/atom/movable layer = 3 appearance_flags = TILE_BOUND var/last_move = null var/anchored = 0 // var/elevation = 2 - not used anywhere var/move_speed = 10 var/l_move_time = 1 var/datum/thrownthing/throwing = null var/throw_speed = 2 //How many tiles to move per ds when being thrown. Float values are fully supported var/throw_range = 7 var/no_spin = 0 var/no_spin_thrown = 0 var/moved_recently = 0 var/mob/pulledby = null var/inertia_dir = 0 var/atom/inertia_last_loc var/inertia_moving = 0 var/inertia_next_move = 0 var/inertia_move_delay = 5 var/moving_diagonally = 0 //0: not doing a diagonal move. 1 and 2: doing the first/second step of the diagonal move var/area/areaMaster /atom/movable/New() . = ..() areaMaster = get_area_master(src) /atom/movable/attempt_init() var/turf/T = get_turf(src) if(T && SSatoms.initialized != INITIALIZATION_INSSATOMS && space_manager.is_zlevel_dirty(T.z)) space_manager.postpone_init(T.z, src) return . = ..() /atom/movable/Destroy() if(loc) loc.handle_atom_del(src) for(var/atom/movable/AM in contents) qdel(AM) var/turf/un_opaque if(opacity && isturf(loc)) un_opaque = loc loc = null if(un_opaque) un_opaque.recalc_atom_opacity() if(pulledby) if(pulledby.pulling == src) pulledby.pulling = null pulledby = null return ..() // Used in shuttle movement and AI eye stuff. // Primarily used to notify objects being moved by a shuttle/bluespace fuckup. /atom/movable/proc/setLoc(var/T, var/teleported=0) loc = T /atom/movable/Move(atom/newloc, direct = 0) if(!loc || !newloc) return 0 var/atom/oldloc = loc if(loc != newloc) if(!(direct & (direct - 1))) //Cardinal move . = ..() else //Diagonal move, split it into cardinal moves moving_diagonally = FIRST_DIAG_STEP if(direct & 1) if(direct & 4) if(step(src, NORTH)) moving_diagonally = SECOND_DIAG_STEP . = step(src, EAST) else if(step(src, EAST)) moving_diagonally = SECOND_DIAG_STEP . = step(src, NORTH) else if(direct & 8) if(step(src, NORTH)) moving_diagonally = SECOND_DIAG_STEP . = step(src, WEST) else if(step(src, WEST)) moving_diagonally = SECOND_DIAG_STEP . = step(src, NORTH) else if(direct & 2) if(direct & 4) if(step(src, SOUTH)) moving_diagonally = SECOND_DIAG_STEP . = step(src, EAST) else if(step(src, EAST)) moving_diagonally = SECOND_DIAG_STEP . = step(src, SOUTH) else if(direct & 8) if(step(src, SOUTH)) moving_diagonally = SECOND_DIAG_STEP . = step(src, WEST) else if(step(src, WEST)) moving_diagonally = SECOND_DIAG_STEP . = step(src, SOUTH) moving_diagonally = 0 return if(!loc || (loc == oldloc && oldloc != newloc)) last_move = 0 return if(.) Moved(oldloc, direct) last_move = direct src.move_speed = world.time - src.l_move_time src.l_move_time = world.time if(. && buckled_mob && !handle_buckled_mob_movement(loc, direct)) //movement failed due to buckled mob . = 0 // Called after a successful Move(). By this point, we've already moved /atom/movable/proc/Moved(atom/OldLoc, Dir) if(!inertia_moving) inertia_next_move = world.time + inertia_move_delay newtonian_move(Dir) return 1 // Previously known as HasEntered() // This is automatically called when something enters your square /atom/movable/Crossed(atom/movable/AM) return /atom/movable/Bump(atom/A, yes) //the "yes" arg is to differentiate our Bump proc from byond's, without it every Bump() call would become a double Bump(). if(A && yes) if(throwing) throwing.hit_atom(A) . = 1 if(!A || QDELETED(A)) return A.Bumped(src) /atom/movable/proc/forceMove(atom/destination) var/turf/old_loc = loc loc = destination if(old_loc) old_loc.Exited(src, destination) for(var/atom/movable/AM in old_loc) AM.Uncrossed(src) if(destination) destination.Entered(src) for(var/atom/movable/AM in destination) AM.Crossed(src) if(isturf(destination) && opacity) var/turf/new_loc = destination new_loc.reconsider_lights() if(isturf(old_loc) && opacity) old_loc.reconsider_lights() for(var/datum/light_source/L in light_sources) L.source_atom.update_light() return 1 /mob/living/forceMove(atom/destination) if(buckled) addtimer(CALLBACK(src, .proc/check_buckled), 1, TIMER_UNIQUE) if(buckled_mob) addtimer(CALLBACK(buckled_mob, .proc/check_buckled), 1, TIMER_UNIQUE) if(pulling) addtimer(CALLBACK(src, .proc/check_pull), 1, TIMER_UNIQUE) . = ..