Files
Paradise/code/modules/mob/mob.dm
2016-07-21 13:04:02 -04:00

1426 lines
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/mob/Destroy()//This makes sure that mobs with clients/keys are not just deleted from the game.
mob_list -= src
dead_mob_list -= src
living_mob_list -= src
qdel(hud_used)
hud_used = null
if(mind && mind.current == src)
spellremove(src)
mobspellremove(src)
for(var/infection in viruses)
qdel(infection)
ghostize()
for(var/mob/dead/observer/M in following_mobs)
M.following = null
following_mobs = null
if(buckled)
buckled.unbuckle_mob()
if(viewing_alternate_appearances)
for(var/datum/alternate_appearance/AA in viewing_alternate_appearances)
AA.viewers -= src
viewing_alternate_appearances = null
return ..()
/mob/New()
mob_list += src
if(stat == DEAD)
dead_mob_list += src
else
living_mob_list += src
prepare_huds()
..()
/atom/proc/prepare_huds()
for(var/hud in hud_possible)
hud_list[hud] = image('icons/mob/hud.dmi', src, "")
/mob/proc/generate_name()
return name
/mob/proc/Cell()
set category = "Admin"
set hidden = 1
if(!loc) return 0
var/datum/gas_mixture/environment = loc.return_air()
var/t = "\blue Coordinates: [x],[y] \n"
t+= "\red Temperature: [environment.temperature] \n"
t+= "\blue Nitrogen: [environment.nitrogen] \n"
t+= "\blue Oxygen: [environment.oxygen] \n"
t+= "\blue Plasma : [environment.toxins] \n"
t+= "\blue Carbon Dioxide: [environment.carbon_dioxide] \n"
for(var/datum/gas/trace_gas in environment.trace_gases)
to_chat(usr, "\blue [trace_gas.type]: [trace_gas.moles] \n")
usr.show_message(t, 1)
/mob/proc/show_message(msg, type, alt, alt_type)//Message, type of message (1 or 2), alternative message, alt message type (1 or 2)
if(!client) return
if(type)
if(type & 1 && (disabilities & BLIND || blinded || paralysis) )//Vision related
if(!( alt ))
return
else
msg = alt
type = alt_type
if(type & 2 && (disabilities & DEAF || ear_deaf))//Hearing related
if(!( alt ))
return
else
msg = alt
type = alt_type
if((type & 1 && disabilities & BLIND))
return
// Added voice muffling for Issue 41.
if(stat == UNCONSCIOUS || (sleeping > 0 && stat != 2))
to_chat(src, "<I>... You can almost hear someone talking ...</I>")
else
to_chat(src, msg)
return
// Show a message to all mobs in sight of this one
// This would be for visible actions by the src mob
// message is the message output to anyone who can see e.g. "[src] does something!"
// self_message (optional) is what the src mob sees e.g. "You do something!"
// blind_message (optional) is what blind people will hear e.g. "You hear something!"
/mob/visible_message(var/message, var/self_message, var/blind_message)
for(var/mob/M in viewers(src))
if(M.see_invisible < invisibility)
continue //can't view the invisible
var/msg = message
if(self_message && M==src)
msg = self_message
M.show_message( msg, 1, blind_message, 2)
// Show a message to all mobs in sight of this atom
// Use for objects performing visible actions
// message is output to anyone who can see, e.g. "The [src] does something!"
// blind_message (optional) is what blind people will hear e.g. "You hear something!"
/atom/proc/visible_message(var/message, var/blind_message)
for(var/mob/M in viewers(src))
M.show_message( message, 1, blind_message, 2)
// Show a message to all mobs in earshot of this one
// This would be for audible actions by the src mob
// message is the message output to anyone who can hear.
// self_message (optional) is what the src mob hears.
// deaf_message (optional) is what deaf people will see.
// hearing_distance (optional) is the range, how many tiles away the message can be heard.
/mob/audible_message(var/message, var/deaf_message, var/hearing_distance, var/self_message)
var/range = 7
if(hearing_distance)
range = hearing_distance
var/msg = message
for(var/mob/M in get_mobs_in_view(range, src))
if(self_message && M==src)
msg = self_message
M.show_message(msg, 2, deaf_message, 1)
// based on say code
var/omsg = replacetext(message, "<B>[src]</B> ", "")
var/list/listening_obj = new
for(var/atom/movable/A in view(range, src))
if(istype(A, /mob))
var/mob/M = A
for(var/obj/O in M.contents)
listening_obj |= O
else if(istype(A, /obj))
var/obj/O = A
listening_obj |= O
for(var/obj/O in listening_obj)
O.hear_message(src, omsg)
// Show a message to all mobs in earshot of this atom
// Use for objects performing audible actions
// message is the message output to anyone who can hear.
// deaf_message (optional) is what deaf people will see.
// hearing_distance (optional) is the range, how many tiles away the message can be heard.
/atom/proc/audible_message(var/message, var/deaf_message, var/hearing_distance)
var/range = 7
if(hearing_distance)
range = hearing_distance
for(var/mob/M in get_mobs_in_view(range, src))
M.show_message( message, 2, deaf_message, 1)
/mob/proc/findname(msg)
for(var/mob/M in mob_list)
if(M.real_name == text("[]", msg))
return M
return 0
/mob/proc/movement_delay()
return 0
/mob/proc/Life()
// handle_typing_indicator()
return
/mob/proc/restrained()
return
/mob/proc/incapacitated()
return
//This proc is called whenever someone clicks an inventory ui slot.
