mirror of
https://github.com/ParadiseSS13/Paradise.git
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406 lines
10 KiB
Plaintext
406 lines
10 KiB
Plaintext
/*
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Screen objects
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Todo: improve/re-implement
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Screen objects are only used for the hud and should not appear anywhere "in-game".
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They are used with the client/screen list and the screen_loc var.
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For more information, see the byond documentation on the screen_loc and screen vars.
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*/
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/obj/screen
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name = ""
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icon = 'icons/mob/screen1.dmi'
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layer = 20.0
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unacidable = 1
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var/obj/master = null //A reference to the object in the slot. Grabs or items, generally.
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var/gun_click_time = -100 //I'm lazy.
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/obj/screen/Destroy()
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master = null
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return ..()
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/obj/screen/text
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icon = null
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icon_state = null
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mouse_opacity = 0
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screen_loc = "CENTER-7,CENTER-7"
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maptext_height = 480
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maptext_width = 480
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/obj/screen/inventory
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var/slot_id //The indentifier for the slot. It has nothing to do with ID cards.
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/obj/screen/close
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name = "close"
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/obj/screen/close/Click()
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if(master)
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if(istype(master, /obj/item/weapon/storage))
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var/obj/item/weapon/storage/S = master
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S.close(usr)
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return 1
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/obj/screen/drop
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name = "drop"
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icon = 'icons/mob/screen1_midnight.dmi'
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icon_state = "act_drop"
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layer = 19
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/obj/screen/drop/Click()
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usr.drop_item_v()
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/obj/screen/grab
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name = "grab"
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/obj/screen/grab/Click()
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var/obj/item/weapon/grab/G = master
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G.s_click(src)
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return 1
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/obj/screen/grab/attack_hand()
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return
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/obj/screen/grab/attackby()
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return
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/obj/screen/act_intent
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name = "intent"
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icon_state = "help"
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/obj/screen/act_intent/Click(location, control, params)
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if(ishuman(usr))
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var/_x = text2num(params2list(params)["icon-x"])
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var/_y = text2num(params2list(params)["icon-y"])
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if(_x<=16 && _y<=16)
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usr.a_intent_change(I_HARM)
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else if(_x<=16 && _y>=17)
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usr.a_intent_change(I_HELP)
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else if(_x>=17 && _y<=16)
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usr.a_intent_change(I_GRAB)
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else if(_x>=17 && _y>=17)
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usr.a_intent_change(I_DISARM)
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else
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usr.a_intent_change("right")
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/obj/screen/internals
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name = "toggle internals"
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icon_state = "internal0"
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/obj/screen/internals/Click()
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if(iscarbon(usr))
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var/mob/living/carbon/C = usr
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if(!C.stat && !C.stunned && !C.paralysis && !C.restrained())
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if(C.internal)
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C.internal = null
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to_chat(C, "<span class='notice'>No longer running on internals.</span>")
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if(C.internals)
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C.internals.icon_state = "internal0"
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else
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var/no_mask
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if(!(C.wear_mask && C.wear_mask.flags & AIRTIGHT))
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if(ishuman(C))
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var/mob/living/carbon/human/H = C
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if(!(H.head && H.head.flags & AIRTIGHT))
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no_mask = 1
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if(no_mask)
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to_chat(C, "<span class='notice'>You are not wearing a suitable mask or helmet.</span>")
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return 1
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else
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var/list/nicename = null
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var/list/tankcheck = null
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var/breathes = "oxygen" //default, we'll check later
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var/list/contents = list()
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var/from = "on"
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if(ishuman(C))
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var/mob/living/carbon/human/H = C
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breathes = H.species.breath_type
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nicename = list ("suit", "back", "belt", "right hand", "left hand", "left pocket", "right pocket")
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tankcheck = list (H.s_store, C.back, H.belt, C.r_hand, C.l_hand, H.l_store, H.r_store)
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else
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nicename = list("right hand", "left hand", "back")
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tankcheck = list(C.r_hand, C.l_hand, C.back)
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// Rigs are a fucking pain since they keep an air tank in nullspace.
