Files
vgstation13/code/__HELPERS/unsorted.dm
Cael_Aislinn bdeb96b7e5 Merge branch 'incremental_tg' r5514 (11/1/2013) into bs12_with_tgport
Conflicts:
	baystation12.dme
	code/ATMOSPHERICS/components/unary/vent_pump.dm
	code/ATMOSPHERICS/components/unary/vent_scrubber.dm
	code/__HELPERS/game.dm
	code/controllers/shuttle_controller.dm
	code/datums/datumvars.dm
	code/datums/supplypacks.dm
	code/defines/obj/storage.dm
	code/defines/obj/vending.dm
	code/defines/obj/weapon.dm
	code/defines/procs/command_alert.dm
	code/game/area/Space Station 13 areas.dm
	code/game/atoms.dm
	code/game/gamemodes/changeling/modularchangling.dm
	code/game/gamemodes/cult/runes.dm
	code/game/gamemodes/events.dm
	code/game/gamemodes/events/dust.dm
	code/game/gamemodes/events/miniblob.dm
	code/game/gamemodes/events/ninja_equipment.dm
	code/game/gamemodes/factions.dm
	code/game/gamemodes/game_mode.dm
	code/game/gamemodes/gameticker.dm
	code/game/jobs/access.dm
	code/game/jobs/job/assistant.dm
	code/game/jobs/job/captain.dm
	code/game/jobs/job/civilian.dm
	code/game/jobs/job/engineering.dm
	code/game/jobs/job/medical.dm
	code/game/jobs/job/science.dm
	code/game/jobs/job/security.dm
	code/game/jobs/job_controller.dm
	code/game/machinery/alarm.dm
	code/game/machinery/atmo_control.dm
	code/game/machinery/atmoalter/area_atmos_computer.dm
	code/game/machinery/bots/medbot.dm
	code/game/machinery/computer/HolodeckControl.dm
	code/game/machinery/computer/ai_core.dm
	code/game/machinery/computer/atmos_alert.dm
	code/game/machinery/computer/card.dm
	code/game/machinery/computer/cloning.dm
	code/game/machinery/computer/computer.dm
	code/game/machinery/computer/message.dm
	code/game/machinery/computer/pod.dm
	code/game/machinery/computer/prisoner.dm
	code/game/machinery/computer/syndicate_shuttle.dm
	code/game/machinery/constructable_frame.dm
	code/game/machinery/doors/door.dm
	code/game/machinery/doors/firedoor.dm
	code/game/machinery/newscaster.dm
	code/game/machinery/recharger.dm
	code/game/machinery/spaceheater.dm
	code/game/machinery/telecomms/broadcaster.dm
	code/game/machinery/telecomms/logbrowser.dm
	code/game/machinery/telecomms/machine_interactions.dm
	code/game/machinery/teleporter.dm
	code/game/machinery/wishgranter.dm
	code/game/mecha/mech_fabricator.dm
	code/game/mecha/working/ripley.dm
	code/game/objects/items.dm
	code/game/objects/items/blueprints.dm
	code/game/objects/items/devices/flashlight.dm
	code/game/objects/items/devices/radio/encryptionkey.dm
	code/game/objects/items/devices/uplinks.dm
	code/game/objects/items/stacks/medical.dm
	code/game/objects/items/weapons/cards_ids.dm
	code/game/objects/items/weapons/gift_wrappaper.dm
	code/game/objects/items/weapons/hydroponics.dm
	code/game/objects/items/weapons/manuals.dm
	code/game/objects/items/weapons/secstorage/secstorage.dm
	code/game/objects/items/weapons/storage/backpack.dm
	code/game/objects/items/weapons/storage/firstaid.dm
	code/game/objects/items/weapons/storage/kit.dm
	code/game/objects/items/weapons/storage/storage.dm
	code/game/objects/items/weapons/storage/toolbox.dm
	code/game/objects/items/weapons/storage/uplink_kits.dm
	code/game/objects/items/weapons/stunbaton.dm
	code/game/objects/items/weapons/surgery_tools.dm
	code/game/objects/items/weapons/tools.dm
