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Aurora.3/code/game/atoms_movable.dm
2020-09-25 23:59:10 +02:00

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/atom/movable
layer = 3
var/last_move = null
var/anchored = 0
var/movable_flags
// var/elevation = 2 - not used anywhere
var/move_speed = 10
var/l_move_time = 1
var/throwing = 0
var/thrower
var/turf/throw_source = null
var/throw_speed = 2
var/throw_range = 7
var/moved_recently = 0
var/mob/pulledby = null
var/item_state = null // Base name of the image used for when the item is in someone's hand. Suffixes are added to this. Doubles as legacy overlay_state.
var/overlay_state = null // Base name of the image used for when the item is worn. Suffixes are added to this. Important for icon flipping as _flip is added at the end of the value.
//Also used on holdable mobs for the same info related to their held version
var/does_spin = TRUE // Does the atom spin when thrown (of course it does :P)
var/can_hold_mob = FALSE
var/list/contained_mobs
// We don't really need this, and apparently defining it slows down GC.
/*/atom/movable/Del()
if(!QDELING(src) && loc)
testing("GC: -- [type] was deleted via del() rather than qdel() --")
crash_with("GC: -- [type] was deleted via del() rather than qdel() --") // stick a stack trace in the runtime logs
..()*/
/atom/movable/Destroy()
. = ..()
for(var/atom/movable/AM in contents)
qdel(AM)
loc = null
screen_loc = null
if (pulledby)
if (pulledby.pulling == src)
pulledby.pulling = null
pulledby = null
// This is called when this atom is prevented from moving by atom/A.
/atom/movable/proc/Collide(atom/A)
if(airflow_speed > 0 && airflow_dest)
airflow_hit(A)
else
airflow_speed = 0
airflow_time = 0
if (throwing)
throwing = FALSE
. = TRUE
if (!QDELETED(A))
throw_impact(A)
A.CollidedWith(src)
else if (!QDELETED(A))
A.CollidedWith(src)
//called when src is thrown into hit_atom
/atom/movable/proc/throw_impact(atom/hit_atom, var/speed)
if(isliving(hit_atom))
var/mob/living/M = hit_atom
M.hitby(src,speed)
else if(isobj(hit_atom))
var/obj/O = hit_atom
if(!O.anchored)
step(O, src.last_move)
O.hitby(src,speed)
else if(isturf(hit_atom))
throwing = 0
var/turf/T = hit_atom
if(T.density)
spawn(2)
step(src, turn(src.last_move, 180))
if(isliving(src))
var/mob/living/M = src
M.turf_collision(T, speed)
//decided whether a movable atom being thrown can pass through the turf it is in.
/atom/movable/proc/hit_check(var/speed, var/target)
if(throwing)
for(var/atom/A in get_turf(src))
if(A == src)
continue
if(isliving(A))
var/mob/living/M = A
if(M.lying && M != target)
continue
throw_impact(A, speed)
if(isobj(A))
if(A.density && !A.throwpass) // **TODO: Better behaviour for windows which are dense, but shouldn't always stop movement
src.throw_impact(A,speed)
/atom/movable/proc/throw_at(atom/target, range, speed, thrower, var/do_throw_animation = TRUE)
if(!target || !src) return 0
//use a modified version of Bresenham's algorithm to get from the atom's current position to that of the target
src.throwing = 1
src.thrower = thrower
src.throw_source = get_turf(src) //store the origin turf
if(usr)
if(HULK in usr.mutations)
src.throwing = 2 // really strong throw!
var/dist_travelled = 0
var/dist_since_sleep = 0
var/area/a = get_area(src.loc)
var/dist_x = abs(target.x - src.x)
var/dist_y = abs(target.y - src.y)
var/dx
if (target.x > src.x)
dx = EAST
else
dx = WEST
var/dy
if (target.y > src.y)
dy = NORTH
else
dy = SOUTH
var/error
var/major_dir
var/major_dist
var/minor_dir
var/minor_dist
if(dist_x > dist_y)
error = dist_x/2 - dist_y
major_dir = dx
major_dist = dist_x
minor_dir = dy
minor_dist = dist_y
else
error = dist_y/2 - dist_x
major_dir = dy
major_dist = dist_y
minor_dir = dx
minor_dist = dist_x
while(src && target && src.throwing && istype(src.loc, /turf) \
&& ((abs(target.x - src.x)+abs(target.y - src.y) > 0 && dist_travelled < range) \
|| (a && a.has_gravity == 0) \
|| istype(src.loc, /turf/space)))
// only stop when we've gone the whole distance (or max throw range) and are on a non-space tile, or hit something, or hit the end of the map, or someone picks it up
var/atom/step
if(error >= 0)
step = get_step(src, major_dir)
error -= minor_dist
else
step = get_step(src, minor_dir)
error += major_dist
if(!step) // going off the edge of the map makes get_step return null, don't let things go off the edge
break
src.Move(step)
hit_check(speed, target)
dist_travelled++
dist_since_sleep++
