Files
Paradise/code/modules/mob/mob.dm
noisomehollow@lycos.com a9d2227518 #Added an check for range/items when trying to insert an ID card/update info into a PDA. It should no longer run time error.
#Added a Halogen Counter function for engineering PDAs. Measures radiation of a mob.
#Brain/MMI code overhaul. Brains/MMIs should no longer screw up when the brain is deleted. MMIs should now properly eject from cyborgs if they are blown up, among other changes. Brains no longer die when transferred between containers but won't be able to speak without a container.
#Added a research MMI that comes with a radio built in. The brain can toggle the radio functions on or off via verb panel (MMI).
#Traitor code words will now use the crew roster for name generation 70% of the time.
#Ghostize() is now a lot more robust. If you need to throw someone into a ghost if they are killed/whatever, use it.
#Deleting a mob will now spawn a ghost for it through ghostize(), if it has a key, so you don't need to worry about that. You can null key people if you want to kick them out of the game.
#Ghost verbs are now in their own panel (Ghost). ghost() is the proc/verb that mobs get to turn into ghosts. ghostize() is now a proc only used through other procs.
#Changed how ninjas get their verbs. Long story short, wizards are now able to mind swap with ninjas. Stay hidden Snake! Also, more code improvements and additions to ninjas, including more fun for the AI.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1607 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-21 05:06:53 +00:00

2177 lines
55 KiB
Plaintext

/mob/Del()//This makes sure that mobs with clients/keys are not just deleted from the game.
ghostize(1)
..()
/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)
usr << "\blue [trace_gas.type]: [trace_gas.moles] \n"
usr.show_message(t, 1)
// fun if you want to typecast humans/monkeys/etc without writing long path-filled lines.
/proc/ishuman(A)
if(istype(A, /mob/living/carbon/human))
return 1
return 0
/proc/ismonkey(A)
if(A && istype(A, /mob/living/carbon/monkey))
return 1
return 0
/proc/isbrain(A)
if(A && istype(A, /mob/living/carbon/brain))
return 1
return 0
/proc/isalien(A)
if(istype(A, /mob/living/carbon/alien))
return 1
return 0
/proc/islarva(A)
if(istype(A, /mob/living/carbon/alien/larva))
return 1
return 0
/proc/isrobot(A)
if(istype(A, /mob/living/silicon/robot))
return 1
return 0
/proc/ishivebot(A)
if(A && istype(A, /mob/living/silicon/hivebot))
return 1
return 0
/proc/ishivemainframe(A)
if(A && istype(A, /mob/living/silicon/hive_mainframe))
return 1
return 0
/proc/isAI(A)
if(istype(A, /mob/living/silicon/ai))
return 1
return 0
/proc/iscarbon(A)
if(istype(A, /mob/living/carbon))
return 1
return 0
/proc/issilicon(A)
if(istype(A, /mob/living/silicon))
return 1
return 0
/proc/isliving(A)
if(istype(A, /mob/living))
return 1
return 0
proc/isobserver(A)
if(istype(A, /mob/dead/observer))
return 1
return 0
/proc/hsl2rgb(h, s, l)
return
/proc/ran_zone(zone, probability)
if (probability == null)
probability = 90
if (probability == 100)
return zone
switch(zone)
if("chest")
if (prob(probability))
return "chest"
else
var/t = rand(1, 15)
if (t < 3)
return "head"
else if (t < 6)
return "l_arm"
else if (t < 9)
return "r_arm"
else if (t < 13)
return "groin"
else if (t < 14)
return "l_hand"
else if (t < 15)
return "r_hand"
else
return "chest"
if("groin")
if (prob(probability * 0.9))
return "groin"
else
var/t = rand(1, 8)
if (t < 4)
return "chest"
else if (t < 5)
return "r_leg"
else if (t < 6)
return "l_leg"
else if (t < 7)
return "l_hand"
else if (t < 8)
return "r_hand"
else
return "groin"
if("head")
if (prob(probability * 0.75))
return "head"
else
if (prob(60))
return "chest"
else
return "head"
if("l_arm")
if (prob(probability * 0.75))
return "l_arm"
else
if (prob(60))
return "chest"
else
return "l_arm"
if("r_arm")
if (prob(probability * 0.75))
return "r_arm"
else
if (prob(60))
return "chest"
else
return "r_arm"
if("r_leg")
if (prob(probability * 0.75))
return "r_leg"
else
if (prob(60))
return "groin"
else
return "r_leg"
if("l_leg")
if (prob(probability * 0.75))
return "l_leg"
else
if (prob(60))
return "groin"
else
return "l_leg"
if("l_hand")
if (prob(probability * 0.5))
return "l_hand"
else
var/t = rand(1, 8)
if (t < 2)
return "l_arm"
else if (t < 3)
return "chest"
else if (t < 4)
return "groin"
else if (t < 6)
return "l_leg"
else
return "l_hand"
if("r_hand")
if (prob(probability * 0.5))
return "r_hand"
else
var/t = rand(1, 8)
if (t < 2)
return "r_arm"
else if (t < 3)
return "chest"
else if (t < 4)
return "groin"
else if (t < 6)
return "r_leg"
else
return "r_hand"
if("l_foot")
if (prob(probability * 0.25))
return "l_foot"
else
var/t = rand(1, 5)
if (t < 2)
return "l_leg"
else
if (t < 3)
return "r_foot"
else
return "l_foot"
if("r_foot")
if (prob(probability * 0.25))
return "r_foot"
else
var/t = rand(1, 5)
if (t < 2)
return "r_leg"
else
if (t < 3)
return "l_foot"
else
return "r_foot"
else
return
/proc/stars(n, pr)
if (pr == null)
pr = 25
if (pr <= 0)
return null
else
if (pr >= 100)
return n
var/te = n
var/t = ""
n = length(n)
var/p = null
p = 1
while(p <= n)
if ((copytext(te, p, p + 1) == " " || prob(pr)))
t = text("[][]", t, copytext(te, p, p + 1))
else
t = text("[]*", t)
p++
return t
/proc/stutter(n)
var/te = html_decode(n)
var/t = ""//placed before the message. Not really sure what it's for.
n = length(n)//length of the entire word
var/p = null
p = 1//1 is the start of any word
while(p <= n)//while P, which starts at 1 is less or equal to N which is the length.
var/n_letter = copytext(te, p, p + 1)//copies text from a certain distance. In this case, only one letter at a time.
if (prob(80))
if (prob(10))
n_letter = text("[n_letter][n_letter][n_letter][n_letter]")//replaces the current letter with this instead.
else
if (prob(20))
n_letter = text("[n_letter][n_letter][n_letter]")
else
if (prob(5))
n_letter = null
else
n_letter = text("[n_letter][n_letter]")
t = text("[t][n_letter]")//since the above is ran through for each letter, the text just adds up back to the original word.
p++//for each letter p is increased to find where the next letter will be.
return copytext(sanitize(t),1,MAX_MESSAGE_LEN)
/proc/ninjaspeak(n)
//The difference with stutter is that this proc can stutter more than 1 letter
//The issue here is that anything that does not have a space is treated as one word (in many instances). For instance, "LOOKING," is a word, including the comma.
