/* 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/screen1.dmi' layer = 20.0 unacidable = 1 var/obj/master = null //A reference to the object in the slot. Grabs or items, generally. var/gun_click_time = -100 //I'm lazy. /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 usr.next_move = world.time + 6 if(usr.stat || usr.restrained() || usr.stunned || usr.lying) 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/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/storage name = "storage" /obj/screen/storage/Click() 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) usr.ClickOn(master) usr.next_move = world.time+2 return 1 /obj/screen/gun name = "gun" icon = 'icons/mob/screen1.dmi' master = null dir = 2 move name = "Allow Walking" icon_state = "no_walk0" screen_loc = ui_gun2 run name = "Allow Running" icon_state = "no_run0" screen_loc = ui_gun3 item name = "Allow Item Use" icon_state = "no_item0" screen_loc = ui_gun1 mode name = "Toggle Gun Mode" icon_state = "gun0" screen_loc = ui_gun_select //dir = 1 /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 3) //Feet switch(icon_x) if(10 to 15) selecting = "r_foot" if(17 to 22) selecting = "l_foot" else return 1 if(4 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_hand" if(12 to 20) selecting = "groin" if(21 to 24) selecting = "l_hand" 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/zone_sel.dmi', "[selecting]") /obj/screen/Click(location, control, params) if(!usr) return 1 switch(name) if("toggle") if(usr.hud_used.inventory_shown) usr.hud_used.inventory_shown = 0 usr.client.screen -= usr.hud_used.other else usr.hud_used.inventory_shown = 1 usr.client.screen += usr.hud_used.other usr.hud_used.hidden_inventory_update() if("equip") if (istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech return 1 if(ishuman(usr)) var/mob/living/carbon/human/H = usr H.quick_equip() if("resist") if(isliving(usr)) var/mob/living/L = usr L.resist() if("mov_intent") if(iscarbon(usr)) var/mob/living/carbon/C = usr if(C.legcuffed) C << "You are legcuffed! You cannot run until you get [C.legcuffed] removed!" C.m_intent = "walk" //Just incase C.hud_used.move_intent.icon_state = "walking" return 1 switch(usr.m_intent) if("run") usr.m_intent = "walk" usr.hud_used.move_intent.icon_state = "walking" if("walk") usr.m_intent = "run" usr.hud_used.move_intent.icon_state = "running" if("m_intent") if(!usr.m_int) switch(usr.m_intent) if("run") usr.m_int = "13,14" if("walk") usr.m_int = "14,14" if("face") usr.m_int = "15,14" else usr.m_int = null if("walk") usr.m_intent = "walk" usr.m_int = "14,14" if("face") usr.m_intent = "face" usr.m_int = "15,14" if("run") usr.m_intent = "run" usr.m_int = "13,14" if("Reset Machine") usr.unset_machine() if("internal") if(iscarbon(usr)) var/mob/living/carbon/C = usr if(!C.stat && !C.stunned && !C.paralysis && !C.restrained()) if(C.internal) C.internal = null C << "No longer running on internals." if(C.internals) C.internals.icon_state = "internal0" else var/no_mask if(!(C.wear_mask && C.wear_mask.flags & AIRTIGHT)) var/mob/living/carbon/human/H = C if(!(H.head && H.head.flags & AIRTIGHT)) no_mask = 1 if(no_mask) C << "You are not wearing a suitable mask or helmet." return 1 else var/list/nicename = null var/list/tankcheck = null var/breathes = "oxygen" //default, we'll check later var/list/contents = list() var/from = "on" if(ishuman(C)) var/mob/living/carbon/human/H = C breathes = H.species.breath_type nicename = list ("suit", "back", "belt", "right hand", "left hand", "left pocket", "right pocket") tankcheck = list (H.s_store, C.back, H.belt, C.r_hand, C.l_hand, H.l_store, H.r_store) else nicename = list("right hand", "left hand", "back") tankcheck = list(C.r_hand, C.l_hand, C.back) // Rigs are a fucking pain since they keep an air tank in nullspace. if(istype(C.back,/obj/item/weapon/rig)) var/obj/item/weapon/rig/rig = C.back if(rig.air_supply) from = "in" nicename |= "hardsuit" tankcheck |= rig.air_supply for(var/i=1, i bestcontents) best = i bestcontents = contents[i] //We've