/obj/screen name = "screen" icon = 'screen1.dmi' layer = 20.0 unacidable = 1 var/id = 0.0 var/obj/master /obj/screen/close name = "close" master = null /obj/screen/close/DblClick() if (src.master) src.master:close(usr) return /obj/screen/grab name = "grab" master = null /obj/screen/storage name = "storage" master = null /obj/screen/storage/attackby(W, mob/user as mob) src.master.attackby(W, user) return /obj/screen/zone_sel name = "Damage Zone" icon = 'zone_sel.dmi' icon_state = "blank" var/selecting = "chest" screen_loc = ui_zonesel /obj/screen/zone_sel/MouseDown(location, control,params) // Changes because of 4.0 var/list/PL = params2list(params) var/icon_x = text2num(PL["icon-x"]) var/icon_y = text2num(PL["icon-y"]) if (icon_y < 2) return else if (icon_y < 5) if ((icon_x > 9 && icon_x < 23)) if (icon_x < 16) selecting = "r_foot" else selecting = "l_foot" else if (icon_y < 11) if ((icon_x > 11 && icon_x < 21)) if (icon_x < 16) selecting = "r_leg" else selecting = "l_leg" else if (icon_y < 12) if ((icon_x > 11 && icon_x < 21)) if (icon_x < 14) selecting = "r_leg" else if (icon_x < 19) selecting = "groin" else selecting = "l_leg" else return else if (icon_y < 13) if ((icon_x > 7 && icon_x < 25)) if (icon_x < 12) selecting = "r_hand" else if (icon_x < 13) selecting = "r_leg" else if (icon_x < 20) selecting = "groin" else if (icon_x < 21) selecting = "l_leg" else selecting = "l_hand" else return else if (icon_y < 14) if ((icon_x > 7 && icon_x < 25)) if (icon_x < 12) selecting = "r_hand" else if (icon_x < 21) selecting = "groin" else selecting = "l_hand" else return else if (icon_y < 16) if ((icon_x > 7 && icon_x < 25)) if (icon_x < 13) selecting = "r_hand" else if (icon_x < 20) selecting = "chest" else selecting = "l_hand" else return else if (icon_y < 23) if ((icon_x > 7 && icon_x < 25)) if (icon_x < 12) selecting = "r_arm" else if (icon_x < 21) selecting = "chest" else selecting = "l_arm" else return else if (icon_y < 24) if ((icon_x > 11 && icon_x < 21)) selecting = "chest" else return else if (icon_y < 25) if ((icon_x > 11 && icon_x < 21)) if (icon_x < 16) selecting = "head" else if (icon_x < 17) selecting = "mouth" else selecting = "head" else return else if (icon_y < 26) if ((icon_x > 11 && icon_x < 21)) if (icon_x < 15) selecting = "head" else if (icon_x < 18) selecting = "mouth" else selecting = "head" else return else if (icon_y < 27) if ((icon_x > 11 && icon_x < 21)) if (icon_x < 15) selecting = "head" else if (icon_x < 16) selecting = "eyes" else if (icon_x < 17) selecting = "mouth" else if (icon_x < 18) selecting = "eyes" else selecting = "head" else return else if (icon_y < 28) if ((icon_x > 11 && icon_x < 21)) if (icon_x < 14) selecting = "head" else if (icon_x < 19) selecting = "eyes" else selecting = "head" else return else if (icon_y < 29) if ((icon_x > 11 && icon_x < 21)) if (icon_x < 15) selecting = "head" else if (icon_x < 16) selecting = "eyes" else if (icon_x < 17) selecting = "head" else if (icon_x < 18) selecting = "eyes" else selecting = "head" else return else if (icon_y < 31) if ((icon_x > 11 && icon_x < 21)) selecting = "head" else return else return overlays = null overlays += image("icon" = 'zone_sel.dmi', "icon_state" = text("[]", selecting)) return /obj/screen/grab/Click() master:s_click(src) return /obj/screen/grab/DblClick() master:s_dbclick(src) return /obj/screen/grab/attack_hand() return /obj/screen/grab/attackby() return /obj/screen/MouseEntered(object,location,control,params) if(!ishuman(usr) && !istype(usr,/mob/living/carbon/alien/humanoid) && !islarva(usr) && !ismonkey(usr)) return switch(name) /* if("other") if (usr.hud_used.show_otherinventory) usr.hud_used.show_otherinventory = 0 usr.client.screen -= usr.hud_used.other else usr.hud_used.show_otherinventory = 1 usr.client.screen += usr.hud_used.other usr.hud_used.other_update()*/ if("act_intent") if(ishuman(usr) || istype(usr,/mob/living/carbon/alien/humanoid) || islarva(usr)) usr.hud_used.action_intent.icon_state = "intent_[usr.a_intent]" /obj/screen/MouseExited(object,location,control,params) if(!ishuman(usr) && !istype(usr,/mob/living/carbon/alien/humanoid) && !islarva(usr) && !ismonkey(usr)) return