Files
Paradise/code/modules/mob/mob_movement.dm
elly1989@rocketmail.com b903680fbd Changed client/verb/a_intent_change() to mob/verb/a_intent_change()
Replaced usr references with mob
This means it can be called as a proc for any mob to use that code. Updated the click-procs to use this as they were using slightly different code.
Fixed an issue with AIs using the intent hotkeys
Added more sanity checks to it.
Insert key uses the same code as other hotkeys.
Commented out some unused hud-code from when we had separate intent buttons.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4766 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-28 06:45:57 +00:00

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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()
if(iscarbon(usr))
var/mob/living/carbon/C = usr
C.toggle_throw_mode()
else
usr << "\red This mob type cannot throw items."
return
/client/Northwest()
if(iscarbon(usr))
var/mob/living/carbon/C = usr
if(!C.get_active_hand())
usr << "\red You have nothing to drop in your hand."
return
drop_item()
else
usr << "\red This mob type cannot drop items."
return
//This gets called when you press the delete button.
/client/verb/delete_key_pressed()
set hidden = 1
if(!usr.pulling)
usr << "\blue You are not pulling anything."
return
usr.stop_pulling()
/client/verb/swap_hand()
set hidden = 1
if(istype(mob, /mob/living/carbon))
mob:swap_hand()
if(istype(mob,/mob/living/silicon/robot))//Oh nested logic loops, is there anything you can't do? -Sieve
var/mob/living/silicon/robot/R = mob
if(!R.module_active)
if(!R.module_state_1)
if(!R.module_state_2)
if(!R.module_state_3)
return
else
R:inv1.icon_state = "inv1"
R:inv2.icon_state = "inv2"
R:inv3.icon_state = "inv3 +a"
R:module_active = R:module_state_3
else
R:inv1.icon_state = "inv1"
R:inv2.icon_state = "inv2 +a"
R:inv3.icon_state = "inv3"
R:module_active = R:module_state_2
else
R:inv1.icon_state = "inv1 +a"
R:inv2.icon_state = "inv2"
R:inv3.icon_state = "inv3"
R:module_active = R:module_state_1
else
if(R.module_active == R.module_state_1)
if(!R.module_state_2)
if(!R.module_state_3)
return
else
R:inv1.icon_state = "inv1"
R:inv2.icon_state = "inv2"
R:inv3.icon_state = "inv3 +a"
R:module_active = R:module_state_3
else
R:inv1.icon_state = "inv1"
R:inv2.icon_state = "inv2 +a"
R:inv3.icon_state = "inv3"
R:module_active = R:module_state_2
else if(R.module_active == R.module_state_2)
if(!R.module_state_3)
if(!R.module_state_1)
return
else
R:inv1.icon_state = "inv1 +a"
R:inv2.icon_state = "inv2"
R:inv3.icon_state = "inv3"
R:module_active = R:module_state_1
else
R:inv1.icon_state = "inv1"
R:inv2.icon_state = "inv2"
R:inv3.icon_state = "inv3 +a"
R:module_active = R:module_state_3
else if(R.module_active == R.module_state_3)
if(!R.module_state_1)
if(!R.module_state_2)
return
else
R:inv1.icon_state = "inv1"
R:inv2.icon_state = "inv2 +a"
R:inv3.icon_state = "inv3"
R:module_active = R:module_state_2
else
R:inv1.icon_state = "inv1 +a"
R:inv2.icon_state = "inv2"
R:inv3.icon_state = "inv3"
R:module_active = R:module_state_1
else
return
return
/client/verb/attack_self()
set hidden = 1
if(mob.hand)
if(mob.l_hand)
mob.l_hand.attack_self(mob)
mob.update_inv_l_hand()
else
if(mob.r_hand)
mob.r_hand.attack_self(mob)
mob.update_inv_r_hand()
return
/client/verb/toggle_throw_mode()
set hidden = 1
if(!istype(mob, /mob/living/carbon))
return
if (!mob.stat && isturf(mob.loc) && !mob.restrained())
mob:toggle_throw_mode()
else
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(move_delay >= 864000) move_delay -= 864000
if(world.timeofday < 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(isliving(mob))
var/mob/living/L = mob
if(L.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 && M.canmove)
src << "\blue You're restrained! You can't move!"
return 0
move_delay = world.timeofday//set move delay
switch(mob.m_intent)
if("run")
if(mob.drowsyness > 0)
move_delay += 6
move_delay += 1+config.run_speed
if("walk")
move_delay += 7+config.walk_speed
move_delay += mob.movement_delay()
if(config.Tickcomp)
move_delay -= 1.3
var/tickcomp = ((1/(world.tick_lag))*1.3)
move_delay = move_delay + tickcomp
//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.timeofday + 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
. = ..()
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.timeofday + 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.timeofday + 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)
if(!isliving(mob))
return
var/mob/living/L = mob
switch(L.incorporeal_move)
if(1)
L.loc = 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.loc = locate(locx,locy,mobloc.z)
spawn(0)
var/limit = 2//For only two trailing shadows.
for(var/turf/T in getline(mobloc, L.loc))
spawn(0)
anim(T,L,'icons/mob/mob.dmi',,"shadow",,L.dir)
limit--
if(limit<=0) break
else
spawn(0)
anim(mobloc,mob,'icons/mob/mob.dmi',,"shadow",,L.dir)
L.loc = 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/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 = 0 // Changing this to zero to make it line up with the comment.
prob_slip = round(prob_slip)
return(prob_slip)