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-Fixes Issue 1085 - Artificers creating turfs with buggy lighting -Spells now will use the proper proc to create turfs Due to the amount of files changed, this is just the 'part one'. The merging in turf.dm is not finished, mineral walls and buildmode are still using the old system. The creation of turfs on the game panel is not using the proper procs yet. Stay tuned for this changes, but now, sleep. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5054 316c924e-a436-60f5-8080-3fe189b3f50e
262 lines
9.5 KiB
Plaintext
262 lines
9.5 KiB
Plaintext
/proc/togglebuildmode(mob/M as mob in player_list)
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set name = "Toggle Build Mode"
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set category = "Special Verbs"
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if(M.client)
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if(M.client.buildmode)
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log_admin("[key_name(usr)] has left build mode.")
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M.client.buildmode = 0
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M.client.show_popup_menus = 1
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for(var/obj/effect/bmode/buildholder/H)
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if(H.cl == M.client)
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del(H)
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else
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log_admin("[key_name(usr)] has entered build mode.")
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M.client.buildmode = 1
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M.client.show_popup_menus = 0
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var/obj/effect/bmode/buildholder/H = new/obj/effect/bmode/buildholder()
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var/obj/effect/bmode/builddir/A = new/obj/effect/bmode/builddir(H)
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A.master = H
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var/obj/effect/bmode/buildhelp/B = new/obj/effect/bmode/buildhelp(H)
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B.master = H
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var/obj/effect/bmode/buildmode/C = new/obj/effect/bmode/buildmode(H)
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C.master = H
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var/obj/effect/bmode/buildquit/D = new/obj/effect/bmode/buildquit(H)
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D.master = H
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H.builddir = A
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H.buildhelp = B
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H.buildmode = C
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H.buildquit = D
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M.client.screen += A
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M.client.screen += B
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M.client.screen += C
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M.client.screen += D
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H.cl = M.client
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/obj/effect/bmode//Cleaning up the tree a bit
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density = 1
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anchored = 1
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layer = 20
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dir = NORTH
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icon = 'icons/misc/buildmode.dmi'
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var/obj/effect/bmode/buildholder/master = null
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/obj/effect/bmode/builddir
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icon_state = "build"
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screen_loc = "NORTH,WEST"
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Click()
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switch(dir)
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if(NORTH)
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dir = EAST
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if(EAST)
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dir = SOUTH
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if(SOUTH)
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dir = WEST
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if(WEST)
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dir = NORTHWEST
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if(NORTHWEST)
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dir = NORTH
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return
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/obj/effect/bmode/buildhelp
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icon = 'icons/misc/buildmode.dmi'
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icon_state = "buildhelp"
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screen_loc = "NORTH,WEST+1"
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Click()
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switch(master.cl.buildmode)
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if(1)
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usr << "\blue ***********************************************************"
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usr << "\blue Left Mouse Button = Construct / Upgrade"
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usr << "\blue Right Mouse Button = Deconstruct / Delete / Downgrade"
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usr << "\blue Left Mouse Button + ctrl = R-Window"
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usr << "\blue Left Mouse Button + alt = Airlock"
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usr << ""
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usr << "\blue Use the button in the upper left corner to"
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usr << "\blue change the direction of built objects."
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usr << "\blue ***********************************************************"
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if(2)
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usr << "\blue ***********************************************************"
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usr << "\blue Right Mouse Button on buildmode button = Set object type"
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usr << "\blue Left Mouse Button on turf/obj = Place objects"
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usr << "\blue Right Mouse Button = Delete objects"
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usr << ""
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usr << "\blue Use the button in the upper left corner to"
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usr << "\blue change the direction of built objects."
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usr << "\blue ***********************************************************"
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if(3)
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usr << "\blue ***********************************************************"
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usr << "\blue Right Mouse Button on buildmode button = Select var(type) & value"
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usr << "\blue Left Mouse Button on turf/obj/mob = Set var(type) & value"
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usr << "\blue Right Mouse Button on turf/obj/mob = Reset var's value"
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usr << "\blue ***********************************************************"
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if(4)
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usr << "\blue ***********************************************************"
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usr << "\blue Left Mouse Button on turf/obj/mob = Throw"
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usr << "\blue Right Mouse Button on turf/obj/mob = Select"
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usr << "\blue ***********************************************************"
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return
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/obj/effect/bmode/buildquit
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icon_state = "buildquit"
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screen_loc = "NORTH,WEST+3"
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Click()
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togglebuildmode(master.cl.mob)
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/obj/effect/bmode/buildholder
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density = 0
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anchored = 1
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var/client/cl = null
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var/obj/effect/bmode/builddir/builddir = null
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var/obj/effect/bmode/buildhelp/buildhelp = null
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var/obj/effect/bmode/buildmode/buildmode = null
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var/obj/effect/bmode/buildquit/buildquit = null
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var/atom/movable/throw_atom = null
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/obj/effect/bmode/buildmode
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icon_state = "buildmode1"
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screen_loc = "NORTH,WEST+2"
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var/varholder = "name"
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var/valueholder = "derp"
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var/objholder = "/obj/structure/closet"
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Click(location, control, params)
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var/list/pa = params2list(params)
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if(pa.Find("left"))
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switch(master.cl.buildmode)
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if(1)
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master.cl.buildmode = 2
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src.icon_state = "buildmode2"
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if(2)
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master.cl.buildmode = 3
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src.icon_state = "buildmode3"
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if(3)
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master.cl.buildmode = 4
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src.icon_state = "buildmode4"
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if(4)
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master.cl.buildmode = 1
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src.icon_state = "buildmode1"
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else if(pa.Find("right"))
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switch(master.cl.buildmode)
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if(1)
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return
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if(2)
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objholder = input(usr,"Enter typepath:" ,"Typepath","/obj/structure/closet")
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var/list/removed_paths = list("/obj/effect/bhole")
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if(objholder in removed_paths)
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alert("That path is not allowed.")
