mirror of
https://github.com/vgstation-coders/vgstation13.git
synced 2025-12-10 10:21:11 +00:00
Standardization of the object tree and some modified functionality. Moved a lot of storage/*_kit and similar boxes to storage/box/* ; most of these can now be found in boxes.dm. First aid kits remain a separate item type. Replacement Light boxes pick up lights (for example broken ones) when used on them Moved weapon/secstorage to storage/secure Moved plant bags, ore satchel, trash bag, and sheet snatcher to storage/bag, in bags.dm Fixed reagent_containers and snacks to pass through attackby() so the use_to_pickup code works. This affects plant bags, trash bags, and pill bottles. Dice packs are now pill bottles, and all pill bottles can pick up dice. Added error handling to uplink/generate_menu() so that one mistyped string doesn't bork the whole syndie uplink menu, since strings cannot be type-checked at compile time. Cigarette packs and crayon boxes are now storage/fancy, however they retain existing update_icon() code. Added a comment to storage.dm so that future people know where to look for use_to_pickup and allow_quick_gather code. Updated all maps. I've tried to test this thoroughly but I wouldn't be surprised if there were a few lingering issues. Try not to panic if you encounter any. Full (i think) list of changed paths: /obj/item/weapon/storage/flashbang_kit > /obj/item/weapon/storage/box/flashbangs /obj/item/weapon/storage/body_bag_box > /obj/item/weapon/storage/box/bodybags /obj/item/weapon/storage/chemimp_kit > /obj/item/weapon/storage/box/chemimp /obj/item/weapon/storage/trackimp_kit > /obj/item/weapon/storage/box/trackimp /obj/item/weapon/storage/seccart_kit > /obj/item/weapon/storage/box/seccarts /obj/item/weapon/storage/handcuff_kit > /obj/item/weapon/storage/box/handcuffs /obj/item/weapon/cigpacket > /obj/item/weapon/storage/fancy/cigarettes /obj/item/weapon/storage/mousetraps > /obj/item/weapon/storage/box/mousetraps /obj/item/weapon/storage/PDAbox > /obj/item/weapon/storage/box/PDAs /obj/item/weapon/storage/id_kit > /obj/item/weapon/storage/box/ids /obj/item/weapon/storage/lightbox/mixed > /obj/item/weapon/storage/box/lights/mixed /obj/item/weapon/storage/donkpocket_kit > /obj/item/weapon/storage/box/donkpockets /obj/item/weapon/storage/beakerbox > /obj/item/weapon/storage/box/beakers /obj/item/weapon/storage/syringes > /obj/item/weapon/storage/box/syringes /obj/item/weapon/storage/gl_kit > /obj/item/weapon/storage/box/rxglasses /obj/item/weapon/storage/diskbox > /obj/item/weapon/storage/box/disks /obj/item/weapon/storage/stma_kit > /obj/item/weapon/storage/box/masks /obj/item/weapon/storage/lglo_kit > /obj/item/weapon/storage/box/gloves /obj/item/weapon/storage/lightbox/bulbs > /obj/item/weapon/storage/box/lights/bulbs /obj/item/weapon/plantbag > /obj/item/weapon/storage/bag/plants /obj/item/weapon/storage/satchel > /obj/item/weapon/storage/bag/ore /obj/item/weapon/trashbag > /obj/item/weapon/storage/bag/trash git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5494 316c924e-a436-60f5-8080-3fe189b3f50e
1364 lines
40 KiB
Plaintext
1364 lines
40 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
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/*
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* A large number of misc global procs.
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*/
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//Inverts the colour of an HTML string
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/proc/invertHTML(HTMLstring)
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if (!( istext(HTMLstring) ))
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CRASH("Given non-text argument!")
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return
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else
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if (length(HTMLstring) != 7)
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CRASH("Given non-HTML argument!")
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return
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var/textr = copytext(HTMLstring, 2, 4)
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var/textg = copytext(HTMLstring, 4, 6)
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var/textb = copytext(HTMLstring, 6, 8)
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var/r = hex2num(textr)
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var/g = hex2num(textg)
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var/b = hex2num(textb)
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textr = num2hex(255 - r)
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textg = num2hex(255 - g)
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textb = num2hex(255 - b)
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if (length(textr) < 2)
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textr = text("0[]", textr)
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if (length(textg) < 2)
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textr = text("0[]", textg)
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if (length(textb) < 2)
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textr = text("0[]", textb)
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return text("#[][][]", textr, textg, textb)
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return
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//Returns the middle-most value
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/proc/dd_range(var/low, var/high, var/num)
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return max(low,min(high,num))
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//Returns whether or not A is the middle most value
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/proc/InRange(var/A, var/lower, var/upper)
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if(A < lower) return 0
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if(A > upper) return 0
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return 1
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/proc/Get_Angle(atom/movable/start,atom/movable/end)//For beams.
