Files
CHOMPStation2/code/game/atoms_movable.dm
2020-07-30 15:30:44 -04:00

688 lines
20 KiB
Plaintext

/atom/movable
layer = OBJ_LAYER
appearance_flags = TILE_BOUND|PIXEL_SCALE|KEEP_TOGETHER
glide_size = 8
var/last_move = null //The direction the atom last moved
var/anchored = 0
// var/elevation = 2 - not used anywhere
var/moving_diagonally
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 // Used to specify the item state for the on-mob overlays.
var/icon_scale_x = 1 // Used to scale icons up or down horizonally in update_transform().
var/icon_scale_y = 1 // Used to scale icons up or down vertically in update_transform().
var/icon_rotation = 0 // Used to rotate icons in update_transform()
var/icon_expected_height = 32
var/icon_expected_width = 32
var/old_x = 0
var/old_y = 0
var/datum/riding/riding_datum = null
var/does_spin = TRUE // Does the atom spin when thrown (of course it does :P)
var/movement_type = NONE
var/cloaked = FALSE //If we're cloaked or not
var/image/cloaked_selfimage //The image we use for our client to let them see where we are
/atom/movable/Destroy()
. = ..()
if(reagents)
qdel(reagents)
reagents = null
for(var/atom/movable/AM in contents)
qdel(AM)
var/turf/un_opaque
if(opacity && isturf(loc))
un_opaque = loc
moveToNullspace()
if(un_opaque)
un_opaque.recalc_atom_opacity()
if (pulledby)
if (pulledby.pulling == src)
pulledby.pulling = null
pulledby = null
QDEL_NULL(riding_datum) //VOREStation Add
/atom/movable/vv_get_dropdown()
. = ..()
VV_DROPDOWN_OPTION("move_atom", "Move To Coordinate")
/atom/vv_do_topic(list/href_list)
. = ..()
IF_VV_OPTION("move_atom")
usr.client.cmd_admin_move_atom(src)
href_list["datumrefresh"] = "\ref[src]"
/atom/movable/vv_edit_var(var_name, var_value)
if(var_name in GLOB.VVpixelmovement) //Pixel movement is not yet implemented, changing this will break everything irreversibly.
return FALSE
return ..()
////////////////////////////////////////
/atom/movable/Move(atom/newloc, direct = 0, movetime)
// Didn't pass enough info
if(!loc || !newloc)
return FALSE
// Store this early before we might move, it's used several places
var/atom/oldloc = loc
// If we're not moving to the same spot (why? does that even happen?)
if(loc != newloc)
if(!direct)
direct = get_dir(oldloc, newloc)
if (IS_CARDINAL(direct)) //Cardinal move
// Track our failure if any in this value
. = TRUE
// Face the direction of movement
set_dir(direct)
// Check to make sure we can leave
if(!loc.Exit(src, newloc))
. = FALSE
// Check to make sure we can enter, if we haven't already failed
if(. && !newloc.Enter(src, src.loc))
. = FALSE
// Check to make sure if we're multi-tile we can move, if we haven't already failed
if(. && !check_multi_tile_move_density_dir(direct, locs))
. = FALSE
// Definitely moving if you enter this, no failures so far
if(. && locs.len <= 1) // We're not a multi-tile object.
var/area/oldarea = get_area(oldloc)
var/area/newarea = get_area(newloc)
var/old_z = get_z(oldloc)
var/dest_z = get_z(newloc)
// Do The Move
glide_for(movetime)
loc = newloc
. = TRUE
// So objects can be informed of z-level changes
if (old_z != dest_z)
onTransitZ(old_z, dest_z)
// We don't call parent so we are calling this for byond
oldloc.Exited(src, newloc)
if(oldarea != newarea)
oldarea.Exited(src, newloc)
// Multi-tile objects can't reach here, otherwise you'd need to avoid uncrossing yourself
for(var/i in oldloc)
var/atom/movable/thing = i
// We don't call parent so we are calling this for byond
thing.Uncrossed(src)
// We don't call parent so we are calling this for byond
newloc.Entered(src, oldloc)
if(oldarea != newarea)
newarea.Entered(src, oldloc)
// Multi-tile objects can't reach here, otherwise you'd need to avoid uncrossing yourself
for(var/i in loc)
var/atom/movable/thing = i
// We don't call parent so we are calling this for byond
thing.Crossed(src)
// We're a multi-tile object (multiple locs)
else if(. && newloc)
. = doMove(newloc)
//Diagonal move, split it into cardinal moves
else
moving_diagonally = FIRST_DIAG_STEP
var/first_step_dir
// The `&& moving_diagonally` checks are so that a forceMove taking
// place due to a Crossed, Bumped, etc. call will interrupt
// the second half of the diagonal movement, or the second attempt
// at a first half if step() fails because we hit something.
