Files
VOREStation/code/modules/mob/mob.dm
SatinIsle b7b630d592 Adds a persistent notes feature (#16923)
* Adds a persistent notes feature

Added a new "Private Notes" option to character setup, and a new "Private Notes" verb that opens them up and allows you to see and edit them in-game in the same way as OOC Notes.

These notes are simply a block of persistent text, purely for your own viewing. The entire purpose of them is for making notes for your own use, such as adding info if you come up with lore on the fly, so that you can easily reference it in the future. You can obviously store anything in there that you'd normally put into a txt file, it's just an easy way to organise info directly tied to your character. This works on a character by character basis.

I've tried to follow the template used for OOC Notes as best I can, because I believe that shadow has updated those to be tg style prefs, so that it'll not need to be redone.

I know that there are a few instances of usr instead of user in here too, I am not sure if they are appropriate or not as I just followed the way that similar settings work. Please do poke me if that needs changing.

* Fixed requested usr's

* Removed to_world

* removed "as mob"
2025-01-25 11:04:00 -05:00

1323 lines
35 KiB
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/mob/Destroy()//This makes sure that mobs withGLOB.clients/keys are not just deleted from the game.
mob_list -= src
dead_mob_list -= src
living_mob_list -= src
player_list -= src
unset_machine()
QDEL_NULL(hud_used)
clear_fullscreen()
if(client)
for(var/obj/screen/movable/spell_master/spell_master in spell_masters)
qdel(spell_master)
remove_screen_obj_references()
client.screen.Cut()
if(mind && mind.current == src)
spellremove(src)
ghostize()
if(focus)
focus = null
if(plane_holder)
QDEL_NULL(plane_holder)
if(pulling)
stop_pulling() //TG does this on atom/movable but our stop_pulling proc is here so whatever
vore_selected = null
if(vore_organs)
QDEL_NULL_LIST(vore_organs)
if(vorePanel)
QDEL_NULL(vorePanel)
if(mind)
if(mind.current == src)
mind.current = null
if(mind.original == src)
mind.original = null
. = ..()
update_client_z(null)
//return QDEL_HINT_HARDDEL_NOW
/mob/proc/remove_screen_obj_references()
hands = null
pullin = null
purged = null
internals = null
i_select = null
m_select = null
healths = null
throw_icon = null
pain = null
item_use_icon = null
gun_move_icon = null
gun_setting_icon = null
spell_masters = null
zone_sel = null
/mob/Initialize()
mob_list += src
if(stat == DEAD)
dead_mob_list += src
else
living_mob_list += src
lastarea = get_area(src)
set_focus(src) // VOREStation Add - Key Handling
hook_vr("mob_new",list(src)) //VOREStation Code
update_transform() // Some mobs may start bigger or smaller than normal.
. = ..()
//return QDEL_HINT_HARDDEL_NOW Just keep track of mob references. They delete SO much faster now.
/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 && !teleop) return
if (type)
if((type & VISIBLE_MESSAGE) && (is_blind() || paralysis) )//Vision related
if (!( alt ))
return
else
msg = alt
type = alt_type
if ((type & AUDIBLE_MESSAGE) && is_deaf())//Hearing related
if (!( alt ))
return
else
msg = alt
type = alt_type
if ((type & VISIBLE_MESSAGE) && (sdisabilities & BLIND))
return
// Added voice muffling for Issue 41.
if(stat == UNCONSCIOUS || sleeping > 0)
to_chat(src, span_filter_notice(span_italics("... You can almost hear someone talking ...")))
else
if(teleop)
to_chat(teleop, create_text_tag("body", "BODY:", teleop.client) + "[msg]")
else
to_chat(src,msg)
return
// Show a message to all mobs and objects 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, var/list/exclude_mobs = null, var/range = world.view, var/runemessage)
if(self_message)
if(LAZYLEN(exclude_mobs))
exclude_mobs |= src
else
exclude_mobs = list(src)
src.show_message(self_message, 1, blind_message, 2)
if(isnull(runemessage))
runemessage = -1
. = ..(message, blind_message, exclude_mobs, range, runemessage) // Really not ideal that atom/visible_message has different arg numbering :(
// Returns an amount of power drawn from the object (-1 if it's not viable).
// If drain_check is set it will not actually drain power, just return a value.
// If surge is set, it will destroy/damage the recipient and not return any power.
// Not sure where to define this, so it can sit here for the rest of time.
