Files
Paradise/code/modules/mob/mob_movement.dm
vageyenaman@gmail.com b5f8eaf8a9 More work done on Telecomms:
▫ Signals can now be rejected by Subspace broadcasters through a specific data[] parameter.
▫ Improved the log browser.
▫ Log browsers and telecommunication monitors no longer require access to use. You do need access to delete logs, however.
▫ Intercoms need power to work. They don't drain power, they just need a constant flow of equipment power. As such, that offline intercom sprite's now finally being put to use.


Scripting language:

▫ Sorry about all the files; they're all necessary! It's important to notice that the basic structure of the scripting language code is not mine; I cannibalized the base structure from some obscure BYOND project. It's pretty well documented, and I'd say easier to browse through than atmos. Here's the basic deal:

A compiler datum manages the relationships between the three main subsystems of a scripting language: the Scanner, the Parser, and the Interpreter. The Scanner splits raw text into token datums that the Parser can read. The Parser transforms the otherwise random bits and strings into ordered AST Trees and nodes for the Interpreter to read. The interpreter actually executes the code and handles scope/functions/code blocks.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3193 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-25 22:51:31 +00:00

403 lines
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/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()
swap_hand()
return
/client/Southeast()
attack_self()
return
/client/Southwest()
toggle_throw_mode()
return
/client/Northwest()
drop_item()
return
/client/verb/swap_hand()
set hidden = 1
if(istype(mob, /mob/living/carbon))
mob:swap_hand()
return
/client/verb/attack_self()
set hidden = 1
var/obj/item/weapon/W = mob.equipped()
if (W)
W.attack_self(mob)
return
/client/verb/toggle_throw_mode()
set hidden = 1
if(!istype(mob, /mob/living/carbon)) return
if((mob.stat || mob.restrained()) || !(isturf(mob.loc))) return
mob:toggle_throw_mode()
return
/client/verb/drop_item()
set hidden = 1
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 && mob.control_object)
if(mob.control_object.density)
step(mob.control_object,direct)
if(!mob.control_object) return
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(locate(/obj/effect/stop/, mob.loc))
for(var/obj/effect/stop/S in mob.loc)
if(S.victim == 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(0)) return 0
if(!mob.lastarea)
mob.lastarea = get_area(mob.loc)
if((istype(mob.loc, /turf/space)) || (mob.lastarea.has_gravity == 0))
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
move_delay += 1
if("walk")
// if(mob.organStructure && mob.organStructure.legs)
// move_delay += mob.organStructure.legs.moveWalkDelay
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(M)
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/effect/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(var/check_drift = 0)
//First check to see if we can do things
if(restrained()) return 0
/*
if(istype(src,/mob/living/carbon))
if(src.l_hand && src.r_hand)
return 0
*/
var/dense_object = 0
for(var/turf/turf in oview(1,src))
if(istype(turf,/turf/space))
continue
if(istype(src,/mob/living/carbon/human/)) // Only humans can wear magboots, so we give them a chance to.
if((istype(turf,/turf/simulated/floor)) && (src.lastarea.has_gravity == 0) && !(istype(src:shoes, /obj/item/clothing/shoes/magboots) && (src:shoes:flags & NOSLIP)))
continue
else
if((istype(turf,/turf/simulated/floor)) && (src.lastarea.has_gravity == 0)) // No one else gets a chance.
continue
/*
if(istype(turf,/turf/simulated/floor) && (src.flags & NOGRAV))
continue
*/
dense_object++
break
if(!dense_object && (locate(/obj/structure/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
//Due to a few issues only anchored and dense objects will now work.
if(!dense_object)
for(var/obj/O in oview(1, src))
if((O) && (O.density) && (O.anchored))
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)