/atom layer = 2 var/level = 2 var/flags = FPRINT var/list/fingerprints var/list/fingerprintshidden var/fingerprintslast = null var/list/blood_DNA var/last_bumped = 0 var/pass_flags = 0 var/throwpass = 0 ///Chemistry. var/datum/reagents/reagents = null //var/chem_is_open_container = 0 // replaced by OPENCONTAINER flags and atom/proc/is_open_container() ///Chemistry. //Detective Work, used for the duplicate data points kept in the scanners var/list/original_atom /atom/proc/throw_impact(atom/hit_atom) if(istype(hit_atom,/mob/living)) var/mob/living/M = hit_atom M.hitby(src) else if(isobj(hit_atom)) var/obj/O = hit_atom if(!O.anchored) step(O, src.dir) O.hitby(src) else if(isturf(hit_atom)) var/turf/T = hit_atom if(T.density) spawn(2) step(src, turn(src.dir, 180)) if(istype(src,/mob/living)) var/mob/living/M = src M.take_organ_damage(20) /atom/proc/assume_air(datum/air_group/giver) del(giver) return null /atom/proc/remove_air(amount) return null /atom/proc/return_air() if(loc) return loc.return_air() else return null /atom/proc/check_eye(user as mob) if (istype(user, /mob/living/silicon/ai)) // WHYYYY return 1 return /atom/proc/on_reagent_change() return /atom/proc/Bumped(AM as mob|obj) return // Convenience proc to see if a container is open for chemistry handling // returns true if open // false if closed /atom/proc/is_open_container() return flags & OPENCONTAINER /*//Convenience proc to see whether a container can be accessed in a certain way. proc/can_subract_container() return flags & EXTRACT_CONTAINER proc/can_add_container() return flags & INSERT_CONTAINER */ /atom/proc/meteorhit(obj/meteor as obj) return /atom/proc/allow_drop() return 1 /atom/proc/CheckExit() return 1 /atom/proc/HasEntered(atom/movable/AM as mob|obj) return /atom/proc/HasProximity(atom/movable/AM as mob|obj) return /atom/proc/emp_act(var/severity) return /atom/proc/bullet_act(var/obj/item/projectile/Proj) return 0 /atom/proc/in_contents_of(container)//can take class or object instance as argument if(ispath(container)) if(istype(src.loc, container)) return 1 else if(src in container) return 1 return /* * atom/proc/search_contents_for(path,list/filter_path=null) * Recursevly searches all atom contens (including contents contents and so on). * * ARGS: path - search atom contents for atoms of this type * list/filter_path - if set, contents of atoms not of types in this list are excluded from search. * * RETURNS: list of found atoms */ /atom/proc/search_contents_for(path,list/filter_path=null) var/list/found = list() for(var/atom/A in src) if(istype(A, path)) found += A if(filter_path) var/pass = 0 for(var/type in filter_path) pass |= istype(A, type) if(!pass) continue if(A.contents.len) found += A.search_contents_for(path,filter_path) return found /* Beam code by Gunbuddy Beam() proc will only allow one beam to come from a source at a time. Attempting to call it more than once at a time per source will cause graphical errors. Also, the icon used for the beam will have to be vertical and 32x32. The math involved assumes that the icon is vertical to begin with so unless you want to adjust the math, its easier to just keep the beam vertical. */ /atom/proc/Beam(atom/BeamTarget,icon_state="b_beam",icon='icons/effects/beam.dmi',time=50, maxdistance=10) //BeamTarget represents the target for the beam, basically just means the other end. //Time is the duration to draw the beam //Icon is obviously which icon to use for the beam, default is beam.dmi //Icon_state is what icon state is used. Default is b_beam which is a blue beam. //Maxdistance is the longest range the beam will persist before it gives up. var/EndTime=world.time+time while(BeamTarget&&world.timelength) var/icon/II=new(icon,icon_state) II.DrawBox(null,1,(length-N),32,32) II.Turn(Angle) X.icon=II else X.icon=I var/Pixel_x=round(sin(Angle)+32*sin(Angle)*(N+16)/32) var/Pixel_y=round(cos(Angle)+32*cos(Angle)*(N+16)/32) if(DX==0) Pixel_x=0 if(DY==0) Pixel_y=0 if(Pixel_x>32) for(var/a=0, a<=Pixel_x,a+=32) X.x++ Pixel_x-=32 if(Pixel_x<-32) for(var/a=0, a>=Pixel_x,a-=32) X.x-- Pixel_x+=32 if(Pixel_y>32) for(var/a=0, a<=Pixel_y,a+=32) X.y++ Pixel_y-=32 if(Pixel_y<-32) for(var/a=0, a>=Pixel_y,a-=32) X.y-- Pixel_y+=32 X.pixel_x=Pixel_x X.pixel_y=Pixel_y sleep(3) //Changing this to a lower value will cause the beam to follow more smoothly with movement, but it will also be more laggy. //I've found that 3 ticks provided a nice balance for my use. for(var/obj/effect/overlay/beam/O in orange(10,src)) if(O.BeamSource==src) del O //All atoms /atom/verb/examine() set name = "Examine" set category = "IC" set src in oview(12) //make it work from farther away if (!