	code/game/objects/structures/crates_lockers/closets/secure/cargo.dm
	code/game/objects/structures/crates_lockers/closets/secure/hydroponics.dm
	code/game/objects/structures/crates_lockers/closets/secure/scientist.dm
	code/game/objects/structures/crates_lockers/closets/secure/security.dm
	code/game/objects/structures/electricchair.dm
	code/game/objects/structures/extinguisher.dm
	code/game/objects/structures/watercloset.dm
	code/game/objects/weapons.dm
	code/game/turfs/turf.dm
	code/game/vehicles/airtight/airtight.dm
	code/game/vehicles/vehicle.dm
	code/global.dm
	code/modules/DetectiveWork/evidence.dm
	code/modules/admin/IsBanned.dm
	code/modules/admin/player_panel.dm
	code/modules/admin/verbs/diagnostics.dm
	code/modules/admin/verbs/getlogs.dm
	code/modules/client/preferences.dm
	code/modules/clothing/masks/miscellaneous.dm
	code/modules/clothing/spacesuits/rig.dm
	code/modules/clothing/suits/miscellaneous.dm
	code/modules/critters/critter_defenses.dm
	code/modules/detectivework/scanner.dm
	code/modules/flufftext/Hallucination.dm
	code/modules/food/recipes_microwave.dm
	code/modules/mining/mine_items.dm
	code/modules/mining/mine_turfs.dm
	code/modules/mining/satchel_ore_boxdm.dm
	code/modules/mob/dead/observer/observer.dm
	code/modules/mob/living/carbon/alien/humanoid/alien_powers.dm
	code/modules/mob/living/carbon/alien/special/facehugger.dm
	code/modules/mob/living/carbon/carbon.dm
	code/modules/mob/living/carbon/carbon_defines.dm
	code/modules/mob/living/carbon/human/human.dm
	code/modules/mob/living/carbon/human/human_attackhand.dm
	code/modules/mob/living/carbon/human/life.dm
	code/modules/mob/living/carbon/human/say.dm
	code/modules/mob/living/carbon/human/update_icons.dm
	code/modules/mob/living/carbon/metroid/metroid.dm
	code/modules/mob/living/living.dm
	code/modules/mob/living/silicon/ai/life.dm
	code/modules/mob/living/silicon/robot/robot.dm
	code/modules/mob/mob_cleanup.dm
	code/modules/mob/mob_defines.dm
	code/modules/mob/mob_transformation_simple.dm
	code/modules/paperwork/clipboard.dm
	code/modules/paperwork/folders.dm
	code/modules/paperwork/paper.dm
	code/modules/paperwork/paperbin.dm
	code/modules/paperwork/pen.dm
	code/modules/power/cable.dm
	code/modules/projectiles/guns/energy/special.dm
	code/modules/projectiles/guns/projectile/revolver.dm
	code/modules/projectiles/projectile/change.dm
	code/modules/projectiles/projectile/special.dm
	code/modules/reagents/Chemistry-Reagents.dm
	code/modules/reagents/reagent_containers/glass.dm
	code/modules/reagents/reagent_containers/hypospray.dm
	code/modules/recycling/sortingmachinery.dm
	code/modules/research/designs.dm
	config/config.txt
	html/changelog.html
	icons/mob/head.dmi
	icons/mob/hud.dmi
	icons/mob/items_lefthand.dmi
	icons/mob/items_righthand.dmi
	icons/mob/mask.dmi
	icons/mob/suit.dmi
	icons/mob/ties.dmi
	icons/mob/uniform.dmi
	icons/obj/clothing/hats.dmi
	icons/obj/clothing/masks.dmi
	icons/obj/clothing/suits.dmi
	icons/obj/clothing/ties.dmi
	icons/obj/grenade.dmi
	icons/obj/projectiles.dmi

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2013-01-11 22:12:31 +10:00

1433 lines
42 KiB
Plaintext

//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
/*
* A large number of misc global procs.
