/mob/living/carbon/human/instantiate_hud(var/datum/hud/HUD, var/ui_style, var/ui_color, var/ui_alpha) HUD.human_hud(ui_style, ui_color, ui_alpha, src) /datum/hud/proc/human_hud(var/ui_style='icons/mob/screen/white.dmi', var/ui_color = "#ffffff", var/ui_alpha = 255, var/mob/living/carbon/human/target) var/datum/hud_data/hud_data if(!istype(target)) hud_data = new() else hud_data = target.species.hud if(hud_data.icon) ui_style = hud_data.icon src.adding = list() src.other = list() src.hotkeybuttons = list() //These can be disabled for hotkey usersx var/list/hud_elements = list() var/obj/screen/using var/obj/screen/inventory/inv_box if(target.can_have_vision_cone) var/mob/living/carbon/human/H = mymob H.vision_cone_overlay = new /obj/screen/fov() hud_elements |= H.vision_cone_overlay // Draw the various inventory equipment slots. var/has_hidden_gear for(var/gear_slot in hud_data.gear) inv_box = new /obj/screen/inventory() inv_box.icon = ui_style inv_box.layer = SCREEN_LAYER inv_box.color = ui_color inv_box.alpha = ui_alpha inv_box.hud = src var/list/slot_data = hud_data.gear[gear_slot] inv_box.name = gear_slot inv_box.screen_loc = slot_data["loc"] inv_box.slot_id = slot_data["slot"] inv_box.icon_state = slot_data["state"] if(slot_data["dir"]) inv_box.set_dir(slot_data["dir"]) if(slot_data["toggle"]) src.other += inv_box has_hidden_gear = 1 else src.adding += inv_box if(has_hidden_gear) using = new /obj/screen() using.name = "toggle" using.icon = ui_style using.icon_state = "other" using.screen_loc = ui_inventory using.layer = SCREEN_LAYER using.color = ui_color using.alpha = ui_alpha src.adding += using // Draw the attack intent dialogue. if(hud_data.has_a_intent) using = new /obj/screen() using.name = "act_intent" using.icon = ui_style using.icon_state = "intent_"+mymob.a_intent using.screen_loc = ui_acti using.color = ui_color using.alpha = ui_alpha using.layer = SCREEN_LAYER src.adding += using action_intent = using hud_elements |= using //intent small hud objects var/icon/ico ico = new(ui_style, "black") ico.MapColors(0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, -1,-1,-1,-1) ico.DrawBox(rgb(255,255,255,1),1,ico.Height()/2,ico.Width()/2,ico.Height()) using = new /obj/screen( src ) using.name = I_HELP using.icon = ico using.screen_loc = ui_acti using.alpha = ui_alpha using.layer = SCREEN_LAYER src.adding += using help_intent = using ico = new(ui_style, "black") ico.MapColors(0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, -1,-1,-1,-1) ico.DrawBox(rgb(255,255,255,1),ico.Width()/2,ico.Height()/2,ico.Width(),ico.Height()) using = new /obj/screen( src ) using.name = I_DISARM using.icon = ico using.screen_loc = ui_acti using.alpha = ui_alpha using.layer = SCREEN_LAYER src.adding += using disarm_intent = using ico = new(ui_style, "black") ico.MapColors(0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, -1,-1,-1,-1) ico.DrawBox(rgb(255,255,255,1),ico.Width()/2,1,ico.Width(),ico.Height()/2) using = new /obj/screen( src ) using.name = I_GRAB using.icon = ico using.screen_loc = ui_acti using.alpha = ui_alpha using.layer = SCREEN_LAYER src.adding += using grab_intent = using ico = new(ui_style, "black") ico.MapColors(0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, -1,-1,-1,-1) ico.DrawBox(rgb(255,255,255,1),1,1,ico.Width()/2,ico.Height()/2) using = new /obj/screen( src ) using.name = I_HURT using.icon = ico using.screen_loc = ui_acti using.alpha = ui_alpha using.layer = SCREEN_LAYER src.adding += using hurt_intent = using //end intent small hud objects if(hud_data.has_m_intent) using = new /obj/screen/movement_intent() using.icon = ui_style using.icon_state = (mymob.m_intent == "run" ? "running" : "walking") using.color = ui_color using.alpha = ui_alpha src.adding += using move_intent = using if(hud_data.has_drop) using = new /obj/screen() using.name = "drop" using.icon = ui_style using.icon_state = "act_drop" using.screen_loc = ui_drop_throw using.layer = SCREEN_LAYER using.color = ui_color using.alpha = ui_alpha src.hotkeybuttons += using if(hud_data.has_hands) using = new /obj/screen() using.name = "equip" using.icon = ui_style using.icon_state = "act_equip" using.screen_loc = ui_equip using.layer = SCREEN_LAYER using.color = ui_color using.alpha = ui_alpha src.adding += using inv_box = new /obj/screen/inventory/hand() inv_box.hud = src inv_box.name = BP_R_HAND inv_box.icon = ui_style inv_box.icon_state = "r_hand_inactive" if(mymob && !mymob.hand) //This being 0 or null means the right hand is in use inv_box.icon_state = "r_hand_active" inv_box.screen_loc = ui_rhand inv_box.slot_id = slot_r_hand inv_box.layer = SCREEN_LAYER inv_box.color = ui_color inv_box.alpha = ui_alpha src.r_hand_hud_object = inv_box src.adding += inv_box inv_box = new /obj/screen/inventory/hand() inv_box.hud = src inv_box.name = BP_L_HAND inv_box.icon = ui_style inv_box.icon_state = "l_hand_inactive" if(mymob && mymob.hand) //This being 1 means the left hand is in use inv_box.icon_state = "l_hand_active" inv_box.screen_loc = ui_lhand inv_box.slot_id = slot_l_hand inv_box.layer = SCREEN_LAYER inv_box.color = ui_color inv_box.alpha = ui_alpha src.l_hand_hud_object = inv_box src.adding += inv_box target.update_hud_hands() using = new /obj/screen/inventory() using.name = "hand" using.icon = ui_style using.icon_state = "hand1" using.screen_loc = ui_swaphand1 using.layer = SCREEN_LAYER using.color = ui_color using.alpha = ui_alpha using.hud = src src.adding += using using = new /obj/screen/inventory() using.name = "hand" using.icon = ui_style using.icon_state = "hand2" using.screen_loc = ui_swaphand2 using.layer = SCREEN_LAYER using.color = ui_color using.alpha = ui_alpha using.hud = src src.adding += using if(hud_data.has_resist) using = new /obj/screen() using.name = "resist" using.icon = ui_style using.icon_state = "act_resist" using.screen_loc = ui_pull_resist using.layer = SCREEN_LAYER using.color = ui_color using.alpha = ui_alpha src.hotkeybuttons += using if(hud_data.has_throw) mymob.throw_icon = new /obj/screen() mymob.throw_icon.icon = ui_style mymob.throw_icon.icon_state = "act_throw_off" mymob.throw_icon.name = "throw" mymob.throw_icon.screen_loc = ui_drop_throw mymob.throw_icon.color = ui_color mymob.throw_icon.alpha = ui_alpha src.hotkeybuttons += mymob.throw_icon hud_elements |= mymob.throw_icon mymob.pullin = new /obj/screen() mymob.pullin.icon = ui_style mymob.pullin.icon_state = "pull0" mymob.pullin.name = "pull" mymob.pullin.screen_loc = ui_pull_resist src.hotkeybuttons += mymob.pullin hud_elements |= mymob.pullin if(hud_data.has_internals) mymob.internals = new /obj/screen/internals() mymob.internals.icon = ui_style hud_elements |= mymob.internals if(!isnull(target.internal)) mymob.internals.icon_state = "internal1" if(hud_data.has_warnings) mymob.oxygen = new /obj/screen/oxygen() mymob.oxygen.icon = 'icons/mob/status_indicators.dmi' mymob.oxygen.icon_state = "oxy0" mymob.oxygen.name = "oxygen" mymob.oxygen.screen_loc = ui_temp hud_elements |= mymob.oxygen mymob.toxin = new /obj/screen/toxins() mymob.toxin.icon = 'icons/mob/status_indicators.dmi' mymob.toxin.icon_state = "tox0" mymob.toxin.name = "toxin" mymob.toxin.screen_loc = ui_temp hud_elements |= mymob.toxin mymob.fire = new /obj/screen() mymob.fire.icon = ui_style mymob.fire.icon_state = "fire0" mymob.fire.name = "fire" mymob.fire.screen_loc = ui_fire hud_elements |= mymob.fire mymob.healths = new /obj/screen() mymob.healths.icon = ui_style mymob.healths.icon_state = "health0" mymob.healths.name = "health" mymob.healths.screen_loc = ui_health if(target.species.healths_x) var/ui_health_loc = replacetext(ui_health, ui_health_east_loc, "[ui_health_east_template][target.species.healths_x]") mymob.healths.screen_loc = ui_health_loc hud_elements |= mymob.healths if(hud_data.has_pressure) mymob.pressure = new /obj/screen/pressure() mymob.pressure.icon = 'icons/mob/status_indicators.dmi' mymob.pressure.icon_state = "pressure0" mymob.pressure.name = "pressure" mymob.pressure.screen_loc = ui_temp hud_elements |= mymob.pressure if(hud_data.has_bodytemp) mymob.bodytemp = new /obj/screen/bodytemp() mymob.bodytemp.icon = 'icons/mob/status_indicators.dmi' mymob.bodytemp.icon_state = "temp1" mymob.bodytemp.name = "body temperature" mymob.bodytemp.screen_loc = ui_temp hud_elements |= mymob.bodytemp if(hud_data.has_nutrition) mymob.nutrition_icon = new /obj/screen/food() mymob.nutrition_icon.icon = 'icons/mob/status_hunger.dmi' mymob.nutrition_icon.pixel_w = 8 mymob.nutrition_icon.icon_state = "nutrition0" mymob.nutrition_icon.name = "nutrition" mymob.nutrition_icon.screen_loc = ui_nutrition hud_elements |= mymob.nutrition_icon if(hud_data.has_hydration) mymob.hydration_icon = new /obj/screen/thirst() mymob.hydration_icon.icon = 'icons/mob/status_hunger.dmi' mymob.hydration_icon.icon_state = "thirst0" mymob.hydration_icon.name = "thirst" mymob.hydration_icon.screen_loc = ui_nutrition hud_elements |= mymob.hydration_icon if(hud_data.has_up_hint) mymob.up_hint = new /obj/screen() mymob.up_hint.icon = ui_style mymob.up_hint.icon_state = "uphint0" mymob.up_hint.name = "up hint" mymob.up_hint.screen_loc = ui_up_hint hud_elements |= mymob.up_hint mymob.pain = new /obj/screen/fullscreen/pain(null) hud_elements |= mymob.pain mymob.zone_sel = new /obj/screen/zone_sel(null) mymob.zone_sel.icon = ui_style mymob.zone_sel.color = ui_color mymob.zone_sel.alpha = ui_alpha mymob.zone_sel.cut_overlays() mymob.zone_sel.add_overlay(image('icons/mob/zone_sel.dmi', "[mymob.zone_sel.selecting]")) hud_elements |= mymob.zone_sel //Handle the gun settings buttons mymob.gun_setting_icon = new /obj/screen/gun/mode(null) mymob.gun_setting_icon.icon = ui_style mymob.gun_setting_icon.color = ui_color mymob.gun_setting_icon.alpha = ui_alpha hud_elements |= mymob.gun_setting_icon mymob.item_use_icon = new /obj/screen/gun/item(null) mymob.item_use_icon.icon = ui_style mymob.item_use_icon.color = ui_color mymob.item_use_icon.alpha = ui_alpha mymob.gun_move_icon = new /obj/screen/gun/move(null) mymob.gun_move_icon.icon = ui_style mymob.gun_move_icon.color = ui_color mymob.gun_move_icon.alpha = ui_alpha mymob.radio_use_icon = new /obj/screen/gun/radio(null) mymob.radio_use_icon.icon = ui_style mymob.radio_use_icon.color = ui_color mymob.radio_use_icon.alpha = ui_alpha mymob.client.screen = null mymob.client.screen += hud_elements mymob.client.screen += src.adding + src.hotkeybuttons inventory_shown = 0; return /mob/living/carbon/human/verb/toggle_hotkey_verbs() set category = "OOC" set name = "Toggle hotkey buttons" set desc = "This disables or enables the user interface buttons which can be used with hotkeys." if(hud_used.hotkey_ui_hidden) client.screen += hud_used.hotkeybuttons hud_used.hotkey_ui_hidden = 0 else client.screen -= hud_used.hotkeybuttons hud_used.hotkey_ui_hidden = 1 //Used for new human mobs created by