//It's fairly easy to fix if dealing with single letters but not so much with compounds of letters./N
var/te = html_decode(n)
var/t = ""
n = length(n)
var/p = 1
while(p <= n)
var/n_letter
var/n_mod = rand(1,4)
if(p+n_mod>n+1)
n_letter = copytext(te, p, n+1)
else
n_letter = copytext(te, p, p+n_mod)
if (prob(50))
if (prob(30))
n_letter = text("[n_letter]-[n_letter]-[n_letter]")
else
n_letter = text("[n_letter]-[n_letter]")
else
n_letter = text("[n_letter]")
t = text("[t][n_letter]")
p=p+n_mod
return copytext(sanitize(t),1,MAX_MESSAGE_LEN)
/proc/shake_camera(mob/M, duration, strength=1)
if(!M || !M.client || M.shakecamera)
return
spawn(1)
var/oldeye=M.client.eye
var/x
M.shakecamera = 1
for(x=0; x<duration, x++)
M.client.eye = locate(dd_range(1,M.loc.x+rand(-strength,strength),world.maxx),dd_range(1,M.loc.y+rand(-strength,strength),world.maxy),M.loc.z)
sleep(1)
M.shakecamera = 0
M.client.eye=oldeye
/proc/findname(msg)
for(var/mob/M in world)
if (M.real_name == text("[msg]"))
return 1
return 0
/atom/proc/relaymove()
return
/obj/item/weapon/grab/proc/throw()
if(affecting)
var/grabee = affecting
spawn(0)
del(src)
return grabee
return null
/obj/item/weapon/grab/proc/synch()
if(affecting.anchored)//This will prevent from grabbing people that are anchored.
del(src)
if (assailant.r_hand == src)
hud1.screen_loc = ui_rhand
else
hud1.screen_loc = ui_lhand
return
/obj/item/weapon/grab/process()
if(!assailant || !affecting)
del(src)
return
if ((!( isturf(assailant.loc) ) || (!( isturf(affecting.loc) ) || (assailant.loc != affecting.loc && get_dist(assailant, affecting) > 1))))
//SN src = null
del(src)
return
if (assailant.client)
assailant.client.screen -= hud1
assailant.client.screen += hud1
if (assailant.pulling == affecting)
assailant.pulling = null
if (state <= 2)
allow_upgrade = 1
if ((assailant.l_hand && assailant.l_hand != src && istype(assailant.l_hand, /obj/item/weapon/grab)))
var/obj/item/weapon/grab/G = assailant.l_hand
if (G.affecting != affecting)
allow_upgrade = 0
if ((assailant.r_hand && assailant.r_hand != src && istype(assailant.r_hand, /obj/item/weapon/grab)))
var/obj/item/weapon/grab/G = assailant.r_hand
if (G.affecting != affecting)
allow_upgrade = 0
if (state == 2)
var/h = affecting.hand
affecting.hand = 0
affecting.drop_item()
affecting.hand = 1
affecting.drop_item()
affecting.hand = h
for(var/obj/item/weapon/grab/G in affecting.grabbed_by)
if (G.state == 2)
allow_upgrade = 0
//Foreach goto(341)
if (allow_upgrade)
hud1.icon_state = "reinforce"
else
hud1.icon_state = "!reinforce"
else
if (!( affecting.buckled ))
affecting.loc = assailant.loc
if ((killing && state == 3))
affecting.stunned = max(5, affecting.stunned)
affecting.paralysis = max(3, affecting.paralysis)
affecting.losebreath = min(affecting.losebreath + 2, 3)
return
/obj/item/weapon/grab/proc/s_click(obj/screen/S as obj)
if (assailant.next_move > world.time)
return
if ((!( assailant.canmove ) || assailant.lying))
//SN src = null
del(src)
return
switch(S.id)
if(1.0)
if (state >= 3)
if (!( killing ))
for(var/mob/O in viewers(assailant, null))
O.show_message(text("\red [] has temporarily tightened his grip on []!", assailant, affecting), 1)
//Foreach goto(97)
assailant.next_move = world.time + 10
affecting.stunned = max(2, affecting.stunned)
affecting.paralysis = max(1, affecting.paralysis)
affecting.losebreath = min(affecting.losebreath + 1, 3)
last_suffocate = world.time
flick("disarm/killf", S)
else
return
/obj/item/weapon/grab/proc/s_dbclick(obj/screen/S as obj)
//if ((assailant.next_move > world.time && !( last_suffocate < world.time + 2 )))
// return
if ((!( assailant.canmove ) || assailant.lying))
del(src)
return
switch(S.id)
if(1.0)
if (state < 2)
if (!( allow_upgrade ))
return
if (prob(75))
for(var/mob/O in viewers(assailant, null))
O.show_message(text("\red [] has grabbed [] aggressively (now hands)!", assailant, affecting), 1)
state = 2
icon_state = "grabbed1"
else
for(var/mob/O in viewers(assailant, null))
O.show_message(text("\red [] has failed to grab [] aggressively!", assailant, affecting), 1)
del(src)
return
else
if (state < 3)
if(istype(affecting, /mob/living/carbon/human))
var/mob/living/carbon/human/H = affecting
if(H.mutations & FAT)
assailant << "\blue You can't strangle [affecting] through all that fat!"
return
/*
//we should be able to strangle the Captain if he is wearing a hat
for(var/obj/item/clothing/C in list(H.head, H.wear_suit, H.wear_mask, H.w_uniform))
if(C.body_parts_covered & HEAD)
assailant << "\blue You have to take off [affecting]'s [C.name] first!"
return
if(istype(H.wear_suit, /obj/item/clothing/suit/space) || istype(H.wear_suit, /obj/item/clothing/suit/armor) || istype(H.wear_suit, /obj/item/clothing/suit/bio_suit) || istype(H.wear_suit, /obj/item/clothing/suit/swat_suit))
assailant << "\blue You can't strangle [affecting] through their suit collar!"
