Just a bit more work on the space movement and added a few more blob icons.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2312 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
mport2004@gmail.com
2011-10-02 07:03:42 +00:00
parent e68eb82a8f
commit 500ccd462d
12 changed files with 393 additions and 397 deletions
@@ -17,6 +17,8 @@
corpse = body
verbs += /mob/dead/observer/proc/reenter_corpse
/mob/dead/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
return 1
/*
Transfer_mind is there to check if mob is being deleted/not going to have a body.
Works together with spawning an observer, noted above.
@@ -2710,14 +2710,3 @@ It can still be worn/put on as normal.
/mob/living/carbon/human/IsAdvancedToolUser()
return 1//Humans can use guns and such
/mob/living/carbon/human/Process_Spacemove()
if(..()) return 1
if(restrained()) return 0
if(istype(back, /obj/item/weapon/tank/jetpack))
var/obj/item/weapon/tank/jetpack/J = back
if(J.allow_thrust(0.01, src))
inertia_dir = 0
return 2
return 0
@@ -0,0 +1,32 @@
/mob/living/carbon/human/Process_Spacemove()
//Can we act
if(restrained()) return 0
//Do we have a working jetpack
if(istype(back, /obj/item/weapon/tank/jetpack))
var/obj/item/weapon/tank/jetpack/J = back
if(J.allow_thrust(0.01, src))
inertia_dir = 0
return 1
//If no working jetpack then use the other checks
if(..()) return 1
return 0
/mob/living/carbon/human/Process_Spaceslipping(var/prob_slip = 5)
//If knocked out we might just hit it and stop. This makes it possible to get dead bodies and such.
if(stat) prob_slip += 50
//Do we have magboots or such on if so no slip
if(istype(shoes, /obj/item/clothing/shoes/magboots) && (shoes.flags & NOSLIP))
prob_slip = 0
//Check hands and mod slip
if(!l_hand) prob_slip -= 2
else if(l_hand.w_class <= 2) prob_slip -= 1
if (!r_hand) prob_slip -= 2
else if(r_hand.w_class <= 2) prob_slip -= 1
prob_slip = round(prob_slip)
return(prob_slip)
@@ -943,16 +943,3 @@ Frequency:
/mob/living/silicon/robot/proc/self_destruct()
gib(1)
/mob/living/silicon/robot/Process_Spacemove()
if(..()) return 1
if(!module) return 0
for(var/obj/item/weapon/tank/jetpack/J in module.modules)
if(J && istype(J, /obj/item/weapon/tank/jetpack))
if(J.allow_thrust(0.01))
inertia_dir = 0
return 1
return 0
///mob/living/silicon/robot/proc/eyecheck()
// return
@@ -0,0 +1,7 @@
/mob/living/silicon/robot/Process_Spacemove()
if(module)
for(var/obj/item/weapon/tank/jetpack/J in module.modules)
if(J && istype(J, /obj/item/weapon/tank/jetpack))
if(J.allow_thrust(0.01)) return 1
if(..()) return 1
return 0
-301
View File
@@ -1594,20 +1594,6 @@ It's fairly easy to fix if dealing with single letters but not so much with comp
if(src:cameraFollow)
src:cameraFollow = null
/mob/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group || (height==0)) return 1
if(ismob(mover))
var/mob/moving_mob = mover
if ((other_mobs && moving_mob.other_mobs))
return 1
return (!mover.density || !density || lying)
else
return (!mover.density || !density || lying)
return
/mob/dead/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
return 1
/mob/Topic(href, href_list)
if(href_list["mach_close"])
@@ -1651,14 +1637,12 @@ It's fairly easy to fix if dealing with single letters but not so much with comp
/mob/proc/get_damage()
return health
/mob/proc/UpdateLuminosity()
if(src.total_luminosity == src.last_luminosity) return 0//nothing to do here
src.last_luminosity = src.total_luminosity
sd_SetLuminosity(min(src.total_luminosity,7))//Current hardcode max at 7, should likely be a const somewhere else
return 1
/mob/MouseDrop(mob/M as mob)
..()
if(M != usr) return
@@ -1668,43 +1652,6 @@ It's fairly easy to fix if dealing with single letters but not so much with comp
if(LinkBlocked(usr.loc,loc)) return
show_inv(usr)
/atom/movable/Move(NewLoc, direct)
if (direct & direct - 1)
if (direct & 1)
if (direct & 4)
if (step(src, NORTH))
step(src, EAST)
else
if (step(src, EAST))
step(src, NORTH)
else
if (direct & 8)
if (step(src, NORTH))
step(src, WEST)
else
if (step(src, WEST))
step(src, NORTH)
else
if (direct & 2)
if (direct & 4)
