Files
vgstation13/code/game/atoms.dm
D3athrow 01d2471fc9 Merge branch 'color_replace_2_electric_boogaloo' into Bleeding-Edge
Conflicts:
	code/ATMOSPHERICS/pipe/pipe_dispenser.dm
	code/game/machinery/computer/HolodeckControl.dm
	code/game/machinery/embedded_controller/embedded_controller_base.dm
	code/modules/mining/money_bag.dm
	code/modules/mob/living/carbon/carbon.dm
	code/modules/mob/living/silicon/mommi/mommi.dm
	code/modules/mob/living/simple_animal/friendly/farm_animals.dm
	code/modules/research/destructive_analyzer.dm
	code/modules/research/rdconsole.dm
	code/modules/research/xenoarchaeology/machinery/analysis_base.dm
	code/modules/research/xenoarchaeology/machinery/artifact_harvester.dm
	code/modules/research/xenoarchaeology/tools/ano_device_battery.dm
2015-04-12 16:40:59 -05:00

639 lines
18 KiB
Plaintext

var/global/list/del_profiling = list()
var/global/list/gdel_profiling = list()
var/global/list/ghdel_profiling = list()
/atom
layer = 2
var/ghost_read = 1 // All ghosts can read
var/ghost_write = 0 // Only aghosts can write
var/blessed=0 // Chaplain did his thing. (set by holywater)
var/level = 2
var/flags = FPRINT
var/list/fingerprints
var/list/fingerprintshidden
var/fingerprintslast = null
var/list/blood_DNA
var/blood_color
var/last_bumped = 0
var/pass_flags = 0
var/throwpass = 0
var/germ_level = 0 // The higher the germ level, the more germ on the atom.
var/pressure_resistance = ONE_ATMOSPHERE
///Chemistry.
var/datum/reagents/reagents = null
//var/chem_is_open_container = 0
// replaced by OPENCONTAINER flags and atom/proc/is_open_container()
///Chemistry.
//Detective Work, used for the duplicate data points kept in the scanners
var/list/original_atom
var/list/beams=list()
// EVENTS
/////////////////////////////
// On Destroy()
var/event/on_destroyed = new()
// When this object moves. (args: loc)
var/event/on_moved = new()
var/labeled //Stupid and ugly way to do it, but the alternative would probably require rewriting everywhere a name is read.
var/min_harm_label = 0 //Minimum langth of harm-label to be effective. 0 means it cannot be harm-labeled. If any label should work, set this to 1 or 2.
var/harm_labeled = 0 //Length of current harm-label. 0 if it doesn't have one.
var/list/harm_label_examine //Messages that appears when examining the item if it is harm-labeled. Message in position 1 is if it is harm-labeled but the label is too short to work, while message in position 2 is if the harm-label works.
//var/harm_label_icon_state //Makes sense to have this, but I can't sprite. May be added later.
/atom/proc/beam_connect(var/obj/effect/beam/B)
if(!(B in beams))
beams.Add(B)
return 1
/atom/proc/beam_disconnect(var/obj/effect/beam/B)
beams.Remove(B)
/atom/proc/throw_impact(atom/hit_atom, var/speed)
if(istype(hit_atom,/mob/living))
var/mob/living/M = hit_atom
M.hitby(src)
log_attack("<font color='red'>[hit_atom] ([M.ckey]) was hit by [src] thrown by ([src.fingerprintslast])</font>")
else if(isobj(hit_atom))
var/obj/O = hit_atom
if(!O.anchored)
step(O, src.dir)
O.hitby(src,speed)
else if(isturf(hit_atom))
var/turf/T = hit_atom
if(T.density)
spawn(2)
step(src, turn(src.dir, 180))
if(istype(src,/mob/living))
var/mob/living/M = src
M.take_organ_damage(20)
/atom/proc/AddToProfiler()
// Memory usage profiling - N3X.
if (type in type_instances)
type_instances[type] = type_instances[type] + 1
else
type_instances[type] = 1
/atom/proc/DeleteFromProfiler()
// Memory usage profiling - N3X.
if (type in type_instances)
type_instances[type] = type_instances[type] - 1
else
type_instances[type] = 0
WARNING("Type [type] does not inherit /atom/New(). Please ensure ..() is called, or that the type calls AddToProfiler().")