*/
//Inverts the colour of an HTML string
/proc/invertHTML(HTMLstring)
if (!( istext(HTMLstring) ))
CRASH("Given non-text argument!")
return
else
if (length(HTMLstring) != 7)
CRASH("Given non-HTML argument!")
return
var/textr = copytext(HTMLstring, 2, 4)
var/textg = copytext(HTMLstring, 4, 6)
var/textb = copytext(HTMLstring, 6, 8)
var/r = hex2num(textr)
var/g = hex2num(textg)
var/b = hex2num(textb)
textr = num2hex(255 - r)
textg = num2hex(255 - g)
textb = num2hex(255 - b)
if (length(textr) < 2)
textr = text("0[]", textr)
if (length(textg) < 2)
textr = text("0[]", textg)
if (length(textb) < 2)
textr = text("0[]", textb)
return text("#[][][]", textr, textg, textb)
return
//Returns the middle-most value
/proc/dd_range(var/low, var/high, var/num)
return max(low,min(high,num))
//Returns whether or not A is the middle most value
/proc/InRange(var/A, var/lower, var/upper)
if(A < lower) return 0
if(A > upper) return 0
return 1
/proc/Get_Angle(atom/movable/start,atom/movable/end)//For beams.
if(!start || !end) return 0
var/dy
var/dx
dy=(32*end.y+end.pixel_y)-(32*start.y+start.pixel_y)
dx=(32*end.x+end.pixel_x)-(32*start.x+start.pixel_x)
if(!dy)
return (dx>=0)?90:270
.=arctan(dx/dy)
if(dy<0)
.+=180
else if(dx<0)
.+=360
//Returns location. Returns null if no location was found.
/proc/get_teleport_loc(turf/location,mob/target,distance = 1, density = 0, errorx = 0, errory = 0, eoffsetx = 0, eoffsety = 0)
/*
Location where the teleport begins, target that will teleport, distance to go, density checking 0/1(yes/no).
Random error in tile placement x, error in tile placement y, and block offset.
Block offset tells the proc how to place the box. Behind teleport location, relative to starting location, forward, etc.
Negative values for offset are accepted, think of it in relation to North, -x is west, -y is south. Error defaults to positive.
Turf and target are seperate in case you want to teleport some distance from a turf the target is not standing on or something.
*/
var/dirx = 0//Generic location finding variable.
var/diry = 0
var/xoffset = 0//Generic counter for offset location.
var/yoffset = 0
var/b1xerror = 0//Generic placing for point A in box. The lower left.
var/b1yerror = 0
var/b2xerror = 0//Generic placing for point B in box. The upper right.
var/b2yerror = 0
errorx = abs(errorx)//Error should never be negative.
errory = abs(errory)
//var/errorxy = round((errorx+errory)/2)//Used for diagonal boxes.
switch(target.dir)//This can be done through equations but switch is the simpler method. And works fast to boot.
//Directs on what values need modifying.
if(1)//North
diry+=distance
yoffset+=eoffsety
xoffset+=eoffsetx
b1xerror-=errorx
b1yerror-=errory
b2xerror+=errorx
b2yerror+=errory
if(2)//South
diry-=distance
yoffset-=eoffsety
xoffset+=eoffsetx
b1xerror-=errorx
b1yerror-=errory
b2xerror+=errorx
b2yerror+=errory
if(4)//East
dirx+=distance
yoffset+=eoffsetx//Flipped.
xoffset+=eoffsety
b1xerror-=errory//Flipped.
b1yerror-=errorx
b2xerror+=errory
b2yerror+=errorx
if(8)//West
dirx-=distance
yoffset-=eoffsetx//Flipped.
xoffset+=eoffsety
b1xerror-=errory//Flipped.
b1yerror-=errorx
b2xerror+=errory
b2yerror+=errorx
var/turf/destination=locate(location.x+dirx,location.y+diry,location.z)
if(destination)//If there is a destination.
if(errorx||errory)//If errorx or y were specified.
var/destination_list[] = list()//To add turfs to list.
//destination_list = new()
/*This will draw a block around the target turf, given what the error is.
Specifying the values above will basically draw a different sort of block.
If the values are the same, it will be a square. If they are different, it will be a rectengle.
In either case, it will center based on offset. Offset is position from center.
Offset always calculates in relation to direction faced. In other words, depending on the direction of the teleport,
the offset should remain positioned in relation to destination.*/
var/turf/center = locate((destination.x+xoffset),(destination.y+yoffset),location.z)//So now, find the new center.