/atom/proc/drain_power(var/drain_check,var/surge, var/amount = 0)
return -1
// used for petrification machines
/atom/proc/get_ultimate_mob()
var/mob/ultimate_mob
var/atom/to_check = loc
var/n = 0
while (to_check && !isturf(to_check) && n++ < 16)
if (ismob(to_check))
ultimate_mob = to_check
to_check = to_check.loc
return ultimate_mob
// Show a message to all mobs and objects 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/radio_message, var/runemessage)
var/range = hearing_distance || world.view
var/list/hear = get_mobs_and_objs_in_view_fast(get_turf(src),range,remote_ghosts = FALSE)
var/list/hearing_mobs = hear["mobs"]
var/list/hearing_objs = hear["objs"]
if(isnull(runemessage))
runemessage = -1 // Symmetry with mob/audible_message, despite the fact this one doesn't call parent. Maybe it should!
if(radio_message)
for(var/obj/O as anything in hearing_objs)
O.hear_talk(src, list(new /datum/multilingual_say_piece(GLOB.all_languages["Noise"], radio_message)), null)
else
for(var/obj/O as anything in hearing_objs)
O.show_message(message, AUDIBLE_MESSAGE, deaf_message, VISIBLE_MESSAGE)
for(var/mob/M as anything in hearing_mobs)
var/msg = message
if(self_message && M==src)
msg = self_message
M.show_message(msg, AUDIBLE_MESSAGE, deaf_message, VISIBLE_MESSAGE)
if(runemessage != -1)
M.create_chat_message(src, "[runemessage || message]", FALSE, list("emote"), audible = FALSE)
/mob/proc/findname(msg)
for(var/mob/M in mob_list)
if (M.real_name == text("[]", msg))
return M
return 0
/mob/proc/Life()
// if(organStructure)
// organStructure.ProcessOrgans()
return
#define UNBUCKLED 0
#define PARTIALLY_BUCKLED 1
#define FULLY_BUCKLED 2
/mob/proc/buckled()
// Preliminary work for a future buckle rewrite,
// where one might be fully restrained (like an elecrical chair), or merely secured (shuttle chair, keeping you safe but not otherwise restrained from acting)
if(!buckled)
return UNBUCKLED
return restrained() ? FULLY_BUCKLED : PARTIALLY_BUCKLED
/mob/proc/is_blind()
return ((sdisabilities & BLIND) || blinded || incapacitated(INCAPACITATION_KNOCKOUT))
/mob/proc/is_deaf()
return ((sdisabilities & DEAF) || ear_deaf || incapacitated(INCAPACITATION_KNOCKOUT))
/mob/proc/is_physically_disabled()
return incapacitated(INCAPACITATION_DISABLED)
/mob/proc/cannot_stand()
return incapacitated(INCAPACITATION_KNOCKDOWN)
/mob/proc/incapacitated(var/incapacitation_flags = INCAPACITATION_DEFAULT)
if ((incapacitation_flags & INCAPACITATION_STUNNED) && stunned)
return 1
if ((incapacitation_flags & INCAPACITATION_FORCELYING) && (weakened || resting))
return 1
if ((incapacitation_flags & INCAPACITATION_KNOCKOUT) && (stat || paralysis || sleeping || (status_flags & FAKEDEATH)))
return 1
if((incapacitation_flags & INCAPACITATION_RESTRAINED) && restrained())
return 1
if((incapacitation_flags & (INCAPACITATION_BUCKLED_PARTIALLY|INCAPACITATION_BUCKLED_FULLY)))
var/buckling = buckled()
if(buckling >= PARTIALLY_BUCKLED && (incapacitation_flags & INCAPACITATION_BUCKLED_PARTIALLY))
return 1
if(buckling == FULLY_BUCKLED && (incapacitation_flags & INCAPACITATION_BUCKLED_FULLY))
return 1
return 0
#undef UNBUCKLED
#undef PARTIALLY_BUCKLED
#undef FULLY_BUCKLED
/mob/proc/restrained()
return
/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 TRUE
/mob/verb/pointed(atom/A as mob|obj|turf in view())
set name = "Point To"
set category = "Object"
if(!src || !isturf(src.loc) || !(A in view(src.loc)))
return 0
if(istype(A, /obj/effect/decal/point))
return 0
var/turf/tile = get_turf(A)
if (!tile)
return 0
var/turf/our_tile = get_turf(src)
var/obj/visual = new /obj/effect/decal/point(our_tile)
visual.invisibility = invisibility
visual.plane = ABOVE_PLANE
visual.layer = FLY_LAYER
animate(visual,
pixel_x = (tile.x - our_tile.x) * world.icon_size + A.pixel_x,
pixel_y = (tile.y - our_tile.y) * world.icon_size + A.pixel_y,
time = 1.7,
easing = EASE_OUT)
QDEL_IN(visual, 2 SECONDS) //Better qdel
face_atom(A)
return 1
/mob/proc/ret_grab(list/L, flag)
return
/mob/verb/mode()
set name = "Activate Held Object"
set category = "Object"
set src = usr
return
/*
/mob/verb/dump_source()
var/master = "<PRE>"
for(var/t in typesof(/area))
master += text("[]\n", t)
//Foreach goto(26)
src << browse("<html>[master]</html>")
return
*/
/mob/verb/memory()
set name = "Notes"
set desc = "View notes stored for this round only."