( usr )) return usr << "That's \a [src]." //changed to "That's" from "This is" because "This is some metal sheets" sounds dumb compared to "That's some metal sheets" ~Carn usr << desc // *****RM //usr << "[name]: Dn:[density] dir:[dir] cont:[contents] icon:[icon] is:[icon_state] loc:[loc]" return /atom/proc/MouseDrop_T() return /atom/proc/relaymove() return /atom/proc/ex_act() return /atom/proc/blob_act() return /atom/proc/fire_act() return /atom/proc/attack_hand(mob/user as mob) return /atom/proc/attack_paw(mob/user as mob) return /atom/proc/attack_ai(mob/user as mob) return /atom/proc/attack_robot(mob/user as mob) attack_ai(user) return /atom/proc/attack_animal(mob/user as mob) return /atom/proc/attack_ghost(mob/user as mob) src.examine() return /atom/proc/attack_admin(mob/user as mob) if(!user || !user.client || !user.client.holder) return attack_hand(user) //for aliens, it works the same as monkeys except for alien-> mob interactions which will be defined in the //appropiate mob files /atom/proc/attack_alien(mob/user as mob) src.attack_paw(user) return /atom/proc/attack_larva(mob/user as mob) return // for slimes /atom/proc/attack_slime(mob/user as mob) return /atom/proc/hand_h(mob/user as mob) //human (hand) - restrained return /atom/proc/hand_p(mob/user as mob) //monkey (paw) - restrained return /atom/proc/hand_a(mob/user as mob) //AI - restrained return /atom/proc/hand_r(mob/user as mob) //Cyborg (robot) - restrained src.hand_a(user) return /atom/proc/hand_al(mob/user as mob) //alien - restrained src.hand_p(user) return /atom/proc/hand_m(mob/user as mob) //slime - restrained return /atom/proc/hitby(atom/movable/AM as mob|obj) return /atom/proc/attackby(obj/item/weapon/W as obj, mob/user as mob) if (!(istype(W, /obj/item/weapon/grab) ) && !(istype(W, /obj/item/weapon/plastique)) && !(istype(W, /obj/item/weapon/reagent_containers/spray)) && !(istype(W, /obj/item/weapon/packageWrap)) && !istype(W, /obj/item/device/detective_scanner)) for(var/mob/O in viewers(src, null)) if ((O.client && !( O.blinded ))) O << "\red [src] has been hit by [user] with [W]" return /atom/proc/add_hiddenprint(mob/living/M as mob) if(isnull(M)) return if(isnull(M.key)) return if (!( src.flags ) & FPRINT) return if (ishuman(M)) var/mob/living/carbon/human/H = M if (!istype(H.dna, /datum/dna)) return 0 if (H.gloves) if(src.fingerprintslast != H.key) src.fingerprintshidden += text("\[[time_stamp()]\] (Wearing gloves). Real name: [], Key: []",H.real_name, H.key) src.fingerprintslast = H.key return 0 if (!( src.fingerprints )) if(src.fingerprintslast != H.key) src.fingerprintshidden += text("\[[time_stamp()]\] Real name: [], Key: []",H.real_name, H.key) src.fingerprintslast = H.key return 1 else if(src.fingerprintslast != M.key) src.fingerprintshidden += text("\[[time_stamp()]\] Real name: [], Key: []",M.real_name, M.key) src.fingerprintslast = M.key return /atom/proc/add_fingerprint(mob/living/M as mob) if(isnull(M)) return if(isnull(M.key)) return if (!( src.flags ) & FPRINT) return if (ishuman(M)) //Add the list if it does not exist. if(!fingerprintshidden) fingerprintshidden = list() //Fibers~ add_fibers(M) //Now, lets get to the dirty work. //First, make sure their DNA makes sense. var/mob/living/carbon/human/H = M if (!istype(H.dna, /datum/dna) || !H.dna.uni_identity || (length(H.dna.uni_identity) != 32)) if(!istype(H.dna, /datum/dna)) H.dna = new /datum/dna(null) H.dna.real_name = H.real_name H.check_dna() //Now, deal with gloves. if (H.gloves && H.gloves != src) if(fingerprintslast != H.key) fingerprintshidden += text("\[[]\](Wearing gloves). Real name: [], Key: []",time_stamp(), H.real_name, H.key) fingerprintslast = H.key H.gloves.add_fingerprint(M) //Deal with gloves the pass finger/palm prints. if(H.gloves != src) if(prob(75) && istype(H.gloves, /obj/item/clothing/gloves/latex)) return 0 else if(H.gloves && !istype(H.gloves, /obj/item/clothing/gloves/latex)) return 0 //More adminstuffz if(fingerprintslast != H.key) fingerprintshidden += text("\[[]\]Real name: [], Key: []",time_stamp(), H.real_name, H.key) fingerprintslast = H.key //Make the list if it does not exist. if(!fingerprints) fingerprints = list() //Hash this shit. var/full_print = md5(H.dna.uni_identity) // Add the fingerprints fingerprints[full_print] = full_print return 1 else //Smudge up dem prints some