return
*/
for(var/mob/O in viewers(assailant, null))
O.show_message(text("\red [] has reinforced his grip on [] (now neck)!", assailant, affecting), 1)
state = 3
icon_state = "grabbed+1"
if (!( affecting.buckled ))
affecting.loc = assailant.loc
hud1.icon_state = "disarm/kill"
hud1.name = "disarm/kill"
else
if (state >= 3)
killing = !( killing )
if (killing)
for(var/mob/O in viewers(assailant, null))
O.show_message(text("\red [] has tightened his grip on []'s neck!", assailant, affecting), 1)
assailant.next_move = world.time + 10
affecting.stunned = max(2, affecting.stunned)
affecting.paralysis = max(1, affecting.paralysis)
affecting.losebreath += 1
hud1.icon_state = "disarm/kill1"
else
hud1.icon_state = "disarm/kill"
for(var/mob/O in viewers(assailant, null))
O.show_message(text("\red [] has loosened the grip on []'s neck!", assailant, affecting), 1)
else
return
/obj/item/weapon/grab/New()
..()
hud1 = new /obj/screen/grab( src )
hud1.icon_state = "reinforce"
hud1.name = "Reinforce Grab"
hud1.id = 1
hud1.master = src
return
/obj/item/weapon/grab/attack(mob/M as mob, mob/user as mob)
if (M == affecting)
if (state < 3)
s_dbclick(hud1)
else
s_click(hud1)
return
if(M == assailant && state >= 2)
if( ( ishuman(user) && (user.mutations & FAT) && ismonkey(affecting) ) || ( isalien(user) && iscarbon(affecting) ) )
var/mob/living/carbon/attacker = user
for(var/mob/N in viewers(user, null))
if(N.client)
N.show_message(text("\red <B>[user] is attempting to devour [affecting]!</B>"), 1)
if(istype(user, /mob/living/carbon/alien/humanoid/hunter))
if(!do_mob(user, affecting)||!do_after(user, 30)) return
else
if(!do_mob(user, affecting)||!do_after(user, 100)) return
for(var/mob/N in viewers(user, null))
if(N.client)
N.show_message(text("\red <B>[user] devours [affecting]!</B>"), 1)
affecting.loc = user
attacker.stomach_contents.Add(affecting)
del(src)
/obj/item/weapon/grab/dropped()
del(src)
return
/obj/item/weapon/grab/Del()
del(hud1)
..()
return
/obj/screen/zone_sel/MouseDown(location, control,params) //(location, icon_x, icon_y)
// Changes because of 4.0
var/list/PL = params2list(params)
var/icon_x = text2num(PL["icon-x"])
var/icon_y = text2num(PL["icon-y"])
if (icon_y < 2)
return
else if (icon_y < 5)
if ((icon_x > 9 && icon_x < 23))
if (icon_x < 16)
selecting = "r_foot"
else
selecting = "l_foot"
else if (icon_y < 11)
if ((icon_x > 11 && icon_x < 21))
if (icon_x < 16)
selecting = "r_leg"
else
selecting = "l_leg"
else if (icon_y < 12)
if ((icon_x > 11 && icon_x < 21))
if (icon_x < 14)
selecting = "r_leg"
else if (icon_x < 19)
selecting = "groin"
else
selecting = "l_leg"
else
return
else if (icon_y < 13)
if ((icon_x > 7 && icon_x < 25))
if (icon_x < 12)
selecting = "r_hand"
else if (icon_x < 13)
selecting = "r_leg"
else if (icon_x < 20)
selecting = "groin"
else if (icon_x < 21)
selecting = "l_leg"
else
selecting = "l_hand"
else
return
else if (icon_y < 14)
if ((icon_x > 7 && icon_x < 25))
if (icon_x < 12)
selecting = "r_hand"
else if (icon_x < 21)
selecting = "groin"
else
selecting = "l_hand"
else
return
else if (icon_y < 16)
if ((icon_x > 7 && icon_x < 25))
if (icon_x < 13)
selecting = "r_hand"
else if (icon_x < 20)
selecting = "chest"
else
selecting = "l_hand"
else
return
else if (icon_y < 23)
if ((icon_x > 7 && icon_x < 25))
if (icon_x < 12)
selecting = "r_arm"
else if (icon_x < 21)
selecting = "chest"
else
selecting = "l_arm"
else
return
else if (icon_y < 24)
if ((icon_x > 11 && icon_x < 21))
selecting = "chest"
else
return
else if (icon_y < 25)
if ((icon_x > 11 && icon_x < 21))
if (icon_x < 16)
selecting = "head"
else if (icon_x < 17)
selecting = "mouth"
else
selecting = "head"
else
return
else if (icon_y < 26)
if ((icon_x > 11 && icon_x < 21))
if (icon_x < 15)
selecting = "head"
else if (icon_x < 18)
selecting = "mouth"
else
selecting = "head"
else
return
else if (icon_y < 27)
if ((icon_x > 11 && icon_x < 21))
if (icon_x < 15)
selecting = "head"
else if (icon_x < 16)
selecting = "eyes"
else if (icon_x < 17)
selecting = "mouth"
else if (icon_x < 18)
selecting = "eyes"
else
selecting = "head"
else
return
else if (icon_y < 28)
if ((icon_x > 11 && icon_x < 21))
if (icon_x < 14)
selecting = "head"
else if (icon_x < 19)
selecting = "eyes"
else
selecting = "head"
else
return
else if (icon_y < 29)
if ((icon_x > 11 && icon_x < 21))
if (icon_x < 15)
selecting = "head"
else if (icon_x < 16)
selecting = "eyes"
else if (icon_x < 17)
selecting = "head"
else if (icon_x < 18)
selecting = "eyes"
else
selecting = "head"
else
return
else if (icon_y < 31)
if ((icon_x > 11 && icon_x < 21))
selecting = "head"
else
return
else
return
overlays = null
overlays += image("icon" = 'zone_sel.dmi', "icon_state" = text("[]", selecting))
return
/obj/screen/grab/Click()
master:s_click(src)
return
/obj/screen/grab/DblClick()
master:s_dbclick(src)
return
/obj/screen/grab/attack_hand()
return
/obj/screen/grab/attackby()
return
/obj/screen/Click(location, control, params)
var/list/pa = params2list(params)
switch(name)
if("map")
usr.clearmap()
if("maprefresh")
var/obj/machinery/computer/security/seccomp = usr.machine
if(seccomp!=null)
seccomp.drawmap(usr)
else
usr.clearmap()
if("other")
if (usr.hud_used.show_otherinventory)
usr.hud_used.show_otherinventory = 0
usr.client.screen -= usr.hud_used.other
else
usr.hud_used.show_otherinventory = 1
usr.client.screen += usr.hud_used.other
usr.hud_used.other_update()
if("act_intent")
if(pa.Find("left"))
switch(usr.a_intent)
if("help")
usr.a_intent = "disarm"
usr.hud_used.action_intent.icon_state = "disarm"
if("disarm")
usr.a_intent = "hurt"
usr.hud_used.action_intent.icon_state = "harm"
if("hurt")
usr.a_intent = "grab"
usr.hud_used.action_intent.icon_state = "grab"
if("grab")
usr.a_intent = "help"
usr.hud_used.action_intent.icon_state = "help"
else
switch(usr.a_intent)
if("help")
usr.a_intent = "grab"
usr.hud_used.action_intent.icon_state = "grab"
if("disarm")
usr.a_intent = "help"
usr.hud_used.action_intent.icon_state = "help"
if("hurt")
usr.a_intent = "disarm"
usr.hud_used.action_intent.icon_state = "disarm"
if("grab")
usr.a_intent = "hurt"
usr.hud_used.action_intent.icon_state = "harm"
if("arrowleft")
switch(usr.a_intent)
if("help")
if(issilicon(usr))
usr.a_intent = "hurt"
usr.hud_used.action_intent.icon_state = "harm"
else
usr.a_intent = "grab"
usr.hud_used.action_intent.icon_state = "grab"
if("disarm")
usr.a_intent = "help"
usr.hud_used.action_intent.icon_state = "help"