/mob/proc/attack_ui(slot)
var/obj/item/W = get_active_hand()
if(istype(W))
if(istype(W, /obj/item/clothing))
var/obj/item/clothing/C = W
if(C.rig_restrict_helmet)
to_chat(src, "\red You must fasten the helmet to a hardsuit first. (Target the head and use on a hardsuit)")// Stop eva helms equipping.
else
equip_to_slot_if_possible(C, slot)
else
equip_to_slot_if_possible(W, slot)
else if(!restrained())
W = get_item_by_slot(slot)
if(W)
W.attack_hand(src)
if(ishuman(src) && W == src:head)
src:update_hair()
src:update_fhair()
/mob/proc/put_in_any_hand_if_possible(obj/item/W as obj, del_on_fail = 0, disable_warning = 1, redraw_mob = 1)
if(equip_to_slot_if_possible(W, slot_l_hand, del_on_fail, disable_warning, redraw_mob))
return 1
else if(equip_to_slot_if_possible(W, slot_r_hand, del_on_fail, disable_warning, redraw_mob))
return 1
return 0
//This is a SAFE proc. Use this instead of equip_to_slot()!
//set del_on_fail to have it delete W if it fails to equip
//set disable_warning to disable the 'you are unable to equip that' warning.
//unset redraw_mob to prevent the mob from being redrawn at the end.
/mob/proc/equip_to_slot_if_possible(obj/item/W as obj, slot, del_on_fail = 0, disable_warning = 0, redraw_mob = 1)
if(!istype(W)) return 0
if(!W.mob_can_equip(src, slot, disable_warning))
if(del_on_fail)
qdel(W)
else
if(!disable_warning)
to_chat(src, "\red You are unable to equip that.")//Only print if del_on_fail is false
return 0
equip_to_slot(W, slot, redraw_mob) //This proc should not ever fail.
return 1
//This is an UNSAFE proc. It merely handles the actual job of equipping. All the checks on whether you can or can't eqip need to be done before! Use mob_can_equip() for that task.
//In most cases you will want to use equip_to_slot_if_possible()
/mob/proc/equip_to_slot(obj/item/W as obj, slot)
return
//This is just a commonly used configuration for the equip_to_slot_if_possible() proc, used to equip people when the rounds tarts and when events happen and such.
/mob/proc/equip_to_slot_or_del(obj/item/W as obj, slot)
return equip_to_slot_if_possible(W, slot, 1, 1, 0)
// Convinience proc. Collects crap that fails to equip either onto the mob's back, or drops it.
// Used in job equipping so shit doesn't pile up at the start loc.
/mob/living/carbon/human/proc/equip_or_collect(var/obj/item/W, var/slot)
if(W.mob_can_equip(src, slot, 1))
//Mob can equip. Equip it.
equip_to_slot_or_del(W, slot)
else
//Mob can't equip it. Put it in a bag B.
// Do I have a backpack?
var/obj/item/weapon/storage/B
if(istype(back,/obj/item/weapon/storage))
//Mob is wearing backpack
B = back
else
//not wearing backpack. Check if player holding plastic bag
B=is_in_hands(/obj/item/weapon/storage/bag/plasticbag)
if(!B) //If not holding plastic bag, give plastic bag
B=new /obj/item/weapon/storage/bag/plasticbag(null) // Null in case of failed equip.
if(!put_in_hands(B))
return // Bag could not be placed in players hands. I don't know what to do here...
//Now, B represents a container we can insert W into.
B.handle_item_insertion(W,1)
return B
//The list of slots by priority. equip_to_appropriate_slot() uses this list. Doesn't matter if a mob type doesn't have a slot.
var/list/slot_equipment_priority = list( \
slot_back,\
slot_wear_id,\
slot_wear_pda,\
slot_w_uniform,\
slot_wear_suit,\
slot_wear_mask,\
slot_head,\
slot_shoes,\
slot_gloves,\
slot_l_ear,\
slot_r_ear,\
slot_glasses,\
slot_belt,\
slot_s_store,\
slot_tie,\
slot_l_store,\
slot_r_store\
)
//puts the item "W" into an appropriate slot in a human's inventory
//returns 0 if it cannot, 1 if successful
/mob/proc/equip_to_appropriate_slot(obj/item/W)
if(!istype(W)) return 0
for(var/slot in slot_equipment_priority)
if(istype(W,/obj/item/weapon/storage/) && slot == slot_head) // Storage items should be put on the belt before the head
continue
if(equip_to_slot_if_possible(W, slot, 0, 1, 1)) //del_on_fail = 0; disable_warning = 0; redraw_mob = 1
return 1
return 0
/mob/proc/check_for_open_slot(obj/item/W)
if(!istype(W)) return 0
var/openslot = 0
for(var/slot in slot_equipment_priority)
if(W.mob_check_equip(src, slot, 1) == 1)
openslot = 1
break
return openslot
/obj/item/proc/mob_check_equip(M as mob, slot, disable_warning = 0)
if(!M) return 0
if(!slot) return 0
if(ishuman(M))
//START HUMAN
var/mob/living/carbon/human/H = M
switch(slot)
if(slot_l_hand)
if(H.l_hand)
return 0
return 1
if(slot_r_hand)
if(H.r_hand)
return 0
return 1
if(slot_wear_mask)
if( !(slot_flags & SLOT_MASK) )
return 0
if(H.wear_mask)
return 0
return 1
if(slot_back)
if( !(slot_flags & SLOT_BACK) )
return 0
if(H.back)
if(!(H.back.flags & NODROP))
return 2
else
return 0
return 1
if(slot_wear_suit)
if( !(slot_flags & SLOT_OCLOTHING) )
return 0
if(H.wear_suit)
if(!(H.wear_suit.flags & NODROP))
return 2
else
return 0
return 1
if(slot_gloves)
if( !(slot_flags & SLOT_GLOVES) )
return 0
if(H.gloves)
if(!(H.gloves.flags & NODROP))
return 2
else
return 0
return 1
if(slot_shoes)
if( !(slot_flags & SLOT_FEET) )
return 0
if(H.shoes)
if(!(H.shoes.flags & NODROP))
return 2
else
return 0
return 1
if(slot_belt)
if(!H.w_uniform)
if(!disable_warning)
to_chat(H, "\red You need a jumpsuit before you can attach this [name].")
