Files
Paradise/code/modules/mob/mob_movement.dm

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/mob/CanPass(atom/movable/mover, turf/target, height=0)
if(height==0)
return 1
if(istype(mover, /obj/item/projectile))
return (!density || lying)
if(mover.throwing)
return (!density || lying || (mover.throwing.thrower == src))
if(mover.checkpass(PASSMOB))
return 1
if(buckled == mover)
return TRUE
if(ismob(mover))
var/mob/moving_mob = mover
if((other_mobs && moving_mob.other_mobs))
return TRUE
if(mover in buckled_mobs)
return TRUE
return (!mover.density || !density || lying)
/client/verb/toggle_throw_mode()
set hidden = 1
if(iscarbon(mob))
var/mob/living/carbon/C = mob
C.toggle_throw_mode()
else
to_chat(usr, "<span class='danger'>This mob type cannot throw items.</span>")
/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.forceMove(get_step(mob.control_object, direct))
return
#define MOVEMENT_DELAY_BUFFER 0.75
#define MOVEMENT_DELAY_BUFFER_DELTA 1.25
/client/Move(n, direct)
if(world.time < move_delay)
return
else
next_move_dir_add = 0
next_move_dir_sub = 0
var/old_move_delay = move_delay
move_delay = world.time + world.tick_lag //this is here because Move() can now be called multiple times per tick
if(!mob || !mob.loc)
return 0
if(!n || !direct) // why did we never check this before?
return FALSE
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(isliving(mob))
var/mob/living/L = mob
if(L.incorporeal_move)//Move though walls
Process_Incorpmove(direct)
return
if(mob.remote_control) //we're controlling something, our movement is relayed to it
return mob.remote_control.relaymove(mob, direct)
if(isAI(mob))
if(istype(mob.loc, /obj/item/aicard))
var/obj/O = mob.loc
return O.relaymove(mob, direct) // aicards have special relaymove stuff
return AIMove(n, direct, mob)
if(Process_Grab())
return
if(mob.buckled) //if we're buckled to something, tell it we moved.
return mob.buckled.relaymove(mob, direct)
if(!mob.canmove)
return
if(!mob.lastarea)
mob.lastarea = get_area(mob.loc)
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
if(mob.restrained()) // Why being pulled while cuffed prevents you from moving
for(var/mob/M in orange(1, mob))
if(M.pulling == mob)
if(!M.incapacitated() && mob.Adjacent(M))
to_chat(src, "<span class='warning'>You're restrained! You can't move!</span>")
move_delay = world.time + 10
return 0
else
M.stop_pulling()
//We are now going to move
moving = 1
var/delay = mob.movement_delay()
if(old_move_delay + (delay * MOVEMENT_DELAY_BUFFER_DELTA) + MOVEMENT_DELAY_BUFFER > world.time)
move_delay = old_move_delay
else
move_delay = world.time
mob.last_movement = world.time
delay = TICKS2DS(-round(-(DS2TICKS(delay)))) //Rounded to the next tick in equivalent ds
if(locate(/obj/item/grab, mob))
delay += 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/prev_loc = mob.loc
. = mob.SelfMove(n, direct, delay)
if(M && isturf(M.loc)) // Mob may get deleted during parent call
var/diag = get_dir(mob, M)
if((diag - 1) & diag)
else
diag = null
if((get_dist(mob, M) > 1 || diag))
M.Move(prev_loc, get_dir(M.loc, prev_loc), delay)
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)
M.Move(get_step(M,direct), direct, delay)
spawn(1)
M.other_mobs = null
M.animate_movement = 2
else if(mob.confused)
var/newdir = 0
if(mob.confused > 40)
newdir = pick(GLOB.alldirs)
else if(prob(mob.confused * 1.5))
newdir = angle2dir(dir2angle(direct) + pick(90, -90))
else if(prob(mob.confused * 3))
newdir = angle2dir(dir2angle(direct) + pick(45, -45))
if(newdir)
direct = newdir
n = get_step(mob, direct)
var/prev_pulling_loc = null
if(mob.pulling)
prev_pulling_loc = mob.pulling.loc
. = mob.SelfMove(n, direct, delay) // The actual movement
if(prev_pulling_loc && mob.pulling?.face_while_pulling && (mob.pulling.loc != prev_pulling_loc))
mob.setDir(get_dir(mob, mob.pulling)) // Face welding tanks and stuff when pulling
else
mob.setDir(direct)
if((direct & (direct - 1)) && mob.loc == n) //moved diagonally successfully
delay = mob.movement_delay() * 2 //Will prevent mob diagonal moves from smoothing accurately, sadly
move_delay += delay
for(var/obj/item/grab/G in mob)
if(G.state == GRAB_NECK)
mob.setDir(angle2dir((dir2angle(direct) + 202.5) % 365))
G.adjust_position()
for(var/obj/item/grab/G in mob.grabbed_by)
G.adjust_position()
moving = 0
if(mob && .)