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if(istype(C.back,/obj/item/weapon/rig))
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var/obj/item/weapon/rig/rig = C.back
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if(rig.air_supply)
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from = "in"
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nicename |= "hardsuit"
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tankcheck |= rig.air_supply
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for(var/i=1, i<tankcheck.len+1, ++i)
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if(istype(tankcheck[i], /obj/item/weapon/tank))
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var/obj/item/weapon/tank/t = tankcheck[i]
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/* if (!isnull(t.manipulated_by) && t.manipulated_by != C.real_name && findtext(t.desc,breathes))
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contents.Add(t.air_contents.total_moles) Someone messed with the tank and put unknown gasses
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continue in it, so we're going to believe the tank is what it says it is*/
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switch(breathes)
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//These tanks we're sure of their contents
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if("nitrogen") //So we're a bit more picky about them.
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if(t.air_contents.nitrogen && !t.air_contents.oxygen)
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contents.Add(t.air_contents.nitrogen)
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else
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contents.Add(0)
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if ("oxygen")
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if(t.air_contents.oxygen && !t.air_contents.toxins)
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contents.Add(t.air_contents.oxygen)
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else
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contents.Add(0)
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// No races breath this, but never know about downstream servers.
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if ("carbon dioxide")
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if(t.air_contents.carbon_dioxide && !t.air_contents.toxins)
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contents.Add(t.air_contents.carbon_dioxide)
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else
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contents.Add(0)
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// ACK ACK ACK Plasmen
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if ("plasma")
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if(t.air_contents.toxins)
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contents.Add(t.air_contents.toxins)
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else
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contents.Add(0)
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else
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//no tank so we set contents to 0
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contents.Add(0)
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//Alright now we know the contents of the tanks so we have to pick the best one.
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var/best = 0
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var/bestcontents = 0
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for(var/i=1, i < contents.len + 1 , ++i)
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if(!contents[i])
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continue
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if(contents[i] > bestcontents)
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best = i
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bestcontents = contents[i]
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//We've determined the best container now we set it as our internals
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if(best)
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to_chat(C, "<span class='notice'>You are now running on internals from [tankcheck[best]] [from] your [nicename[best]].</span>")
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C.internal = tankcheck[best]
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if(C.internal)
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if(C.internals)
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C.internals.icon_state = "internal1"
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else
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to_chat(C, "<span class='notice'>You don't have a[breathes=="oxygen" ? "n oxygen" : addtext(" ",breathes)] tank.</span>")
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/obj/screen/mov_intent
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name = "run/walk toggle"
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icon = 'icons/mob/screen1_midnight.dmi'
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icon_state = "running"
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/obj/screen/mov_intent/Click()
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if(iscarbon(usr))
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var/mob/living/carbon/C = usr
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if(C.legcuffed)
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to_chat(C, "<span class='notice'>You are legcuffed! You cannot run until you get [C.legcuffed] removed!</span>")
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C.m_intent = "walk" //Just incase
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C.hud_used.move_intent.icon_state = "walking"
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return 1
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switch(usr.m_intent)
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if("run")
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usr.m_intent = "walk"
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usr.hud_used.move_intent.icon_state = "walking"
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if("walk")
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usr.m_intent = "run"
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usr.hud_used.move_intent.icon_state = "running"
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if(istype(usr,/mob/living/carbon/alien/humanoid))
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usr.update_icons()
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/obj/screen/pull
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name = "stop pulling"
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icon = 'icons/mob/screen1_Midnight.dmi'
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icon_state = "pull"
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/obj/screen/pull/Click()
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usr.stop_pulling()
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/obj/screen/pull/update_icon(mob/mymob)
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if(!mymob) return
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if(mymob.pulling)
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icon_state = "pull"
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else
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icon_state = "pull0"
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/obj/screen/resist
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name = "resist"
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icon = 'icons/mob/screen1_midnight.dmi'
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icon_state = "act_resist"
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layer = 19
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/obj/screen/resist/Click()
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if(isliving(usr))
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var/mob/living/L = usr
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L.resist()
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/obj/screen/throw_catch
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name = "throw/catch"
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icon = 'icons/mob/screen1_midnight.dmi'
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icon_state = "act_throw_off"
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/obj/screen/throw_catch/Click()
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if(iscarbon(usr))
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var/mob/living/carbon/C = usr
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C.toggle_throw_mode()
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/obj/screen/storage
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name = "storage"
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/obj/screen/storage/Click(location, control, params)
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if(world.time <= usr.next_move)
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return 1
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if(usr.stat || usr.paralysis || usr.stunned || usr.weakened)
