mirror of
https://github.com/Citadel-Station-13/Citadel-Station-13-RP.git
synced 2025-12-09 20:43:35 +00:00
* dme and dmb * Heeeere we gooo * fasease * Continued. * AAAAAAAAAAAAAAAAAAAAAAAA * Brain going numb * agh * The suffering will be worth it... right? * Going blank... * Am I done? * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * Fixes * Should be everything I care about right now.
502 lines
14 KiB
Plaintext
502 lines
14 KiB
Plaintext
/atom/movable
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layer = OBJ_LAYER
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appearance_flags = TILE_BOUND|PIXEL_SCALE|KEEP_TOGETHER
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/// Whatever we're pulling.
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var/atom/movable/pulling
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/// If false makes [CanPass][/atom/proc/CanPass] call [CanPassThrough][/atom/movable/proc/CanPassThrough] on this type instead of using default behaviour
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var/generic_canpass = TRUE
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/// 0: not doing a diagonal move. 1 and 2: doing the first/second step of the diagonal move
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var/moving_diagonally = 0
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/// attempt to resume grab after moving instead of before. This is what atom/movable is pulling us during move-from-pulling.
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var/atom/movable/moving_from_pull
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/// Direction of our last move.
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var/last_move = NONE
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/// Which direction we're drifting
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var/inertia_dir = NONE
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/// Only set while drifting, last location we were while drifting
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var/atom/inertia_last_loc
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/// If we're moving from no-grav drifting
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var/inertia_moving = FALSE
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/// Next world.time we should move from no-grav drifting
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var/inertia_next_move = 0
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/// Delay between each drifting move.
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var/inertia_move_delay = 5
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/// Movement types, see __DEFINES/flags/movement.dm
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var/movement_type = GROUND
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/// The orbiter component of the thing we're orbiting.
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var/datum/component/orbiter/orbiting
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///Used for the calculate_adjacencies proc for icon smoothing.
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var/can_be_unanchored = FALSE
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/// Our default glide_size.
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var/default_glide_size = 0
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/// our default perspective - if none, a temporary one will be generated when a mob requires it
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var/datum/perspective/self_perspective
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var/anchored = FALSE
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var/move_speed = 10
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var/l_move_time = 1
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var/m_flag = 1
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var/throwing = FALSE
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var/thrower
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var/turf/throw_source = null
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var/throw_speed = 2
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var/throw_range = 7
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var/moved_recently = FALSE
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var/mob/pulledby = null
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/// Used to specify the item state for the on-mob overlays.
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var/item_state = null
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/// Used to scale icons up or down horizonally in update_transform().
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var/icon_scale_x = 1
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/// Used to scale icons up or down vertically in update_transform().
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var/icon_scale_y = 1
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/// Used to rotate icons in update_transform()
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var/icon_rotation = 0
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var/icon_expected_height = 32
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var/icon_expected_width = 32
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var/old_x = 0
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var/old_y = 0
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/// Used for vehicles and other things.
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var/datum/riding/riding_datum
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/// Does the atom spin when thrown.
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var/does_spin = TRUE
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///If we're cloaked or not.
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var/cloaked = FALSE
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/// The image we use for our client to let them see where we are.
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var/image/cloaked_selfimage
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/// Reference to atom being orbited.
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var/atom/orbit_target
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/atom/movable/Destroy(force)
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. = ..()
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if(reagents)
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QDEL_NULL(reagents)
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unbuckle_all_mobs(force = TRUE)
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for(var/atom/movable/AM in contents)
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qdel(AM)
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var/turf/un_opaque
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if(opacity && isturf(loc))
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un_opaque = loc
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// kick perspectives before moving
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if(self_perspective)
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QDEL_NULL(self_perspective)
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moveToNullspace()
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if(un_opaque)
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un_opaque.recalc_atom_opacity()
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if(pulledby)
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pulledby.stop_pulling()
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if(pulling)
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stop_pulling()
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if(riding_datum)
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QDEL_NULL(riding_datum)
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/atom/movable/CanAllowThrough(atom/movable/mover, turf/target)
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. = ..()
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if(locs && locs.len >= 2) // If something is standing on top of us, let them pass.
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if(mover.loc in locs)
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. = TRUE
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return .
