Files
Bubberstation/code/modules/mob/mob_movement.dm
Cyberboss 9e1ef0ffe2 Global variable wrappers (#25325)
* Add the system for managed global variables

* Travis ban old globals

* So you CAN inline proccall, that's neat

* Fix that

* master.dm

* Remove the hack procs

* Move InitGlobals to the proper spot

* configuration.dm

* Fix the missing pre-slash

* clockcult.dm

* This is probably for the best

* Doy

* Fix shit

* Rest of the DEFINES tree

* Fix

* Use global. for access

* Update find_references_in_globals

Always hated that proc

Whoever made it must've bee a r e a l idiot...

* __HELPERS tree

* Move global initialization to master.

Fix the declaration

* database.dm

* Dat newline

* I said DECLARATIVE order!

* Here's something you can chew on @Iamgoofball

* game_modes.dm

* Fix this

* genetics.dm

* flavor_misc.dm

* More stuff

* Do it mso's way. Keep the controllers as global

* Make master actually see it

* Fix

* Finish _globalvars/lists

* Finish the rest of the _globalvars tree

* This is weird

* Migrate the controllers

* SLOTH -> GLOB

* Lighting globals

* round_start_time -> ticker

* PAI card list -> pai SS

* record_id_num -> static

* Diseases list -> SSdisease

* More disease globals to the SS

* More disease stuff

* Emote list

* Better and better

* Bluh

* So much stuff

* Ahh

* Wires

* dview

* station_areas

* Teleportlocs

* blood_splatter_icons

* Stuff and such

* More stuff

* RAD IO

* More stuff and such

* Blob shit

* Changeling stuff

* Add "Balance" to changelogs

* Balance for changelog compiler + Auto Tagging

* Update the PR template

* hivemind_bank

* Bip

* sacrificed

* Good shit

* Better define

* More cult shit

* Devil shit

* Gang shit

* > borers

Fix shit

* Rename the define

* Nuke

* Objectives

* Sandbox

* Multiverse sword

* Announce systems

* Stuff and such

* TC con

* Airlock

* doppllllerrrrrr

* holopads

* Shut up byond you inconsistent fuck

* Sneaky fuck

* Burp

* Bip

* Fixnshit

* Port without regard

* askdlfjs;

* asdfjasoidojfi

* Protected globals and more

* SO MANY

* ajsimkvahsaoisd

* akfdsiaopwimfeoiwafaw

* gsdfigjosidjfgiosdg

* AHHHHHHHHHHHHHHHHHHHHHHH!!!!!

* facerolll

* ASDFASDFASDF

* Removes the unused parts of dmm_suite

* WIP

* Fix quote

* asdfjauwfnkjs

* afwlunhskjfda

* asfjlaiwuefhaf

* SO CLOSE

* wwwweeeeeewwwww

* agdgmoewranwg

* HOLY MOTHER OF FUCK AND THATS JUST HALF THE JOB?!?

* Fix syntax errors

* 100 errors

* Another 100

* So many...

* Ugh

* More shit

* kilme

* Stuuuuuufffff

* ajrgmrlshio;djfa;sdkl

* jkbhkhjbmjvjmh

* soi soi soi

* butt

* TODAY WE LEARNED THAT GLOBAL AND STATIC ARE THE EXACT SAME FUCKING THING

* lllllllllllllllllllllllllllllllllllllllllll

* afsdijfiawhnflnjhnwsdfs

* yugykihlugk,kj

* time to go

* STUFFF!!!

* AAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!

* ngoaijdjlfkamsdlkf

* Break time

* aufjsdklfalsjfi

* CONTROL KAY AND PRAY

* IT COMPILEELEELELAKLJFKLDAFJLKFDJLADKJHFLJKAJGAHIEJALDFJ!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

* Goteem

* Fix testing mode

* This does not belong in this PR

* Convert it to a controller

* Eh, fuck this option

* Revert controllerization Ill do it some other time

* Fix

* Working controllerization

* FOR THE LOVE OF CHRIST PROTECT THE LOGS

* Protect admins and deadmins

* Use the inbuilt proc
2017-04-06 23:26:13 -06:00

436 lines
10 KiB
Plaintext

/mob/CanPass(atom/movable/mover, turf/target, height=0)
if(height==0)
return 1
if(istype(mover, /obj/item/projectile) || mover.throwing)
return (!density || lying)
if(mover.checkpass(PASSMOB))
return 1
if(buckled == mover)
return 1
if(ismob(mover))
if (mover in buckled_mobs)
return 1
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
/client/Move(n, direct)
if(world.time < move_delay)
return 0
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 0
if(mob.notransform)
return 0 //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 0
if(moving)
return 0
if(mob.force_moving)
return 0
if(isliving(mob))
var/mob/living/L = mob
if(L.incorporeal_move) //Move though walls
Process_Incorpmove(direct)
return 0
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 0
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 0
//We are now going to move
moving = 1
move_delay = mob.movement_delay() + world.time
if(mob.confused)
if(mob.confused > 40)
step(mob, pick(GLOB.cardinal))
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)
for(var/obj/O in mob)
O.on_mob_move(direct, src)
return .
///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 1
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 1
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(1)
L.loc = get_step(L, direct)
L.setDir(direct)
if(2)
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/overlay/temp/dir_setting/ninja/shadow(T, L.dir)
limit--
if(limit<=0)
break
else
new /obj/effect/overlay/temp/dir_setting/ninja/shadow(mobloc, L.dir)
L.loc = get_step(L, direct)
L.setDir(direct)
if(3) //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 & NOJAUNT)
to_chat(L, "<span class='warning'>Holy energies block your path.</span>")
else
L.loc = get_step(L, direct)
L.setDir(direct)
return 1
///Process_Spacemove
///Called by /client/Move()
///For moving in space
///Return 1 for movement 0 for none
/mob/Process_Spacemove(movement_dir = 0)
if(..())
return 1
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 1
return 0
/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) //Kind of unnecessary but let's just be sure
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 0
//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)