//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31 /* * A large number of misc global procs. */ //Checks if all high bits in req_mask are set in bitfield #define BIT_TEST_ALL(bitfield, req_mask) ((~(bitfield) & (req_mask)) == 0) //Inverts the colour of an HTML string /proc/invertHTML(HTMLstring) if (!( istext(HTMLstring) )) CRASH("Given non-text argument!") return else if (length(HTMLstring) != 7) CRASH("Given non-HTML argument!") return var/textr = copytext(HTMLstring, 2, 4) var/textg = copytext(HTMLstring, 4, 6) var/textb = copytext(HTMLstring, 6, 8) var/r = hex2num(textr) var/g = hex2num(textg) var/b = hex2num(textb) textr = num2hex(255 - r) textg = num2hex(255 - g) textb = num2hex(255 - b) if (length(textr) < 2) textr = text("0[]", textr) if (length(textg) < 2) textr = text("0[]", textg) if (length(textb) < 2) textr = text("0[]", textb) return text("#[][][]", textr, textg, textb) return //Returns the middle-most value /proc/dd_range(var/low, var/high, var/num) return max(low,min(high,num)) //Returns whether or not A is the middle most value /proc/InRange(var/A, var/lower, var/upper) if(A < lower) return 0 if(A > upper) return 0 return 1 /proc/Get_Angle(atom/movable/start,atom/movable/end)//For beams. if(!start || !end) return 0 var/dy var/dx dy=(32*end.y+end.pixel_y)-(32*start.y+start.pixel_y) dx=(32*end.x+end.pixel_x)-(32*start.x+start.pixel_x) if(!dy) return (dx>=0)?90:270 .=arctan(dx/dy) if(dy<0) .+=180 else if(dx<0) .+=360 //Returns location. Returns null if no location was found. /proc/get_teleport_loc(turf/location,mob/target,distance = 1, density = 0, errorx = 0, errory = 0, eoffsetx = 0, eoffsety = 0) /* Location where the teleport begins, target that will teleport, distance to go, density checking 0/1(yes/no). Random error in tile placement x, error in tile placement y, and block offset. Block offset tells the proc how to place the box. Behind teleport location, relative to starting location, forward, etc. Negative values for offset are accepted, think of it in relation to North, -x is west, -y is south. Error defaults to positive. Turf and target are seperate in case you want to teleport some distance from a turf the target is not standing on or something. */ var/dirx = 0//Generic location finding variable. var/diry = 0 var/xoffset = 0//Generic counter for offset location. var/yoffset = 0 var/b1xerror = 0//Generic placing for point A in box. The lower left. var/b1yerror = 0 var/b2xerror = 0//Generic placing for point B in box. The upper right. var/b2yerror = 0 errorx = abs(errorx)//Error should never be negative. errory = abs(errory) //var/errorxy = round((errorx+errory)/2)//Used for diagonal boxes. switch(target.dir)//This can be done through equations but switch is the simpler method. And works fast to boot. //Directs on what values need modifying. if(1)//North diry+=distance yoffset+=eoffsety xoffset+=eoffsetx b1xerror-=errorx b1yerror-=errory b2xerror+=errorx b2yerror+=errory if(2)//South diry-=distance yoffset-=eoffsety xoffset+=eoffsetx b1xerror-=errorx b1yerror-=errory b2xerror+=errorx b2yerror+=errory if(4)//East dirx+=distance yoffset+=eoffsetx//Flipped. xoffset+=eoffsety b1xerror-=errory//Flipped. b1yerror-=errorx b2xerror+=errory b2yerror+=errorx if(8)//West dirx-=distance yoffset-=eoffsetx//Flipped. xoffset+=eoffsety b1xerror-=errory//Flipped. b1yerror-=errorx b2xerror+=errory b2yerror+=errorx var/turf/destination=locate(location.x+dirx,location.y+diry,location.z) if(destination)//If there is a destination. if(errorx||errory)//If errorx or y were specified. var/destination_list[] = list()//To add turfs to list. //destination_list = new() /*This will draw a block around the target turf, given what the error is. Specifying the values above will basically draw a different sort of block. If the values are the same, it will be a square. If they are different, it will be a rectengle. In either case, it will center based on offset. Offset is position from center. Offset always calculates in relation to direction faced. In other words, depending on the direction of the teleport, the offset should remain positioned in relation to destination.