/proc/togglebuildmode(mob/M as mob in player_list) set name = "Toggle Build Mode" set category = "Special Verbs" if(M.client) if(M.client.buildmode) log_admin("[key_name(usr)] has left build mode.") M.client.buildmode = 0 M.client.show_popup_menus = 1 for(var/obj/effect/bmode/buildholder/H) if(H.cl == M.client) del(H) else log_admin("[key_name(usr)] has entered build mode.") M.client.buildmode = 1 M.client.show_popup_menus = 0 var/obj/effect/bmode/buildholder/H = new/obj/effect/bmode/buildholder() var/obj/effect/bmode/builddir/A = new/obj/effect/bmode/builddir(H) A.master = H var/obj/effect/bmode/buildhelp/B = new/obj/effect/bmode/buildhelp(H) B.master = H var/obj/effect/bmode/buildmode/C = new/obj/effect/bmode/buildmode(H) C.master = H var/obj/effect/bmode/buildquit/D = new/obj/effect/bmode/buildquit(H) D.master = H H.builddir = A H.buildhelp = B H.buildmode = C H.buildquit = D M.client.screen += A M.client.screen += B M.client.screen += C M.client.screen += D H.cl = M.client /obj/effect/bmode//Cleaning up the tree a bit density = 1 anchored = 1 layer = 20 dir = NORTH icon = 'icons/misc/buildmode.dmi' var/obj/effect/bmode/buildholder/master = null /obj/effect/bmode/builddir icon_state = "build" screen_loc = "NORTH,WEST" Click() switch(dir) if(NORTH) dir = EAST if(EAST) dir = SOUTH if(SOUTH) dir = WEST if(WEST) dir = SOUTHWEST if(SOUTHWEST) dir = NORTH return 1 /obj/effect/bmode/buildhelp icon = 'icons/misc/buildmode.dmi' icon_state = "buildhelp" screen_loc = "NORTH,WEST+1" Click() switch(master.cl.buildmode) if(1) usr << "\blue ***********************************************************" usr << "\blue Left Mouse Button = Construct / Upgrade" usr << "\blue Right Mouse Button = Deconstruct / Delete / Downgrade" usr << "\blue Left Mouse Button + ctrl = R-Window" usr << "\blue Left Mouse Button + alt = Airlock" usr << "" usr << "\blue Use the button in the upper left corner to" usr << "\blue change the direction of built objects." usr << "\blue ***********************************************************" if(2) usr << "\blue ***********************************************************" usr << "\blue Right Mouse Button on buildmode button = Set object type" usr << "\blue Left Mouse Button on turf/obj = Place objects" usr << "\blue Right Mouse Button = Delete objects" usr << "" usr << "\blue Use the button in the upper left corner to" usr << "\blue change the direction of built objects." usr << "\blue ***********************************************************" if(3) usr << "\blue ***********************************************************" usr << "\blue Right Mouse Button on buildmode button = Select var(type) & value" usr << "\blue Left Mouse Button on turf/obj/mob = Set var(type) & value" usr << "\blue Right Mouse Button on turf/obj/mob = Reset var's value" usr << "\blue ***********************************************************" if(4) usr << "\blue ***********************************************************" usr << "\blue Left Mouse Button on turf/obj/mob = Select" usr << "\blue Right Mouse Button on turf/obj/mob = Throw" usr << "\blue ***********************************************************" return 1 /obj/effect/bmode/buildquit icon_state = "buildquit" screen_loc = "NORTH,WEST+3" Click() togglebuildmode(master.cl.mob) return 1 /obj/effect/bmode/buildholder density = 0 anchored = 1 var/client/cl = null var/obj/effect/bmode/builddir/builddir = null var/obj/effect/bmode/buildhelp/buildhelp = null var/obj/effect/bmode/buildmode/buildmode = null var/obj/effect/bmode/buildquit/buildquit = null var/atom/movable/throw_atom = null /obj/effect/bmode/buildmode icon_state = "buildmode1" screen_loc = "NORTH,WEST+2" var/varholder = "name" var/valueholder = "derp" var/objholder = /obj/structure/closet Click(location, control, params) var/list/pa = params2list(params) if(pa.Find("left")) switch(master.cl.buildmode) if(1) master.cl.buildmode = 2 src.icon_state = "buildmode2" if(2) master.cl.buildmode = 3 src.icon_state = "buildmode3" if(3) master.cl.buildmode = 4 src.icon_state = "buildmode4" if(4) master.cl.buildmode = 1 src.icon_state = "buildmode1" else if(pa.Find("right")) switch(master.cl.buildmode) if(1) return 1 if(2) objholder = text2path(input(usr,"Enter