/atom/movable layer = OBJ_LAYER var/last_move = null var/last_move_time = 0 var/anchored = FALSE var/move_resist = MOVE_RESIST_DEFAULT var/move_force = MOVE_FORCE_DEFAULT var/pull_force = PULL_FORCE_DEFAULT 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/mob/pulledby = null var/initial_language_holder = /datum/language_holder var/datum/language_holder/language_holder var/verb_say = "says" var/verb_ask = "asks" var/verb_exclaim = "exclaims" var/verb_whisper = "whispers" var/verb_yell = "yells" var/speech_span var/inertia_dir = 0 var/atom/inertia_last_loc var/inertia_moving = 0 var/inertia_next_move = 0 var/inertia_move_delay = 5 var/pass_flags = 0 var/moving_diagonally = 0 //0: not doing a diagonal move. 1 and 2: doing the first/second step of the diagonal move var/list/client_mobs_in_contents // This contains all the client mobs within this container var/list/acted_explosions //for explosion dodging glide_size = 8 appearance_flags = TILE_BOUND|PIXEL_SCALE var/datum/forced_movement/force_moving = null //handled soley by forced_movement.dm var/movement_type = GROUND //Incase you have multiple types, you automatically use the most useful one. IE: Skating on ice, flippers on water, flying over chasm/space, etc. var/atom/movable/pulling var/grab_state = 0 var/throwforce = 0 var/datum/component/orbiter/orbiting var/can_be_z_moved = TRUE var/zfalling = FALSE /// Either FALSE, [EMISSIVE_BLOCK_GENERIC], or [EMISSIVE_BLOCK_UNIQUE] var/blocks_emissive = FALSE ///Internal holder for emissive blocker object, do not use directly use blocks_emissive var/atom/movable/emissive_blocker/em_block /atom/movable/Initialize(mapload) . = ..() switch(blocks_emissive) if(EMISSIVE_BLOCK_GENERIC) update_emissive_block() if(EMISSIVE_BLOCK_UNIQUE) render_target = ref(src) em_block = new(src, render_target) vis_contents += em_block /atom/movable/Destroy() QDEL_NULL(em_block) return ..() /atom/movable/proc/update_emissive_block() if(blocks_emissive != EMISSIVE_BLOCK_GENERIC) return if(length(managed_vis_overlays)) for(var/a in managed_vis_overlays) var/obj/effect/overlay/vis/vs if(vs.plane == EMISSIVE_BLOCKER_PLANE) SSvis_overlays.remove_vis_overlay(src, list(vs)) break SSvis_overlays.add_vis_overlay(src, icon, icon_state, EMISSIVE_BLOCKER_LAYER, EMISSIVE_BLOCKER_PLANE) /atom/movable/proc/can_zFall(turf/source, levels = 1, turf/target, direction) if(!direction) direction = DOWN if(!source) source = get_turf(src) if(!source) return FALSE if(!target) target = get_step_multiz(source, direction) if(!target) return FALSE return !(movement_type & FLYING) && has_gravity(source) && !throwing /atom/movable/proc/onZImpact(turf/T, levels) var/atom/highest = T for(var/i in T.contents) var/atom/A = i if(!A.density) continue if(isobj(A) || ismob(A)) if(A.layer > highest.layer) highest = A INVOKE_ASYNC(src, .proc/SpinAnimation, 5, 2) throw_impact(highest) return TRUE //For physical constraints to travelling up/down. /atom/movable/proc/can_zTravel(turf/destination, direction) var/turf/T = get_turf(src) if(!T) return FALSE if(!direction) if(!destination) return FALSE direction = get_dir(T, destination) if(direction != UP && direction != DOWN) return FALSE if(!destination) destination = get_step_multiz(src, direction) if(!destination) return FALSE return T.zPassOut(src, direction, destination) && destination.zPassIn(src, direction, T) /atom/movable/vv_edit_var(var_name, var_value) var/static/list/banned_edits = list("step_x", "step_y", "step_size") var/static/list/careful_edits = list("bound_x", "bound_y", "bound_width", "bound_height") if(var_name in banned_edits) return FALSE //PLEASE no. if((var_name in careful_edits) && (var_value % world.icon_size) != 0) return FALSE switch(var_name) if("x") var/turf/T = locate(var_value, y, z) if(T) forceMove(T) return TRUE return FALSE if("y") var/turf/T = locate(x, var_value, z) if(T) forceMove(T) return TRUE return FALSE if("z") var/turf/T = locate(x, y, var_value) if(T) forceMove(T) return TRUE return FALSE if("loc") if(istype(var_value, /atom)) forceMove(var_value) return TRUE else if(isnull(var_value)) moveToNullspace() return TRUE return FALSE return ..