set category = "IC.Notes"
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 desc = "Add notes stored for this round only."
set category = "IC.Notes"
msg = sanitize(msg)
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 = sanitize(tgui_input_text(usr,"Set the flavor text in your 'examine' verb.","Flavor Text",html_decode(flavor_text), multiline = TRUE, prevent_enter = TRUE), extra = 0) //VOREStation Edit: separating out OOC notes
if(msg != null)
flavor_text = msg
/mob/proc/warn_flavor_changed()
if(flavor_text && flavor_text != "") // don't spam people that don't use it!
to_chat(src, span_filter_notice("<h2 class='alert'>OOC Warning:</h2>"))
to_chat(src, span_filter_notice(span_warning("Your flavor text is likely out of date! <a href='byond://?src=\ref[src];flavor_change=1'>Change</a>")))
/mob/proc/print_flavor_text()
if (flavor_text && flavor_text != "")
var/msg = replacetext(flavor_text, "\n", " ")
if(length(msg) <= 40)
return span_notice("[msg]")
else
return span_notice("[copytext_preserve_html(msg, 1, 37)]... <a href='byond://?src=\ref[src];flavor_more=1'>More...</a>")
/*
/mob/verb/help()
set name = "Help"
src << browse('html/help.html', "window=help")
return
*/
/mob/proc/set_respawn_timer(var/time)
// Try to figure out what time to use
// Special cases, can never respawn
if(ticker?.mode?.deny_respawn)
time = -1
else if(!CONFIG_GET(flag/abandon_allowed))
time = -1
else if(!CONFIG_GET(flag/respawn))
time = -1
// Special case for observing before game start
else if(ticker?.current_state <= GAME_STATE_SETTING_UP)
time = 1 MINUTE
// Wasn't given a time, use the config time
else if(!time)
time = CONFIG_GET(number/respawn_time)
var/keytouse = ckey
// Try harder to find a key to use
if(!keytouse && key)
keytouse = ckey(key)
else if(!keytouse && mind?.key)
keytouse = ckey(mind.key)
GLOB.respawn_timers[keytouse] = world.time + time
/mob/observer/dead/set_respawn_timer()
if(CONFIG_GET(flag/antag_hud_restricted) && has_enabled_antagHUD)
..(-1)
else
return // Don't set it, no need
/mob/verb/abandon_mob()
set name = "Return to Menu"
set category = "OOC.Game"
if(stat != DEAD || !ticker)
to_chat(usr, span_boldnotice("You must be dead to use this!"))
return
// Final chance to abort "respawning"
if(mind && timeofdeath) // They had spawned before
var/choice = tgui_alert(usr, "Returning to the menu will prevent your character from being revived in-round. Are you sure?", "Confirmation", list("No, wait", "Yes, leave"))
if(!choice || choice == "No, wait")
return
else if(mind.assigned_role)
var/extra_check = tgui_alert(usr, "Do you want to Quit This Round before you return to lobby?\
This will properly remove you from manifest, as well as prevent resleeving. BEWARE: Pressing 'NO' will STILL return you to lobby!",
"Quit This Round",list("Quit Round","No"))
if(extra_check == "Quit Round")
//Update any existing objectives involving this mob.
for(var/datum/objective/O in all_objectives)
if(O.target == src.mind)
if(O.owner && O.owner.current)
to_chat(O.owner.current,span_warning("You get the feeling your target is no longer within your reach..."))
qdel(O)
//Resleeving cleanup
if(mind)
SStranscore.leave_round(src)
//Job slot cleanup
var/job = src.mind.assigned_role
job_master.FreeRole(job)
//Their objectives cleanup
if(src.mind.objectives.len)
qdel(src.mind.objectives)
src.mind.special_role = null
//Cut the PDA manifest (ugh)
if(PDA_Manifest.len)
PDA_Manifest.Cut()
for(var/datum/data/record/R in data_core.medical)
if((R.fields["name"] == src.real_name))
qdel(R)
for(var/datum/data/record/T in data_core.security)
if((T.fields["name"] == src.real_name))
qdel(T)
for(var/datum/data/record/G in data_core.general)
if((G.fields["name"] == src.real_name))
qdel(G)
//This removes them from being 'active' list on join screen
src.mind.assigned_role = null
to_chat(src,span_notice("Your job has been free'd up, and you can rejoin as another character or quit. Thanks for properly quitting round, it helps the server!"))
