/* Click code cleanup ~Sayu */ // THESE DO NOT AFFECT THE BASE 1 DECISECOND DELAY OF NEXT_CLICK /mob/var/next_move_adjust = 0 //Amount to adjust action delays by, + or - /mob/var/next_move_modifier = 1 //Value to multiply action delays by //Delays the mob's next action by num deciseconds // eg: 10-3 = 7 deciseconds of delay // eg: 10*0.5 = 5 deciseconds of delay // DOES NOT EFFECT THE BASE 1 DECISECOND DELAY OF NEXT_CLICK /mob/proc/changeNext_move(num) next_move = world.time + ((num+next_move_adjust)*next_move_modifier) // 1 decisecond click delay (above and beyond mob/next_move) //This is mainly modified by click code, to modify click delays elsewhere, use next_move and changeNext_move() /mob/var/next_click = 0 // THESE DO AFFECT THE BASE 1 DECISECOND DELAY OF NEXT_CLICK /mob/var/next_click_adjust = 0 /mob/var/next_click_modifier = 1 //Value to multiply click delays by //Delays the mob's next click by num deciseconds // eg: 10-3 = 7 deciseconds of delay // eg: 10*0.5 = 5 deciseconds of delay // DOES NOT EFFECT THE BASE 1 DECISECOND DELAY OF NEXT_CLICK /mob/proc/changeNext_click(num) next_click = world.time + ((num+next_click_adjust)*next_click_modifier) /* Before anything else, defer these calls to a per-mobtype handler. This allows us to remove istype() spaghetti code, but requires the addition of other handler procs to simplify it. Alternately, you could hardcode every mob's variation in a flat ClickOn() proc; however, that's a lot of code duplication and is hard to maintain. Note that this proc can be overridden, and is in the case of screen objects. */ /atom/Click(location,control,params) usr.ClickOn(src, params) /atom/DblClick(location,control,params) usr.DblClickOn(src,params) /* Standard mob ClickOn() Handles exceptions: Buildmode, middle click, modified clicks, mech actions After that, mostly just check your state, check whether you're holding an item, check whether you're adjacent to the target, then pass off the click to whoever is recieving it. The most common are: * mob/UnarmedAttack(atom,adjacent) - used here only when adjacent, with no item in hand; in the case of humans, checks gloves * atom/attackby(item,user) - used only when adjacent * item/afterattack(atom,user,adjacent,params) - used both ranged and adjacent * mob/RangedAttack(atom,params) - used only ranged, only used for tk and laser eyes but could be changed */ /mob/proc/ClickOn(atom/A, params) if(client.click_intercept) client.click_intercept.InterceptClickOn(src, params, A) return if(next_click > world.time) return changeNext_click(1) var/list/modifiers = params2list(params) var/dragged = modifiers["drag"] if(dragged && !modifiers[dragged]) return if(IsFrozen(A) && !is_admin(usr)) to_chat(usr, "Interacting with admin-frozen players is not permitted.") return if(modifiers["middle"] && modifiers["shift"] && modifiers["ctrl"]) MiddleShiftControlClickOn(A) return if(modifiers["middle"] && modifiers["shift"]) MiddleShiftClickOn(A) return if(modifiers["shift"] && modifiers["ctrl"]) CtrlShiftClickOn(A) return if(modifiers["shift"] && modifiers["alt"]) AltShiftClickOn(A) return if(modifiers["middle"]) MiddleClickOn(A) return if(modifiers["shift"]) ShiftClickOn(A) return if(modifiers["alt"]) // alt and alt-gr (rightalt) AltClickOn(A) return if(modifiers["ctrl"]) CtrlClickOn(A) return if(incapacitated(ignore_restraints = 1, ignore_grab = 1)) return face_atom(A) if(next_move > world.time) // in the year 2000... return if(!modifiers["catcher"] && A.IsObscured()) return if(ismecha(loc)) if(!locate(/turf) in list(A,A.loc)) // Prevents inventory from being drilled return var/obj/mecha/M = loc return M.click_action(A, src, params) if(restrained()) changeNext_move(CLICK_CD_HANDCUFFED) //Doing shit in cuffs shall be vey slow RestrainedClickOn(A) return if(in_throw_mode) throw_item(A) return if(isLivingSSD(A)) if(client && client.send_ssd_warning(A)) return var/obj/item/W = get_active_hand() if(W == A) W.attack_self(src) if(hand) update_inv_l_hand() else