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If there's no slot available it will show the "You are unable to equip that" message. Fixes #713
555 lines
18 KiB
Plaintext
555 lines
18 KiB
Plaintext
/obj/screen
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name = ""
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icon = 'icons/mob/screen_gen.dmi'
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layer = 20.0
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unacidable = 1
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var/obj/master = null //A reference to the object in the slot. Grabs or items, generally.
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/obj/screen/text
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icon = null
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icon_state = null
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mouse_opacity = 0
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screen_loc = "CENTER-7,CENTER-7"
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maptext_height = 480
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maptext_width = 480
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/obj/screen/inventory
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var/slot_id //The indentifier for the slot. It has nothing to do with ID cards.
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/obj/screen/close
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name = "close"
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/obj/screen/close/Click()
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if(master)
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if(istype(master, /obj/item/weapon/storage))
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var/obj/item/weapon/storage/S = master
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S.close(usr)
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/obj/screen/item_action
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var/obj/item/owner
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/obj/screen/item_action/Click()
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if(!usr || !owner)
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return
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if(usr.stat || usr.restrained() || usr.stunned || usr.lying)
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return
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if(!(owner in usr))
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return
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owner.ui_action_click()
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//This is the proc used to update all the action buttons. It just returns for all mob types except humans.
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/mob/proc/update_action_buttons()
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return
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/obj/screen/grab
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name = "grab"
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/obj/screen/grab/Click()
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var/obj/item/weapon/grab/G = master
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G.s_click(src)
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/obj/screen/grab/attack_hand()
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return
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/obj/screen/grab/attackby()
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return
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/obj/screen/storage
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name = "storage"
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/obj/screen/storage/attack_hand(mob/user)
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if(master)
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var/obj/item/I = user.get_active_hand()
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if(I)
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master.attackby(I, user)
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/obj/screen/zone_sel
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name = "damage zone"
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icon_state = "zone_sel"
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screen_loc = ui_zonesel
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var/selecting = "chest"
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/obj/screen/zone_sel/Click(location, control,params)
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var/list/PL = params2list(params)
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var/icon_x = text2num(PL["icon-x"])
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var/icon_y = text2num(PL["icon-y"])
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var/old_selecting = selecting //We're only going to update_icon() if there's been a change
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switch(icon_y)
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if(1 to 9) //Legs
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switch(icon_x)
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if(10 to 15)
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selecting = "r_leg"
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if(17 to 22)
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selecting = "l_leg"
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else
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return
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if(10 to 13) //Hands and groin
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switch(icon_x)
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if(8 to 11)
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selecting = "r_arm"
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if(12 to 20)
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selecting = "groin"
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if(21 to 24)
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selecting = "l_arm"
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else
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return
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if(14 to 22) //Chest and arms to shoulders
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switch(icon_x)
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if(8 to 11)
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selecting = "r_arm"
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if(12 to 20)
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selecting = "chest"
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if(21 to 24)
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selecting = "l_arm"
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else
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return
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if(23 to 30) //Head, but we need to check for eye or mouth
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if(icon_x in 12 to 20)
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selecting = "head"
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switch(icon_y)
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if(23 to 24)
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if(icon_x in 15 to 17)
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selecting = "mouth"
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if(26) //Eyeline, eyes are on 15 and 17
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if(icon_x in 14 to 18)
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selecting = "eyes"
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if(25 to 27)
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if(icon_x in 15 to 17)
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selecting = "eyes"
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if(old_selecting != selecting)
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update_icon()