return 0
if( !(slot_flags & SLOT_BELT) )
return 0
if(H.belt)
if(!(H.belt.flags & NODROP))
return 2
else
return 0
return 1
if(slot_glasses)
if( !(slot_flags & SLOT_EYES) )
return 0
if(H.glasses)
if(!(H.glasses.flags & NODROP))
return 2
else
return 0
return 1
if(slot_head)
if( !(slot_flags & SLOT_HEAD) )
return 0
if(H.head)
if(!(H.head.flags & NODROP))
return 2
else
return 0
return 1
if(slot_l_ear)
if( !(slot_flags & slot_l_ear) )
return 0
if(H.l_ear)
if(!(H.l_ear.flags & NODROP))
return 2
else
return 0
return 1
if(slot_r_ear)
if( !(slot_flags & slot_r_ear) )
return 0
if(H.r_ear)
if(!(H.r_ear.flags & NODROP))
return 2
else
return 0
return 1
if(slot_w_uniform)
if( !(slot_flags & SLOT_ICLOTHING) )
return 0
if((FAT in H.mutations) && !(flags_size & ONESIZEFITSALL))
return 0
if(H.w_uniform)
if(!(H.w_uniform.flags & NODROP))
return 2
else
return 0
return 1
if(slot_wear_id)
if(!H.w_uniform)
if(!disable_warning)
to_chat(H, "\red You need a jumpsuit before you can attach this [name].")
return 0
if( !(slot_flags & SLOT_ID) )
return 0
if(H.wear_id)
if(!(H.wear_id.flags & NODROP))
return 2
else
return 0
return 1
if(slot_l_store)
if(H.l_store)
return 0
if(!H.w_uniform)
if(!disable_warning)
to_chat(H, "\red You need a jumpsuit before you can attach this [name].")
return 0
if(slot_flags & SLOT_DENYPOCKET)
return
if( w_class <= 2 || (slot_flags & SLOT_POCKET) )
return 1
if(slot_r_store)
if(H.r_store)
return 0
if(!H.w_uniform)
if(!disable_warning)
to_chat(H, "\red You need a jumpsuit before you can attach this [name].")
return 0
if(slot_flags & SLOT_DENYPOCKET)
return 0
if( w_class <= 2 || (slot_flags & SLOT_POCKET) )
return 1
return 0
if(slot_s_store)
if(!H.wear_suit)
if(!disable_warning)
to_chat(H, "\red You need a suit before you can attach this [name].")
return 0
if(!H.wear_suit.allowed)
if(!disable_warning)
to_chat(usr, "You somehow have a suit with no defined allowed items for suit storage, stop that.")
return 0
if(src.w_class > 4)
if(!disable_warning)
to_chat(usr, "The [name] is too big to attach.")
return 0
if( istype(src, /obj/item/device/pda) || istype(src, /obj/item/weapon/pen) || is_type_in_list(src, H.wear_suit.allowed) )
if(H.s_store)
if(!(H.s_store.flags & NODROP))
return 2
else
return 0
else
return 1
return 0
if(slot_handcuffed)
if(H.handcuffed)
return 0
if(!istype(src, /obj/item/weapon/restraints/handcuffs))
return 0
return 1
if(slot_legcuffed)
if(H.legcuffed)
return 0
if(!istype(src, /obj/item/weapon/restraints/legcuffs))
return 0
return 1
if(slot_in_backpack)
if(H.back && istype(H.back, /obj/item/weapon/storage/backpack))
var/obj/item/weapon/storage/backpack/B = H.back
if(B.contents.len < B.storage_slots && w_class <= B.max_w_class)
return 1
return 0
return 0 //Unsupported slot
//END HUMAN
/mob/proc/reset_view(atom/A)
if(client)
if(istype(A, /atom/movable))
client.perspective = EYE_PERSPECTIVE
client.eye = A
else
if(isturf(loc))
client.eye = client.mob
client.perspective = MOB_PERSPECTIVE
else
client.perspective = EYE_PERSPECTIVE
client.eye = loc
return
/mob/proc/show_inv(mob/user)
user.set_machine(src)
var/dat = {"<table>
<tr><td><B>Left Hand:</B></td><td><A href='?src=\ref[src];item=[slot_l_hand]'>[(l_hand && !(l_hand.flags&ABSTRACT)) ? l_hand : "<font color=grey>Empty</font>"]</A></td></tr>
<tr><td><B>Right Hand:</B></td><td><A href='?src=\ref[src];item=[slot_r_hand]'>[(r_hand && !(r_hand.flags&ABSTRACT)) ? r_hand : "<font color=grey>Empty</font>"]</A></td></tr>
<tr><td>&nbsp;</td></tr>"}
dat += {"</table>
<A href='?src=\ref[user];mach_close=mob\ref[src]'>Close</A>
"}
var/datum/browser/popup = new(user, "mob\ref[src]", "[src]", 440, 250)
popup.set_content(dat)
popup.open()
//mob verbs are faster than object verbs. See http://www.byond.com/forum/?post=1326139&page=2#comment8198716 for why this isn't atom/verb/examine()
/mob/verb/examinate(atom/A as mob|obj|turf in view())
set name = "Examine"
set category = "IC"
if((is_blind(src) || usr.stat) && !isobserver(src))