if (step(src, SOUTH))
step(src, EAST)
else
if (step(src, EAST))
step(src, SOUTH)
else
if (direct & 8)
if (step(src, SOUTH))
step(src, WEST)
else
if (step(src, WEST))
step(src, SOUTH)
else
. = ..()
return
/atom/movable/verb/pull()
set name = "Pull"
set category = "IC"
@@ -1735,254 +1682,6 @@ It's fairly easy to fix if dealing with single letters but not so much with comp
//usr << "[name]: Dn:[density] dir:[dir] cont:[contents] icon:[icon] is:[icon_state] loc:[loc]"
return
/client/North()
..()
/client/South()
..()
/client/West()
..()
/client/East()
..()
/client/Northeast()
if(istype(mob, /mob/living/carbon))
mob:swap_hand()
return
/client/Southeast()
var/obj/item/weapon/W = mob.equipped()
if (W)
W.attack_self(mob)
return
/client/Southwest()
if(!istype(mob, /mob/living/carbon)) return
if((mob.stat || mob.restrained()) || !(isturf(mob.loc))) return
mob:toggle_throw_mode()
return
/client/Northwest()
if(!isrobot(mob))
mob.drop_item_v()
return
/client/Center()
if (isobj(mob.loc))
var/obj/O = mob.loc
if (mob.canmove)
return O.relaymove(mob, 16)
return
/client/proc/Move_object(direct)
if(mob.control_object.density)
step(mob.control_object,direct)
mob.control_object.dir = direct
else
mob.control_object.loc = get_step(mob.control_object,direct)
return
/client/Move(n, direct)
if(mob.control_object) Move_object(direct)
if(isobserver(mob)) return mob.Move(n,direct)
if(moving) return 0
if(world.time < move_delay) return
if(!mob) return
if(mob.stat==2) return
if(isAI(mob)) return AIMove(n,direct,mob)
if(mob.monkeyizing) return//This is sota the goto stop mobs from moving var
if(mob.incorporeal_move)//Move though walls
Process_Incorpmove(direct)
return
if(Process_Grab()) return
if(!mob.canmove) return
if(istype(mob.loc, /turf/space))
if(!mob.Process_Spacemove(1)) return 0
else if(mob.flags & NOGRAV)
if(!mob.Process_Spacemove(0)) 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(isturf(mob.loc))
if(mob.restrained())//Why being pulled while cuffed prevents you from moving
for(var/mob/M in range(mob, 1))
if(((M.pulling == mob && (!( M.restrained() ) && M.stat == 0)) || locate(/obj/item/weapon/grab, mob.grabbed_by.len)))
src << "\blue You're restrained! You can't move!"
return 0
move_delay = world.time//set move delay
switch(mob.m_intent)
if("run")
if(mob.drowsyness > 0)
move_delay += 6
if(mob.organStructure && mob.organStructure.legs)
move_delay += mob.organStructure.legs.moveRunDelay
else
move_delay += 1
if("walk")
if(mob.organStructure && mob.organStructure.legs)
move_delay += mob.organStructure.legs.moveWalkDelay
else
move_delay += 7
move_delay += mob.movement_delay()
//We are now going to move
moving = 1
//Something with pulling things
if(locate(/obj/item/weapon/grab, mob))
move_delay = max(move_delay, world.time + 7)
var/list/L = mob.ret_grab()
if(istype(L, /list))
if(L.len == 2)
L -= mob
var/mob/M = L[1]
if ((get_dist(mob, M) <= 1 || M.loc == mob.loc))
var/turf/T = mob.loc
. = ..()
if (isturf(M.loc))
var/diag = get_dir(mob, M)
if ((diag - 1) & diag)
else
diag = null
if ((get_dist(mob, M) > 1 || diag))
step(M, get_dir(M.loc, T))
else
for(var/mob/M in L)
M.other_mobs = 1
if(mob != M)
M.animate_movement = 3
for(var/mob/M in L)
spawn( 0 )
step(M, direct)
return
spawn( 1 )
M.other_mobs = null
M.animate_movement = 2
return
else
if(mob.confused)
step(mob, pick(cardinal))
else
. = ..()
for(var/obj/speech_bubble/S in range(1, mob))
if(S.parent == mob)
S.loc = mob.loc
moving = 0
return .
return
//Called by Move()
/client/proc/Process_Grab()
if(locate(/obj/item/weapon/grab, locate(/obj/item/weapon/grab, mob.grabbed_by.len)))
var/list/grabbing = list()
if(istype(mob.l_hand, /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = mob.l_hand
grabbing += G.affecting
if(istype(mob.r_hand, /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = mob.r_hand
grabbing += G.affecting
for(var/obj/item/weapon/grab/G in mob.grabbed_by)
if((G.state == 1)&&(!grabbing.Find(G.assailant))) del(G)
if(G.state == 2)
move_delay = world.time + 10
if(!prob(25)) return 1
mob.visible_message("\red [mob] has broken free of [G.assailant]'s grip!")