*/ var/turf/center = locate((destination.x+xoffset),(destination.y+yoffset),location.z)//So now, find the new center. //Now to find a box from center location and make that our destination. for(var/turf/T in block(locate(center.x+b1xerror,center.y+b1yerror,location.z), locate(center.x+b2xerror,center.y+b2yerror,location.z) )) if(density&&(T.density||T.contains_dense_objects())) continue//If density was specified. if(T.x>world.maxx || T.x<1) continue//Don't want them to teleport off the map. if(T.y>world.maxy || T.y<1) continue destination_list += T if(destination_list.len) destination = pick(destination_list) else return else//Same deal here. if(density&&(destination.density||destination.contains_dense_objects())) return if(destination.x>world.maxx || destination.x<1) return if(destination.y>world.maxy || destination.y<1) return else return return destination /proc/LinkBlocked(turf/A, turf/B) if(A == null || B == null) return 1 var/adir = get_dir(A,B) var/rdir = get_dir(B,A) if((adir & (NORTH|SOUTH)) && (adir & (EAST|WEST))) // diagonal var/iStep = get_step(A,adir&(NORTH|SOUTH)) if(!LinkBlocked(A,iStep) && !LinkBlocked(iStep,B)) return 0 var/pStep = get_step(A,adir&(EAST|WEST)) if(!LinkBlocked(A,pStep) && !LinkBlocked(pStep,B)) return 0 return 1 if(DirBlocked(A,adir)) return 1 if(DirBlocked(B,rdir)) return 1 return 0 /proc/DirBlocked(turf/loc,var/dir) for(var/obj/structure/window/D in loc) if(!D.density) continue if(D.dir == SOUTHWEST) return 1 if(D.dir == dir) return 1 for(var/obj/machinery/door/D in loc) if(!D.density) continue if(istype(D, /obj/machinery/door/window)) if((dir & SOUTH) && (D.dir & (EAST|WEST))) return 1 if((dir & EAST ) && (D.dir & (NORTH|SOUTH))) return 1 else return 1 // it's a real, air blocking door return 0 /proc/TurfBlockedNonWindow(turf/loc) for(var/obj/O in loc) if(O.density && !istype(O, /obj/structure/window)) return 1 return 0 /proc/sign(x) return x!=0?x/abs(x):0 /proc/getline(atom/M,atom/N)//Ultra-Fast Bresenham Line-Drawing Algorithm var/px=M.x //starting x var/py=M.y var/line[] = list(locate(px,py,M.z)) var/dx=N.x-px //x distance var/dy=N.y-py var/dxabs=abs(dx)//Absolute value of x distance var/dyabs=abs(dy) var/sdx=sign(dx) //Sign of x distance (+ or -) var/sdy=sign(dy) var/x=dxabs>>1 //Counters for steps taken, setting to distance/2 var/y=dyabs>>1 //Bit-shifting makes me l33t. It also makes getline() unnessecarrily fast. var/j //Generic integer for counting if(dxabs>=dyabs) //x distance is greater than y for(j=0;j=dxabs) //Every dyabs steps, step once in y direction y-=dxabs py+=sdy px+=sdx //Step on in x direction line+=locate(px,py,M.z)//Add the turf to the list else for(j=0;j=dyabs) x-=dyabs px+=sdx py+=sdy line+=locate(px,py,M.z) return line #define LOCATE_COORDS(X, Y, Z) locate(between(1, X, world.maxx), between(1, Y, world.maxy), Z) /proc/getcircle(turf/center, var/radius) //Uses a fast Bresenham rasterization algorithm to return the turfs in a thin circle. if(!radius) return list(center) var/x = 0 var/y = radius var/p = 3 - 2 * radius . = list() while(y >= x) // only formulate 1/8 of circle . += LOCATE_COORDS(center.x - x, center.y - y, center.z) //upper left left . += LOCATE_COORDS(center.x - y, center.y - x, center.z) //upper upper left . += LOCATE_COORDS(center.x + y, center.y - x, center.z) //upper upper right . += LOCATE_COORDS(center.x + x, center.y - y, center.z) //upper right right . += LOCATE_COORDS(center.x - x, center.y + y, center.z) //lower left left . += LOCATE_COORDS(center.x - y, center.y + x, center.z) //lower lower left . += LOCATE_COORDS(center.x + y, center.y + x, center.z) //lower lower right . += LOCATE_COORDS(center.x + x, center.y + y, center.z) //lower right right if(p < 0) p += 4*x++ + 6; else p += 4*(x++ - y--) + 10; #undef LOCATE_COORDS //Returns whether or not a player is a guest using their ckey as an input /proc/IsGuestKey(key) if (findtext(key, "Guest-", 1, 7) != 1) //was findtextEx return 0 var/i = 7, ch, len = length(key) if(copytext(key, 7, 8) == "W") //webclient i++ for (, i <= len, ++i) ch = text2ascii(key, i) if (ch < 48 || ch > 57) return 0 return 1 //Ensure the frequency is within bounds of what it should be sending/recieving at /proc/sanitize_frequency(var/f, var/low = PUBLIC_LOW_FREQ, var/high = PUBLIC_HIGH_FREQ) f = round(f) f = max(low, f) f = min(high, f) if ((f % 2) == 0) //Ensure the last digit is an odd number f += 1 return f //Turns 1479 into 147.9 /proc/format_frequency(var/f) return "[round(f / 10)].