// Beyond this point, you're going to respawn
if(!client)
log_game("[usr.key] AM failed due to disconnect.")
return
client.screen.Cut()
client.screen += client.void
if(!client)
log_game("[usr.key] AM failed due to disconnect.")
return
announce_ghost_joinleave(client, 0)
var/mob/new_player/M = new /mob/new_player()
if(!client)
log_game("[usr.key] AM failed due to disconnect.")
qdel(M)
return
M.has_respawned = TRUE //When we returned to main menu, send respawn message
M.key = key
if(M.mind)
M.mind.reset()
return
/client/verb/changes()
set name = "Changelog"
set category = "OOC.Resources"
src << link("https://wiki.vore-station.net/Changelog")
/mob/verb/observe()
set name = "Observe"
set category = "OOC.Game"
var/is_admin = 0
if(client.holder && (client.holder.rights & R_ADMIN|R_EVENT))
is_admin = 1
else if(stat != DEAD || isnewplayer(src))
to_chat(usr, span_filter_notice("[span_blue("You must be observing to use this!")]"))
return
if(is_admin && stat == DEAD)
is_admin = 0
var/list/targets = list()
targets += observe_list_format(nuke_disks)
targets += observe_list_format(all_singularities)
targets += getmobs()
targets += observe_list_format(sortAtom(mechas_list))
targets += observe_list_format(SSshuttles.ships)
client.perspective = EYE_PERSPECTIVE
var/eye_name = null
var/ok = "[is_admin ? "Admin Observe" : "Observe"]"
eye_name = tgui_input_list(usr, "Select something to [ok]:", "Select Target", targets)
if (!eye_name)
return
var/mob/mob_eye = targets[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.Game"
unset_machine()
reset_view(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["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 ..()
/mob/proc/pull_damage()
return 0
/mob/verb/stop_pulling()
set name = "Stop Pulling"
set category = "IC.Game"
if(pulling)
if(ishuman(pulling))
var/mob/living/carbon/human/H = pulling
visible_message(span_warning("\The [src] lets go of \the [H]."), span_notice("You let go of \the [H]."), exclude_mobs = list(H))
if(!H.stat)
to_chat(H, span_warning("\The [src] lets go of you."))
pulling.pulledby = null
pulling = null
if(pullin)
pullin.icon_state = "pull0"
/mob/proc/start_pulling(var/atom/movable/AM)
if ( !AM || !usr || src==AM || !isturf(src.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)
to_chat(src, span_warning("It won't budge!"))
return
var/mob/M = AM
if(ismob(AM))
if(!can_pull_mobs || !can_pull_size)
to_chat(src, span_warning("They won't budge!"))
return
if((mob_size < M.mob_size) && (can_pull_mobs != MOB_PULL_LARGER))
to_chat(src, span_warning("[M] is too large for you to move!"))
return
if((mob_size == M.mob_size) && (can_pull_mobs == MOB_PULL_SMALLER))
to_chat(src, span_warning("[M] is too heavy for you to move!"))
return
// If your size is larger than theirs and you have some
// kind of mob pull value AT ALL, you will be able to pull
// them, so don't bother checking that explicitly.
if(M.grabbed_by.len)
// Only start pulling when nobody else has a grab on them
. = 1
for(var/obj/item/grab/G in M.grabbed_by)
if(G.assailant != usr)
. = 0
else
qdel(G)
if(!.)
to_chat(src, span_warning("Somebody has a grip on them!"))
return
if(!iscarbon(src))
M.LAssailant = null
else
M.LAssailant = usr
else if(isobj(AM))
var/obj/I = AM
if(!can_pull_size || can_pull_size < I.w_class)
to_chat(src, span_warning("It won't budge!"))
return
if(pulling)
var/pulling_old = pulling
stop_pulling()
// Are we pulling the same thing twice? Just stop pulling.
if(pulling_old == AM)
return
src.pulling = AM
AM.pulledby = src
if(pullin)
pullin.icon_state = "pull1"
if(ishuman(AM))
var/mob/living/carbon/human/H = AM
if(H.lying) // If they're on the ground we're probably dragging their arms to move them
visible_message(span_warning("\The [src] leans down and grips \the [H]'s arms."), span_notice("You lean down and grip \the [H]'s arms."), exclude_mobs = list(H))
if(!H.stat)
to_chat(H, span_warning("\The [src] leans down and grips your arms."))
else //Otherwise we're probably just holding their arm to lead them somewhere
visible_message(span_warning("\The [src] grips \the [H]'s arm."), span_notice("You grip \the [H]'s arm."), exclude_mobs = list(H))
if(!H.stat)
to_chat(H, span_warning("\The [src] grips your arm."))
playsound(src.loc, 'sound/weapons/thudswoosh.ogg', 25) //Quieter than hugging/grabbing but we still want some audio feedback
if(H.pull_damage())
to_chat(src, span_filter_notice("[span_red(span_bold("Pulling \the [H] in their current condition would probably be a bad idea."))]"))
