Files
Paradise/code/__HELPERS/game.dm
Tigercat2000 288af9f92c Revert "Merge pull request #4739 from monster860/vg-parallax"
This reverts commit 451c934379, reversing
changes made to 64f26d999f.

Conflicts:
	SQL/paradise_schema.sql
	SQL/paradise_schema_prefixed.sql
2016-07-28 15:48:27 -07:00

483 lines
14 KiB
Plaintext

/proc/dopage(src,target)
var/href_list
var/href
href_list = params2list("src=\ref[src]&[target]=1")
href = "src=\ref[src];[target]=1"
src:temphtml = null
src:Topic(href, href_list)
return null
/proc/get_area_master(const/O)
var/area/A = get_area(O)
if(isarea(A))
return A
/proc/get_area(atom/A)
if(!istype(A))
return
for(A, A && !isarea(A), A=A.loc); //semicolon is for the empty statement
return A
/proc/get_area_name(N) //get area by its name
for(var/area/A in world)
if(A.name == N)
return A
return 0
/proc/get_areas_in_range(dist=0, atom/center=usr)
if(!dist)
var/turf/T = get_turf(center)
return T ? list(T.loc) : list()
if(!center)
return list()
var/list/turfs = RANGE_TURFS(dist, center)
var/list/areas = list()
for(var/V in turfs)
var/turf/T = V
areas |= T.loc
return areas
// Like view but bypasses luminosity check
/proc/hear(var/range, var/atom/source)
var/lum = source.luminosity
source.luminosity = 6
var/list/heard = view(range, source)
source.luminosity = lum
return heard
/proc/circlerange(center=usr,radius=3)
var/turf/centerturf = get_turf(center)
var/list/turfs = new/list()
var/rsq = radius * (radius+0.5)
for(var/atom/T in range(radius, centerturf))
var/dx = T.x - centerturf.x
var/dy = T.y - centerturf.y
if(dx*dx + dy*dy <= rsq)
turfs += T
//turfs += centerturf
return turfs
/proc/circleview(center=usr,radius=3)
var/turf/centerturf = get_turf(center)
var/list/atoms = new/list()
var/rsq = radius * (radius+0.5)
for(var/atom/A in view(radius, centerturf))
var/dx = A.x - centerturf.x
var/dy = A.y - centerturf.y
if(dx*dx + dy*dy <= rsq)
atoms += A
//turfs += centerturf
return atoms
/proc/get_dist_euclidian(atom/Loc1 as turf|mob|obj,atom/Loc2 as turf|mob|obj)
var/dx = Loc1.x - Loc2.x
var/dy = Loc1.y - Loc2.y
var/dist = sqrt(dx**2 + dy**2)
return dist
/proc/circlerangeturfs(center=usr,radius=3)
var/turf/centerturf = get_turf(center)
var/list/turfs = new/list()
var/rsq = radius * (radius+0.5)
for(var/turf/T in range(radius, centerturf))
var/dx = T.x - centerturf.x
var/dy = T.y - centerturf.y
if(dx*dx + dy*dy <= rsq)
turfs += T
return turfs
/proc/circleviewturfs(center=usr,radius=3) //Is there even a diffrence between this proc and circlerangeturfs()?
var/turf/centerturf = get_turf(center)
var/list/turfs = new/list()
var/rsq = radius * (radius+0.5)
for(var/turf/T in view(radius, centerturf))
var/dx = T.x - centerturf.x
var/dy = T.y - centerturf.y
if(dx*dx + dy*dy <= rsq)
turfs += T
return turfs
//var/debug_mob = 0
// Will recursively loop through an atom's contents and check for mobs, then it will loop through every atom in that atom's contents.
// It will keep doing this until it checks every content possible. This will fix any problems with mobs, that are inside objects,
// being unable to hear people due to being in a box within a bag.
