Files
Aurora.3/code/controllers/subsystems/falling.dm
2020-12-15 18:18:50 -03:00

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#define REMOVE_AND_CONTINUE \
falling -= victim; \
victim.multiz_falling = 0; \
if (MC_TICK_CHECK) return; \
continue;
/var/datum/controller/subsystem/falling/SSfalling
/datum/controller/subsystem/falling
name = "Falling"
flags = SS_NO_INIT
wait = 1
var/list/falling = list()
var/list/currentrun
/datum/controller/subsystem/falling/New()
NEW_SS_GLOBAL(SSfalling)
/datum/controller/subsystem/falling/stat_entry()
..("F:[falling.len]")
/datum/controller/subsystem/falling/fire(resumed = 0)
if (!resumed)
currentrun = falling.Copy()
var/list/curr = currentrun
while (curr.len)
var/atom/movable/victim = curr[curr.len]
curr.len--
if (QDELETED(victim))
falling -= victim
if (MC_TICK_CHECK)
return
continue
// The call_fall checks that are executed for every atom forever. These
// should not be overwritten/there shouldn't be a need to overwrite them.
// For specialty conditions, edit CanZPass and can_fall procs.
if (!isturf(victim.loc))
REMOVE_AND_CONTINUE
// Get the below turf.
var/turf/below = GetBelow(victim)
if (!below)
REMOVE_AND_CONTINUE
// Check if we can fall through the current tile and onto the next one.
if (!victim.loc:CanZPass(victim, DOWN) || !below.CanZPass(victim, DOWN))
REMOVE_AND_CONTINUE
// Check if the victim's current position is affected by gravity.
if (!victim.loc.loc:has_gravity())
REMOVE_AND_CONTINUE
// Thrown objects don't fall, generally speaking.
if (victim.throwing)
REMOVE_AND_CONTINUE
// can_fall check to see if we can fall. Current position is accessible
// via src.loc, destination by the param. So should be customizable enough.
if (!victim.can_fall(below))
// In case the stop is called in a situation when we're already falling.
// The still want to call fall_impact, due to the fact they've fallen.
if (falling[victim])
victim.fall_impact(falling[victim], TRUE)
victim.fall_collateral(falling[victim], TRUE)
REMOVE_AND_CONTINUE
// Iterate the falling counter. This is how many levels the mob has fallen
// thus far.
falling[victim]++
// Open turfs. Handle falling through them.
// Invokes fall_through() after the atom is moved to
// its new destination this cycle. Immediately invokes fall_impact and
// fall_collateral if the next turf is not open space.
if (isopenturf(victim.loc) && victim.loc:is_hole)
victim.forceMove(below)
if(victim.pulledby && victim.pulledby.z != victim.z)
var/mob/M = victim.pulledby
M.stop_pulling()
if (locate(/obj/structure/stairs) in victim.loc) // If there's stairs, we're probably going down them.
if (falling[victim] <= 1) // Just moving down a flight, skip damage.
victim.multiz_falling = 0
falling -= victim
else
// Falling more than a level, fuck 'em up.
victim.fall_impact(falling[victim], FALSE)
victim.fall_collateral(falling[victim], FALSE)
victim.multiz_falling = 0
falling -= victim
else if (isopenturf(victim.loc))
victim.fall_through()
else
// This is a lookahead. It removes any lag from being moved onto
// the destination turf, and calling fall_impact.
victim.fall_impact(falling[victim], FALSE)
victim.fall_collateral(falling[victim], FALSE)
victim.multiz_falling = 0
falling -= victim
if (MC_TICK_CHECK)
return
continue
// This shouldn't actually happen. But for safety, here it is.
victim.fall_impact(falling[victim], FALSE)
victim.fall_collateral(falling[victim], FALSE)
victim.multiz_falling = 0
falling -= victim
if (MC_TICK_CHECK)
return
#undef REMOVE_AND_CONTINUE