if("hurt")
if(issilicon(usr))
usr.a_intent = "help"
usr.hud_used.action_intent.icon_state = "help"
else
usr.a_intent = "disarm"
usr.hud_used.action_intent.icon_state = "disarm"
if("grab")
usr.a_intent = "hurt"
usr.hud_used.action_intent.icon_state = "harm"
if("arrowright")
switch(usr.a_intent)
if("help")
if(issilicon(usr))
usr.a_intent = "hurt"
usr.hud_used.action_intent.icon_state = "harm"
else
usr.a_intent = "disarm"
usr.hud_used.action_intent.icon_state = "disarm"
if("disarm")
usr.a_intent = "hurt"
usr.hud_used.action_intent.icon_state = "harm"
if("hurt")
if(issilicon(usr))
usr.a_intent = "help"
usr.hud_used.action_intent.icon_state = "help"
else
usr.a_intent = "grab"
usr.hud_used.action_intent.icon_state = "grab"
if("grab")
usr.a_intent = "help"
usr.hud_used.action_intent.icon_state = "help"
if("mov_intent")
switch(usr.m_intent)
if("run")
usr.m_intent = "walk"
usr.hud_used.move_intent.icon_state = "walking"
if("walk")
usr.m_intent = "run"
usr.hud_used.move_intent.icon_state = "running"
if("intent")
if (!( usr.intent ))
switch(usr.a_intent)
if("help")
usr.intent = "13,15"
if("disarm")
usr.intent = "14,15"
if("hurt")
usr.intent = "15,15"
if("grab")
usr.intent = "12,15"
else
usr.intent = null
if("m_intent")
if (!( usr.m_int ))
switch(usr.m_intent)
if("run")
usr.m_int = "13,14"
if("walk")
usr.m_int = "14,14"
if("face")
usr.m_int = "15,14"
else
usr.m_int = null
if("walk")
usr.m_intent = "walk"
usr.m_int = "14,14"
if("face")
usr.m_intent = "face"
usr.m_int = "15,14"
if("run")
usr.m_intent = "run"
usr.m_int = "13,14"
if("hurt")
usr.a_intent = "hurt"
usr.intent = "15,15"
if("grab")
usr.a_intent = "grab"
usr.intent = "12,15"
if("disarm")
if (istype(usr, /mob/living/carbon/human))
var/mob/M = usr
M.a_intent = "disarm"
M.intent = "14,15"
if("help")
usr.a_intent = "help"
usr.intent = "13,15"
if("Reset Machine")
usr.machine = null
if("internal")
if ((!( usr.stat ) && usr.canmove && !( usr.restrained() )))
if (usr.internal)
usr.internal = null
if (usr.internals)
usr.internals.icon_state = "internal0"
else
if (!( istype(usr.wear_mask, /obj/item/clothing/mask) ))
return
else
if (istype(usr.back, /obj/item/weapon/tank))
usr.internal = usr.back
else if (ishuman(usr) && istype(usr:s_store, /obj/item/weapon/tank))
usr.internal = usr:s_store
else if (ishuman(usr) && istype(usr:belt, /obj/item/weapon/tank))
usr.internal = usr:belt
else if (istype(usr.l_hand, /obj/item/weapon/tank))
usr.internal = usr.l_hand
else if (istype(usr.r_hand, /obj/item/weapon/tank))
usr.internal = usr.r_hand
if (usr.internal)
//for(var/mob/M in viewers(usr, 1))
// M.show_message(text("[] is now running on internals.", usr), 1)
usr << "You are now running on internals."
if (usr.internals)
usr.internals.icon_state = "internal1"
if("pull")
usr.pulling = null
if("sleep")
usr.sleeping = !( usr.sleeping )
if("rest")
usr.resting = !( usr.resting )
if("throw")
if (!usr.stat && isturf(usr.loc) && !usr.restrained())
usr:toggle_throw_mode()
if("drop")
usr.drop_item_v()
if("swap")
usr:swap_hand()
if("hand")
usr:swap_hand()
if("resist")
if (usr.next_move < world.time)
return
usr.next_move = world.time + 20
if ((!( usr.stat ) && usr.canmove && !( usr.restrained() )))
for(var/obj/O in usr.requests)
del(O)
for(var/obj/item/weapon/grab/G in usr.grabbed_by)
if (G.state == 1)
del(G)
else
if (G.state == 2)
if (prob(25))
for(var/mob/O in viewers(usr, null))
O.show_message(text("\red [] has broken free of []'s grip!", usr, G.assailant), 1)
del(G)
else
if (G.state == 3)
if (prob(5))
for(var/mob/O in viewers(usr, null))
O.show_message(text("\red [] has broken free of []'s headlock!", usr, G.assailant), 1)
del(G)
for(var/mob/O in viewers(usr, null))
O.show_message(text("\red <B>[] resists!</B>", usr), 1)
if(usr:handcuffed && usr:canmove && (usr.last_special <= world.time))
usr.next_move = world.time + 100
usr.last_special = world.time + 100
usr << "\red You attempt to remove your handcuffs. (This will take around 2 minutes and you need to stand still)"
for(var/mob/O in viewers(usr))
O.show_message(text("\red <B>[] attempts to remove the handcuffs!</B>", usr), 1)
spawn(0)
if(do_after(usr, 1200))
if(!usr:handcuffed) return
for(var/mob/O in viewers(usr))
O.show_message(text("\red <B>[] manages to remove the handcuffs!</B>", usr), 1)
usr << "\blue You successfully remove your handcuffs."
usr:handcuffed:loc = usr:loc
usr:handcuffed = null
if("module")
if(istype(usr, /mob/living/silicon/robot)||istype(usr, /mob/living/silicon/hivebot))
if(usr:module)
return
usr:pick_module()
if("radio")
if(istype(usr, /mob/living/silicon/robot)||istype(usr, /mob/living/silicon/hivebot))
usr:radio_menu()
if("panel")
if(istype(usr, /mob/living/silicon/robot)||istype(usr, /mob/living/silicon/hivebot))
usr:installed_modules()
if("store")
if(istype(usr, /mob/living/silicon/robot)||istype(usr, /mob/living/silicon/hivebot))
usr:uneq_active()
if("module1")
if(usr:module_state_1)
if(usr:module_active != usr:module_state_1)
usr:inv1.icon_state = "inv1 +a"
usr:inv2.icon_state = "inv2"
usr:inv3.icon_state = "inv3"
usr:module_active = usr:module_state_1
else
usr:inv1.icon_state = "inv1"
usr:module_active = null
if("module2")
if(usr:module_state_2)
if(usr:module_active != usr:module_state_2)
usr:inv1.icon_state = "inv1"
usr:inv2.icon_state = "inv2 +a"
usr:inv3.icon_state = "inv3"
usr:module_active = usr:module_state_2
else
usr:inv2.icon_state = "inv2"
usr:module_active = null
if("module3")
if(usr:module_state_3)
if(usr:module_active != usr:module_state_3)
usr:inv1.icon_state = "inv1"
usr:inv2.icon_state = "inv2"
usr:inv3.icon_state = "inv3 +a"
usr:module_active = usr:module_state_3
else
usr:inv3.icon_state = "inv3"
usr:module_active = null
else
DblClick()
return
/obj/screen/attack_hand(mob/user as mob, using)
user.db_click(name, using)
return
/obj/screen/attack_paw(mob/user as mob, using)
user.db_click(name, using)
return
/obj/equip_e/proc/process()
return
/obj/equip_e/proc/done()
return
/obj/equip_e/New()
if (!ticker)
del(src)
return
spawn(100)
del(src)
return
..()
return
/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 && (sdisabilities & 1 || (blinded || paralysis))))//Vision related
if (!( alt ))
return
else
msg = alt
type = alt_type
if ((type & 2 && (sdisabilities & 4 || ear_deaf)))//Hearing related
if (!( alt ))
return
else
msg = alt
type = alt_type
if ((type & 1 && sdisabilities & 1))
return
// Added voice muffling for Issue 41.