/proc/recursive_mob_check(var/atom/O, var/list/L = list(), var/recursion_limit = 3, var/client_check = 1, var/sight_check = 1, var/include_radio = 1)
//debug_mob += O.contents.len
if(!recursion_limit)
return L
for(var/atom/A in O.contents)
if(ismob(A))
var/mob/M = A
if(client_check && !M.client)
L |= recursive_mob_check(A, L, recursion_limit - 1, client_check, sight_check, include_radio)
continue
if(sight_check && !isInSight(A, O))
continue
L |= M
//log_to_dd("[recursion_limit] = [M] - [get_turf(M)] - ([M.x], [M.y], [M.z])")
else if(include_radio && istype(A, /obj/item/device/radio))
if(sight_check && !isInSight(A, O))
continue
L |= A
if(isobj(A) || ismob(A))
L |= recursive_mob_check(A, L, recursion_limit - 1, client_check, sight_check, include_radio)
return L
// The old system would loop through lists for a total of 5000 per function call, in an empty server.
// This new system will loop at around 1000 in an empty server.
/proc/get_mobs_in_view(var/R, var/atom/source)
// Returns a list of mobs in range of R from source. Used in radio and say code.
var/turf/T = get_turf(source)
var/list/hear = list()
if(!T)
return hear
var/list/range = hear(R, T)
for(var/atom/A in range)
if(ismob(A))
var/mob/M = A
if(M.client)
hear += M
//log_to_dd("Start = [M] - [get_turf(M)] - ([M.x], [M.y], [M.z])")
else if(istype(A, /obj/item/device/radio))
hear += A
if(isobj(A) || ismob(A))
hear |= recursive_mob_check(A, hear, 3, 1, 0, 1)
return hear
/proc/get_mobs_in_radio_ranges(var/list/obj/item/device/radio/radios)
set background = 1
. = list()
// Returns a list of mobs who can hear any of the radios given in @radios
var/list/speaker_coverage = list()
for(var/obj/item/device/radio/R in radios)
if(R)
//Cyborg checks. Receiving message uses a bit of cyborg's charge.
var/obj/item/device/radio/borg/BR = R
if(istype(BR) && BR.myborg)
var/mob/living/silicon/robot/borg = BR.myborg
var/datum/robot_component/CO = borg.get_component("radio")
if(!CO)
continue //No radio component (Shouldn't happen)
if(!borg.is_component_functioning("radio"))
continue //No power.
var/turf/speaker = get_turf(R)
if(speaker)
for(var/turf/T in hear(R.canhear_range,speaker))
speaker_coverage[T] = T
// Try to find all the players who can hear the message
for(var/A in player_list + hear_radio_list)
var/mob/M = A
if(M)
var/turf/ear = get_turf(M)
if(ear)
// Ghostship is magic: Ghosts can hear radio chatter from anywhere
if(speaker_coverage[ear] || (istype(M, /mob/dead/observer) && (M.client) && (M.client.prefs.toggles & CHAT_GHOSTRADIO)))
. |= M // Since we're already looping through mobs, why bother using |= ? This only slows things down.
return .
/proc/inLineOfSight(X1,Y1,X2,Y2,Z=1,PX1=16.5,PY1=16.5,PX2=16.5,PY2=16.5)
var/turf/T
if(X1==X2)
if(Y1==Y2)
return 1 //Light cannot be blocked on same tile
else
var/s = SIMPLE_SIGN(Y2-Y1)
Y1+=s
while(Y1!=Y2)
T=locate(X1,Y1,Z)
if(T.opacity)
return 0
Y1+=s
else
var/m=(32*(Y2-Y1)+(PY2-PY1))/(32*(X2-X1)+(PX2-PX1))
var/b=(Y1+PY1/32-0.015625)-m*(X1+PX1/32-0.015625) //In tiles
var/signX = SIMPLE_SIGN(X2-X1)
var/signY = SIMPLE_SIGN(Y2-Y1)
if(X1<X2)
b+=m
while(X1!=X2 || Y1!=Y2)
if(round(m*X1+b-Y1))
Y1+=signY //Line exits tile vertically
else
X1+=signX //Line exits tile horizontally
T=locate(X1,Y1,Z)
if(T.opacity)
return 0
return 1
/proc/isInSight(var/atom/A, var/atom/B)
var/turf/Aturf = get_turf(A)
var/turf/Bturf = get_turf(B)
if(!Aturf || !Bturf)
return 0
return inLineOfSight(Aturf.x, Aturf.y, Bturf.x, Bturf.y, Aturf.z)
