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S.P.L.U.R.T-Station-13/code/game/atoms_movement.dm
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2020-07-20 21:37:44 -07:00

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// File for movement procs for atom/movable
////////////////////////////////////////
// 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)
set waitfor = FALSE //n o
. = FALSE
if(!newloc || newloc == loc)
return
if(!direct)
direct = get_dir(src, newloc)
setDir(direct)
if(!loc.Exit(src, newloc))
return
if(!newloc.Enter(src, src.loc))
return
if (SEND_SIGNAL(src, COMSIG_MOVABLE_PRE_MOVE, newloc) & COMPONENT_MOVABLE_BLOCK_PRE_MOVE)
return
// Past this is the point of no return
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)
//
////////////////////////////////////////
/atom/movable/Move(atom/newloc, direct)
set waitfor = FALSE //n o
var/atom/movable/pullee = pulling
var/turf/T = loc
if(!moving_from_pull)
check_pulling()
if(!loc || !newloc)
return FALSE
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
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(!.)
setDir(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 = NONE
return
if(.)
last_move = direct
setDir(direct)
if(has_buckled_mobs() && !handle_buckled_mob_movement(loc,direct)) //movement failed due to buckled mob(s)
return FALSE
if(pulling && pulling == pullee && pulling != moving_from_pull) //we were pulling a thing and didn't lose it during our move.
if(pulling.anchored)
stop_pulling()
else
var/pull_dir = get_dir(src, pulling)
//puller and pullee more than one tile away or in diagonal position
if(get_dist(src, pulling) > 1 || (moving_diagonally != SECOND_DIAG_STEP && ((pull_dir - 1) & pull_dir)))
pulling.moving_from_pull = src
pulling.Move(T, get_dir(pulling, T)) //the pullee tries to reach our previous position
pulling.moving_from_pull = null
Moved(oldloc, direct)
/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))
forceMove(buckled_mob.loc)
last_move = buckled_mob.last_move
inertia_dir = last_move
buckled_mob.inertia_dir = last_move
return FALSE
return TRUE
//Called after a successful Move(). By this point, we've already moved
/atom/movable/proc/Moved(atom/OldLoc, Dir, Forced = FALSE)
SEND_SIGNAL(src, COMSIG_MOVABLE_MOVED, OldLoc, Dir, Forced)
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
SEND_SIGNAL(src, COMSIG_MOVABLE_CROSS, AM)
return CanPass(AM, AM.loc, TRUE)
//oldloc = old location on atom, inserted when forceMove is called and ONLY when forceMove is called!
/atom/movable/Crossed(atom/movable/AM, oldloc)
SEND_SIGNAL(src, COMSIG_MOVABLE_CROSSED, AM)
/atom/movable/Uncross(atom/movable/AM, atom/newloc)
. = ..()
if(SEND_SIGNAL(src, COMSIG_MOVABLE_UNCROSS, AM) & COMPONENT_MOVABLE_BLOCK_UNCROSS)
return FALSE
if(isturf(newloc) && !CheckExit(AM, newloc))
return FALSE
/atom/movable/Uncrossed(atom/movable/AM)
SEND_SIGNAL(src, COMSIG_MOVABLE_UNCROSSED, AM)
/atom/movable/Bump(atom/A)
if(!A)
CRASH("Bump was called with no argument.")
SEND_SIGNAL(src, COMSIG_MOVABLE_BUMP, A)
. = ..()
if(!QDELETED(throwing))
throwing.hit_atom(A)
. = TRUE
if(QDELETED(A))
return
A.Bumped(src)
/atom/movable/proc/onTransitZ(old_z,new_z)
SEND_SIGNAL(src, COMSIG_MOVABLE_Z_CHANGED, 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)
/atom/movable/proc/setMovetype(newval)
movement_type = newval
///////////// FORCED MOVEMENT /////////////
/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)
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)
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)
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
//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(!isturf(loc))
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