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if(!start || !end) return 0
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var/dy
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var/dx
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dy=(32*end.y+end.pixel_y)-(32*start.y+start.pixel_y)
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dx=(32*end.x+end.pixel_x)-(32*start.x+start.pixel_x)
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if(!dy)
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return (dx>=0)?90:270
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.=arctan(dx/dy)
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if(dy<0)
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.+=180
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else if(dx<0)
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.+=360
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//Returns location. Returns null if no location was found.
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/proc/get_teleport_loc(turf/location,mob/target,distance = 1, density = 0, errorx = 0, errory = 0, eoffsetx = 0, eoffsety = 0)
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/*
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Location where the teleport begins, target that will teleport, distance to go, density checking 0/1(yes/no).
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Random error in tile placement x, error in tile placement y, and block offset.
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Block offset tells the proc how to place the box. Behind teleport location, relative to starting location, forward, etc.
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Negative values for offset are accepted, think of it in relation to North, -x is west, -y is south. Error defaults to positive.
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Turf and target are seperate in case you want to teleport some distance from a turf the target is not standing on or something.
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*/
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var/dirx = 0//Generic location finding variable.
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var/diry = 0
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var/xoffset = 0//Generic counter for offset location.
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var/yoffset = 0
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var/b1xerror = 0//Generic placing for point A in box. The lower left.
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var/b1yerror = 0
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var/b2xerror = 0//Generic placing for point B in box. The upper right.
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var/b2yerror = 0
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errorx = abs(errorx)//Error should never be negative.
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errory = abs(errory)
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//var/errorxy = round((errorx+errory)/2)//Used for diagonal boxes.
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switch(target.dir)//This can be done through equations but switch is the simpler method. And works fast to boot.
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//Directs on what values need modifying.
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if(1)//North
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diry+=distance
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yoffset+=eoffsety
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xoffset+=eoffsetx
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b1xerror-=errorx
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b1yerror-=errory
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b2xerror+=errorx
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b2yerror+=errory
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if(2)//South
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diry-=distance
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yoffset-=eoffsety
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xoffset+=eoffsetx
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b1xerror-=errorx
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b1yerror-=errory
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b2xerror+=errorx
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b2yerror+=errory
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if(4)//East
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dirx+=distance
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yoffset+=eoffsetx//Flipped.
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xoffset+=eoffsety
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b1xerror-=errory//Flipped.
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b1yerror-=errorx
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b2xerror+=errory
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b2yerror+=errorx
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if(8)//West
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dirx-=distance
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yoffset-=eoffsetx//Flipped.
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xoffset+=eoffsety
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b1xerror-=errory//Flipped.
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b1yerror-=errorx
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b2xerror+=errory
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b2yerror+=errorx
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var/turf/destination=locate(location.x+dirx,location.y+diry,location.z)
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if(destination)//If there is a destination.
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if(errorx||errory)//If errorx or y were specified.
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var/destination_list[] = list()//To add turfs to list.
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//destination_list = new()
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/*This will draw a block around the target turf, given what the error is.
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Specifying the values above will basically draw a different sort of block.
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If the values are the same, it will be a square. If they are different, it will be a rectengle.
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In either case, it will center based on offset. Offset is position from center.
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Offset always calculates in relation to direction faced. In other words, depending on the direction of the teleport,
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the offset should remain positioned in relation to destination.*/
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var/turf/center = locate((destination.x+xoffset),(destination.y+yoffset),location.z)//So now, find the new center.
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//Now to find a box from center location and make that our destination.
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for(var/turf/T in block(locate(center.x+b1xerror,center.y+b1yerror,location.z), locate(center.x+b2xerror,center.y+b2yerror,location.z) ))
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if(density&&T.density) continue//If density was specified.
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if(T.x>world.maxx || T.x<1) continue//Don't want them to teleport off the map.
