Files
Bubberstation/code/modules/mob/mob_movement.dm
2017-08-16 13:01:15 -06:00

455 lines
11 KiB
Plaintext

/mob/CanPass(atom/movable/mover, turf/target)
if(istype(mover, /obj/item/projectile) || mover.throwing)
return (!density || lying)
if(mover.checkpass(PASSMOB))
return TRUE
if(buckled == mover)
return TRUE
if(ismob(mover))
if (mover in buckled_mobs)
return TRUE
return (!mover.density || !density || lying)
//The byond version of these verbs wait for the next tick before acting.
// instant verbs however can run mid tick or even during the time between ticks.
/client/verb/moveup()
set name = ".moveup"
set instant = 1
Move(get_step(mob, NORTH), NORTH)
/client/verb/movedown()
set name = ".movedown"
set instant = 1
Move(get_step(mob, SOUTH), SOUTH)
/client/verb/moveright()
set name = ".moveright"
set instant = 1
Move(get_step(mob, EAST), EAST)
/client/verb/moveleft()
set name = ".moveleft"
set instant = 1
Move(get_step(mob, WEST), WEST)
/client/Northeast()
swap_hand()
return
/client/Southeast()
attack_self()
return
/client/Southwest()
if(iscarbon(usr))
var/mob/living/carbon/C = usr
C.toggle_throw_mode()
else
to_chat(usr, "<span class='danger'>This mob type cannot throw items.</span>")
return
/client/Northwest()
if(!usr.get_active_held_item())
to_chat(usr, "<span class='warning'>You have nothing to drop in your hand!</span>")
return
usr.drop_item()
//This gets called when you press the delete button.
/client/verb/delete_key_pressed()
set hidden = 1
if(!usr.pulling)
to_chat(usr, "<span class='notice'>You are not pulling anything.</span>")
return
usr.stop_pulling()
/client/verb/swap_hand()
set category = "IC"
set name = "Swap hands"
if(mob)
mob.swap_hand()
/client/verb/attack_self()
set hidden = 1
if(mob)
mob.mode()
return
/client/verb/drop_item()
set hidden = 1
if(!iscyborg(mob))
mob.drop_item_v()
return
/client/Center()
if(isobj(mob.loc))
var/obj/O = mob.loc
if(mob.canmove)
return O.relaymove(mob, 0)
return
/client/proc/Move_object(direct)
if(mob && mob.control_object)
if(mob.control_object.density)
step(mob.control_object,direct)
if(!mob.control_object)
return
mob.control_object.setDir(direct)
else
mob.control_object.loc = get_step(mob.control_object,direct)
return
#define MOVEMENT_DELAY_BUFFER 0.75
#define MOVEMENT_DELAY_BUFFER_DELTA 1.25
/client/Move(n, direct)
if(world.time < move_delay)
return FALSE
var/old_move_delay = move_delay
move_delay = world.time+world.tick_lag //this is here because Move() can now be called mutiple times per tick
if(!mob || !mob.loc)
return FALSE
var/oldloc = mob.loc
if(mob.notransform)
return FALSE //This is sota the goto stop mobs from moving var
if(mob.control_object)
return Move_object(direct)
if(!isliving(mob))
return mob.Move(n,direct)
if(mob.stat == DEAD)
mob.ghostize()
return FALSE
if(moving)
return FALSE
if(mob.force_moving)
return FALSE
if(isliving(mob))
var/mob/living/L = mob
if(L.incorporeal_move) //Move though walls
Process_Incorpmove(direct)
return FALSE
if(mob.remote_control) //we're controlling something, our movement is relayed to it
return mob.remote_control.relaymove(mob, direct)
if(isAI(mob))
return AIMove(n,direct,mob)
if(Process_Grab()) //are we restrained by someone's grip?
return
if(mob.buckled) //if we're buckled to something, tell it we moved.
return mob.buckled.relaymove(mob, direct)
if(!mob.canmove)
return FALSE
if(isobj(mob.loc) || ismob(mob.loc)) //Inside an object, tell it we moved
var/atom/O = mob.loc
return O.relaymove(mob, direct)
if(!mob.Process_Spacemove(direct))
return FALSE
//We are now going to move
moving = 1
var/delay = mob.movement_delay()
if (old_move_delay + (delay*MOVEMENT_DELAY_BUFFER_DELTA) + MOVEMENT_DELAY_BUFFER > world.time)
move_delay = old_move_delay + delay
else
move_delay = delay + world.time
if(mob.confused)
if(mob.confused > 40)
step(mob, pick(GLOB.cardinals))
else if(prob(mob.confused * 1.5))
step(mob, angle2dir(dir2angle(direct) + pick(90, -90)))
else if(prob(mob.confused * 3))
step(mob, angle2dir(dir2angle(direct) + pick(45, -45)))
else
step(mob, direct)
else
. = ..()
moving = 0
if(mob && .)
if(mob.throwing)
mob.throwing.finalize(FALSE)
if(LAZYLEN(mob.user_movement_hooks))
for(var/obj/O in mob.user_movement_hooks)
O.intercept_user_move(direct, mob, n, oldloc)
return .
