//This file was auto-corrected by findeclaration.exe on 29/05/2012 15:03:04 /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(O) var/atom/location = O var/i for(i=1, i<=20, i++) if(isarea(location)) return location else if (istype(location)) location = location.loc else return null return 0 /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_random_turf(var/atom/A, var/list/L) while(L.len > 0) var/dir = pick(L) L -= dir var/turf/T = get_step(A,dir) var/possible = 1 if(T.density == 0) for(var/obj/I in T) if(I.density == 1) possible = 0 break if(possible) return T return /proc/in_range(source, user) if(get_dist(source, user) <= 1) return 1 return 0 //not in range and not telekinetic /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/turfs = new/list() var/rsq = radius * (radius+0.5) for(var/atom/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 //turfs += centerturf return turfs /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) 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 /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 = hearers(R, T) var/list/V = range(R, T) // Search for closets: for(var/obj/structure/closet/C in V) for(var/mob/M in C.contents) if(isInSight(source,C)) if(M.client) hear += M // Cryos: for(var/obj/machinery/atmospherics/unary/cryo_cell/C in V) if(C.occupant) if(isInSight(source,C)) if(C.occupant.client) hear += C.occupant // Intelicards for(var/obj/item/device/aicard/C in V) for(var/mob/living/silicon/ai/M in C) if(isInSight(source,C)) if(M.client) hear += M // Kind of a hacky fix, but should fix most cases without undo issues. for(var/mob/M as mob in V) for(var/obj/item/device/aicard/C in M.contents) for(var/mob/living/silicon/ai/A in C) if(isInSight(source,A)) if(A.client) hear += A // Soulstones for(var/obj/item/device/soulstone/C in V) for(var/mob/living/simple_animal/shade/M in C) if(isInSight(source,C)) if(M.client) hear += M // Kind of a hacky fix, but should fix most cases without undo issues. for(var/mob/M as mob in V) for(var/obj/item/device/soulstone/C in M.contents) for(var/mob/living/simple_animal/shade/A in C) if(isInSight(source,A)) if(A.client) hear += A // Brains/MMIs/pAIs for(var/mob/living/carbon/brain/C in world) if(get_turf(C) in V) if(isInSight(source,C)) hear += C for(var/mob/living/silicon/pai/C in world) if(get_turf(C) in V) if(isInSight(source,C)) hear += C // Parasites(e.g. Meme) for(var/mob/living/carbon/C in V) for(var/mob/M in C.parasites) hear += M /* -- Handled above. WHY IS THIS HERE? WHYYYYYYY // Personal AIs for(var/obj/item/device/paicard/C in V) if(C.pai) if(isInSight(source,C)) if(C.pai.client) hear += C.pai */ // Exosuits for(var/obj/mecha/C in V) if(C.occupant) if(isInSight(source,C)) if(C.occupant.client) hear += C.occupant // Disposal Machines for(var/obj/machinery/disposal/C in V) for(var/mob/M in C.contents) if(isInSight(source,C)) if(M.client) hear += M //Borg rechargers for(var/obj/machinery/recharge_station/C in V) if(C.occupant) if(isInSight(source,C)) if(C.occupant.client) hear += C.occupant for(var/obj/item/device/radio/theradio in V) if(isInSight(source,theradio)) hear += theradio return hear #define SIGN(X) ((X<0)?-1:1) 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 = 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 = SIGN(X2-X1) var/signY = SIGN(Y2-Y1) if(X1 field_radius) continue var/add_this_turf = 0 if(istype(O,/turf/space)) for(var/turf/simulated/G in orange(1, O)) add_this_turf = 1 break for(var/obj/structure/S in orange(1, O)) add_this_turf = 1 break for(var/obj/structure/S in O) add_this_turf = 0 break if(add_this_turf && !(O in open) && !(O in closed)) open += O open -= T closed += T return closed */ //floods in a circular area, flowing around any shielding but including all other turf types //created initially for explosion / shield interaction proc/ExplosionCircleFloodFill(turf/start, var/radius = 3) if(!istype(start)) return list() var list open = list(start) closed = list() possibles = circlerange(start,radius) while(open.len) for(var/turf/T in open) for(var/turf/O in range(T,1)) if(get_dist(O,start) > radius) continue if( !(O in possibles) || O in open || O in closed ) continue var/shield_here = 0 for(var/obj/effect/energy_field/E in O) if(E.density) shield_here = 1 break if(!shield_here && (O in possibles) && !(O in open) && !(O in closed)) open += O open -= T closed += T return closed