[f % 10]" //This will update a mob's name, real_name, mind.name, data_core records, pda and id //Calling this proc without an oldname will only update the mob and skip updating the pda, id and records ~Carn /mob/proc/fully_replace_character_name(var/oldname,var/newname) if(!newname) return 0 real_name = newname name = newname if(mind) mind.name = newname if(dna) dna.real_name = real_name if(oldname) //update the datacore records! This is goig to be a bit costly. for(var/list/L in list(data_core.general,data_core.medical,data_core.security,data_core.locked)) for(var/datum/data/record/R in L) if(R.fields["name"] == oldname) R.fields["name"] = newname break //update our pda and id if we have them on our person var/list/searching = GetAllContents(searchDepth = 3) var/search_id = 1 var/search_pda = 1 for(var/A in searching) if( search_id && istype(A,/obj/item/weapon/card/id) ) var/obj/item/weapon/card/id/ID = A if(ID.registered_name == oldname) ID.registered_name = newname ID.name = "[newname]'s ID Card ([ID.assignment])" if(!search_pda) break search_id = 0 else if( search_pda && istype(A,/obj/item/device/pda) ) var/obj/item/device/pda/PDA = A if(PDA.owner == oldname) PDA.owner = newname PDA.name = "PDA-[newname] ([PDA.ownjob])" if(!search_id) break search_pda = 0 return 1 //Generalised helper proc for letting mobs rename themselves. Used to be clname() and ainame() //Last modified by Carn /mob/proc/rename_self(var/role, var/allow_numbers=0) spawn(0) var/oldname = real_name var/time_passed = world.time var/newname for(var/i=1,i<=3,i++) //we get 3 attempts to pick a suitable name. newname = input(src,"You are \a [role]. Would you like to change your name to something else?", "Name change",oldname) as text if((world.time-time_passed)>3000) return //took too long newname = sanitizeName(newname, ,allow_numbers) //returns null if the name doesn't meet some basic requirements. Tidies up a few other things like bad-characters. for(var/mob/living/M in player_list) if(M == src) continue if(!newname || M.real_name == newname) newname = null break if(newname) break //That's a suitable name! src << "Sorry, that [role]-name wasn't appropriate, please try another. It's possibly too long/short, has bad characters or is already taken." if(!newname) //we'll stick with the oldname then return if(cmptext("ai",role)) if(isAI(src)) var/mob/living/silicon/ai/A = src oldname = null//don't bother with the records update crap //world << "[newname] is the AI!" //world << sound('sound/AI/newAI.ogg') // Set eyeobj name A.SetName(newname) fully_replace_character_name(oldname,newname) //Picks a string of symbols to display as the law number for hacked or ion laws /proc/ionnum() return "[pick("1","2","3","4","5","6","7","8","9","0")][pick("!","@","#","$","%","^","&","*")][pick("!","@","#","$","%","^","&","*")][pick("!","@","#","$","%","^","&","*")]" //When an AI is activated, it can choose from a list of non-slaved borgs to have as a slave. /proc/freeborg() var/select = null var/list/borgs = list() for (var/mob/living/silicon/robot/A in player_list) if (A.stat == 2 || A.connected_ai || A.scrambledcodes || istype(A,/mob/living/silicon/robot/drone)) continue var/name = "[A.real_name] ([A.modtype] [A.braintype])" borgs[name] = A if (borgs.len) select = input("Unshackled borg signals detected:", "Borg selection", null, null) as null|anything in borgs return borgs[select] //When a borg is activated, it can choose which AI it wants to be slaved to /proc/active_ais() . = list() for(var/mob/living/silicon/ai/A in living_mob_list) if(A.stat == DEAD) continue if(A.control_disabled == 1) continue . += A return . //Find an active ai with the least borgs. VERBOSE PROCNAME HUH! /proc/select_active_ai_with_fewest_borgs() var/mob/living/silicon/ai/selected var/list/active = active_ais() for(var/mob/living/silicon/ai/A in active) if(!selected || (selected.connected_robots.len > A.connected_robots.len)) selected = A return selected /proc/select_active_ai(var/mob/user) var/list/ais = active_ais() if(ais.len) if(user) . = input(usr,"AI signals detected:", "AI selection") in ais else . = pick(ais) return . /proc/get_sorted_mobs() var/list/old_list = getmobs() var/list/AI_list = list() var/list/Dead_list = list() var/list/keyclient_list = list() var/list/key_list = list() var/list/logged_list = list() for(var/named in old_list) var/mob/M = old_list[named] if(issilicon(M)) AI_list |= M else if(isobserver(M) || M.stat == 2) Dead_list |= M else if(M.key && M.client) keyclient_list |= M else if(M.key) key_list |= M else logged_list |= M old_list.Remove(named) var/list/new_list = list() new_list += AI_list new_list += keyclient_list new_list += key_list new_list += logged_list new_list += Dead_list return new_list //Returns a list of all mobs with their name /proc/getmobs() var/list/mobs = sortmobs() var/list/names = list() var/list/creatures = list() var/list/namecounts = list() for(var/mob/M in mobs) var/name = M.name if (name in names) namecounts[name]++ name = "[name] ([namecounts[name]])" else names.Add(name) namecounts[name] = 1 if (M.real_name && M.real_name != M.name) name += " \[[M.real_name]\]" if (M.stat == 2) if(istype(M, /mob/observer/dead/)) name += " \[ghost\]" else name += " \[dead\]" creatures[name] = M return creatures //Orders mobs by type then by name /proc/sortmobs() var/list/moblist = list() var/list/sortmob = sortAtom(mob_list) for(var/mob/observer/eye/M in sortmob) moblist.Add(M) for(var/mob/living/silicon/ai/M in sortmob) moblist.Add(M) for(var/mob/living/silicon/pai/M in sortmob) moblist.Add(M) for(var/mob/living/silicon/robot/M in sortmob) moblist.Add(M) for(var/mob/living/carbon/human/M in sortmob) moblist.Add(M) for(var/mob/living/carbon/brain/M in sortmob) moblist.Add(M) for(var/mob/living/carbon/alien/M in sortmob) moblist.Add(M) for(var/mob/observer/dead/M in sortmob) moblist.Add(M) for(var/mob/new_player/M in sortmob) moblist.Add(M) for(var/mob/living/carbon/slime/M in sortmob) moblist.Add(M) for(var/mob/living/simple_animal/M in sortmob) moblist.Add(M) // for(var/mob/living/silicon/hivebot/M in world) // mob_list.Add(M) // for(var/mob/living/silicon/hive_mainframe/M in world) // mob_list.Add(M) return moblist //Forces a variable to be posative /proc/modulus(var/M) if(M >= 0) return M if(M < 0) return -M // returns the turf located at the map edge in the specified direction relative to A // used for mass driver /proc/get_edge_target_turf(var/atom/A, var/direction) var/turf/target = locate(A.x, A.y, A.z) if(!A || !target) return 0 //since NORTHEAST == NORTH & EAST, etc, doing it this way allows for diagonal mass drivers in the future //and isn't really any more complicated // Note diagonal directions won't usually be accurate if(direction & NORTH) target = locate(target.x, world.maxy, target.z) if(direction & SOUTH) target = locate(target.x, 1, target.z) if(direction & EAST) target = locate(world.maxx, target.y, target.z) if(direction & WEST) target = locate(1, target.y, target.z) return target // returns turf relative to A in given direction at set range // result is bounded to map size // note range is non-pythagorean // used for disposal system /proc/get_ranged_target_turf(var/atom/A, var/direction, var/range) var/x = A.x var/y = A.y if(direction & NORTH) y = min(world.maxy, y + range) if(direction & SOUTH) y = max(1, y - range) if(direction & EAST) x = min(world.maxx, x + range) if(direction & WEST) x = max(1, x - range) return locate(x,y,A.z) // returns turf relative to A offset in dx and dy tiles // bound to map limits /proc/get_offset_target_turf(var/atom/A, var/dx, var/dy) var/x = min(world.maxx, max(1, A.x + dx)) var/y = min(world.maxy, max(1, A.y + dy)) return locate(x,y,A.z) //Makes sure MIDDLE is between LOW and HIGH. If not, it adjusts it. Returns the adjusted value. /proc/between(var/low, var/middle, var/high) return max(min(middle, high), low) proc/arctan(x) var/y=arcsin(x/sqrt(1+x*x)) return y //returns random gauss number proc/GaussRand(var/sigma) var/x,y,rsq do x=2*rand()-1 y=2*rand()-1 rsq=x*x+y*y while(rsq>1 || !rsq) return sigma*y*sqrt(-2*log(rsq)/rsq) //returns random gauss number, rounded to 'roundto' proc/GaussRandRound(var/sigma,var/roundto) return round(GaussRand(sigma),roundto) //Will return the contents of an atom recursivly to a depth of 'searchDepth' /atom/proc/GetAllContents(searchDepth = 5) var/list/toReturn = list() for(var/atom/part in contents) toReturn += part if(part.contents.len && searchDepth) toReturn += part.GetAllContents(searchDepth - 1) return toReturn //Step-towards method of determining whether one atom can see another. Similar to viewers() /proc/can_see(var/atom/source, var/atom/target, var/length=5) // I couldn't be arsed to do actual raycasting :I This is horribly inaccurate. var/turf/current = get_turf(source) var/turf/target_turf = get_turf(target) var/steps = 0 if(!current || !target_turf) return 0 while(current != target_turf) if(steps > length) return 0 if(current.opacity) return 0 for(var/atom/A in current) if(A.opacity) return 