update_inv_r_hand() return // operate three levels deep here (item in backpack in src; item in box in backpack in src, not any deeper) var/sdepth = A.storage_depth(src) if(A == loc || (A in loc) || (sdepth != -1 && sdepth <= 2)) // No adjacency needed if(W) W.melee_attack_chain(src, A, params) else if(ismob(A)) changeNext_move(CLICK_CD_MELEE) UnarmedAttack(A, 1) return if(!isturf(loc)) // This is going to stop you from telekinesing from inside a closet, but I don't shed many tears for that return TRUE // Allows you to click on a box's contents, if that box is on the ground, but no deeper than that sdepth = A.storage_depth_turf() if(isturf(A) || isturf(A.loc) || (sdepth != -1 && sdepth <= 1)) if(A.Adjacent(src)) // see adjacent.dm if(W) W.melee_attack_chain(src, A, params) else if(ismob(A)) changeNext_move(CLICK_CD_MELEE) UnarmedAttack(A, 1) return else // non-adjacent click if(W) W.afterattack(A,src,0,params) // 0: not Adjacent else RangedAttack(A, params) return //Is the atom obscured by a PREVENT_CLICK_UNDER_1 object above it /atom/proc/IsObscured() if(!isturf(loc)) //This only makes sense for things directly on turfs for now return FALSE var/turf/T = get_turf_pixel(src) if(!T) return FALSE for(var/atom/movable/AM in T) if(AM.flags & PREVENT_CLICK_UNDER && AM.density && AM.layer > layer) return TRUE return FALSE /turf/IsObscured() for(var/atom/movable/AM in src) if(AM.flags & PREVENT_CLICK_UNDER && AM.density) return TRUE return FALSE // Default behavior: ignore double clicks, consider them normal clicks instead /mob/proc/DblClickOn(atom/A, params) return /* Translates into attack_hand, etc. Note: proximity_flag here is used to distinguish between normal usage (flag=1), and usage when clicking on things telekinetically (flag=0). This proc will not be called at ranged except with telekinesis. proximity_flag is not currently passed to attack_hand, and is instead used in human click code to allow glove touches only at melee range. */ /mob/proc/UnarmedAttack(atom/A, proximity_flag) if(ismob(A)) changeNext_move(CLICK_CD_MELEE) return /* Ranged unarmed attack: This currently is just a default for all mobs, involving laser eyes and telekinesis. You could easily add exceptions for things like ranged glove touches, spitting alien acid/neurotoxin, animals lunging, etc. */ /mob/proc/RangedAttack(atom/A, params) if(SEND_SIGNAL(src, COMSIG_MOB_ATTACK_RANGED, A, params) & COMPONENT_CANCEL_ATTACK_CHAIN) return TRUE /* Restrained ClickOn Used when you are handcuffed and click things. Not currently used by anything but could easily be. */ /mob/proc/RestrainedClickOn(atom/A) return /* Middle click Only used for swapping hands */ /mob/proc/MiddleClickOn(atom/A) pointed(A) return // See click_override.dm /mob/living/MiddleClickOn(atom/A) . = SEND_SIGNAL(src, COMSIG_MOB_MIDDLECLICKON, A, src) if(. & COMSIG_MOB_CANCEL_CLICKON) return if(middleClickOverride) middleClickOverride.onClick(A, src) else ..() /* Middle shift-click Makes the mob face the direction of the clicked thing */ /mob/proc/MiddleShiftClickOn(atom/A) return /mob/living/MiddleShiftClickOn(atom/A) if(incapacitated()) return var/face_dir = get_cardinal_dir(src, A) if(!face_dir || forced_look == face_dir || A == src) forced_look = null to_chat(src, "Cancelled direction lock.") return forced_look = face_dir to_chat(src, "You are now facing [dir2text(forced_look)]. To cancel this, shift-middleclick yourself.") /* Middle shift-control-click Makes the mob constantly face the object (until it's out of sight) */ /mob/proc/MiddleShiftControlClickOn(atom/A) return /mob/living/MiddleShiftControlClickOn(atom/A) var/face_uid = A.UID() if(forced_look == face_uid || A == src) forced_look = null to_chat(src, "Cancelled direction lock.") return forced_look = face_uid to_chat(src, "You are now facing [A]. To cancel this, shift-middleclick yourself.") // In case of use break glass /* /atom/proc/MiddleClick(mob/M as mob) return */ /* Shift click For most mobs, examine. This is overridden in ai.dm */ /mob/proc/ShiftClickOn(atom/A) A.ShiftClick(src) return /atom/proc/ShiftClick(mob/user) if(user.client && get_turf(user.client.eye) == get_turf(user)) user.examinate(src) return /* Ctrl click For most objects, pull */ /mob/proc/CtrlClickOn(atom/A) A.CtrlClick(src) return /atom/proc/CtrlClick(mob/user) SEND_SIGNAL(src, COMSIG_CLICK_CTRL, user) var/mob/living/ML = user if(istype(ML)) ML.pulled(src) /* Alt click */ /mob/proc/AltClickOn(atom/A) A.AltClick(src) return // See click_override.dm /mob/living/AltClickOn(atom/A) . = SEND_SIGNAL(src, COMSIG_MOB_ALTCLICKON, A, src) if(. & COMSIG_MOB_CANCEL_CLICKON) return if(middleClickOverride && middleClickOverride.onClick(A, src)) return ..() /atom/proc/AltClick(mob/user) SEND_SIGNAL(src, COMSIG_CLICK_ALT, user) var/turf/T = get_turf(src) if(T && (isturf(loc) || isturf(src)) && user.TurfAdjacent(T)) user.listed_turf = T user.client.statpanel = T.name /// Use this instead of [/mob/proc/AltClickOn] where you only want turf content listing without additional atom alt-click interaction /atom/proc/AltClickNoInteract(mob/user, atom/A) var/turf/T = get_turf(A) if(T && user.TurfAdjacent(T)) user.listed_turf = T user.client.statpanel = T.name /mob/proc/TurfAdjacent(turf/T) return T.Adjacent(src) /* Control+Shift/Alt+Shift click Unused except for AI */ /mob/proc/CtrlShiftClickOn(atom/A) A.CtrlShiftClick(src) return /atom/proc/CtrlShiftClick(mob/user) return /mob/proc/AltShiftClickOn(atom/A) A.AltShiftClick(src) return /mob/proc/ShiftMiddleClickOn(atom/A) return /atom/proc/AltShiftClick(mob/user) return /* Misc helpers Laser Eyes: as the name implies, handles this since nothing else does currently face_atom: turns the mob towards what you clicked on */ /mob/proc/LaserEyes(atom/A) return /mob/living/LaserEyes(atom/A) changeNext_move(CLICK_CD_RANGE) var/turf/T = get_turf(src) var/turf/U = get_turf(A) var/obj/item/projectile/beam/LE = new /obj/item/projectile/beam(loc) LE.icon = 'icons/effects/genetics.dmi' LE.icon_state = "eyelasers" playsound(usr.loc, 'sound/weapons/taser2.ogg', 75, 1) LE.firer = src LE.firer_source_atom = src LE.def_zone = ran_zone(zone_selected) LE.original = A LE.current = T LE.yo = U.y - T.y LE.xo = U.x - T.x LE.fire() // Simple helper to face what you clicked on, in case it should be needed in more than one place /mob/proc/face_atom(atom/A) if( stat || buckled || !A || !x || !y || !A.x || !A.y ) return var/dx = A.x - x var/dy = A.y - y if(!dx && !dy) return var/direction if(abs(dx) < abs(dy)) if(dy > 0) direction = NORTH else direction = SOUTH else if(dx > 0) direction = EAST else direction = WEST dir = direction /obj/screen/click_catcher icon = 'icons/mob/screen_gen.dmi' icon_state = "catcher" plane = CLICKCATCHER_PLANE mouse_opacity = MOUSE_OPACITY_OPAQUE screen_loc = "CENTER" /obj/screen/click_catcher/MouseEntered(location, control, params) return /obj/screen/click_catcher/MouseExited(location, control, params) return #define MAX_SAFE_BYOND_ICON_SCALE_TILES (MAX_SAFE_BYOND_ICON_SCALE_PX / world.icon_size) #define MAX_SAFE_BYOND_ICON_SCALE_PX (33 * 32) //Not using world.icon_size on purpose. /obj/screen/click_catcher/proc/UpdateGreed(view_size_x = 15, view_size_y = 15) var/icon/newicon = icon('icons/mob/screen_gen.dmi', "catcher") var/ox = min(MAX_SAFE_BYOND_ICON_SCALE_TILES, view_size_x) var/oy = min(MAX_SAFE_BYOND_ICON_SCALE_TILES, view_size_y) var/px = view_size_x * world.icon_size var/py = view_size_y * world.icon_size var/sx = min(MAX_SAFE_BYOND_ICON_SCALE_PX, px) var/sy = min(MAX_SAFE_BYOND_ICON_SCALE_PX, py) newicon.Scale(sx, sy) icon = newicon screen_loc = "CENTER-[(ox-1)*0.5],CENTER-[(oy-1)*0.5]" var/matrix/M = new M.Scale(px/sx, py/sy) transform = M /obj/screen/click_catcher/Click(location, control, params) var/list/modifiers = params2list(params) if(modifiers["middle"] && iscarbon(usr)) var/mob/living/carbon/C = usr C.swap_hand() else var/turf/T = params2turf(modifiers["screen-loc"], get_turf(usr)) params += "&catcher=1" if(T) T.Click(location, control, params) . = 1