Files
Aurora.3/code/_onclick/hud/screen_objects.dm
T
JohnWildkins a03f170f16 Ports BS12 fixes / refactor of visualnets. (#7572)
Ports (and adjusts) Baystation12/Baystation12#12521 et al. Essentially brings our visualnet code up to the standard of three years ago, rather than five.

Side effects of merging may include but are not limited to loss of AI vision, helmet camera failure, garbage collection implosion, infinite turf loops, and unintended layer shenanigans.

High-level changes:

    Overall, visualnet/chunk procs have been renamed and refactored to be clear as to their function.
    Fix some layering issues related to magic numbers, these have been set to constants.
    Visualnets now track source movement rather than overriding individual mob/obj procs.
    Adds obfuscation underlay to complicate memory fudging to remove camera static.
    Cameras now only add themselves to the cameranet if they're on open (non-restricted) networks.
    Helmet cameras now use cameras themselves rather than network defines.
    Adds a sorted object list insertion helper.
    The Camera MIU (presently unused) should now function properly.
    Unused cultnet / cult mask deleted because refactoring that would likely kill the few brain cells I have left
2019-12-07 18:37:40 +02:00

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/*
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.
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 indentifier for the slot. It has nothing to do with ID cards.
/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 1
if(usr.stat || usr.paralysis || usr.stunned || usr.weakened)
return 1
if(master)
var/obj/item/I = usr.get_active_hand()
if(I)
usr.ClickOn(master)
return 1
/obj/screen/zone_sel
name = "damage zone"
icon_state = "zone_sel"
screen_loc = ui_zonesel
var/selecting = BP_CHEST
/obj/screen/zone_sel/Click(location, control,params)
var/list/PL = params2list(params)
var/icon_x = text2num(PL["icon-x"])
var/icon_y = text2num(PL["icon-y"])
var/old_selecting = selecting //We're only going to update_icon() if there's been a change
switch(icon_y)
if(1 to 3) //Feet
switch(icon_x)
if(10 to 15)
selecting = BP_R_FOOT
if(17 to 22)
selecting = BP_L_FOOT
else
return 1
if(4 to 9) //Legs
switch(icon_x)
if(10 to 15)
selecting = BP_R_LEG
if(17 to 22)
selecting = BP_L_LEG
else
return 1
if(10 to 13) //Hands and groin
switch(icon_x)
if(8 to 11)
selecting = BP_R_HAND
if(12 to 20)
selecting = BP_GROIN
if(21 to 24)
selecting = BP_L_HAND
else
return 1
if(14 to 22) //Chest and arms to shoulders
switch(icon_x)
if(8 to 11)
selecting = BP_R_ARM
if(12 to 20)
selecting = BP_CHEST
if(21 to 24)
selecting = BP_L_ARM
else
return 1
if(23 to 30) //Head, but we need to check for eye or mouth
if(icon_x in 12 to 20)
selecting = BP_HEAD
switch(icon_y)
if(23 to 24)
if(icon_x in 15 to 17)
selecting = "mouth"
if(26) //Eyeline, eyes are on 15 and 17
if(icon_x in 14 to 18)
selecting = BP_EYES
if(25 to 27)
if(icon_x in 15 to 17)
selecting = BP_EYES
if(old_selecting != selecting)
update_icon()
return 1
/obj/screen/zone_sel/proc/set_selected_zone(bodypart)
var/old_selecting = selecting
selecting = bodypart
if(old_selecting != selecting)
update_icon()
/obj/screen/zone_sel/update_icon()
cut_overlays()
add_overlay(image('icons/mob/zone_sel.dmi', "[selecting]"))
/obj/screen/Click(location, control, params)
if(!usr) return 1
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.a_intent = I_HELP
usr.hud_used.action_intent.icon_state = "intent_help"
if(I_HURT)
usr.a_intent = I_HURT
usr.hud_used.action_intent.icon_state = "intent_harm"
if(I_GRAB)
usr.a_intent = I_GRAB
usr.hud_used.action_intent.icon_state = "intent_grab"
if(I_DISARM)
usr.a_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")
var/turf/T = GetAbove(usr)
if (!T)
to_chat(usr, "<span class='notice'>There is nothing above you!</span>")
else if (T.is_hole)
to_chat(usr, "<span class='notice'>There's no roof above your head! You can see up!</span>")
else
to_chat(usr, "<span class='notice'>You see a ceiling staring back at you.</span>")
if("module")
if(isrobot(usr))
var/mob/living/silicon/robot/R = usr
// if(R.module)
// R.hud_used.toggle_show_robot_modules()
// return 1
R.pick_module()
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))
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)
R.uneq_active()
else
to_chat(R, "You haven't selected a module yet.")
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 1
if(usr.stat || usr.paralysis || usr.stunned || usr.weakened)
return 1
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/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, "<span class='notice'>You are legcuffed! You cannot run until you get [C.legcuffed] removed!</span>")
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)