/atom/movable layer = OBJ_LAYER appearance_flags = TILE_BOUND|PIXEL_SCALE var/last_move = null var/anchored = 0 // var/elevation = 2 - not used anywhere var/moving_diagonally 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 var/item_state = null // Used to specify the item state for the on-mob overlays. var/icon_scale_x = 1 // Used to scale icons up or down horizonally in update_transform(). var/icon_scale_y = 1 // Used to scale icons up or down vertically in update_transform(). var/icon_rotation = 0 // Used to rotate icons in update_transform() var/old_x = 0 var/old_y = 0 var/does_spin = TRUE // Does the atom spin when thrown (of course it does :P) var/movement_type = NONE var/cloaked = FALSE //If we're cloaked or not var/image/cloaked_selfimage //The image we use for our client to let them see where we are /atom/movable/Destroy() . = ..() if(reagents) qdel(reagents) reagents = null for(var/atom/movable/AM in contents) qdel(AM) var/turf/un_opaque if(opacity && isturf(loc)) un_opaque = loc moveToNullspace() if(un_opaque) un_opaque.recalc_atom_opacity() if (pulledby) if (pulledby.pulling == src) pulledby.pulling = null pulledby = null /atom/movable/vv_edit_var(var_name, var_value) if(var_name in GLOB.VVpixelmovement) //Pixel movement is not yet implemented, changing this will break everything irreversibly. return FALSE return ..() //////////////////////////////////////// // Here's where we rewrite how byond handles movement except slightly different // To be removed on step_ conversion // All this work to prevent a second bump /atom/movable/Move(atom/newloc, direct=0) . = FALSE if(!newloc || newloc == loc) return if(!direct) direct = get_dir(src, newloc) set_dir(direct) if(!loc.Exit(src, newloc)) return if(!newloc.Enter(src, src.loc)) return if(!check_multi_tile_move_density_dir(direct, locs)) // We're big, and we can't move that way. return // Past this is the point of no return if(!locs || locs.len <= 1) // We're not a multi-tile object. var/atom/oldloc = loc var/area/oldarea = get_area(oldloc) var/area/newarea = get_area(newloc) loc = newloc . = TRUE oldloc.Exited(src, newloc) if(oldarea != newarea) oldarea.Exited(src, newloc) for(var/i in oldloc) if(i == src) // Multi tile objects continue var/atom/movable/thing = i thing.Uncrossed(src) newloc.Entered(src, oldloc) if(oldarea != newarea) newarea.Entered(src, oldloc) for(var/i in loc) if(i == src) // Multi tile objects continue var/atom/movable/thing = i thing.Crossed(src) else if(newloc) // We're a multi-tile object. . = doMove(newloc) // //////////////////////////////////////// /atom/movable/Move(atom/newloc, direct = 0) if(!loc || !newloc) return FALSE var/atom/oldloc = loc if(loc != newloc) if(!direct) direct = get_dir(oldloc, newloc) if (!(direct & (direct - 1))) //Cardinal move . = ..() else //Diagonal move, split it into cardinal moves moving_diagonally = FIRST_DIAG_STEP var/first_step_dir // The `&& moving_diagonally` checks are so that a forceMove taking // place due to a Crossed, Bumped, etc. call will interrupt // the second half of the diagonal movement, or the second attempt // at a first half if step() fails because we hit something. if (direct & NORTH) if (direct & EAST) if (step(src, NORTH) && moving_diagonally) first_step_dir = NORTH moving_diagonally = SECOND_DIAG_STEP . = step(src, EAST) else if (moving_diagonally && step(src, EAST)) first_step_dir = EAST moving_diagonally = SECOND_DIAG_STEP . = step(src, NORTH) else if (direct & WEST) if (step(src, NORTH) && moving_diagonally) first_step_dir = NORTH moving_diagonally = SECOND_DIAG_STEP . = step(src, WEST) else if (moving_diagonally && step(src, WEST)) first_step_dir = WEST moving_diagonally = SECOND_DIAG_STEP . = step(src, NORTH) else if (direct & SOUTH) if (direct & EAST) if (step(src, SOUTH) && moving_diagonally) first_step_dir = SOUTH moving_diagonally = SECOND_DIAG_STEP . = step(src, EAST) else if (moving_diagonally && step(src, EAST)) first_step_dir = EAST moving_diagonally = SECOND_DIAG_STEP . = step(src, SOUTH) else if (direct & WEST) if (step(src, SOUTH) && moving_diagonally) first_step_dir = SOUTH moving_diagonally = SECOND_DIAG_STEP . = step(src, WEST) else if (moving_diagonally && step(src, WEST)) first_step_dir = WEST moving_diagonally = SECOND_DIAG_STEP . = step(src, SOUTH) if(moving_diagonally == SECOND_DIAG_STEP) if(!.) set_dir(first_step_dir) //else if (!inertia_moving) // inertia_next_move = world.time + inertia_move_delay // newtonian_move(direct) moving_diagonally = 0 return if(!loc || (loc == oldloc && oldloc != newloc)) last_move = 0 return if(.) Moved(oldloc, direct) //Polaris stuff move_speed = world.time - l_move_time l_move_time = world.time m_flag = 1 //End last_move = direct set_dir(direct) if(. && has_buckled_mobs() && !handle_buckled_mob_movement(loc,direct)) //movement failed due to buckled mob(s) return FALSE //Called after a successful Move(). By this point, we've already moved /atom/movable/proc/Moved(atom/OldLoc, Dir, Forced = FALSE) //if (!inertia_moving) // inertia_next_move = world.time + inertia_move_delay // newtonian_move(Dir) //if (length(client_mobs_in_contents)) // update_parallax_contents() return TRUE // Make sure you know what you're doing if you call this, this is intended to only be called by byond directly. // You probably want CanPass() /atom/movable/Cross(atom/movable/AM) . = TRUE return CanPass(AM, loc) /atom/movable/CanPass(atom/movable/mover, turf/target) . = ..() if(locs && locs.len >= 2) // If something is standing on top of us, let them pass. if(mover.loc in locs) . = TRUE return . //oldloc = old location on atom, inserted when forceMove is called and ONLY when forceMove is called! /atom/movable/Crossed(atom/movable/AM, oldloc) return /atom/movable/Uncross(atom/movable/AM, atom/newloc) . = ..() if(isturf(newloc) && !CheckExit(AM, newloc)) return FALSE /atom/movable/Bump(atom/A) if(!A) CRASH("Bump was called with no argument.") . = ..() if(throwing) throw_impact(A) throwing = 0 if(QDELETED(A)) return A.Bumped(src) A.last_bumped = world.time /atom/movable/proc/forceMove(atom/destination) . = FALSE if(destination) . = doMove(destination) else CRASH("No valid destination passed into forceMove") /atom/movable/proc/moveToNullspace() return doMove(null) /atom/movable/proc/doMove(atom/destination) . = FALSE if(destination) var/atom/oldloc = loc var/same_loc = oldloc == destination var/area/old_area = get_area(oldloc) var/area/destarea = get_area(destination) loc = destination moving_diagonally = 0 if(!same_loc) if(oldloc) oldloc.Exited(src, destination) if(old_area && old_area != destarea) old_area.Exited(src, destination) for(var/atom/movable/AM in oldloc) AM.Uncrossed(src) var/turf/oldturf = get_turf(oldloc) var/turf/destturf = get_turf(destination) var/old_z = (oldturf ? oldturf.z : null) var/dest_z = (destturf ? destturf.z : null) if (old_z != dest_z) onTransitZ(old_z, dest_z) destination.Entered(src, oldloc) if(destarea && old_area != destarea) destarea.Entered(src, oldloc) for(var/atom/movable/AM in destination) if(AM == src) continue AM.Crossed(src, oldloc) // Break pulling if we are too far to pull now. if(pulledby && (pulledby.z != src.z || get_dist(pulledby, src) > 1)) pulledby.stop_pulling() Moved(oldloc, NONE, TRUE) . = TRUE //If no destination, move the atom into nullspace (don't do this unless you know what you're doing) else . = TRUE if (loc) var/atom/oldloc = loc var/area/old_area = get_area(oldloc) oldloc.Exited(src, null) if(old_area) old_area.Exited(src, null) loc = null /atom/movable/proc/onTransitZ(old_z,new_z) GLOB.z_moved_event.raise_event(src, old_z, new_z) for(var/item in src) // Notify contents of Z-transition. This can be overridden IF we know the items contents do not care. var/atom/movable/AM = item AM.onTransitZ(old_z,new_z) ///////////////////////////////////////////////////////////////// //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 if(M.buckled == src) return // Don't hit the thing we're buckled to. M.hitby(src,speed) else if(isobj(hit_atom)) var/obj/O = hit_atom if(!O.anchored) step(O, src.last_move) O.hitby(src,speed) else if(isturf(hit_atom)) src.throwing = 0 var/turf/T = hit_atom T.hitby(src,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) continue // Special handling of windows, which are dense but block only from some directions if(istype(A, /obj/structure/window)) var/obj/structure/window/W = A if (!W.is_fulltile() && !(turn(src.last_move, 180) & A.dir)) continue // Same thing for (closed) windoors, which have the same problem else if(istype(A, /obj/machinery/door/window) && !(turn(src.last_move, 180) & A.dir)) continue src.throw_impact(A,speed) /atom/movable/proc/throw_at(atom/target, range, speed, thrower) if(!target || !src) return 0 if(target.z != src.z) 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 src.pixel_z = 0 if(usr) if(HULK in usr.mutations) src.throwing = 2 // really strong throw! var/dist_travelled = 0 var/dist_since_sleep = 0 var/area/a = get_area(src.loc) 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/error var/major_dir var/major_dist var/minor_dir var/minor_dist if(dist_x > dist_y) error = dist_x/2 - dist_y major_dir = dx major_dist = dist_x minor_dir = dy minor_dist = dist_y else error = dist_y/2 - dist_x major_dir = dy major_dist = dist_y minor_dir = dx minor_dist = dist_x while(src && target && src.throwing && istype(src.loc, /turf) \ && ((abs(target.x - src.x)+abs(target.y - src.y) > 0 && dist_travelled < range) \ || (a && a.has_gravity == 0) \ || istype(src.loc, /turf/space))) // 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 var/atom/step if(error >= 0) step = get_step(src, major_dir) error -= minor_dist else step = get_step(src, minor_dir) error += major_dist 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) dist_travelled++ dist_since_sleep++ if(dist_since_sleep >= speed) dist_since_sleep = 0 sleep(1) a = get_area(src.loc) // and yet it moves if(src.does_spin) src.SpinAnimation(speed = 4, loops = 1) //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 fall() //Overlays /atom/movable/overlay var/atom/master = null anchored = 1 /atom/movable/overlay/New() for(var/x in src.verbs) src.verbs -= x ..() /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 /atom/movable/proc/touch_map_edge() if(z in using_map.sealed_levels) return if(using_map.use_overmap) overmap_spacetravel(get_turf(src), src) return var/move_to_z = src.get_transit_zlevel() if(move_to_z) var/new_z = move_to_z var/new_x var/new_y if(x <= TRANSITIONEDGE) new_x = world.maxx - TRANSITIONEDGE - 2 new_y = rand(TRANSITIONEDGE + 2, world.maxy - TRANSITIONEDGE - 2) else if (x >= (world.maxx - TRANSITIONEDGE + 1)) new_x = TRANSITIONEDGE + 1 new_y = rand(TRANSITIONEDGE + 2, world.maxy - TRANSITIONEDGE - 2) else