if(fingerprintslast != M.key) fingerprintshidden += text("\[[]\]Real name: [], Key: []",time_stamp(), M.real_name, M.key) fingerprintslast = M.key //Cleaning up shit. if(fingerprints && !fingerprints.len) del(fingerprints) return /atom/proc/transfer_fingerprints_to(var/atom/A) if(!istype(A.fingerprints,/list)) A.fingerprints = list() if(!istype(A.fingerprintshidden,/list)) A.fingerprintshidden = list() if(fingerprints) A.fingerprints |= fingerprints.Copy() //detective if(fingerprintshidden) A.fingerprintshidden |= fingerprintshidden.Copy() //admin A.fingerprintslast = fingerprintslast //returns 1 if made bloody, returns 0 otherwise /atom/proc/add_blood(mob/living/carbon/human/M as mob) if (!( istype(M, /mob/living/carbon/human) )) return 0 if (!istype(M.dna, /datum/dna)) M.dna = new /datum/dna(null) M.dna.real_name = M.real_name M.check_dna() if (!( src.flags ) & FPRINT) return 0 if(!blood_DNA || !istype(blood_DNA, /list)) //if our list of DNA doesn't exist yet (or isn't a list) initialise it. blood_DNA = list() //adding blood to items if (istype(src, /obj/item)&&!istype(src, /obj/item/weapon/melee/energy))//Only regular items. Energy melee weapon are not affected. var/obj/item/O = src //if we haven't made our blood_overlay already if( !O.blood_overlay ) var/icon/I = new /icon(O.icon, O.icon_state) I.Blend(new /icon('icons/effects/blood.dmi', rgb(255,255,255)),ICON_ADD) //fills the icon_state with white (except where it's transparent) I.Blend(new /icon('icons/effects/blood.dmi', "itemblood"),ICON_MULTIPLY) //adds blood and the remaining white areas become transparant //not sure if this is worth it. It attaches the blood_overlay to every item of the same type if they don't have one already made. for(var/obj/item/A in world) if(A.type == O.type && !A.blood_overlay) A.blood_overlay = I //apply the blood-splatter overlay if it isn't already in there if(!blood_DNA.len) O.overlays += O.blood_overlay //if this blood isn't already in the list, add it if(blood_DNA[M.dna.unique_enzymes]) return 0 //already bloodied with this blood. Cannot add more. blood_DNA[M.dna.unique_enzymes] = M.dna.b_type return 1 //we applied blood to the item //adding blood to turfs else if (istype(src, /turf/simulated)) var/turf/simulated/T = src //get one blood decal and infect it with virus from M.viruses for(var/obj/effect/decal/cleanable/blood/B in T.contents) if(!B.blood_DNA[M.dna.unique_enzymes]) B.blood_DNA[M.dna.unique_enzymes] = M.dna.b_type for(var/datum/disease/D in M.viruses) var/datum/disease/newDisease = D.Copy(1) B.viruses += newDisease newDisease.holder = B return 1 //we bloodied the floor //if there isn't a blood decal already, make one. var/obj/effect/decal/cleanable/blood/newblood = new /obj/effect/decal/cleanable/blood(T) newblood.blood_DNA[M.dna.unique_enzymes] = M.dna.b_type for(var/datum/disease/D in M.viruses) var/datum/disease/newDisease = D.Copy(1) newblood.viruses += newDisease newDisease.holder = newblood return 1 //we bloodied the floor //adding blood to humans else if (istype(src, /mob/living/carbon/human)) var/mob/living/carbon/human/H = src //if this blood isn't already in the list, add it if(blood_DNA[H.dna.unique_enzymes]) return 0 //already bloodied with this blood. Cannot add more. blood_DNA[H.dna.unique_enzymes] = H.dna.b_type H.update_inv_gloves() //handles bloody hands overlays and updating return 1 //we applied blood to the item return /atom/proc/add_vomit_floor(mob/living/carbon/M as mob, var/toxvomit = 0) if( istype(src, /turf/simulated) ) var/obj/effect/decal/cleanable/vomit/this = new /obj/effect/decal/cleanable/vomit(src) // Make toxins vomit look different if(toxvomit) this.icon_state = "vomittox_[pick(1,4)]" for(var/datum/disease/D in M.viruses) var/datum/disease/newDisease = D.Copy(1) this.viruses += newDisease newDisease.holder = this // Only adds blood on the floor -- Skie /atom/proc/add_blood_floor(mob/living/carbon/M as mob) if( istype(M, /mob/living/carbon/monkey) || istype(M, /mob/living/carbon/human)) if( istype(src, /turf/simulated) ) var/turf/simulated/source1 = src var/obj/effect/decal/cleanable/blood/this = new /obj/effect/decal/cleanable/blood(source1) this.blood_DNA[M.dna.unique_enzymes] = M.dna.b_type for(var/datum/disease/D in M.viruses) var/datum/disease/newDisease = D.Copy(1) this.viruses += newDisease newDisease.holder = this else if( istype(M, /mob/living/carbon/alien )) if( istype(src, /turf/simulated) ) var/turf/simulated/source2 = src var/obj/effect/decal/cleanable/xenoblood/this = new /obj/effect/decal/cleanable/xenoblood(source2) this.blood_DNA["UNKNOWN BLOOD"] = "X*" for(var/datum/disease/D in M.viruses) var/datum/disease/newDisease = D.Copy(1) this.viruses += newDisease newDisease.holder = this else if( istype(M, /mob/living/silicon/robot )) if( istype(src, /turf/simulated) ) var/turf/simulated/source2 = src new /obj/effect/decal/cleanable/oil(source2) /atom/proc/clean_blood() if(istype(blood_DNA, /list)) del(blood_DNA) return 1 /atom/MouseDrop(atom/over_object as mob|obj|turf|area) spawn(0) if (istype(over_object, /atom)) over_object.MouseDrop_T(src, usr) return ..