/
humans.dm
451 lines (381 loc) · 15.9 KB
/
humans.dm
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/obj/effect/decal/cleanable/blood
name = "blood"
desc = "It's red and gooey. Perhaps it's the chef's cooking?"
icon = 'icons/effects/blood.dmi'
icon_state = "floor1"
random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
blood_state = BLOOD_STATE_HUMAN
bloodiness = BLOOD_AMOUNT_PER_DECAL
beauty = -100
clean_type = CLEAN_TYPE_BLOOD
var/should_dry = TRUE
var/dryname = "dried blood" //when the blood lasts long enough, it becomes dry and gets a new name
var/drydesc = "Looks like it's been here a while. Eew." //as above
var/drytime = 0
var/footprint_sprite = null
/obj/effect/decal/cleanable/blood/Initialize(mapload)
. = ..()
if(!should_dry)
return
if(bloodiness)
start_drying()
else
dry()
/obj/effect/decal/cleanable/blood/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/effect/decal/cleanable/blood/process()
if(world.time > drytime)
dry()
/obj/effect/decal/cleanable/blood/proc/get_timer()
drytime = world.time + 3 MINUTES
/obj/effect/decal/cleanable/blood/proc/start_drying()
get_timer()
START_PROCESSING(SSobj, src)
///This is what actually "dries" the blood. Returns true if it's all out of blood to dry, and false otherwise
/obj/effect/decal/cleanable/blood/proc/dry()
if(bloodiness > 20)
bloodiness -= BLOOD_AMOUNT_PER_DECAL
get_timer()
return FALSE
else
name = dryname
desc = drydesc
bloodiness = 0
color = COLOR_GRAY //not all blood splatters have their own sprites... It still looks pretty nice
STOP_PROCESSING(SSobj, src)
return TRUE
/obj/effect/decal/cleanable/blood/replace_decal(obj/effect/decal/cleanable/blood/C)
C.add_blood_DNA(GET_ATOM_BLOOD_DNA(src))
if (bloodiness)
C.bloodiness = min((C.bloodiness + bloodiness), BLOOD_AMOUNT_PER_DECAL)
return ..()
/obj/effect/decal/cleanable/blood/old
bloodiness = 0
icon_state = "floor1-old"
/obj/effect/decal/cleanable/blood/old/Initialize(mapload, list/datum/disease/diseases)
add_blood_DNA(list("Non-human DNA" = random_blood_type())) // Needs to happen before ..()
return ..()
/obj/effect/decal/cleanable/blood/splatter
icon_state = "gibbl1"
random_icon_states = list("gibbl1", "gibbl2", "gibbl3", "gibbl4", "gibbl5")
/obj/effect/decal/cleanable/blood/splatter/over_window // special layer/plane set to appear on windows
layer = ABOVE_WINDOW_LAYER
plane = GAME_PLANE
vis_flags = VIS_INHERIT_PLANE
alpha = 180
/obj/effect/decal/cleanable/blood/splatter/over_window/NeverShouldHaveComeHere(turf/here_turf)
return isgroundlessturf(here_turf)
/obj/effect/decal/cleanable/blood/tracks
icon_state = "tracks"
desc = "They look like tracks left by wheels."
random_icon_states = null
beauty = -50
dryname = "dried tracks"
drydesc = "Some old bloody tracks left by wheels. Machines are evil, perhaps."