() if(client) reset_perspective(destination) update_canmove() //if the mob was asleep inside a container and then got forceMoved out we need to make them fall. //Called whenever an object moves and by mobs when they attempt to move themselves through space //And when an object or action applies a force on src, see newtonian_move() below //Return 0 to have src start/keep drifting in a no-grav area and 1 to stop/not start drifting //Mobs should return 1 if they should be able to move of their own volition, see client/Move() in mob_movement.dm //movement_dir == 0 when stopping or any dir when trying to move /atom/movable/proc/Process_Spacemove(var/movement_dir = 0) if(has_gravity(src)) return 1 if(pulledby && !pulledby.pulling) return 1 if(throwing) return 1 if(locate(/obj/structure/lattice) in range(1, get_turf(src))) //Not realistic but makes pushing things in space easier return 1 return 0 /atom/movable/proc/newtonian_move(direction) //Only moves the object if it's under no gravity if(!loc || Process_Spacemove(0)) inertia_dir = 0 return 0 inertia_dir = direction if(!direction) return 1 inertia_last_loc = loc SSspacedrift.processing[src] = src return 1 //called when src is thrown into hit_atom /atom/movable/proc/throw_impact(atom/hit_atom, throwingdatum) set waitfor = 0 if(!QDELETED(hit_atom)) return hit_atom.hitby(src) /atom/movable/hitby(atom/movable/AM, skipcatch, hitpush = 1, blocked) if(!anchored && hitpush) step(src, AM.dir) ..() /atom/movable/proc/throw_at(atom/target, range, speed, mob/thrower, spin = TRUE, diagonals_first = FALSE, var/datum/callback/callback) if(!target || (flags & NODROP) || speed <= 0) return 0 if(pulledby) pulledby.stop_pulling() // They are moving! Wouldn't it be cool if we calculated their momentum and added it to the throw? if(thrower && thrower.last_move && thrower.client && thrower.client.move_delay >= world.time + world.tick_lag * 2) var/user_momentum = thrower.movement_delay() if(!user_momentum) // no movement_delay, this means they move once per byond tick, let's calculate from that instead user_momentum = world.tick_lag user_momentum = 1 / user_momentum // convert from ds to the tiles per ds that throw_at uses if(get_dir(thrower, target) & last_move) user_momentum = user_momentum // basically a noop, but needed else if(get_dir(target, thrower) & last_move) user_momentum = -user_momentum // we are moving away from the target, lets slowdown the throw accordingly else user_momentum = 0 if(user_momentum) // first lets add that momentum to range range *= (user_momentum / speed) + 1 //then lets add it to speed speed += user_momentum if(speed <= 0) return //no throw speed, the user was moving too fast. var/datum/thrownthing/TT = new() TT.thrownthing = src TT.target = target TT.target_turf = get_turf(target) TT.init_dir = get_dir(src, target) TT.maxrange = range TT.speed = speed TT.thrower = thrower TT.diagonals_first = diagonals_first TT.callback = callback var/dist_x = abs(target.x - src.x) var/dist_y = abs(target.y - src.y) var/dx = (target.x > src.x) ? EAST : WEST var/dy = (target.y > src.y) ? NORTH : SOUTH if(dist_x == dist_y) TT.pure_diagonal = 1 else if(dist_x <= dist_y) var/olddist_x = dist_x var/olddx = dx dist_x = dist_y dist_y = olddist_x dx = dy dy = olddx TT.dist_x = dist_x TT.dist_y = dist_y TT.dx = dx TT.dy = dy TT.diagonal_error = dist_x / 2 - dist_y TT.start_time = world.time if(pulledby) pulledby.stop_pulling() throwing = TT if(spin && !no_spin && !no_spin_thrown) SpinAnimation(5, 1) SSthrowing.processing[src] = TT TT.tick() //Overlays /atom/movable/overlay var/atom/master = null anchored = 1 /atom/movable/overlay/New() verbs.Cut() return /atom/movable/overlay/attackby(a, b, c) if(src.master) return src.master.attackby(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/proc/water_act(var/volume, var/temperature, var/source) //amount of water acting : temperature of water in kelvin : object that called it (for shennagins) return 1 /atom/movable/proc/handle_buckled_mob_movement(newloc,direct) if(!buckled_mob.Move(newloc, direct)) loc = buckled_mob.loc last_move = buckled_mob.last_move inertia_dir = last_move buckled_mob.inertia_dir = last_move return 0 return 1 /atom/movable/CanPass(atom/movable/mover, turf/target, height=1.5) if(buckled_mob == mover) return 1 return ..() /atom/movable/proc/get_spacemove_backup() var/atom/movable/dense_object_backup for(var/A in orange(1, get_turf(src))) if(isarea(A)) continue else if(isturf(A)) var/turf/turf = A if(!turf.density) continue return turf else var/atom/movable/AM = A if(!AM.CanPass(src) || AM.density) if(AM.anchored) return AM dense_object_backup = AM break . = dense_object_backup /atom/movable/proc/transfer_prints_to(atom/movable/target = null, overwrite = FALSE) if(!target) return if(overwrite) target.fingerprints = fingerprints target.fingerprintshidden = fingerprintshidden else target.fingerprints += fingerprints target.fingerprintshidden += fingerprintshidden target.fingerprintslast = fingerprintslast /atom/movable/proc/do_attack_animation(atom/A, visual_effect_icon, obj/item/used_item, no_effect, end_pixel_y) if(!no_effect && (visual_effect_icon || used_item)) do_item_attack_animation(A, visual_effect_icon, used_item) if(A == src) return //don't do an animation if attacking self var/pixel_x_diff = 0 var/pixel_y_diff = 0 var/final_pixel_y = initial(pixel_y) if(end_pixel_y) final_pixel_y = end_pixel_y var/direction = get_dir(src, A) if(direction & NORTH) pixel_y_diff = 8 else if(direction & SOUTH) pixel_y_diff = -8 if(direction & EAST) pixel_x_diff = 8 else if(direction & WEST) pixel_x_diff = -8 animate(src, pixel_x = pixel_x + pixel_x_diff, pixel_y = pixel_y + pixel_y_diff, time = 2) animate(pixel_x = initial(pixel_x), pixel_y = final_pixel_y, time = 2) /atom/movable/proc/do_item_attack_animation(atom/A, visual_effect_icon, obj/item/used_item) var/image/I if(visual_effect_icon) I = image('icons/effects/effects.dmi', A, visual_effect_icon, A.layer + 0.1) else if(used_item) I = image(used_item.icon, A, used_item.icon_state, A.layer + 0.1) // Scale the icon. I.transform *= 0.75 // The icon should not rotate. I.appearance_flags = APPEARANCE_UI_IGNORE_ALPHA // Set the direction of the icon animation. var/direction = get_dir(src, A) if(direction & NORTH) I.pixel_y = -16 else if(direction & SOUTH) I.pixel_y = 16 if(direction & EAST) I.pixel_x = -16 else if(direction & WEST) I.pixel_x = 16 if(!direction) // Attacked self?! I.pixel_z = 16 if(!I) return // Who can see the attack? var/list/viewing = list() for(var/mob/M in viewers(A)) if(M.client && M.client.prefs.show_ghostitem_attack) viewing |= M.client flick_overlay(I, viewing, 5) // 5 ticks/half a second // And animate the attack! var/t_color = "#ffffff" if(ismob(src) && ismob(A) && (!used_item)) var/mob/M = src t_color = M.a_intent == INTENT_HARM ? "#ff0000" : "#ffffff" animate(I, alpha = 175, pixel_x = 0, pixel_y = 0, pixel_z = 0, time = 3, color = t_color) /atom/movable/proc/portal_destroyed(obj/effect/portal/P) return