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/////////////////////////////////////////////////////////////////
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//called when src is thrown into hit_atom
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/atom/movable/proc/throw_impact(atom/hit_atom, var/speed)
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if(istype(hit_atom,/mob/living))
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var/mob/living/M = hit_atom
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if(M.buckled == src)
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return // Don't hit the thing we're buckled to.
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M.hitby(src,speed)
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else if(isobj(hit_atom))
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var/obj/O = hit_atom
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if(!O.anchored)
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step(O, src.last_move)
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O.hitby(src,speed)
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else if(isturf(hit_atom))
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src.throwing = 0
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var/turf/T = hit_atom
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T.hitby(src,speed)
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//decided whether a movable atom being thrown can pass through the turf it is in.
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/atom/movable/proc/hit_check(var/speed)
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if(src.throwing)
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for(var/atom/A in get_turf(src))
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if(A == src) continue
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if(istype(A,/mob/living))
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if(A:lying) continue
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src.throw_impact(A,speed)
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if(isobj(A))
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if(!A.density || A.throwpass)
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continue
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// Special handling of windows, which are dense but block only from some directions
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if(istype(A, /obj/structure/window))
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var/obj/structure/window/W = A
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if (!W.is_fulltile() && !(turn(src.last_move, 180) & A.dir))
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continue
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// Same thing for (closed) windoors, which have the same problem
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else if(istype(A, /obj/machinery/door/window) && !(turn(src.last_move, 180) & A.dir))
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continue
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src.throw_impact(A,speed)
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/atom/movable/proc/throw_at(atom/target, range, speed, thrower)
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if(!target || !src)
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return 0
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if(target.z != src.z)
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return 0
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//use a modified version of Bresenham's algorithm to get from the atom's current position to that of the target
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src.throwing = 1
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src.thrower = thrower
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src.throw_source = get_turf(src) //store the origin turf
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src.pixel_z = 0
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if(usr)
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if(HULK in usr.mutations)
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src.throwing = 2 // really strong throw!
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var/dist_travelled = 0
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var/dist_since_sleep = 0
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var/area/a = get_area(src.loc)
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var/dist_x = abs(target.x - src.x)
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var/dist_y = abs(target.y - src.y)
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var/dx
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if (target.x > src.x)
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dx = EAST
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else
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dx = WEST
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var/dy
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if (target.y > src.y)
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dy = NORTH
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else
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dy = SOUTH
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var/error
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var/major_dir
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var/major_dist
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var/minor_dir
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var/minor_dist
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if(dist_x > dist_y)
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error = dist_x/2 - dist_y
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major_dir = dx
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major_dist = dist_x
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minor_dir = dy
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minor_dist = dist_y
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else
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error = dist_y/2 - dist_x
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major_dir = dy
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major_dist = dist_y
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minor_dir = dx
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minor_dist = dist_x
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while(src && target && src.throwing && istype(src.loc, /turf) \
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&& ((abs(target.x - src.x)+abs(target.y - src.y) > 0 && dist_travelled < range) \
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|| (a && a.has_gravity == 0) \
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|| istype(src.loc, /turf/space)))
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// 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
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var/atom/step
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if(error >= 0)
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step = get_step(src, major_dir)
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error -= minor_dist
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else
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step = get_step(src, minor_dir)
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error += major_dist
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if(!step) // going off the edge of the map makes get_step return null, don't let things go off the edge
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break
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src.Move(step)
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hit_check(speed)
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dist_travelled++
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dist_since_sleep++
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if(dist_since_sleep >= speed)
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dist_since_sleep = 0
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sleep(1)
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a = get_area(src.loc)
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// and yet it moves
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if(src.does_spin)
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src.SpinAnimation(speed = 4, loops = 1)
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//done throwing, either because it hit something or it finished moving
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if(isobj(src)) src.throw_impact(get_turf(src),speed)
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src.throwing = 0
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src.thrower = null
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src.throw_source = null
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fall()
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//Overlays
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/atom/movable/overlay
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var/atom/master = null
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anchored = 1
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/atom/movable/overlay/attackby(a, b)
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if (src.master)
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return src.master.attackby(a, b)
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return
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/atom/movable/overlay/attack_hand(a, b, c)
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if (src.master)