switch(name) if("act_intent") if(ishuman(usr) || istype(usr,/mob/living/carbon/alien/humanoid) || islarva(usr)) var/intent = usr.a_intent if(intent == "hurt") intent = "harm" //hurt and harm have different sprite names for some reason. usr.hud_used.action_intent.icon_state = "[intent]" /obj/screen/Click(location, control, params) switch(name) if("map") usr.clearmap() if("other") if (usr.hud_used.show_otherinventory) usr.hud_used.show_otherinventory = 0 usr.client.screen -= usr.hud_used.other else usr.hud_used.show_otherinventory = 1 usr.client.screen += usr.hud_used.other usr.hud_used.other_update() if("equip") var/obj/item/I = usr.get_active_hand() if(!I) usr << "\blue You are not holding anything to equip." return if(ishuman(usr)) var/mob/living/carbon/human/H = usr H.equip_to_appropriate_slot(I) if("resist") if(isliving(usr)) var/mob/living/L = usr L.resist() if("maprefresh") var/obj/machinery/computer/security/seccomp = usr.machine if(seccomp!=null) seccomp.drawmap(usr) else usr.clearmap() if("arrowleft") switch(usr.a_intent) if("help") if(issilicon(usr)) usr.a_intent = "hurt" usr.hud_used.action_intent.icon_state = "harm" else usr.a_intent = "grab" usr.hud_used.action_intent.icon_state = "grab" if("disarm") usr.a_intent = "help" usr.hud_used.action_intent.icon_state = "help" if("hurt") if(issilicon(usr)) usr.a_intent = "help" usr.hud_used.action_intent.icon_state = "help" else usr.a_intent = "disarm" usr.hud_used.action_intent.icon_state = "disarm" if("grab") usr.a_intent = "hurt" usr.hud_used.action_intent.icon_state = "harm" if("arrowright") switch(usr.a_intent) if("help") if(issilicon(usr)) usr.a_intent = "hurt" usr.hud_used.action_intent.icon_state = "harm" else usr.a_intent = "disarm" usr.hud_used.action_intent.icon_state = "disarm" if("disarm") usr.a_intent = "hurt" usr.hud_used.action_intent.icon_state = "harm" if("hurt") if(issilicon(usr)) usr.a_intent = "help" usr.hud_used.action_intent.icon_state = "help" else usr.a_intent = "grab" usr.hud_used.action_intent.icon_state = "grab" if("grab") usr.a_intent = "help" usr.hud_used.action_intent.icon_state = "help" if("mov_intent") 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() 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.machine = null if("internal") if ((!( usr.stat ) && usr.canmove && !( usr.restrained() ))) if (usr.internal) usr.internal = null usr << "\blue No longer running on internals." if (usr.internals) usr.internals.icon_state = "internal0" else if(ishuman(usr)) if (!( istype(usr.wear_mask, /obj/item/clothing/mask) )) usr << "\red You are not wearing a mask" return else if (istype(usr.back, /obj/item/weapon/tank)) usr << "\blue You are now running on internals from the [usr.back] on your back." usr.internal = usr.back else if (ishuman(usr) && istype(usr:s_store, /obj/item/weapon/tank)) usr << "\blue You are now running on internals from the [usr:s_store] on your [usr:wear_suit]." usr.internal = usr:s_store else if (ishuman(usr) && istype(usr:belt, /obj/item/weapon/tank)) usr << "\blue You are now running on internals from the [usr:belt] on your belt." usr.internal = usr:belt else if (istype(usr:l_store, /obj/item/weapon/tank)) usr << "\blue You are now running on internals from the [usr:l_store] in your left pocket." usr.internal = usr:l_store else if (istype(usr:r_store, /obj/item/weapon/tank)) usr << "\blue You are now running on internals from the [usr:r_store] in your right pocket." usr.internal = usr:r_store else if (istype(usr.l_hand, /obj/item/weapon/tank)) usr << "\blue You are now running on internals from the [usr.l_hand] on your left hand." usr.internal = usr.l_hand else if (istype(usr.r_hand, /obj/item/weapon/tank)) usr << "\blue You are now running on internals from the [usr.r_hand] on your right hand." usr.internal = usr.r_hand if (usr.internal) //for(var/mob/M in viewers(usr, 1)) // M.show_message(text("[] is now running on internals.", usr), 1) if (usr.internals) usr.internals.icon_state = "internal1" else usr << "\blue You don't have an oxygen tank." if("act_intent") if(ishuman(usr) || istype(usr,/mob/living/carbon/alien/humanoid) || islarva(usr)) switch(usr.a_intent) if("help") usr.a_intent = "disarm" usr.hud_used.action_intent.icon_state = "intent_disarm" if("disarm") usr.a_intent = "grab" usr.hud_used.action_intent.icon_state = "intent_grab" if("grab") usr.a_intent = "hurt" usr.hud_used.action_intent.icon_state = "intent_hurt" if("hurt") usr.a_intent = "help" usr.hud_used.action_intent.icon_state = "intent_help" /*if (usr.hud_used.show_intent_icons) usr.hud_used.show_intent_icons = 0 usr.client.screen -= usr.hud_used.intent_small_hud_objects else usr.hud_used.show_intent_icons = 1 usr.client.screen += usr.hud_used.intent_small_hud_objects*/ //Small intent icons if(issilicon(usr)) if(usr.a_intent == "help") usr.a_intent = "hurt" usr.hud_used.action_intent.icon_state = "harm" else usr.a_intent = "help" usr.hud_used.action_intent.icon_state = "help" if("help") usr.a_intent = "help" usr.hud_used.action_intent.icon_state = "help" usr.hud_used.show_intent_icons = 0 if("harm") usr.a_intent = "hurt" usr.hud_used.action_intent.icon_state = "harm" usr.hud_used.show_intent_icons = 0 if("grab") usr.a_intent = "grab" usr.hud_used.action_intent.icon_state = "grab" usr.hud_used.show_intent_icons = 0 if("disarm") usr.a_intent = "disarm" usr.hud_used.action_intent.icon_state = "disarm" usr.hud_used.show_intent_icons = 0 if("pull") usr.pulling = null if("throw") if (!usr.stat && isturf(usr.loc) && !usr.restrained()) usr:toggle_throw_mode() if("drop") usr.drop_item_v() if("swap") usr:swap_hand() if("hand") usr:swap_hand() 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("module") if(issilicon(usr)) if(usr:module) return usr:pick_module() if("radio") if(issilicon(usr)) usr:radio_menu() if("panel") if(issilicon(usr)) usr:installed_modules() if("store") if(issilicon(usr)) usr:uneq_active() if("module1") if(usr:module_state_1) if(usr:module_active != usr:module_state_1) usr:inv1.icon_state = "inv1 +a" usr:inv2.icon_state = "inv2" usr:inv3.icon_state = "inv3" usr:module_active = usr:module_state_1 else usr:inv1.icon_state = "inv1" usr:module_active = null if("module2") if(usr:module_state_2) if(usr:module_active != usr:module_state_2) usr:inv1.icon_state = "inv1" usr:inv2.icon_state = "inv2 +a" usr:inv3.icon_state = "inv3" usr:module_active = usr:module_state_2 else usr:inv2.icon_state = "inv2" usr:module_active = null if("module3") if(usr:module_state_3) if(usr:module_active != usr:module_state_3) usr:inv1.icon_state = "inv1" usr:inv2.icon_state = "inv2" usr:inv3.icon_state = "inv3 +a" usr:module_active = usr:module_state_3 else usr:inv3.icon_state = "inv3" usr:module_active = null if("radar") usr:close_radar() if("radar closed") usr:start_radar() else DblClick() return /obj/screen/attack_hand(mob/user as mob, using) user.db_click(name, using) return /obj/screen/attack_paw(mob/user as mob, using) user.db_click(name, using) return /mob/living/verb/mob_sleep() set name = "Sleep" set category = "IC" if(usr.sleeping) usr << "\red You are already sleeping" return else usr.sleeping = 20 //Short nap /mob/living/verb/lay_down() set name = "Lay down / Get up" set category = "IC" usr.resting = !( usr.resting ) usr << "\blue You are now [(usr.resting) ? "resting" : "getting up"]" /mob/living/verb/resist() set name = "Resist" set category = "IC" if(usr.next_move > world.time) return usr.next_move = world.time + 20 //resisting grabs (as if it helps anyone...) if ((!( usr.stat ) && usr.canmove && !( usr.restrained() ))) var/resisting = 0 for(var/obj/O in usr.requests) del(O) resisting++ for(var/obj/item/weapon/grab/G in usr.grabbed_by) resisting++ if (G.state == 1) del(G) else if (G.state == 2) if (prob(25)) for(var/mob/O in viewers(usr, null)) O.show_message(text("\red [] has broken free of []'s grip!", usr, G.assailant), 1) del(G) else if (G.state == 3) if (prob(5)) for(var/mob/O in viewers(usr, null)) O.show_message(text("\red [] has broken free of []'s headlock!", usr, G.assailant), 1) del(G) if(resisting) for(var/mob/O in viewers(usr, null)) O.show_message(text("\red [] resists!", usr), 1) //breaking out of handcuffs if(usr:handcuffed && usr:canmove && (usr.last_special <= world.time)) usr.next_move = world.time + 100 usr.last_special = world.time + 100 if(isalienadult(usr) || (HULK in usr.mutations) || (SUPRSTR in usr.augmentations))//Don't want to do a lot of logic gating