/atom/Del()
DeleteFromProfiler()
..()
/atom/Destroy()
SetOpacity(0)
if(reagents)
reagents.Destroy()
reagents = null
// Idea by ChuckTheSheep to make the object even more unreferencable.
invisibility = 101
INVOKE_EVENT(on_destroyed, list()) // No args.
if(istype(beams, /list) && beams.len) beams.len = 0
/*if(istype(beams) && beams.len)
for(var/obj/effect/beam/B in beams)
if(B && B.target == src)
B.target = null
if(B.master && B.master.target == src)
B.master.target = null
beams.len = 0
*/
/atom/New()
. = ..()
AddToProfiler()
/atom/proc/assume_air(datum/gas_mixture/giver)
return null
/atom/proc/remove_air(amount)
return null
/atom/proc/return_air()
if(loc)
return loc.return_air()
else
return null
/atom/proc/check_eye(user as mob)
if (istype(user, /mob/living/silicon/ai)) // WHYYYY
return 1
return
/atom/proc/on_reagent_change()
return
/atom/proc/Bumped(AM as mob|obj)
return
// Convenience proc to see if a container is open for chemistry handling
// returns true if open
// false if closed
/atom/proc/is_open_container()
return flags & OPENCONTAINER
/*//Convenience proc to see whether a container can be accessed in a certain way.
proc/can_subract_container()
return flags & EXTRACT_CONTAINER
proc/can_add_container()
return flags & INSERT_CONTAINER
*/
/atom/proc/meteorhit(obj/meteor as obj)
return
/atom/proc/allow_drop()
return 1
/atom/proc/CheckExit()
return 1
/atom/proc/HasProximity(atom/movable/AM as mob|obj)
return
/atom/proc/emp_act(var/severity)
return
/atom/proc/singuloCanEat()
return 1
/atom/proc/bullet_act(var/obj/item/projectile/Proj)
return 0
/atom/proc/in_contents_of(container)//can take class or object instance as argument
if(ispath(container))
if(istype(src.loc, container))
return 1
else if(src in container)
return 1
return
/*
* atom/proc/search_contents_for(path,list/filter_path=null)
* Recursevly searches all atom contens (including contents contents and so on).
*
* ARGS: path - search atom contents for atoms of this type
* list/filter_path - if set, contents of atoms not of types in this list are excluded from search.
*
* RETURNS: list of found atoms
*/
/atom/proc/search_contents_for(path,list/filter_path=null)
var/list/found = list()
for(var/atom/A in src)
if(istype(A, path))
found += A
if(filter_path)
var/pass = 0
for(var/type in filter_path)
pass |= istype(A, type)
if(!pass)
continue
if(A.contents.len)
found += A.search_contents_for(path,filter_path)
return found
/*
Beam code by Gunbuddy
Beam() proc will only allow one beam to come from a source at a time. Attempting to call it more than
once at a time per source will cause graphical errors.
Also, the icon used for the beam will have to be vertical and 32x32.
The math involved assumes that the icon is vertical to begin with so unless you want to adjust the math,
its easier to just keep the beam vertical.
*/
/atom/proc/Beam(atom/BeamTarget,icon_state="b_beam",icon='icons/effects/beam.dmi',time=50, maxdistance=10)
//BeamTarget represents the target for the beam, basically just means the other end.
//Time is the duration to draw the beam
//Icon is obviously which icon to use for the beam, default is beam.dmi
//Icon_state is what icon state is used. Default is b_beam which is a blue beam.
//Maxdistance is the longest range the beam will persist before it gives up.
var/EndTime=world.time+time
var/broken = 0
var/obj/item/projectile/beam/lightning/light = getFromPool(/obj/item/projectile/beam/lightning)
while(BeamTarget&&world.time<EndTime&&get_dist(src,BeamTarget)<maxdistance&&z==BeamTarget.z)
//If the BeamTarget gets deleted, the time expires, or the BeamTarget gets out
//of range or to another z-level, then the beam will stop. Otherwise it will
//continue to draw.
