Files
CHOMPStation2/code/game/throwing.dm
vageyenaman@gmail.com bce6042fb7 Bugfixes:
- Laser cannons / Heavy laser cannons should now not be all mixed up.
     - Fixed a bug where the station heads and security crew could be revolutionaries and cultists on game start.
     - If you somehow drop the "Off Hand" that appears if you equip a fire axe, it will be deleted. No more silly "Off Hand" items lying around the station, yay!
     - If you threw a fire axe when it was wielded, it would would stay wieled.
     - Metroids should now, theoretically, not be able to phase through thin windows and glass doors. There's probably still going to be some Metroids phasing through thin glass doors if the right circumstances are met (BYOND pathfinding problem, will eventually migrate Metroid pathfinding to SS13's A* system.
     - Fixed up some of Firecage's half-assed sprites. The decloner projectile in specific.



Misc:
     - Portable turrets can now be equipped with EVERY (except the "plasma gun" because it's stupid anyway) energy gun possible. I want to see laser cannons turrets, emagged energy crossbow turrets, and shock revolver turrets, people!
     - The decloner is no longer called "decloner" because that term really doesn't make any sense anyway. Does it imply that everyone in existence is actually a clone? While that does sound kind of cool, it's actually pretty stupid, so I changed the name but kept the path type "/obj/item/weapon/gun/energy/decloner".

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1936 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-26 22:59:37 +00:00

203 lines
5.8 KiB
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/mob/living/carbon/proc/toggle_throw_mode()
if (src.in_throw_mode)
throw_mode_off()
else
throw_mode_on()
/mob/living/carbon/proc/throw_mode_off()
src.in_throw_mode = 0
src.throw_icon.icon_state = "act_throw_off"
/mob/living/carbon/proc/throw_mode_on()
src.in_throw_mode = 1
src.throw_icon.icon_state = "act_throw_on"
/mob/living/carbon/proc/throw_item(atom/target)
src.throw_mode_off()
if(usr.stat)
return
if(target.type == /obj/screen) return
var/atom/movable/item = src.equipped()
if(!item) return
if(istype(item,/obj/item))
var/obj/item/IT = item
if(IT.twohanded)
if(IT.wielded)
if(hand)
var/obj/item/weapon/offhand/O = r_hand
del O
else
var/obj/item/weapon/offhand/O = l_hand
del O
IT.wielded = 0
IT.name = initial(IT.name)
u_equip(item)
if(src.client)
src.client.screen -= item
item.loc = src.loc
if (istype(item, /obj/item/weapon/grab))
item = item:throw() //throw the person instead of the grab
if(istype(item, /obj/item))
item:dropped(src) // let it know it's been dropped
//actually throw it!
if (item)
item.layer = initial(item.layer)
src.visible_message("\red [src] has thrown [item].")
if(istype(src.loc, /turf/space)) //they're in space, move em one space in the opposite direction
src.inertia_dir = get_dir(target, src)
step(src, inertia_dir)
item.throw_at(target, item.throw_range, item.throw_speed)
/proc/get_cardinal_step_away(atom/start, atom/finish) //returns the position of a step from start away from finish, in one of the cardinal directions
//returns only NORTH, SOUTH, EAST, or WEST
var/dx = finish.x - start.x
var/dy = finish.y - start.y
if(abs(dy) > abs (dx)) //slope is above 1:1 (move horizontally in a tie)
if(dy > 0)
return get_step(start, SOUTH)
else
return get_step(start, NORTH)
else
if(dx > 0)
return get_step(start, WEST)
else
return get_step(start, EAST)
/atom/movable/proc/hit_check()
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)
src.throwing = 0
if(isobj(A))
if(A.density) // **TODO: Better behaviour for windows
// which are dense, but shouldn't always stop movement
src.throw_impact(A)
src.throwing = 0
/atom/proc/throw_impact(atom/hit_atom)
if(istype(hit_atom,/mob/living))
var/mob/living/M = hit_atom
M.visible_message("\red [hit_atom] has been hit by [src].")
if(src.vars.Find("throwforce"))
M.take_organ_damage(src:throwforce)
else if(isobj(hit_atom))
var/obj/O = hit_atom
if(!O.anchored)
step(O, src.dir)
O.hitby(src)
else if(isturf(hit_atom))
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.take_organ_damage(20)
/atom/movable/Bump(atom/O)
if(src.throwing)
src.throw_impact(O)
src.throwing = 0
..()
/atom/movable/proc/throw_at(atom/target, range, speed)
//use a modified version of Bresenham's algorithm to get from the atom's current position to that of the target
src.throwing = 1
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
if(dist_x > dist_y)
var/error = dist_x/2 - dist_y
while (((((src.x < target.x && dx == EAST) || (src.x > target.x && dx == WEST)) && dist_travelled < range) || 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()
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()
error -= dist_y
dist_travelled++
dist_since_sleep++
if(dist_since_sleep >= speed)
dist_since_sleep = 0
sleep(1)
else
var/error = dist_y/2 - dist_x
while (src &&((((src.y < target.y && dy == NORTH) || (src.y > target.y && dy == SOUTH)) && dist_travelled < range) || 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()
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()
error -= dist_x
dist_travelled++
dist_since_sleep++
if(dist_since_sleep >= speed)
dist_since_sleep = 0
sleep(1)
//done throwing, either because it hit something or it finished moving
src.throwing = 0
if(isobj(src)) src:throw_impact(get_turf(src))