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* The TGS thing * Revert the 516 revert * Further segment the world/New() proc * Fixes an issue here
471 lines
13 KiB
Plaintext
471 lines
13 KiB
Plaintext
/*
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Click code cleanup
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~Sayu
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*/
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//BYOND has a quirk (maybe bug?) where, if you initiate a clickdrag with one mouse button, any clicks with another button during the drag hit the object being dragged.
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//This allowed you to, for example, start a middle-click drag on someone and then have an aimbot that allows you to effortlessly hit them in melee or ranged combat as long as you held MMB.
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//This code discards clicks performed during a drag to prevent this.
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//As of 2024 this code has been commented out because the bug/exploit is no longer active.
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// /client/Click(object, location, control, params)
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// var/list/p = params2list(params)
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// if(p["drag"])
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// return
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// ..()
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/*
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Before anything else, defer these calls to a per-mobtype handler. This allows us to
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remove istype() spaghetti code, but requires the addition of other handler procs to simplify it.
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Alternately, you could hardcode every mob's variation in a flat ClickOn() proc; however,
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that's a lot of code duplication and is hard to maintain.
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Note that this proc can be overridden, and is in the case of screen objects.
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*/
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/atom/Click(location,control,params)
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usr.ClickOn(src, params)
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/atom/DblClick(location,control,params)
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usr.DblClickOn(src,params)
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//MouseDrop
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/mob/living/carbon/MouseDrop(var/mob/living/carbon/first, var/second_turf, over_location, src_control, over_control, params)
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var/mob/living/carbon/second = locate() in second_turf
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if (!istype(first) || !second || (first == usr && second == usr) || (first == second)) //if user is dragging only on himself or user drags and drops on the same target
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return ..()
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var/obj/item/to_be_handcuffs = usr.get_active_hand()
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if (first.Adjacent(usr) && second.Adjacent(usr) && istype(to_be_handcuffs, /obj/item/weapon/handcuffs))
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var/obj/item/weapon/handcuffs/handcuffs = to_be_handcuffs
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handcuffs.apply_mutual_cuffs(first, second, usr)
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return
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..()
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/*
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Standard mob ClickOn()
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Handles exceptions: Buildmode, middle click, modified clicks, mech actions
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After that, mostly just check your state, check whether you're holding an item,
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check whether you're adjacent to the target, then pass off the click to whoever
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is receiving it.
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The most common are:
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* mob/UnarmedAttack(atom,adjacent,params) - used here only when adjacent, with no item in hand; in the case of humans, checks gloves
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* atom/attackby(item,user,params) - used only when adjacent
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* item/afterattack(atom,user,adjacent,params) - used both ranged and adjacent
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* mob/RangedAttack(atom,params) - used only ranged, only used for tk and laser eyes but could be changed
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*/
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#define MAX_ITEM_DEPTH 3 //how far we can recurse before we can't get an item
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/mob/proc/ClickOn( var/atom/A, var/params )
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if(!click_delayer)
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click_delayer = new
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if(timestopped)
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return 0 //under effects of time magick
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if(click_delayer.blocked())
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return
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click_delayer.setDelay(1)
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if(client && client.buildmode)
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build_click(src, client.buildmode, params, A)
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return
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var/obj/item/held_item = get_active_hand()
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var/list/modifiers = params2list(params)
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INVOKE_EVENT(src, /event/clickon, "user" = src, "modifiers" = modifiers, "target" = A)
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if(modifiers["middle"])
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if(modifiers["shift"])
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MiddleShiftClickOn(A)
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else if (modifiers["alt"])
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MiddleAltClickOn(A)
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else
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MiddleClickOn(A)
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return
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if(modifiers["shift"])
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ShiftClickOn(A)
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return
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if(modifiers["alt"]) // alt and alt-gr (rightalt)
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if (held_item && held_item.AltFrom(A,src,A.Adjacent(src, MAX_ITEM_DEPTH),params))
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return
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AltClickOn(A)
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return
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if(modifiers["ctrl"])
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CtrlClickOn(A)
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return
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if(modifiers["right"])
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RightClickOn(A)
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return
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// Equivalent to button M4/M5 on gaming mouses.