//Now to find a box from center location and make that our destination.
for(var/turf/T in block(locate(center.x+b1xerror,center.y+b1yerror,location.z), locate(center.x+b2xerror,center.y+b2yerror,location.z) ))
if(density&&T.density) continue//If density was specified.
if(T.x>world.maxx || T.x<1) continue//Don't want them to teleport off the map.
if(T.y>world.maxy || T.y<1) continue
destination_list += T
if(destination_list.len)
destination = pick(destination_list)
else return
else//Same deal here.
if(density&&destination.density) return
if(destination.x>world.maxx || destination.x<1) return
if(destination.y>world.maxy || destination.y<1) return
else return
return destination
/proc/LinkBlocked(turf/A, turf/B)
if(A == null || B == null) return 1
var/adir = get_dir(A,B)
var/rdir = get_dir(B,A)
if((adir & (NORTH|SOUTH)) && (adir & (EAST|WEST))) // diagonal
var/iStep = get_step(A,adir&(NORTH|SOUTH))
if(!LinkBlocked(A,iStep) && !LinkBlocked(iStep,B)) return 0
var/pStep = get_step(A,adir&(EAST|WEST))
if(!LinkBlocked(A,pStep) && !LinkBlocked(pStep,B)) return 0
return 1
if(DirBlocked(A,adir)) return 1
if(DirBlocked(B,rdir)) return 1
return 0
/proc/DirBlocked(turf/loc,var/dir)
for(var/obj/structure/window/D in loc)
if(!D.density) continue
if(D.dir == SOUTHWEST) return 1
if(D.dir == dir) return 1
for(var/obj/machinery/door/D in loc)
if(!D.density) continue
if(istype(D, /obj/machinery/door/window))
if((dir & SOUTH) && (D.dir & (EAST|WEST))) return 1
if((dir & EAST ) && (D.dir & (NORTH|SOUTH))) return 1
else return 1 // it's a real, air blocking door
return 0
/proc/TurfBlockedNonWindow(turf/loc)
for(var/obj/O in loc)
if(O.density && !istype(O, /obj/structure/window))
return 1
return 0
/proc/sign(x)
return x!=0?x/abs(x):0
/proc/getline(atom/M,atom/N)//Ultra-Fast Bresenham Line-Drawing Algorithm
var/px=M.x //starting x
var/py=M.y
var/line[] = list(locate(px,py,M.z))
var/dx=N.x-px //x distance
var/dy=N.y-py
var/dxabs=abs(dx)//Absolute value of x distance
var/dyabs=abs(dy)
var/sdx=sign(dx) //Sign of x distance (+ or -)
var/sdy=sign(dy)
var/x=dxabs>>1 //Counters for steps taken, setting to distance/2
var/y=dyabs>>1 //Bit-shifting makes me l33t. It also makes getline() unnessecarrily fast.
var/j //Generic integer for counting
if(dxabs>=dyabs) //x distance is greater than y
for(j=0;j<dxabs;j++)//It'll take dxabs steps to get there
y+=dyabs
if(y>=dxabs) //Every dyabs steps, step once in y direction
y-=dxabs
py+=sdy
px+=sdx //Step on in x direction
line+=locate(px,py,M.z)//Add the turf to the list
else
for(j=0;j<dyabs;j++)
x+=dxabs
if(x>=dyabs)
x-=dyabs
px+=sdx
py+=sdy
line+=locate(px,py,M.z)
return line
//Returns whether or not a player is a guest using their ckey as an input
/proc/IsGuestKey(key)
if (findtext(key, "Guest-", 1, 7) != 1) //was findtextEx
return 0
var/i, ch, len = length(key)
for (i = 7, i <= len, ++i)
ch = text2ascii(key, i)
if (ch < 48 || ch > 57)
return 0
return 1
//Ensure the frequency is within bounds of what it should be sending/recieving at
/proc/sanitize_frequency(var/f)
f = round(f)
f = max(1441, f) // 144.1
f = min(1489, f) // 148.9
if ((f % 2) == 0) //Ensure the last digit is an odd number
f += 1
return f
//Turns 1479 into 147.9
/proc/format_frequency(var/f)
return "[round(f / 10)].[f % 10]"
//This will update a mob's name, real_name, mind.name, data_core records, pda and id
//Calling this proc without an oldname will only update the mob and skip updating the pda, id and records ~Carn
/mob/proc/fully_replace_character_name(var/oldname,var/newname)
if(!newname) return 0
real_name = newname
name = newname
if(mind)
mind.name = newname
if(dna)
dna.real_name = real_name
if(oldname)
//update the datacore records! This is goig to be a bit costly.