to_chat(src, "<span class='notice'>Something is there but you can't see it.</span>")
return 1
face_atom(A)
A.examine(src)
//same as above
//note: ghosts can point, this is intended
//visible_message will handle invisibility properly
//overriden here and in /mob/dead/observer for different point span classes and sanity checks
/mob/verb/pointed(atom/A as mob|obj|turf in view())
set name = "Point To"
set category = "Object"
if(next_move >= world.time)
return
if(!src || !isturf(src.loc))
return 0
if(istype(A, /obj/effect/decal/point))
return 0
var/tile = get_turf(A)
if(!tile)
return 0
changeNext_move(CLICK_CD_POINT)
var/obj/P = new /obj/effect/decal/point(tile)
P.invisibility = invisibility
spawn (20)
if(P)
qdel(P)
return 1
/mob/proc/ret_grab(obj/effect/list_container/mobl/L as obj, flag)
if((!( istype(l_hand, /obj/item/weapon/grab) ) && !( istype(r_hand, /obj/item/weapon/grab) )))
if(!( L ))
return null
else
return L.container
else
if(!( L ))
L = new /obj/effect/list_container/mobl( null )
L.container += src
L.master = src
if(istype(l_hand, /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = l_hand
if(!( L.container.Find(G.affecting) ))
L.container += G.affecting
if(G.affecting)
G.affecting.ret_grab(L, 1)
if(istype(r_hand, /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = r_hand
if(!( L.container.Find(G.affecting) ))
L.container += G.affecting
if(G.affecting)
G.affecting.ret_grab(L, 1)
if(!( flag ))
if(L.master == src)
var/list/temp = list( )
temp += L.container
//L = null
qdel(L)
return temp
else
return L.container
return
/mob/verb/mode()
set name = "Activate Held Object"
set category = null
set src = usr
if(istype(loc,/obj/mecha)) return
if(hand)
var/obj/item/W = l_hand
if(W)
W.attack_self(src)
update_inv_l_hand()
else
var/obj/item/W = r_hand
if(W)
W.attack_self(src)
update_inv_r_hand()
return
/*
/mob/verb/dump_source()
var/master = "<PRE>"
for(var/t in typesof(/area))
master += text("[]\n", t)
//Foreach goto(26)
src << browse(master)
return
*/
/mob/verb/memory()
set name = "Notes"
set category = "IC"
if(mind)
mind.show_memory(src)
else
to_chat(src, "The game appears to have misplaced your mind datum, so we can't show you your notes.")
/mob/verb/add_memory(msg as message)
set name = "Add Note"
set category = "IC"
msg = copytext(msg, 1, MAX_MESSAGE_LEN)
msg = sanitize_simple(html_encode(msg), list("\n" = "<BR>"))
if(mind)
mind.store_memory(msg)
else
to_chat(src, "The game appears to have misplaced your mind datum, so we can't show you your notes.")
/mob/proc/store_memory(msg as message, popup, sane = 1)
msg = copytext(msg, 1, MAX_MESSAGE_LEN)
if(sane)
msg = sanitize(msg)
if(length(memory) == 0)
memory += msg
else
memory += "<BR>[msg]"
if(popup)
memory()
/mob/proc/update_flavor_text()
set src in usr
if(usr != src)
to_chat(usr, "No.")
var/msg = input(usr,"Set the flavor text in your 'examine' verb. Can also be used for OOC notes about your character.","Flavor Text",html_decode(flavor_text)) as message|null
if(msg != null)
msg = copytext(msg, 1, MAX_MESSAGE_LEN)
msg = html_encode(msg)
flavor_text = msg
/mob/proc/print_flavor_text(var/shrink = 1)
if(flavor_text && flavor_text != "")
var/msg = replacetext(flavor_text, "\n", " ")
if(lentext(msg) <= 40 || !shrink)
return "<span class='notice'>[html_encode(msg)]</span>" //Repeat after me, "I will not give players access to decoded HTML."
else
return "<span class='notice'>[copytext_preserve_html(msg, 1, 37)]... <a href='byond://?src=\ref[src];flavor_more=1'>More...</a></span>"
/mob/proc/is_dead()
return stat == DEAD
/mob
var/newPlayerType = /mob/new_player
/mob/verb/abandon_mob()
set name = "Respawn"
set category = "OOC"
if(!abandon_allowed)
to_chat(usr, "<span class='warning'>Respawning is disabled.</span>")
return
if(stat != DEAD || !ticker)
to_chat(usr, "<span class='boldnotice'>You must be dead to use this!</span>")
return
log_game("[key_name(usr)] has respawned.")