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if(modifiers["xbutton1"] || modifiers["xbutton2"])
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return
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if(attempt_crawling(A))
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return
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if(isStunned())
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return
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face_atom(A) // change direction to face what you clicked on
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if(attack_delayer.blocked()) // This was next_move. next_attack makes more sense.
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return
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// to_chat(world, "next_attack is [next_attack] and world.time is [world.time]")
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if(istype(loc,/obj/mecha))
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if(!locate(/turf) in list(A,A.loc)) // Prevents inventory from being drilled
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return
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var/obj/mecha/M = loc
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return M.click_action(A,src)
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if(restrained())
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RestrainedClickOn(A)
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return
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if(in_throw_mode)
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if(!get_active_hand() && (a_intent == I_DISARM))
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doTackle(A)
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else
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throw_item(A)
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return
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var/item_attack_delay = 0
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if(held_item == A)
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held_item.attack_self(src, params)
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update_inv_hand(active_hand)
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return
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if(!isturf(loc) && !is_holder_of(src, A))
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if(loc == A) //Can attack_hand our holder (a locked closet, for example) from inside, but can't hit it with a tool
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if(held_item)
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return
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else
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return
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//Clicked on an adjacent atom
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// - Allows you to click on a box's contents, if that box is on the ground, but no deeper than that
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if(A.Adjacent(src, MAX_ITEM_DEPTH)) // see adjacent.dm
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if(held_item)
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item_attack_delay = held_item.attack_delay
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var/resolved = held_item.preattack(A, src, 1, params)
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if(!resolved)
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resolved = A.attackby(held_item, src, params)
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if(ismob(A) && a_intent == I_HELP && can_operate(A, src, held_item) && !A.gcDestroyed)
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delayNextAttack(SURGERY_DELAY_TIME) //Surgery steps use the click delay (0.1 second)
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else if((ismob(A) || istype(A, /obj/mecha) || istype(held_item, /obj/item/weapon/grab)) && !A.gcDestroyed)
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delayNextAttack(item_attack_delay)
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if(!resolved && A && !A.gcDestroyed && held_item && !held_item.gcDestroyed)
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held_item.afterattack(A,src,1,params) // 1 indicates adjacency
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else
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if(ismob(A) || istype(held_item, /obj/item/weapon/grab))
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delayNextAttack(10)
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if(INVOKE_EVENT(src, /event/uattack, "atom" = A)) //This returns 1 when doing an action intercept
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return
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UnarmedAttack(A, 1, params)
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//Clicked on a non-adjacent atom
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else
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//If the player's view is not centered on the mob, check how far the clicked object is from the mob
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//This is to prevent abuse with remote view / camera consoles
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if(client && client.eye && client.eye != client.mob)
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var/view_range = get_view_range() + 2 //Extend clickable zone by 2 tiles to allow clicking on the edge of the screen while the camera is moving
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var/atom_distance = get_dist(A, src) //Distance from the player's mob to the clicked atom
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if(atom_distance <= view_range)
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//Clicked on a non-adjacent atom in view
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RangedClickOn(A, params, held_item)
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else
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//Clicked on a non-adjacent atom that is not in view
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RemoteClickOn(A, params, held_item, client.eye)
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else if(mind && mind.assigned_role == "AI") // clown AI stuff
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if(spell_channeling)
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spell_channeling.channeled_spell(A, bypassrange = TRUE)
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else if(istype(A,/obj/machinery/door/airlock))
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var/obj/machinery/door/airlock/D = A
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if(D.density)
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D.Topic("aiEnable=7", list("aiEnable"="7"), 1)
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else
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D.Topic("aiDisable=7", list("aiDisable"="7"), 1)
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else
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RangedClickOn(A, params, held_item)
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else
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RangedClickOn(A, params, held_item)
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/mob/proc/RangedClickOn(atom/A, params, obj/item/held_item)
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if(held_item)
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if(ismob(A))
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delayNextAttack(held_item.attack_delay)
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if(!held_item.preattack(A, src, 0, params))
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held_item.afterattack(A,src,0,params) // 0: not Adjacent
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else
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if(ismob(A))
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delayNextAttack(10)
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if(INVOKE_EVENT(src, /event/uattack, "atom" = A)) //This returns 1 when doing an action intercept
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return
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RangedAttack(A, params)
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//By default, do nothing if clicked on something that is not in view
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/mob/proc/RemoteClickOn(atom/A, params, obj/item/held_item, atom/movable/eye)
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if(held_item)
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held_item.remote_attack(A, src, eye)
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// Default behavior: ignore double clicks, consider them normal clicks instead
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/mob/proc/DblClickOn(var/atom/A, var/params)
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return
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/*
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Translates into attack_hand, etc.
