/* 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/hud/screen_gen.dmi' layer = HUD_LAYER plane = HUD_PLANE resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF appearance_flags = APPEARANCE_UI 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. /** * Map name assigned to this object. * Automatically set by /client/proc/add_obj_to_map. */ var/assigned_map /** * Mark this object as garbage-collectible after you clean the map * it was registered on. * * This could probably be changed to be a proc, for conditional removal. * But for now, this works. */ var/del_on_map_removal = TRUE /obj/screen/take_damage() return /obj/screen/Destroy() master = null hud = null return ..() /obj/screen/examine(mob/user) return list() /obj/screen/orbit() return /obj/screen/proc/component_click(obj/screen/component_button/component, params) return /obj/screen/text icon = null icon_state = null mouse_opacity = MOUSE_OPACITY_TRANSPARENT screen_loc = "CENTER-7,CENTER-7" maptext_height = 480 maptext_width = 480 /obj/screen/swap_hand layer = HUD_LAYER plane = HUD_PLANE name = "swap hand" /obj/screen/swap_hand/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(world.time <= usr.next_move) return 1 if(usr.incapacitated()) return 1 if(ismob(usr)) var/mob/M = usr M.swap_hand() return 1 /obj/screen/skills name = "skills" icon = 'icons/hud/screen_midnight.dmi' icon_state = "skills" screen_loc = ui_skill_menu /obj/screen/skills/Click() if(ishuman(usr)) var/mob/living/carbon/human/H = usr H.mind.print_levels(H) /obj/screen/craft name = "crafting menu" icon = 'icons/hud/screen_midnight.dmi' icon_state = "craft" screen_loc = ui_crafting /obj/screen/area_creator name = "create new area" icon = 'icons/hud/screen_midnight.dmi' icon_state = "area_edit" screen_loc = ui_building /obj/screen/area_creator/Click() if(usr.incapacitated() || (isobserver(usr) && !isAdminGhostAI(usr))) return TRUE var/area/A = get_area(usr) if(!A.outdoors) to_chat(usr, "There is already a defined structure here.") return TRUE create_area(usr) /obj/screen/language_menu name = "language menu" icon = 'icons/hud/screen_midnight.dmi' icon_state = "talk_wheel" screen_loc = ui_language_menu /obj/screen/language_menu/Click() var/mob/M = usr var/datum/language_holder/H = M.get_language_holder() H.open_language_menu(usr) /obj/screen/inventory /// The identifier for the slot. It has nothing to do with ID cards. var/slot_id /// Icon when empty. For now used only by humans. var/icon_empty /// Icon when contains an item. For now used only by humans. var/icon_full /// The overlay when hovering over with an item in your hand var/image/object_overlay layer = HUD_LAYER plane = HUD_PLANE /obj/screen/inventory/Click(location, control, params) // 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(world.time <= usr.next_move) return TRUE if(usr.incapacitated(ignore_stasis = TRUE)) return TRUE if(ismecha(usr.loc)) // stops inventory actions in a mech return TRUE if(hud?.mymob && slot_id) var/obj/item/inv_item = hud.mymob.get_item_by_slot(slot_id) if(inv_item) return inv_item.Click(location, control, params) if(usr.attack_ui(slot_id)) usr.update_inv_hands() return TRUE /obj/screen/inventory/MouseEntered() ..() add_overlays() /obj/screen/inventory/MouseExited() ..() cut_overlay(object_overlay) QDEL_NULL(object_overlay) /obj/screen/inventory/update_icon_state() if(!icon_empty) icon_empty = icon_state if(hud?.mymob && slot_id && icon_full) if(hud.mymob.get_item_by_slot(slot_id)) icon_state = icon_full else icon_state = icon_empty /obj/screen/inventory/proc/add_overlays() var/mob/user = hud?.mymob if(!user || !slot_id) return var/obj/item/holding = user.get_active_held_item() if(!holding || user.get_item_by_slot(slot_id)) return var/image/item_overlay = image(holding) item_overlay.alpha = 92 if(!user.can_equip(holding, slot_id, TRUE)) item_overlay.color = "#FF0000" else item_overlay.color = "#00ff00" cut_overlay(object_overlay) object_overlay = item_overlay add_overlay(object_overlay) /obj/screen/inventory/hand var/mutable_appearance/handcuff_overlay var/static/mutable_appearance/blocked_overlay = mutable_appearance('icons/hud/screen_gen.dmi', "blocked") var/held_index = 0 /obj/screen/inventory/hand/update_overlays() . = ..() if(!handcuff_overlay) var/state = (!