to_chat(usr, "<span class='boldnotice'>Make sure to play a different character, and please roleplay correctly!</span>")
if(!client)
log_game("[key_name(usr)] respawn failed due to disconnect.")
return
client.screen.Cut()
client.screen += client.void
if(!client)
log_game("[key_name(usr)] respawn failed due to disconnect.")
return
var/mob/new_player/M = new /mob/new_player()
if(!client)
log_game("[key_name(usr)] respawn failed due to disconnect.")
qdel(M)
return
M.key = key
return
/mob/verb/observe()
set name = "Observe"
set category = "OOC"
var/is_admin = 0
if(client.holder && (client.holder.rights & R_ADMIN))
is_admin = 1
else if(stat != DEAD || istype(src, /mob/new_player))
to_chat(usr, "\blue You must be observing to use this!")
return
if(is_admin && stat == DEAD)
is_admin = 0
var/list/names = list()
var/list/namecounts = list()
var/list/creatures = list()
for(var/obj/O in world) //EWWWWWWWWWWWWWWWWWWWWWWWW ~needs to be optimised
if(!O.loc)
continue
if(istype(O, /obj/item/weapon/disk/nuclear))
var/name = "Nuclear Disk"
if(names.Find(name))
namecounts[name]++
name = "[name] ([namecounts[name]])"
else
names.Add(name)
namecounts[name] = 1
creatures[name] = O
if(istype(O, /obj/singularity))
var/name = "Singularity"
if(names.Find(name))
namecounts[name]++
name = "[name] ([namecounts[name]])"
else
names.Add(name)
namecounts[name] = 1
creatures[name] = O
for(var/mob/M in sortAtom(mob_list))
var/name = M.name
if(names.Find(name))
namecounts[name]++
name = "[name] ([namecounts[name]])"
else
names.Add(name)
namecounts[name] = 1
creatures[name] = M
client.perspective = EYE_PERSPECTIVE
var/eye_name = null
var/ok = "[is_admin ? "Admin Observe" : "Observe"]"
eye_name = input("Please, select a player!", ok, null, null) as null|anything in creatures
if(!eye_name)
return
var/mob/mob_eye = creatures[eye_name]
if(client && mob_eye)
client.eye = mob_eye
if(is_admin)
client.adminobs = 1
if(mob_eye == client.mob || client.eye == client.mob)
client.adminobs = 0
/mob/verb/cancel_camera()
set name = "Cancel Camera View"
set category = "OOC"
reset_view(null)
unset_machine()
if(istype(src, /mob/living))
if(src:cameraFollow)
src:cameraFollow = null
/mob/Topic(href, href_list)
if(href_list["mach_close"])
var/t1 = text("window=[href_list["mach_close"]]")
unset_machine()
src << browse(null, t1)
if(href_list["refresh"])
if(machine && in_range(src, usr))
show_inv(machine)
if(!usr.stat && usr.canmove && !usr.restrained() && in_range(src, usr))
if(href_list["item"])
var/slot = text2num(href_list["item"])
var/obj/item/what = get_item_by_slot(slot)
if(what)
usr.stripPanelUnequip(what,src,slot)
else
usr.stripPanelEquip(what,src,slot)
if(usr.machine == src)
if(Adjacent(usr))
show_inv(usr)
else
usr << browse(null,"window=mob\ref[src]")
if(href_list["flavor_more"])
usr << browse(text("<HTML><HEAD><TITLE>[]</TITLE></HEAD><BODY><TT>[]</TT></BODY></HTML>", name, replacetext(flavor_text, "\n", "<BR>")), text("window=[];size=500x200", name))
onclose(usr, "[name]")
if(href_list["flavor_change"])
update_flavor_text()
return
// The src mob is trying to strip an item from someone
// Defined in living.dm
/mob/proc/stripPanelUnequip(obj/item/what, mob/who)
return
// The src mob is trying to place an item on someone
// Defined in living.dm
/mob/proc/stripPanelEquip(obj/item/what, mob/who)
return
/mob/proc/pull_damage()
if(ishuman(src))
var/mob/living/carbon/human/H = src
if(H.health <= config.health_threshold_softcrit)
for(var/name in H.organs_by_name)
var/obj/item/organ/external/e = H.organs_by_name[name]
if(e && H.lying)
if(((e.status & ORGAN_BROKEN && !(e.status & ORGAN_SPLINTED)) || e.status & ORGAN_BLEEDING) && (H.getBruteLoss() + H.getFireLoss() >= 100))
return 1
break
return 0
/mob/MouseDrop(mob/M as mob)
..()
if(M != usr) return
if(M.small) return // Stops pAI drones and small mobs (borers, parrots, crabs) from stripping people. --DZD
if(!M.can_strip) return
if(usr == src) return
if(!Adjacent(usr)) return
show_inv(usr)
//this and stop_pulling really ought to be /mob/living procs
/mob/proc/start_pulling(atom/movable/AM)
if( !AM || !src || src==AM || !isturf(AM.loc) ) //if there's no person pulling OR the person is pulling themself OR the object being pulled is inside something: abort!
return
if(!( AM.anchored ))
AM.add_fingerprint(src)
// If we're pulling something then drop what we're currently pulling and pull this instead.
if(pulling)
// Are we trying to pull something we are already pulling? Then just stop here, no need to continue.