if (stat == 1 || sleeping > 0)
src << "<I>... You can almost hear someone talking ...</I>"
else
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))
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)
/mob/proc/findname(msg)
for(var/mob/M in world)
if (M.real_name == text("[]", msg))
return M
return 0
/mob/proc/movement_delay()
return 0
/mob/proc/Life()
if(organStructure)
organStructure.ProcessOrgans()
return
/mob/proc/update_clothing()
return
/mob/proc/death(gibbed)
timeofdeath = world.time
return ..(gibbed)
/mob/proc/restrained()
if (handcuffed)
return 1
return
/mob/proc/db_click(text, t1)
var/obj/item/weapon/W = equipped()
switch(text)
if("mask")
if (wear_mask)
return
if (!( istype(W, /obj/item/clothing/mask) ))
return
u_equip(W)
wear_mask = W
W.equipped(src, text)
if("back")
if ((back || !( istype(W, /obj/item/weapon) )))
return
if (!( W.flags & 1 ))
return
u_equip(W)
back = W
W.equipped(src, text)
else
return
/mob/proc/drop_item_v()
if (stat == 0)
drop_item()
return
/mob/proc/drop_from_slot(var/obj/item/item)
if(!item)
return
if(!(item in contents))
return
u_equip(item)
if (client)
client.screen -= item
if (item)
item.loc = loc
item.dropped(src)
if (item)
item.layer = initial(item.layer)
var/turf/T = get_turf(loc)
if (istype(T))
T.Entered(item)
return
/mob/proc/drop_item()
var/obj/item/W = equipped()
if(istype(W,/obj/item/weapon/fireaxe))
if(W.wielded)
if(hand)
var/obj/item/weapon/offhand/O = r_hand
del O
else
var/obj/item/weapon/offhand/O = l_hand
del O
W.wielded = 0 //Kinda crude, but gets the job done with minimal pain -Agouri
W.name = "Fire axe" //name reset so people don't see world fireaxes with (unwielded) or (wielded) tags
W.update_icon()
if (W)
u_equip(W)
if (client)
client.screen -= W
if (W)
W.loc = loc
W.dropped(src)
if (W)
W.layer = initial(W.layer)
var/turf/T = get_turf(loc)
if (istype(T))
T.Entered(W)
return
/mob/proc/before_take_item(var/obj/item/item)
item.loc = null
item.layer = initial(item.layer)
u_equip(item)
//if (client)
// client.screen -= item
//update_clothing()
return
/mob/proc/get_active_hand()
if (hand)
return l_hand
else
return r_hand
/mob/proc/get_inactive_hand()
if ( ! hand)
return l_hand
else
return r_hand
/mob/proc/put_in_hand(var/obj/item/I)
if(!I) return
I.loc = src
if (hand)
l_hand = I
else
r_hand = I
I.layer = 20
update_clothing()
/mob/proc/put_in_inactive_hand(var/obj/item/I)
I.loc = src
if (!hand)
l_hand = I
else
r_hand = I
I.layer = 20
update_clothing()
/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/equipped()
if(issilicon(src))
if(ishivebot(src)||isrobot(src))
if(src:module_active)
return src:module_active
else
if (hand)
return l_hand
else
return r_hand
return
/mob/proc/show_inv(mob/user as mob)
user.machine = src
var/dat = text("<TT>\n<B><FONT size=3>[]</FONT></B><BR>\n\t<B>Head(Mask):</B> <A href='?src=\ref[];item=mask'>[]</A><BR>\n\t<B>Left Hand:</B> <A href='?src=\ref[];item=l_hand'>[]</A><BR>\n\t<B>Right Hand:</B> <A href='?src=\ref[];item=r_hand'>[]</A><BR>\n\t<B>Back:</B> <A href='?src=\ref[];item=back'>[]</A><BR>\n\t[]<BR>\n\t[]<BR>\n\t[]<BR>\n\t<A href='?src=\ref[];item=pockets'>Empty Pockets</A><BR>\n<A href='?src=\ref[];mach_close=mob[]'>Close</A><BR>\n</TT>", name, src, (wear_mask ? text("[]", wear_mask) : "Nothing"), src, (l_hand ? text("[]", l_hand) : "Nothing"), src, (r_hand ? text("[]", r_hand) : "Nothing"), src, (back ? text("[]", back) : "Nothing"), ((istype(wear_mask, /obj/item/clothing/mask) && istype(back, /obj/item/weapon/tank) && !( internal )) ? text(" <A href='?src=\ref[];item=internal'>Set Internal</A>", src) : ""), (internal ? text("<A href='?src=\ref[];item=internal'>Remove Internal</A>", src) : ""), (handcuffed ? text("<A href='?src=\ref[];item=handcuff'>Handcuffed</A>", src) : text("<A href='?src=\ref[];item=handcuff'>Not Handcuffed</A>", src)), src, user, name)
user << browse(dat, text("window=mob[];size=325x500", name))
onclose(user, "mob[name]")
return
/mob/proc/u_equip(W as obj)
if (W == r_hand)
r_hand = null
else if (W == l_hand)
l_hand = null
else if (W == handcuffed)
handcuffed = null
else if (W == back)
back = null
else if (W == wear_mask)
wear_mask = null
update_clothing()
/mob/proc/ret_grab(obj/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/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
del(L)
return temp
else
return L.container
return
/mob/verb/mode()
set name = "Activate Held Object"
set category = "IC"
set src = usr
var/obj/item/W = equipped()
if (W)
W.attack_self(src)
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 = "OOC"
if(mind)
mind.show_memory(src)
else
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 = "OOC"
msg = copytext(msg, 1, MAX_MESSAGE_LEN)
msg = sanitize(msg)
if(mind)
mind.store_memory(msg)
else
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/verb/help()
set name = "Help"
src << browse('help.html', "window=help")
return
*/
/mob/verb/abandon_mob()
set name = "Respawn"
set category = "OOC"
if (!( abandon_allowed ))
return
if ((stat != 2 || !( ticker )))
usr << "\blue <B>You must be dead to use this!</B>"
return
log_game("[usr.name]/[usr.key] used abandon mob.")
usr << "\blue <B>Please roleplay correctly!</B>"
if(!client)
log_game("[usr.key] AM failed due to disconnect.")
return
for(var/obj/screen/t in usr.client.screen)
if (t.loc == null)
//t = null
del(t)
if(!client)
log_game("[usr.key] AM failed due to disconnect.")
return
var/mob/new_player/M = new /mob/new_player()
if(!client)
log_game("[usr.key] AM failed due to disconnect.")
del(M)
return
if(client && client.holder && (client.holder.state == 2))
client.admin_play()
return
M.key = client.key
M.Login()
return
/mob/verb/cmd_rules()
set name = "Rules"
set category = "OOC"
src << browse(rules, "window=rules;size=480x320")
/mob/verb/changes()
set name = "Changelog"
set category = "OOC"
if (client)
src << browse_rsc('postcardsmall.jpg')
src << browse_rsc('somerights20.png')
src << browse_rsc('88x31.png')
src << browse('changelog.html', "window=changes;size=675x650")
client.changes = 1
/client/var/ghost_ears = 1
/client/verb/toggle_ghost_ears()
set name = "Ghost ears"
set category = "OOC"
set desc = "Hear talks from everywhere"
ghost_ears = !ghost_ears
if (ghost_ears)
usr << "\blue Now you hear all speech in the world"
else
usr << "\blue Now you hear speech only from nearest creatures."