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Note: proximity_flag here is used to distinguish between normal usage (flag=1),
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and usage when clicking on things telekinetically (flag=0). This proc will
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not be called at ranged except with telekinesis.
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proximity_flag is not currently passed to attack_hand, and is instead used
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in human click code to allow glove touches only at melee range.
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*/
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/mob/proc/UnarmedAttack(var/atom/A, var/proximity_flag, var/params)
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if(ismob(A))
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delayNextAttack(10)
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return
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/*
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Ranged unarmed attack:
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This currently is just a default for all mobs, involving
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laser eyes and telekinesis. You could easily add exceptions
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for things like ranged glove touches, spitting alien acid/neurotoxin,
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animals lunging, etc.
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*/
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/mob/proc/RangedAttack(var/atom/A, var/params)
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if(!mutations || !mutations.len)
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return
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if((M_LASER in mutations) && a_intent == I_HURT)
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LaserEyes(A) // moved into a proc below
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else if(M_TK in mutations)
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/*switch(get_dist(src,A))
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if(0)
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;
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if(1 to 5) // not adjacent may mean blocked by window
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next_move += 2
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if(5 to 7)
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next_move += 5
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if(8 to tk_maxrange)
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next_move += 10
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else
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return
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*/
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A.attack_tk(src)
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/*
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Restrained ClickOn
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Used when you are handcuffed and click things.
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Not currently used by anything but could easily be.
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*/
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/mob/proc/RestrainedClickOn(var/atom/A)
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INVOKE_EVENT(src, /event/ruattack, "atom" = A)
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/*
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Middle click
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Only used for swapping hands
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*/
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/mob/proc/MiddleClickOn(var/atom/A)
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return
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/mob/living/carbon/MiddleClickOn(var/atom/A)
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swap_hand()
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// In case of use break glass
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/*
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/atom/proc/MiddleClick(var/mob/M as mob)
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return
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*/
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/mob/proc/MiddleShiftClickOn(var/atom/A)
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A.MiddleShiftClick(src)
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/atom/proc/MiddleShiftClick(var/mob/user)
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user.pointed(src)
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/*
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Shift click
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For most mobs, examine.
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This is overridden in ai.dm
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*/
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/mob/proc/ShiftClickOn(var/atom/A)
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A.ShiftClick(src)
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return
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/atom/proc/ShiftClick(var/mob/user)
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if(user.client && user.client.eye == user)
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user.examination(src)
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return
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/*
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Ctrl click
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For most objects, pull
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*/
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/mob/proc/CtrlClickOn(var/atom/A)
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A.CtrlClick(src)
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return
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/atom/proc/CtrlClick(var/mob/user)
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user.stop_pulling()
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return
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/atom/movable/CtrlClick(var/mob/user)
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if(Adjacent(user))
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user.start_pulling(src)
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/*
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Right Click
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*/
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/mob/proc/RightClickOn(var/atom/A)
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A.RightClick()
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/atom/proc/RightClick(var/mob/user)
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return
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/*
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Alt click
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*/
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/mob/proc/MiddleAltClickOn(var/atom/A)
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A.MiddleAltClick(src)
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return
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/atom/proc/MiddleAltClick(var/mob/user)
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return
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/mob/proc/AltClickOn(var/atom/A)
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A.AltClick(src)
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return
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/atom/proc/AltClick(var/mob/user)
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var/turf/T = get_turf(src)
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var/valid = FALSE
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if(isAI(user))
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var/mob/living/silicon/ai/ai = user
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if(T && (T in range(7, ai.eyeobj.loc)))
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valid = TRUE
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else if(T && (T in range(1, user.loc)) && (T in view(1, user.virtualhearer))) //If next to user's location (to allow locker and mech alt-clicks) and if the user can actually view it
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valid = TRUE
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if(valid)
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if(user.listed_turf == T)
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user.listed_turf = null
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else
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user.listed_turf = T
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user.client.statpanel = T.name
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/mob/living/carbon/AltClick(var/mob/user)
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if(!(user == src) && user.Adjacent(src))
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if((meat_type || butchering_drops) && (stat == DEAD)) //if the carbon has a meat, and if it is dead.