if(mob.throwing)
mob.throwing.finalize(FALSE)
for(var/obj/O in mob)
O.on_mob_move(direct, mob)
/mob/proc/SelfMove(turf/n, direct, movetime)
return Move(n, direct, movetime)
///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.grabbed_by.len)
if(mob.incapacitated(FALSE, TRUE, TRUE)) // Can't break out of grabs if you're incapacitated
return TRUE
var/list/grabbing = list()
if(istype(mob.l_hand, /obj/item/grab))
var/obj/item/grab/G = mob.l_hand
grabbing += G.affecting
if(istype(mob.r_hand, /obj/item/grab))
var/obj/item/grab/G = mob.r_hand
grabbing += G.affecting
for(var/X in mob.grabbed_by)
var/obj/item/grab/G = X
switch(G.state)
if(GRAB_PASSIVE)
if(!grabbing.Find(G.assailant)) //moving always breaks a passive grab unless we are also grabbing our grabber.
qdel(G)
if(GRAB_AGGRESSIVE)
move_delay = world.time + 10
if(!prob(25))
return TRUE
mob.visible_message("<span class='danger'>[mob] has broken free of [G.assailant]'s grip!</span>")
qdel(G)
if(GRAB_NECK)
move_delay = world.time + 10
if(!prob(5))
return TRUE
mob.visible_message("<span class='danger'>[mob] has broken free of [G.assailant]'s headlock!</span>")
qdel(G)
return FALSE
///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.forceMove(get_step(L, direct))
L.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
L.forceMove(locate(locx,locy,mobloc.z))
spawn(0)
var/limit = 2//For only two trailing shadows.
for(var/turf/T in getline(mobloc, L.loc))
new /obj/effect/temp_visual/dir_setting/ninja/shadow(T, L.dir)
limit--
if(limit<=0)
break
else
new /obj/effect/temp_visual/dir_setting/ninja/shadow(mobloc, L.dir)
L.forceMove(get_step(L, direct))
L.dir = direct
if(3) //Incorporeal move, but blocked by holy-watered tiles
var/turf/simulated/floor/stepTurf = get_step(L, direct)
if(stepTurf.flags & NOJAUNT)
to_chat(L, "<span class='warning'>Holy energies block your path.</span>")
L.notransform = 1
spawn(2)
L.notransform = 0
else
L.forceMove(get_step(L, direct))
L.dir = 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)
var/opposite_dir = turn(movement_dir, 180)
if(backup.newtonian_move(opposite_dir)) //You're pushing off something movable, so it moves
to_chat(src, "<span class='notice'>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(istype(turf, /turf/space))
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(turf/T)
return has_gravity(src, T)
/mob/proc/mob_negates_gravity()
return 0
/mob/proc/Move_Pulled(atom/A)
if(!canmove || restrained() || !pulling)
return
if(pulling.anchored || pulling.move_resist > move_force || !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
if(ismob(pulling))
var/mob/M = pulling
var/atom/movable/t = M.pulling
M.stop_pulling()
step(pulling, get_dir(pulling.loc, A))
if(M)
M.start_pulling(t)
else
step(pulling, get_dir(pulling.loc, A))
return
/mob/proc/update_gravity(has_gravity)
return
/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(BODY_ZONE_HEAD)
next_in_line = BODY_ZONE_PRECISE_EYES
if(BODY_ZONE_PRECISE_EYES)
next_in_line = BODY_ZONE_PRECISE_MOUTH
else
next_in_line = BODY_ZONE_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/next_in_line
if(mob.zone_selected == BODY_ZONE_R_ARM)
next_in_line = BODY_ZONE_PRECISE_R_HAND
else
next_in_line = BODY_ZONE_R_ARM
var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
selector.set_selected_zone(next_in_line, 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(BODY_ZONE_CHEST, mob)
/client/verb/body_l_arm()
set name = "body-l-arm"
set hidden = 1
if(!check_has_body_select())
return
var/next_in_line
if(mob.zone_selected == BODY_ZONE_L_ARM)
next_in_line = BODY_ZONE_PRECISE_L_HAND
else
next_in_line = BODY_ZONE_L_ARM
var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
selector.set_selected_zone(next_in_line, mob)
/client/verb/body_r_leg()
set name = "body-r-leg"
set hidden = 1
if(!check_has_body_select())
return
var/next_in_line
if(mob.zone_selected == BODY_ZONE_R_LEG)
next_in_line = BODY_ZONE_PRECISE_R_FOOT
else
next_in_line = BODY_ZONE_R_LEG
var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
selector.set_selected_zone(next_in_line, 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(BODY_ZONE_PRECISE_GROIN, mob)
/client/verb/body_l_leg()
set name = "body-l-leg"
set hidden = 1
if(!check_has_body_select())
return
var/next_in_line
if(mob.zone_selected == BODY_ZONE_L_LEG)
next_in_line = BODY_ZONE_PRECISE_L_FOOT
else
next_in_line = BODY_ZONE_L_LEG
var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
selector.set_selected_zone(next_in_line, 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(iscarbon(src))
var/mob/living/carbon/C = src
if(C.legcuffed)
to_chat(C, "<span class='notice'>You are legcuffed! You cannot run until you get [C.legcuffed] removed!</span>")
C.m_intent = MOVE_INTENT_WALK //Just incase
C.hud_used.move_intent.icon_state = "walking"
return
var/icon_toggle
if(m_intent == MOVE_INTENT_RUN)
m_intent = MOVE_INTENT_WALK
icon_toggle = "walking"
else
m_intent = MOVE_INTENT_RUN
icon_toggle = "running"
if(hud_used && hud_used.move_intent && hud_used.static_inventory)
hud_used.move_intent.icon_state = icon_toggle
for(var/obj/screen/mov_intent/selector in hud_used.static_inventory)
selector.update_icon(src)