() /atom/movable/proc/start_pulling(atom/movable/AM, state, force = move_force, supress_message = FALSE) if(QDELETED(AM)) return FALSE if(!(AM.can_be_pulled(src, state, force))) return FALSE // If we're pulling something then drop what we're currently pulling and pull this instead. if(pulling) if(state == 0) stop_pulling() return FALSE // Are we trying to pull something we are already pulling? Then enter grab cycle and end. if(AM == pulling) setGrabState(state) if(istype(AM,/mob/living)) var/mob/living/AMob = AM AMob.grabbedby(src) return TRUE stop_pulling() if(AM.pulledby) log_combat(AM, AM.pulledby, "pulled from", src) AM.pulledby.stop_pulling() //an object can't be pulled by two mobs at once. pulling = AM AM.pulledby = src setGrabState(state) if(ismob(AM)) var/mob/M = AM log_combat(src, M, "grabbed", addition="passive grab") if(!supress_message) visible_message("[src] has grabbed [M] passively!") return TRUE /atom/movable/proc/stop_pulling() if(pulling) pulling.pulledby = null var/mob/living/ex_pulled = pulling pulling = null setGrabState(0) if(isliving(ex_pulled)) var/mob/living/L = ex_pulled L.update_mobility()// mob gets up if it was lyng down in a chokehold /atom/movable/proc/Move_Pulled(atom/A) if(!pulling) return if(pulling.anchored || pulling.move_resist > move_force || !pulling.Adjacent(src)) stop_pulling() return if(isliving(pulling)) var/mob/living/L = pulling if(L.buckled && L.buckled.buckle_prevents_pull) //if they're buckled to something that disallows pulling, prevent it stop_pulling() return if(A == loc && pulling.density) return if(!Process_Spacemove(get_dir(pulling.loc, A))) return step(pulling, get_dir(pulling.loc, A)) /atom/movable/proc/check_pulling() if(pulling) var/atom/movable/pullee = pulling if(pullee && get_dist(src, pullee) > 1) stop_pulling() return if(!isturf(loc)) stop_pulling() return if(pullee && !isturf(pullee.loc) && pullee.loc != loc) //to be removed once all code that changes an object's loc uses forceMove(). log_game("DEBUG:[src]'s pull on [pullee] wasn't broken despite [pullee] being in [pullee.loc]. Pull stopped manually.") stop_pulling() return if(pulling.anchored || pulling.move_resist > move_force) stop_pulling() return /atom/movable/Destroy(force) QDEL_NULL(proximity_monitor) QDEL_NULL(language_holder) unbuckle_all_mobs(force=1) . = ..() if(loc) //Restore air flow if we were blocking it (movables with ATMOS_PASS_PROC will need to do this manually if necessary) if(((CanAtmosPass == ATMOS_PASS_DENSITY && density) || CanAtmosPass == ATMOS_PASS_NO) && isturf(loc)) CanAtmosPass = ATMOS_PASS_YES air_update_turf(TRUE) loc.handle_atom_del(src) for(var/atom/movable/AM in contents) qdel(AM) moveToNullspace() invisibility = INVISIBILITY_ABSTRACT if(pulledby) pulledby.stop_pulling() if(orbiting) orbiting.end_orbit(src) orbiting = null /atom/movable/proc/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum) set waitfor = 0 var/hitpush = TRUE var/impact_signal = SEND_SIGNAL(src, COMSIG_MOVABLE_IMPACT, hit_atom, throwingdatum) if(impact_signal & COMPONENT_MOVABLE_IMPACT_FLIP_HITPUSH) hitpush = FALSE // hacky, tie this to something else or a proper workaround later if(impact_signal & ~COMPONENT_MOVABLE_IMPACT_NEVERMIND) // in case a signal interceptor broke or deleted the thing before we could process our hit return hit_atom.hitby(src, throwingdatum = throwingdatum, hitpush = hitpush) /atom/movable/hitby(atom/movable/AM, skipcatch, hitpush = TRUE, blocked, datum/thrownthing/throwingdatum) if(!anchored && hitpush && (!throwingdatum || (throwingdatum.force >= (move_resist * MOVE_FORCE_PUSH_RATIO)))) step(src, AM.dir) ..