//dir=get_dir(src,BeamTarget) //Causes the source of the beam to rotate to continuosly face the BeamTarget.
for(var/obj/effect/overlay/beam/O in orange(10,src)) //This section erases the previously drawn beam because I found it was easier to
if(O.BeamSource==src) //just draw another instance of the beam instead of trying to manipulate all the
del O //pieces to a new orientation.
var/Angle=round(Get_Angle(src,BeamTarget))
var/icon/I=new(icon,icon_state)
I.Turn(Angle)
var/DX=(32*BeamTarget.x+BeamTarget.pixel_x)-(32*x+pixel_x)
var/DY=(32*BeamTarget.y+BeamTarget.pixel_y)-(32*y+pixel_y)
var/N=0
var/length=round(sqrt((DX)**2+(DY)**2))
for(N,N<length,N+=32)
var/obj/effect/overlay/beam/X=new(loc)
X.BeamSource=src
if(N+32>length)
var/icon/II=new(icon,icon_state)
II.DrawBox(null,1,(length-N),32,32)
II.Turn(Angle)
X.icon=II
else X.icon=I
var/Pixel_x=round(sin(Angle)+32*sin(Angle)*(N+16)/32)
var/Pixel_y=round(cos(Angle)+32*cos(Angle)*(N+16)/32)
if(DX==0) Pixel_x=0
if(DY==0) Pixel_y=0
if(Pixel_x>32)
for(var/a=0, a<=Pixel_x,a+=32)
X.x++
Pixel_x-=32
if(Pixel_x<-32)
for(var/a=0, a>=Pixel_x,a-=32)
X.x--
Pixel_x+=32
if(Pixel_y>32)
for(var/a=0, a<=Pixel_y,a+=32)
X.y++
Pixel_y-=32
if(Pixel_y<-32)
for(var/a=0, a>=Pixel_y,a-=32)
X.y--
Pixel_y+=32
X.pixel_x=Pixel_x
X.pixel_y=Pixel_y
var/turf/TT = get_turf(X.loc)
if(TT.density)
qdel(X)
break
for(var/obj/O in TT)
if(!O.CanPass(light))
broken = 1
break
else if(O.density)
broken = 1
break
if(broken)
qdel(X)
break
sleep(3) //Changing this to a lower value will cause the beam to follow more smoothly with movement, but it will also be more laggy.
//I've found that 3 ticks provided a nice balance for my use.
for(var/obj/effect/overlay/beam/O in orange(10,src)) if(O.BeamSource==src) qdel(O)
//Woo hoo. Overtime
//All atoms
/atom/proc/examine(mob/user, var/size = "")
//This reformat names to get a/an properly working on item descriptions when they are bloody
var/f_name = "\a [src]."
if(src.blood_DNA)
if(gender == PLURAL)
f_name = "some "
else
f_name = "a "
f_name += "<span class='danger'>blood-stained</span> [name]!"
user << "\icon[src] That's [f_name]" + size
if(desc)
user << desc
if(reagents && is_open_container() && !ismob(src)) //is_open_container() isn't really the right proc for this, but w/e
if(get_dist(user,src) > 3)
user << "<span class='info'>You can't make out the contents.</span>"
else
user << "It contains:"
if(reagents.reagent_list.len)
for(var/datum/reagent/R in reagents.reagent_list)
user << "<span class='info'>[R.volume] units of [R.name]</span>"
else
user << "<span class='info'>Nothing.</span>"
if(on_fire)
user << "<span class='danger'>OH SHIT! IT'S ON FIRE!</span>"
if(min_harm_label && harm_labeled)
if(harm_labeled < min_harm_label)
user << harm_label_examine[1]
else
user << harm_label_examine[2]
return
// /atom/proc/MouseDrop_T()
// return
/atom/proc/relaymove()
return
// Severity is actually "distance".
// 1 is pretty much just del(src).
// 2 is moderate damage.
// 3 is light damage.
//
// child is set to the child object that exploded, if available.