() return /atom/Click(location,control,params) //world << "atom.Click() on [src] by [usr] : src.type is [src.type]" if(usr.client.buildmode) build_click(usr, usr.client.buildmode, location, control, params, src) return // if(using_new_click_proc) //TODO ERRORAGE (see message below) // return DblClickNew() return DblClick(location, control, params) var/using_new_click_proc = 0 //TODO ERRORAGE (This is temporary, while the DblClickNew() proc is being tested) /atom/proc/DblClickNew() if(!usr) return // TODO DOOHL: Intergrate params to new proc. Saved for another time because var/valid_place is a fucking brainfuck //Spamclick server-overloading prevention delay... THING if (world.time <= usr:lastDblClick+1) return else usr:lastDblClick = world.time //paralysis and critical condition if(usr.stat == 1) //Death is handled in attack_ghost() return if(!istype(usr, /mob/living/silicon/ai)) if (usr.paralysis || usr.stunned || usr.weakened) return //handle the hud separately if(istype(src,/obj/screen)) if( usr.restrained() ) if(ishuman(usr)) src.attack_hand(usr) else if(isAI(usr)) src.attack_ai(usr) else if(isrobot(usr)) src.attack_ai(usr) else if(isobserver(usr)) src.attack_ghost(usr) else if(ismonkey(usr)) src.attack_paw(usr) else if(isalienadult(usr)) src.attack_alien(usr) else if(isslime(usr)) src.attack_slime(usr) else if(isanimal(usr)) src.attack_animal(usr) else usr << "This mob type does not support clicks to the HUD. Contact a coder." else if(ishuman(usr)) src.hand_h(usr, usr.hand) else if(isAI(usr)) src.hand_a(usr, usr.hand) else if(isrobot(usr)) src.hand_a(usr, usr.hand) else if(isobserver(usr)) return else if(ismonkey(usr)) src.hand_p(usr, usr.hand) else if(isalienadult(usr)) src.hand_al(usr, usr.hand) else if(isslime(usr)) return else if(isanimal(usr)) return else usr << "This mob type does not support restrained clicks to the HUD. Contact a coder." return //Gets equipped item or used module of robots var/obj/item/W = usr.get_active_hand() //Attack self if (W == src && usr.stat == 0) // spawn (0) //causes runtimes under heavy lag W.attack_self(usr) return //Attackby, attack_hand, afterattack, etc. can only be done once every 1 second, unless an object has the NODELAY or USEDELAY flags set //This segment of code determins this. if(W) if( !( (src.loc && src.loc == usr) || (src.loc.loc && src.loc.loc == usr) ) ) //The check above checks that you are not targeting an item which you are holding. //If you are, (example clicking a backpack), the delays are ignored. if(W.flags & USEDELAY) //Objects that use the USEDELAY flag can only attack once every 2 seconds if (usr.next_move < world.time) usr.prev_move = usr.next_move usr.next_move = world.time + 20 else return //A click has recently been handled already, you need to wait until the anti-spam delay between clicks passes else if(!(W.flags & NODELAY)) //Objects with NODELAY don't have a delay between uses, while most objects have the standard 1 second delay. if (usr.next_move < world.time) usr.prev_move = usr.next_move usr.next_move = world.time + 10 else return //A click has recently been handled already, you need to wait until the anti-spam delay between clicks passes else //Empty hand if (usr.next_move < world.time) usr.prev_move = usr.next_move usr.next_move = world.time + 10 else return //A click has recently been handled already, you need to wait until the anti-spam delay between clicks passes //Is the object in a valid place? var/valid_place = 0 if ( isturf(src) || ( src.loc && isturf(src.loc) ) || ( src.loc.loc && isturf(src.loc.loc) ) ) //Object is either a turf of placed on a turf, thus valid. //The third one is that it is in a container, which is on a turf, like a box, //which you mouse-drag opened. Also a valid location. valid_place = 1 if ( ( src.loc && (src.loc == usr) ) || ( src.loc.loc && (src.loc.loc == usr) ) ) //User has the object on them (in their