Merge pull request #5476 from Hubblenaut/wheelchair

Wheelchair Fixes
This commit is contained in:
Zuhayr
2014-07-03 13:16:14 +09:30
16 changed files with 102 additions and 41 deletions

View File

@@ -295,14 +295,19 @@
// Simple helper to face what you clicked on, in case it should be needed in more than one place
/mob/proc/face_atom(var/atom/A)
if( stat || buckled || !A || !x || !y || !A.x || !A.y ) return
if( stat || (buckled && !buckled.movable) || !A || !x || !y || !A.x || !A.y ) return
var/dx = A.x - x
var/dy = A.y - y
if(!dx && !dy) return
var/direction
if(abs(dx) < abs(dy))
if(dy > 0) usr.dir = NORTH
else usr.dir = SOUTH
if(dy > 0) direction = NORTH
else direction = SOUTH
else
if(dx > 0) usr.dir = EAST
else usr.dir = WEST
if(dx > 0) direction = EAST
else direction = WEST
usr.dir = direction
if(buckled && buckled.movable)
buckled.dir = direction
buckled.handle_rotation()

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@@ -108,12 +108,19 @@
playSpecials(curturf,effectin,soundin)
var/obj/structure/stool/bed/chair/C = null
if(isliving(teleatom))
var/mob/living/L = teleatom
if(L.buckled)
C = L.buckled
if(force_teleport)
teleatom.forceMove(destturf)
playSpecials(destturf,effectout,soundout)
else
if(teleatom.Move(destturf))
playSpecials(destturf,effectout,soundout)
if(C)
C.forceMove(destturf)
destarea.Entered(teleatom)

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@@ -198,6 +198,8 @@
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(5, 1, src)
s.start()
accurate = 1
spawn(3000) accurate = 0 //Accurate teleporting for 5 minutes
for(var/mob/B in hearers(src, null))
B.show_message("\blue Test fire completed.")
return
@@ -339,6 +341,7 @@
if (com)
com.icon_state = "tele0"
com.accurate = 0
for(var/mob/O in hearers(src, null))
O.show_message("\blue Teleporter disengaged!", 2)
src.add_fingerprint(usr)

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@@ -51,7 +51,12 @@ var/global/list/image/splatter_cache=list()
if(amount < 1)
return
if(perp.shoes)//Adding blood to shoes
var/datum/organ/external/l_foot = perp.get_organ("l_foot")
var/datum/organ/external/r_foot = perp.get_organ("r_foot")
var/hasfeet = 1
if((!l_foot || l_foot.status & ORGAN_DESTROYED) && (!r_foot || r_foot.status & ORGAN_DESTROYED))
hasfeet = 0
if(perp.shoes && !perp.buckled)//Adding blood to shoes
perp.shoes.blood_color = basecolor
perp.shoes:track_blood = max(amount,perp.shoes:track_blood)
if(!perp.shoes.blood_overlay)
@@ -62,12 +67,15 @@ var/global/list/image/splatter_cache=list()
perp.shoes.overlays += perp.shoes.blood_overlay
perp.shoes.blood_DNA |= blood_DNA.Copy()
else//Or feet
else if (hasfeet)//Or feet
perp.feet_blood_color = basecolor
perp.track_blood = max(amount,perp.track_blood)
if(!perp.feet_blood_DNA)
perp.feet_blood_DNA = list()
perp.feet_blood_DNA |= blood_DNA.Copy()
else if (perp.buckled && istype(perp.buckled, /obj/structure/stool/bed/chair/wheelchair))
var/obj/structure/stool/bed/chair/wheelchair/W = perp.buckled
W.bloodiness = 4
perp.update_inv_shoes(1)
amount--

View File

@@ -555,7 +555,7 @@ steam.start() -- spawns the effect
if (istype(AM, /mob/living/carbon))
var/mob/M = AM
if (istype(M, /mob/living/carbon/human) && (istype(M:shoes, /obj/item/clothing/shoes) && M:shoes.flags&NOSLIP))
if (istype(M, /mob/living/carbon/human) && (istype(M:shoes, /obj/item/clothing/shoes) && M:shoes.flags&NOSLIP) || M.buckled)
return
M.stop_pulling()

View File

@@ -11,7 +11,7 @@
/obj/item/weapon/bananapeel/HasEntered(AM as mob|obj)
if (istype(AM, /mob/living/carbon))
var/mob/M = AM
if (istype(M, /mob/living/carbon/human) && (isobj(M:shoes) && M:shoes.flags&NOSLIP))
if (istype(M, /mob/living/carbon/human) && (isobj(M:shoes) && M:shoes.flags&NOSLIP) || M.buckled)
return
M.stop_pulling()
@@ -26,7 +26,7 @@
/obj/item/weapon/soap/HasEntered(AM as mob|obj) //EXACTLY the same as bananapeel for now, so it makes sense to put it in the same dm -- Urist
if (istype(AM, /mob/living/carbon))
var/mob/M = AM
if (istype(M, /mob/living/carbon/human) && (isobj(M:shoes) && M:shoes.flags&NOSLIP))
if (istype(M, /mob/living/carbon/human) && (isobj(M:shoes) && M:shoes.flags&NOSLIP) || M.buckled)
return
M.stop_pulling()