del(G)
if(G.state == 3)
move_delay = world.time + 10
if(!prob(5)) return 1
mob.visible_message("\red [mob] has broken free of [G.assailant]'s headlock!")
del(G)
return 0
/client/proc/Process_Incorpmove(direct)
var/turf/mobloc = get_turf(mob)
switch(mob.incorporeal_move)
if(1)
mob.loc = get_step(mob, direct)
mob.dir = 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
mob.loc = locate(locx,locy,mobloc.z)
spawn(0)
var/limit = 2//For only two trailing shadows.
for(var/turf/T in getline(mobloc, mob.loc))
spawn(0)
anim(T,mob,'mob.dmi',,"shadow",,mob.dir)
limit--
if(limit<=0) break
else
spawn(0)
anim(mobloc,mob,'mob.dmi',,"shadow",,mob.dir)
mob.loc = get_step(mob, direct)
mob.dir = direct
return 1
//For moving in space
//Called by /client/Move
//Return 1 for movement 0 for none
/mob/proc/Process_Spacemove(var/gravity = 1)
if(restrained()) return 0
// if(locate(/obj/grille) in oview(1, mob))
if(((locate(/turf/simulated) in oview(1, src)) && gravity) || (locate(/turf/simulated/wall) in oview(1, src)))
inertia_dir = 0
return 1
if(locate(/obj/lattice) in oview(1, src))
inertia_dir = 0
return 1
for(var/obj/O in oview(1, src))
if((O) && (O.density))
inertia_dir = 0
return 1
return 0
/client/New()
if(findtextEx(key, "Telnet @"))
src << "Sorry, this game does not support Telnet."
+331
View File
@@ -0,0 +1,331 @@
/mob/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group || (height==0)) return 1
if(ismob(mover))
var/mob/moving_mob = mover
if ((other_mobs && moving_mob.other_mobs))
return 1
return (!mover.density || !density || lying)
else
return (!mover.density || !density || lying)
return
/client/North()
..()
/client/South()
..()
/client/West()
..()
/client/East()
..()
/client/Northeast()
if(istype(mob, /mob/living/carbon))
mob:swap_hand()
return
/client/Southeast()
var/obj/item/weapon/W = mob.equipped()
if (W)
W.attack_self(mob)
return
/client/Southwest()
if(!istype(mob, /mob/living/carbon)) return
if((mob.stat || mob.restrained()) || !(isturf(mob.loc))) return
mob:toggle_throw_mode()
return
/client/Northwest()
if(!isrobot(mob))
mob.drop_item_v()
return
/client/Center()
if (isobj(mob.loc))
var/obj/O = mob.loc
if (mob.canmove)
return O.relaymove(mob, 16)
return
/atom/movable/Move(NewLoc, direct)
if (direct & direct - 1)
if (direct & 1)
if (direct & 4)
if (step(src, NORTH))
step(src, EAST)
else
if (step(src, EAST))
step(src, NORTH)
else
if (direct & 8)
if (step(src, NORTH))
step(src, WEST)
else
if (step(src, WEST))
step(src, NORTH)
else
if (direct & 2)
if (direct & 4)
if (step(src, SOUTH))
step(src, EAST)
else
if (step(src, EAST))
step(src, SOUTH)
else
if (direct & 8)
if (step(src, SOUTH))
step(src, WEST)
else
if (step(src, WEST))
step(src, SOUTH)
else
. = ..()
return
/client/proc/Move_object(direct)
if(mob.control_object.density)
step(mob.control_object,direct)
mob.control_object.dir = direct
else
mob.control_object.loc = get_step(mob.control_object,direct)
return
/client/Move(n, direct)
if(mob.control_object) Move_object(direct)
if(isobserver(mob)) return mob.Move(n,direct)
if(moving) return 0
if(world.time < move_delay) return
if(!mob) return
if(mob.stat==2) return
if(isAI(mob)) return AIMove(n,direct,mob)
if(mob.monkeyizing) return//This is sota the goto stop mobs from moving var
if(mob.incorporeal_move)//Move though walls
Process_Incorpmove(direct)
return
if(Process_Grab()) return
if(!mob.canmove) return
if(istype(mob.loc, /turf/space) || (mob.flags & NOGRAV))
if(!mob.Process_Spacemove()) 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(isturf(mob.loc))
if(mob.restrained())//Why being pulled while cuffed prevents you from moving
for(var/mob/M in range(mob, 1))
if(((M.pulling == mob && (!( M.restrained() ) && M.stat == 0)) || locate(/obj/item/weapon/grab, mob.grabbed_by.len)))
src << "\blue You're restrained! You can't move!"
