Fixes in wheelchair and different handling of movement

This commit is contained in:
Hubblenaut
2014-07-02 22:42:18 +02:00
parent dfece9fe12
commit 97f997dd30
6 changed files with 57 additions and 24 deletions

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
@@ -31,7 +33,8 @@
if(pulling && (get_dist(src, pulling) > 1))
pulling = null
user.pulledby = null
return
if(user==pulling)
return
if(pulling && (get_dir(src.loc, pulling.loc) == direction))
user << "\red You cannot go there."
return
@@ -67,26 +70,36 @@
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
occupant.buckled = null
occupant.Move(src.loc)
occupant.buckled = src
if (occupant && (src.loc != occupant.loc))
if (propelled)
for (var/mob/O in src.loc)
if (O != occupant)
Bump(O)
else
unbuckle()
if(!driving)
occupant.buckled = null
occupant.Move(src.loc)
occupant.buckled = src
if (occupant && (src.loc != occupant.loc))
if (propelled)
for (var/mob/O in src.loc)
if (O != occupant)
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

@@ -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

View File

@@ -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

View File

@@ -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
@@ -47,7 +48,7 @@
if(on && powered)
cell.use(power_use)
anchored = init_anc
if(load)
load.loc = loc
load.dir = dir
@@ -288,7 +289,7 @@
/obj/vehicle/proc/unload(var/mob/user, var/direction)
if(!load)
return
var/turf/dest = null
//find a turf to unload to