/obj/effect/decal/cleanable/trail_holder //not a child of blood on purpose
name = "blood"
icon = 'icons/effects/blood.dmi'
desc = "Your instincts say you shouldn't be following these."
beauty = -50
var/list/existing_dirs = list()
/obj/effect/decal/cleanable/trail_holder/can_bloodcrawl_in()
return TRUE
/obj/effect/decal/cleanable/blood/gibs
name = "gibs"
desc = "They look bloody and gruesome."
icon = 'icons/effects/blood.dmi'
icon_state = "gib1"
layer = LOW_OBJ_LAYER
plane = GAME_PLANE
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6")
mergeable_decal = FALSE
dryname = "rotting gibs"
drydesc = "They look bloody and gruesome while some terrible smell fills the air."
decal_reagent = /datum/reagent/consumable/liquidgibs
reagent_amount = 5
///Information about the diseases our streaking spawns
var/list/streak_diseases
/obj/effect/decal/cleanable/blood/gibs/Initialize(mapload, list/datum/disease/diseases)
. = ..()
AddElement(/datum/element/squish_sound)
RegisterSignal(src, COMSIG_MOVABLE_PIPE_EJECTING, PROC_REF(on_pipe_eject))
/obj/effect/decal/cleanable/blood/gibs/Destroy()
LAZYNULL(streak_diseases)
return ..()
/obj/effect/decal/cleanable/blood/gibs/replace_decal(obj/effect/decal/cleanable/C)
return FALSE //Never fail to place us
/obj/effect/decal/cleanable/blood/gibs/dry()
. = ..()
if(!.)
return
AddComponent(/datum/component/rot, 0, 5 MINUTES, 0.7)
/obj/effect/decal/cleanable/blood/gibs/ex_act(severity, target)
return FALSE
/obj/effect/decal/cleanable/blood/gibs/proc/on_pipe_eject(atom/source, direction)
SIGNAL_HANDLER
var/list/dirs
if(direction)
dirs = list(direction, turn(direction, -45), turn(direction, 45))
else
dirs = GLOB.alldirs.Copy()
streak(dirs)
/obj/effect/decal/cleanable/blood/gibs/proc/streak(list/directions, mapload=FALSE)
LAZYINITLIST(streak_diseases)
SEND_SIGNAL(src, COMSIG_GIBS_STREAK, directions, streak_diseases)
var/direction = pick(directions)
var/delay = 2
var/range = pick(0, 200; 1, 150; 2, 50; 3, 17; 50) //the 3% chance of 50 steps is intentional and played for laughs.
if(!step_to(src, get_step(src, direction), 0))
return
if(mapload)
for (var/i in 1 to range)
var/turf/my_turf = get_turf(src)
if(!isgroundlessturf(my_turf) || GET_TURF_BELOW(my_turf))
new /obj/effect/decal/cleanable/blood/splatter(my_turf)
if (!step_to(src, get_step(src, direction), 0))
break
return
var/datum/move_loop/loop = DSmove_manager.move_to(src, get_step(src, direction), delay = delay, timeout = range * delay, priority = MOVEMENT_ABOVE_SPACE_PRIORITY)
RegisterSignal(loop, COMSIG_MOVELOOP_POSTPROCESS, PROC_REF(spread_movement_effects))
/obj/effect/decal/cleanable/blood/gibs/proc/spread_movement_effects(datum/move_loop/has_target/source)
SIGNAL_HANDLER
if(NeverShouldHaveComeHere(loc))
return
new /obj/effect/decal/cleanable/blood/splatter(loc, streak_diseases)
/obj/effect/decal/cleanable/blood/gibs/up
icon_state = "gibup1"
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1")
/obj/effect/decal/cleanable/blood/gibs/down
icon_state = "gibdown1"
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibdown1","gibdown1","gibdown1")
/obj/effect/decal/cleanable/blood/gibs/body
icon_state = "gibtorso"
random_icon_states = list("gibhead", "gibtorso")
/obj/effect/decal/cleanable/blood/gibs/torso
icon_state = "gibtorso"
random_icon_states = null
/obj/effect/decal/cleanable/blood/gibs/limb
icon_state = "gibleg"
random_icon_states = list("gibleg", "gibarm")
/obj/effect/decal/cleanable/blood/gibs/core
icon_state = "gibmid1"
random_icon_states = list("gibmid1", "gibmid2", "gibmid3")
/obj/effect/decal/cleanable/blood/gibs/old
name = "old rotting gibs"
desc = "Space Jesus, why didn't anyone clean this up? They smell terrible."
icon_state = "gib1-old"
bloodiness = 0
should_dry = FALSE
dryname = "old rotting gibs"
drydesc = "Space Jesus, why didn't anyone clean this up? They smell terrible."
