/*
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)