Files
kiwistation/code/modules/mob/mob_movement.dm
T
baloh.matevz 358512aeff - Clicking the intent button now cycles through intents
- Removed the mouseover thing for intent switching
- Added an 'equip' button to the old hud (just this one for now) which equips the item in your hand to the appropriate slot.
- Prevented the intent switching hotkey from spamming your chat when you use it.
- Mousing over the intent button now switches it's icon to the four 16x16 intent icons, arranged in a 2x2 grid. Clicking anywhere on the icon will still cycle through the intents, it won't auto-select the intent you clicked on. The icon-swap thing exists only to better illustrate how many times you need to click to get to the intent you wish to get to.

Hopefully the new intent switching method works better.

Screenshot of UI:
http://www.kamletos.si/ui%20tweak%205.PNG

Intent changing gif:
http://www.kamletos.si/intent%20switching.gif

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3737 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-04 17:23:16 +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
if(!C.get_active_hand())
usr << "\red You have nothing in your hand to throw."
return
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 insert button.
/client/verb/insert_key_pressed()
set hidden = 1
if(!src.mob)
return
var/mob/M = src.mob
if(ishuman(M) || ismonkey(M) || istype(M,/mob/living/carbon/alien/humanoid) || islarva(M))
switch(M.a_intent)
if("help")
usr.a_intent = "disarm"
usr.hud_used.action_intent.icon_state = "disarm"
if("disarm")
usr.a_intent = "grab"
usr.hud_used.action_intent.icon_state = "grab"
if("grab")
usr.a_intent = "hurt"
usr.hud_used.action_intent.icon_state = "harm"
if("hurt")
usr.a_intent = "help"
usr.hud_used.action_intent.icon_state = "help"
if(issilicon(usr))
if(usr.a_intent == "help")
usr.a_intent = "hurt"
usr.hud_used.action_intent.icon_state = "harm"
else
usr.a_intent = "help"
usr.hud_used.action_intent.icon_state = "help"
//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.pulling = null
/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()
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.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 = 0 // Changing this to zero to make it line up with the comment.
prob_slip = round(prob_slip)
return(prob_slip)