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/obj/screen/zone_sel/update_icon()
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overlays.Cut()
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overlays += image('icons/mob/screen_gen.dmi', "[selecting]")
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/obj/screen/Click(location, control, params)
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if(!usr) return
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switch(name)
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if("toggle")
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if(usr.hud_used.inventory_shown)
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usr.hud_used.inventory_shown = 0
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usr.client.screen -= usr.hud_used.other
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else
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usr.hud_used.inventory_shown = 1
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usr.client.screen += usr.hud_used.other
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usr.hud_used.hidden_inventory_update()
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if("equip")
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if(ishuman(usr))
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var/mob/living/carbon/human/H = usr
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H.quick_equip()
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if("resist")
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if(isliving(usr))
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var/mob/living/L = usr
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L.resist()
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if("mov_intent")
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if(iscarbon(usr))
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var/mob/living/carbon/C = usr
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if(C.legcuffed)
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C << "<span class='notice'>You are legcuffed! You cannot run until you get [C.legcuffed] removed!</span>"
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C.m_intent = "walk" //Just incase
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C.hud_used.move_intent.icon_state = "walking"
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return
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switch(usr.m_intent)
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if("run")
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usr.m_intent = "walk"
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usr.hud_used.move_intent.icon_state = "walking"
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if("walk")
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usr.m_intent = "run"
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usr.hud_used.move_intent.icon_state = "running"
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if(istype(usr,/mob/living/carbon/alien/humanoid))
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usr.update_icons()
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if("m_intent")
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if(!usr.m_int)
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switch(usr.m_intent)
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if("run")
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usr.m_int = "13,14"
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if("walk")
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usr.m_int = "14,14"
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if("face")
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usr.m_int = "15,14"
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else
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usr.m_int = null
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if("walk")
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usr.m_intent = "walk"
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usr.m_int = "14,14"
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if("face")
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usr.m_intent = "face"
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usr.m_int = "15,14"
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if("run")
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usr.m_intent = "run"
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usr.m_int = "13,14"
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if("Reset Machine")
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usr.unset_machine()
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if("internal")
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if(iscarbon(usr))
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var/mob/living/carbon/C = usr
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if(!C.stat && !C.stunned && !C.paralysis && !C.restrained())
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if(C.internal)
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C.internal = null
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C << "<span class='notice'>No longer running on internals.</span>"
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if(C.internals)
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C.internals.icon_state = "internal0"
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else
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if(!istype(C.wear_mask, /obj/item/clothing/mask))
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C << "<span class='notice'>You are not wearing a mask.</span>"
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return
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else
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if(istype(C.l_hand, /obj/item/weapon/tank))
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C << "<span class='notice'>You are now running on internals from the [C.l_hand] on your left hand.</span>"
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C.internal = C.l_hand
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else if(istype(C.r_hand, /obj/item/weapon/tank))
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C << "<span class='notice'>You are now running on internals from the [C.r_hand] on your right hand.</span>"
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C.internal = C.r_hand
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else if(ishuman(C))
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var/mob/living/carbon/human/H = C
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if(istype(H.s_store, /obj/item/weapon/tank))
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H << "<span class='notice'>You are now running on internals from the [H.s_store] on your [H.wear_suit].</span>"
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H.internal = H.s_store
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else if(istype(H.belt, /obj/item/weapon/tank))
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H << "<span class='notice'>You are now running on internals from the [H.belt] on your belt.</span>"
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H.internal = H.belt
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else if(istype(H.l_store, /obj/item/weapon/tank))
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H << "<span class='notice'>You are now running on internals from the [H.l_store] in your left pocket.</span>"
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H.internal = H.l_store
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else if(istype(H.r_store, /obj/item/weapon/tank))
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H << "<span class='notice'>You are now running on internals from the [H.r_store] in your right pocket.</span>"
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H.internal = H.r_store
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//Seperate so CO2 jetpacks are a little less cumbersome.