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if(T.y>world.maxy || T.y<1) continue
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destination_list += T
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if(destination_list.len)
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destination = pick(destination_list)
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else return
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else//Same deal here.
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if(density&&destination.density) return
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if(destination.x>world.maxx || destination.x<1) return
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if(destination.y>world.maxy || destination.y<1) return
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else return
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return destination
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/proc/LinkBlocked(turf/A, turf/B)
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if(A == null || B == null) return 1
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var/adir = get_dir(A,B)
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var/rdir = get_dir(B,A)
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if((adir & (NORTH|SOUTH)) && (adir & (EAST|WEST))) // diagonal
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var/iStep = get_step(A,adir&(NORTH|SOUTH))
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if(!LinkBlocked(A,iStep) && !LinkBlocked(iStep,B)) return 0
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var/pStep = get_step(A,adir&(EAST|WEST))
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if(!LinkBlocked(A,pStep) && !LinkBlocked(pStep,B)) return 0
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return 1
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if(DirBlocked(A,adir)) return 1
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if(DirBlocked(B,rdir)) return 1
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return 0
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/proc/DirBlocked(turf/loc,var/dir)
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for(var/obj/structure/window/D in loc)
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if(!D.density) continue
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if(D.dir == SOUTHWEST) return 1
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if(D.dir == dir) return 1
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for(var/obj/machinery/door/D in loc)
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if(!D.density) continue
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if(istype(D, /obj/machinery/door/window))
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if((dir & SOUTH) && (D.dir & (EAST|WEST))) return 1
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if((dir & EAST ) && (D.dir & (NORTH|SOUTH))) return 1
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else return 1 // it's a real, air blocking door
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return 0
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/proc/TurfBlockedNonWindow(turf/loc)
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for(var/obj/O in loc)
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if(O.density && !istype(O, /obj/structure/window))
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return 1
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return 0
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/proc/sign(x)
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return x!=0?x/abs(x):0
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/proc/getline(atom/M,atom/N)//Ultra-Fast Bresenham Line-Drawing Algorithm
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var/px=M.x //starting x
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var/py=M.y
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var/line[] = list(locate(px,py,M.z))
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var/dx=N.x-px //x distance
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var/dy=N.y-py
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var/dxabs=abs(dx)//Absolute value of x distance
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var/dyabs=abs(dy)
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var/sdx=sign(dx) //Sign of x distance (+ or -)
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var/sdy=sign(dy)
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var/x=dxabs>>1 //Counters for steps taken, setting to distance/2
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var/y=dyabs>>1 //Bit-shifting makes me l33t. It also makes getline() unnessecarrily fast.
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var/j //Generic integer for counting
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if(dxabs>=dyabs) //x distance is greater than y
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for(j=0;j<dxabs;j++)//It'll take dxabs steps to get there
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y+=dyabs
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if(y>=dxabs) //Every dyabs steps, step once in y direction
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y-=dxabs
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py+=sdy
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px+=sdx //Step on in x direction
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line+=locate(px,py,M.z)//Add the turf to the list
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else
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for(j=0;j<dyabs;j++)
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x+=dxabs
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if(x>=dyabs)
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x-=dyabs
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px+=sdx
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py+=sdy
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line+=locate(px,py,M.z)
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return line
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//Returns whether or not a player is a guest using their ckey as an input
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/proc/IsGuestKey(key)
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if (findtext(key, "Guest-", 1, 7) != 1) //was findtextEx
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return 0
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var/i, ch, len = length(key)
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for (i = 7, i <= len, ++i)
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ch = text2ascii(key, i)
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if (ch < 48 || ch > 57)
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return 0
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return 1
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//Ensure the frequency is within bounds of what it should be sending/recieving at
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/proc/sanitize_frequency(var/f)
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f = round(f)
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f = max(1441, f) // 144.1
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f = min(1489, f) // 148.9
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if ((f % 2) == 0) //Ensure the last digit is an odd number
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f += 1
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return f
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//Turns 1479 into 147.9
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/proc/format_frequency(var/f)
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return "[round(f / 10)].[f % 10]"
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//This will update a mob's name, real_name, mind.name, data_core records, pda and id
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//Calling this proc without an oldname will only update the mob and skip updating the pda, id and records ~Carn
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/mob/proc/fully_replace_character_name(var/oldname,var/newname)
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if(!newname) return 0
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real_name = newname
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name = newname
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if(mind)
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mind.name = newname
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if(dna)
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dna.real_name = real_name
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if(oldname)
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//update the datacore records! This is goig to be a bit costly.