() /atom/movable/proc/safe_throw_at(atom/target, range, speed, mob/thrower, spin = TRUE, diagonals_first = FALSE, datum/callback/callback, force = INFINITY, messy_throw = TRUE) if((force < (move_resist * MOVE_FORCE_THROW_RATIO)) || (move_resist == INFINITY)) return return throw_at(target, range, speed, thrower, spin, diagonals_first, callback, force, messy_throw) /atom/movable/proc/throw_at(atom/target, range, speed, mob/thrower, spin = TRUE, diagonals_first = FALSE, datum/callback/callback, force = INFINITY, messy_throw = TRUE) //If this returns FALSE then callback will not be called. . = FALSE if (!target || speed <= 0) return if(SEND_SIGNAL(src, COMSIG_MOVABLE_PRE_THROW, args) & COMPONENT_CANCEL_THROW) return 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, lets 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. . = TRUE // No failure conditions past this point. 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.force = force TT.callback = callback if(!QDELETED(thrower)) TT.target_zone = thrower.zone_selected 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) SpinAnimation(5, 1) SEND_SIGNAL(src, COMSIG_MOVABLE_POST_THROW, TT, spin) SSthrowing.processing[src] = TT if (SSthrowing.state == SS_PAUSED && length(SSthrowing.currentrun)) SSthrowing.currentrun[src] = TT TT.tick() /atom/movable/proc/force_pushed(atom/movable/pusher, force = MOVE_FORCE_DEFAULT, direction) return FALSE /atom/movable/proc/force_push(atom/movable/AM, force = move_force, direction, silent = FALSE) . = AM.force_pushed(src, force, direction) if(!silent && .) visible_message("[src] forcefully pushes against [AM]!", "You forcefully push against [AM]!") /atom/movable/proc/move_crush(atom/movable/AM, force = move_force, direction, silent = FALSE) . = AM.move_crushed(src, force, direction) if(!silent && .) visible_message("[src] crushes past [AM]!", "You crush [AM]!") /atom/movable/proc/move_crushed(atom/movable/pusher, force = MOVE_FORCE_DEFAULT, direction) return FALSE /atom/movable/CanPass(atom/movable/mover, turf/target) if(mover in buckled_mobs) return TRUE return ..() // called when this atom is removed from a storage item, which is passed on as S. The loc variable is already set to the new destination before this is called. /atom/movable/proc/on_exit_storage(datum/component/storage/concrete/S) return // called when this atom is added into a storage item, which is passed on as S. The loc variable is already set to the storage item. /atom/movable/proc/on_enter_storage(datum/component/storage/concrete/S) 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 //called when a mob resists while inside a container that is itself inside something. /atom/movable/proc/relay_container_resist(mob/living/user, obj/O) return /atom/movable/proc/do_attack_animation(atom/A, visual_effect_icon, obj/item/used_item, no_effect) 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/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 var/matrix/OM = matrix(transform) var/matrix/M = matrix(transform) M.Turn(pixel_x_diff ? pixel_x_diff*2 : pick(-16, 16)) animate(src, pixel_x = pixel_x + pixel_x_diff, pixel_y = pixel_y + pixel_y_diff, transform = M, time = 2) animate(src, pixel_x = pixel_x - pixel_x_diff, pixel_y = pixel_y - pixel_y_diff, transform = OM, 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(icon = used_item, loc = A, layer = A.layer + 0.1) I.plane = GAME_PLANE // 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 flick_overlay(I, GLOB.clients, 5) // 5 ticks/half a second // And animate the attack! animate(I, alpha = 175, pixel_x = 0, pixel_y = 0, pixel_z = 0, time = 3) /atom/movable/vv_get_dropdown() . = ..() . += "" . += "" /atom/movable/proc/ex_check(ex_id) if(!ex_id) return TRUE LAZYINITLIST(acted_explosions) if(ex_id in acted_explosions) return FALSE acted_explosions += ex_id return TRUE //TODO: Better floating /atom/movable/proc/float(on) if(throwing) return if(on && !