/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, Forced = FALSE) SendSignal(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() 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, "[src] cleans your face!") /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) SendSignal(COMSIG_MOVABLE_CROSSED, AM) //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) SendSignal(COMSIG_MOVABLE_COLLIDE, A) if(A) if(throwing) throwing.hit_atom(A) . = TRUE if(!A || QDELETED(A)) return A.CollidedWith(src) /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) 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, NONE, TRUE) . = TRUE //If no destination, move the atom into nullspace (don't do this unless you know what you're doing) else . = TRUE 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 /mob/living/forceMove(atom/destination) stop_pulling() if(buckled) buckled.unbuckle_mob(src, force = TRUE) if(has_buckled_mobs()) unbuckle_all_mobs(force = TRUE) . = ..() if(.) 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 SendSignal(COMSIG_MOVABLE_IMPACT, hit_atom, throwingdatum) 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 this returns FALSE then callback will not be called. . = FALSE 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. . = 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.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;[HrefToken()];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 //TODO: Better floating /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_PRIMARY) 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/storage)) var/obj/item/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), "You can't help but feel that you just lost something back there...") 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 in GLOB.station_z_levels) || 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