Ports the spinny throwing animation from Bay

This commit is contained in:
Anewbe
2018-08-28 21:31:31 -05:00
parent 47861ad759
commit 15a14d19f6

View File

@@ -18,6 +18,7 @@
var/icon_scale = 1 // Used to scale icons up or down in update_transform().
var/old_x = 0
var/old_y = 0
var/does_spin = TRUE // Does the atom spin when thrown (of course it does :P)
/atom/movable/Destroy()
. = ..()
@@ -125,17 +126,23 @@
src.throw_impact(A,speed)
/atom/movable/proc/throw_at(atom/target, range, speed, thrower)
if(!target || !src) return 0
if(!target || !src)
return 0
if(target.z != src.z)
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
src.pixel_z = 0
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)
@@ -150,77 +157,57 @@
dy = NORTH
else
dy = SOUTH
var/dist_travelled = 0
var/dist_since_sleep = 0
var/area/a = get_area(src.loc)
var/error
var/major_dir
var/major_dist
var/minor_dir
var/minor_dist
if(dist_x > dist_y)
var/error = dist_x/2 - dist_y
while(src && target &&((((src.x < target.x && dx == EAST) || (src.x > target.x && dx == WEST)) && dist_travelled < range) || (a && a.has_gravity == 0) || istype(src.loc, /turf/space)) && src.throwing && istype(src.loc, /turf))
// 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
if(error < 0)
var/atom/step = get_step(src, dy)
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)
error += dist_x
dist_travelled++
dist_since_sleep++
if(dist_since_sleep >= speed)
dist_since_sleep = 0
sleep(1)
else
var/atom/step = get_step(src, dx)
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)
error -= dist_y
dist_travelled++
dist_since_sleep++
if(dist_since_sleep >= speed)
dist_since_sleep = 0
sleep(1)
a = get_area(src.loc)
error = dist_x/2 - dist_y
major_dir = dx
major_dist = dist_x
minor_dir = dy
minor_dist = dist_y
else
var/error = dist_y/2 - dist_x
while(src && target &&((((src.y < target.y && dy == NORTH) || (src.y > target.y && dy == SOUTH)) && dist_travelled < range) || (a && a.has_gravity == 0) || istype(src.loc, /turf/space)) && src.throwing && istype(src.loc, /turf))
// 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
if(error < 0)
var/atom/step = get_step(src, dx)
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)
error += dist_y
dist_travelled++
dist_since_sleep++
if(dist_since_sleep >= speed)
dist_since_sleep = 0
sleep(1)
else
var/atom/step = get_step(src, dy)
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)
error -= dist_x
dist_travelled++
dist_since_sleep++
if(dist_since_sleep >= speed)
dist_since_sleep = 0
sleep(1)
error = dist_y/2 - dist_x
major_dir = dy
major_dist = dist_y
minor_dir = dx
minor_dist = dist_x
a = get_area(src.loc)
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)
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(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
fall()
//Overlays