inventory) and it is thus valid valid_place = 1 //Afterattack gets performed every time you click, no matter if it's in range or not. It's used when //clicking targets for guns and such. If you are clicking on a target that's not in range //with an item in your hands only afterattack() needs to be performed. //If the range is valid, afterattack() will be handled in the separate mob-type //sections below, however only after attackby(). Attack_hand and simmilar procs are handled //in the mob-type sections below, as some require you to be in range to work (human, monkey..) while others don't (ai, cyborg) //Also note that afterattack does not differentiate between the holder/attacker's mob-type. if( W && !valid_place) W.afterattack(src, usr, (valid_place ? 1 : 0)) return if(ishuman(usr)) var/mob/living/carbon/human/human = usr //-human stuff- if(human.stat) return if(human.in_throw_mode) return human.throw_item(src) var/in_range = in_range(src, human) || src.loc == human if (in_range) if (!( human.restrained() || human.lying )) if (W) attackby(W,human) if (W) W.afterattack(src, human) else attack_hand(human) else hand_h(human, human.hand) else if ( (W) && !human.restrained() ) W.afterattack(src, human) else if(isAI(usr)) var/mob/living/silicon/ai/ai = usr //-ai stuff- if(ai.stat) return if (ai.control_disabled) return if( !ai.restrained() ) attack_ai(ai) else hand_a(ai, ai.hand) else if(isrobot(usr)) var/mob/living/silicon/robot/robot = usr //-cyborg stuff- if(robot.stat) return if (robot.lockcharge) return if(W) var/in_range = in_range(src, robot) || src.loc == robot if(in_range) attackby(W,robot) if (W) W.afterattack(src, robot) else if( !robot.restrained() ) attack_robot(robot) else hand_r(robot, robot.hand) else if(isobserver(usr)) var/mob/dead/observer/ghost = usr //-ghost stuff- if(ghost) if(W) if(usr.client && usr.client.holder) src.attackby(W, ghost) //This is so admins can interact with things ingame. else src.attack_ghost(ghost) //Something's gone wrong, non-admin ghosts shouldn't be able to hold things. else if(usr.client && usr.client.holder) src.attack_admin(ghost) //This is so admins can interact with things ingame. else src.attack_ghost(ghost) //Standard click as ghost else if(ismonkey(usr)) var/mob/living/carbon/monkey/monkey = usr //-monkey stuff- if(monkey.stat) return if(monkey.in_throw_mode) return monkey.throw_item(src) var/in_range = in_range(src, monkey) || src.loc == monkey if (in_range) if ( !monkey.restrained() ) if (W) attackby(W,monkey) if (W) W.afterattack(src, monkey) else attack_paw(monkey) else hand_p(monkey, monkey.hand) else if ( (W) && !monkey.restrained() ) W.afterattack(src, monkey) else if(isalienadult(usr)) var/mob/living/carbon/alien/humanoid/alien = usr //-alien stuff- if(alien.stat) return var/in_range = in_range(src, alien) || src.loc == alien if (in_range) if ( !alien.restrained() ) if (W) attackby(W,alien) if (W) W.afterattack(src, alien) else attack_alien(alien) else hand_al(alien, alien.hand) else if ( (W) && !alien.restrained() ) W.afterattack(src, alien) else if(islarva(usr)) var/mob/living/carbon/alien/larva/alien = usr if(alien.stat) return var/in_range = in_range(src, alien) || src.loc == alien if (in_range) if ( !alien.restrained() ) attack_larva(alien) else if(isslime(usr)) var/mob/living/carbon/slime/slime = usr //-slime stuff- if(slime.stat) return var/in_range = in_range(src, slime) || src.loc == slime if (in_range) if ( !slime.restrained() ) if (W) attackby(W,slime) if (W) W.afterattack(src, slime) else attack_slime(slime) else hand_m(slime, slime.hand) else if ( (W) && !slime.restrained() ) W.afterattack(src, slime) else if(isanimal(usr)) var/mob/living/simple_animal/animal = usr //-simple animal stuff- if(animal.stat) return var/in_range = in_range(src, animal) || src.loc == animal if (in_range) if ( !animal.restrained() ) attack_animal(animal) /atom/DblClick(location, control, params) //TODO: DEFERRED: REWRITE if(!usr) return // ------- TIME SINCE LAST CLICK ------- if (world.time <= usr:lastDblClick+1) // world << "BLOCKED atom.DblClick() on [src] by [usr] : src.type is [src.type]" return else // world << "atom.DblClick() on [src] by [usr] : src.type is [src.type]" usr:lastDblClick = world.time //Putting it here for now. It diverts stuff to the mech clicking procs. Putting it here stops us drilling items in our inventory Carn if(istype(usr.loc,/obj/mecha)) if(usr.client && (src in usr.client.screen)) return var/obj/mecha/Mech = usr.loc Mech.click_action(src,usr) return // ------- DIR CHANGING WHEN CLICKING ------ if( iscarbon(usr) && !usr.buckled ) if( src.x && src.y && usr.x && usr.y ) var/dx = src.x - usr.x var/dy = src.y - usr.y if(dy || dx) if(abs(dx) < abs(dy)) if(dy > 0) usr.dir = NORTH else usr.dir = SOUTH else if(dx > 0) usr.dir = EAST else usr.dir = WEST else if(pixel_y > 16) usr.dir = NORTH else if(pixel_y < -16) usr.dir = SOUTH else if(pixel_x > 16) usr.dir = EAST else if(pixel_x < -16) usr.dir = WEST // ------- AI ------- else if (istype(usr, /mob/living/silicon/ai)) var/mob/living/silicon/ai/ai = usr if (ai.control_disabled) return // ------- CYBORG ------- else if (istype(usr, /mob/living/silicon/robot)) var/mob/living/silicon/robot/bot = usr if (bot.lockcharge) return ..() // ------- SHIFT-CLICK ------- if(params) var/parameters = params2list(params) if(parameters["shift"]){ if(!isAI(usr)) ShiftClick(usr) else AIShiftClick(usr) return } // ------- ALT-CLICK ------- if(parameters["alt"]){ if(!isAI(usr)) AltClick(usr) else AIAltClick(usr) return } // ------- CTRL-CLICK ------- if(parameters["ctrl"]){ if(!isAI(usr)) CtrlClick(usr) else AICtrlClick(usr) return } // ------- MIDDLE-CLICK ------- if(parameters["middle"]){ if(!isAI(usr)) MiddleClick(usr) return } // ------- THROW ------- if(usr.in_throw_mode) return usr:throw_item(src) // ------- ITEM IN HAND DEFINED ------- var/obj/item/W = usr.get_active_hand() /* Now handled by get_active_hand() // ------- ROBOT ------- if(istype(usr, /mob/living/silicon/robot)) if(!isnull(usr:module_active)) W = usr:module_active else W = null */ // ------- ATTACK SELF ------- if (W == src && usr.stat == 0) W.attack_self(usr) if(usr.hand) usr.update_inv_l_hand() //update in-hand overlays else usr.update_inv_r_hand() return // ------- PARALYSIS, STUN, WEAKENED, DEAD, (And not AI) ------- if (((usr.paralysis || usr.stunned || usr.weakened) && !istype(usr, /mob/living/silicon/ai)) || usr.stat != 0) return // ------- CLICKING STUFF IN CONTAINERS ------- if ((!( src in usr.contents ) && (((!( isturf(src) ) && (!( isturf(src.loc) ) && (src.loc && !( isturf(src.loc.loc) )))) || !( isturf(usr.loc) )) && (src.loc != usr.loc && (!( istype(src, /obj/screen) ) && !( usr.contents.Find(src.loc) )))))) if (istype(usr, /mob/living/silicon/ai)) var/mob/living/silicon/ai/ai = usr if (ai.control_disabled || ai.malfhacking) return else return // ------- 1 TILE AWAY ------- var/t5 // ------- AI CAN CLICK ANYTHING ------- if(istype(usr, /mob/living/silicon/ai)) t5 = 1 // ------- CYBORG CAN CLICK ANYTHING WHEN NOT HOLDING STUFF ------- else if(istype(usr, /mob/living/silicon/robot) && !W) t5 = 1 else t5 = in_range(src, usr) || src.loc == usr // world << "according to dblclick(), t5 is [t5]" // ------- ACTUALLY DETERMINING STUFF ------- if (((t5 || (W && (W.flags & 16))) && !( istype(src, /obj/screen) ))) // ------- ( CAN USE ITEM OR HAS 1 SECOND USE DELAY ) AND NOT CLICKING ON SCREEN ------- if (usr.next_move < world.time) usr.prev_move = usr.next_move usr.next_move = world.time + 10 else // ------- ALREADY USED ONE ITEM WITH USE DELAY IN THE PREVIOUS SECOND ------- return // ------- DELAY CHECK PASSED ------- if ((src.loc && (get_dist(src, usr) < 2 || src.loc == usr.loc))) // ------- CLICKED OBJECT EXISTS IN GAME WORLD, DISTANCE FROM PERSON TO OBJECT IS 1 SQUARE OR THEY'RE ON THE SAME SQUARE ------- var/direct = get_dir(usr, src) var/obj/item/weapon/dummy/D = new /obj/item/weapon/dummy( usr.loc ) var/ok = 0 if ( (direct - 1) & direct) // ------- CLICKED OBJECT IS LOCATED IN A DIAGONAL POSITION FROM THE PERSON ------- var/turf/Step_1 var/turf/Step_2 switch(direct) if(5.0) Step_1 = get_step(usr, NORTH) Step_2 = get_step(usr, EAST) if(6.0) Step_1 = get_step(usr, SOUTH) Step_2 = get_step(usr, EAST) if(9.0) Step_1 = get_step(usr, NORTH) Step_2 = get_step(usr, WEST) if(10.0) Step_1 = get_step(usr, SOUTH) Step_2 = get_step(usr, WEST) else if(Step_1 && Step_2) // ------- BOTH CARDINAL DIRECTIONS OF THE DIAGONAL EXIST IN THE GAME WORLD ------- var/check_1 = 0 var/check_2 = 0 if(step_to(D, Step_1)) check_1 = 1 for(var/obj/border_obstacle in Step_1) if(border_obstacle.flags & ON_BORDER) if(!border_obstacle.CheckExit(D, src)) check_1 = 0 // ------- YOU TRIED TO CLICK ON AN ITEM THROUGH A WINDOW (OR SIMILAR THING THAT LIMITS ON BORDERS) ON ONE OF THE DIRECITON TILES ------- for(var/obj/border_obstacle in get_turf(src)) if((border_obstacle.flags & ON_BORDER) && (src != border_obstacle)) if(!border_obstacle.CanPass(D, D.loc, 1, 0)) // ------- YOU TRIED