if(AM == pulling)
return
stop_pulling()
src.pulling = AM
AM.pulledby = src
if(pullin)
pullin.update_icon(src)
if(ismob(AM))
var/mob/M = AM
if(!iscarbon(src))
M.LAssailant = null
else
M.LAssailant = usr
/mob/verb/stop_pulling()
set name = "Stop Pulling"
set category = "IC"
if(pulling)
pulling.pulledby = null
pulling = null
if(pullin)
pullin.update_icon(src)
/mob/proc/can_use_hands()
return
/mob/proc/is_mechanical()
return mind && (mind.assigned_role == "Cyborg" || mind.assigned_role == "AI")
/mob/proc/is_ready()
return client && !!mind
/mob/proc/is_in_brig()
if(!loc || !loc.loc)
return 0
// They should be in a cell or the Brig portion of the shuttle.
var/area/A = loc.loc
if(!istype(A, /area/security/prison) && !istype(A, /area/prison))
if(!istype(A, /area/shuttle/escape) || loc.name != "Brig floor")
return 0
// If they still have their ID they're not brigged.
for(var/obj/item/weapon/card/id/card in src)
return 0
for(var/obj/item/device/pda/P in src)
if(P.id)
return 0
return 1
/mob/proc/get_gender()
return gender
/mob/proc/is_muzzled()
return 0
/mob/Stat()
..()
if(listed_turf && client)
if(!TurfAdjacent(listed_turf))
listed_turf = null
else
statpanel(listed_turf.name, null, listed_turf)
for(var/atom/A in listed_turf)
if(A.invisibility > see_invisible)
continue
if(is_type_in_list(A, shouldnt_see))
continue
statpanel(listed_turf.name, null, A)
statpanel("Status") // We only want alt-clicked turfs to come before Status
if(mind && mind.changeling)
add_stings_to_statpanel(mind.changeling.purchasedpowers)
if(mob_spell_list && mob_spell_list.len)
for(var/obj/effect/proc_holder/spell/S in mob_spell_list)
add_spell_to_statpanel(S)
if(mind && istype(src, /mob/living) && mind.spell_list && mind.spell_list.len)
for(var/obj/effect/proc_holder/spell/S in mind.spell_list)
add_spell_to_statpanel(S)
if(client && client.holder)
if(statpanel("DI")) //not looking at that panel
stat("Loc", "([x], [y], [z]) [loc]")
stat("CPU", "[world.cpu]")
stat("Instances", "[world.contents.len]")
if(processScheduler)
processScheduler.statProcesses()
statpanel("Status") // Switch to the Status panel again, for the sake of the lazy Stat procs
// this function displays the station time in the status panel
/mob/proc/show_stat_station_time()
stat(null, "Station Time: [worldtime2text()]")
// this function displays the shuttles ETA in the status panel if the shuttle has been called
/mob/proc/show_stat_emergency_shuttle_eta()
var/ETA = shuttle_master.emergency.getModeStr()
if(ETA)
stat(null, "[ETA] [shuttle_master.emergency.getTimerStr()]")
/mob/proc/add_stings_to_statpanel(var/list/stings)
for(var/obj/effect/proc_holder/changeling/S in stings)
if(S.chemical_cost >=0 && S.can_be_used_by(src))
statpanel("[S.panel]",((S.chemical_cost > 0) ? "[S.chemical_cost]" : ""),S)
/mob/proc/add_spell_to_statpanel(var/obj/effect/proc_holder/spell/S)
switch(S.charge_type)
if("recharge")
statpanel(S.panel,"[S.charge_counter/10.0]/[S.charge_max/10]",S)
if("charges")
statpanel(S.panel,"[S.charge_counter]/[S.charge_max]",S)
if("holdervar")
statpanel(S.panel,"[S.holder_var_type] [S.holder_var_amount]",S)
// facing verbs
/mob/proc/canface()
if(!canmove) return 0
if(client.moving) return 0
if(world.time < client.move_delay) return 0
if(stat==2) return 0
if(anchored) return 0
if(notransform) return 0
if(restrained()) return 0
return 1
//Updates canmove, lying and icons. Could perhaps do with a rename but I can't think of anything to describe it.