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var/obj/item/item_in_hand = user.get_active_hand()
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if(item_in_hand && (item_in_hand.sharpness_flags & SHARP_BLADE))
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butcher()
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return 1
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else if(!isrobot(user))
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src.give_item(user)
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return
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..()
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/*
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Misc helpers
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Laser Eyes: as the name implies, handles this since nothing else does currently
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face_atom: turns the mob towards what you clicked on
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*/
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/mob/proc/LaserEyes(atom/A)
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return
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/mob/living/LaserEyes(atom/A)
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//next_move = world.time + 6
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delayNextAttack(4)
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var/turf/T = get_turf(src)
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var/turf/U = get_turf(A)
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var/obj/item/projectile/beam/LE = new /obj/item/projectile/beam(loc)
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LE.icon = 'icons/effects/genetics.dmi'
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LE.icon_state = "eyelasers"
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playsound(usr.loc, 'sound/weapons/laser2.ogg', 75, 1)
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LE.firer = src
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LE.def_zone = get_organ_target()
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LE.original = A
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LE.current = T
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LE.yo = U.y - T.y
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LE.xo = U.x - T.x
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LE.starting = T
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LE.original = A
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LE.target = U
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spawn( 1 )
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LE.OnFired()
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LE.process()
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/mob/living/carbon/human/LaserEyes()
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if(burn_calories(0.5))
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nutrition = max(0,nutrition-2)
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..()
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handle_regular_hud_updates()
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else
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to_chat(src, "<span class='warning'>You're out of energy! You need food!</span>")
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// Simple helper to face what you clicked on, in case it should be needed in more than one place
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/mob/proc/face_atom(var/atom/A)
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if(stat != CONSCIOUS || locked_to || !A || !x || !y || !A.x || !A.y )
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return
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var/dx = A.x - x
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var/dy = A.y - y
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if(!dx && !dy) // Wall items are graphically shifted but on the floor
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if(A.pixel_y > 16)
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change_dir(NORTH)
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else if(A.pixel_y < -16)
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change_dir(SOUTH)
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else if(A.pixel_x > 16)
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change_dir(EAST)
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else if(A.pixel_x < -16)
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change_dir(WEST)
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INVOKE_EVENT(src, /event/before_move)
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INVOKE_EVENT(src, /event/face)
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INVOKE_EVENT(src, /event/after_move)
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return
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if(abs(dx) < abs(dy))
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if(dy > 0)
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change_dir(NORTH)
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else
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change_dir(SOUTH)
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else
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if(dx > 0)
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change_dir(EAST)
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else
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change_dir(WEST)
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INVOKE_EVENT(src, /event/before_move)
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INVOKE_EVENT(src, /event/face)
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INVOKE_EVENT(src, /event/after_move)
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// File renamed to mouse.dm?
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/atom/MouseWheel(delta_x,delta_y,location,control,params)
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usr.MouseWheelOn(src, delta_x, delta_y, params)
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/mob/proc/MouseWheelOn(var/atom/object, var/delta_x, var/delta_y, var/params)
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if (timestopped || isStunned())
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return FALSE
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var/obj/item/W = get_active_hand()
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if (W)
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W.MouseWheeled(src, delta_x, delta_y, params)
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//Currently used to allow a little bit of freedom in click-dragging for melee combat in _onclick/drag_drop.dm
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/mob/living/MouseDown(location, control, params, var/past_time)
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usr.client.click_held_down_time = world.timeofday
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