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for(var/list/L in list(data_core.general,data_core.medical,data_core.security,data_core.locked))
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for(var/datum/data/record/R in L)
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if(R.fields["name"] == oldname)
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R.fields["name"] = newname
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break
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//update our pda and id if we have them on our person
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var/list/searching = GetAllContents(searchDepth = 3)
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var/search_id = 1
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var/search_pda = 1
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for(var/A in searching)
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if( search_id && istype(A,/obj/item/weapon/card/id) )
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var/obj/item/weapon/card/id/ID = A
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if(ID.registered_name == oldname)
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ID.registered_name = newname
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ID.name = "[newname]'s ID Card ([ID.assignment])"
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if(!search_pda) break
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search_id = 0
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else if( search_pda && istype(A,/obj/item/device/pda) )
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var/obj/item/device/pda/PDA = A
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if(PDA.owner == oldname)
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PDA.owner = newname
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PDA.name = "PDA-[newname] ([PDA.ownjob])"
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if(!search_id) break
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search_pda = 0
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return 1
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//Generalised helper proc for letting mobs rename themselves. Used to be clname() and ainame()
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//Last modified by Carn
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/mob/proc/rename_self(var/role, var/allow_numbers=0)
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spawn(0)
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var/oldname = real_name
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var/time_passed = world.time
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var/newname
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for(var/i=1,i<=3,i++) //we get 3 attempts to pick a suitable name.
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newname = input(src,"You are a [role]. Would you like to change your name to something else?", "Name change",oldname) as text
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if((world.time-time_passed)>300)
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return //took too long
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newname = reject_bad_name(newname,allow_numbers) //returns null if the name doesn't meet some basic requirements. Tidies up a few other things like bad-characters.
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for(var/mob/living/M in player_list)
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if(M == src)
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continue
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if(!newname || M.real_name == newname)
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newname = null
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break
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if(newname)
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break //That's a suitable name!
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src << "Sorry, that [role]-name wasn't appropriate, please try another. It's possibly too long/short, has bad characters or is already taken."
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if(!newname) //we'll stick with the oldname then
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return
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if(cmptext("ai",role))
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if(isAI(src))
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var/mob/living/silicon/ai/A = src
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oldname = null//don't bother with the records update crap
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//world << "<b>[newname] is the AI!</b>"
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//world << sound('sound/AI/newAI.ogg')
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// Set eyeobj name
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if(A.eyeobj)
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A.eyeobj.name = "[newname] (AI Eye)"
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// Set ai pda name
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if(A.aiPDA)
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A.aiPDA.owner = newname
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A.aiPDA.name = newname + " (" + A.aiPDA.ownjob + ")"
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fully_replace_character_name(oldname,newname)
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//Picks a string of symbols to display as the law number for hacked or ion laws
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/proc/ionnum()
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return "[pick("!","@","#","$","%","^","&","*")][pick("!","@","#","$","%","^","&","*")][pick("!","@","#","$","%","^","&","*")][pick("!","@","#","$","%","^","&","*")]"
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//When an AI is activated, it can choose from a list of non-slaved borgs to have as a slave.
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/proc/freeborg()
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var/select = null
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var/list/names = list()
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var/list/borgs = list()
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var/list/namecounts = list()
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for (var/mob/living/silicon/robot/A in player_list)
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var/name = A.real_name
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if (A.stat == 2)
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continue
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if (A.connected_ai)
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continue
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else
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if(A.module)
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name += " ([A.module.name])"
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names.Add(name)
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namecounts[name] = 1
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borgs[name] = A
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if (borgs.len)
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select = input("Unshackled borg signals detected:", "Borg selection", null, null) as null|anything in borgs
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return borgs[select]
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//When a borg is activated, it can choose which AI it wants to be slaved to
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/proc/active_ais()
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. = list()
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for(var/mob/living/silicon/ai/A in living_mob_list)
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if(A.stat == DEAD)
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continue
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if(A.control_disabled == 1)
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continue
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. += A
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return .
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//Find an active ai with the least borgs. VERBOSE PROCNAME HUH!
