Files
CHOMPStation2/code/defines/atom.dm
panurgomatic 15a5ecdd06 - Moved passability flags from atom/var/flags to atom/var/pass_flags.
Currently there are three - PASSTABLE, PASSGLASS and PASSGRILLE. PASSTABLE - same as TABLEPASS, PASSGRILLE - can this atom pass through grilles and PASSGLASS - can this atom pass through windows, glass doors, etc. Most can_pass() procs were updated.
Added checkpass atom proc to check if this atom has certain pass_flag set.
- Added proc/sanitize_simple() and proc/strip_html_simple(). sanitize_simple does not html_encode the string and strip_html_simple does not sanitize it. Additionally, sanitize_simple and sanitize can take associative list of key-val chars as second argument, where key is char to searh for and val is replacement.
- Added datum/gas_mixture/proc/return_volume() and datum/gas_mixture/proc/return_temperature().
- Added proc/tg_text2list() and proc/tg_list2text(). tg_list2text is slower then dd_list2text, but processes associative lists differently (it adds not the keys, but associated values). tg_text2list is somewhat faster then dd_text2list.
- Added proc/listclearnulls(), proc/difflist(), proc/intersectlist() and proc/uniquemergelist(). Check the code comments for more info.
- Mechs can hold 3 equipment pieces. Gygax can hold 4.
- Tweaked global_iterator CRASH report.
- Fixed mech pilot ejection if mecha was destroyed.
- Fixed mech fabricator process() waiting for sync() to finish.
- Fixed mech fabricator Topic() waiting for process_queue() to finish.
- Some bugixes related to global map and random sectors.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1722 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-24 23:30:27 +00:00

206 lines
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/atom
layer = 2
var/level = 2
var/flags = FPRINT
var/fingerprints = null
var/list/fingerprintshidden = new/list()
var/fingerprintslast = null
var/blood_DNA = null
var/blood_type = null
var/last_bumped = 0
var/pass_flags = 0
///Chemistry.
var/datum/reagents/reagents = null
//var/chem_is_open_container = 0
// replaced by OPENCONTAINER flags and atom/proc/is_open_container()
///Chemistry.
proc/assume_air(datum/air_group/giver)
del(giver)
return null
proc/remove_air(amount)
return null
proc/return_air()
return null
// Convenience proc to see if a container is open for chemistry handling
// returns true if open
// false if closed
proc/is_open_container()
return flags & OPENCONTAINER
/*//Convenience proc to see whether a container can be accessed in a certain way.
proc/can_subract_container()
return flags & EXTRACT_CONTAINER
proc/can_add_container()
return flags & INSERT_CONTAINER
*/
obj
assume_air(datum/air_group/giver)
if(loc)
return loc.assume_air(giver)
else
return null
remove_air(amount)
if(loc)
return loc.remove_air(amount)
else
return null
return_air()
if(loc)
return loc.return_air()
else
return null
/atom/proc/meteorhit(obj/meteor as obj)
return
/atom/proc/allow_drop()
return 1
/atom/proc/CheckExit()
return 1
/atom/proc/HasEntered(atom/movable/AM as mob|obj)
return
/atom/proc/HasProximity(atom/movable/AM as mob|obj)
return
/atom/proc/emp_act(var/severity)
return
/atom/proc/in_contents_of(container)//can take class or object instance as argument
if(ispath(container))
if(istype(src.loc, container))
return 1
else if(src in container)
return 1
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
/atom/movable/overlay/New()
for(var/x in src.verbs)
src.verbs -= x
return
/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/throw_speed = 2
var/throw_range = 7
var/moved_recently = 0
/atom/movable/overlay
var/atom/master = null
anchored = 1
/atom/movable/Move()
var/atom/A = src.loc
. = ..()
src.move_speed = world.timeofday - src.l_move_time
src.l_move_time = world.timeofday
src.m_flag = 1
if ((A != src.loc && A && A.z == src.z))
src.last_move = get_dir(A, src.loc)
src.moved_recently = 1
return
/*
Beam code by Gunbuddy
Beam() proc will only allow one beam to come from a source at a time. Attempting to call it more than
once at a time per source will cause graphical errors.
Also, the icon used for the beam will have to be vertical and 32x32.
The math involved assumes that the icon is vertical to begin with so unless you want to adjust the math,
its easier to just keep the beam vertical.
*/
/atom/proc/Beam(atom/BeamTarget,icon_state="b_beam",icon='beam.dmi',time=50, maxdistance=10)
//BeamTarget represents the target for the beam, basically just means the other end.
//Time is the duration to draw the beam
//Icon is obviously which icon to use for the beam, default is beam.dmi
//Icon_state is what icon state is used. Default is b_beam which is a blue beam.
//Maxdistance is the longest range the beam will persist before it gives up.
var/EndTime=world.time+time
while(BeamTarget&&world.time<EndTime&&get_dist(src,BeamTarget)<maxdistance&&z==BeamTarget.z)
//If the BeamTarget gets deleted, the time expires, or the BeamTarget gets out
//of range or to another z-level, then the beam will stop. Otherwise it will
//continue to draw.
dir=get_dir(src,BeamTarget) //Causes the source of the beam to rotate to continuosly face the BeamTarget.
for(var/obj/overlay/beam/O in orange(10,src)) //This section erases the previously drawn beam because I found it was easier to
if(O.BeamSource==src) //just draw another instance of the beam instead of trying to manipulate all the
del O //pieces to a new orientation.
var/Angle=round(Get_Angle(src,BeamTarget))
var/icon/I=new(icon,icon_state)
I.Turn(Angle)
var/DX=(32*BeamTarget.x+BeamTarget.pixel_x)-(32*x+pixel_x)
var/DY=(32*BeamTarget.y+BeamTarget.pixel_y)-(32*y+pixel_y)
var/N=0
var/length=round(sqrt((DX)**2+(DY)**2))
for(N,N<length,N+=32)
var/obj/overlay/beam/X=new(loc)
X.BeamSource=src
if(N+32>length)
var/icon/II=new(icon,icon_state)
II.DrawBox(null,1,(length-N),32,32)
II.Turn(Angle)
X.icon=II
else X.icon=I
var/Pixel_x=round(sin(Angle)+32*sin(Angle)*(N+16)/32)
var/Pixel_y=round(cos(Angle)+32*cos(Angle)*(N+16)/32)
if(DX==0) Pixel_x=0
if(DY==0) Pixel_y=0
if(Pixel_x>32)
for(var/a=0, a<=Pixel_x,a+=32)
X.x++
Pixel_x-=32
if(Pixel_x<-32)
for(var/a=0, a>=Pixel_x,a-=32)
X.x--
Pixel_x+=32
if(Pixel_y>32)
for(var/a=0, a<=Pixel_y,a+=32)
X.y++
Pixel_y-=32
if(Pixel_y<-32)
for(var/a=0, a>=Pixel_y,a-=32)
X.y--
Pixel_y+=32
X.pixel_x=Pixel_x
X.pixel_y=Pixel_y
sleep(3) //Changing this to a lower value will cause the beam to follow more smoothly with movement, but it will also be more laggy.
//I've found that 3 ticks provided a nice balance for my use.
for(var/obj/overlay/beam/O in orange(10,src)) if(O.BeamSource==src) del O