/atom/proc/ex_act(var/severity, var/child=null)
return
/atom/proc/blob_act()
return
/*
/atom/proc/attack_hand(mob/user as mob)
return
/atom/proc/attack_paw(mob/user as mob)
return
/atom/proc/attack_ai(mob/user as mob)
return
/atom/proc/attack_robot(mob/user as mob)
attack_ai(user)
return
/atom/proc/attack_animal(mob/user as mob)
return
/atom/proc/attack_ghost(mob/user as mob)
var/ghost_flags = 0
if(ghost_read)
ghost_flags |= PERMIT_ALL
if(canGhostRead(user,src,ghost_flags))
src.attack_ai(user)
else
src.examine()
return
/atom/proc/attack_admin(mob/user as mob)
if(!user || !user.client || !user.client.holder)
return
attack_hand(user)
//for aliens, it works the same as monkeys except for alien-> mob interactions which will be defined in the
//appropiate mob files
/atom/proc/attack_alien(mob/user as mob)
src.attack_paw(user)
return
/atom/proc/attack_larva(mob/user as mob)
return
// for slimes
/atom/proc/attack_slime(mob/user as mob)
return
/atom/proc/hand_h(mob/user as mob) //human (hand) - restrained
return
/atom/proc/hand_p(mob/user as mob) //monkey (paw) - restrained
return
/atom/proc/hand_a(mob/user as mob) //AI - restrained
return
/atom/proc/hand_r(mob/user as mob) //Cyborg (robot) - restrained
src.hand_a(user)
return
/atom/proc/hand_al(mob/user as mob) //alien - restrained
src.hand_p(user)
return
/atom/proc/hand_m(mob/user as mob) //slime - restrained
return
*/
/atom/proc/singularity_act()
return
/atom/proc/singularity_pull()
return
/atom/proc/emag_act()
return
/atom/proc/hitby(atom/movable/AM as mob|obj)
return
/*
/atom/proc/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (!(istype(W, /obj/item/weapon/grab) ) && !(istype(W, /obj/item/weapon/plastique)) && !(istype(W, /obj/item/weapon/reagent_containers/spray)) && !(istype(W, /obj/item/weapon/packageWrap)) && !istype(W, /obj/item/device/detective_scanner))
for(var/mob/O in viewers(src, null))
if ((O.client && !( O.blinded )))
O << "<span class='warning'><B>[src] has been hit by [user] with [W]</B></span>"
return
*/
/atom/proc/add_hiddenprint(mob/living/M as mob)
if(isnull(M)) return
if(isnull(M.key)) return
if (!( src.flags ) & FPRINT)
return
if (ishuman(M))
var/mob/living/carbon/human/H = M
if (!istype(H.dna, /datum/dna))
return 0
if (H.gloves)
if(src.fingerprintslast != H.key)
src.fingerprintshidden += text("\[[time_stamp()]\] (Wearing gloves). Real name: [], Key: []",H.real_name, H.key)
src.fingerprintslast = H.key
return 0
if (!( src.fingerprints ))
if(src.fingerprintslast != H.key)
src.fingerprintshidden += text("\[[time_stamp()]\] Real name: [], Key: []",H.real_name, H.key)
src.fingerprintslast = H.key
return 1
else
if(src.fingerprintslast != M.key)
src.fingerprintshidden += text("\[[time_stamp()]\] Real name: [], Key: []",M.real_name, M.key)
src.fingerprintslast = M.key
return
/atom/proc/add_fingerprint(mob/living/M as mob)
if(isnull(M)) return
if(isAI(M)) return
if(isnull(M.key)) return
if (!( src.flags ) & FPRINT)
return
if (ishuman(M))
//Add the list if it does not exist.
if(!fingerprintshidden)
fingerprintshidden = list()
//Fibers~
add_fibers(M)
//He has no prints!
if (M_FINGERPRINTS in M.mutations)
if(fingerprintslast != M.key)
fingerprintshidden += "(Has no fingerprints) Real name: [M.real_name], Key: [M.key]"
fingerprintslast = M.key
return 0 //Now, lets get to the dirty work.
//First, make sure their DNA makes sense.
var/mob/living/carbon/human/H = M
if (!istype(H.dna, /datum/dna) || !H.dna.uni_identity || (length(H.dna.uni_identity) != 32))
if(!istype(H.dna, /datum/dna))
H.dna = new /datum/dna(null)
H.dna.real_name = H.real_name
H.check_dna()
//Now, deal with gloves.
if (H.gloves && H.gloves != src)
if(fingerprintslast != H.key)
fingerprintshidden += text("\[[]\](Wearing gloves). Real name: [], Key: []",time_stamp(), H.real_name, H.key)
fingerprintslast = H.key
H.gloves.add_fingerprint(M)
//Deal with gloves the pass finger/palm prints.
if(H.gloves != src)
if(prob(75) && istype(H.gloves, /obj/item/clothing/gloves/latex))
return 0
else if(H.gloves && !istype(H.gloves, /obj/item/clothing/gloves/latex))
return 0
//More adminstuffz
if(fingerprintslast != H.key)
fingerprintshidden += text("\[[]\]Real name: [], Key: []",time_stamp(), H.real_name, H.key)
fingerprintslast = H.key
//Make the list if it does not exist.
