") //BLEED else if((findtext(message, bleed_words))) for(var/mob/living/carbon/human/H in listeners) - H.drip(100 * power_multiplier) + H.bleed_rate += (5 * power_multiplier) next_command = world.time + cooldown_damage //FIRE diff --git a/icons/effects/blood.dmi b/icons/effects/blood.dmi index 28e2fd791ff..855c443a203 100644 Binary files a/icons/effects/blood.dmi and b/icons/effects/blood.dmi differ diff --git a/icons/effects/fluidtracks.dmi b/icons/effects/fluidtracks.dmi index 810ecc7f265..d4152ea83bc 100644 Binary files a/icons/effects/fluidtracks.dmi and b/icons/effects/fluidtracks.dmi differ