Files
Paradise/code/game/atoms_movable.dm
Tigercat2000 288af9f92c Revert "Merge pull request #4739 from monster860/vg-parallax"
This reverts commit 451c934379, reversing
changes made to 64f26d999f.

Conflicts:
	SQL/paradise_schema.sql
	SQL/paradise_schema_prefixed.sql
2016-07-28 15:48:27 -07:00

348 lines
10 KiB
Plaintext

/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/throwing = 0
var/thrower
var/turf/throw_source = null
var/throw_speed = 2
var/throw_range = 7
var/no_spin_thrown = 0 //set this to 1 if you don't want an item that you throw to spin, no matter what. -Fox
var/moved_recently = 0
var/mob/pulledby = null
var/inertia_dir = 0
var/area/areaMaster
var/auto_init = 1
/atom/movable/New()
. = ..()
areaMaster = get_area_master(src)
// If you're wondering what goofery this is, this is for things that need the environment
// around them set up - like `air_update_turf` and the like
if((ticker && ticker.current_state == GAME_STATE_PLAYING))
attempt_init()
/atom/movable/Destroy()
for(var/atom/movable/AM in contents)
qdel(AM)
loc = null
if(pulledby)
if(pulledby.pulling == src)
pulledby.pulling = null
pulledby = null
return ..()
// used to provide a good interface for the init delay system to step in
// and we don't need to call `get_turf` until the game's started
// at which point object creations are a fair toss more seldom
/atom/movable/proc/attempt_init()
var/turf/T = get_turf(src)
if(T && zlevels.is_zlevel_dirty(T.z))
zlevels.postpone_init(T.z, src)
else if(auto_init)
initialize()
/atom/movable/proc/initialize()
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
if(direct & 1)
if(direct & 4)
if(step(src, NORTH))
. = step(src, EAST)
else if(step(src, EAST))
. = step(src, NORTH)
else if(direct & 8)
if(step(src, NORTH))
. = step(src, WEST)
else if(step(src, WEST))
. = step(src, NORTH)
else if(direct & 2)
if(direct & 4)
if(step(src, SOUTH))
. = step(src, EAST)
else if(step(src, EAST))
. = step(src, SOUTH)
else if(direct & 8)
if(step(src, SOUTH))
. = step(src, WEST)
else if(step(src, WEST))
. = step(src, SOUTH)
if(!loc || (loc == oldloc && oldloc != newloc))
last_move = 0
return
last_move = direct
src.move_speed = world.time - src.l_move_time
src.l_move_time = world.time
spawn(5) // Causes space drifting. /tg/station has no concept of speed, we just use 5
if(loc && direct && last_move == direct)
if(loc == newloc) //Remove this check and people can accelerate. Not opening that can of worms just yet.
newtonian_move(last_move)
if(. && buckled_mob && !handle_buckled_mob_movement(loc, direct)) //movement failed due to buckled mob
. = 0
// Previously known as Crossed()
// This is automatically called when something enters your square
/atom/movable/Crossed(atom/movable/AM)
return
/atom/movable/Bump(var/atom/A as mob|obj|turf|area, sendBump)
if(src.throwing)
src.throw_impact(A)
if(A && sendBump)
A.last_bumped = world.time
A.Bumped(src)
else
..()
/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
//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)
//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)
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
var/old_dir = dir
. = step(src, direction)
dir = old_dir
//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, no_spin)
if(!target || !src || (flags & NODROP))
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(target.allow_spin) // turns out 1000+ spinning objects being thrown at the singularity creates lag - Iamgoofball
if(!no_spin_thrown && !no_spin)
SpinAnimation(5, 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
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, get_dir(loc, 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 && 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()
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 ..()