//Attempted fix for people flying away through space when cuffed and dragged.
if(ismob(AM))
var/mob/pulled = AM
pulled.inertia_dir = 0
// We have pulled something before, so we should be able to safely continue pulling it. This proc is only for portals!
/mob/proc/continue_pulling(var/atom/movable/AM)
if ( !AM || src==AM || !isturf(src.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)
return
src.pulling = AM
AM.pulledby = src
if(pullin)
pullin.icon_state = "pull1"
//Attempted fix for people flying away through space when cuffed and dragged.
if(ismob(AM))
var/mob/pulled = AM
pulled.inertia_dir = 0
/mob/proc/can_use_hands()
return
/mob/proc/is_active()
return (0 >= usr.stat)
/mob/proc/is_dead()
return stat == DEAD
/mob/proc/is_mechanical()
if(mind && (mind.assigned_role == JOB_CYBORG || mind.assigned_role == JOB_AI))
return 1
return istype(src, /mob/living/silicon) || get_species() == "Machine"
/mob/proc/is_ready()
return client && !!mind
/mob/proc/get_gender()
return gender
/mob/proc/name_gender()
return gender
/mob/proc/see(message)
if(!is_active())
return 0
to_chat(src,message)
return 1
/mob/proc/show_viewers(message)
for(var/mob/M in viewers())
M.see(message)
/// Adds this list to the output to the stat browser
/mob/proc/get_status_tab_items()
. = list()
/// Gets all relevant proc holders for the browser statpenl
/mob/proc/get_proc_holders()
. = list()
//if(mind)
//. += get_spells_for_statpanel(mind.spell_list)
//. += get_spells_for_statpanel(mob_spell_list)
/mob/proc/update_misc_tabs()
misc_tabs = list() //Reset misc_tabs every Stat() to prevent old shit sticking around
// facing verbs
/mob/proc/canface()
// if(!canmove) return 0 //VOREStation Edit. Redundant check that only affects conscious proning, actual inability to turn and shift around handled by actual inabilities.
if(stat) return 0
if(anchored) return 0
if(transforming) return 0
return 1
// Not sure what to call this. Used to check if humans are wearing an AI-controlled exosuit and hence don't need to fall over yet.
/mob/proc/can_stand_overridden()
return 0
//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()
return canmove
/mob/proc/facedir(var/ndir)
if(!canface() || (client && (client.moving || !checkMoveCooldown())))
DEBUG_INPUT("Denying Facedir for [src] (moving=[client?.moving])")
return 0
set_dir(ndir)
if(buckled && buckled.buckle_movable)
buckled.set_dir(ndir)
setMoveCooldown(movement_delay())
return 1
/mob/verb/eastface()
set hidden = 1
return facedir(client.client_dir(EAST))
/mob/verb/westface()
set hidden = 1
return facedir(client.client_dir(WEST))
/mob/verb/northface()
set hidden = 1
return facedir(client.client_dir(NORTH))
/mob/verb/southface()
set hidden = 1
return facedir(client.client_dir(SOUTH))
//This might need a rename but it should replace the can this mob use things check
/mob/proc/IsAdvancedToolUser()
return 0
/mob/proc/Stun(amount)
if(status_flags & CANSTUN)
facing_dir = null
stunned = max(max(stunned,amount),0) //can't go below 0, getting a low amount of stun doesn't lower your current stun
update_canmove() //updates lying, canmove and icons
return
/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() //updates lying, canmove and icons
return
/mob/proc/AdjustStunned(amount)
if(status_flags & CANSTUN)
stunned = max(stunned + amount,0)
update_canmove() //updates lying, canmove and icons
return
/mob/proc/Weaken(amount)
if(status_flags & CANWEAKEN)
facing_dir = null
weakened = max(max(weakened,amount),0)
update_canmove() //updates lying, canmove and icons
return
/mob/proc/SetWeakened(amount)
if(status_flags & CANWEAKEN)
weakened = max(amount,0)
update_canmove() //can you guess what this does yet?
