Files
S.P.L.U.R.T-Station-13/code/game/atoms_movable.dm
kevinz000 35b7b93b24 ok this is going to be a pain in the ass ain't it (#2458)
lets hope nothing blows up this time (Flags PR but it works!)
2017-08-22 05:01:38 -07:00

703 lines
20 KiB
Plaintext

#ifndef PIXEL_SCALE
#define PIXEL_SCALE 0
#if DM_VERSION >= 512
#error HEY, PIXEL_SCALE probably exists now, remove this gross ass shim.
#endif
#endif
/atom/movable
layer = OBJ_LAYER
var/last_move = null
var/anchored = FALSE
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/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/floating = FALSE
/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(var_value == null || istype(var_value, /atom))
forceMove(var_value)
return TRUE
return FALSE
return ..()
/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
moving_diagonally = FIRST_DIAG_STEP
if (direct & 1)
if (direct & 4)
if (step(src, NORTH))
moving_diagonally = SECOND_DIAG_STEP
. = step(src, EAST)
else if (step(src, EAST))
moving_diagonally = SECOND_DIAG_STEP
. = step(src, NORTH)
else if (direct & 8)
if (step(src, NORTH))
moving_diagonally = SECOND_DIAG_STEP
. = step(src, WEST)
else if (step(src, WEST))
moving_diagonally = SECOND_DIAG_STEP
. = step(src, NORTH)
else if (direct & 2)
if (direct & 4)
if (step(src, SOUTH))
moving_diagonally = SECOND_DIAG_STEP
. = step(src, EAST)
else if (step(src, EAST))
moving_diagonally = SECOND_DIAG_STEP
. = step(src, SOUTH)
else if (direct & 8)
if (step(src, SOUTH))
moving_diagonally = SECOND_DIAG_STEP
. = step(src, WEST)
else if (step(src, WEST))
moving_diagonally = SECOND_DIAG_STEP
. = step(src, SOUTH)
moving_diagonally = 0
return
if(!loc || (loc == oldloc && oldloc != newloc))
last_move = 0
return
if(.)
Moved(oldloc, direct)
last_move = direct
setDir(direct)
if(. && has_buckled_mobs() && !handle_buckled_mob_movement(loc,direct)) //movement failed due to buckled mob(s)
. = 0
//Called after a successful Move(). By this point, we've already moved
/atom/movable/proc/Moved(atom/OldLoc, Dir)
if (!inertia_moving)
inertia_next_move = world.time + inertia_move_delay
newtonian_move(Dir)
if (length(client_mobs_in_contents))
update_parallax_contents()
if (orbiters)
for (var/thing in orbiters)
var/datum/orbit/O = thing
O.Check()
if (orbiting)
orbiting.Check()
if(flags_1 & CLEAN_ON_MOVE_1)
clean_on_move()
var/datum/proximity_monitor/proximity_monitor = src.proximity_monitor
if(proximity_monitor)
proximity_monitor.HandleMove()
return 1
/atom/movable/proc/clean_on_move()
var/turf/tile = loc
if(isturf(tile))
tile.clean_blood()
for(var/A in tile)
if(is_cleanable(A))
qdel(A)
else if(istype(A, /obj/item))
var/obj/item/cleaned_item = A
cleaned_item.clean_blood()
else if(ishuman(A))
var/mob/living/carbon/human/cleaned_human = A
if(cleaned_human.lying)
if(cleaned_human.head)
cleaned_human.head.clean_blood()
cleaned_human.update_inv_head()
if(cleaned_human.wear_suit)
cleaned_human.wear_suit.clean_blood()
cleaned_human.update_inv_wear_suit()
else if(cleaned_human.w_uniform)
cleaned_human.w_uniform.clean_blood()
cleaned_human.update_inv_w_uniform()
if(cleaned_human.shoes)
cleaned_human.shoes.clean_blood()
cleaned_human.update_inv_shoes()
cleaned_human.clean_blood()
cleaned_human.wash_cream()
to_chat(cleaned_human, "<span class='danger'>[src] cleans your face!</span>")
/atom/movable/Destroy(force)
var/inform_admins = (flags_2 & INFORM_ADMINS_ON_RELOCATE_2)
var/stationloving = (flags_2 & STATIONLOVING_2)
if(inform_admins && force)
var/turf/T = get_turf(src)
message_admins("[src] has been !!force deleted!! in [ADMIN_COORDJMP(T)].")