if(dist_since_sleep >= speed)
dist_since_sleep = 0
sleep(1)
a = get_area(src.loc)
// and yet it moves
if(do_throw_animation)
if(src.does_spin)
src.SpinAnimation(speed = 4, loops = 1)
//done throwing, either because it hit something or it finished moving
if(isobj(src)) src.throw_impact(get_turf(src),speed)
src.throwing = 0
src.thrower = null
src.throw_source = null
if (isturf(loc))
var/turf/Tloc = loc
Tloc.Entered(src)
/atom/movable/proc/throw_at_random(var/include_own_turf, var/maxrange, var/speed)
var/list/turfs = RANGE_TURFS(maxrange, src)
if(!maxrange)
maxrange = 1
if(!include_own_turf)
turfs -= get_turf(src)
src.throw_at(pick(turfs), maxrange, speed)
//Overlays
/atom/movable/overlay
var/atom/master = null
anchored = 1
/atom/movable/overlay/New()
verbs.Cut()
..()
/atom/movable/overlay/attackby(a, b)
if (src.master)
return src.master.attackby(a, b)
return
/atom/movable/overlay/attack_hand(a, b, c)
if (src.master)
return src.master.attack_hand(a, b, c)
return
/atom/movable/proc/touch_map_edge()
if(z in current_map.sealed_levels)
return
if(current_map.use_overmap)
overmap_spacetravel(get_turf(src), src)
return
var/move_to_z = src.get_transit_zlevel()
if(move_to_z)
z = move_to_z
if(x <= TRANSITIONEDGE)
x = world.maxx - TRANSITIONEDGE - 2
y = rand(TRANSITIONEDGE + 2, world.maxy - TRANSITIONEDGE - 2)
else if (x >= (world.maxx - TRANSITIONEDGE + 1))
x = TRANSITIONEDGE + 1
y = rand(TRANSITIONEDGE + 2, world.maxy - TRANSITIONEDGE - 2)
else if (y <= TRANSITIONEDGE)
y = world.maxy - TRANSITIONEDGE -2
x = rand(TRANSITIONEDGE + 2, world.maxx - TRANSITIONEDGE - 2)
else if (y >= (world.maxy - TRANSITIONEDGE + 1))
y = TRANSITIONEDGE + 1
x = rand(TRANSITIONEDGE + 2, world.maxx - TRANSITIONEDGE - 2)
if(istype(SSticker.mode, /datum/game_mode/nuclear)) //only really care if the game mode is nuclear
var/datum/game_mode/nuclear/G = SSticker.mode
G.check_nuke_disks()
spawn(0)
if(loc)
var/turf/T = loc
loc.Entered(src)
if(!T.is_hole)
fall_impact(text2num(pickweight(list("1" = 60, "2" = 30, "3" = 10))))
//by default, transition randomly to another zlevel
/atom/movable/proc/get_transit_zlevel()
return current_map.get_transit_zlevel()
// Parallax stuff.
/atom/movable/proc/update_client_hook(atom/destination)
. = isturf(destination)
if (.)
for (var/thing in contained_mobs)
var/mob/M = thing
if (!M.client || !M.hud_used)
continue
if (get_turf(M.client.eye) == destination)
M.hud_used.update_parallax_values()
/mob/update_client_hook(atom/destination)
. = ..()
if (. && hud_used && client && get_turf(client.eye) == destination)
hud_used.update_parallax_values()
// Core movement hooks & procs.
/atom/movable/proc/forceMove(atom/destination)
if(destination)
if(loc)
loc.Exited(src)
loc = destination
loc.Entered(src)
if (contained_mobs)
update_client_hook(loc)
return 1
if (contained_mobs)
update_client_hook(loc)
return 0
/atom/movable/Move()
var/old_loc = loc
. = ..()
if (.)
// Events.
if (moved_event.listeners_assoc[src])
moved_event.raise_event(src, old_loc, loc)
// Parallax.
if (contained_mobs)
update_client_hook(loc)
// Lighting.
if (light_sources)
var/datum/light_source/L
var/thing
for (thing in light_sources)
L = thing
L.source_atom.update_light()
// Openturf.
if (bound_overlay)
// The overlay will handle cleaning itself up on non-openspace turfs.
bound_overlay.forceMove(get_step(src, UP))
if (bound_overlay.dir != dir)
bound_overlay.set_dir(dir)
/atom/movable/proc/do_simple_ranged_interaction(var/mob/user)
return FALSE
/atom/movable/proc/get_bullet_impact_effect_type()
return BULLET_IMPACT_NONE
/obj/item/proc/do_pickup_animation(atom/target)
set waitfor = FALSE
if(!isturf(loc))
return
var/image/I = image(icon = src, loc = loc, layer = layer + 0.1)
I.plane = -1
I.transform *= 0.75
I.appearance_flags = (RESET_COLOR|RESET_TRANSFORM|NO_CLIENT_COLOR|RESET_ALPHA|PIXEL_SCALE)
var/turf/T = get_turf(src)
var/direction
var/to_x = 0
var/to_y = 0
if(!QDELETED(T) && !QDELETED(target))
direction = get_dir(T, target)
if(direction & NORTH)
to_y = 32
else if(direction & SOUTH)
to_y = -32
if(direction & EAST)
to_x = 32
else if(direction & WEST)
to_x = -32
if(!direction)
to_y = 16
var/list/viewing = list()
for (var/mob/M in viewers(target))
if (M.client)
viewing |= M.client
flick_overlay(I, viewing, 6)
var/matrix/M = new
M.Turn(pick(-30, 30))
animate(I, alpha = 175, pixel_x = to_x, pixel_y = to_y, time = 3, transform = M, easing = CUBIC_EASING)
sleep(1)
animate(I, alpha = 0, transform = matrix(), time = 1)