mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
Moves atom/Destroy() into atom/movable/Destroy(). Is now a /tg/ copy-paste. Means deleting turfs no longer wipes everything on that turf and that pulling is canceled. qdel no longer willingly accepts lists.
221 lines
6.0 KiB
Plaintext
221 lines
6.0 KiB
Plaintext
/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/New()
|
|
..()
|
|
if(ticker && ticker.current_state == GAME_STATE_PLAYING)
|
|
initialize()
|
|
|
|
/atom/movable/Del()
|
|
if(isnull(gcDestroyed) && loc)
|
|
testing("GC: -- [type] was deleted via del() rather than qdel() --")
|
|
CRASH() // Debug until I can get a clean server start.
|
|
// else if(isnull(gcDestroyed))
|
|
// testing("GC: [type] was deleted via GC without qdel()") //Not really a huge issue but from now on, please qdel()
|
|
// else
|
|
// testing("GC: [type] was deleted via GC with qdel()")
|
|
..()
|
|
|
|
/atom/movable/Destroy()
|
|
. = ..()
|
|
if(reagents)
|
|
qdel(reagents)
|
|
for(var/atom/movable/AM in contents)
|
|
qdel(AM)
|
|
loc = null
|
|
if (pulledby)
|
|
if (pulledby.pulling == src)
|
|
pulledby.pulling = null
|
|
pulledby = null
|
|
|
|
/atom/movable/proc/initialize()
|
|
return
|
|
|
|
/atom/movable/Bump(var/atom/A, yes)
|
|
if(src.throwing)
|
|
src.throw_impact(A)
|
|
src.throwing = 0
|
|
|
|
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_hand(a, b, c)
|
|
if (src.master)
|
|
return src.master.attack_hand(a, b, c)
|
|
return
|