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return src.master.attack_hand(a, b, c)
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return
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/atom/movable/proc/touch_map_edge()
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if(z in GLOB.using_map.sealed_levels)
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return
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if(GLOB.using_map.use_overmap)
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overmap_spacetravel(get_turf(src), src)
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return
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var/move_to_z = src.get_transit_zlevel()
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if(move_to_z)
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var/new_z = move_to_z
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var/new_x
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var/new_y
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if(x <= TRANSITIONEDGE)
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new_x = world.maxx - TRANSITIONEDGE - 2
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new_y = rand(TRANSITIONEDGE + 2, world.maxy - TRANSITIONEDGE - 2)
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else if (x >= (world.maxx - TRANSITIONEDGE + 1))
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new_x = TRANSITIONEDGE + 1
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new_y = rand(TRANSITIONEDGE + 2, world.maxy - TRANSITIONEDGE - 2)
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else if (y <= TRANSITIONEDGE)
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new_y = world.maxy - TRANSITIONEDGE -2
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new_x = rand(TRANSITIONEDGE + 2, world.maxx - TRANSITIONEDGE - 2)
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else if (y >= (world.maxy - TRANSITIONEDGE + 1))
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new_y = TRANSITIONEDGE + 1
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new_x = rand(TRANSITIONEDGE + 2, world.maxx - TRANSITIONEDGE - 2)
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if(SSticker && istype(SSticker.mode, /datum/game_mode/nuclear)) // Only really care if the game mode is nuclear
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var/datum/game_mode/nuclear/G = SSticker.mode
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G.check_nuke_disks()
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var/turf/T = locate(new_x, new_y, new_z)
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if(istype(T))
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forceMove(T)
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//by default, transition randomly to another zlevel
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/atom/movable/proc/get_transit_zlevel()
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var/list/candidates = GLOB.using_map.accessible_z_levels.Copy()
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candidates.Remove("[src.z]")
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if(!candidates.len)
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return null
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return text2num(pickweight(candidates))
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// Returns the current scaling of the sprite.
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// 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.
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/atom/movable/proc/get_icon_scale_x()
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return icon_scale_x
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/atom/movable/proc/get_icon_scale_y()
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return icon_scale_y
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/atom/movable/proc/update_transform()
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var/matrix/M = matrix()
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M.Scale(icon_scale_x, icon_scale_y)
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M.Turn(icon_rotation)
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src.transform = M
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// Use this to set the object's scale.
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/atom/movable/proc/adjust_scale(new_scale_x, new_scale_y)
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if(isnull(new_scale_y))
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new_scale_y = new_scale_x
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if(new_scale_x != 0)
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icon_scale_x = new_scale_x
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if(new_scale_y != 0)
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icon_scale_y = new_scale_y
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update_transform()
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/atom/movable/proc/adjust_rotation(new_rotation)
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icon_rotation = new_rotation
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update_transform()
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// Called when touching a lava tile.
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/atom/movable/proc/lava_act()
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fire_act(null, 10000, 1000)
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//Called when touching an acid pool.
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/atom/movable/proc/acid_act()
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//Called when touching a blood pool.
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/atom/movable/proc/blood_act()
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blood_act(null, 500, 50)
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/**
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* Sets our movement type.
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*/
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/atom/movable/proc/set_movement_type(new_movetype)
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movement_type = new_movetype
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/atom/movable/proc/Bump_vr(var/atom/A, yes)
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return
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/atom/movable/setDir(newdir)
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. = ..(newdir)
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if(riding_datum)
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riding_datum.handle_vehicle_offsets()
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/atom/movable/relaymove(mob/user, direction)
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. = ..()
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if(riding_datum)
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riding_datum.handle_ride(user, direction)
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// Procs to cloak/uncloak
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/atom/movable/proc/cloak()
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if(cloaked)
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return FALSE
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cloaked = TRUE
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. = TRUE // We did work
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var/static/animation_time = 1 SECOND
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cloaked_selfimage = get_cloaked_selfimage()
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//Wheeee
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cloak_animation(animation_time)
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//Needs to be last so people can actually see the effect before we become invisible
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if(cloaked) // Ensure we are still cloaked after the animation delay
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plane = CLOAKED_PLANE
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/atom/movable/proc/uncloak()
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if(!cloaked)
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return FALSE
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cloaked = FALSE
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. = TRUE // We did work
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var/static/animation_time = 1 SECOND
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QDEL_NULL(cloaked_selfimage)
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//Needs to be first so people can actually see the effect, so become uninvisible first
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plane = initial(plane)
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//Oooooo
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uncloak_animation(animation_time)
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// Animations for cloaking/uncloaking
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/atom/movable/proc/cloak_animation(var/length = 1 SECOND)
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//Save these
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var/initial_alpha = alpha
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//Animate alpha fade
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animate(src, alpha = 0, time = length)
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//Animate a cloaking effect
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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.