for(var/list/L in list(data_core.general,data_core.medical,data_core.security,data_core.locked))
for(var/datum/data/record/R in L)
if(R.fields["name"] == oldname)
R.fields["name"] = newname
break
//update our pda and id if we have them on our person
var/list/searching = GetAllContents(searchDepth = 3)
var/search_id = 1
var/search_pda = 1
for(var/A in searching)
if( search_id && istype(A,/obj/item/weapon/card/id) )
var/obj/item/weapon/card/id/ID = A
if(ID.registered_name == oldname)
ID.registered_name = newname
ID.name = "[newname]'s ID Card ([ID.assignment])"
if(!search_pda) break
search_id = 0
else if( search_pda && istype(A,/obj/item/device/pda) )
var/obj/item/device/pda/PDA = A
if(PDA.owner == oldname)
PDA.owner = newname
PDA.name = "PDA-[newname] ([PDA.ownjob])"
if(!search_id) break
search_pda = 0
return 1
//Generalised helper proc for letting mobs rename themselves. Used to be clname() and ainame()
//Last modified by Carn
/mob/proc/rename_self(var/role, var/allow_numbers=0)
spawn(0)
var/oldname = real_name
var/time_passed = world.time
var/newname
for(var/i=1,i<=3,i++) //we get 3 attempts to pick a suitable name.
newname = input(src,"You are a [role]. Would you like to change your name to something else?", "Name change",oldname) as text
if((world.time-time_passed)>300)
return //took too long
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.
for(var/mob/living/M in player_list)
if(M == src)
continue
if(!newname || M.real_name == newname)
newname = null
break
if(newname)
break //That's a suitable name!
src << "Sorry, that [role]-name wasn't appropriate, please try another. It's possibly too long/short, has bad characters or is already taken."
if(!newname) //we'll stick with the oldname then
return
if(cmptext("ai",role))
if(isAI(src))
var/mob/living/silicon/ai/A = src
oldname = null//don't bother with the records update crap
//world << "<b>[newname] is the AI!</b>"
//world << sound('sound/AI/newAI.ogg')
// Set eyeobj name
if(A.eyeobj)
A.eyeobj.name = "[newname] (AI Eye)"
// Set ai pda name
if(A.aiPDA)
A.aiPDA.owner = newname
A.aiPDA.name = newname + " (" + A.aiPDA.ownjob + ")"
fully_replace_character_name(oldname,newname)
//Picks a string of symbols to display as the law number for hacked or ion laws
/proc/ionnum()
return "[pick("!","@","#","$","%","^","&","*")][pick("!","@","#","$","%","^","&","*")][pick("!","@","#","$","%","^","&","*")][pick("!","@","#","$","%","^","&","*")]"
//When an AI is activated, it can choose from a list of non-slaved borgs to have as a slave.
/proc/freeborg()
var/select = null
var/list/names = list()
var/list/borgs = list()
var/list/namecounts = list()
for (var/mob/living/silicon/robot/A in player_list)
var/name = A.real_name
if (A.stat == 2)
continue
if (A.connected_ai)
continue
else
if(A.module)
name += " ([A.module.name])"
names.Add(name)
namecounts[name] = 1
borgs[name] = A
if (borgs.len)
select = input("Unshackled borg signals detected:", "Borg selection", null, null) as null|anything in borgs
return borgs[select]
//When a borg is activated, it can choose which AI it wants to be slaved to
/proc/active_ais()
. = list()
for(var/mob/living/silicon/ai/A in living_mob_list)
if(A.stat == DEAD)
continue
if(A.control_disabled == 1)
continue
. += A
return .
//Find an active ai with the least borgs. VERBOSE PROCNAME HUH!
/proc/select_active_ai_with_fewest_borgs()
var/mob/living/silicon/ai/selected
var/list/active = active_ais()
for(var/mob/living/silicon/ai/A in active)
if(!selected || (selected.connected_robots > A.connected_robots))
selected = A
return selected
/proc/select_active_ai(var/mob/user)
var/list/ais = active_ais()
if(ais.len)
if(user) . = input(usr,"AI signals detected:", "AI selection") in ais
else . = pick(ais)
return .