/proc/get_cardinal_step_away(atom/start, atom/finish) //returns the position of a step from start away from finish, in one of the cardinal directions
//returns only NORTH, SOUTH, EAST, or WEST
var/dx = finish.x - start.x
var/dy = finish.y - start.y
if(abs(dy) > abs (dx)) //slope is above 1:1 (move horizontally in a tie)
if(dy > 0)
return get_step(start, SOUTH)
else
return get_step(start, NORTH)
else
if(dx > 0)
return get_step(start, WEST)
else
return get_step(start, EAST)
/proc/try_move_adjacent(atom/movable/AM)
var/turf/T = get_turf(AM)
for(var/direction in cardinal)
if(AM.Move(get_step(T, direction)))
break
/proc/get_mob_by_key(var/key)
for(var/mob/M in mob_list)
if(M.ckey == lowertext(key))
return M
return null
/proc/get_candidates(be_special_type, afk_bracket=3000, override_age=0, override_jobban=0)
var/roletext = get_roletext(be_special_type)
var/list/candidates = list()
// Keep looping until we find a non-afk candidate within the time bracket (we limit the bracket to 10 minutes (6000))
while(!candidates.len && afk_bracket < 6000)
for(var/mob/dead/observer/G in player_list)
if(G.client != null)
if(!(G.mind && G.mind.current && G.mind.current.stat != DEAD))
if(!G.client.is_afk(afk_bracket) && (be_special_type in G.client.prefs.be_special))
if(!override_jobban || (!jobban_isbanned(G, roletext) && !jobban_isbanned(G,"Syndicate")))
if(override_age || player_old_enough_antag(G.client,be_special_type))
candidates += G.client
afk_bracket += 600 // Add a minute to the bracket, for every attempt
return candidates
/proc/get_candidate_ghosts(be_special_type, afk_bracket=3000, override_age=0, override_jobban=0)
var/roletext = get_roletext(be_special_type)
var/list/candidates = list()
// Keep looping until we find a non-afk candidate within the time bracket (we limit the bracket to 10 minutes (6000))
while(!candidates.len && afk_bracket < 6000)
for(var/mob/dead/observer/G in player_list)
if(G.client != null)
if(!(G.mind && G.mind.current && G.mind.current.stat != DEAD))
if(!G.client.is_afk(afk_bracket) && (be_special_type in G.client.prefs.be_special))
if(!override_jobban || (!jobban_isbanned(G, roletext) && !jobban_isbanned(G,"Syndicate")))
if(override_age || player_old_enough_antag(G.client,be_special_type))
candidates += G
afk_bracket += 600 // Add a minute to the bracket, for every attempt
return candidates
/proc/ScreenText(obj/O, maptext="", screen_loc="CENTER-7,CENTER-7", maptext_height=480, maptext_width=480)
if(!isobj(O)) O = new /obj/screen/text()
O.maptext = maptext
O.maptext_height = maptext_height
O.maptext_width = maptext_width
O.screen_loc = screen_loc
return O
/proc/Show2Group4Delay(obj/O, list/group, delay=0)
if(!isobj(O)) return
if(!group) group = clients
for(var/client/C in group)
C.screen += O
if(delay)
spawn(delay)
for(var/client/C in group)
C.screen -= O
/proc/flick_overlay(image/I, list/show_to, duration)
for(var/client/C in show_to)
C.images += I
spawn(duration)
for(var/client/C in show_to)
C.images -= I
/proc/get_active_player_count()
// Get active players who are playing in the round
var/active_players = 0
for(var/i = 1; i <= player_list.len; i++)
var/mob/M = player_list[i]
if(M && M.client)
if(istype(M, /mob/new_player)) // exclude people in the lobby
continue
else if(isobserver(M)) // Ghosts are fine if they were playing once (didn't start as observers)
var/mob/dead/observer/O = M
if(O.started_as_observer) // Exclude people who started as observers
continue
active_players++
return active_players