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return 1
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if (istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech
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return 1
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if(master)
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var/obj/item/I = usr.get_active_hand()
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if(I)
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master.attackby(I, usr, params)
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return 1
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/obj/screen/zone_sel
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name = "damage zone"
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icon_state = "zone_sel"
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screen_loc = ui_zonesel
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var/selecting = "chest"
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/obj/screen/zone_sel/Click(location, control,params)
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var/list/PL = params2list(params)
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var/icon_x = text2num(PL["icon-x"])
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var/icon_y = text2num(PL["icon-y"])
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var/old_selecting = selecting //We're only going to update_icon() if there's been a change
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switch(icon_y)
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if(1 to 3) //Feet
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switch(icon_x)
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if(10 to 15)
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selecting = "r_foot"
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if(17 to 22)
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selecting = "l_foot"
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else
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return 1
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if(4 to 9) //Legs
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switch(icon_x)
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if(10 to 15)
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selecting = "r_leg"
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if(17 to 22)
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selecting = "l_leg"
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else
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return 1
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if(10 to 13) //Hands and groin
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switch(icon_x)
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if(8 to 11)
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selecting = "r_hand"
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if(12 to 20)
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selecting = "groin"
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if(21 to 24)
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selecting = "l_hand"
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else
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return 1
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if(14 to 22) //Chest and arms to shoulders
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switch(icon_x)
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if(8 to 11)
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selecting = "r_arm"
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if(12 to 20)
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selecting = "chest"
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if(21 to 24)
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selecting = "l_arm"
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else
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return 1
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if(23 to 30) //Head, but we need to check for eye or mouth
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if(icon_x in 12 to 20)
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selecting = "head"
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switch(icon_y)
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if(23 to 24)
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if(icon_x in 15 to 17)
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selecting = "mouth"
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if(26) //Eyeline, eyes are on 15 and 17
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if(icon_x in 14 to 18)
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selecting = "eyes"
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if(25 to 27)
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if(icon_x in 15 to 17)
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selecting = "eyes"
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if(old_selecting != selecting)
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update_icon()
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return 1
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/obj/screen/zone_sel/update_icon()
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overlays.Cut()
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overlays += image('icons/mob/zone_sel.dmi', "[selecting]")
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/obj/screen/gun
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name = "gun"
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icon = 'icons/mob/screen1.dmi'
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master = null
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dir = 2
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/obj/screen/gun/mode
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name = "Toggle Gun Mode"
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icon_state = "gun0"
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screen_loc = ui_gun_select
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/obj/screen/gun/mode/Click()
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usr.client.ToggleGunMode()
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/obj/screen/gun/item
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name = "Allow Item Use"
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icon_state = "no_item0"
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screen_loc = ui_gun1
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/obj/screen/gun/item/Click()
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if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
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return
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if(!istype(usr.get_active_hand(), /obj/item/weapon/gun))
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to_chat(usr, "You need your gun in your active hand to do that!")
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return
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usr.client.AllowTargetClick()
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gun_click_time = world.time
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/obj/screen/inventory/Click()
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// At this point in client Click() code we have passed the 1/10 sec check and little else
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// We don't even know if it's a middle click
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if(world.time <= usr.next_move)
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return 1
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if(usr.stat || usr.paralysis || usr.stunned || usr.weakened)
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return 1
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if (istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech
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return 1
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switch(name)
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if("r_hand")
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if(iscarbon(usr))
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var/mob/living/carbon/C = usr
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C.activate_hand("r")
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if("l_hand")
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if(iscarbon(usr))
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var/mob/living/carbon/C = usr
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C.activate_hand("l")
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if("swap")
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usr:swap_hand()
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if("hand")
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usr:swap_hand()
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else
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if(usr.attack_ui(slot_id))
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usr.update_inv_l_hand(0)
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usr.update_inv_r_hand(0)
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return 1
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