0 current = get_step_towards(current, target_turf) steps++ return 1 /proc/is_blocked_turf(var/turf/T) var/cant_pass = 0 if(T.density) cant_pass = 1 for(var/atom/A in T) if(A.density)//&&A.anchored cant_pass = 1 return cant_pass /proc/get_step_towards2(var/atom/ref , var/atom/trg) var/base_dir = get_dir(ref, get_step_towards(ref,trg)) var/turf/temp = get_step_towards(ref,trg) if(is_blocked_turf(temp)) var/dir_alt1 = turn(base_dir, 90) var/dir_alt2 = turn(base_dir, -90) var/turf/turf_last1 = temp var/turf/turf_last2 = temp var/free_tile = null var/breakpoint = 0 while(!free_tile && breakpoint < 10) if(!is_blocked_turf(turf_last1)) free_tile = turf_last1 break if(!is_blocked_turf(turf_last2)) free_tile = turf_last2 break turf_last1 = get_step(turf_last1,dir_alt1) turf_last2 = get_step(turf_last2,dir_alt2) breakpoint++ if(!free_tile) return get_step(ref, base_dir) else return get_step_towards(ref,free_tile) else return get_step(ref, base_dir) //Takes: Anything that could possibly have variables and a varname to check. //Returns: 1 if found, 0 if not. /proc/hasvar(var/datum/A, var/varname) if(A.vars.Find(lowertext(varname))) return 1 else return 0 //Returns: all the areas in the world /proc/return_areas() var/list/area/areas = list() for(var/area/A in world) areas += A return areas //Returns: all the areas in the world, sorted. /proc/return_sorted_areas() return sortAtom(return_areas()) //Takes: Area type as text string or as typepath OR an instance of the area. //Returns: A list of all areas of that type in the world. /proc/get_areas(var/areatype) if(!areatype) return null if(istext(areatype)) areatype = text2path(areatype) if(isarea(areatype)) var/area/areatemp = areatype areatype = areatemp.type var/list/areas = new/list() for(var/area/N in world) if(istype(N, areatype)) areas += N return areas //Takes: Area type as text string or as typepath OR an instance of the area. //Returns: A list of all turfs in areas of that type of that type in the world. /proc/get_area_turfs(var/areatype) if(!areatype) return null if(istext(areatype)) areatype = text2path(areatype) if(isarea(areatype)) var/area/areatemp = areatype areatype = areatemp.type var/list/turfs = new/list() for(var/area/N in world) if(istype(N, areatype)) for(var/turf/T in N) turfs += T return turfs //Takes: Area type as text string or as typepath OR an instance of the area. //Returns: A list of all atoms (objs, turfs, mobs) in areas of that type of that type in the world. /proc/get_area_all_atoms(var/areatype) if(!areatype) return null if(istext(areatype)) areatype = text2path(areatype) if(isarea(areatype)) var/area/areatemp = areatype areatype = areatemp.type var/list/atoms = new/list() for(var/area/N in world) if(istype(N, areatype)) for(var/atom/A in N) atoms += A return atoms /datum/coords //Simple datum for storing coordinates. var/x_pos = null var/y_pos = null var/z_pos = null /area/proc/move_contents_to(var/area/A, var/turftoleave=null, var/direction = null) //Takes: Area. Optional: turf type to leave behind. //Returns: Nothing. //Notes: Attempts to move the contents of one area to another area. // Movement based on lower left corner. Tiles that do not fit // into the new area will not be moved. if(!A || !src) return 0 var/list/turfs_src = get_area_turfs(src.type) var/list/turfs_trg = get_area_turfs(A.type) var/src_min_x = 0 var/src_min_y = 0 for (var/turf/T in turfs_src) if(T.x < src_min_x || !src_min_x) src_min_x = T.x if(T.y < src_min_y || !src_min_y) src_min_y = T.y var/trg_min_x = 0 var/trg_min_y = 0 for (var/turf/T in turfs_trg) if(T.x < trg_min_x || !trg_min_x) trg_min_x = T.x if(T.y < trg_min_y || !trg_min_y) trg_min_y = T.y var/list/refined_src = new/list() for(var/turf/T in turfs_src) refined_src += T refined_src[T] = new/datum/coords var/datum/coords/C = refined_src[T] C.x_pos = (T.x - src_min_x) C.y_pos = (T.y - src_min_y) var/list/refined_trg = new/list() for(var/turf/T in turfs_trg) refined_trg += T refined_trg[T] = new/datum/coords var/datum/coords/C = refined_trg[T] C.x_pos = (T.x - trg_min_x) C.y_pos = (T.y - trg_min_y) var/list/fromupdate = new/list() var/list/toupdate = new/list() moving: for (var/turf/T in refined_src) var/datum/coords/C_src = refined_src[T] for (var/turf/B in refined_trg) var/datum/coords/C_trg = refined_trg[B] if(C_src.x_pos == C_trg.x_pos && C_src.y_pos == C_trg.y_pos) var/old_dir1 = T.dir var/old_icon_state1 = T.icon_state var/old_icon1 = T.icon var/old_overlays = T.overlays.Copy() var/old_underlays = T.underlays.Copy() var/turf/X = B.ChangeTurf(T.type) X.set_dir(old_dir1) X.icon_state = old_icon_state1 X.icon = old_icon1 //Shuttle floors are in shuttle.dmi while the defaults are floors.dmi X.overlays = old_overlays X.underlays = old_underlays var/turf/simulated/ST = T if(istype(ST) && ST.zone) var/turf/simulated/SX = X if(!SX.air) SX.make_air() SX.air.copy_from(ST.zone.air) ST.zone.remove(ST) /* Quick visual fix for some weird shuttle corner artefacts when on transit space tiles */ if(direction && findtext(X.icon_state, "swall_s")) // Spawn a new shuttle corner object var/obj/corner = new() corner.loc = X corner.density = 1 corner.anchored = 1 corner.icon = X.icon corner.icon_state = replacetext(X.icon_state, "_s", "_f") corner.tag = "delete me" corner.name = "wall" // Find a new turf to take on the property of var/turf/nextturf = get_step(corner, direction) if(!nextturf || !istype(nextturf, /turf/space)) nextturf = get_step(corner, turn(direction, 180)) // Take on the icon of a neighboring scrolling space icon X.icon = nextturf.icon X.icon_state = nextturf.icon_state for(var/obj/O in T) // Reset the shuttle corners if(O.tag == "delete me") X.icon = 'icons/turf/shuttle.dmi' X.icon_state = replacetext(O.icon_state, "_f", "_s") // revert the turf to the old icon_state X.name = "wall" qdel(O) // prevents multiple shuttle corners from stacking continue if(!istype(O,/obj)) continue O.loc = X for(var/mob/M in T) if(!istype(M,/mob) || istype(M, /mob/observer/eye)) continue // If we need to check for more mobs, I'll add a variable M.loc = X // var/area/AR = X.loc // if(AR.lighting_use_dynamic) //TODO: rewrite this code so it's not messed by lighting ~Carn // X.opacity = !X.opacity // X.SetOpacity(!X.opacity) toupdate += X if(turftoleave) fromupdate += T.ChangeTurf(turftoleave) else T.ChangeTurf(get_base_turf_by_area(T)) refined_src -= T refined_trg -= B continue moving proc/DuplicateObject(obj/original, var/perfectcopy = 0 , var/sameloc = 0) if(!original) return null var/obj/O = null if(sameloc) O=new original.type(original.loc) else O=new original.type(locate(0,0,0)) if(perfectcopy) if((O) && (original)) for(var/V in original.vars) if(!(V in list("type","loc","locs","vars", "parent", "parent_type","verbs","ckey","key"))) O.vars[V] = original.vars[V] return O /area/proc/copy_contents_to(var/area/A , var/platingRequired = 0 ) //Takes: Area. Optional: If it should copy to areas that don't have plating //Returns: Nothing. //Notes: Attempts to move the contents of one area to another area. // Movement based on lower left corner. Tiles that do not fit // into the new area will not be moved. // Does *not* affect gases etc; copied turfs will be changed via ChangeTurf, and the dir, icon, and icon_state copied. All other vars will remain default. if(!A || !src) return 0 var/list/turfs_src = get_area_turfs(src.type) var/list/turfs_trg = get_area_turfs(A.type) var/src_min_x = 0 var/src_min_y = 0 for (var/turf/T in turfs_src) if(T.x < src_min_x || !src_min_x) src_min_x = T.x if(T.y < src_min_y || !src_min_y) src_min_y = T.y var/trg_min_x = 0 var/trg_min_y = 0 for (var/turf/T in turfs_trg) if(T.x < trg_min_x || !trg_min_x) trg_min_x = T.x if(T.y < trg_min_y || !trg_min_y) trg_min_y = T.y var/list/refined_src = new/list() for(var/turf/T in turfs_src) refined_src += T refined_src[T] = new/datum/coords var/datum/coords/C = refined_src[T] C.x_pos = (T.x - src_min_x) C.y_pos = (T.y - src_min_y) var/list/refined_trg = new/list() for(var/turf/T in turfs_trg) refined_trg += T refined_trg[T] = new/datum/coords var/datum/coords/C = refined_trg[T] C.x_pos = (T.x - trg_min_x) C.y_pos = (T.y - trg_min_y) var/list/toupdate = new/list() var/copiedobjs = list() moving: for (var/turf/T in refined_src) var/datum/coords/C_src = refined_src[T] for (var/turf/B in refined_trg) var/datum/coords/C_trg = refined_trg[B] if(C_src.x_pos == C_trg.x_pos && C_src.y_pos == C_trg.y_pos) var/old_dir1 = T.dir var/old_icon_state1 = T.icon_state var/old_icon1 = T.icon var/old_overlays = T.overlays.Copy() var/old_underlays = T.underlays.Copy() if(platingRequired) if(istype(B, get_base_turf_by_area(B))) continue moving var/turf/X = B X.ChangeTurf(T.type) X.set_dir(old_dir1) X.icon_state = old_icon_state1 X.icon = old_icon1 //Shuttle floors are in shuttle.dmi while the defaults are floors.dmi