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/proc/select_active_ai_with_fewest_borgs()
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var/mob/living/silicon/ai/selected
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var/list/active = active_ais()
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for(var/mob/living/silicon/ai/A in active)
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if(!selected || (selected.connected_robots > A.connected_robots))
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selected = A
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return selected
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/proc/select_active_ai(var/mob/user)
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var/list/ais = active_ais()
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if(ais.len)
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if(user) . = input(usr,"AI signals detected:", "AI selection") in ais
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else . = pick(ais)
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return .
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//Returns a list of all mobs with their name
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/proc/getmobs()
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var/list/mobs = sortmobs()
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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/dead/observer/))
|
|
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/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/dead/observer/M in sortmob)
|
|
moblist.Add(M)
|
|
for(var/mob/new_player/M in sortmob)
|
|
moblist.Add(M)
|
|
for(var/mob/living/carbon/monkey/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
|
|
|
|
//E = MC^2
|
|
/proc/convert2energy(var/M)
|
|
var/E = M*(SPEED_OF_LIGHT_SQ)
|
|
return E
|
|
|
|
//M = E/C^2
|
|
/proc/convert2mass(var/E)
|
|
var/M = E/(SPEED_OF_LIGHT_SQ)
|
|
return M
|
|
|
|
//Forces a variable to be posative
|
|
/proc/modulus(var/M)
|
|
if(M >= 0)
|
|
return M
|
|
if(M < 0)
|
|
return -M
|
|
|
|
|
|
/proc/key_name(var/whom, var/include_link = null, var/include_name = 1)
|
|
var/mob/M
|
|
var/client/C
|
|
var/key
|
|
|
|
if(!whom) return "*null*"
|
|
if(istype(whom, /client))
|
|
C = whom
|
|
M = C.mob
|
|
key = C.key
|
|
else if(ismob(whom))
|
|
M = whom
|
|
C = M.client
|
|
key = M.key
|
|
else if(istype(whom, /datum))
|
|
var/datum/D = whom
|
|
return "*invalid:[D.type]*"
|
|
else
|
|
return "*invalid*"
|
|
|
|
. = ""
|
|
|
|
if(key)
|
|
if(include_link && C)
|
|
. += "<a href='?priv_msg=\ref[C]'>"
|
|
|
|
if(C && C.holder && C.holder.fakekey && !include_name)
|
|
. += "Administrator"
|
|
else
|
|
. += key
|
|
|
|
if(include_link)
|
|
if(C) . += "</a>"
|
|
else . += " (DC)"
|
|
else
|
|
. += "*no key*"
|
|
|
|
if(include_name && M)
|
|
if(M.real_name)
|
|
. += "/([M.real_name])"
|
|
else if(M.name)
|
|
. += "/([M.name])"
|
|
|
|
return .
|
|
|
|
/proc/key_name_admin(var/whom, var/include_name = 1)
|
|
return key_name(whom, 1, include_name)
|
|
|
|
|
|
// Registers the on-close verb for a browse window (client/verb/.windowclose)
|
|
// this will be called when the close-button of a window is pressed.
|
|
//
|
|
// This is usually only needed for devices that regularly update the browse window,
|
|
// e.g. canisters, timers, etc.
|
|
//
|
|
// windowid should be the specified window name
|
|
// e.g. code is : user << browse(text, "window=fred")
|
|
// then use : onclose(user, "fred")
|
|
//
|
|
// Optionally, specify the "ref" parameter as the controlled atom (usually src)
|
|
// to pass a "close=1" parameter to the atom's Topic() proc for special handling.
|
|
// Otherwise, the user mob's machine var will be reset directly.
|
|
//
|
|
/proc/onclose(mob/user, windowid, var/atom/ref=null)
|
|
if(!user.client) return
|
|
var/param = "null"
|
|
if(ref)
|
|
param = "\ref[ref]"
|
|
|
|
winset(user, windowid, "on-close=\".windowclose [param]\"")
|
|
|
|
//world << "OnClose [user]: [windowid] : ["on-close=\".windowclose [param]\""]"
|
|
|
|
|
|
// the on-close client verb
|
|
// called when a browser popup window is closed after registering with proc/onclose()
|
|
// if a valid atom reference is supplied, call the atom's Topic() with "close=1"
|
|
// otherwise, just reset the client mob's machine var.
