Files
Paradise/code/modules/mob/mob_movement.dm
Couls e16b495170 More testmerge fixes and improvements
Shift middle click locks your direction again
Spacepods now move again(literally one letter fixed this)
Holster hotkey is back!(H to holster and unholster)
Hotkey Toggle button has been removed from the bottom bar and verbs
2019-07-09 07:59:12 -04:00

504 lines
12 KiB
Plaintext

/mob/CanPass(atom/movable/mover, turf/target, height=0)
if(height==0)
return 1
if(istype(mover, /obj/item/projectile) || mover.throwing)
return (!density || lying)
if(mover.checkpass(PASSMOB))
return 1
if(buckled == mover)
return 1
if(ismob(mover))
var/mob/moving_mob = mover
if((other_mobs && moving_mob.other_mobs))
return 1
if(mover == buckled_mob)
return 1
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/verb/drop_item()
set hidden = 1
if(!isrobot(mob))
mob.drop_item_v()
return
/* /client/Center()
/* No 3D movement in 2D spessman game. dir 16 is Z Up
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 && 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
if(locate(/obj/item/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/prev_loc = mob.loc
. = ..()
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))
step(M, get_dir(M.loc, prev_loc))
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)
var/newdir = 0
if(mob.confused > 40)
newdir = pick(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)
. = ..()
mob.setDir(direct)
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()
if((direct & (direct - 1)) && mob.loc == n) //moved diagonally successfully
delay = mob.movement_delay() * 2
move_delay += delay
moving = 0
if(mob && .)
if(mob.throwing)
mob.throwing.finalize(FALSE)
for(var/obj/O in mob)
O.on_mob_move(direct, mob)
///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)
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 1
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 1
mob.visible_message("<span class='danger'>[mob] has broken free of [G.assailant]'s headlock!</span>")
qdel(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)
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)
return
if(!pulling.Adjacent(src))
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()
return
/client/proc/check_has_body_select()
return mob && mob.hud_used && mob.zone_sel && istype(mob.zone_sel, /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_sel.selecting)
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.zone_sel
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_sel.selecting == 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.zone_sel
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.zone_sel
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_sel.selecting == 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.zone_sel
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_sel.selecting == 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.zone_sel
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.zone_sel
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_sel.selecting == 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.zone_sel
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(usr)
/mob/proc/toggle_move_intent(mob/user)
if(m_intent == MOVE_INTENT_RUN)
m_intent = MOVE_INTENT_WALK
else
m_intent = MOVE_INTENT_RUN
if(hud_used && hud_used.static_inventory)
for(var/obj/screen/mov_intent/selector in hud_used.static_inventory)
selector.update_icon(src)