typepath:" ,"Typepath","/obj/structure/closet")) if(!ispath(objholder)) objholder = /obj/structure/closet alert("That path is not allowed.") else if(ispath(objholder,/mob) && !check_rights(R_DEBUG,0)) objholder = /obj/structure/closet if(3) var/list/locked = list("vars", "key", "ckey", "client", "firemut", "ishulk", "telekinesis", "xray", "virus", "viruses", "cuffed", "ka", "last_eaten", "urine") master.buildmode.varholder = input(usr,"Enter variable name:" ,"Name", "name") if(master.buildmode.varholder in locked && !check_rights(R_DEBUG,0)) return 1 var/thetype = input(usr,"Select variable type:" ,"Type") in list("text","number","mob-reference","obj-reference","turf-reference") if(!thetype) return 1 switch(thetype) if("text") master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value", "value") as text if("number") master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value", 123) as num if("mob-reference") master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value") as mob in mob_list if("obj-reference") master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value") as obj in world if("turf-reference") master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value") as turf in world return 1 /proc/build_click(var/mob/user, buildmode, params, var/obj/object) var/obj/effect/bmode/buildholder/holder = null for(var/obj/effect/bmode/buildholder/H) if(H.cl == user.client) holder = H break if(!holder) return var/list/pa = params2list(params) switch(buildmode) if(1) if(istype(object,/turf) && pa.Find("left") && !pa.Find("alt") && !pa.Find("ctrl") ) if(istype(object,/turf/space)) var/turf/T = object T.ChangeTurf(/turf/simulated/floor) return else if(istype(object,/turf/simulated/floor)) var/turf/T = object T.ChangeTurf(/turf/simulated/wall) return else if(istype(object,/turf/simulated/wall)) var/turf/T = object T.ChangeTurf(/turf/simulated/wall/r_wall) return else if(pa.Find("right")) if(istype(object,/turf/simulated/wall)) var/turf/T = object T.ChangeTurf(/turf/simulated/floor) return else if(istype(object,/turf/simulated/floor)) var/turf/T = object T.ChangeTurf(/turf/space) return else if(istype(object,/turf/simulated/wall/r_wall)) var/turf/T = object T.ChangeTurf(/turf/simulated/wall) return else if(istype(object,/obj)) del(object) return else if(istype(object,/turf) && pa.Find("alt") && pa.Find("left")) new/obj/machinery/door/airlock(get_turf(object)) else if(istype(object,/turf) && pa.Find("ctrl") && pa.Find("left")) switch(holder.builddir.dir) if(NORTH) var/obj/structure/window/reinforced/WIN = new/obj/structure/window/reinforced(get_turf(object)) WIN.dir = NORTH if(SOUTH) var/obj/structure/window/reinforced/WIN = new/obj/structure/window/reinforced(get_turf(object)) WIN.dir = SOUTH if(EAST) var/obj/structure/window/reinforced/WIN = new/obj/structure/window/reinforced(get_turf(object)) WIN.dir = EAST if(WEST) var/obj/structure/window/reinforced/WIN = new/obj/structure/window/reinforced(get_turf(object)) WIN.dir = WEST if(SOUTHWEST) new/obj/structure/window/full/reinforced(get_turf(object)) if(2) if(pa.Find("left")) if(ispath(holder.buildmode.objholder,/turf)) var/turf/T = get_turf(object) T.ChangeTurf(holder.buildmode.objholder) else var/obj/A = new holder.buildmode.objholder (get_turf(object)) A.dir = holder.builddir.dir else if(pa.Find("right")) if(isobj(object)) del(object) if(3) if(pa.Find("left")) //I cant believe this shit actually compiles. if(object.vars.Find(holder.buildmode.varholder)) log_admin("[key_name(usr)] modified [object.name]'s [holder.buildmode.varholder] to [holder.buildmode.valueholder]") object.vars[holder.buildmode.varholder] = holder.buildmode.valueholder else usr << "\red [initial(object.name)] does not have a var called '[holder.buildmode.varholder]'" if(pa.Find("right")) if(object.vars.Find(holder.buildmode.varholder)) log_admin("[key_name(usr)] modified [object.name]'s [holder.buildmode.varholder] to [holder.buildmode.valueholder]") object.vars[holder.buildmode.varholder] = initial(object.vars[holder.buildmode.varholder]) else usr << "\red [initial(object.name)] does not have a var called '[holder.buildmode.varholder]'" if(4) if(pa.Find("left")) holder.throw_atom = object if(pa.Find("right")) if(holder.throw_atom) holder.throw_atom.throw_at(object, 10, 1)