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Bubberstation/code/_onclick/hud/screen_objects.dm

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/*
Screen objects
Todo: improve/re-implement
Screen objects are only used for the hud and should not appear anywhere "in-game".
They are used with the client/screen list and the screen_loc var.
For more information, see the byond documentation on the screen_loc and screen vars.
*/
/obj/screen
name = ""
icon = 'icons/mob/screen_gen.dmi'
layer = 20.0
unacidable = 1
var/obj/master = null //A reference to the object in the slot. Grabs or items, generally.
/obj/screen/Destroy()
master = null
..()
/obj/screen/text
icon = null
icon_state = null
mouse_opacity = 0
screen_loc = "CENTER-7,CENTER-7"
maptext_height = 480
maptext_width = 480
/obj/screen/inventory
var/slot_id //The indentifier for the slot. It has nothing to do with ID cards.
/obj/screen/close
name = "close"
/obj/screen/close/Click()
if(master)
if(istype(master, /obj/item/weapon/storage))
var/obj/item/weapon/storage/S = master
S.close(usr)
return 1
/obj/screen/item_action
var/obj/item/owner
/obj/screen/item_action/Click()
if(!usr || !owner)
return 1
if(usr.next_move >= world.time)
return
if(!owner.action_button_is_hands_free && (usr.restrained() || usr.stunned || usr.lying))
return 1
if(usr.stat)
return 1
if(!(owner in usr))
return 1
owner.ui_action_click()
return 1
//This is the proc used to update all the action buttons. It just returns for all mob types except humans.
/mob/proc/update_action_buttons()
return
/obj/screen/drop
name = "drop"
icon = 'icons/mob/screen_midnight.dmi'
icon_state = "act_drop"
layer = 19
/obj/screen/drop/Click()
usr.drop_item_v()
/obj/screen/grab
name = "grab"
/obj/screen/grab/Click()
var/obj/item/weapon/grab/G = master
G.s_click(src)
return 1
/obj/screen/grab/attack_hand()
return
/obj/screen/grab/attackby()
return
/obj/screen/act_intent
name = "intent"
icon_state = "help"
/obj/screen/act_intent/Click(location, control, params)
if(ishuman(usr) && (usr.client.prefs.toggles & INTENT_STYLE))
var/_x = text2num(params2list(params)["icon-x"])
var/_y = text2num(params2list(params)["icon-y"])
if(_x<=16 && _y<=16)
usr.a_intent_change("harm")
else if(_x<=16 && _y>=17)
usr.a_intent_change("help")
else if(_x>=17 && _y<=16)
usr.a_intent_change("grab")
else if(_x>=17 && _y>=17)
usr.a_intent_change("disarm")
else
usr.a_intent_change("right")
/obj/screen/internals
name = "toggle internals"
icon_state = "internal0"
/obj/screen/internals/Click()
if(iscarbon(usr))
var/mob/living/carbon/C = usr
if(!C.incapacitated())
if(C.internal)
C.internal = null
C << "<span class='notice'>No longer running on internals.</span>"
icon_state = "internal0"
else
if(!istype(C.wear_mask, /obj/item/clothing/mask))
C << "<span class='notice'>You are not wearing a mask.</span>"
return 1
else
if(istype(C.l_hand, /obj/item/weapon/tank))
C << "<span class='notice'>You are now running on internals from the [C.l_hand] on your left hand.</span>"
C.internal = C.l_hand
else if(istype(C.r_hand, /obj/item/weapon/tank))
C << "<span class='notice'>You are now running on internals from the [C.r_hand] on your right hand.</span>"
C.internal = C.r_hand
else if(ishuman(C))
var/mob/living/carbon/human/H = C
if(istype(H.s_store, /obj/item/weapon/tank))
H << "<span class='notice'>You are now running on internals from the [H.s_store] on your [H.wear_suit].</span>"
H.internal = H.s_store
else if(istype(H.belt, /obj/item/weapon/tank))
H << "<span class='notice'>You are now running on internals from the [H.belt] on your belt.</span>"
H.internal = H.belt
else if(istype(H.l_store, /obj/item/weapon/tank))
H << "<span class='notice'>You are now running on internals from the [H.l_store] in your left pocket.</span>"
H.internal = H.l_store
else if(istype(H.r_store, /obj/item/weapon/tank))
H << "<span class='notice'>You are now running on internals from the [H.r_store] in your right pocket.</span>"
H.internal = H.r_store
//Seperate so CO2 jetpacks are a little less cumbersome.