TO CLICK ON AN ITEM THROUGH A WINDOW (OR SIMILAR THING THAT LIMITS ON BORDERS) ON THE TILE YOU'RE ON ------- check_1 = 0 D.loc = usr.loc if(step_to(D, Step_2)) check_2 = 1 for(var/obj/border_obstacle in Step_2) if(border_obstacle.flags & ON_BORDER) if(!border_obstacle.CheckExit(D, src)) check_2 = 0 for(var/obj/border_obstacle in get_turf(src)) if((border_obstacle.flags & ON_BORDER) && (src != border_obstacle)) if(!border_obstacle.CanPass(D, D.loc, 1, 0)) check_2 = 0 if(check_1 || check_2) ok = 1 // ------- YOU CAN REACH THE ITEM THROUGH AT LEAST ONE OF THE TWO DIRECTIONS. GOOD. ------- /* More info: If you're trying to click an item in the north-east of your mob, the above section of code will first check if tehre's a tile to the north or you and to the east of you These two tiles are Step_1 and Step_2. After this, a new dummy object is created on your location. It then tries to move to Step_1, If it succeeds, objects on the turf you're on and the turf that Step_1 is are checked for items which have the ON_BORDER flag set. These are itmes which limit you on only one tile border. Windows, for the most part. CheckExit() and CanPass() are use to determine this. The dummy object is then moved back to your location and it tries to move to Step_2. Same checks are performed here. If at least one of the two checks succeeds, it means you can reach the item and ok is set to 1. */ else // ------- OBJECT IS ON A CARDINAL TILE (NORTH, SOUTH, EAST OR WEST OR THE TILE YOU'RE ON) ------- if(loc == usr.loc) ok = 1 // ------- OBJECT IS ON THE SAME TILE AS YOU ------- else ok = 1 //Now, check objects to block exit that are on the border for(var/obj/border_obstacle in usr.loc) if(border_obstacle.flags & ON_BORDER) if(!border_obstacle.CheckExit(D, src)) ok = 0 //Next, check objects to block entry that are on the border for(var/obj/border_obstacle in get_turf(src)) if((border_obstacle.flags & ON_BORDER) && (src != border_obstacle)) if(!border_obstacle.CanPass(D, D.loc, 1, 0)) ok = 0 /* See the previous More info, for... more info... */ //del(D) // Garbage Collect Dummy D.loc = null D = null // ------- DUMMY OBJECT'S SERVED IT'S PURPOSE, IT'S REWARDED WITH A SWIFT DELETE ------- if (!( ok )) // ------- TESTS ABOVE DETERMINED YOU CANNOT REACH THE TILE ------- return 0 if (!( usr.restrained() || (usr.lying && usr.buckled!=src) )) // ------- YOU ARE NOT REASTRAINED ------- if (W) // ------- YOU HAVE AN ITEM IN YOUR HAND - HANDLE ATTACKBY AND AFTERATTACK ------- if (t5) src.attackby(W, usr) if (W) W.afterattack(src, usr, (t5 ? 1 : 0), params) else // ------- YOU DO NOT HAVE AN ITEM IN YOUR HAND ------- if (istype(usr, /mob/living/carbon/human)) // ------- YOU ARE HUMAN ------- src.attack_hand(usr, usr.hand) else // ------- YOU ARE NOT HUMAN. WHAT ARE YOU - DETERMINED HERE AND PROPER ATTACK_MOBTYPE CALLED ------- if (istype(usr, /mob/living/carbon/monkey)) src.attack_paw(usr, usr.hand) else if (istype(usr, /mob/living/carbon/alien/humanoid)) if(usr.m_intent == "walk" && istype(usr, /mob/living/carbon/alien/humanoid/hunter)) usr.m_intent = "run" usr.hud_used.move_intent.icon_state = "running" usr.update_icons() src.attack_alien(usr, usr.hand) else if (istype(usr, /mob/living/carbon/alien/larva)) src.attack_larva(usr) else if (istype(usr, /mob/living/silicon/ai) || istype(usr, /mob/living/silicon/robot)) src.attack_ai(usr, usr.hand) else if(istype(usr, /mob/living/carbon/slime)) src.attack_slime(usr) else if(istype(usr, /mob/living/simple_animal)) src.attack_animal(usr) else // ------- YOU ARE RESTRAINED. DETERMINE WHAT YOU ARE AND ATTACK WITH THE PROPER HAND_X PROC ------- if (istype(usr, /mob/living/carbon/human)) src.hand_h(usr, usr.hand) else if (istype(usr, /mob/living/carbon/monkey)) src.hand_p(usr, usr.hand) else if (istype(usr, /mob/living/carbon/alien/humanoid)) src.hand_al(usr, usr.hand) else if (istype(usr, /mob/living/silicon/ai) || istype(usr, /mob/living/silicon/robot)) src.hand_a(usr, usr.hand) else // ------- ITEM INACESSIBLE OR CLICKING ON SCREEN ------- if (istype(src, /obj/screen)) // ------- IT'S THE HUD YOU'RE CLICKING ON ------- usr.prev_move = usr.next_move usr:lastDblClick = world.time + 2 if (usr.next_move < world.time) usr.next_move = world.time + 2 else return // ------- 2 DECISECOND DELAY FOR CLICKING PASSED ------- if (!( usr.restrained() )) // ------- YOU ARE NOT RESTRAINED ------- if ((W && !