return
/mob/proc/AdjustWeakened(amount)
if(status_flags & CANWEAKEN)
weakened = max(weakened + amount,0)
update_canmove() //updates lying, canmove and icons
return
/mob/proc/Paralyse(amount)
if(status_flags & CANPARALYSE)
facing_dir = null
paralysis = max(max(paralysis,amount),0)
return
/mob/proc/SetParalysis(amount)
if(status_flags & CANPARALYSE)
paralysis = max(amount,0)
return
/mob/proc/AdjustParalysis(amount)
if(status_flags & CANPARALYSE)
paralysis = max(paralysis + amount,0)
return
/mob/proc/Sleeping(amount)
facing_dir = null
sleeping = max(max(sleeping,amount),0)
return
/mob/proc/SetSleeping(amount)
sleeping = max(amount,0)
return
/mob/proc/AdjustSleeping(amount)
sleeping = max(sleeping + amount,0)
return
/mob/proc/Confuse(amount)
confused = max(max(confused,amount),0)
return
/mob/proc/SetConfused(amount)
confused = max(amount,0)
return
/mob/proc/AdjustConfused(amount)
confused = max(confused + amount,0)
return
/mob/proc/Blind(amount)
eye_blind = max(max(eye_blind,amount),0)
return
/mob/proc/SetBlinded(amount)
eye_blind = max(amount,0)
return
/mob/proc/AdjustBlinded(amount)
eye_blind = max(eye_blind + amount,0)
return
/mob/proc/Resting(amount)
facing_dir = null
resting = max(max(resting,amount),0)
update_canmove()
return
/mob/proc/SetResting(amount)
resting = max(amount,0)
update_canmove()
return
/mob/proc/AdjustResting(amount)
resting = max(resting + amount,0)
update_canmove()
return
/mob/proc/AdjustLosebreath(amount)
losebreath = CLAMP(losebreath + amount, 0, 25)
/mob/proc/SetLosebreath(amount)
losebreath = CLAMP(amount, 0, 25)
/mob/proc/get_species()
return ""
/mob/proc/flash_weak_pain()
flick("weak_pain",pain)
/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/embedded_needs_process()
return (embedded.len > 0)
/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.checkClickCooldown())
return
usr.setClickCooldown(20)
if(usr.stat == 1)
to_chat(usr, span_filter_notice("You are unconcious and cannot do that!"))
return
if(usr.restrained())
to_chat(usr, span_filter_notice("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, span_filter_notice("You have nothing stuck in your body that is large enough to remove."))
else
to_chat(U, span_filter_notice("[src] has nothing stuck in their wounds that is large enough to remove."))
return
var/obj/item/selection = tgui_input_list(usr, "What do you want to yank out?", "Embedded objects", valid_objects)
if(self)
to_chat(src, span_warning("You attempt to get a good grip on [selection] in your body."))
else
to_chat(U, span_warning("You attempt to get a good grip on [selection] in [S]'s body."))
if(!do_after(U, 30))
return
if(!selection || !S || !U)
return
if(self)
visible_message(span_boldwarning("[src] rips [selection] out of their body."),span_boldwarning("You rip [selection] out of your body."))
else
visible_message(span_boldwarning("[usr] rips [selection] out of [src]'s body."),span_boldwarning("[usr] rips [selection] out of your body."))
valid_objects = get_visible_implants(0)
if(valid_objects.len == 1) //Yanking out last object - removing verb.
remove_verb(src, /mob/proc/yank_out_object)
clear_alert("embeddedobject")
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/O in organ.implants)
if(O == selection)
affected = organ
affected.implants -= selection
H.shock_stage+=20
affected.take_damage((selection.w_class * 3), 0, 0, 1, "Embedded object extraction")
if(prob(selection.w_class * 5) && (affected.robotic < ORGAN_ROBOT)) //I'M SO ANEMIC I COULD JUST -DIE-.
var/datum/wound/internal_bleeding/I = new (min(selection.w_class * 5, 15))
affected.wounds += I
H.custom_pain("Something tears wetly in your [affected] as [selection] is pulled free!", 50)
if (ishuman(U))
var/mob/living/carbon/human/human_user = U
human_user.bloody_hands(H)
else if(issilicon(src))
var/mob/living/silicon/robot/R = src
R.embedded -= selection
R.adjustBruteLoss(5)
R.adjustFireLoss(10)
selection.forceMove(get_turf(src))
U.put_in_hands(selection)
for(var/obj/item/O in pinned)
if(O == selection)
pinned -= O
if(!pinned.len)
anchored = FALSE
return 1
//Check for brain worms in head.
/mob/proc/has_brain_worms()
for(var/I in contents)
if(istype(I,/mob/living/simple_mob/animal/borer))
return I
return 0
// Please always use this proc, never just set the var directly.