/obj/effect/decal/cleanable/blood/gibs/old/Initialize(mapload, list/datum/disease/diseases)
. = ..()
setDir(pick(1,2,4,8))
add_blood_DNA(list("Non-human DNA" = random_blood_type()))
AddElement(/datum/element/swabable, CELL_LINE_TABLE_SLUDGE, CELL_VIRUS_TABLE_GENERIC, rand(2,4), 10)
dry()
/obj/effect/decal/cleanable/blood/drip
name = "drips of blood"
desc = "It's red."
icon_state = "drip5" //using drip5 since the others tend to blend in with pipes & wires.
random_icon_states = list("drip1","drip2","drip3","drip4","drip5")
bloodiness = 0
var/drips = 1
dryname = "drips of blood"
drydesc = "It's red."
/obj/effect/decal/cleanable/blood/drip/can_bloodcrawl_in()
return TRUE
//BLOODY FOOTPRINTS
/obj/effect/decal/cleanable/blood/footprints
name = "footprints"
desc = "WHOSE FOOTPRINTS ARE THESE?"
icon = 'icons/effects/footprints.dmi'
icon_state = "blood_shoes_enter"
random_icon_states = null
blood_state = BLOOD_STATE_HUMAN //the icon state to load images from
var/entered_dirs = 0
var/exited_dirs = 0
/// List of shoe or other clothing that covers feet types that have made footprints here.
var/list/shoe_types = list()
/// List of species that have made footprints here.
var/list/species_types = list()
dryname = "dried footprints"
drydesc = "HMM... SOMEONE WAS HERE!"
/obj/effect/decal/cleanable/blood/footprints/Initialize(mapload, footprint_sprite)
src.footprint_sprite = footprint_sprite
. = ..()
icon_state = "" //All of the footprint visuals come from overlays
if(mapload)
entered_dirs |= dir //Keep the same appearance as in the map editor
update_appearance(mapload ? (ALL) : (UPDATE_NAME | UPDATE_DESC))
//Rotate all of the footprint directions too
/obj/effect/decal/cleanable/blood/footprints/setDir(newdir)
if(dir == newdir)
return ..()
var/ang_change = dir2angle(newdir) - dir2angle(dir)
var/old_entered_dirs = entered_dirs
var/old_exited_dirs = exited_dirs
entered_dirs = 0
exited_dirs = 0
for(var/Ddir in GLOB.cardinals)
if(old_entered_dirs & Ddir)
entered_dirs |= angle2dir_cardinal(dir2angle(Ddir) + ang_change)
if(old_exited_dirs & Ddir)
exited_dirs |= angle2dir_cardinal(dir2angle(Ddir) + ang_change)
update_appearance()
return ..()
/obj/effect/decal/cleanable/blood/footprints/update_name(updates)
switch(footprint_sprite)
if(FOOTPRINT_SPRITE_CLAWS)
name = "clawprints"
if(FOOTPRINT_SPRITE_SHOES)
name = "footprints"
if(FOOTPRINT_SPRITE_PAWS)
name = "pawprints"
dryname = "dried [name]"
return ..()
/obj/effect/decal/cleanable/blood/footprints/update_desc(updates)
desc = "WHOSE [uppertext(name)] ARE THESE?"