(movement_type & FLOATING)) animate(src, pixel_y = pixel_y + 2, time = 10, loop = -1) sleep(10) animate(src, pixel_y = pixel_y - 2, time = 10, loop = -1) setMovetype(movement_type | FLOATING) else if (!on && (movement_type & FLOATING)) animate(src, pixel_y = initial(pixel_y), time = 10) setMovetype(movement_type & ~FLOATING) /* Language procs */ /atom/movable/proc/get_language_holder(shadow=TRUE) if(language_holder) return language_holder else language_holder = new initial_language_holder(src) return language_holder /atom/movable/proc/grant_language(datum/language/dt, body = FALSE) var/datum/language_holder/H = get_language_holder(!body) H.grant_language(dt, body) /atom/movable/proc/grant_all_languages(omnitongue=FALSE) var/datum/language_holder/H = get_language_holder() H.grant_all_languages(omnitongue) /atom/movable/proc/get_random_understood_language() var/datum/language_holder/H = get_language_holder() . = H.get_random_understood_language() /atom/movable/proc/remove_language(datum/language/dt, body = FALSE) var/datum/language_holder/H = get_language_holder(!body) H.remove_language(dt, body) /atom/movable/proc/remove_all_languages() var/datum/language_holder/H = get_language_holder() H.remove_all_languages() /atom/movable/proc/has_language(datum/language/dt) var/datum/language_holder/H = get_language_holder() . = H.has_language(dt) /atom/movable/proc/copy_known_languages_from(thing, replace=FALSE) var/datum/language_holder/H = get_language_holder() . = H.copy_known_languages_from(thing, replace) // Whether an AM can speak in a language or not, independent of whether // it KNOWS the language /atom/movable/proc/could_speak_in_language(datum/language/dt) . = TRUE /atom/movable/proc/can_speak_in_language(datum/language/dt) var/datum/language_holder/H = get_language_holder() if(!H.has_language(dt)) return FALSE else if(H.omnitongue) return TRUE else if(could_speak_in_language(dt) && (!H.only_speaks_language || H.only_speaks_language == dt)) return TRUE else return FALSE /atom/movable/proc/get_default_language() // if no language is specified, and we want to say() something, which // language do we use? var/datum/language_holder/H = get_language_holder() if(H.selected_default_language) if(can_speak_in_language(H.selected_default_language)) return H.selected_default_language else H.selected_default_language = null var/datum/language/chosen_langtype var/highest_priority for(var/lt in H.languages) var/datum/language/langtype = lt if(!can_speak_in_language(langtype)) continue var/pri = initial(langtype.default_priority) if(!highest_priority || (pri > highest_priority)) chosen_langtype = langtype highest_priority = pri H.selected_default_language = . . = chosen_langtype /* End language procs */ /atom/movable/proc/ConveyorMove(movedir) set waitfor = FALSE if(!anchored && has_gravity()) step(src, movedir) //Returns an atom's power cell, if it has one. Overload for individual items. /atom/movable/proc/get_cell() return /atom/movable/proc/can_be_pulled(user, grab_state, force) if(src == user || !isturf(loc)) return FALSE if(anchored || throwing) return FALSE if(force < (move_resist * MOVE_FORCE_PULL_RATIO)) return FALSE return TRUE /// Updates the grab state of the movable /// This exists to act as a hook for behaviour /atom/movable/proc/setGrabState(newstate) grab_state = newstate /obj/item/proc/do_pickup_animation(atom/target) set waitfor = FALSE if(!istype(loc, /turf)) return var/image/I = image(icon = src, loc = loc, layer = layer + 0.1) I.plane = GAME_PLANE I.transform *= 0.75 I.appearance_flags = APPEARANCE_UI_IGNORE_ALPHA var/turf/T = get_turf(src) var/direction var/to_x = 0 var/to_y = 0 if(!QDELETED(T) && !QDELETED(target)) direction = get_dir(T, target) if(direction & NORTH) to_y = 32 else if(direction & SOUTH) to_y = -32 if(direction & EAST) to_x = 32 else if(direction & WEST) to_x = -32 if(!direction) to_y = 16 flick_overlay(I, GLOB.clients, 6) var/matrix/M = new M.Turn(pick(-30, 30)) animate(I, alpha = 175, pixel_x = to_x, pixel_y = to_y, time = 3, transform = M, easing = CUBIC_EASING) sleep(1) animate(I, alpha = 0, transform = matrix(), time = 1)