X.overlays = old_overlays X.underlays = old_underlays var/list/objs = new/list() var/list/newobjs = new/list() var/list/mobs = new/list() var/list/newmobs = new/list() for(var/obj/O in T) if(!istype(O,/obj)) continue objs += O for(var/obj/O in objs) newobjs += DuplicateObject(O , 1) for(var/obj/O in newobjs) O.loc = X for(var/mob/M in T) if(!istype(M,/mob) || istype(M, /mob/observer/eye)) continue // If we need to check for more mobs, I'll add a variable mobs += M for(var/mob/M in mobs) newmobs += DuplicateObject(M , 1) for(var/mob/M in newmobs) M.loc = X copiedobjs += newobjs copiedobjs += newmobs // var/area/AR = X.loc // if(AR.lighting_use_dynamic) // X.opacity = !X.opacity // X.sd_SetOpacity(!X.opacity) //TODO: rewrite this code so it's not messed by lighting ~Carn toupdate += X refined_src -= T refined_trg -= B continue moving if(toupdate.len) for(var/turf/simulated/T1 in toupdate) air_master.mark_for_update(T1) return copiedobjs proc/get_cardinal_dir(atom/A, atom/B) var/dx = abs(B.x - A.x) var/dy = abs(B.y - A.y) return get_dir(A, B) & (rand() * (dx+dy) < dy ? 3 : 12) //chances are 1:value. anyprob(1) will always return true proc/anyprob(value) return (rand(1,value)==value) proc/view_or_range(distance = world.view , center = usr , type) switch(type) if("view") . = view(distance,center) if("range") . = range(distance,center) return proc/oview_or_orange(distance = world.view , center = usr , type) switch(type) if("view") . = oview(distance,center) if("range") . = orange(distance,center) return proc/get_mob_with_client_list() var/list/mobs = list() for(var/mob/M in mob_list) if (M.client) mobs += M return mobs /proc/parse_zone(zone) if(zone == "r_hand") return "right hand" else if (zone == "l_hand") return "left hand" else if (zone == "l_arm") return "left arm" else if (zone == "r_arm") return "right arm" else if (zone == "l_leg") return "left leg" else if (zone == "r_leg") return "right leg" else if (zone == "l_foot") return "left foot" else if (zone == "r_foot") return "right foot" else if (zone == "l_hand") return "left hand" else if (zone == "r_hand") return "right hand" else if (zone == "l_foot") return "left foot" else if (zone == "r_foot") return "right foot" else return zone /proc/get(atom/loc, type) while(loc) if(istype(loc, type)) return loc loc = loc.loc return null /proc/get_turf_or_move(turf/location) return get_turf(location) //Quick type checks for some tools var/global/list/common_tools = list( /obj/item/stack/cable_coil, /obj/item/weapon/wrench, /obj/item/weapon/weldingtool, /obj/item/weapon/screwdriver, /obj/item/weapon/wirecutters, /obj/item/device/multitool, /obj/item/weapon/crowbar) /proc/istool(O) if(O && is_type_in_list(O, common_tools)) return 1 return 0 /proc/iswrench(O) if(istype(O, /obj/item/weapon/wrench)) return 1 return 0 /proc/iswelder(O) if(istype(O, /obj/item/weapon/weldingtool)) return 1 return 0 /proc/iscoil(O) if(istype(O, /obj/item/stack/cable_coil)) return 1 return 0 /proc/iswirecutter(O) if(istype(O, /obj/item/weapon/wirecutters)) return 1 return 0 /proc/isscrewdriver(O) if(istype(O, /obj/item/weapon/screwdriver)) return 1 return 0 /proc/ismultitool(O) if(istype(O, /obj/item/device/multitool)) return 1 return 0 /proc/iscrowbar(O) if(istype(O, /obj/item/weapon/crowbar)) return 1 return 0 /proc/iswire(O) if(istype(O, /obj/item/stack/cable_coil)) return 1 return 0 proc/is_hot(obj/item/W as obj) switch(W.type) if(/obj/item/weapon/weldingtool) var/obj/item/weapon/weldingtool/WT = W if(WT.isOn()) return 3800 else return 0 if(/obj/item/weapon/flame/lighter) if(W:lit) return 1500 else return 0 if(/obj/item/weapon/flame/match) if(W:lit) return 1000 else return 0 if(/obj/item/clothing/mask/smokable/cigarette) if(W:lit) return 1000 else return 0 if(/obj/item/weapon/pickaxe/plasmacutter) return 3800 if(/obj/item/weapon/melee/energy) return 3500 else return 0 return 0 //Whether or not the given item counts as sharp in terms of dealing damage /proc/is_sharp(obj/O as obj) if (!O) return 0 if (O.sharp) return 1 if (O.edge) return 1 return 0 //Whether or not the given item counts as cutting with an edge in terms of removing limbs /proc/has_edge(obj/O as obj) if (!O) return 0 if (O.edge) return 1 return 0 //Returns 1 if the given item is capable of popping things like balloons, inflatable barriers, or cutting police tape. /proc/can_puncture(obj/item/W as obj) // For the record, WHAT THE HELL IS THIS