mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2025-12-26 01:52:29 +00:00
Replaced every l_hand = and r_hand = and all that if(hand) crap to use standardised procs. This means we can use procs like Dropped() reliably as they will always be called when things are dropped. Thorough documentation to come. But generally, if you want a mob's icons to update after deleting something in the inventory...use drop_from_inventory(the_thing_you_wanna_drop) just before deleting it. If you wanna put something in a mob's hands use put_in_hands() (or one of the variants). It'll try putting it in active hand first, then inactive, then the floor. They handle layers, overlays, screenlocs calling various procs such as dropped() etc for you. Easy mob.equipped() is now mob.get_active_hand() because there was another totally unrelated proc named equipped() and stuff was confusing. Weakening was made instantaneous. Minor optimisations for human/handle_regular_status_updates(). I'll port these changes over to the other mobs next. Basically it should stop it constantly incrementing every status effect even after death. umm... bunch of overlays related fixes... I think that's everything. :/ git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3900 316c924e-a436-60f5-8080-3fe189b3f50e
231 lines
6.7 KiB
Plaintext
231 lines
6.7 KiB
Plaintext
/mob/living/carbon/proc/toggle_throw_mode()
|
|
var/obj/item/W = get_active_hand()
|
|
if( !W )//Not holding anything
|
|
if( client && (TK in mutations) )
|
|
var/obj/item/tk_grab/O = new(src)
|
|
put_in_active_hand(O)
|
|
O.host = src
|
|
return
|
|
|
|
if( istype(W,/obj/item/tk_grab) )
|
|
if(hand) del(l_hand)
|
|
else del(r_hand)
|
|
return
|
|
|
|
if (src.in_throw_mode)
|
|
throw_mode_off()
|
|
else
|
|
throw_mode_on()
|
|
|
|
/mob/living/carbon/proc/throw_mode_off()
|
|
src.in_throw_mode = 0
|
|
src.throw_icon.icon_state = "act_throw_off"
|
|
|
|
/mob/living/carbon/proc/throw_mode_on()
|
|
src.in_throw_mode = 1
|
|
src.throw_icon.icon_state = "act_throw_on"
|
|
|
|
/mob/living/carbon/proc/throw_item(atom/target)
|
|
src.throw_mode_off()
|
|
|
|
if(usr.stat || !target)
|
|
return
|
|
if(target.type == /obj/screen) return
|
|
|
|
var/atom/movable/item = src.get_active_hand()
|
|
|
|
if(!item) return
|
|
|
|
u_equip(item)
|
|
update_icons()
|
|
if(src.client)
|
|
src.client.screen -= item
|
|
item.loc = src.loc
|
|
|
|
if (istype(item, /obj/item/weapon/grab))
|
|
item = item:throw() //throw the person instead of the grab
|
|
|
|
if(istype(item, /obj/item))
|
|
item:dropped(src) // let it know it's been dropped
|
|
|
|
//actually throw it!
|
|
if (item)
|
|
item.layer = initial(item.layer)
|
|
src.visible_message("\red [src] has thrown [item].")
|
|
|
|
if(!src.lastarea)
|
|
src.lastarea = get_area(src.loc)
|
|
if((istype(src.loc, /turf/space)) || (src.lastarea.has_gravity == 0))
|
|
src.inertia_dir = get_dir(target, src)
|
|
step(src, inertia_dir)
|
|
|
|
|
|
/*
|
|
if(istype(src.loc, /turf/space) || (src.flags & NOGRAV)) //they're in space, move em one space in the opposite direction
|
|
src.inertia_dir = get_dir(target, src)
|
|
step(src, inertia_dir)
|
|
*/
|
|
|
|
|
|
|
|
item.throw_at(target, item.throw_range, item.throw_speed)
|
|
|
|
|
|
|
|
/proc/get_cardinal_step_away(atom/start, atom/finish) //returns the position of a step from start away from finish, in one of the cardinal directions
|
|
//returns only NORTH, SOUTH, EAST, or WEST
|
|
var/dx = finish.x - start.x
|
|
var/dy = finish.y - start.y
|
|
if(abs(dy) > abs (dx)) //slope is above 1:1 (move horizontally in a tie)
|
|
if(dy > 0)
|
|
return get_step(start, SOUTH)
|
|
else
|
|
return get_step(start, NORTH)
|
|
else
|
|
if(dx > 0)
|
|
return get_step(start, WEST)
|
|
else
|
|
return get_step(start, EAST)
|
|
|
|
/atom/movable/proc/hit_check()
|
|
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)
|
|
if(src.throwing == 1)
|
|
src.throwing = 0
|
|
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)
|
|
src.throwing = 0
|
|
|
|
//In some cases it's desirable to be able to throw stuff over dense objects. (Tables, racks)
|
|
/atom/var/throwpass = 0 //Thanks to SkyMarshal
|
|
|
|
/atom/proc/throw_impact(atom/hit_atom)
|
|
if(istype(hit_atom,/mob/living))
|
|
var/mob/living/M = hit_atom
|
|
M.visible_message("\red [hit_atom] has been hit by [src].")
|
|
if(isobj(src))//Hate typecheckin for a child object but this is just fixing crap another guy broke so if someone wants to put the time in and make this proper feel free.
|
|
M.take_organ_damage(src:throwforce)
|
|
|
|
|
|
else if(isobj(hit_atom))
|
|
var/obj/O = hit_atom
|
|
if(!O.anchored)
|
|
step(O, src.dir)
|
|
O.hitby(src)
|
|
|
|
else if(isturf(hit_atom))
|
|
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.take_organ_damage(20)
|
|
|
|
/atom/movable/Bump(atom/O)
|
|
if(src.throwing)
|
|
src.throw_impact(O)
|
|
src.throwing = 0
|
|
..()
|
|
|
|
/atom/movable/proc/throw_at(atom/target, range, speed)
|
|
if(!target || !src) 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
|
|
|
|
if(usr)
|
|
if((HULK in usr.mutations) || (SUPRSTR in usr.augmentations))
|
|
src.throwing = 2 // really strong throw!
|
|
|
|
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.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()
|
|
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()
|
|
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.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()
|
|
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()
|
|
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
|
|
src.throwing = 0
|
|
if(isobj(src)) src:throw_impact(get_turf(src))
|
|
|
|
|