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Paradise/code/_onclick/hud/screen_objects.dm

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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
return ..()
/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/drop
name = "drop"
icon = 'icons/mob/screen1_midnight.dmi'
icon_state = "act_drop"
layer = 19
/obj/screen/drop/Click()
usr.drop_item_v()
/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/act_intent
name = "intent"
icon_state = "help"
/obj/screen/act_intent/Click(location, control, params)
if(ishuman(usr))
var/_x = text2num(params2list(params)["icon-x"])
var/_y = text2num(params2list(params)["icon-y"])
if(_x<=16 && _y<=16)
usr.a_intent_change(I_HARM)
else if(_x<=16 && _y>=17)
usr.a_intent_change(I_HELP)
else if(_x>=17 && _y<=16)
usr.a_intent_change(I_GRAB)
else if(_x>=17 && _y>=17)
usr.a_intent_change(I_DISARM)
else
usr.a_intent_change("right")
/obj/screen/internals
name = "toggle internals"
icon_state = "internal0"
/obj/screen/internals/Click()
if(iscarbon(usr))
var/mob/living/carbon/C = usr
if(!C.stat && !C.stunned && !C.paralysis && !C.restrained())
if(C.internal)
C.internal = null
to_chat(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))
if(ishuman(C))
var/mob/living/carbon/human/H = C
if(!(H.head && H.head.flags & AIRTIGHT))
no_mask = 1
if(no_mask)
to_chat(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.nitrogen && !t.air_contents.oxygen)
contents.Add(t.air_contents.nitrogen)
else
contents.Add(0)
if ("oxygen")
if(t.air_contents.oxygen && !t.air_contents.toxins)
contents.Add(t.air_contents.oxygen)
else
contents.Add(0)
// No races breath this, but never know about downstream servers.
if ("carbon dioxide")
if(t.air_contents.carbon_dioxide && !t.air_contents.toxins)
contents.Add(t.air_contents.carbon_dioxide)
else
contents.Add(0)
// ACK ACK ACK Plasmen
if ("plasma")
if(t.air_contents.toxins)
contents.Add(t.air_contents.toxins)
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)
to_chat(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
to_chat(C, "<span class='notice'>You don't have a[breathes=="oxygen" ? "n oxygen" : addtext(" ",breathes)] tank.</span>")
/obj/screen/mov_intent
name = "run/walk toggle"
icon = 'icons/mob/screen1_midnight.dmi'
icon_state = "running"
/obj/screen/mov_intent/Click()
if(iscarbon(usr))
var/mob/living/carbon/C = usr
if(C.legcuffed)
to_chat(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(istype(usr,/mob/living/carbon/alien/humanoid))
usr.update_icons()
/obj/screen/pull
name = "stop pulling"
icon = 'icons/mob/screen1_Midnight.dmi'
icon_state = "pull"
/obj/screen/pull/Click()
usr.stop_pulling()
/obj/screen/pull/update_icon(mob/mymob)
if(!mymob) return
if(mymob.pulling)
icon_state = "pull"
else
icon_state = "pull0"
/obj/screen/resist
name = "resist"
icon = 'icons/mob/screen1_midnight.dmi'
icon_state = "act_resist"
layer = 19
/obj/screen/resist/Click()
if(isliving(usr))
var/mob/living/L = usr
L.resist()
/obj/screen/throw_catch
name = "throw/catch"
icon = 'icons/mob/screen1_midnight.dmi'
icon_state = "act_throw_off"
/obj/screen/throw_catch/Click()
if(iscarbon(usr))
var/mob/living/carbon/C = usr
C.toggle_throw_mode()
/obj/screen/storage
name = "storage"
/obj/screen/storage/Click(location, control, params)
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)
master.attackby(I, usr, params)
return 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/gun
name = "gun"
icon = 'icons/mob/screen1.dmi'
master = null
dir = 2
/obj/screen/gun/mode
name = "Toggle Gun Mode"
icon_state = "gun0"
screen_loc = ui_gun_select
/obj/screen/gun/mode/Click()
usr.client.ToggleGunMode()
/obj/screen/gun/item
name = "Allow Item Use"
icon_state = "no_item0"
screen_loc = ui_gun1
/obj/screen/gun/item/Click()
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))
to_chat(usr, "You need your gun in your active hand to do that!")
return
usr.client.AllowTargetClick()
gun_click_time = world.time
/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")
if("l_hand")
if(iscarbon(usr))
var/mob/living/carbon/C = usr
C.activate_hand("l")
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)
return 1