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if(!C.internal && istype(C.back, /obj/item/weapon/tank))
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C << "<span class='notice'>You are now running on internals from the [C.back] on your back.</span>"
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C.internal = C.back
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if(C.internal)
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if(C.internals)
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C.internals.icon_state = "internal1"
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else
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C << "<span class='notice'>You don't have an oxygen tank.</span>"
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if("act_intent")
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usr.a_intent_change("right")
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if("pull")
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usr.stop_pulling()
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if("throw/catch")
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if(!usr.stat && isturf(usr.loc) && !usr.restrained())
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usr:toggle_throw_mode()
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if("drop")
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usr.drop_item_v()
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if("swap")
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usr:swap_hand()
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if("hand")
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usr:swap_hand()
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if("r_hand")
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if(iscarbon(usr))
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var/mob/living/carbon/C = usr
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C.activate_hand("r")
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if("l_hand")
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if(iscarbon(usr))
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var/mob/living/carbon/C = usr
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C.activate_hand("l")
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if("module")
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if(issilicon(usr))
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if(usr:module)
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return
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usr:pick_module()
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if("radio")
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if(issilicon(usr))
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usr:radio_menu()
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if("panel")
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if(issilicon(usr))
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usr:installed_modules()
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if("store")
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if(issilicon(usr))
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usr:uneq_active()
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if("module1")
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if(usr:module_state_1)
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if(usr:module_active != usr:module_state_1)
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usr:inv1.icon_state = "inv1 +a"
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usr:inv2.icon_state = "inv2"
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usr:inv3.icon_state = "inv3"
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usr:module_active = usr:module_state_1
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else
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usr:inv1.icon_state = "inv1"
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usr:module_active = null
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if("module2")
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if(usr:module_state_2)
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if(usr:module_active != usr:module_state_2)
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usr:inv1.icon_state = "inv1"
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usr:inv2.icon_state = "inv2 +a"
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usr:inv3.icon_state = "inv3"
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usr:module_active = usr:module_state_2
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else
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usr:inv2.icon_state = "inv2"
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usr:module_active = null
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if("module3")
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if(usr:module_state_3)
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if(usr:module_active != usr:module_state_3)
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usr:inv1.icon_state = "inv1"
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usr:inv2.icon_state = "inv2"
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usr:inv3.icon_state = "inv3 +a"
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usr:module_active = usr:module_state_3
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else
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usr:inv3.icon_state = "inv3"
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usr:module_active = null
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else
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DblClick()
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/obj/screen/inventory/attack_hand(mob/user)
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if(user.attack_ui(slot_id))
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user.update_inv_l_hand(0)
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user.update_inv_r_hand(0)
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/obj/screen/inventory/attack_paw(mob/user)
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return attack_hand(user)
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/mob/living/verb/mob_sleep()
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set name = "Sleep"
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set category = "IC"
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if(usr.sleeping)
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usr << "<span class='notice'>You are already sleeping.</span>"
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return
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else
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if(alert(src, "You sure you want to sleep for a while?", "Sleep", "Yes", "No") == "Yes")
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usr.sleeping = 20 //Short nap
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/mob/living/verb/lay_down()
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set name = "Rest"
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set category = "IC"
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resting = !resting
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src << "<span class='notice'>You are now [resting ? "resting" : "getting up"].</span>"
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/mob/living/carbon/human/verb/quick_equip()
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set name = "quick-equip"
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set hidden = 1
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if(ishuman(src))
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var/mob/living/carbon/human/H = src
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var/obj/item/I = H.get_active_hand()
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if(!I)
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H << "<span class='notice'>You are not holding anything to equip.</span>"
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return
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if(H.equip_to_appropriate_slot(I))
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if(hand)
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update_inv_l_hand(0)
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else
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update_inv_r_hand(0)
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else
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H << "\red You are unable to equip that."
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/mob/living/verb/resist()
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set name = "Resist"
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set category = "IC"
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if(!isliving(usr) || usr.next_move > world.time)
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return
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usr.next_move = world.time + 20
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var/mob/living/L = usr
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//resisting grabs (as if it helps anyone...)
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if(!L.stat && L.canmove && !L.restrained())
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var/resisting = 0
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for(var/obj/O in L.requests)
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del(O)
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resisting++
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for(var/obj/item/weapon/grab/G in usr.grabbed_by)
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resisting++
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if(G.state == GRAB_PASSIVE)
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del(G)
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else
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if(G.state == GRAB_AGGRESSIVE)
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if(prob(25))
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L.visible_message("<span class='warning'>[L] has broken free of [G.assailant]'s grip!</span>")
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del(G)
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else
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if(G.state == GRAB_NECK)
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if(prob(5))
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L.visible_message("<span class='warning'>[L] has broken free of [G.assailant]'s headlock!</span>")
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del(G)
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if(resisting)
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L.visible_message("<span class='warning'>[L] resists!</span>")
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//unbuckling yourself
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if(L.buckled && L.last_special <= world.time)
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if(iscarbon(L))
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var/mob/living/carbon/C = L
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if(C.handcuffed)
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C.next_move = world.time + 100
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C.last_special = world.time + 100
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C.visible_message("<span class='warning'>[usr] attempts to unbuckle themself!</span>", \
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"<span class='notice'>You attempt to unbuckle yourself. (This will take around 2 minutes and you need to stay still.)</span>")
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spawn(0)
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if(do_after(usr, 1200))
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if(!C.buckled)
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return
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C.visible_message("<span class='danger'>[usr] manages to unbuckle themself!</span>", \
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"<span class='notice'>You successfully unbuckle yourself.</span>")
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C.buckled.manual_unbuckle(C)
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else
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L.buckled.manual_unbuckle(L)
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else
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L.buckled.manual_unbuckle(L)
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//Breaking out of a locker?