/datum/projectile_data
var/src_x
var/src_y
var/time
var/distance
var/power_x
var/power_y
var/dest_x
var/dest_y
/datum/projectile_data/New(var/src_x, var/src_y, var/time, var/distance, \
var/power_x, var/power_y, var/dest_x, var/dest_y)
src.src_x = src_x
src.src_y = src_y
src.time = time
src.distance = distance
src.power_x = power_x
src.power_y = power_y
src.dest_x = dest_x
src.dest_y = dest_y
/proc/projectile_trajectory(var/src_x, var/src_y, var/rotation, var/angle, var/power)
// returns the destination (Vx,y) that a projectile shot at [src_x], [src_y], with an angle of [angle],
// rotated at [rotation] and with the power of [power]
// Thanks to VistaPOWA for this function
var/power_x = power * cos(angle)
var/power_y = power * sin(angle)
var/time = 2* power_y / 10 //10 = g
var/distance = time * power_x
var/dest_x = src_x + distance*sin(rotation);
var/dest_y = src_y + distance*cos(rotation);
return new /datum/projectile_data(src_x, src_y, time, distance, power_x, power_y, dest_x, dest_y)
/proc/mobs_in_area(var/area/the_area, var/client_needed=0, var/moblist=mob_list)
var/list/mobs_found[0]
var/area/our_area = get_area_master(the_area)
for(var/mob/M in moblist)
if(client_needed && !M.client)
continue
if(our_area != get_area_master(M))
continue
mobs_found += M
return mobs_found
/proc/GetRedPart(const/hexa)
return hex2num(copytext(hexa,2,4))
/proc/GetGreenPart(const/hexa)
return hex2num(copytext(hexa,4,6))
/proc/GetBluePart(const/hexa)
return hex2num(copytext(hexa,6,8))
/proc/GetHexColors(const/hexa)
return list(
GetRedPart(hexa),
GetGreenPart(hexa),
GetBluePart(hexa)
)
/proc/alone_in_area(var/area/the_area, var/mob/must_be_alone, var/check_type = /mob/living/carbon)
var/area/our_area = get_area_master(the_area)
for(var/C in living_mob_list)
if(!istype(C, check_type))
continue
if(C == must_be_alone)
continue
if(our_area == get_area_master(C))
return 0
return 1
/proc/MinutesToTicks(var/minutes as num)
return minutes * 60 * 10
/proc/SecondsToTicks(var/seconds)
return seconds * 10
proc/pollCandidates(var/Question, var/be_special_type, var/antag_age_check = 0, var/poll_time = 300)
var/roletext = be_special_type ? get_roletext(be_special_type) : null
var/list/mob/dead/observer/candidates = list()
var/time_passed = world.time
if(!Question)
Question = "Would you like to be a special role?"
for(var/mob/dead/observer/G in player_list)
if(!G.key || !G.client)
continue
if(be_special_type)
if(!(be_special_type in G.client.prefs.be_special))
continue
if(antag_age_check)
if(!player_old_enough_antag(G.client, be_special_type))
continue
if(roletext)
if(jobban_isbanned(G, roletext) || jobban_isbanned(G, "Syndicate"))
continue
if(G.has_enabled_antagHUD)
continue
spawn(0)
G << 'sound/misc/notice2.ogg'//Alerting them to their consideration
switch(alert(G,Question,"Please answer in [poll_time/10] seconds!","Yes","No"))
if("Yes")
to_chat(G, "<span class='notice'>Choice registered: Yes.</span>")
if((world.time-time_passed)>poll_time)//If more than 30 game seconds passed.
to_chat(G, "<span class='danger'>Sorry, you were too late for the consideration!</span>")
G << 'sound/machines/buzz-sigh.ogg'
return
candidates += G
if("No")
to_chat(G, "<span class='danger'>Choice registered: No.</span>")
return
else
return
sleep(poll_time)
//Check all our candidates, to make sure they didn't log off during the 30 second wait period.
for(var/mob/dead/observer/G in candidates)
if(!G.key || !G.client)
candidates.Remove(G)
return candidates