if(!fingerprints)
fingerprints = list()
//Hash this shit.
var/full_print = md5(H.dna.uni_identity)
// Add the fingerprints
fingerprints[full_print] = full_print
return 1
else
//Smudge up dem prints some
if(fingerprintslast != M.key)
fingerprintshidden += text("\[[]\]Real name: [], Key: []",time_stamp(), M.real_name, M.key)
fingerprintslast = M.key
//Cleaning up shit.
if(fingerprints && !fingerprints.len)
del(fingerprints)
return
/atom/proc/transfer_fingerprints_to(var/atom/A)
if(!istype(A.fingerprints,/list))
A.fingerprints = list()
if(!istype(A.fingerprintshidden,/list))
A.fingerprintshidden = list()
//skytodo
//A.fingerprints |= fingerprints //detective
//A.fingerprintshidden |= fingerprintshidden //admin
if(fingerprints)
A.fingerprints |= fingerprints.Copy() //detective
if(fingerprintshidden && istype(fingerprintshidden))
A.fingerprintshidden |= fingerprintshidden.Copy() //admin A.fingerprintslast = fingerprintslast
//returns 1 if made bloody, returns 0 otherwise
/atom/proc/add_blood(mob/living/carbon/human/M as mob)
.=1
if(!M)//if the blood is of non-human source
if(!blood_DNA || !istype(blood_DNA, /list))
blood_DNA = list()
blood_color = "#A10808"
return 1
if (!( istype(M, /mob/living/carbon/human) ))
return 0
if (!istype(M.dna, /datum/dna))
M.dna = new /datum/dna(null)
M.dna.real_name = M.real_name
M.check_dna()
if (!( src.flags ) & FPRINT)
return 0
if(!blood_DNA || !istype(blood_DNA, /list)) //if our list of DNA doesn't exist yet (or isn't a list) initialise it.
blood_DNA = list()
blood_color = "#A10808"
if (M.species)
blood_color = M.species.blood_color
//adding blood to humans
else if (istype(src, /mob/living/carbon/human))
var/mob/living/carbon/human/H = src
//if this blood isn't already in the list, add it
if(blood_DNA[H.dna.unique_enzymes])
return 0 //already bloodied with this blood. Cannot add more.
blood_DNA[H.dna.unique_enzymes] = H.dna.b_type
H.update_inv_gloves() //handles bloody hands overlays and updating
return 1 //we applied blood to the item
return
/atom/proc/add_vomit_floor(mob/living/carbon/M as mob, var/toxvomit = 0)
if( istype(src, /turf/simulated) )
var/obj/effect/decal/cleanable/vomit/this = new /obj/effect/decal/cleanable/vomit(src)
// Make toxins vomit look different
if(toxvomit)
this.icon_state = "vomittox_[pick(1,4)]"
/atom/proc/clean_blood()
src.germ_level = 0
if(istype(blood_DNA, /list))
del(blood_DNA)
return 1
/atom/proc/get_global_map_pos()
if(!islist(global_map) || isemptylist(global_map)) return
var/cur_x = null
var/cur_y = null
var/list/y_arr = null
for(cur_x=1,cur_x<=global_map.len,cur_x++)
y_arr = global_map[cur_x]
cur_y = y_arr.Find(src.z)
if(cur_y)
break
// world << "X = [cur_x]; Y = [cur_y]"
if(cur_x && cur_y)
return list("x"=cur_x,"y"=cur_y)
else
return 0
/atom/proc/checkpass(passflag)
return pass_flags&passflag
/datum/proc/setGender(gend = FEMALE)
if(!("gender" in vars))
CRASH("Oh shit you stupid nigger the [src] doesn't have a gender variable.")
if(ishuman(src))
ASSERT(gend != PLURAL && gend != NEUTER)
src:gender = gend
/atom/setGender(gend = FEMALE)
gender = gend
/mob/living/carbon/human/setGender(gend = FEMALE)
if(gend == PLURAL || gend == NEUTER || (gend != FEMALE && gend != MALE))
CRASH("SOMEBODY SET A BAD GENDER ON [src] [gend]")
var/old_gender = src.gender
src.gender = gend
testing("Set [src]'s gender to [gend], old gender [old_gender] previous gender [prev_gender]")
/atom/proc/mop_act(obj/item/weapon/mop/M, mob/user)
return 0