/mob/proc/update_canmove(delay_action_updates = 0)
var/ko = weakened || paralysis || stat || (status_flags & FAKEDEATH)
var/buckle_lying = !(buckled && !buckled.buckle_lying)
if(ko || resting || stunned)
drop_r_hand()
drop_l_hand()
else
lying = 0
canmove = 1
if(buckled)
lying = 90 * buckle_lying
else
if((ko || resting) && !lying)
fall(ko)
canmove = !(ko || resting || stunned || buckled)
density = !lying
if(lying)
if(layer == initial(layer))
layer = MOB_LAYER - 0.2
else
if(layer == MOB_LAYER - 0.2)
layer = initial(layer)
update_transform()
if(!delay_action_updates)
update_action_buttons_icon()
return canmove
/mob/proc/fall(var/forced)
drop_l_hand()
drop_r_hand()
/mob/proc/facedir(var/ndir)
if(!canface()) return 0
dir = ndir
client.move_delay += movement_delay()
return 1
/mob/verb/eastface()
set hidden = 1
return facedir(EAST)
/mob/verb/westface()
set hidden = 1
return facedir(WEST)
/mob/verb/northface()
set hidden = 1
return facedir(NORTH)
/mob/verb/southface()
set hidden = 1
return facedir(SOUTH)
/mob/proc/IsAdvancedToolUser()//This might need a rename but it should replace the can this mob use things check
return 0
/mob/proc/swap_hand()
return
/mob/proc/activate_hand(selhand)
return
/mob/proc/Jitter(amount)
jitteriness = max(jitteriness, amount, 0)
/mob/proc/Dizzy(amount)
dizziness = max(dizziness, amount, 0)
/mob/proc/AdjustDrunk(amount)
drunk = max(drunk + amount, 0)
/mob/proc/Stun(amount)
SetStunned(max(stunned, amount))
/mob/proc/SetStunned(amount) //if you REALLY need to set stun to a set amount without the whole "can't go below current stunned"
if(status_flags & CANSTUN)
stunned = max(amount, 0)
update_canmove()
else if(stunned)
stunned = 0
update_canmove()
/mob/proc/AdjustStunned(amount)
SetStunned(stunned + amount)
/mob/proc/Weaken(amount)
SetWeakened(max(weakened, amount))
/mob/proc/SetWeakened(amount)
if(status_flags & CANWEAKEN)
weakened = max(amount, 0)
update_canmove() //updates lying, canmove and icons
else if(weakened)
weakened = 0
update_canmove()
/mob/proc/AdjustWeakened(amount)
SetWeakened(weakened + amount)
/mob/proc/Paralyse(amount)
SetParalysis(max(paralysis, amount))
/mob/proc/SetParalysis(amount)
if(status_flags & CANPARALYSE)
paralysis = max(amount, 0)
update_canmove()
else if(paralysis)
paralysis = 0
update_canmove()
/mob/proc/AdjustParalysis(amount)
SetParalysis(paralysis + amount)
/mob/proc/Sleeping(amount)
SetSleeping(max(sleeping, amount))
/mob/proc/SetSleeping(amount)
sleeping = max(amount, 0)
update_canmove()
/mob/proc/AdjustSleeping(amount)
SetSleeping(sleeping + amount)
/mob/proc/Resting(amount)
SetResting(max(resting, amount))
/mob/proc/SetResting(amount)
resting = max(amount, 0)
update_canmove()
/mob/proc/AdjustResting(amount)
SetResting(resting + amount)
/mob/proc/get_species()
return ""
/mob/proc/get_visible_implants(var/class = 0)
var/list/visible_implants = list()
for(var/obj/item/O in embedded)
if(O.w_class > class)
visible_implants += O
return visible_implants
mob/proc/yank_out_object()
set category = "Object"
set name = "Yank out object"
set desc = "Remove an embedded item at the cost of bleeding and pain."
set src in view(1)
if(!isliving(usr) || usr.next_move > world.time)
return
usr.changeNext_move(CLICK_CD_RESIST)
if(usr.stat == 1)
to_chat(usr, "You are unconcious and cannot do that!")
return
if(usr.restrained())
to_chat(usr, "You are restrained and cannot do that!")
return
var/mob/S = src
var/mob/U = usr
var/list/valid_objects = list()
var/self = null
if(S == U)
self = 1 // Removing object from yourself.
valid_objects = get_visible_implants(0)
if(!valid_objects.len)
if(self)
to_chat(src, "You have nothing stuck in your body that is large enough to remove.")
else
to_chat(U, "[src] has nothing stuck in their wounds that is large enough to remove.")
return
var/obj/item/weapon/selection = input("What do you want to yank out?", "Embedded objects") in valid_objects
if(self)
to_chat(src, "<span class='warning'>You attempt to get a good grip on [selection] in your body.</span>")
else
to_chat(U, "<span class='warning'>You attempt to get a good grip on [selection] in [S]'s body.</span>")
if(!do_after(U, 80, target = S))
return
if(!selection || !S || !U)
return
if(self)
visible_message("<span class='warning'><b>[src] rips [selection] out of their body.</b></span>","<span class='warning'><b>You rip [selection] out of your body.</b></span>")
else
visible_message("<span class='warning'><b>[usr] rips [selection] out of [src]'s body.</b></span>","<span class='warning'><b>[usr] rips [selection] out of your body.</b></span>")
valid_objects = get_visible_implants(0)
if(valid_objects.len == 1) //Yanking out last object - removing verb.
src.verbs -= /mob/proc/yank_out_object
if(ishuman(src))
var/mob/living/carbon/human/H = src
var/obj/item/organ/external/affected
for(var/obj/item/organ/external/organ in H.organs) //Grab the organ holding the implant.
for(var/obj/item/weapon/O in organ.implants)
if(O == selection)
affected = organ
affected.implants -= selection
H.shock_stage+=10
if(prob(10)) //I'M SO ANEMIC I COULD JUST -DIE-.