/mob/Moved(oldLoc, dir)
. = ..()
for(var/obj/O in contents)
O.on_mob_move(dir, src, oldLoc)
/mob/setDir(newDir)
. = ..()
for(var/obj/O in contents)
O.on_mob_turn(newDir, src)
///Process_Grab()
///Called by client/Move()
///Checks to see if you are being grabbed and if so attemps to break it
/client/proc/Process_Grab()
if(mob.pulledby)
if(mob.incapacitated(ignore_restraints = 1))
move_delay = world.time + 10
return TRUE
else if(mob.restrained(ignore_grab = 1))
move_delay = world.time + 10
to_chat(src, "<span class='warning'>You're restrained! You can't move!</span>")
return TRUE
else
return mob.resist_grab(1)
///Process_Incorpmove
///Called by client/Move()
///Allows mobs to run though walls
/client/proc/Process_Incorpmove(direct)
var/turf/mobloc = get_turf(mob)
if(!isliving(mob))
return
var/mob/living/L = mob
switch(L.incorporeal_move)
if(INCORPOREAL_MOVE_BASIC)
L.loc = get_step(L, direct)
L.setDir(direct)
if(INCORPOREAL_MOVE_SHADOW)
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
L.loc = locate(locx,locy,mobloc.z)
var/limit = 2//For only two trailing shadows.
for(var/turf/T in getline(mobloc, L.loc))
new /obj/effect/temp_visual/dir_setting/ninja/shadow(T, L.dir)
limit--
if(limit<=0)
break
else
new /obj/effect/temp_visual/dir_setting/ninja/shadow(mobloc, L.dir)
L.loc = get_step(L, direct)
L.setDir(direct)
if(INCORPOREAL_MOVE_JAUNT) //Incorporeal move, but blocked by holy-watered tiles and salt piles.
var/turf/open/floor/stepTurf = get_step(L, direct)
for(var/obj/effect/decal/cleanable/salt/S in stepTurf)
to_chat(L, "<span class='warning'>[S] bars your passage!</span>")
if(isrevenant(L))
var/mob/living/simple_animal/revenant/R = L
R.reveal(20)
R.stun(20)
return
if(stepTurf.flags_1 & NOJAUNT_1)
to_chat(L, "<span class='warning'>Holy energies block your path.</span>")
else
L.loc = get_step(L, direct)
L.setDir(direct)
return TRUE
///Process_Spacemove
///Called by /client/Move()
///For moving in space
///return TRUE for movement 0 for none
/mob/Process_Spacemove(movement_dir = 0)
if(..())
return TRUE
var/atom/movable/backup = get_spacemove_backup()
if(backup)
if(istype(backup) && movement_dir && !backup.anchored)
if(backup.newtonian_move(turn(movement_dir, 180))) //You're pushing off something movable, so it moves
to_chat(src, "<span class='info'>You push off of [backup] to propel yourself.</span>")
return TRUE
return FALSE
/mob/get_spacemove_backup()
for(var/A in orange(1, get_turf(src)))
if(isarea(A))
continue
else if(isturf(A))
var/turf/turf = A
if(isspaceturf(turf))
continue
if(!turf.density && !mob_negates_gravity())
continue
return A
else
var/atom/movable/AM = A
if(AM == buckled)
continue
if(ismob(AM))
var/mob/M = AM
if(M.buckled)
continue
if(!AM.CanPass(src) || AM.density)
if(AM.anchored)
return AM
if(pulling == AM)
continue
. = AM
/mob/proc/mob_has_gravity()
return has_gravity()
/mob/proc/mob_negates_gravity()
return FALSE
//moves the mob/object we're pulling
/mob/proc/Move_Pulled(atom/A)
if(!pulling)
return
if(pulling.anchored || !pulling.Adjacent(src))
stop_pulling()
return
if(isliving(pulling))
var/mob/living/L = pulling
if(L.buckled && L.buckled.buckle_prevents_pull) //if they're buckled to something that disallows pulling, prevent it
stop_pulling()
return
if(A == loc && pulling.density)
return
if(!Process_Spacemove(get_dir(pulling.loc, A)))
return
step(pulling, get_dir(pulling.loc, A))
/mob/proc/slip(s_amount, w_amount, obj/O, lube)
return
/mob/proc/update_gravity()
return
//bodypart selection - Cyberboss
//8 toggles through head - eyes - mouth
//4: r-arm 5: chest 6: l-arm
//1: r-leg 2: groin 3: l-leg
/client/proc/check_has_body_select()
return mob && mob.hud_used && mob.hud_used.zone_select && istype(mob.hud_used.zone_select, /obj/screen/zone_sel)
/client/verb/body_toggle_head()
set name = "body-toggle-head"
set hidden = 1
if(!check_has_body_select())
return
var/next_in_line
switch(mob.zone_selected)
if("head")
next_in_line = "eyes"
if("eyes")
next_in_line = "mouth"
else
next_in_line = "head"
var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
selector.set_selected_zone(next_in_line, mob)
/client/verb/body_r_arm()
set name = "body-r-arm"
set hidden = 1
if(!check_has_body_select())
return
var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
selector.set_selected_zone("r_arm", mob)
/client/verb/body_chest()
set name = "body-chest"
set hidden = 1
if(!check_has_body_select())
return
var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
selector.set_selected_zone("chest", mob)
/client/verb/body_l_arm()
set name = "body-l-arm"
set hidden = 1
if(!check_has_body_select())
return
var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
selector.set_selected_zone("l_arm", mob)
/client/verb/body_r_leg()
set name = "body-r-leg"
set hidden = 1
if(!check_has_body_select())
return
var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
selector.set_selected_zone("r_leg", mob)
/client/verb/body_groin()
set name = "body-groin"
set hidden = 1
if(!check_has_body_select())
return
var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
selector.set_selected_zone("groin", mob)
/client/verb/body_l_leg()
set name = "body-l-leg"
set hidden = 1
if(!check_has_body_select())
return
var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
selector.set_selected_zone("l_leg", mob)
/client/verb/toggle_walk_run()
set name = "toggle-walk-run"
set hidden = TRUE
set instant = TRUE
if(mob)
mob.toggle_move_intent()
/mob/proc/toggle_move_intent()
if(hud_used && hud_used.static_inventory)
for(var/obj/screen/mov_intent/selector in hud_used.static_inventory)
selector.toggle(src)