( istype(src, /obj/screen) ))) // ------- IT SHOULD NEVER GET TO HERE, DUE TO THE ISTYPE(SRC, /OBJ/SCREEN) FROM PREVIOUS IF-S - I TESTED IT WITH A DEBUG OUTPUT AND I COULDN'T GET THIST TO SHOW UP. ------- src.attackby(W, usr) if (W) W.afterattack(src, usr,, params) else // ------- YOU ARE NOT RESTRAINED, AND ARE CLICKING A HUD OBJECT ------- if (istype(usr, /mob/living/carbon/human)) src.attack_hand(usr, usr.hand) else if (istype(usr, /mob/living/carbon/monkey)) src.attack_paw(usr, usr.hand) else if (istype(usr, /mob/living/carbon/alien/humanoid)) src.attack_alien(usr, usr.hand) else // ------- YOU ARE RESTRAINED CLICKING ON A HUD OBJECT ------- if (istype(usr, /mob/living/carbon/human)) src.hand_h(usr, usr.hand) else if (istype(usr, /mob/living/carbon/monkey)) src.hand_p(usr, usr.hand) else if (istype(usr, /mob/living/carbon/alien/humanoid)) src.hand_al(usr, usr.hand) else // ------- YOU ARE CLICKING ON AN OBJECT THAT'S INACCESSIBLE TO YOU AND IS NOT YOUR HUD ------- if((LASER in usr:mutations) && usr:a_intent == "hurt" && world.time >= usr.next_move) // ------- YOU HAVE THE LASER MUTATION, YOUR INTENT SET TO HURT AND IT'S BEEN MORE THAN A DECISECOND SINCE YOU LAS TATTACKED ------- var/turf/T = get_turf(usr) var/turf/U = get_turf(src) if(istype(usr, /mob/living/carbon/human)) usr:nutrition -= rand(1,5) usr:handle_regular_hud_updates() var/obj/item/projectile/beam/A = new /obj/item/projectile/beam( usr.loc ) A.icon = 'icons/effects/genetics.dmi' A.icon_state = "eyelasers" playsound(usr.loc, 'sound/weapons/taser2.ogg', 75, 1) A.firer = usr A.def_zone = usr:get_organ_target() A.original = src A.current = T A.yo = U.y - T.y A.xo = U.x - T.x spawn( 1 ) A.process() usr.next_move = world.time + 6 return /atom/proc/ShiftClick(var/mob/M as mob) if(istype(M.machine, /obj/machinery/computer/security)) //No examining by looking through cameras return //I dont think this was ever really a problem and it's only creating more bugs... // if(( abs(src.x-M.x)<8 || abs(src.y-M.y)<8 ) && src.z == M.z ) //This should prevent non-observers to examine stuff from outside their view. examine() return /atom/proc/AltClick() /* // NOT UNTIL I FIGURE OUT A GOOD WAY TO DO THIS SHIT if((HULK in usr.mutations) || (SUPRSTR in usr.augmentations)) if(!istype(src, /obj/item) && !istype(src, /mob) && !istype(src, /turf)) if(!usr.get_active_hand()) var/liftable = 0 for(var/x in liftable_structures) if(findtext("[src.type]", "[x]")) liftable = 1 break if(liftable) add_fingerprint(usr) var/obj/item/weapon/grab/G = new /obj/item/weapon/grab(usr) G.assailant = usr usr.put_in_active_hand(G) G.structure = src G.synch() visible_message("\red [usr] has picked up [src]!") return else usr << "\red You can't pick this up!" */ return /atom/proc/CtrlClick() if(hascall(src,"pull")) src:pull() return /atom/proc/AIShiftClick() // Opens and closes doors! if(istype(src , /obj/machinery/door/airlock)) if(src:density) var/nhref = "src=\ref[src];aiEnable=7" src.Topic(nhref, params2list(nhref), src, 1) else var/nhref = "src=\ref[src];aiDisable=7" src.Topic(nhref, params2list(nhref), src, 1) return /atom/proc/AIAltClick() // Eletrifies doors. if(istype(src , /obj/machinery/door/airlock)) if(!src:secondsElectrified) var/nhref = "src=\ref[src];aiEnable=6" src.Topic(nhref, params2list(nhref), src, 1) else var/nhref = "src=\ref[src];aiDisable=5" src.Topic(nhref, params2list(nhref), src, 1) return /atom/proc/AICtrlClick() // Bolts doors, turns off APCs. if(istype(src , /obj/machinery/door/airlock)) if(src:locked) var/nhref = "src=\ref[src];aiEnable=4" src.Topic(nhref, params2list(nhref), src, 1) else var/nhref = "src=\ref[src];aiDisable=4" src.Topic(nhref, params2list(nhref), src, 1) else if (istype(src , /obj/machinery/power/apc/)) var/nhref = "src=\ref[src];breaker=1" src.Topic(nhref, params2list(nhref), 0) return /atom/proc/MiddleClick(var/mob/M as mob) // switch hands if(istype(M, /mob/living/carbon)) var/mob/living/carbon/U = M U.swap_hand() /atom/proc/get_global_map_pos() if(!islist(global_map) || isemptylist(global_map)) return var/cur_x = null var/cur_y = null var/list/y_arr = null for(cur_x=1,cur_x<=global_map.len,cur_x++) y_arr = global_map[cur_x] cur_y = y_arr.Find(src.z) if(cur_y) break // world << "X = [cur_x]; Y = [cur_y]" if(cur_x && cur_y) return list("x"=cur_x,"y"=cur_y) else return 0 /atom/proc/checkpass(passflag) return pass_flags&passflag /* /client/verb/check_dummy() set name = "List Dummies" set category = "Debug" var/list/dummies = list() for(var/obj/item/weapon/dummy/D in world) usr << "[D] - [D.x], [D.y], [D.z] - [D.loc]" dummies += D usr << "[dummies.len] found!" */