Files
CHOMPStation2/code/_onclick/hud/spell_screen_objects.dm
PsiOmega 990530d118 Ports /vg/'s spell system for the sake of cult porting.
Does offer a much more pleasant basis to work with in the future, if someone wishes to add more spell-like abilities.
2015-04-09 20:08:06 +02:00

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/obj/screen/movable/spell_master
name = "Spells"
icon = 'icons/mob/screen_spells.dmi'
icon_state = "wiz_spell_ready"
var/list/obj/screen/spell/spell_objects = list()
var/showing = 0
var/open_state = "master_open"
var/closed_state = "master_closed"
screen_loc = ui_spell_master
var/mob/spell_holder
/obj/screen/movable/spell_master/MouseDrop()
if(showing)
return
return ..()
/obj/screen/movable/spell_master/Click()
if(!spell_objects.len)
qdel(src)
return
toggle_open()
/obj/screen/movable/spell_master/proc/toggle_open(var/forced_state = 0)
if(showing && (forced_state != 2))
for(var/obj/screen/spell/O in spell_objects)
if(spell_holder && spell_holder.client)
spell_holder.client.screen -= O
O.handle_icon_updates = 0
showing = 0
overlays.len = 0
overlays.Add(closed_state)
else if(forced_state != 1)
var/temp_loc = screen_loc
var/x_position = text2num(copytext(temp_loc, 1, findtext(temp_loc, ":")))
var/x_pix = text2num(copytext(temp_loc, findtext(temp_loc, ":") + 1, findtext(temp_loc, ",")))
temp_loc = copytext(temp_loc, findtext(temp_loc, ",") + 1)
var/y_position = text2num(copytext(temp_loc, 1, findtext(temp_loc, ":")))
var/y_pix = text2num(copytext(temp_loc, findtext(temp_loc, ":")+1))
for(var/i = 1; i <= spell_objects.len; i++)
var/obj/screen/spell/S = spell_objects[i]
S.screen_loc = "[x_position + (x_position < 8 ? 1 : -1)*(i%7)]:[x_pix],[y_position + (y_position < 8 ? round(i/7) : -round(i/7))]:[y_pix]"
if(spell_holder && spell_holder.client)
spell_holder.client.screen += S
S.handle_icon_updates = 1
update_spells(1)
showing = 1
overlays.len = 0
overlays.Add(open_state)
/obj/screen/movable/spell_master/proc/add_spell(var/spell/spell)
if(!spell) return
for(var/obj/screen/spell/spellscreen in spell_objects)
if(spellscreen.spell == spell)
return
if(spell.spell_flags & NO_BUTTON) //no button to add if we don't get one
return
var/obj/screen/spell/newscreen = new
newscreen.spell = spell
if(!spell.override_base) //if it's not set, we do basic checks
if(spell.spell_flags & CONSTRUCT_CHECK)
newscreen.spell_base = "const" //construct spells
else
newscreen.spell_base = "wiz" //wizard spells
else
newscreen.spell_base = spell.override_base
newscreen.name = spell.name
newscreen.update_charge(1)
spell_objects.Add(newscreen)
toggle_open(2) //forces the icons to refresh on screen
/obj/screen/movable/spell_master/proc/remove_spell(var/spell/spell)
for(var/obj/screen/spell/s_object in spell_objects)
if(s_object.spell == spell)
spell_objects.Remove(s_object)
qdel(s_object)
break
if(spell_objects.len)
toggle_open(showing + 1)
else
spell_holder.spell_masters.Remove(src)
qdel(src)
/obj/screen/movable/spell_master/proc/silence_spells(var/amount)
for(var/obj/screen/spell/spell in spell_objects)
spell.spell.silenced = amount
spell.update_charge(1)
/obj/screen/movable/spell_master/proc/update_spells(forced = 0, mob/user)
if(user && user.client)
if(!(src in user.client.screen))
user.client.screen += src
for(var/obj/screen/spell/spell in spell_objects)
spell.update_charge(forced)
/obj/screen/movable/spell_master/genetic
name = "Mutant Powers"
icon_state = "genetic_spell_ready"
open_state = "genetics_open"
closed_state = "genetics_closed"
screen_loc = ui_genetic_master
//////////////ACTUAL SPELLS//////////////
//This is what you click to cast things//
/////////////////////////////////////////
/obj/screen/spell
icon = 'icons/mob/screen_spells.dmi'
icon_state = "wiz_spell_base"
var/spell_base = "wiz"
var/last_charge = 0 //not a time, but the last remembered charge value
var/spell/spell = null
var/handle_icon_updates = 0
var/icon/last_charged_icon
/obj/screen/spell/proc/update_charge(var/forced_update = 0)
if(!spell)
qdel(src)
return
if((last_charge == spell.charge_counter || !handle_icon_updates) && !forced_update)
return //nothing to see here
overlays -= spell.hud_state
if(spell.charge_type == Sp_RECHARGE || spell.charge_type == Sp_CHARGES)
if(spell.charge_counter < spell.charge_max)
icon_state = "[spell_base]_spell_base"
if(spell.charge_counter > 0)
var/icon/partial_charge = icon(src.icon, "[spell_base]_spell_ready")
partial_charge.Crop(1, 1, partial_charge.Width(), round(partial_charge.Height() * spell.charge_counter / spell.charge_max))
overlays += partial_charge
if(last_charged_icon)
overlays -= last_charged_icon
last_charged_icon = partial_charge
else if(last_charged_icon)
overlays -= last_charged_icon
last_charged_icon = null
else
icon_state = "[spell_base]_spell_ready"
if(last_charged_icon)
overlays -= last_charged_icon
else
icon_state = "[spell_base]_spell_ready"
overlays += spell.hud_state
last_charge = spell.charge_counter
overlays -= "silence"
if(spell.silenced)
overlays += "silence"
/obj/screen/spell/Click()
if(!usr || !spell)
qdel(src)
return
spell.perform(usr)
update_charge(1)