return ..()
/obj/effect/decal/cleanable/blood/footprints/update_icon()
. = ..()
alpha = min(BLOODY_FOOTPRINT_BASE_ALPHA + (255 - BLOODY_FOOTPRINT_BASE_ALPHA) * bloodiness / (BLOOD_ITEM_MAX / 2), 255)
//Cache of bloody footprint images
//Key:
//"entered-[blood_state]-[dir_of_image]"
//or: "exited-[blood_state]-[dir_of_image]"
GLOBAL_LIST_EMPTY(bloody_footprints_cache)
/obj/effect/decal/cleanable/blood/footprints/update_overlays()
. = ..()
for(var/Ddir in GLOB.cardinals)
if(entered_dirs & Ddir)
var/image/bloodstep_overlay = GLOB.bloody_footprints_cache["entered-[footprint_sprite]-[blood_state]-[Ddir]"]
if(!bloodstep_overlay)
GLOB.bloody_footprints_cache["entered-[footprint_sprite]-[blood_state]-[Ddir]"] = bloodstep_overlay = image(icon, "[blood_state]_[footprint_sprite]_enter", dir = Ddir)
. += bloodstep_overlay
if(exited_dirs & Ddir)
var/image/bloodstep_overlay = GLOB.bloody_footprints_cache["exited-[footprint_sprite]-[blood_state]-[Ddir]"]
if(!bloodstep_overlay)
GLOB.bloody_footprints_cache["exited-[footprint_sprite]-[blood_state]-[Ddir]"] = bloodstep_overlay = image(icon, "[blood_state]_[footprint_sprite]_exit", dir = Ddir)
. += bloodstep_overlay
/obj/effect/decal/cleanable/blood/footprints/examine(mob/user)
. = ..()
if((shoe_types.len + species_types.len) > 0)
. += "You recognise the [name] as belonging to:"
for(var/sole in shoe_types)
var/obj/item/clothing/item = sole
var/article = initial(item.gender) == PLURAL ? "Some" : "A"
. += "[icon2html(initial(item.icon), user, initial(item.icon_state))] [article] <B>[initial(item.name)]</B>."
for(var/species in species_types)
// god help me
if(species == "unknown")
. += "Some <B>feet</B>."
else if(species == SPECIES_MONKEY)
. += "[icon2html('icons/mob/human/human.dmi', user, "monkey")] Some <B>monkey paws</B>."
else if(species == SPECIES_HUMAN)
. += "[icon2html('icons/mob/human/bodyparts.dmi', user, "default_human_l_leg")] Some <B>human feet</B>."
else
. += "[icon2html('icons/mob/human/bodyparts.dmi', user, "[species]_l_leg")] Some <B>[species] feet</B>."
/obj/effect/decal/cleanable/blood/footprints/replace_decal(obj/effect/decal/cleanable/blood/blood_decal)
if(blood_state != blood_decal.blood_state || footprint_sprite != blood_decal.footprint_sprite) //We only replace footprints of the same type as us
return FALSE
return ..()
/obj/effect/decal/cleanable/blood/footprints/can_bloodcrawl_in()
if((blood_state != BLOOD_STATE_OIL) && (blood_state != BLOOD_STATE_NOT_BLOODY))
return TRUE
return FALSE
/obj/effect/decal/cleanable/blood/hitsplatter
name = "blood splatter"
pass_flags = PASSTABLE | PASSGRILLE
icon_state = "hitsplatter1"
random_icon_states = list("hitsplatter1", "hitsplatter2", "hitsplatter3")
/// The turf we just came from, so we can back up when we hit a wall
var/turf/prev_loc
/// The cached info about the blood
var/list/blood_dna_info
/// Skip making the final blood splatter when we're done, like if we're not in a turf
var/skip = FALSE
/// How many tiles/items/people we can paint red
var/splatter_strength = 3
/// Insurance so that we don't keep moving once we hit a stoppoint
var/hit_endpoint = FALSE
/obj/effect/decal/cleanable/blood/hitsplatter/Initialize(mapload, splatter_strength)
. = ..()
prev_loc = loc //Just so we are sure prev_loc exists
if(splatter_strength)