glide_for(movetime)
if (direct & NORTH)
if (direct & EAST)
if (step(src, NORTH) && moving_diagonally)
first_step_dir = NORTH
moving_diagonally = SECOND_DIAG_STEP
. = step(src, EAST)
else if (moving_diagonally && step(src, EAST))
first_step_dir = EAST
moving_diagonally = SECOND_DIAG_STEP
. = step(src, NORTH)
else if (direct & WEST)
if (step(src, NORTH) && moving_diagonally)
first_step_dir = NORTH
moving_diagonally = SECOND_DIAG_STEP
. = step(src, WEST)
else if (moving_diagonally && step(src, WEST))
first_step_dir = WEST
moving_diagonally = SECOND_DIAG_STEP
. = step(src, NORTH)
else if (direct & SOUTH)
if (direct & EAST)
if (step(src, SOUTH) && moving_diagonally)
first_step_dir = SOUTH
moving_diagonally = SECOND_DIAG_STEP
. = step(src, EAST)
else if (moving_diagonally && step(src, EAST))
first_step_dir = EAST
moving_diagonally = SECOND_DIAG_STEP
. = step(src, SOUTH)
else if (direct & WEST)
if (step(src, SOUTH) && moving_diagonally)
first_step_dir = SOUTH
moving_diagonally = SECOND_DIAG_STEP
. = step(src, WEST)
else if (moving_diagonally && step(src, WEST))
first_step_dir = WEST
moving_diagonally = SECOND_DIAG_STEP
. = step(src, SOUTH)
// If we failed, turn to face the direction of the first step at least
if(!. && moving_diagonally == SECOND_DIAG_STEP)
set_dir(first_step_dir)
// Done, regardless!
moving_diagonally = 0
// We return because step above will call Move() and we don't want to do shenanigans back in here again
return
else if(!loc || (loc == oldloc))
last_move = 0
return
// If we moved, call Moved() on ourselves
if(.)
Moved(oldloc, direct, FALSE, movetime)
// Update timers/cooldown stuff
move_speed = world.time - l_move_time
l_move_time = world.time
last_move = direct // The direction you last moved
// set_dir(direct) //Don't think this is necessary
//Called after a successful Move(). By this point, we've already moved
/atom/movable/proc/Moved(atom/old_loc, direction, forced = FALSE, movetime)
// Handle any buckled mobs on this movable
if(has_buckled_mobs())
handle_buckled_mob_movement(old_loc, direction, movetime)
if(riding_datum)
riding_datum.handle_vehicle_layer()
riding_datum.handle_vehicle_offsets()
return TRUE
/atom/movable/set_dir(newdir)
. = ..(newdir)
if(riding_datum)
riding_datum.handle_vehicle_offsets()
/atom/movable/relaymove(mob/user, direction)
. = ..()
if(riding_datum)
riding_datum.handle_ride(user, direction)
// Make sure you know what you're doing if you call this, this is intended to only be called by byond directly.
// You probably want CanPass()
/atom/movable/Cross(atom/movable/AM)
return CanPass(AM, loc)
/atom/movable/CanPass(atom/movable/mover, turf/target)
. = ..()
if(locs && locs.len >= 2) // If something is standing on top of us, let them pass.
if(mover.loc in locs)
. = TRUE
return .
//oldloc = old location on atom, inserted when forceMove is called and ONLY when forceMove is called!
/atom/movable/Crossed(atom/movable/AM, oldloc)
return
/atom/movable/Uncross(atom/movable/AM, atom/newloc)
. = ..()
if(isturf(newloc) && !CheckExit(AM, newloc))
return FALSE
/atom/movable/Bump(atom/A)
if(!A)
CRASH("Bump was called with no argument.")
. = ..()
if(throwing)
throw_impact(A)
throwing = 0
if(QDELETED(A))
return
A.Bumped(src)
A.last_bumped = world.time
/atom/movable/proc/forceMove(atom/destination, direction, movetime)
. = FALSE
if(destination)
. = doMove(destination, direction, movetime)
else
CRASH("No valid destination passed into forceMove")
/atom/movable/proc/moveToNullspace()
return doMove(null)
/atom/movable/proc/doMove(atom/destination, direction, movetime)
var/atom/oldloc = loc
var/area/old_area = get_area(oldloc)
var/same_loc = oldloc == destination
if(destination)
var/area/destarea = get_area(destination)
// Do The Move
glide_for(movetime)
last_move = isnull(direction) ? 0 : direction
loc = destination
// Unset this in case it was set in some other proc. We're no longer moving diagonally for sure.