if(!C.internal && istype(C.back, /obj/item/weapon/tank))
C << "<span class='notice'>You are now running on internals from the [C.back] on your back.</span>"
C.internal = C.back
if(C.internal)
icon_state = "internal1"
else
C << "<span class='notice'>You don't have an oxygen tank.</span>"
/obj/screen/mov_intent
name = "run/walk toggle"
icon = 'icons/mob/screen_midnight.dmi'
icon_state = "running"
/obj/screen/mov_intent/Click()
switch(usr.m_intent)
if("run")
usr.m_intent = "walk"
icon_state = "walking"
if("walk")
usr.m_intent = "run"
icon_state = "running"
usr.update_icons()
/obj/screen/pull
name = "stop pulling"
icon = 'icons/mob/screen_midnight.dmi'
icon_state = "pull"
/obj/screen/pull/Click()
usr.stop_pulling()
/obj/screen/resist
name = "resist"
icon = 'icons/mob/screen_midnight.dmi'
icon_state = "act_resist"
layer = 19
/obj/screen/resist/Click()
if(isliving(usr))
var/mob/living/L = usr
L.resist()
/obj/screen/storage
name = "storage"
/obj/screen/storage/Click(location, control, params)
if(world.time <= usr.next_move)
return 1
if(usr.stat || usr.paralysis || usr.stunned || usr.weakened)
return 1
if (istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech
return 1
if(master)
var/obj/item/I = usr.get_active_hand()
if(I)
master.attackby(I, usr, params)
return 1
/obj/screen/throw_catch
name = "throw/catch"
icon = 'icons/mob/screen_midnight.dmi'
icon_state = "act_throw_off"
/obj/screen/throw_catch/Click()
if(iscarbon(usr))
var/mob/living/carbon/C = usr
C.toggle_throw_mode()
/obj/screen/zone_sel
name = "damage zone"
icon_state = "zone_sel"
screen_loc = ui_zonesel
var/selecting = "chest"
/obj/screen/zone_sel/Click(location, control,params)
var/list/PL = params2list(params)
var/icon_x = text2num(PL["icon-x"])
var/icon_y = text2num(PL["icon-y"])
var/old_selecting = selecting //We're only going to update_icon() if there's been a change
switch(icon_y)
if(1 to 9) //Legs
switch(icon_x)
if(10 to 15)
selecting = "r_leg"
if(17 to 22)
selecting = "l_leg"
else
return 1
if(10 to 13) //Hands and groin
switch(icon_x)
if(8 to 11)
selecting = "r_arm"
if(12 to 20)
selecting = "groin"
if(21 to 24)
selecting = "l_arm"
else
return 1
if(14 to 22) //Chest and arms to shoulders
switch(icon_x)
if(8 to 11)
selecting = "r_arm"
if(12 to 20)
selecting = "chest"
if(21 to 24)
selecting = "l_arm"
else
return 1
if(23 to 30) //Head, but we need to check for eye or mouth
if(icon_x in 12 to 20)
selecting = "head"
switch(icon_y)
if(23 to 24)
if(icon_x in 15 to 17)
selecting = "mouth"
if(26) //Eyeline, eyes are on 15 and 17
if(icon_x in 14 to 18)
selecting = "eyes"
if(25 to 27)
if(icon_x in 15 to 17)
selecting = "eyes"
if(old_selecting != selecting)
update_icon()
return 1
/obj/screen/zone_sel/update_icon()
overlays.Cut()
overlays += image('icons/mob/screen_gen.dmi', "[selecting]")
/obj/screen/Click(location, control, params)
if(!usr) return 1
if(name == "Reset Machine") //I don't know what this is, CTRL+F has the only entry right here in this file, so I'm going to leave it in case it is something important
usr.unset_machine()
else
return 0
return 1
/obj/screen/inventory/Click()
// At this point in client Click() code we have passed the 1/10 sec check and little else
// We don't even know if it's a middle click
if(world.time <= usr.next_move)
return 1
if(usr.incapacitated())
return 1
if (istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech
return 1
switch(name)
if("r_hand")
if(ismob(usr))
var/mob/Mr = usr
Mr.activate_hand("r")
if("l_hand")
if(ismob(usr))
var/mob/Ml = usr
Ml.activate_hand("l")
if("swap")
if(ismob(usr))
var/mob/Ms = usr
Ms.swap_hand()
if("hand")
if(ismob(usr))
var/mob/Mh = usr
Mh.swap_hand()
else
if(usr.attack_ui(slot_id))
usr.update_inv_l_hand(0)
usr.update_inv_r_hand(0)
return 1