|
|
//
|
|
/client/verb/windowclose(var/atomref as text)
|
|
set hidden = 1 // hide this verb from the user's panel
|
|
set name = ".windowclose" // no autocomplete on cmd line
|
|
|
|
//world << "windowclose: [atomref]"
|
|
if(atomref!="null") // if passed a real atomref
|
|
var/hsrc = locate(atomref) // find the reffed atom
|
|
var/href = "close=1"
|
|
if(hsrc)
|
|
//world << "[src] Topic [href] [hsrc]"
|
|
usr = src.mob
|
|
src.Topic(href, params2list(href), hsrc) // this will direct to the atom's
|
|
return // Topic() proc via client.Topic()
|
|
|
|
// no atomref specified (or not found)
|
|
// so just reset the user mob's machine var
|
|
if(src && src.mob)
|
|
//world << "[src] was [src.mob.machine], setting to null"
|
|
src.mob.unset_machine()
|
|
return
|
|
|
|
//Will return the location of the turf an atom is ultimatly sitting on
|
|
/proc/get_turf_loc(var/atom/movable/M) //gets the location of the turf that the atom is on, or what the atom is in is on, etc
|
|
//in case they're in a closet or sleeper or something
|
|
var/atom/loc = M.loc
|
|
while(!istype(loc, /turf/))
|
|
loc = loc.loc
|
|
return loc
|
|
|
|
// 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)
|
|
|
|
proc/anim(turf/location as turf,target as mob|obj,a_icon,a_icon_state as text,flick_anim as text,sleeptime = 0,direction as num)
|
|
//This proc throws up either an icon or an animation for a specified amount of time.
|
|
//The variables should be apparent enough.
|
|
var/atom/movable/overlay/animation = new(location)
|
|
if(direction)
|
|
animation.dir = direction
|
|
animation.icon = a_icon
|
|
animation.layer = target:layer+1
|
|
if(a_icon_state)
|
|
animation.icon_state = a_icon_state
|
|
else
|
|
animation.icon_state = "blank"
|
|
animation.master = target
|
|
flick(flick_anim, animation)
|
|
sleep(max(sleeptime, 15))
|
|
del(animation)
|
|
|
|
//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 couldnt 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
|
|
|
|
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)
|
|
|
|
/proc/do_mob(var/mob/user , var/mob/target, var/time = 30) //This is quite an ugly solution but i refuse to use the old request system.
|
|
if(!user || !target) return 0
|
|
var/user_loc = user.loc
|
|
var/target_loc = target.loc
|
|
var/holding = user.get_active_hand()
|
|
sleep(time)
|
|
if(!user || !target) return 0
|
|
if ( user.loc == user_loc && target.loc == target_loc && user.get_active_hand() == holding && !( user.stat ) && ( !user.stunned && !user.weakened && !user.paralysis && !user.lying ) )
|
|
return 1
|
|
else
|
|
return 0
|
|
|
|
/proc/do_after(var/mob/user as mob, delay as num, var/numticks = 5, var/needhand = 1)
|
|
if(!user || isnull(user))
|
|
return 0
|
|
if(numticks == 0)
|
|
return 0
|
|
|
|
var/delayfraction = round(delay/numticks)
|
|
var/turf/T = user.loc
|
|
var/holding = user.get_active_hand()
|
|
|
|
for(var/i = 0, i<numticks, i++)
|
|
sleep(delayfraction)
|
|
|
|
|
|
if(!user || user.stat || user.weakened || user.stunned || !(user.loc == T))
|
|
return 0
|
|
if(needhand && !(user.get_active_hand() == holding)) //Sometimes you don't want the user to have to keep their active hand
|
|
return 0
|
|
|
|
return 1
|
|
|
|
//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/turf/X = new T.type(B)
|
|
X.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
|
|
|
|
/* 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"
|
|
del(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/aiEye)) 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)
|
|
var/turf/ttl = new turftoleave(T)
|
|
|
|
// var/area/AR2 = ttl.loc
|
|
|
|
// if(AR2.lighting_use_dynamic) //TODO: rewrite this code so it's not messed by lighting ~Carn
|
|
// ttl.opacity = !ttl.opacity
|
|
// ttl.sd_SetOpacity(!ttl.opacity)
|
|
|
|
fromupdate += ttl
|
|
|
|
else
|
|
T.ChangeTurf(/turf/space)
|
|
|
|
refined_src -= T
|
|
refined_trg -= B
|
|
continue moving
|
|
|
|
var/list/doors = new/list()
|
|
|
|
if(toupdate.len)
|
|
for(var/turf/simulated/T1 in toupdate)
|
|
for(var/obj/machinery/door/D2 in T1)
|
|
doors += D2
|
|
if(T1.parent)
|
|
air_master.groups_to_rebuild += T1.parent
|
|
else
|
|
air_master.tiles_to_update += T1
|
|
|
|
if(fromupdate.len)
|
|
for(var/turf/simulated/T2 in fromupdate)
|
|
for(var/obj/machinery/door/D2 in T2)
|
|
doors += D2
|
|
if(T2.parent)
|
|
air_master.groups_to_rebuild += T2.parent
|
|
else
|
|
air_master.tiles_to_update += T2
|
|
|
|
for(var/obj/O in doors)
|
|
O:update_nearby_tiles(1)
|
|
|
|
|
|
|
|
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.