moving_diagonally = 0
// We are moving to a different loc
if(!same_loc)
// Not moving out of nullspace
if(oldloc)
oldloc.Exited(src, destination)
// If it's not the same area, Exited() it
if(old_area && old_area != destarea)
old_area.Exited(src, destination)
// Uncross everything where we left
for(var/i in oldloc)
var/atom/movable/AM = i
if(AM == src)
continue
AM.Uncrossed(src)
// Information about turf and z-levels for source and dest collected
var/turf/oldturf = get_turf(oldloc)
var/turf/destturf = get_turf(destination)
var/old_z = (oldturf ? oldturf.z : null)
var/dest_z = (destturf ? destturf.z : null)
// So objects can be informed of z-level changes
if (old_z != dest_z)
onTransitZ(old_z, dest_z)
// Destination atom Entered
destination.Entered(src, oldloc)
// Entered() the new area if it's not the same area
if(destarea && old_area != destarea)
destarea.Entered(src, oldloc)
// We ignore ourselves because if we're multi-tile we might be in both old and new locs
for(var/i in destination)
var/atom/movable/AM = i
if(AM == src)
continue
AM.Crossed(src, oldloc)
// Call our thingy to inform everyone we moved
Moved(oldloc, NONE, TRUE)
// Break pulling if we are too far to pull now.
if(pulledby && (pulledby.z != src.z || get_dist(pulledby, src) > 1))
pulledby.stop_pulling()
// We moved
return TRUE
//If no destination, move the atom into nullspace (don't do this unless you know what you're doing)
else if(oldloc)
loc = null
// Uncross everything where we left (no multitile safety like above because we are definitely not still there)
for(var/i in oldloc)
var/atom/movable/AM = i
AM.Uncrossed(src)
// Exited() our loc and area
oldloc.Exited(src, null)
if(old_area)
old_area.Exited(src, null)
// We moved
return TRUE
/atom/movable/proc/onTransitZ(old_z,new_z)
GLOB.z_moved_event.raise_event(src, old_z, new_z)
for(var/item in src) // Notify contents of Z-transition. This can be overridden IF we know the items contents do not care.
var/atom/movable/AM = item
AM.onTransitZ(old_z,new_z)
/atom/movable/proc/glide_for(movetime)
if(movetime)
glide_size = WORLD_ICON_SIZE/max(DS2TICKS(movetime), 1)
spawn(movetime)
glide_size = initial(glide_size)
else
glide_size = initial(glide_size)
/////////////////////////////////////////////////////////////////
//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
if(M.buckled == src)
return // Don't hit the thing we're buckled to.
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))
src.throwing = 0
var/turf/T = hit_atom
T.hitby(src,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)
continue
// Special handling of windows, which are dense but block only from some directions
if(istype(A, /obj/structure/window))
var/obj/structure/window/W = A
if (!W.is_fulltile() && !(turn(src.last_move, 180) & A.dir))
continue
// Same thing for (closed) windoors, which have the same problem
else if(istype(A, /obj/machinery/door/window) && !(turn(src.last_move, 180) & A.dir))
continue
src.throw_impact(A,speed)
/atom/movable/proc/throw_at(atom/target, range, speed, thrower)
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)
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)
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
/atom/movable/overlay
var/atom/master = null
anchored = 1
/atom/movable/overlay/New()
for(var/x in src.verbs)
src.verbs -= x
..()
/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 using_map.sealed_levels)
return
if(using_map.use_overmap)
overmap_spacetravel(get_turf(src), src)
return
var/move_to_z = src.get_transit_zlevel()
if(move_to_z)
var/new_z = move_to_z
var/new_x
var/new_y
if(x <= TRANSITIONEDGE)
new_x = world.maxx - TRANSITIONEDGE - 2
new_y = rand(TRANSITIONEDGE + 2, world.maxy - TRANSITIONEDGE - 2)
else if (x >= (world.maxx - TRANSITIONEDGE + 1))
new_x = TRANSITIONEDGE + 1
new_y = rand(TRANSITIONEDGE + 2, world.maxy - TRANSITIONEDGE - 2)
else if (y <= TRANSITIONEDGE)
new_y = world.maxy - TRANSITIONEDGE -2
new_x = rand(TRANSITIONEDGE + 2, world.maxx - TRANSITIONEDGE - 2)
else if (y >= (world.maxy - TRANSITIONEDGE + 1))
new_y = TRANSITIONEDGE + 1
new_x = rand(TRANSITIONEDGE + 2, world.maxx - TRANSITIONEDGE - 2)
if(ticker && istype(ticker.mode, /datum/game_mode/nuclear)) //only really care if the game mode is nuclear
var/datum/game_mode/nuclear/G = ticker.mode
G.check_nuke_disks()
var/turf/T = locate(new_x, new_y, new_z)
if(istype(T))
forceMove(T)
//by default, transition randomly to another zlevel
/atom/movable/proc/get_transit_zlevel()
var/list/candidates = using_map.accessible_z_levels.Copy()
candidates.Remove("[src.z]")
if(!candidates.len)
return null
return text2num(pickweight(candidates))
// Returns the current scaling of the sprite.