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else if(loc && istype(loc, /obj/structure/closet))
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var/breakout_time = 2 //2 minutes by default
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var/obj/structure/closet/C = L.loc
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if(C.opened)
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return //Door's open... wait, why are you in it's contents then?
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if(istype(L.loc, /obj/structure/closet/secure_closet))
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var/obj/structure/closet/secure_closet/SC = L.loc
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if(!SC.locked && !SC.welded)
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return //It's a secure closet, but isn't locked. Easily escapable from, no need to 'resist'
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else
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if(!C.welded)
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return //closed but not welded...</span>
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//okay, so the closet is either welded or locked... resist!!!
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usr.next_move = world.time + 100
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L.last_special = world.time + 100
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L << "<span class='notice'>You lean on the back of [C] and start pushing the door open. (this will take about [breakout_time] minutes.)</span>"
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for(var/mob/O in viewers(C))
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O << "<span class='warning'>[C] begins to shake violently!</span>"
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if(do_after(usr,(breakout_time*60*10))) //minutes * 60seconds * 10deciseconds
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if(!C || !L || L.stat != CONSCIOUS || L.loc != C || C.opened) //closet/user destroyed OR user dead/unconcious OR user no longer in closet OR closet opened
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return
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//Perform the same set of checks as above for weld and lock status to determine if there is even still a point in 'resisting'...
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if(istype(L.loc, /obj/structure/closet/secure_closet))
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var/obj/structure/closet/secure_closet/SC = L.loc
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if(!SC.locked && !SC.welded)
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return
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else
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if(!C.welded)
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return
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//Well then break it!
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if(istype(usr.loc, /obj/structure/closet/secure_closet))
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var/obj/structure/closet/secure_closet/SC = L.loc
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SC.desc = "It appears to be broken."
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SC.icon_state = SC.icon_off
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flick(SC.icon_broken, SC)
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sleep(10)
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flick(SC.icon_broken, SC)
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sleep(10)
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SC.broken = 1
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SC.locked = 0
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L.visible_message("<span class='danger'>[L] successfully broke out of [SC]!</span>", \
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"<span class='notice'>You successfully break out of [SC]!</span>")
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if(istype(SC.loc, /obj/structure/bigDelivery)) //Do this to prevent contents from being opened into nullspace (read: bluespace)
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var/obj/structure/bigDelivery/BD = SC.loc
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BD.attack_hand(usr)
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SC.open()
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else
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C.welded = 0
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L.visible_message("<span class='danger'>[L] successfully broke out of [C]!</span>", \
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"<span class='notice'>You successfully break out of [C]!</span>")
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if(istype(C.loc, /obj/structure/bigDelivery)) //nullspace ect.. read the comment above
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var/obj/structure/bigDelivery/BD = C.loc
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BD.attack_hand(usr)
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C.open()
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//breaking out of handcuffs
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else if(iscarbon(L))
|
|
var/mob/living/carbon/CM = L
|
|
if(CM.handcuffed && CM.canmove && (CM.last_special <= world.time))
|
|
CM.next_move = world.time + 100
|
|
CM.last_special = world.time + 100
|
|
if(isalienadult(CM) || (HULK in usr.mutations))//Don't want to do a lot of logic gating here.
