Files
CHOMPStation2/code/_onclick/hud/screen_objects.dm
GinjaNinja32 631ff21980 Merge remote-tracking branch 'upstream/dev-freeze' into dev
Conflicts:
	code/game/gamemodes/cult/runes.dm
	code/game/objects/items/weapons/implants/implantcase.dm
	code/game/objects/items/weapons/melee/energy.dm
	code/modules/mob/living/carbon/human/emote.dm
	code/modules/mob/living/carbon/human/human.dm
	code/modules/mob/living/carbon/human/human_attackhand.dm
	code/modules/mob/living/silicon/robot/drone/drone.dm
	code/modules/mob/living/silicon/robot/emote.dm
	code/modules/mob/living/silicon/robot/robot.dm
	code/modules/nano/modules/crew_monitor.dm
	code/modules/organs/organ_internal.dm
2015-08-11 18:47:05 +01:00

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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/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/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/Destroy()
..()
owner = null
/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
/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
radio
name = "Allow Radio Use"
icon_state = "no_radio0"
screen_loc = ui_gun4
/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 << "<span class='notice'>You are legcuffed! You cannot run until you get [C.legcuffed] removed!</span>"
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 << "<span class='notice'>No longer running on internals.</span>"
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 << "<span class='notice'>You are not wearing a suitable mask or helmet.</span>"
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<tankcheck.len+1, ++i)
if(istype(tankcheck[i], /obj/item/weapon/tank))
var/obj/item/weapon/tank/t = tankcheck[i]
if (!isnull(t.manipulated_by) && t.manipulated_by != C.real_name && findtext(t.desc,breathes))
contents.Add(t.air_contents.total_moles) //Someone messed with the tank and put unknown gasses
continue //in it, so we're going to believe the tank is what it says it is
switch(breathes)
//These tanks we're sure of their contents
if("nitrogen") //So we're a bit more picky about them.
if(t.air_contents.gas["nitrogen"] && !t.air_contents.gas["oxygen"])
contents.Add(t.air_contents.gas["nitrogen"])
else
contents.Add(0)
if ("oxygen")
if(t.air_contents.gas["oxygen"] && !t.air_contents.gas["phoron"])
contents.Add(t.air_contents.gas["oxygen"])
else
contents.Add(0)
// No races breath this, but never know about downstream servers.
if ("carbon dioxide")
if(t.air_contents.gas["carbon_dioxide"] && !t.air_contents.gas["phoron"])
contents.Add(t.air_contents.gas["carbon_dioxide"])
else
contents.Add(0)
else
//no tank so we set contents to 0
contents.Add(0)
//Alright now we know the contents of the tanks so we have to pick the best one.
var/best = 0
var/bestcontents = 0
for(var/i=1, i < contents.len + 1 , ++i)
if(!contents[i])
continue
if(contents[i] > bestcontents)
best = i
bestcontents = contents[i]
//We've determined the best container now we set it as our internals
if(best)
C << "<span class='notice'>You are now running on internals from [tankcheck[best]] [from] your [nicename[best]].</span>"
C.internal = tankcheck[best]
if(C.internal)
if(C.internals)
C.internals.icon_state = "internal1"
else
C << "<span class='notice'>You don't have a[breathes=="oxygen" ? "n oxygen" : addtext(" ",breathes)] tank.</span>"
if("act_intent")
usr.a_intent_change("right")
if(I_HELP)
usr.a_intent = I_HELP
usr.hud_used.action_intent.icon_state = "intent_help"
if(I_HURT)
usr.a_intent = I_HURT
usr.hud_used.action_intent.icon_state = "intent_hurt"
if(I_GRAB)
usr.a_intent = I_GRAB
usr.hud_used.action_intent.icon_state = "intent_grab"
if(I_DISARM)
usr.a_intent = I_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", "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", "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", "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()
if("Allow Radio Use", "Disallow Radio 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.AllowTargetRadio()
gun_click_time = world.time
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