if (y <= TRANSITIONEDGE) new_y = world.maxy - TRANSITIONEDGE -2 new_x = rand(TRANSITIONEDGE + 2, world.maxx - TRANSITIONEDGE - 2) else if (y >= (world.maxy - TRANSITIONEDGE + 1)) new_y = TRANSITIONEDGE + 1 new_x = rand(TRANSITIONEDGE + 2, world.maxx - TRANSITIONEDGE - 2) if(ticker && istype(ticker.mode, /datum/game_mode/nuclear)) //only really care if the game mode is nuclear var/datum/game_mode/nuclear/G = ticker.mode G.check_nuke_disks() var/turf/T = locate(new_x, new_y, new_z) if(istype(T)) forceMove(T) //by default, transition randomly to another zlevel /atom/movable/proc/get_transit_zlevel() var/list/candidates = using_map.accessible_z_levels.Copy() candidates.Remove("[src.z]") if(!candidates.len) return null return text2num(pickweight(candidates)) /atom/movable/proc/update_transform() var/matrix/M = matrix() M.Scale(icon_scale_x, icon_scale_y) M.Turn(icon_rotation) src.transform = M // Use this to set the object's scale. /atom/movable/proc/adjust_scale(new_scale_x, new_scale_y) if(isnull(new_scale_y)) new_scale_y = new_scale_x if(new_scale_x != 0) icon_scale_x = new_scale_x if(new_scale_y != 0) icon_scale_y = new_scale_y update_transform() /atom/movable/proc/adjust_rotation(new_rotation) icon_rotation = new_rotation update_transform() // Called when touching a lava tile. /atom/movable/proc/lava_act() fire_act(null, 10000, 1000) // Procs to cloak/uncloak /atom/movable/proc/cloak() if(cloaked) return FALSE cloaked = TRUE . = TRUE // We did work var/static/animation_time = 1 SECOND cloaked_selfimage = get_cloaked_selfimage() //Wheeee cloak_animation(animation_time) //Needs to be last so people can actually see the effect before we become invisible plane = CLOAKED_PLANE /atom/movable/proc/uncloak() if(!cloaked) return FALSE cloaked = FALSE . = TRUE // We did work var/static/animation_time = 1 SECOND QDEL_NULL(cloaked_selfimage) //Needs to be first so people can actually see the effect, so become uninvisible first plane = initial(plane) //Oooooo uncloak_animation(animation_time) // Animations for cloaking/uncloaking /atom/movable/proc/cloak_animation(var/length = 1 SECOND) //Save these var/initial_alpha = alpha //Animate alpha fade animate(src, alpha = 0, time = length) //Animate a cloaking effect 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. filters += filter(type="wave", x = 0, y = 16, size = 0, offset = 0, flags = WAVE_SIDEWAYS) animate(filters[our_filter], offset = 1, size = 8, time = length, flags = ANIMATION_PARALLEL) //Wait for animations to finish sleep(length+5) //Remove those filters -= filters[our_filter] //Back to original alpha alpha = initial_alpha /atom/movable/proc/uncloak_animation(var/length = 1 SECOND) //Save these var/initial_alpha = alpha //Put us back to normal, but no alpha alpha = 0 //Animate alpha fade up animate(src, alpha = initial_alpha, time = length) //Animate a cloaking effect 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. filters += filter(type="wave", x=0, y = 16, size = 8, offset = 1, flags = WAVE_SIDEWAYS) animate(filters[our_filter], offset = 0, size = 0, time = length, flags = ANIMATION_PARALLEL) //Wait for animations to finish sleep(length+5) //Remove those filters -= filters[our_filter] // So cloaked things can see themselves, if necessary /atom/movable/proc/get_cloaked_selfimage() var/icon/selficon = icon(icon, icon_state) selficon.MapColors(0,0,0, 0,0,0, 0,0,0, 1,1,1) //White var/image/selfimage = image(selficon) selfimage.color = "#0000FF" selfimage.alpha = 100 selfimage.layer = initial(layer) selfimage.plane = initial(plane) selfimage.loc = src return selfimage