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objholder = "/obj/structure/closet"
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else if (dd_hasprefix(objholder, "/mob") && !check_rights(R_DEBUG,0))
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objholder = "/obj/structure/closet"
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if(3)
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var/list/locked = list("vars", "key", "ckey", "client", "firemut", "ishulk", "telekinesis", "xray", "virus", "viruses", "cuffed", "ka", "last_eaten", "urine")
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master.buildmode.varholder = input(usr,"Enter variable name:" ,"Name", "name")
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if(master.buildmode.varholder in locked && !check_rights(R_DEBUG,0))
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return
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var/thetype = input(usr,"Select variable type:" ,"Type") in list("text","number","mob-reference","obj-reference","turf-reference")
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if(!thetype) return
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switch(thetype)
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if("text")
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master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value", "value") as text
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if("number")
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master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value", 123) as num
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if("mob-reference")
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master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value") as mob in mob_list
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if("obj-reference")
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master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value") as obj in world
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if("turf-reference")
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master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value") as turf in world
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/proc/build_click(var/mob/user, buildmode, location, control, params, var/obj/object)
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var/obj/effect/bmode/buildholder/holder = null
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for(var/obj/effect/bmode/buildholder/H)
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if(H.cl == user.client)
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holder = H
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break
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if(!holder) return
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var/list/pa = params2list(params)
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switch(buildmode)
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if(1)
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if(istype(object,/turf) && pa.Find("left") && !pa.Find("alt") && !pa.Find("ctrl") )
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if(istype(object,/turf/space))
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var/turf/T = object
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T.ChangeTurf(/turf/simulated/floor)
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return
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else if(istype(object,/turf/simulated/floor))
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var/turf/T = object
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T.ChangeTurf(/turf/simulated/wall)
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return
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else if(istype(object,/turf/simulated/wall))
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var/turf/T = object
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T.ChangeTurf(/turf/simulated/wall/r_wall)
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return
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else if(pa.Find("right"))
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if(istype(object,/turf/simulated/wall))
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var/turf/T = object
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T.ChangeTurf(/turf/simulated/floor)
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return
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else if(istype(object,/turf/simulated/floor))
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var/turf/T = object
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T.ChangeTurf(/turf/space)
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return
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else if(istype(object,/turf/simulated/wall/r_wall))
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var/turf/T = object
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T.ChangeTurf(/turf/simulated/wall)
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return
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else if(istype(object,/obj))
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del(object)
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return
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else if(istype(object,/turf) && pa.Find("alt") && pa.Find("left"))
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new/obj/machinery/door/airlock(get_turf(object))
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else if(istype(object,/turf) && pa.Find("ctrl") && pa.Find("left"))
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switch(holder.builddir.dir)
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if(NORTH)
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var/obj/structure/window/reinforced/WIN = new/obj/structure/window/reinforced(get_turf(object))
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WIN.dir = NORTH
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if(SOUTH)
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var/obj/structure/window/reinforced/WIN = new/obj/structure/window/reinforced(get_turf(object))
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WIN.dir = SOUTH
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if(EAST)
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var/obj/structure/window/reinforced/WIN = new/obj/structure/window/reinforced(get_turf(object))
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WIN.dir = EAST
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if(WEST)
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var/obj/structure/window/reinforced/WIN = new/obj/structure/window/reinforced(get_turf(object))
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WIN.dir = WEST
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if(NORTHWEST)
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var/obj/structure/window/reinforced/WIN = new/obj/structure/window/reinforced(get_turf(object))
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WIN.dir = NORTHWEST
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if(2)
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if(pa.Find("left"))
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var/obj/A = new holder.buildmode.objholder (get_turf(object))
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A.dir = holder.builddir.dir
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else if(pa.Find("right"))
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if(isobj(object)) del(object)
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if(3)
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if(pa.Find("left")) //I cant believe this shit actually compiles.
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if(object.vars.Find(holder.buildmode.varholder))
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log_admin("[key_name(usr)] modified [object.name]'s [holder.buildmode.varholder] to [holder.buildmode.valueholder]")
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object.vars[holder.buildmode.varholder] = holder.buildmode.valueholder
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else
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usr << "\red [initial(object.name)] does not have a var called '[holder.buildmode.varholder]'"
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if(pa.Find("right"))
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if(object.vars.Find(holder.buildmode.varholder))
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log_admin("[key_name(usr)] modified [object.name]'s [holder.buildmode.varholder] to [holder.buildmode.valueholder]")
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object.vars[holder.buildmode.varholder] = initial(object.vars[holder.buildmode.varholder])
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else
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usr << "\red [initial(object.name)] does not have a var called '[holder.buildmode.varholder]'"
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if(4)
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if(pa.Find("left"))
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holder.throw_atom = object
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if(pa.Find("right"))
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if(holder.throw_atom)
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holder.throw_atom.throw_at(object, 10, 1)
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