Files
Paradise/code/game/atoms_movable.dm
Krausus 41b64d9917 Tweaks explosion throwing
Explosions now calculate throwing distances sanely, don't spin
everything they throw, and don't permanently change the speed things go
when thrown by players.
2015-07-10 05:00:53 -04:00

231 lines
6.6 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/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/area/areaMaster
/atom/movable/New()
. = ..()
areaMaster = get_area_master(src)
/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 QDEL_HINT_QUEUE
// 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()
var/atom/A = src.loc
. = ..()
src.move_speed = world.time - src.l_move_time
src.l_move_time = world.time
src.m_flag = 1
if ((A != src.loc && A && A.z == src.z))
src.last_move = get_dir(A, src.loc)
return
// 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, yes)
if(src.throwing)
src.throw_impact(A)
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)
for(var/atom/movable/AM in loc)
AM.Crossed(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, 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)
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