log_game("[src] has been !!force deleted!! in [COORD(T)].")
if(stationloving && !force)
var/turf/currentturf = get_turf(src)
var/turf/targetturf = relocate()
log_game("[src] has been destroyed in [COORD(currentturf)]. Moving it to [COORD(targetturf)].")
if(inform_admins)
message_admins("[src] has been destroyed in [ADMIN_COORDJMP(currentturf)]. Moving it to [ADMIN_COORDJMP(targetturf)].")
return QDEL_HINT_LETMELIVE
if(stationloving && force)
STOP_PROCESSING(SSinbounds, src)
QDEL_NULL(proximity_monitor)
QDEL_NULL(language_holder)
unbuckle_all_mobs(force=1)
. = ..()
if(loc)
loc.handle_atom_del(src)
for(var/atom/movable/AM in contents)
qdel(AM)
loc = null
invisibility = INVISIBILITY_ABSTRACT
if(pulledby)
pulledby.stop_pulling()
// Previously known as HasEntered()
// This is automatically called when something enters your square
//oldloc = old location on atom, inserted when forceMove is called and ONLY when forceMove is called!
/atom/movable/Crossed(atom/movable/AM, oldloc)
return
//This is tg's equivalent to the byond bump, it used to be called bump with a second arg
//to differentiate it, naturally everyone forgot about this immediately and so some things
//would bump twice, so now it's called Collide
/atom/movable/proc/Collide(atom/A)
if((A))
if(throwing)
throwing.hit_atom(A)
. = 1
if(!A || QDELETED(A))
return
A.CollidedWith(src)
/atom/movable/proc/forceMove(atom/destination)
if(destination)
if(pulledby)
pulledby.stop_pulling()
var/atom/oldloc = loc
var/same_loc = oldloc == destination
var/area/old_area = get_area(oldloc)
var/area/destarea = get_area(destination)
if(oldloc && !same_loc)
oldloc.Exited(src, destination)
if(old_area)
old_area.Exited(src, destination)
loc = destination
if(!same_loc)
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)
Moved(oldloc, 0)
return 1
return 0
/mob/living/forceMove(atom/destination)
stop_pulling()
if(buckled)
buckled.unbuckle_mob(src,force=1)
if(has_buckled_mobs())
unbuckle_all_mobs(force=1)
. = ..()
if(client)
reset_perspective(destination)
update_canmove() //if the mob was asleep inside a container and then got forceMoved out we need to make them fall.
/mob/living/brain/forceMove(atom/destination)
if(container)
return container.forceMove(destination)
else //something went very wrong.
CRASH("Brainmob without container.")
//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(movement_dir = 0)
if(has_gravity(src))
return 1
if(pulledby)
return 1
if(throwing)
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
inertia_last_loc = loc
SSspacedrift.processing[src] = src
return 1
/atom/movable/proc/checkpass(passflag)
return pass_flags&passflag
/atom/movable/proc/throw_impact(atom/hit_atom, throwingdatum)
set waitfor = 0
return hit_atom.hitby(src)
/atom/movable/hitby(atom/movable/AM, skipcatch, hitpush = TRUE, blocked)
if(!anchored && hitpush)
step(src, AM.dir)
..()
/atom/movable/proc/throw_at(atom/target, range, speed, mob/thrower, spin=TRUE, diagonals_first = FALSE, var/datum/callback/callback)
if (!target || (flags_1 & NODROP_1) || speed <= 0)
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.
