/atom/movable layer = 3 var/last_move = null var/anchored = 0 // var/elevation = 2 - not used anywhere var/move_speed = 10 var/l_move_time = 1 var/m_flag = 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 /atom/movable/Move() var/atom/A = src.loc . = ..() src.move_speed = world.time - src.l_move_time src.l_move_time = world.time src.m_flag = 1 if ((A != src.loc && A && A.z == src.z)) src.last_move = get_dir(A, src.loc) return /atom/movable/Bump(var/atom/A as mob|obj|turf|area, yes) if(src.throwing) src.throw_impact(A) spawn( 0 ) if ((A && yes)) A.last_bumped = world.time A.Bumped(src) return ..() return /atom/movable/proc/forceMove(atom/destination) if(destination) if(loc) loc.Exited(src) loc = destination loc.Entered(src) return 1 return 0 //called when src is thrown into hit_atom /atom/movable/proc/throw_impact(atom/hit_atom, var/speed) if(istype(hit_atom,/mob/living)) 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.dir) O.hitby(src,speed) else if(isturf(hit_atom)) src.throwing = 0 var/turf/T = hit_atom if(T.density) spawn(2) step(src, turn(src.dir, 180)) if(istype(src,/mob/living)) 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) if(src.throwing) for(var/atom/A in get_turf(src)) if(A == src) continue if(istype(A,/mob/living)) if(A:lying) continue src.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) 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_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/dist_travelled = 0 var/dist_since_sleep = 0 var/area/a = get_area(src.loc) 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) 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.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) a = get_area(src.loc) //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 //Overlays /atom/movable/overlay var/atom/master = null anchored = 1 /atom/movable/overlay/New() for(var/x in src.verbs) src.verbs -= x return /atom/movable/overlay/attackby(a, b) if (src.master) return src.master.attackby(a, b) return /atom/movable/overlay/attack_paw(a, b, c) if (src.master) return src.master.attack_paw(a, b, c) return /atom/movable/overlay/attack_hand(a, b, c) if (src.master) return src.master.attack_hand(a, b, c) return