/mob/proc/set_stat(var/new_stat)
. = (stat != new_stat)
stat = new_stat
/mob/verb/face_direction()
set name = "Face Direction"
set category = "IC.Game"
set src = usr
set_face_dir()
if(!facing_dir)
to_chat(usr, span_filter_notice("You are now not facing anything."))
else
to_chat(usr, span_filter_notice("You are now facing [dir2text(facing_dir)]."))
/mob/proc/set_face_dir(var/newdir)
if(newdir == facing_dir)
facing_dir = null
else if(newdir)
set_dir(newdir)
facing_dir = newdir
else if(facing_dir)
facing_dir = null
else
set_dir(dir)
facing_dir = dir
/mob/set_dir()
if(facing_dir)
if(!canface() || lying || buckled || restrained())
facing_dir = null
else if(dir != facing_dir)
return ..(facing_dir)
else
return ..()
/mob/verb/northfaceperm()
set hidden = 1
set_face_dir(client.client_dir(NORTH))
/mob/verb/southfaceperm()
set hidden = 1
set_face_dir(client.client_dir(SOUTH))
/mob/verb/eastfaceperm()
set hidden = 1
set_face_dir(client.client_dir(EAST))
/mob/verb/westfaceperm()
set hidden = 1
set_face_dir(client.client_dir(WEST))
// Begin VOREstation edit
/mob/verb/shiftnorth()
set hidden = TRUE
if(!canface())
return FALSE
if(pixel_y <= (default_pixel_y + 16))
pixel_y++
is_shifted = TRUE
/mob/verb/shiftsouth()
set hidden = TRUE
if(!canface())
return FALSE
if(pixel_y >= (default_pixel_y - 16))
pixel_y--
is_shifted = TRUE
/mob/verb/shiftwest()
set hidden = TRUE
if(!canface())
return FALSE
if(pixel_x >= (default_pixel_x - 16))
pixel_x--
is_shifted = TRUE
/mob/verb/shifteast()
set hidden = TRUE
if(!canface())
return FALSE
if(pixel_x <= (default_pixel_x + 16))
pixel_x++
is_shifted = TRUE
/mob/verb/planeup()
set hidden = TRUE
if(!canface())
return FALSE
if(plane >= MOB_PLANE + 3) //Don't bother going too high!
return
if(layer == MOB_LAYER) //Become higher
layer = ABOVE_MOB_LAYER
plane += 1 //Increase the plane
if(plane == MOB_PLANE) //Return to normal
layer = MOB_LAYER
is_shifted = TRUE
/mob/verb/planedown()
set hidden = TRUE
if(!canface())
return FALSE
if(plane <= MOB_PLANE - 3) //Don't bother going too low!
return
if(layer == MOB_LAYER) //Become lower
layer = BELOW_MOB_LAYER
plane -= 1 //Decrease the plane
if(plane == MOB_PLANE) //Return to normal
layer = MOB_LAYER
is_shifted = TRUE
// End VOREstation edit
/mob/proc/adjustEarDamage()
return
/mob/proc/setEarDamage()
return
// Set client view distance (size of client's screen). Returns TRUE if anything changed.
/mob/proc/set_viewsize(var/new_view = world.view)
if (client && new_view != client.view)
client.view = new_view
client.attempt_auto_fit_viewport()
return TRUE
return FALSE
//Throwing stuff
/mob/proc/toggle_throw_mode()
if (src.in_throw_mode)
throw_mode_off()
else
throw_mode_on()
/mob/proc/throw_mode_off()
src.in_throw_mode = 0
if(src.throw_icon && !issilicon(src)) //in case we don't have the HUD and we use the hotkey. Silicon use this for something else. Do not overwrite their HUD icon
src.throw_icon.icon_state = "act_throw_off"
/mob/proc/throw_mode_on()
src.in_throw_mode = 1
if(src.throw_icon && !issilicon(src)) // Silicon use this for something else. Do not overwrite their HUD icon
src.throw_icon.icon_state = "act_throw_on"
/mob/verb/spacebar_throw_on()
set name = ".throwon"
set hidden = TRUE
set instant = TRUE
throw_mode_on()
/mob/verb/spacebar_throw_off()
set name = ".throwoff"
set hidden = TRUE
set instant = TRUE
throw_mode_off()
/mob/proc/isSynthetic()
return 0
/mob/proc/is_muzzled()
return 0
//Exploitable Info Update
/obj
var/datum/weakref/exploit_for //if this obj is an exploit for somebody, this points to them
/mob/proc/amend_exploitable(var/obj/item/I)
if(istype(I))
exploit_addons |= I
var/exploitmsg = html_decode("\n" + "Has " + I.name + ".")