/proc/get_sorted_mobs()
var/list/old_list = getmobs()
var/list/AI_list = list()
var/list/Dead_list = list()
var/list/keyclient_list = list()
var/list/key_list = list()
var/list/logged_list = list()
for(var/named in old_list)
var/mob/M = old_list[named]
if(issilicon(M))
AI_list |= M
else if(isobserver(M) || M.stat == 2)
Dead_list |= M
else if(M.key && M.client)
keyclient_list |= M
else if(M.key)
key_list |= M
else
logged_list |= M
old_list.Remove(named)
var/list/new_list = list()
new_list += AI_list
new_list += keyclient_list
new_list += key_list
new_list += logged_list
new_list += Dead_list
return new_list
//Returns a list of all mobs with their name
/proc/getmobs()
var/list/mobs = sortmobs()
var/list/names = list()
var/list/creatures = list()
var/list/namecounts = list()
for(var/mob/M in mobs)
var/name = M.name
if (name in names)
namecounts[name]++
name = "[name] ([namecounts[name]])"
else
names.Add(name)
namecounts[name] = 1
if (M.real_name && M.real_name != M.name)
name += " \[[M.real_name]\]"
if (M.stat == 2)
if(istype(M, /mob/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 if (zone == "l_hand") return "left hand"
else if (zone == "r_hand") return "right hand"
else if (zone == "l_foot") return "left foot"
else if (zone == "r_foot") return "right foot"
else return zone
/proc/get_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) \
)
/proc/is_surgery_tool(obj/item/W as obj)
return ( \
istype(W, /obj/item/weapon/scalpel) || \
istype(W, /obj/item/weapon/hemostat) || \
istype(W, /obj/item/weapon/retractor) || \
istype(W, /obj/item/weapon/cautery) || \
istype(W, /obj/item/weapon/bonegel) || \
istype(W, /obj/item/weapon/bonesetter)
)
//check if mob is lying down on something we can operate him on.
/proc/can_operate(mob/living/carbon/M)
return (locate(/obj/machinery/optable, M.loc) && M.resting) || \
(locate(/obj/structure/stool/bed/roller, M.loc) && \
(M.buckled || M.lying || M.weakened || M.stunned || M.paralysis || M.sleeping || M.stat)) && prob(75) || \
(locate(/obj/structure/table/, M.loc) && \
(M.lying || M.weakened || M.stunned || M.paralysis || M.sleeping || M.stat) && prob(66))
/proc/reverse_direction(var/dir)
switch(dir)
if(NORTH)
return SOUTH
if(NORTHEAST)
return SOUTHWEST
if(EAST)
return WEST
if(SOUTHEAST)
return NORTHWEST
if(SOUTH)
return NORTH
if(SOUTHWEST)
return NORTHEAST
if(WEST)
return EAST
if(NORTHWEST)
return SOUTHEAST
/*
Checks if that loc and dir has a item on the wall
*/
var/list/WALLITEMS = list(
"/obj/machinery/power/apc", "/obj/machinery/alarm", "/obj/item/device/radio/intercom",
"/obj/structure/extinguisher_cabinet", "/obj/structure/reagent_dispensers/peppertank",
"/obj/machinery/status_display", "/obj/machinery/requests_console", "/obj/machinery/light_switch", "/obj/effect/sign",
"/obj/machinery/newscaster", "/obj/machinery/firealarm", "/obj/structure/noticeboard", "/obj/machinery/door_control",
"/obj/machinery/computer/security/telescreen", "/obj/machinery/embedded_controller/radio/simple_vent_controller",
"/obj/item/weapon/storage/secure/safe", "/obj/machinery/door_timer", "/obj/machinery/flasher", "/obj/machinery/keycard_auth",
"/obj/structure/mirror", "/obj/structure/closet/fireaxecabinet", "/obj/machinery/computer/security/telescreen/entertainment"
)
/proc/gotwallitem(loc, dir)
for(var/obj/O in loc)
for(var/item in WALLITEMS)
if(istype(O, text2path(item)))
//Direction works sometimes
if(O.dir == dir)
return 1
//Some stuff doesn't use dir properly, so we need to check pixel instead
switch(dir)
if(SOUTH)
if(O.pixel_y > 10)
return 1
if(NORTH)
if(O.pixel_y < -10)
return 1
if(WEST)
if(O.pixel_x > 10)
return 1
if(EAST)
if(O.pixel_x < -10)
return 1
//Some stuff is placed directly on the wallturf (signs)
for(var/obj/O in get_step(loc, dir))
for(var/item in WALLITEMS)
if(istype(O, text2path(item)))
if(O.pixel_x == 0 && O.pixel_y == 0)
return 1
return 0