METHOD OF DOING IT? if(!W) return 0 if(W.sharp) return 1 return ( \ W.sharp || \ istype(W, /obj/item/weapon/screwdriver) || \ istype(W, /obj/item/weapon/pen) || \ istype(W, /obj/item/weapon/weldingtool) || \ istype(W, /obj/item/weapon/flame/lighter/zippo) || \ istype(W, /obj/item/weapon/flame/match) || \ istype(W, /obj/item/clothing/mask/smokable/cigarette) || \ istype(W, /obj/item/weapon/shovel) \ ) /proc/is_surgery_tool(obj/item/W as obj) return ( \ istype(W, /obj/item/weapon/scalpel) || \ istype(W, /obj/item/weapon/hemostat) || \ istype(W, /obj/item/weapon/retractor) || \ istype(W, /obj/item/weapon/cautery) || \ istype(W, /obj/item/weapon/bonegel) || \ istype(W, /obj/item/weapon/bonesetter) ) //check if mob is lying down on something we can operate him on. /proc/can_operate(mob/living/carbon/M) return (M.lying && \ locate(/obj/machinery/optable, M.loc) || \ (locate(/obj/structure/bed/roller, M.loc) && prob(75)) || \ (locate(/obj/structure/table/, M.loc) && prob(66))) /proc/reverse_direction(var/dir) switch(dir) if(NORTH) return SOUTH if(NORTHEAST) return SOUTHWEST if(EAST) return WEST if(SOUTHEAST) return NORTHWEST if(SOUTH) return NORTH if(SOUTHWEST) return NORTHEAST if(WEST) return EAST if(NORTHWEST) return SOUTHEAST /* Checks if that loc and dir has a item on the wall */ var/list/WALLITEMS = list( "/obj/machinery/power/apc", "/obj/machinery/alarm", "/obj/item/device/radio/intercom", "/obj/structure/extinguisher_cabinet", "/obj/structure/reagent_dispensers/peppertank", "/obj/machinery/status_display", "/obj/machinery/requests_console", "/obj/machinery/light_switch", "/obj/effect/sign", "/obj/machinery/newscaster", "/obj/machinery/firealarm", "/obj/structure/noticeboard", "/obj/machinery/door_control", "/obj/machinery/computer/security/telescreen", "/obj/machinery/embedded_controller/radio/simple_vent_controller", "/obj/item/weapon/storage/secure/safe", "/obj/machinery/door_timer", "/obj/machinery/flasher", "/obj/machinery/keycard_auth", "/obj/structure/mirror", "/obj/structure/closet/fireaxecabinet", "/obj/machinery/computer/security/telescreen/entertainment" ) /proc/gotwallitem(loc, dir) for(var/obj/O in loc) for(var/item in WALLITEMS) if(istype(O, text2path(item))) //Direction works sometimes if(O.dir == dir) return 1 //Some stuff doesn't use dir properly, so we need to check pixel instead switch(dir) if(SOUTH) if(O.pixel_y > 10) return 1 if(NORTH) if(O.pixel_y < -10) return 1 if(WEST) if(O.pixel_x > 10) return 1 if(EAST) if(O.pixel_x < -10) return 1 //Some stuff is placed directly on the wallturf (signs) for(var/obj/O in get_step(loc, dir)) for(var/item in WALLITEMS) if(istype(O, text2path(item))) if(O.pixel_x == 0 && O.pixel_y == 0) return 1 return 0 /proc/format_text(text) return replacetext(replacetext(text,"\proper ",""),"\improper ","") /proc/topic_link(var/datum/D, var/arglist, var/content) if(istype(arglist,/list)) arglist = list2params(arglist) return "[content]" /proc/get_random_colour(var/simple, var/lower=0, var/upper=255) var/colour if(simple) colour = pick(list("FF0000","FF7F00","FFFF00","00FF00","0000FF","4B0082","8F00FF")) else for(var/i=1;i<=3;i++) var/temp_col = "[num2hex(rand(lower,upper))]" if(length(temp_col )<2) temp_col = "0[temp_col]" colour += temp_col return colour var/mob/dview/dview_mob = new //Version of view() which ignores darkness, because BYOND doesn't have it. /proc/dview(var/range = world.view, var/center, var/invis_flags = 0) if(!center) return dview_mob.loc = center dview_mob.see_invisible = invis_flags . = view(range, dview_mob) dview_mob.loc = null /mob/dview invisibility = 101 density = 0 anchored = 1 simulated = 0 see_in_dark = 1e6 /atom/proc/get_light_and_color(var/atom/origin) if(origin) color = origin.color set_light(origin.light_range, origin.light_power, origin.light_color) /mob/dview/New() ..() // We don't want to be in any mob lists; we're a dummy not a mob. mob_list -= src if(stat == DEAD) dead_mob_list -= src else living_mob_list -= src // call to generate a stack trace and print to runtime logs /proc/crash_with(msg) CRASH(msg) /proc/screen_loc2turf(scr_loc, turf/origin) var/tX = splittext(scr_loc, ",") var/tY = splittext(tX[2], ":") var/tZ = origin.z tY = tY[1] tX = splittext(tX[1], ":") tX = tX[1] tX = max(1, min(world.maxx, origin.x + (text2num(tX) - (world.view + 1)))) tY = max(1, min(world.maxy, origin.y + (text2num(tY) - (world.view + 1)))) return locate(tX, tY, tZ)