/mob/verb/observe()
set name = "Observe"
set category = "OOC"
var/is_admin = 0
if (client.holder && client.holder.level >= 1 && ( client.holder.state == 2 || client.holder.level > 3 ))
is_admin = 1
else if (istype(src, /mob/new_player) || stat != 2)
usr << "\blue You must be observing to use this!"
return
if (is_admin && stat == 2)
is_admin = 0
var/list/names = list()
var/list/namecounts = list()
var/list/creatures = list()
for (var/obj/item/weapon/disk/nuclear/D in world)
var/name = "Nuclear Disk"
if (name in names)
namecounts[name]++
name = "[name] ([namecounts[name]])"
else
names.Add(name)
namecounts[name] = 1
creatures[name] = D
for (var/obj/machinery/singularity/S in world)
var/name = "Singularity"
if (name in names)
namecounts[name]++
name = "[name] ([namecounts[name]])"
else
names.Add(name)
namecounts[name] = 1
creatures[name] = S
for (var/obj/machinery/bot/B in world)
var/name = "BOT: [B.name]"
if (name in names)
namecounts[name]++
name = "[name] ([namecounts[name]])"
else
names.Add(name)
namecounts[name] = 1
creatures[name] = B
/*
for (var/mob/living/silicon/decoy/D in world)
var/name = "[D.name]"
if (name in names)
namecounts[name]++
name = "[name] ([namecounts[name]])"
else
names.Add(name)
namecounts[name] = 1
creatures[name] = D
*/
//THIS IS HOW YOU ADD OBJECTS TO BE OBSERVED
creatures += getmobs()
//THIS IS THE MOBS PART: LOOK IN HELPERS.DM
client.perspective = EYE_PERSPECTIVE
var/eye_name = null
if (is_admin)
eye_name = input("Please, select a player!", "Admin Observe", null, null) as null|anything in creatures
else
eye_name = input("Please, select a player!", "Observe", null, null) as null|anything in creatures
if (!eye_name)
return
var/mob/eye = creatures[eye_name]
if (is_admin)
if (eye)
reset_view(eye)
client.adminobs = 1
if(eye == client.mob)
client.adminobs = 0
else
reset_view(null)
client.adminobs = 0
else
if(ticker)
// world << "there's a ticker"
if(ticker.mode.name == "AI malfunction")
// world << "ticker says its malf"
var/datum/game_mode/malfunction/malf = ticker.mode
for (var/datum/mind/B in malf.malf_ai)
// world << "comparing [B.current] to [eye]"
if (B.current == eye)
for (var/mob/living/silicon/decoy/D in world)
if (eye)
eye = D
if (eye)
client.eye = eye
else
client.eye = client.mob
/mob/verb/cancel_camera()
set name = "Cancel Camera View"
set category = "OOC"
reset_view(null)
machine = null
if(istype(src, /mob/living))
if(src:cameraFollow)
src:cameraFollow = null
/mob/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group || (height==0)) return 1
if(ismob(mover))
var/mob/moving_mob = mover
if ((other_mobs && moving_mob.other_mobs))
return 1
return (!mover.density || !density || lying)
else
return (!mover.density || !density || lying)
return
/mob/dead/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
return 1
/mob/Topic(href, href_list)
if(href_list["mach_close"])
var/t1 = text("window=[href_list["mach_close"]]")
machine = null
src << browse(null, t1)
if(href_list["priv_msg"])
var/mob/M = locate(href_list["priv_msg"])
if(M)
if(muted)
src << "You are muted have a nice day"
return
if (!ismob(M))
return
var/t = input("Message:", text("Private message to [M.key]")) as text|null
if (!t || !usr || !M)
return
if (usr.client && usr.client.holder)
M << "\red Admin PM from-<b>[key_name(usr, M, 0)]</b>: [t]"
usr << "\blue Admin PM to-<b>[key_name(M, usr, 1)]</b>: [t]"
else
if (M)
if (M.client && M.client.holder)
M << "\blue Reply PM from-<b>[key_name(usr, M, 1)]</b>: [t]"
else
M << "\red Reply PM from-<b>[key_name(usr, M, 0)]</b>: [t]"
usr << "\blue Reply PM to-<b>[key_name(M, usr, 0)]</b>: [t]"
log_admin("PM: [key_name(usr)]->[key_name(M)] : [t]")
//we don't use message_admins here because the sender/receiver might get it too
for (var/mob/K in world)
if(K && usr)
if(K.client && K.client.holder && K.key != usr.key && K.key != M.key)
K << "<b><font color='blue'>PM: [key_name(usr, K)]->[key_name(M, K)]:</b> \blue [t]</font>"
..()
return
/mob/proc/get_damage()
return health
/mob/MouseDrop(mob/M as mob)
..()
if(M != usr) return
if(usr == src) return
if(get_dist(usr,src) > 1) return
if(istype(M,/mob/living/silicon/ai)) return
if(LinkBlocked(usr.loc,loc)) return
show_inv(usr)
/atom/movable/Move(NewLoc, direct)
if (direct & direct - 1)
if (direct & 1)
if (direct & 4)
if (step(src, NORTH))
step(src, EAST)
else
if (step(src, EAST))
step(src, NORTH)
else
if (direct & 8)
if (step(src, NORTH))
step(src, WEST)
else
if (step(src, WEST))
step(src, NORTH)
else
if (direct & 2)
if (direct & 4)
if (step(src, SOUTH))
step(src, EAST)
else
if (step(src, EAST))
step(src, SOUTH)
else
if (direct & 8)
if (step(src, SOUTH))
step(src, WEST)
else
if (step(src, WEST))
step(src, SOUTH)
else
. = ..()
return
/atom/movable/verb/pull()
set name = "Pull"
set category = "IC"
set src in oview(1)
if (!( usr ))
return
if (!( anchored ))
usr.pulling = src
return
/atom/verb/examine()
set name = "Examine"
set category = "IC"
set src in oview(12) //make it work from farther away
if (!( usr ))
return
usr << "This is \an [name]."
usr << desc
// *****RM
//usr << "[name]: Dn:[density] dir:[dir] cont:[contents] icon:[icon] is:[icon_state] loc:[loc]"
return
/client/North()
..()
/client/South()
..()
/client/West()
..()
/client/East()
..()
/client/Northeast()
if(istype(mob, /mob/living/carbon))
mob:swap_hand()
return
/client/Southeast()
var/obj/item/weapon/W = mob.equipped()
if (W)
W.attack_self(mob)
return
/client/Northwest()
if(!isrobot(mob))
mob.drop_item_v()
return
/client/Center()
if (isobj(mob.loc))
var/obj/O = mob.loc
if (mob.canmove)
return O.relaymove(mob, 16)
return
/client/Move(n, direct)
if(mob.control_object) // Hacking in something to control objects -- TLE
if(mob.control_object.density)
step(mob.control_object,direct)
mob.control_object.dir = direct
else
mob.control_object.loc = get_step(mob.control_object,direct)
if(isobserver(mob))
return mob.Move(n,direct)
if (moving)
return 0
if (world.time < move_delay)
return
if (!( mob ))
return
if (mob.stat==2)
return
if(isAI(mob))
return AIMove(n,direct,mob)
if(ishivemainframe(mob))
return MainframeMove(n,direct,mob)
if(mob.anchored)/*If mob is not AI and is anchored. This means most anchored mobs will not be able to move.