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.callback = callback
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)
SSthrowing.processing[src] = TT
if (SSthrowing.state == SS_PAUSED && length(SSthrowing.currentrun))
SSthrowing.currentrun[src] = TT
TT.tick()
/atom/movable/proc/handle_buckled_mob_movement(newloc,direct)
for(var/m in buckled_mobs)
var/mob/living/buckled_mob = m
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)
if(mover in buckled_mobs)
return 1
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, end_pixel_y)
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/final_pixel_y = initial(pixel_y)
if(end_pixel_y)
final_pixel_y = end_pixel_y
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
animate(src, pixel_x = pixel_x + pixel_x_diff, pixel_y = pixel_y + pixel_y_diff, time = 2)
animate(pixel_x = initial(pixel_x), pixel_y = final_pixel_y, 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(used_item.icon, A, used_item.icon_state, A.layer + 0.1)
// 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()
. = ..()
. -= "Jump to"
.["Follow"] = "?_src_=holder;adminplayerobservefollow=\ref[src]"
/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
/atom/movable/proc/float(on)
if(throwing)
return
if(on && !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)
floating = TRUE
else if (!on && floating)
animate(src, pixel_y = initial(pixel_y), time = 10)
floating = FALSE
/* Stationloving
*
* A stationloving atom will always teleport back to the station
* if it ever leaves the station z-levels or CentCom. It will also,
* when Destroy() is called, will teleport to a random turf on the
* station.
*
* The turf is guaranteed to be "safe" for normal humans, probably.
* If the station is SUPER SMASHED UP, it might not work.
*
* Here are some important procs:
* relocate()
* moves the atom to a safe turf on the station
*
* check_in_bounds()
* regularly called and checks if `in_bounds()` returns true. If false, it
* triggers a `relocate()`.
*
* in_bounds()
* By default, checks that the atom's z is the station z or centcom.
*/
/atom/movable/proc/set_stationloving(state, inform_admins=FALSE)
var/currently = (flags_2 & STATIONLOVING_2)
if(inform_admins)
flags_2 |= INFORM_ADMINS_ON_RELOCATE_2
else
flags_2 &= ~INFORM_ADMINS_ON_RELOCATE_2
if(state == currently)
return
else if(!state)
STOP_PROCESSING(SSinbounds, src)
flags_2 &= ~STATIONLOVING_2
else
START_PROCESSING(SSinbounds, src)
flags_2 |= STATIONLOVING_2
/atom/movable/proc/relocate()
var/targetturf = find_safe_turf(ZLEVEL_STATION)
if(!targetturf)
if(GLOB.blobstart.len > 0)
targetturf = get_turf(pick(GLOB.blobstart))
else
throw EXCEPTION("Unable to find a blobstart landmark")
if(ismob(loc))
var/mob/M = loc
M.transferItemToLoc(src, targetturf, TRUE) //nodrops disks when?
else if(istype(loc, /obj/item/weapon/storage))
var/obj/item/weapon/storage/S = loc
S.remove_from_storage(src, targetturf)
else
forceMove(targetturf)
// move the disc, so ghosts remain orbiting it even if it's "destroyed"
return targetturf
/atom/movable/proc/check_in_bounds()
if(in_bounds())
return
else
var/turf/currentturf = get_turf(src)
to_chat(get(src, /mob), "<span class='danger'>You can't help but feel that you just lost something back there...</span>")
var/turf/targetturf = relocate()
log_game("[src] has been moved out of bounds in [COORD(currentturf)]. Moving it to [COORD(targetturf)].")
if(flags_2 & INFORM_ADMINS_ON_RELOCATE_2)
message_admins("[src] has been moved out of bounds in [ADMIN_COORDJMP(currentturf)]. Moving it to [ADMIN_COORDJMP(targetturf)].")
/atom/movable/proc/in_bounds()
. = FALSE
var/turf/currentturf = get_turf(src)
if(currentturf && (currentturf.z == ZLEVEL_CENTCOM || currentturf.z == ZLEVEL_STATION || currentturf.z == ZLEVEL_TRANSIT))
. = TRUE
/* 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)
var/datum/language_holder/H = get_language_holder()
H.grant_language(dt)
/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)
var/datum/language_holder/H = get_language_holder()
H.remove_language(dt)
/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)
if(src == user || !isturf(loc))
return FALSE
if(anchored || throwing)
return FALSE
return TRUE