var/datum/wound/internal_bleeding/I = new ()
affected.wounds += I
H.custom_pain("Something tears wetly in your [affected] as [selection] is pulled free!", 1)
if(ishuman(U))
var/mob/living/carbon/human/human_user = U
human_user.bloody_hands(H)
selection.forceMove(get_turf(src))
if(!(U.l_hand && U.r_hand))
U.put_in_hands(selection)
for(var/obj/item/weapon/O in pinned)
if(O == selection)
pinned -= O
if(!pinned.len)
anchored = 0
return 1
/mob/dead/observer/verb/respawn()
set name = "Respawn as NPC"
set category = "Ghost"
if(jobban_isbanned(usr, ROLE_SENTIENT))
to_chat(usr, "<span class='warning'>You are banned from playing as sentient animals.</span>")
return
if(!ticker || ticker.current_state < 3)
to_chat(src, "<span class='warning'>You can't respawn as an NPC before the game starts!</span>")
return
if((usr in respawnable_list) && (stat==2 || istype(usr,/mob/dead/observer)))
var/list/creatures = list("Mouse")
for(var/mob/living/L in living_mob_list)
if(safe_respawn(L.type) && L.stat!=2)
if(!L.key)
creatures += L
var/picked = input("Please select an NPC to respawn as", "Respawn as NPC") as null|anything in creatures
switch(picked)
if("Mouse")
respawnable_list -= usr
become_mouse()
spawn(5)
respawnable_list += usr
else
var/mob/living/NPC = picked
if(istype(NPC) && !NPC.key)
respawnable_list -= usr
NPC.key = key
spawn(5)
respawnable_list += usr
else
to_chat(usr, "You are not dead or you have given up your right to be respawned!")
return
/mob/proc/become_mouse()
var/timedifference = world.time - client.time_died_as_mouse
if(client.time_died_as_mouse && timedifference <= mouse_respawn_time * 600)
var/timedifference_text
timedifference_text = time2text(mouse_respawn_time * 600 - timedifference,"mm:ss")
to_chat(src, "<span class='warning'>You may only spawn again as a mouse more than [mouse_respawn_time] minutes after your death. You have [timedifference_text] left.</span>")
return
//find a viable mouse candidate
var/mob/living/simple_animal/mouse/host
var/obj/machinery/atmospherics/unary/vent_pump/vent_found
var/list/found_vents = list()
for(var/obj/machinery/atmospherics/unary/vent_pump/v in world)
if(!v.welded && v.z == src.z)
found_vents.Add(v)
if(found_vents.len)
vent_found = pick(found_vents)
host = new /mob/living/simple_animal/mouse(vent_found.loc)
else
to_chat(src, "<span class='warning'>Unable to find any unwelded vents to spawn mice at.</span>")
if(host)
host.ckey = src.ckey
to_chat(host, "<span class='info'>You are now a mouse. Try to avoid interaction with players, and do not give hints away that you are more than a simple rodent.</span>")
/mob/proc/assess_threat() //For sec bot threat assessment
return
/mob/proc/get_ghost(even_if_they_cant_reenter = 0)
if(mind)
return mind.get_ghost(even_if_they_cant_reenter)
/mob/proc/grab_ghost(force)
if(mind)
return mind.grab_ghost(force = force)
/mob/proc/notify_ghost_cloning(var/message = "Someone is trying to revive you. Re-enter your corpse if you want to be revived!", var/sound = 'sound/effects/genetics.ogg', var/atom/source = null)
var/mob/dead/observer/ghost = get_ghost()
if(ghost)
ghost.notify_cloning(message, sound, source)
return ghost
/mob/proc/fakevomit(green = 0, no_text = 0) //for aesthetic vomits that need to be instant and do not stun. -Fox
if(stat==DEAD)
return
var/turf/location = loc
if(istype(location, /turf/simulated))
if(green)
if(!no_text)
visible_message("<span class='warning'>[src] vomits up some green goo!</span>","<span class='warning'>You vomit up some green goo!</span>")
new /obj/effect/decal/cleanable/vomit/green(location)
else
if(!no_text)
visible_message("<span class='warning'>[src] pukes all over \himself!</span>","<span class='warning'>You puke all over yourself!</span>")
location.add_vomit_floor(src, 1)
playsound(location, 'sound/effects/splat.ogg', 50, 1)
/mob/proc/adjustEarDamage()
return
/mob/proc/setEarDamage()
return
/mob/proc/AddSpell(obj/effect/proc_holder/spell/S)
mob_spell_list += S
S.action.Grant(src)
/mob/proc/RemoveSpell(obj/effect/proc_holder/spell/spell) //To remove a specific spell from a mind
if(!spell)
return
for(var/obj/effect/proc_holder/spell/S in mob_spell_list)
if(istype(S, spell))
qdel(S)
mob_spell_list -= S
//override to avoid rotating pixel_xy on mobs
/mob/shuttleRotate(rotation)
dir = angle2dir(rotation+dir2angle(dir))
/mob/proc/handle_ventcrawl()
return // Only living mobs can ventcrawl
//You can buckle on mobs if you're next to them since most are dense
/mob/buckle_mob(mob/living/M)
if(M.buckled)
return 0
var/turf/T = get_turf(src)
if(M.loc != T)
var/old_density = density
density = 0
var/can_step = step_towards(M, T)
density = old_density
if(!can_step)
return 0
return ..()
//Default buckling shift visual for mobs
/mob/post_buckle_mob(mob/living/M)
if(M == buckled_mob) //post buckling
M.pixel_y = initial(M.pixel_y) + 9
if(M.layer < layer)
M.layer = layer + 0.1
else //post unbuckling
M.layer = initial(M.layer)
M.pixel_y = initial(M.pixel_y)
/mob/proc/can_unbuckle(mob/user)
return 1
//Can the mob see reagents inside of containers?
/mob/proc/can_see_reagents()
return 0
//Can this mob leave its location without breaking things terrifically?
/mob/proc/can_safely_leave_loc()
return 1 // Yes, you can
/mob/proc/IsVocal()
return 1
/mob/proc/get_access()
return list() //must return list or IGNORE_ACCESS
/mob/proc/faction_check(mob/target)
for(var/F in faction)
if(F in target.faction)
return 1
return 0