here. usr << "\green You attempt to break your handcuffs. (This will take around 5 seconds and you need to stand still)" for(var/mob/O in viewers(usr)) O.show_message(text("\red [] is trying to break the handcuffs!", usr), 1) spawn(0) if(do_after(usr, 50)) if(!usr:handcuffed || usr:buckled) return for(var/mob/O in viewers(usr)) O.show_message(text("\red [] manages to break the handcuffs!", usr), 1) usr << "\green You successfully break your handcuffs." del(usr:handcuffed) usr:handcuffed = null usr.update_inv_handcuffed() else var/obj/item/weapon/handcuffs/HC = usr:handcuffed var/breakouttime = 1200 //A default in case you are somehow handcuffed with something that isn't an obj/item/weapon/handcuffs type var/displaytime = 2 //Minutes to display in the "this will take X minutes." if(istype(HC)) //If you are handcuffed with actual handcuffs... Well what do I know, maybe someone will want to handcuff you with toilet paper in the future... breakouttime = HC.breakouttime displaytime = breakouttime / 600 //Minutes usr << "\red You attempt to remove \the [HC]. (This will take around [displaytime] minutes and you need to stand still)" for(var/mob/O in viewers(usr)) O.show_message( "\red [usr] attempts to remove \the [HC]!", 1) spawn(0) if(do_after(usr, breakouttime)) if(!usr:handcuffed || usr:buckled) return // time leniency for lag which also might make this whole thing pointless but the server for(var/mob/O in viewers(usr))// lags so hard that 40s isn't lenient enough - Quarxink O.show_message("\red [usr] manages to remove the handcuffs!", 1) usr << "\blue You successfully remove \the [usr:handcuffed]." usr:handcuffed.loc = usr.loc usr:handcuffed = null usr.update_inv_handcuffed() //unbuckling yourself else if(usr:handcuffed && (usr.last_special <= world.time) && usr:buckled) usr.next_move = world.time + 100 usr.last_special = world.time + 100 usr << "\red You attempt to unbuckle yourself. (This will take around 2 minutes and you need to stand still)" for(var/mob/O in viewers(usr)) O.show_message("\red [usr] attempts to unbuckle themself!", 1) spawn(0) if(do_after(usr, 1200)) if(!usr:buckled) return for(var/mob/O in viewers(usr)) O.show_message("\red [usr] manages to unbuckle themself!", 1) usr << "\blue You successfully unbuckle yourself." usr:buckled.manual_unbuckle(usr) else if( src.loc && (istype(src.loc, /obj/structure/closet)) ) var/obj/structure/closet/C = usr.loc if(C.opened) return //Door's open... wait, why are you in it's contents then? if(istype(usr.loc, /obj/structure/closet/secure_closet)) var/obj/structure/closet/secure_closet/SC = usr.loc if(!SC.locked && !SC.welded) return //It's a secure closet, but isn't locked. Easily escapable from, no need to 'resist' else if(!C.welded) return //closed but not welded... //okay, so the closet is either welded or locked... resist!!! usr.next_move = world.time + 100 usr.last_special = world.time + 100 usr << "\red You lean on the back of \the [C] and start pushing the door open. (this will take about 2 minutes)" for(var/mob/O in viewers(usr.loc)) O.show_message("\red The [usr.loc] begins to shake violently!", 1) spawn(0) if(do_after(usr, 50)) if(!C || !usr || usr.loc != C || C.opened) //User, closet destroyed OR user no longer in closet OR closet opened return //Perform the same set of checks as above for weld and lock status to determine if there is even still a point in 'resisting'... if(istype(usr.loc, /obj/structure/closet/secure_closet)) var/obj/structure/closet/secure_closet/SC = usr.loc if(!SC.locked && !SC.welded) return else if(!C.welded) return //Well then break it! if(istype(usr.loc, /obj/structure/closet/secure_closet)) var/obj/structure/closet/secure_closet/SC = usr.loc SC.desc = "It appears to be broken." SC.icon_state = SC.icon_off flick(SC.icon_broken, SC) sleep(10) flick(SC.icon_broken, SC) sleep(10) SC.broken = 1 SC.locked = 0 usr << "\red You successfully break out!" for(var/mob/O in viewers(usr.loc)) O.show_message("\red \the [usr] successfully broke out of \the [SC]!", 1) SC.open() else C.welded = 0 usr << "\red You successfully break out!" for(var/mob/O in viewers(usr.loc)) O.show_message("\red \the [usr] successfully broke out of \the [C]!", 1) C.open()