/proc/recursiveMobCheck(const/atom/movable/O, const/list/listeners = list(), const/repeat = 3) if (!isobj(O) && !ismob(O)) CRASH("1st argument must be a movable atom, value : [O]") if (!islist(listeners)) CRASH("2nd argument must be a list, value : [listeners]") if (!isnum(repeat)) CRASH("3rd argument must be a num, value : [repeat]") var/list/ma = listeners.Copy() if (!repeat) return ma for(var/atom/movable/Movable in O.contents) if(ismob(Movable)) ma += Movable else if(istype(Movable, /obj/item/device/radio)) ma += Movable else ma = recursiveMobCheck(Movable, ma, repeat - 1) return ma /proc/getListenersInView(const/atom/movable/center, const/dist = world.view, const/rmb = 1) if (!isobj(center) && !ismob(center)) CRASH("1st argument must be an obj or mob, value : [center]") if (!isnum(dist)) CRASH("2nd argument must be a num, value : [dist]") if (!isnum(rmb)) CRASH("3rd argument must be a num, value : [rmb]") var/turf/T = get_turf(center) if (!T) return list() var/list/listeners = list() for(var/atom/movable/Movable in hear(dist, T)) if(ismob(Movable)) var/mob/M = Movable if (istype(M, /mob/camera)) continue if (istype(M, /mob/dead)) listeners += M continue listeners += M if (rmb) listeners = recursiveMobCheck(M, listeners) else if (istype(Movable, /obj/item/device/radio)) listeners += Movable else if (istype(Movable, /obj/item/device/mmi)) listeners += Movable // Don't include if the player is not connected. for (var/mob/Mob in listeners) if (isnull(Mob.client)) listeners -= Mob return listeners /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_master(O) var/area/A = get_area(O) if(A && A.master) A = A.master 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/in_range(source, user) if(get_dist(source, user) <= 1) return 1 return 0 //not in range and not telekinetic // Like view but bypasses luminosity check /proc/hear(var/range, var/atom/source) var/lum = source.luminosity source.luminosity = 6 . = view(range, source) source.luminosity = lum /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 //Magic constants obtained by using linear regression on right-angled triangles of sides 0=dy) return (k1*dx) + (k2*dy) //No sqrt or powers :) else return (k2*dx) + (k1*dy) #undef k1 #undef k2 /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/movable/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 //world.log << "[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 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/movable/A in range) if(ismob(A)) var/mob/M = A if(M.client) hear += M //world.log << "Start = [M] - [get_turf(M)] - ([M.x], [M.y], [M.z])" else if(istype(A, /obj/item/device/radio)) hear += 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/i = 1; i <= radios.len; i++) var/obj/item/device/radio/R = radios[i] if(R) 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/i = 1; i <= player_list.len; i++) var/mob/M = player_list[i] 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 . #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 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 //i think this is used soley by verb/give(), cael proc/check_can_reach(atom/user, atom/target) if(!in_range(user,target)) return 0 return CanReachThrough(get_turf(user), get_turf(target), target) //dummy caching, used to speed up reach checks var/list/DummyCache = list() /proc/CanReachThrough(turf/srcturf, turf/targetturf, atom/target, var/pass_flags=0) var/obj/item/weapon/dummy/D = locate() in DummyCache if(!D) D = new /obj/item/weapon/dummy( srcturf ) else DummyCache.Remove(D) D.loc = srcturf D.flags=initial(D.flags) D.pass_flags=initial(D.pass_flags) if(pass_flags&PASSTABLE) D.flags |= TABLEPASS D.pass_flags |= PASSTABLE if(targetturf.density && targetturf != get_turf(target)) return 0 //Now, check objects to block exit that are on the border for(var/obj/border_obstacle in srcturf) if(border_obstacle.flags & ON_BORDER) if(!border_obstacle.CheckExit(D, targetturf)) D.loc = null DummyCache.Add(D) return 0 //Next, check objects to block entry that are on the border for(var/obj/border_obstacle in targetturf) if((border_obstacle.flags & ON_BORDER) && (target != border_obstacle)) if(!border_obstacle.CanPass(D, srcturf, 1, 0)) D.loc = null DummyCache.Add(D) return 0 D.loc = null DummyCache.Add(D) return 1 // Will return a list of active candidates. It increases the buffer 5 times until it finds a candidate which is active within the buffer. /proc/get_active_candidates(var/buffer = 1) var/list/candidates = list() //List of candidate KEYS to assume control of the new larva ~Carn var/i = 0 while(candidates.len <= 0 && i < 5) for(var/mob/dead/observer/G in player_list) if(((G.client.inactivity/10)/60) <= buffer + i) // the most active players are more likely to become an alien if(!(G.mind && G.mind.current && G.mind.current.stat != DEAD)) candidates += G.key i++ return candidates // Same as above but for alien candidates. /proc/get_alien_candidates() var/list/candidates = list() //List of candidate KEYS to assume control of the new larva ~Carn var/i = 0 while(candidates.len <= 0 && i < 5) for(var/mob/dead/observer/G in player_list) if(G.client.prefs.be_special & BE_ALIEN) if(((G.client.inactivity/10)/60) <= ALIEN_SELECT_AFK_BUFFER + i) // the most active players are more likely to become an alien if(!(G.mind && G.mind.current && G.mind.current.stat != DEAD)) candidates += G.key i++ return candidates /proc/get_candidates(be_special_flag=0) . = list() for(var/mob/dead/observer/G in player_list) if(!(G.mind && G.mind.current && G.mind.current.stat != DEAD)) if(!G.client.is_afk() && (G.client.prefs.be_special & be_special_flag)) . += G.client /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 sleep(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