src.splatter_strength = splatter_strength
/obj/effect/decal/cleanable/blood/hitsplatter/Destroy()
if(isturf(loc) && !skip)
playsound(src, 'sound/effects/wounds/splatter.ogg', 60, TRUE, -1)
if(blood_dna_info)
loc.add_blood_DNA(blood_dna_info)
return ..()
/// Set the splatter up to fly through the air until it rounds out of steam or hits something
/obj/effect/decal/cleanable/blood/hitsplatter/proc/fly_towards(turf/target_turf, range)
var/delay = 2
var/datum/move_loop/loop = DSmove_manager.move_towards(src, target_turf, delay, timeout = delay * range, priority = MOVEMENT_ABOVE_SPACE_PRIORITY, flags = MOVEMENT_LOOP_START_FAST)
RegisterSignal(loop, COMSIG_MOVELOOP_PREPROCESS_CHECK, PROC_REF(pre_move))
RegisterSignal(loop, COMSIG_MOVELOOP_POSTPROCESS, PROC_REF(post_move))
RegisterSignal(loop, COMSIG_QDELETING, PROC_REF(loop_done))
/obj/effect/decal/cleanable/blood/hitsplatter/proc/pre_move(datum/move_loop/source)
SIGNAL_HANDLER
prev_loc = loc
/obj/effect/decal/cleanable/blood/hitsplatter/proc/post_move(datum/move_loop/source)
SIGNAL_HANDLER
for(var/atom/iter_atom in get_turf(src))
if(hit_endpoint)
return
if(splatter_strength <= 0)
break
if(isitem(iter_atom))
iter_atom.add_blood_DNA(blood_dna_info)
splatter_strength--
else if(ishuman(iter_atom))
var/mob/living/carbon/human/splashed_human = iter_atom
if(splashed_human.wear_suit)
splashed_human.wear_suit.add_blood_DNA(blood_dna_info)
splashed_human.update_worn_oversuit() //updates mob overlays to show the new blood (no refresh)
if(splashed_human.w_uniform)
splashed_human.w_uniform.add_blood_DNA(blood_dna_info)
splashed_human.update_worn_undersuit() //updates mob overlays to show the new blood (no refresh)
splatter_strength--
if(splatter_strength <= 0) // we used all the puff so we delete it.
qdel(src)
/obj/effect/decal/cleanable/blood/hitsplatter/proc/loop_done(datum/source)
SIGNAL_HANDLER
if(!QDELETED(src))
qdel(src)
/obj/effect/decal/cleanable/blood/hitsplatter/Bump(atom/bumped_atom)
if(!iswallturf(bumped_atom) && !istype(bumped_atom, /obj/structure/window))
qdel(src)
return
if(istype(bumped_atom, /obj/structure/window))
var/obj/structure/window/bumped_window = bumped_atom
if(!bumped_window.fulltile)
hit_endpoint = TRUE
qdel(src)
return
hit_endpoint = TRUE
if(isturf(prev_loc))
abstract_move(bumped_atom)
skip = TRUE
//Adjust pixel offset to make splatters appear on the wall
if(istype(bumped_atom, /obj/structure/window))
land_on_window(bumped_atom)
else
var/obj/effect/decal/cleanable/blood/splatter/over_window/final_splatter = new(prev_loc)
final_splatter.pixel_x = (dir == EAST ? 32 : (dir == WEST ? -32 : 0))
final_splatter.pixel_y = (dir == NORTH ? 32 : (dir == SOUTH ? -32 : 0))
else // This will only happen if prev_loc is not even a turf, which is highly unlikely.
abstract_move(bumped_atom)
qdel(src)
/// A special case for hitsplatters hitting windows, since those can actually be moved around, store it in the window and slap it in the vis_contents
/obj/effect/decal/cleanable/blood/hitsplatter/proc/land_on_window(obj/structure/window/the_window)
if(!the_window.fulltile)
return
var/obj/effect/decal/cleanable/blood/splatter/over_window/final_splatter = new
final_splatter.forceMove(the_window)
the_window.vis_contents += final_splatter
the_window.bloodied = TRUE
qdel(src)