determined the best container now we set it as our internals if(best) C << "You are now running on internals from [tankcheck[best]] [from] your [nicename[best]]." C.internal = tankcheck[best] if(C.internal) if(C.internals) C.internals.icon_state = "internal1" else C << "You don't have a[breathes=="oxygen" ? "n oxygen" : addtext(" ",breathes)] tank." if("act_intent") usr.a_intent_change("right") if("help") usr.a_intent = "help" usr.hud_used.action_intent.icon_state = "intent_help" if("harm") usr.a_intent = "hurt" usr.hud_used.action_intent.icon_state = "intent_hurt" if("grab") usr.a_intent = "grab" usr.hud_used.action_intent.icon_state = "intent_grab" if("disarm") usr.a_intent = "disarm" usr.hud_used.action_intent.icon_state = "intent_disarm" if("pull") usr.stop_pulling() if("throw") if(!usr.stat && isturf(usr.loc) && !usr.restrained()) usr:toggle_throw_mode() if("drop") if(usr.client) usr.client.drop_item() if("module") if(isrobot(usr)) var/mob/living/silicon/robot/R = usr // if(R.module) // R.hud_used.toggle_show_robot_modules() // return 1 R.pick_module() if("inventory") if(isrobot(usr)) var/mob/living/silicon/robot/R = usr if(R.module) R.hud_used.toggle_show_robot_modules() return 1 else R << "You haven't selected a module yet." if("radio") if(issilicon(usr)) usr:radio_menu() if("panel") if(issilicon(usr)) usr:installed_modules() if("store") if(isrobot(usr)) var/mob/living/silicon/robot/R = usr if(R.module) R.uneq_active() R.hud_used.update_robot_modules_display() else R << "You haven't selected a module yet." if("module1") if(istype(usr, /mob/living/silicon/robot)) usr:toggle_module(1) if("module2") if(istype(usr, /mob/living/silicon/robot)) usr:toggle_module(2) if("module3") if(istype(usr, /mob/living/silicon/robot)) usr:toggle_module(3) if("Allow Walking") if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes. return if(!istype(usr.get_active_hand(),/obj/item/weapon/gun)) usr << "You need your gun in your active hand to do that!" return usr.client.AllowTargetMove() gun_click_time = world.time if("Disallow Walking") if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes. return if(!istype(usr.get_active_hand(),/obj/item/weapon/gun)) usr << "You need your gun in your active hand to do that!" return usr.client.AllowTargetMove() gun_click_time = world.time if("Allow Running") if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes. return if(!istype(usr.get_active_hand(),/obj/item/weapon/gun)) usr << "You need your gun in your active hand to do that!" return usr.client.AllowTargetRun() gun_click_time = world.time if("Disallow Running") if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes. return if(!istype(usr.get_active_hand(),/obj/item/weapon/gun)) usr << "You need your gun in your active hand to do that!" return usr.client.AllowTargetRun() gun_click_time = world.time if("Allow Item Use") if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes. return if(!istype(usr.get_active_hand(),/obj/item/weapon/gun)) usr << "You need your gun in your active hand to do that!" return usr.client.AllowTargetClick() gun_click_time = world.time if("Disallow Item Use") if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes. return if(!istype(usr.get_active_hand(),/obj/item/weapon/gun)) usr << "You need your gun in your active hand to do that!" return usr.client.AllowTargetClick() gun_click_time = world.time if("Toggle Gun Mode") usr.client.ToggleGunMode() 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.stat || usr.paralysis || usr.stunned || usr.weakened) return 1 if (istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech return 1 switch(name) if("r_hand") if(iscarbon(usr)) var/mob/living/carbon/C = usr C.activate_hand("r") usr.next_move = world.time+2 if("l_hand") if(iscarbon(usr)) var/mob/living/carbon/C = usr C.activate_hand("l") usr.next_move = world.time+2 if("swap") usr:swap_hand() if("hand") usr:swap_hand() else if(usr.attack_ui(slot_id)) usr.update_inv_l_hand(0) usr.update_inv_r_hand(0) usr.next_move = world.time+6 return 1