return 0
move_delay = world.time//set move delay
switch(mob.m_intent)
if("run")
if(mob.drowsyness > 0)
move_delay += 6
if(mob.organStructure && mob.organStructure.legs)
move_delay += mob.organStructure.legs.moveRunDelay
else
move_delay += 1
if("walk")
if(mob.organStructure && mob.organStructure.legs)
move_delay += mob.organStructure.legs.moveWalkDelay
else
move_delay += 7
move_delay += mob.movement_delay()
//We are now going to move
moving = 1
//Something with pulling things
if(locate(/obj/item/weapon/grab, mob))
move_delay = max(move_delay, world.time + 7)
var/list/L = mob.ret_grab()
if(istype(L, /list))
if(L.len == 2)
L -= mob
var/mob/M = L[1]
if ((get_dist(mob, M) <= 1 || M.loc == mob.loc))
var/turf/T = mob.loc
. = ..()
if (isturf(M.loc))
var/diag = get_dir(mob, M)
if ((diag - 1) & diag)
else
diag = null
if ((get_dist(mob, M) > 1 || diag))
step(M, get_dir(M.loc, T))
else
for(var/mob/M in L)
M.other_mobs = 1
if(mob != M)
M.animate_movement = 3
for(var/mob/M in L)
spawn( 0 )
step(M, direct)
return
spawn( 1 )
M.other_mobs = null
M.animate_movement = 2
return
else
if(mob.confused)
step(mob, pick(cardinal))
else
. = ..()
for(var/obj/speech_bubble/S in range(1, mob))
if(S.parent == mob)
S.loc = mob.loc
moving = 0
return .
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(locate(/obj/item/weapon/grab, locate(/obj/item/weapon/grab, mob.grabbed_by.len)))
var/list/grabbing = list()
if(istype(mob.l_hand, /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = mob.l_hand
grabbing += G.affecting
if(istype(mob.r_hand, /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = mob.r_hand
grabbing += G.affecting
for(var/obj/item/weapon/grab/G in mob.grabbed_by)
if((G.state == 1)&&(!grabbing.Find(G.assailant))) del(G)
if(G.state == 2)
move_delay = world.time + 10
if(!prob(25)) return 1
mob.visible_message("\red [mob] has broken free of [G.assailant]'s grip!")
del(G)
if(G.state == 3)
move_delay = world.time + 10
if(!prob(5)) return 1
mob.visible_message("\red [mob] has broken free of [G.assailant]'s headlock!")
del(G)
return 0
///Process_Incorpmove
///Called by client/Move()
///Allows mobs to run though walls
/client/proc/Process_Incorpmove(direct)
var/turf/mobloc = get_turf(mob)
switch(mob.incorporeal_move)
if(1)
mob.loc = get_step(mob, direct)
mob.dir = 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
mob.loc = locate(locx,locy,mobloc.z)
spawn(0)
var/limit = 2//For only two trailing shadows.
for(var/turf/T in getline(mobloc, mob.loc))
spawn(0)
anim(T,mob,'mob.dmi',,"shadow",,mob.dir)
limit--
if(limit<=0) break
else
spawn(0)
anim(mobloc,mob,'mob.dmi',,"shadow",,mob.dir)
mob.loc = get_step(mob, direct)
mob.dir = direct
return 1
///Process_Spacemove
///Called by /client/Move()
///For moving in space
///Return 1 for movement 0 for none
/mob/proc/Process_Spacemove()
//First check to see if we can do things
if(restrained()) return 0
var/dense_object = 0
for(var/turf/simulated/turf in oview(1,src))
if(istype(turf,/turf/simulated/floor) && !(src.flags & NOGRAV))
dense_object++
break
if((istype(turf,/turf/simulated)) && !(istype(turf,/turf/simulated/floor)))
dense_object++
break
if(!dense_object && (locate(/obj/lattice) in oview(1, src)))
dense_object++
//Lastly attempt to locate any dense objects we could push off of
//TODO: If we implement objects drifing in space this needs to really push them
if(!dense_object)
for(var/obj/O in oview(1, src))
if((O) && (O.density))
dense_object++
break
//Nothing to push off of so end here
if(!dense_object) return 0
//Check to see if we slipped
if(prob(Process_Spaceslipping(5)))
src << "\blue <B>You slipped!</B>"
src.inertia_dir = src.last_move
step(src, src.inertia_dir)
return 0
//If not then we can reset inertia and move
inertia_dir = 0
return 1
/mob/proc/Process_Spaceslipping(var/prob_slip = 5)
//Setup slipage
//If knocked out we might just hit it and stop. This makes it possible to get dead bodies and such.
if(stat) prob_slip += 50
prob_slip = round(prob_slip)
return(prob_slip)