This is a fix for ninja energy_net to where mobs can not move but can still act to destroy it.
If needed, this should be changed in the appropriate manner. I think the only time you would need to anchor a mob
is when they are not meant to move.*/
return
if (mob.incorporeal_move)
var/turf/mobloc = get_turf(mob.loc)
switch(mob.incorporeal_move)//1 is for all mobs. 2 is for ninjas only.
if(1)
mob.loc = get_step(mob, direct)
mob.dir = direct
if(2)
//For Ninja crazy porting powers. Moves either 1 or 2 tiles.
if(prob(50))
var/locx
var/locy
switch(direct)
if(NORTH)
locx = mobloc.x
locy = (mobloc.y+2)
if(locy>world.maxy)
return
if(SOUTH)
locx = mobloc.x
locy = (mobloc.y-2)
if(locy<1)
return
if(EAST)
locy = mobloc.y
locx = (mobloc.x+2)
if(locx>world.maxx)
return
if(WEST)
locy = mobloc.y
locx = (mobloc.x-2)
if(locx<1)
return
else
return
mob.loc = locate(locx,locy,mobloc.z)
spawn(0)
var/limit = 2//For only two trailing shadows.
for(var/turf/T in getline(mobloc, mob.loc))
spawn(0)
anim(T,mob,'mob.dmi',,"shadow")
limit--
if(limit<=0) break
else
spawn(0)
anim(mobloc,mob,'mob.dmi',,"shadow")
mob.loc = get_step(mob, direct)
mob.dir = direct
return
if (mob.monkeyizing)
return
var/is_monkey = ismonkey(mob)
if (locate(/obj/item/weapon/grab, locate(/obj/item/weapon/grab, mob.grabbed_by.len)))
var/list/grabbing = list( )
if (istype(mob.l_hand, /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = mob.l_hand
grabbing += G.affecting
if (istype(mob.r_hand, /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = mob.r_hand
grabbing += G.affecting
for(var/obj/item/weapon/grab/G in mob.grabbed_by)
if (G.state == 1)
if (!( grabbing.Find(G.assailant) ))
del(G)
else
if (G.state == 2)
move_delay = world.time + 10
if ((prob(25) && (!( is_monkey ) || prob(25))))
mob.visible_message("\red [mob] has broken free of [G.assailant]'s grip!")
del(G)
else
return
else
if (G.state == 3)
move_delay = world.time + 10
if ((prob(5) && !( is_monkey ) || prob(25)))
mob.visible_message("\red [mob] has broken free of [G.assailant]'s headlock!")
del(G)
else
return
if (mob.canmove)
if(mob.m_intent == "face")
mob.dir = direct
var/j_pack = 0
if ((istype(mob.loc, /turf/space)))
if (!( mob.restrained() ))
if (!( (locate(/obj/grille) in oview(1, mob)) || (locate(/turf/simulated) in oview(1, mob)) || (locate(/obj/lattice) in oview(1, mob)) ))
if (istype(mob.back, /obj/item/weapon/tank/jetpack))
var/obj/item/weapon/tank/jetpack/J = mob.back
j_pack = J.allow_thrust(0.01, mob)
if(j_pack)
mob.inertia_dir = 0
if (!( j_pack ))
return 0
else
return 0
else
return 0
if (isturf(mob.loc))
move_delay = world.time
if ((j_pack && j_pack < 1))
move_delay += 5
switch(mob.m_intent)
if("run")
if (mob.drowsyness > 0)
move_delay += 6
if(mob.organStructure && mob.organStructure.legs)
move_delay += mob.organStructure.legs.moveRunDelay
else
move_delay += 1
if("face")
mob.dir = direct
return
if("walk")
if(mob.organStructure && mob.organStructure.legs)
move_delay += mob.organStructure.legs.moveWalkDelay
else
move_delay += 7
move_delay += mob.movement_delay()
if (mob.restrained())
for(var/mob/M in range(mob, 1))
if (((M.pulling == mob && (!( M.restrained() ) && M.stat == 0)) || locate(/obj/item/weapon/grab, mob.grabbed_by.len)))
src << "\blue You're restrained! You can't move!"
return 0
moving = 1
if (locate(/obj/item/weapon/grab, mob))
move_delay = max(move_delay, world.time + 7)
var/list/L = mob.ret_grab()
if (istype(L, /list))
if (L.len == 2)
L -= mob
var/mob/M = L[1]
if ((get_dist(mob, M) <= 1 || M.loc == mob.loc))
var/turf/T = mob.loc
. = ..()
if (isturf(M.loc))
var/diag = get_dir(mob, M)
if ((diag - 1) & diag)
else
diag = null
if ((get_dist(mob, M) > 1 || diag))
step(M, get_dir(M.loc, T))
else
for(var/mob/M in L)
M.other_mobs = 1
if (mob != M)
M.animate_movement = 3
for(var/mob/M in L)
spawn( 0 )
step(M, direct)
return
spawn( 1 )
M.other_mobs = null
M.animate_movement = 2
return
else
if(mob.confused)
step(mob, pick(cardinal))
else
. = ..()
moving = null
return .
else
if (isobj(mob.loc) || ismob(mob.loc))
var/atom/O = mob.loc
if (mob.canmove)
return O.relaymove(mob, direct)
else
return
return
/client/New()
if(findtextEx(key, "Telnet @"))
src << "Sorry, this game does not support Telnet."
del(src)
var/isbanned = CheckBan(src)
if (isbanned)
log_access("Failed Login: [src] - Banned")
message_admins("\blue Failed Login: [src] - Banned")
alert(src,"You have been banned.\nReason : [isbanned]","Ban","Ok")
del(src)
if (!guests_allowed && IsGuestKey(key))
log_access("Failed Login: [src] - Guests not allowed")
message_admins("\blue Failed Login: [src] - Guests not allowed")
alert(src,"You cannot play here.\nReason : Guests not allowed","Guests not allowed","Ok")
del(src)
if (((world.address == address || !(address)) && !(host)))
host = key
world.update_status()
..()
if (join_motd)
src << "<div class=\"motd\">[join_motd]</div>"
authorize()
//goonauth() -- Skie, commented out because not goons anymore.