|
|
CM.visible_message("<span class='warning'>[CM] is trying to break [CM.handcuffed]!</span>", \
|
|
"<span class='notice'>You attempt to break [CM.handcuffed]. (This will take around 5 seconds and you need to stand still.)</span>")
|
|
spawn(0)
|
|
if(do_after(CM, 50))
|
|
if(!CM.handcuffed || CM.buckled)
|
|
return
|
|
CM.visible_message("<span class='danger'>[CM] manages to break [CM.handcuffed]!</span>" , \
|
|
"<span class='notice'>You successfully break [CM.handcuffed]!</span>")
|
|
CM.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
|
|
del(CM.handcuffed)
|
|
CM.handcuffed = null
|
|
CM.update_inv_handcuffed(0)
|
|
else
|
|
var/obj/item/weapon/handcuffs/HC = CM.handcuffed
|
|
var/breakouttime = 1200 //A default in case you are somehow handcuffed with something that isn't an obj/item/weapon/handcuffs type
|
|
var/displaytime = 2 //Minutes to display in the "this will take X minutes."
|
|
if(istype(HC)) //If you are handcuffed with actual handcuffs... Well what do I know, maybe someone will want to handcuff you with toilet paper in the future...
|
|
breakouttime = HC.breakouttime
|
|
displaytime = breakouttime / 600 //Minutes
|
|
CM.visible_message("<span class='warning'>[usr] attempts to remove [HC]!</span>", \
|
|
"<span class='notice'>You attempt to remove [HC]. (This will take around [displaytime] minutes and you need to stand still.)</span>")
|
|
spawn(0)
|
|
if(do_after(CM, breakouttime))
|
|
if(!CM.handcuffed || CM.buckled)
|
|
return // time leniency for lag which also might make this whole thing pointless but the server
|
|
CM.visible_message("<span class='danger'>[CM] manages to remove [CM.handcuffed]!</span>", \
|
|
"<span class='notice'>You successfully remove [CM.handcuffed].</span>")
|
|
CM.handcuffed.loc = usr.loc
|
|
CM.handcuffed = null
|
|
CM.update_inv_handcuffed(0)
|
|
else if(CM.legcuffed && CM.canmove && (CM.last_special <= world.time))
|
|
CM.next_move = world.time + 100
|
|
CM.last_special = world.time + 100
|
|
if(isalienadult(CM) || (HULK in usr.mutations))//Don't want to do a lot of logic gating here.
|
|
CM.visible_message("<span class='warning'>[CM] is trying to break [CM.legcuffed]!</span>", \
|
|
"<span class='notice'>You attempt to break [CM.legcuffed]. (This will take around 5 seconds and you need to stand still.)</span>")
|
|
spawn(0)
|
|
if(do_after(CM, 50))
|
|
if(!CM.legcuffed || CM.buckled)
|
|
return
|
|
CM.visible_message("<span class='danger'>[CM] manages to break [CM.legcuffed]!</span>", \
|
|
"<span class='notice'>You successfully break [CM.legcuffed].</span>")
|
|
CM.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
|
|
del(CM.legcuffed)
|
|
CM.legcuffed = null
|
|
CM.update_inv_legcuffed(0)
|
|
else
|
|
var/obj/item/weapon/legcuffs/HC = CM.legcuffed
|
|
var/breakouttime = 1200 //A default in case you are somehow legcuffed with something that isn't an obj/item/weapon/legcuffs type
|
|
var/displaytime = 2 //Minutes to display in the "this will take X minutes."
|
|
if(istype(HC)) //If you are legcuffed with actual legcuffs... Well what do I know, maybe someone will want to legcuff you with toilet paper in the future...
|
|
breakouttime = HC.breakouttime
|
|
displaytime = breakouttime / 600 //Minutes
|
|
CM.visible_message("<span class='warning'>[CM] attempts to remove [HC]!</span>", \
|
|
"<span class='notice'>You attempt to remove [HC]. (This will take around [displaytime] minutes and you need to stand still.)</span>")
|
|
spawn(0)
|
|
if(do_after(CM, breakouttime))
|
|
if(!CM.legcuffed || CM.buckled)
|
|
return //time leniency for lag which also might make this whole thing pointless but the server
|
|
CM.visible_message("<span class='danger'>[CM] manages to remove [CM.legcuffed]!</span>", \
|
|
"<span class='notice'>You successfully remove [CM.legcuffed].</span>")
|
|
CM.legcuffed.loc = usr.loc
|
|
CM.legcuffed = null
|
|
CM.update_inv_legcuffed(0) |