|
|
|
|
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
|
|
|
|
if(platingRequired)
|
|
if(istype(B, /turf/space))
|
|
continue moving
|
|
|
|
var/turf/X = new T.type(B)
|
|
X.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
|
|
|
|
|
|
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/aiEye)) 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
|
|
|
|
|
|
|
|
for(var/V in T.vars)
|
|
if(!(V in list("type","loc","locs","vars", "parent", "parent_type","verbs","ckey","key","x","y","z","contents", "luminosity")))
|
|
X.vars[V] = T.vars[V]
|
|
|
|
// 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
|
|
|
|
|
|
|
|
|
|
var/list/doors = new/list()
|
|
|
|
if(toupdate.len)
|
|
for(var/turf/simulated/T1 in toupdate)
|
|
for(var/obj/machinery/door/D2 in T1)
|
|
doors += D2
|
|
if(T1.parent)
|
|
air_master.groups_to_rebuild += T1.parent
|
|
else
|
|
air_master.tiles_to_update += T1
|
|
|
|
for(var/obj/O in doors)
|
|
O:update_nearby_tiles(1)
|
|
|
|
|
|
|
|
|
|
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 world)
|
|
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 return zone
|
|
|
|
|
|
/proc/get_turf(turf/location)
|
|
while(location)
|
|
if(isturf(location))
|
|
return location
|
|
location = location.loc
|
|
return null
|
|
|
|
/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/weapon/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/weapon/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/weapon/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/lighter)
|
|
if(W:lit)
|
|
return 1500
|
|
else
|
|
return 0
|
|
if(/obj/item/weapon/match)
|
|
if(W:lit)
|
|
return 1000
|
|
else
|
|
return 0
|
|
if(/obj/item/clothing/mask/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
|
|
|
|
//Is this even used for anything besides balloons? Yes I took out the W:lit stuff because : really shouldnt be used.
|
|
/proc/is_sharp(obj/item/W as obj) // For the record, WHAT THE HELL IS THIS METHOD OF DOING IT?
|
|
return ( \
|
|
istype(W, /obj/item/weapon/screwdriver) || \
|
|
istype(W, /obj/item/weapon/pen) || \
|
|
istype(W, /obj/item/weapon/weldingtool) || \
|
|
istype(W, /obj/item/weapon/lighter/zippo) || \
|
|
istype(W, /obj/item/weapon/match) || \
|
|
istype(W, /obj/item/clothing/mask/cigarette) || \
|
|
istype(W, /obj/item/weapon/wirecutters) || \
|
|
istype(W, /obj/item/weapon/circular_saw) || \
|
|
istype(W, /obj/item/weapon/melee/energy/sword) || \
|
|
istype(W, /obj/item/weapon/melee/energy/blade) || \
|
|
istype(W, /obj/item/weapon/shovel) || \
|
|
istype(W, /obj/item/weapon/kitchenknife) || \
|
|
istype(W, /obj/item/weapon/butch) || \
|
|
istype(W, /obj/item/weapon/scalpel) || \
|
|
istype(W, /obj/item/weapon/kitchen/utensil/knife) || \
|
|
istype(W, /obj/item/weapon/shard) || \
|
|
istype(W, /obj/item/weapon/broken_bottle) || \
|
|
istype(W, /obj/item/weapon/reagent_containers/syringe) || \
|
|
istype(W, /obj/item/weapon/kitchen/utensil/fork) && W.icon_state != "forkloaded" || \
|
|
istype(W, /obj/item/weapon/twohanded/fireaxe) \
|
|
)
|
|
|
|
/*
|
|
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
|