View File

@@ -12,6 +12,7 @@
desc = "This is used to lie in, sleep in or strap on."
icon_state = "bed"
var/mob/living/buckled_mob
var/movable = 0 // For mobility checks
/obj/structure/stool/bed/psych
name = "psychiatrists couch"
@@ -35,6 +36,9 @@
manual_unbuckle(user)
return
/obj/structure/stool/bed/proc/handle_rotation()
return
/obj/structure/stool/bed/MouseDrop(atom/over_object)
return

View File

@@ -39,7 +39,7 @@
rotate()
return
/obj/structure/stool/bed/chair/proc/handle_rotation() //making this into a seperate proc so office chairs can call it on Move()
/obj/structure/stool/bed/chair/handle_rotation() //making this into a seperate proc so office chairs can call it on Move()
if(src.dir == NORTH)
src.layer = FLY_LAYER
else
@@ -107,6 +107,7 @@
/obj/structure/stool/bed/chair/office
anchored = 0
movable = 1
/obj/structure/stool/bed/chair/comfy/black
icon_state = "comfychair_black"
@@ -148,7 +149,7 @@
victim.apply_effect(6, WEAKEN, 0)
victim.apply_effect(6, STUTTER, 0)
victim.take_organ_damage(10)
occupant.visible_message("<span class='danger'>[occupant] clashed into \the [A]!</span>")
occupant.visible_message("<span class='danger'>[occupant] crashed into \the [A]!</span>")
/obj/structure/stool/bed/chair/office/light
icon_state = "officechair_white"

View File

@@ -3,9 +3,11 @@
desc = "You sit in this. Either by will or force."
icon_state = "wheelchair"
anchored = 0
movable = 1
var/driving = 0
var/mob/living/pulling = null
var/bloodiness
/obj/structure/stool/bed/chair/wheelchair/handle_rotation()
@@ -22,7 +24,7 @@
user.pulledby = null
user << "\red You lost your grip!"
return
if(user.pulling)
if(user.pulling && (user == pulling))
pulling = null
user.pulledby = null
return
@@ -31,6 +33,7 @@
if(pulling && (get_dist(src, pulling) > 1))
pulling = null
user.pulledby = null
if(user==pulling)
return
if(pulling && (get_dir(src.loc, pulling.loc) == direction))
user << "\red You cannot go there."
@@ -67,12 +70,15 @@
pulling = null
user.pulledby = null
pulling.dir = get_dir(pulling, src) // When everything is right, face the wheelchair
if(bloodiness)
create_track()
driving = 0
/obj/structure/stool/bed/chair/wheelchair/Move()
..()
if(!driving && buckled_mob)
if(buckled_mob)
var/mob/living/occupant = buckled_mob
if(!driving)
occupant.buckled = null
occupant.Move(src.loc)
occupant.buckled = src
@@ -83,10 +89,17 @@
Bump(O)
else
unbuckle()
if (pulling && (get_dist(src, pulling) > 1))
pulling.pulledby = null
pulling << "\red You lost your grip!"
pulling = null
else
if (occupant && (src.loc != occupant.loc))
src.loc = occupant.loc // Failsafe to make sure the wheelchair stays beneath the occupant after driving
handle_rotation()
/obj/structure/stool/bed/chair/wheelchair/attack_hand(mob/user as mob)
if (pulling && (pulling == usr))
if (pulling)
MouseDrop(usr)
else
manual_unbuckle(user)
@@ -137,11 +150,25 @@
if(pulling)
occupant.visible_message("<span class='danger'>[pulling] has thrusted \the [name] into \the [A], throwing \the [occupant] out of it!</span>")
pulling.attack_log += "\[[time_stamp()]\]<font color='red'> Clashed [occupant.name]'s ([occupant.ckey]) [name] into \a [A]</font>"
pulling.attack_log += "\[[time_stamp()]\]<font color='red'> Crashed [occupant.name]'s ([occupant.ckey]) [name] into \a [A]</font>"
occupant.attack_log += "\[[time_stamp()]\]<font color='orange'> Thrusted into \a [A] by [pulling.name] ([pulling.ckey]) with \the [name]</font>"
msg_admin_attack("[pulling.name] ([pulling.ckey]) has thrusted [occupant.name]'s ([occupant.ckey]) [name] into \a [A] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[pulling.x];Y=[pulling.y];Z=[pulling.z]'>JMP</a>)")
else
occupant.visible_message("<span class='danger'>[occupant] clashed into \the [A]!</span>")
occupant.visible_message("<span class='danger'>[occupant] crashed into \the [A]!</span>")
/obj/structure/stool/bed/chair/wheelchair/proc/create_track()
var/obj/effect/decal/cleanable/blood/tracks/B = new(loc)
var/newdir = get_dir(get_step(loc, dir), loc)
if(newdir == dir)
B.dir = newdir
else
newdir = newdir | dir
if(newdir == 3)
newdir = 1
else if(newdir == 12)
newdir = 4
B.dir = newdir
bloodiness--
/obj/structure/stool/bed/chair/wheelchair/buckle_mob(mob/M as mob, mob/user as mob)
if(M == pulling)