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filters += filter(type="wave", x = 0, y = 16, size = 0, offset = 0, flags = WAVE_SIDEWAYS)
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animate(filters[our_filter], offset = 1, size = 8, time = length, flags = ANIMATION_PARALLEL)
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//Wait for animations to finish
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sleep(length+5)
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//Remove those
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filters -= filter(type="wave", x = 0, y = 16, size = 8, offset = 1, flags = WAVE_SIDEWAYS)
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//Back to original alpha
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alpha = initial_alpha
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/atom/movable/proc/uncloak_animation(var/length = 1 SECOND)
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//Save these
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var/initial_alpha = alpha
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//Put us back to normal, but no alpha
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alpha = 0
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//Animate alpha fade up
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animate(src, alpha = initial_alpha, time = length)
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//Animate a cloaking effect
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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.
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filters += filter(type="wave", x=0, y = 16, size = 8, offset = 1, flags = WAVE_SIDEWAYS)
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animate(filters[our_filter], offset = 0, size = 0, time = length, flags = ANIMATION_PARALLEL)
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//Wait for animations to finish
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sleep(length+5)
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//Remove those
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filters -= filter(type="wave", x=0, y = 16, size = 0, offset = 0, flags = WAVE_SIDEWAYS)
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// So cloaked things can see themselves, if necessary
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/atom/movable/proc/get_cloaked_selfimage()
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var/icon/selficon = icon(icon, icon_state)
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selficon.MapColors(0,0,0, 0,0,0, 0,0,0, 1,1,1) //White
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var/image/selfimage = image(selficon)
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selfimage.color = "#0000FF"
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selfimage.alpha = 100
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selfimage.layer = initial(layer)
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selfimage.plane = initial(plane)
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selfimage.loc = src
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return selfimage
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/atom/movable/proc/ghost_tag(text)
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var/atom/movable/ghost_tag_container/G = locate() in vis_contents
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if(!length(text) || !istext(text))
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if(G)
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qdel(G)
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return
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if(!G)
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G = new(src)
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G.master = src
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// for the love of god macro this when we get runechat
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G.maptext = "<center><span style=\"font-family: 'Small Fonts'; font-size: 7px; -dm-text-outline: 1px black; color: white; line-height: 1.1;\">[text]</span></center>"
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G.maptext_height = 256
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G.maptext_width = 256
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G.maptext_x = -128 + (world.icon_size * 0.5)
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G.maptext_y = 32
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G.plane = PLANE_GHOSTS
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vis_contents += G
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if(G.loc != src)
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G.forceMove(src)
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return G
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/atom/movable/ghost_tag_container
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var/atom/movable/master
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/atom/movable/ghost_tag_container/Destroy()
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if(istype(master))
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master.vis_contents -= src
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master = null
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return ..()
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/atom/movable/proc/get_bullet_impact_effect_type()
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return BULLET_IMPACT_NONE
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/**
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* get perspective to use when shifting eye to us,
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*/
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/atom/movable/proc/get_perspective()
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return self_perspective || temporary_perspective()
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/**
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* gets a tempoerary perspective for ourselves
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*/
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/atom/movable/proc/temporary_perspective()
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var/datum/perspective/self/temporary/P = new
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P.eye = src
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return P
|
|
|
|
/**
|
|
* make a permanent self perspective
|
|
*/
|
|
/atom/movable/proc/make_perspective()
|
|
ASSERT(!self_perspective)
|
|
. = self_perspective = new /datum/perspective/self
|
|
self_perspective.eye = src
|
|
|
|
/**
|
|
* ensure we have a self perspective
|
|
*/
|
|
/atom/movable/proc/ensure_self_perspective()
|
|
if(!self_perspective)
|
|
make_perspective()
|