cloning/goleming/etc. /mob/living/carbon/human/proc/set_cloned_appearance() f_style = "Shaved" if(dna.species == SPECIES_HUMAN) //no more xenos losing ears/tentacles h_style = pick("Bedhead", "Bedhead 2", "Bedhead 3") all_underwear.Cut() regenerate_icons() // Yes, these use icon state. Yes, these are terrible. The alternative is duplicating // a bunch of fairly blobby logic for every click override on these objects. /obj/screen/food/Click(var/location, var/control, var/params) if(istype(usr) && usr.nutrition_icon == src) switch(icon_state) if("nutrition0") to_chat(usr, SPAN_WARNING("You are completely stuffed.")) if("nutrition1") to_chat(usr, SPAN_NOTICE("You are not hungry.")) if("nutrition2") to_chat(usr, SPAN_NOTICE("You are a bit peckish.")) if("nutrition3") to_chat(usr, SPAN_WARNING("You are quite hungry.")) if("nutrition4") to_chat(usr, SPAN_WARNING("You are really hungry.")) if("nutrition5") to_chat(usr, SPAN_DANGER("You are starving!")) if("charge0") to_chat(usr, SPAN_GOOD("You are fully charged.")) if("charge1") to_chat(usr, SPAN_NOTICE("You're almost topped up.")) if("charge2") to_chat(usr, SPAN_NOTICE("You could go for a recharge.")) if("charge3") to_chat(usr, SPAN_WARNING("You're running a bit low.")) if("charge4") to_chat(usr, SPAN_WARNING("You're getting close to running out.")) if("charge5") to_chat(usr, SPAN_DANGER("You have almost no charge left!")) /obj/screen/thirst/Click(var/location, var/control, var/params) if(istype(usr) && usr.hydration_icon == src) switch(icon_state) if("thirst0") to_chat(usr, SPAN_WARNING("You are completely hydrated.")) if("thirst1") to_chat(usr, SPAN_NOTICE("You are not thirsty")) if("thirst2") to_chat(usr, SPAN_NOTICE("You are a bit thirsty.")) if("thirst3") to_chat(usr, SPAN_WARNING("You are quite thirsty.")) if("thirst4") to_chat(usr, SPAN_DANGER("Your are entirely dehydrated!")) /obj/screen/bodytemp/Click(var/location, var/control, var/params) if(istype(usr) && usr.bodytemp == src) switch(icon_state) if("temp4") to_chat(usr, SPAN_DANGER("You are being cooked alive!")) if("temp3") to_chat(usr, SPAN_DANGER("Your body is burning up!")) if("temp2") to_chat(usr, SPAN_DANGER("You are overheating.")) if("temp1") to_chat(usr, SPAN_WARNING("You are uncomfortably hot.")) if("temp-4") to_chat(usr, SPAN_DANGER("You are being frozen solid!")) if("temp-3") to_chat(usr, SPAN_DANGER("You are freezing cold!")) if("temp-2") to_chat(usr, SPAN_WARNING("You are dangerously chilled")) if("temp-1") to_chat(usr, SPAN_NOTICE("You are uncomfortably cold.")) else to_chat(usr, SPAN_NOTICE("Your body is at a comfortable temperature.")) /obj/screen/pressure/Click(var/location, var/control, var/params) if(istype(usr) && usr.pressure == src) switch(icon_state) if("pressure2") to_chat(usr, SPAN_DANGER("The air pressure here is crushing!")) if("pressure1") to_chat(usr, SPAN_WARNING("The air pressure here is dangerously high.")) if("pressure-1") to_chat(usr, SPAN_WARNING("The air pressure here is dangerously low.")) if("pressure-2") to_chat(usr, SPAN_DANGER("There is nearly no air pressure here!")) else to_chat(usr, SPAN_NOTICE("The local air pressure is comfortable.")) /obj/screen/toxins/Click(var/location, var/control, var/params) if(istype(usr) && usr.toxin == src) if(icon_state == "tox0") to_chat(usr, SPAN_NOTICE("The air is clear of toxins.")) else to_chat(usr, SPAN_DANGER("The air is eating away at your skin!")) /obj/screen/oxygen/Click(var/location, var/control, var/params) if(istype(usr) && usr.oxygen == src) if(icon_state == "oxy0") to_chat(usr, SPAN_NOTICE("You are breathing easy.")) else to_chat(usr, SPAN_DANGER("You cannot breathe!"))