exploit_record += exploitmsg
I.exploit_for = WEAKREF(src)
/obj/Destroy()
if(exploit_for)
var/mob/exploited = exploit_for.resolve()
exploited?.exploit_addons -= src
exploit_for = null
. = ..()
/obj/Destroy()
if(istype(src.loc, /mob))
var/mob/holder = src.loc
if(src in holder.exploit_addons)
holder.exploit_addons -= src
. = ..()
/client/proc/check_has_body_select()
return mob && mob.hud_used && istype(mob.zone_sel, /obj/screen/zone_sel)
/client/verb/body_toggle_head()
set name = "body-toggle-head"
set hidden = 1
toggle_zone_sel(list(BP_HEAD, O_EYES, O_MOUTH))
/client/verb/body_r_arm()
set name = "body-r-arm"
set hidden = 1
toggle_zone_sel(list(BP_R_ARM,BP_R_HAND))
/client/verb/body_l_arm()
set name = "body-l-arm"
set hidden = 1
toggle_zone_sel(list(BP_L_ARM,BP_L_HAND))
/client/verb/body_chest()
set name = "body-chest"
set hidden = 1
toggle_zone_sel(list(BP_TORSO))
/client/verb/body_groin()
set name = "body-groin"
set hidden = 1
toggle_zone_sel(list(BP_GROIN))
/client/verb/body_r_leg()
set name = "body-r-leg"
set hidden = 1
toggle_zone_sel(list(BP_R_LEG,BP_R_FOOT))
/client/verb/body_l_leg()
set name = "body-l-leg"
set hidden = 1
toggle_zone_sel(list(BP_L_LEG,BP_L_FOOT))
/client/proc/toggle_zone_sel(list/zones)
if(!check_has_body_select())
return
var/obj/screen/zone_sel/selector = mob.zone_sel
selector.set_selected_zone(next_in_list(mob.zone_sel.selecting,zones))
// This handles setting the client's color variable, which makes everything look a specific color.
// This proc is here so it can be called without needing to check if the client exists, or if the client relogs.
// This is for inheritence since /mob/living will serve most cases. If you need ghosts to use this you'll have to implement that yourself.
/mob/proc/update_client_color()
if(client && client.color)
animate(client, color = null, time = 10)
return
/mob/proc/swap_hand()
return
//Throwing stuff
/mob/proc/throw_item(atom/target)
return FALSE
/mob/proc/will_show_tooltip()
if(alpha <= EFFECTIVE_INVIS)
return FALSE
return TRUE
/mob/MouseEntered(location, control, params)
if(usr != src && will_show_tooltip())
if(usr?.read_preference(/datum/preference/toggle/mob_tooltips))
openToolTip(usr, src, params, title = get_nametag_name(usr), content = get_nametag_desc(usr))
. = ..()
/mob/MouseDown()
closeToolTip(usr) //No reason not to, really
. = ..()
/mob/MouseExited()
closeToolTip(usr) //No reason not to, really
. = ..()
// Manages a global list of mobs with clients attached, indexed by z-level.
/mob/proc/update_client_z(new_z) // +1 to register, null to unregister.
if(registered_z != new_z)
if(registered_z)
GLOB.players_by_zlevel[registered_z] -= src
if(client)
if(new_z)
GLOB.players_by_zlevel[new_z] += src
registered_z = new_z
else
registered_z = null
GLOBAL_LIST_EMPTY_TYPED(living_players_by_zlevel, /list)
/mob/living/update_client_z(new_z)
var/precall_reg_z = registered_z
. = ..() // will update registered_z if necessary
if(precall_reg_z != registered_z) // parent did work, let's do work too
if(precall_reg_z)
GLOB.living_players_by_zlevel[precall_reg_z] -= src
if(registered_z)
GLOB.living_players_by_zlevel[registered_z] += src
/mob/onTransitZ(old_z, new_z)
..()
update_client_z(new_z)
/mob/cloak()
. = ..()
if(client && cloaked_selfimage)
client.images += cloaked_selfimage
/mob/uncloak()
if(client && cloaked_selfimage)
client.images -= cloaked_selfimage
return ..()
/mob/get_cloaked_selfimage()
var/icon/selficon = getCompoundIcon(src)
selficon.MapColors(0,0,0, 0,0,0, 0,0,0, 1,1,1) //White
var/image/selfimage = image(selficon)
selfimage.color = "#0000FF"
selfimage.alpha = 100
selfimage.layer = initial(layer)
selfimage.plane = initial(plane)
selfimage.loc = src
return selfimage
/mob/proc/GetAltName()
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)