/* Screen objects Todo: improve/re-implement Screen objects are only used for the hud and should not appear anywhere "in-game". They are used with the client/screen list and the screen_loc var. For more information, see the byond documentation on the screen_loc and screen vars. */ /obj/screen name = "" icon = 'icons/mob/screen/generic.dmi' layer = SCREEN_LAYER unacidable = 1 var/obj/master = null //A reference to the object in the slot. Grabs or items, generally. var/datum/hud/hud = null // A reference to the owner HUD, if any. appearance_flags = NO_CLIENT_COLOR /obj/screen/Destroy(force = FALSE) master = null screen_loc = null return ..() /obj/screen/text icon = null icon_state = null mouse_opacity = 0 screen_loc = "CENTER-7,CENTER-7" maptext_height = 480 maptext_width = 480 /obj/screen/inventory var/slot_id //The identifier for the slot. It has nothing to do with ID cards. var/list/object_overlays = list() // Required for inventory/screen overlays. /obj/screen/inventory/MouseEntered() ..() add_overlays() /obj/screen/inventory/MouseExited() ..() cut_overlay(object_overlays) object_overlays.Cut() /obj/screen/inventory/proc/add_overlays() var/mob/user = hud.mymob if(hud && user && slot_id) var/obj/item/holding = user.get_active_hand() if(!holding || user.get_equipped_item(slot_id)) return var/image/item_overlay = image(holding) item_overlay.alpha = 92 if(!holding.mob_can_equip(user, slot_id, disable_warning = TRUE)) item_overlay.color = "#ff0000" else item_overlay.color = "#00ff00" object_overlays += item_overlay add_overlay(object_overlays) /obj/screen/close name = "close" /obj/screen/close/Click() if(master) if(istype(master, /obj/item/storage)) var/obj/item/storage/S = master S.close(usr) return 1 /obj/screen/item_action var/obj/item/owner /obj/screen/item_action/Destroy() . = ..() owner = null /obj/screen/item_action/Click() if(!usr || !owner) return 1 if(!usr.canClick()) return if(usr.stat || usr.restrained() || usr.stunned || usr.lying) return 1 if(!(owner in usr)) return 1 owner.ui_action_click() return 1 /obj/screen/grab name = "grab" /obj/screen/grab/Click() var/obj/item/grab/G = master G.s_click(src) return 1 /obj/screen/grab/attack_hand() return /obj/screen/grab/attackby() return /obj/screen/storage name = "storage" layer = SCREEN_LAYER screen_loc = "7,7 to 10,8" /obj/screen/storage/Click() if(!usr.canClick()) return TRUE if(usr.stat || usr.paralysis || usr.stunned || usr.weakened) return TRUE if(master) var/obj/item/I = usr.get_active_hand() if(I) usr.ClickOn(master) return TRUE /obj/screen/zone_sel name = "damage zone" icon_state = "zone_sel" screen_loc = ui_zonesel var/selecting = BP_CHEST var/static/list/hover_overlays_cache = list() var/hovering_choice var/mutable_appearance/selecting_appearance /obj/screen/zone_sel/Click(location, control,params) if(isobserver(usr)) return var/list/PL = params2list(params) var/icon_x = text2num(PL["icon-x"]) var/icon_y = text2num(PL["icon-y"]) var/choice = get_zone_at(icon_x, icon_y) if(!choice) return 1 return set_selected_zone(choice, usr) /obj/screen/zone_sel/MouseEntered(location, control, params) MouseMove(location, control, params) /obj/screen/zone_sel/MouseMove(location, control, params) if(isobserver(usr)) return var/list/PL = params2list(params) var/icon_x = text2num(PL["icon-x"]) var/icon_y = text2num(PL["icon-y"]) var/choice = get_zone_at(icon_x, icon_y) if(hovering_choice == choice) return vis_contents -= hover_overlays_cache[hovering_choice] hovering_choice = choice var/obj/effect/overlay/zone_sel/overlay_object = hover_overlays_cache[choice] if(!overlay_object) overlay_object = new overlay_object.icon_state = "[choice]" hover_overlays_cache[choice] = overlay_object vis_contents += overlay_object /obj/effect/overlay/zone_sel icon = 'icons/mob/zone_sel.dmi' mouse_opacity = 0 alpha = 128 anchored = TRUE layer = SCREEN_LAYER + 0.1 /obj/screen/zone_sel/MouseExited(location, control, params) if(!isobserver(usr) && hovering_choice) vis_contents -= hover_overlays_cache[hovering_choice] hovering_choice = null /obj/screen/zone_sel/proc/get_zone_at(icon_x, icon_y) switch(icon_y) if(1 to 3) //Feet switch(icon_x) if(10 to 15) return BP_R_FOOT if(17 to 22) return BP_L_FOOT if(4 to 9) //Legs switch(icon_x) if(10 to 15) return BP_R_LEG if(17 to 22) return BP_L_LEG if(10 to 13) //Hands and groin switch(icon_x) if(8 to 11) return BP_R_HAND if(12 to 20) return BP_GROIN if(21 to 24) return BP_L_HAND if(14 to 22) //Chest and arms to shoulders switch(icon_x) if(8 to 11) return BP_R_ARM if(12 to 20) return BP_CHEST if(21 to 24) return BP_L_ARM if(23 to 30) //Head, but we need to check for eye or mouth if(icon_x in 12 to 20) switch(icon_y) if(23 to 24) if(icon_x in 15 to 17) return BP_MOUTH if(26) //Eyeline, eyes are on 15 and 17 if(icon_x in 14 to 18) return BP_EYES if(25 to 27) if(icon_x in 15 to 17) return BP_EYES return BP_HEAD /obj/screen/zone_sel/proc/set_selected_zone(choice, mob/user) if(isobserver(user)) return if(choice != selecting) selecting = choice update_icon() /obj/screen/zone_sel/update_icon() cut_overlays() selecting_appearance = mutable_appearance('icons/mob/zone_sel.dmi', "[selecting]") add_overlay(selecting_appearance) /obj/screen/Click(location, control, params) if(!usr) return TRUE var/list/modifiers = params2list(params) switch(name) if("toggle") if(usr.hud_used.inventory_shown) usr.hud_used.inventory_shown = 0 usr.client.screen -= usr.hud_used.other else usr.hud_used.inventory_shown = 1 usr.client.screen += usr.hud_used.other usr.hud_used.hidden_inventory_update() if("equip") if(ishuman(usr)) var/mob/living/carbon/human/H = usr H.quick_equip() if("resist") if(isliving(usr)) var/mob/living/L = usr L.resist() if("act_intent") usr.a_intent_change("right") if(I_HELP) usr.set_intent(I_HELP) usr.hud_used.action_intent.icon_state = "intent_help" if(I_HURT) usr.set_intent(I_HURT) usr.hud_used.action_intent.icon_state = "intent_harm" if(I_GRAB) usr.set_intent(I_GRAB) usr.hud_used.action_intent.icon_state = "intent_grab" if(I_DISARM) usr.set_intent(I_DISARM) usr.hud_used.action_intent.icon_state = "intent_disarm" if("pull") usr.stop_pulling() if("throw") if(!usr.stat && isturf(usr.loc) && !usr.restrained()) usr:toggle_throw_mode() if("drop") if(usr.client) usr.client.drop_item() if("up hint") if(modifiers["shift"]) if(ishuman(usr)) var/mob/living/carbon/human/H = usr if(H.last_special + 50 > world.time) return H.last_special = world.time to_chat(usr, SPAN_NOTICE("You take look around to see if there are any holes in the roof around.")) for(var/turf/T in view(usr.client.view + 3, usr)) // slightly extra to account for moving while looking for openness if(T.density) continue var/turf/above_turf = GetAbove(T) if(!isopenspace(above_turf)) continue var/image/up_image = image(icon = 'icons/mob/screen/generic.dmi', icon_state = "arrow_up", loc = T) up_image.plane = LIGHTING_LAYER + 1 up_image.layer = LIGHTING_LAYER + 1 usr << up_image addtimer(CALLBACK(GLOBAL_PROC, /proc/qdel, up_image), 12) return var/turf/T = GetAbove(usr) if (!T) to_chat(usr, SPAN_NOTICE("There is nothing above you!")) else if (T.is_hole) to_chat(usr, "There's no roof above your head! You can see up!") else to_chat(usr, "You see a ceiling staring back at you.") if("module") if(isrobot(usr)) var/mob/living/silicon/robot/R = usr if(modifiers["shift"]) if(R.module) to_chat(R, SPAN_NOTICE("You currently have the [R.module.name] active.")) else to_chat(R, SPAN_WARNING("You don't have a module active currently.")) return R.pick_module() if("health") if(isrobot(usr)) if(modifiers["shift"]) var/mob/living/silicon/robot/R = usr R.self_diagnosis_verb() if("inventory") if(isrobot(usr)) var/mob/living/silicon/robot/R = usr if(R.module) R.hud_used.toggle_show_robot_modules() return 1 else to_chat(R, "You haven't selected a module yet.") if("radio") if(issilicon(usr)) if(isrobot(usr)) if(modifiers["shift"]) var/mob/living/silicon/robot/R = usr if(!R.radio.radio_desc) R.radio.setupRadioDescription() to_chat(R, SPAN_NOTICE("You analyze your integrated radio:")) to_chat(R, R.radio.radio_desc) return usr:radio_menu() if("panel") if(issilicon(usr)) usr:installed_modules() if("store") if(isrobot(usr)) var/mob/living/silicon/robot/R = usr if(!R.module) to_chat(R, SPAN_WARNING("You haven't selected a module yet.")) return if(modifiers["alt"]) R.uneq_all() return R.uneq_active() else return 0 return 1 /obj/screen/inventory/Click() // At this point in client Click() code we have passed the 1/10 sec check and little else // We don't even know if it's a middle click if(!usr.canClick()) return TRUE if(use_check_and_message(usr, USE_ALLOW_NON_ADJACENT|USE_ALLOW_NON_ADV_TOOL_USR)) //You're always adjacent to your inventory in practice. return TRUE switch(name) if(BP_R_HAND) if(iscarbon(usr)) var/mob/living/carbon/C = usr C.activate_hand("r") if(BP_L_HAND) if(iscarbon(usr)) var/mob/living/carbon/C = usr C.activate_hand("l") if("swap") usr:swap_hand() if("hand") usr:swap_hand() else if(usr.attack_ui(slot_id)) usr.update_inv_l_hand(0) usr.update_inv_r_hand(0) return 1 /obj/screen/fov icon = 'icons/mob/vision_cone.dmi' icon_state = "combat" name = "" screen_loc = "SOUTH,WEST" mouse_opacity = 0 layer = SCREEN_LAYER /obj/screen/movement_intent name = "mov_intent" screen_loc = ui_movi layer = SCREEN_LAYER //This updates the run/walk button on the hud /obj/screen/movement_intent/proc/update_move_icon(var/mob/living/user) if (!user.client) return if (user.max_stamina == -1 || user.stamina == user.max_stamina) if (user.stamina_bar) QDEL_NULL(user.stamina_bar) else if (!user.stamina_bar) user.stamina_bar = new(user, user.max_stamina, src) user.stamina_bar.update(user.stamina) if (user.m_intent == "run") icon_state = "running" else icon_state = "walking" /obj/screen/movement_intent/Click(location, control, params) if(!usr) return 1 var/list/modifiers = params2list(params) if(iscarbon(usr)) var/mob/living/carbon/C = usr if (modifiers["alt"]) C.set_walk_speed() return if(C.legcuffed) to_chat(C, "You are legcuffed! You cannot run until you get [C.legcuffed] removed!") C.m_intent = "walk" //Just incase C.hud_used.move_intent.icon_state = "walking" return 1 switch(usr.m_intent) if("run") usr.m_intent = "walk" if("walk") usr.m_intent = "run" update_move_icon(usr) // Hand slots are special to handle the handcuffs overlay /obj/screen/inventory/hand var/image/handcuff_overlay var/image/disabled_hand_overlay var/image/removed_hand_overlay /obj/screen/inventory/hand/update_icon() ..() if(!hud) return if(!handcuff_overlay) var/state = (hud.l_hand_hud_object == src) ? "l_hand_hud_handcuffs" : "r_hand_hud_handcuffs" handcuff_overlay = image("icon"='icons/mob/screen_gen.dmi', "icon_state" = state) if(!disabled_hand_overlay) var/state = (hud.l_hand_hud_object == src) ? "l_hand_disabled" : "r_hand_disabled" disabled_hand_overlay = image("icon" = 'icons/mob/screen_gen.dmi', "icon_state" = state) if(!removed_hand_overlay) var/state = (hud.l_hand_hud_object == src) ? "l_hand_removed" : "r_hand_removed" removed_hand_overlay = image("icon" = 'icons/mob/screen_gen.dmi', "icon_state" = state) cut_overlays() if(hud.mymob && ishuman(hud.mymob)) var/mob/living/carbon/human/H = hud.mymob var/obj/item/organ/external/O if(hud.l_hand_hud_object == src) O = H.organs_by_name[BP_L_HAND] else O = H.organs_by_name[BP_R_HAND] if(!O || O.is_stump()) add_overlay(removed_hand_overlay) else if(O && (!O.is_usable() || O.is_malfunctioning())) add_overlay(disabled_hand_overlay) if(H.handcuffed) add_overlay(handcuff_overlay)