View File

@@ -73,6 +73,12 @@
bloodDNA = null
var/noslip = 0
for (var/obj/structure/stool/bed/chair/C in loc)
if (C.buckled_mob == M)
noslip = 1
if (noslip)
return // no slipping while sitting in a chair, plz
switch (src.wet)
if(1)
if(istype(M, /mob/living/carbon/human)) // Added check since monkeys don't have shoes
@@ -99,7 +105,7 @@
return
if(2) //lube //can cause infinite loops - needs work
if(!istype(M, /mob/living/carbon/slime))
if(!istype(M, /mob/living/carbon/slime) && !M.buckled)
M.stop_pulling()
step(M, M.dir)
spawn(1) step(M, M.dir)

View File

@@ -112,7 +112,7 @@
return
//BubbleWrap: people in handcuffs are always switched around as if they were on 'help' intent to prevent a person being pulled from being seperated from their puller
if((tmob.a_intent == "help" || tmob.restrained()) && (a_intent == "help" || src.restrained()) && tmob.canmove && canmove) // mutual brohugs all around!
if((tmob.a_intent == "help" || tmob.restrained()) && (a_intent == "help" || src.restrained()) && tmob.canmove && !tmob.buckled && canmove) // mutual brohugs all around!
var/turf/oldloc = loc
loc = tmob.loc
tmob.loc = oldloc

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@@ -35,7 +35,7 @@
else if(E.status & ORGAN_BROKEN)
tally += 1.5
if(pulledby && istype(pulledby, /obj/structure/stool/bed/chair/wheelchair))
if(buckled && istype(buckled, /obj/structure/stool/bed/chair/wheelchair))
for(var/organ_name in list("l_hand","r_hand","l_arm","r_arm"))
var/datum/organ/external/E = get_organ(organ_name)
if(!E || (E.status & ORGAN_DESTROYED))

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@@ -755,7 +755,7 @@ note dizziness decrements automatically in the mob's Life() proc.
//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()
if(buckled)
if(buckled && (!buckled.movable))
anchored = 1
canmove = 0
if( istype(buckled,/obj/structure/stool/bed/chair) )
@@ -778,9 +778,9 @@ note dizziness decrements automatically in the mob's Life() proc.
anchored = 1
canmove = 0
lying = 0
else
else if (!buckled)
lying = !can_stand
canmove = has_limbs
//canmove = has_limbs
if(lying)
density = 0

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@@ -199,8 +199,7 @@
if(!mob.canmove)
if (mob.buckled && (istype(mob.buckled, /obj/structure/stool/bed/chair/wheelchair) || istype(mob.buckled, /obj/vehicle))) // Exception for wheelchairs
else return
return
//if(istype(mob.loc, /turf/space) || (mob.flags & NOGRAV))
// if(!mob.Process_Spacemove(0)) return 0
@@ -260,7 +259,7 @@
var/mob/living/carbon/human/driver = mob.buckled
var/datum/organ/external/l_hand = driver.get_organ("l_hand")
var/datum/organ/external/r_hand = driver.get_organ("r_hand")
if((!l_hand || l_hand.status & ORGAN_DESTROYED) && (!r_hand || r_hand.status & ORGAN_DESTROYED))
if((!l_hand || (l_hand.status & ORGAN_DESTROYED)) && (!r_hand || (r_hand.status & ORGAN_DESTROYED)))
return // No hands to drive your chair? Tough luck!
move_delay += 2
return mob.buckled.relaymove(mob,direct)

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@@ -731,7 +731,7 @@
/obj/item/weapon/reagent_containers/food/snacks/grown/bluetomato/HasEntered(AM as mob|obj)
if (istype(AM, /mob/living/carbon))
var/mob/M = AM
if (istype(M, /mob/living/carbon/human) && (isobj(M:shoes) && M:shoes.flags&NOSLIP))
if (istype(M, /mob/living/carbon/human) && (isobj(M:shoes) && M:shoes.flags&NOSLIP) || M.buckled)
return
M.stop_pulling()

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@@ -19,6 +19,7 @@
var/emagged = 0
var/powered = 0 //set if vehicle is powered and should use fuel when moving
var/move_delay = 1 //set this to limit the speed of the vehicle
var/movable = 1
var/obj/item/weapon/cell/cell
var/power_use = 5 //set this to adjust the amount of power the vehicle uses per move