///beta_tester_auth()
update_world()
//new admin bit - Nannek
if (admins.Find(ckey))
holder = new /obj/admins(src)
holder.rank = admins[ckey]
update_admins(admins[ckey])
if (ticker && ticker.mode && ticker.mode.name =="sandbox" && authenticated)
mob.CanBuild()
if(holder && (holder.level >= 3))
verbs += /mob/proc/Delete
/client/Del()
spawn(0)
if(holder)
del(holder)
return ..()
/mob/proc/can_use_hands()
if(handcuffed)
return 0
if(buckled && istype(buckled, /obj/stool/bed)) // buckling does not restrict hands
return 0
return ..()
/mob/proc/is_active()
return (0 >= usr.stat)
/mob/proc/see(message)
if(!is_active())
return 0
src << message
return 1
/mob/proc/show_viewers(message)
for(var/mob/M in viewers())
M.see(message)
//This is the proc for gibbing a mob. Cannot gib ghosts. Removed the medal reference,
//added different sort of gibs and animations. N
/mob/proc/gib()
if (istype(src, /mob/dead/observer))
var/V = virus
gibs(loc, V)
return
if(!isrobot(src))//Cyborgs no-longer "die" when gibbed.
death(1)
var/atom/movable/overlay/animation = null
monkeyizing = 1
canmove = 0
icon = null
invisibility = 101
animation = new(loc)
animation.icon_state = "blank"
animation.icon = 'mob.dmi'
animation.master = src
if(ishuman(src))
flick("gibbed-h", animation)
else if(ismonkey(src))
flick("gibbed-m", animation)
else if(isalien(src))
flick("gibbed-a", animation)
else
flick("gibbed-r", animation)
if(key)
var/V = virus
if (istype(src, /mob/living/silicon))
robogibs(loc, V)
else if (istype(src, /mob/living/carbon/alien))
xgibs(loc, V)
else
gibs(loc, V)
else
var/V = virus
if (istype(src, /mob/living/silicon))
robogibs(loc, V)
else if (istype(src, /mob/living/carbon/alien))
xgibs(loc, V)
else
gibs(loc, V)
sleep(15)
del(src)
/*
This is the proc for turning a mob into ash. Mostly a copy of gib code (above).
Originally created for wizard disintegrate. I've removed the virus code since it's irrelevant here.
Dusting robots does not eject the MMI, so it's a bit more powerful than gib() /N
*/
/mob/proc/dust()
death(1)
var/atom/movable/overlay/animation = null
monkeyizing = 1
canmove = 0
icon = null
invisibility = 101
animation = new(loc)
animation.icon_state = "blank"
animation.icon = 'mob.dmi'
animation.master = src
if(ishuman(src))
flick("dust-h", animation)
new /obj/decal/remains/human(loc)
else if(ismonkey(src))
flick("dust-m", animation)
new /obj/decal/remains/human(loc)
else if(isalien(src))
flick("dust-a", animation)
new /obj/decal/remains/xeno(loc)
else
flick("dust-r", animation)
new /obj/decal/remains/robot(loc)
sleep(15)
if(isrobot(src)&&src:mmi)//Is a robot and it has an mmi.
del(src:mmi)//Delete the MMI first so that it won't go popping out.
del(src)
/*
adds a dizziness amount to a mob
use this rather than directly changing var/dizziness
since this ensures that the dizzy_process proc is started
currently only humans get dizzy
value of dizziness ranges from 0 to 1000
below 100 is not dizzy
*/
/mob/proc/make_dizzy(var/amount)
if(!istype(src, /mob/living/carbon/human)) // for the moment, only humans get dizzy
return
dizziness = min(1000, dizziness + amount) // store what will be new value
// clamped to max 1000
if(dizziness > 100 && !is_dizzy)
spawn(0)
dizzy_process()
/*
dizzy process - wiggles the client's pixel offset over time
spawned from make_dizzy(), will terminate automatically when dizziness gets <100
note dizziness decrements automatically in the mob's Life() proc.
*/
/mob/proc/dizzy_process()
is_dizzy = 1
while(dizziness > 100)
if(client)
var/amplitude = dizziness*(sin(dizziness * 0.044 * world.time) + 1) / 70
client.pixel_x = amplitude * sin(0.008 * dizziness * world.time)
client.pixel_y = amplitude * cos(0.008 * dizziness * world.time)
sleep(1)
//endwhile - reset the pixel offsets to zero
is_dizzy = 0
if(client)
client.pixel_x = 0
client.pixel_y = 0
// jitteriness - copy+paste of dizziness
/mob/proc/make_jittery(var/amount)
if(!istype(src, /mob/living/carbon/human)) // for the moment, only humans get dizzy
return
jitteriness = min(1000, jitteriness + amount) // store what will be new value
// clamped to max 1000
if(jitteriness > 100 && !is_jittery)
spawn(0)
jittery_process()
// Typo from the oriignal coder here, below lies the jitteriness process. So make of his code what you will, the previous comment here was just a copypaste of the above.
/mob/proc/jittery_process()
var/old_x = pixel_x
var/old_y = pixel_y
is_jittery = 1
while(jitteriness > 100)
// var/amplitude = jitteriness*(sin(jitteriness * 0.044 * world.time) + 1) / 70
// pixel_x = amplitude * sin(0.008 * jitteriness * world.time)
// pixel_y = amplitude * cos(0.008 * jitteriness * world.time)
var/amplitude = min(4, jitteriness / 100)
pixel_x = rand(-amplitude, amplitude)
pixel_y = rand(-amplitude/3, amplitude/3)
sleep(1)
//endwhile - reset the pixel offsets to zero
is_jittery = 0
pixel_x = old_x
pixel_y = old_y
/mob/Stat()
..()
statpanel("Status")
if (client && client.holder)
stat(null, "([x], [y], [z])")
stat(null, "CPU: [world.cpu]")
stat(null, "Controller: [controllernum]")
//if (master_controller)
// stat(null, "Loop: [master_controller.loop_freq]")
if (spell_list.len)
for(var/obj/proc_holder/spell/S in spell_list)
switch(S.charge_type)
if("recharge")
statpanel("Spells","[S.charge_counter/10.0]/[S.charge_max/10]",S)
if("charges")
statpanel("Spells","[S.charge_counter]/[S.charge_max]",S)
/client/proc/station_explosion_cinematic(var/derp)
if(mob)
var/mob/M = mob
M.loc = null // HACK, but whatever, this works
var/obj/screen/boom = M.hud_used.station_explosion
if (M.client)
M.client.screen += boom
if(ticker)
switch(ticker.mode.name)
if("nuclear emergency")
flick("start_nuke", boom)
if("AI malfunction")
flick("start_malf", boom)
else
boom.icon_state = "start"
sleep(40)
M << sound('explosionfar.ogg')
boom.icon_state = "end"
if(!derp) flick("explode", boom)
else flick("explode2", boom)
sleep(40)
if(ticker)
switch(ticker.mode.name)
if("nuclear emergency")
if (!derp) boom.icon_state = "loss_nuke"
else boom.icon_state = "loss_nuke2"
if("AI malfunction")
boom.icon_state = "loss_malf"
else
boom.icon_state = "loss_general"