// Note this DOES NOT measure the height or width of the icon, but returns what number is being multiplied with to scale the icons, if any.
/atom/movable/proc/get_icon_scale_x()
return icon_scale_x
/atom/movable/proc/get_icon_scale_y()
return icon_scale_y
/atom/movable/proc/update_transform()
var/matrix/M = matrix()
M.Scale(icon_scale_x, icon_scale_y)
M.Turn(icon_rotation)
src.transform = M
// Use this to set the object's scale.
/atom/movable/proc/adjust_scale(new_scale_x, new_scale_y)
if(isnull(new_scale_y))
new_scale_y = new_scale_x
if(new_scale_x != 0)
icon_scale_x = new_scale_x
if(new_scale_y != 0)
icon_scale_y = new_scale_y
update_transform()
/atom/movable/proc/adjust_rotation(new_rotation)
icon_rotation = new_rotation
update_transform()
// Called when touching a lava tile.
/atom/movable/proc/lava_act()
fire_act(null, 10000, 1000)
// Procs to cloak/uncloak
/atom/movable/proc/cloak()
if(cloaked)
return FALSE
cloaked = TRUE
. = TRUE // We did work
var/static/animation_time = 1 SECOND
cloaked_selfimage = get_cloaked_selfimage()
//Wheeee
cloak_animation(animation_time)
//Needs to be last so people can actually see the effect before we become invisible
if(cloaked) // Ensure we are still cloaked after the animation delay
plane = CLOAKED_PLANE
/atom/movable/proc/uncloak()
if(!cloaked)
return FALSE
cloaked = FALSE
. = TRUE // We did work
var/static/animation_time = 1 SECOND
QDEL_NULL(cloaked_selfimage)
//Needs to be first so people can actually see the effect, so become uninvisible first
plane = initial(plane)
//Oooooo
uncloak_animation(animation_time)
// Animations for cloaking/uncloaking
/atom/movable/proc/cloak_animation(var/length = 1 SECOND)
//Save these
var/initial_alpha = alpha
//Animate alpha fade
animate(src, alpha = 0, time = length)
//Animate a cloaking effect
var/our_filter = filters.len+1 //Filters don't appear to have a type that can be stored in a var and accessed. This is how the DM reference does it.
filters += filter(type="wave", x = 0, y = 16, size = 0, offset = 0, flags = WAVE_SIDEWAYS)
animate(filters[our_filter], offset = 1, size = 8, time = length, flags = ANIMATION_PARALLEL)
//Wait for animations to finish
sleep(length+5)
//Remove those
filters -= filter(type="wave", x = 0, y = 16, size = 8, offset = 1, flags = WAVE_SIDEWAYS)
//Back to original alpha
alpha = initial_alpha
/atom/movable/proc/uncloak_animation(var/length = 1 SECOND)
//Save these
var/initial_alpha = alpha
//Put us back to normal, but no alpha
alpha = 0
//Animate alpha fade up
animate(src, alpha = initial_alpha, time = length)
//Animate a cloaking effect
var/our_filter = filters.len+1 //Filters don't appear to have a type that can be stored in a var and accessed. This is how the DM reference does it.
filters += filter(type="wave", x=0, y = 16, size = 8, offset = 1, flags = WAVE_SIDEWAYS)
animate(filters[our_filter], offset = 0, size = 0, time = length, flags = ANIMATION_PARALLEL)
//Wait for animations to finish
sleep(length+5)
//Remove those
filters -= filter(type="wave", x=0, y = 16, size = 0, offset = 0, flags = WAVE_SIDEWAYS)
// So cloaked things can see themselves, if necessary
/atom/movable/proc/get_cloaked_selfimage()
var/icon/selficon = icon(icon, icon_state)
selficon.MapColors(0,0,0, 0,0,0, 0,0,0, 1,1,1) //White
var/image/selfimage = image(selficon)
selfimage.color = "#0000FF"
selfimage.alpha = 100
selfimage.layer = initial(layer)
selfimage.plane = initial(plane)
selfimage.loc = src
return selfimage