(held_index % 2)) ? "markus" : "gabrielle" handcuff_overlay = mutable_appearance('icons/hud/screen_gen.dmi', state) if(!hud?.mymob) return if(iscarbon(hud.mymob)) var/mob/living/carbon/C = hud.mymob if(C.handcuffed) . += handcuff_overlay if(held_index) if(!C.has_hand_for_held_index(held_index)) . += blocked_overlay if(held_index == hud.mymob.active_hand_index) . += "hand_active" /obj/screen/inventory/hand/Click(location, control, params) // 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 var/mob/user = hud?.mymob if(usr != user) return TRUE if(world.time <= user.next_move) return TRUE if(user.incapacitated()) return TRUE if (ismecha(user.loc)) // stops inventory actions in a mech return TRUE if(user.active_hand_index == held_index) var/obj/item/I = user.get_active_held_item() if(I) I.Click(location, control, params) else user.swap_hand(held_index) return TRUE /obj/screen/close name = "close" layer = ABOVE_HUD_LAYER plane = ABOVE_HUD_PLANE icon_state = "backpack_close" /obj/screen/close/Initialize(mapload, new_master) . = ..() master = new_master /obj/screen/close/Click() var/datum/component/storage/S = master S.hide_from(usr) return TRUE /obj/screen/drop name = "drop" icon = 'icons/hud/screen_midnight.dmi' icon_state = "act_drop" layer = HUD_LAYER plane = HUD_PLANE /obj/screen/drop/Click() if(usr.stat == CONSCIOUS) usr.dropItemToGround(usr.get_active_held_item()) /obj/screen/act_intent name = "intent" icon_state = "help" screen_loc = ui_acti /obj/screen/act_intent/Click(location, control, params) usr.a_intent_change(INTENT_HOTKEY_RIGHT) /obj/screen/act_intent/segmented/Click(location, control, params) if(usr.client.prefs.toggles & INTENT_STYLE) var/_x = text2num(params2list(params)["icon-x"]) var/_y = text2num(params2list(params)["icon-y"]) if(_x<=16 && _y<=16) usr.a_intent_change(INTENT_HARM) else if(_x<=16 && _y>=17) usr.a_intent_change(INTENT_HELP) else if(_x>=17 && _y<=16) usr.a_intent_change(INTENT_GRAB) else if(_x>=17 && _y>=17) usr.a_intent_change(INTENT_DISARM) else return ..() /obj/screen/act_intent/alien icon = 'icons/hud/screen_alien.dmi' screen_loc = ui_movi /obj/screen/act_intent/robot icon = 'icons/hud/screen_cyborg.dmi' screen_loc = ui_borg_intents /obj/screen/internals name = "toggle internals" icon_state = "internal0" screen_loc = ui_internal /obj/screen/internals/Click() if(!iscarbon(usr)) return var/mob/living/carbon/C = usr if(C.incapacitated()) return if(C.internal) C.internal = null to_chat(C, "You are no longer running on internals.") icon_state = "internal0" else if(!C.getorganslot(ORGAN_SLOT_BREATHING_TUBE)) if(!istype(C.wear_mask, /obj/item/clothing/mask)) to_chat(C, "You are not wearing an internals mask!") return 1 else var/obj/item/clothing/mask/M = C.wear_mask if(M.mask_adjusted) // if mask on face but pushed down M.adjustmask(C) // adjust it back if( !(M.clothing_flags & MASKINTERNALS) ) to_chat(C, "You are not wearing an internals mask!") return var/obj/item/I = C.is_holding_item_of_type(/obj/item/tank) if(I) to_chat(C, "You are now running on internals from [I] in your [C.get_held_index_name(C.get_held_index_of_item(I))].") C.internal = I else if(ishuman(C)) var/mob/living/carbon/human/H = C if(istype(H.s_store, /obj/item/tank)) to_chat(H, "You are now running on internals from [H.s_store] on your [H.wear_suit.name].") H.internal = H.s_store else if(istype(H.belt, /obj/item/tank)) to_chat(H, "You are now running on internals from [H.belt] on your belt.") H.internal = H.belt else if(istype(H.l_store, /obj/item/tank)) to_chat(H, "You are now running on internals from [H.l_store] in your left pocket.") H.internal = H.l_store else if(istype(H.r_store, /obj/item/tank)) to_chat(H, "You are now running on internals from [H.r_store] in your right pocket.") H.internal = H.r_store //Separate so CO2 jetpacks are a little less cumbersome. if(!C.internal && istype(C.back, /obj/item/tank)) to_chat(C, "You are now running on internals from [C.back] on your back.") C.internal = C.back if(C.internal) icon_state = "internal1" else to_chat(C, "You don't have an oxygen tank!") return C.update_action_buttons_icon() /obj/screen/spacesuit name = "Space suit cell status" icon_state = "spacesuit_0" screen_loc = ui_spacesuit /obj/screen/mov_intent name = "run/walk toggle" icon = 'icons/hud/screen_midnight.dmi' icon_state = "running" /obj/screen/mov_intent/Click() toggle(usr) /obj/screen/mov_intent/update_icon_state() switch(hud?.mymob?.m_intent) if(MOVE_INTENT_WALK) icon_state = "walking" if(MOVE_INTENT_RUN) icon_state = "running" /obj/screen/mov_intent/proc/toggle(mob/user) if(isobserver(user)) return user.toggle_move_intent(user) /obj/screen/pull name = "stop pulling" icon = 'icons/hud/screen_midnight.dmi' icon_state = "pull" /obj/screen/pull/Click() if(isobserver(usr)) return usr.stop_pulling() /obj/screen/pull/update_icon_state() if(hud?.mymob?.pulling) icon_state = "pull" else icon_state = "pull0" /obj/screen/resist name = "resist" icon = 'icons/hud/screen_midnight.dmi' icon_state = "act_resist" layer = HUD_LAYER plane = HUD_PLANE /obj/screen/resist/Click() if(isliving(usr)) var/mob/living/L = usr L.resist() /obj/screen/rest name = "rest" icon = 'icons/hud/screen_midnight.dmi' icon_state = "act_rest" layer = HUD_LAYER plane = HUD_PLANE /obj/screen/rest/Click() if(isliving(usr)) var/mob/living/L = usr L.toggle_resting() /obj/screen/rest/update_icon_state() var/mob/living/user = hud?.mymob if(!istype(user)) return if(!user.resting) icon_state = "act_rest" else icon_state = "act_rest0" /obj/screen/storage name = "storage" icon_state = "block" screen_loc = "7,7 to 10,8" layer = HUD_LAYER plane = HUD_PLANE /obj/screen/storage/Initialize(mapload, new_master) . = ..() master = new_master /obj/screen/storage/Click(location, control, params) if(world.time <= usr.next_move) return TRUE if(usr.incapacitated()) return TRUE if (ismecha(usr.loc)) // stops inventory actions in a mech return TRUE if(master) var/obj/item/I = usr.get_active_held_item() if(I) master.attackby(null, I, usr, params) return TRUE /obj/screen/throw_catch name = "throw/catch" icon = 'icons/hud/screen_midnight.dmi' icon_state = "act_throw_off" /obj/screen/throw_catch/Click() if(iscarbon(usr)) var/mob/living/carbon/C = usr C.toggle_throw_mode() /obj/screen/zone_sel name = "damage zone" icon_state = "zone_sel" screen_loc = ui_zonesel var/overlay_icon = 'icons/hud/screen_gen.dmi' var/static/list/hover_overlays_cache = list() var/hovering /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) return vis_contents -= hover_overlays_cache[hovering] hovering = 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/hud/screen_gen.dmi' mouse_opacity = MOUSE_OPACITY_TRANSPARENT alpha = 128 anchored = TRUE layer = ABOVE_HUD_LAYER plane = ABOVE_HUD_PLANE /obj/screen/zone_sel/MouseExited(location, control, params) if(!isobserver(usr) && hovering) vis_contents -= hover_overlays_cache[hovering] hovering = null /obj/screen/zone_sel/proc/get_zone_at(icon_x, icon_y) switch(icon_y) if(1 to 9) //Legs switch(icon_x) if(10 to 15) return BODY_ZONE_R_LEG if(17 to 22) return BODY_ZONE_L_LEG if(10 to 13) //Hands and groin switch(icon_x) if(8 to 11) return BODY_ZONE_R_ARM if(12 to 20) return BODY_ZONE_PRECISE_GROIN if(21 to 24) return BODY_ZONE_L_ARM if(14 to 22) //Chest and arms to shoulders switch(icon_x) if(8 to 11) return BODY_ZONE_R_ARM if(12 to 20) return BODY_ZONE_CHEST if(21 to 24) return BODY_ZONE_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 BODY_ZONE_PRECISE_MOUTH if(26) //Eyeline, eyes are on 15 and 17 if(icon_x in 14 to 18) return BODY_ZONE_PRECISE_EYES if(25 to 27) if(icon_x in 15 to 17) return BODY_ZONE_PRECISE_EYES return BODY_ZONE_HEAD /obj/screen/zone_sel/proc/set_selected_zone(choice, mob/user) if(user != hud?.mymob) return if(choice != hud.mymob.zone_selected) hud.mymob.zone_selected = choice update_icon() return TRUE /obj/screen/zone_sel/update_overlays() . = ..() if(!hud?.mymob) return . += mutable_appearance(overlay_icon, "[hud.mymob.zone_selected]") /obj/screen/zone_sel/alien icon = 'icons/hud/screen_alien.dmi' overlay_icon = 'icons/hud/screen_alien.dmi' /obj/screen/zone_sel/robot icon = 'icons/hud/screen_cyborg.dmi' /obj/screen/flash name = "flash" icon_state = "blank" blend_mode = BLEND_ADD screen_loc = "WEST,SOUTH to EAST,NORTH" layer = FLASH_LAYER plane = FULLSCREEN_PLANE /obj/screen/damageoverlay icon = 'icons/hud/screen_full.dmi' icon_state = "oxydamageoverlay0" name = "dmg" blend_mode = BLEND_MULTIPLY screen_loc = "CENTER-7,CENTER-7" mouse_opacity = MOUSE_OPACITY_TRANSPARENT layer = UI_DAMAGE_LAYER plane = FULLSCREEN_PLANE /obj/screen/healths name = "health" icon_state = "health0" screen_loc = ui_health /obj/screen/healths/alien icon = 'icons/hud/screen_alien.dmi' screen_loc = ui_alien_health /obj/screen/healths/robot icon = 'icons/hud/screen_cyborg.dmi' screen_loc = ui_borg_health /obj/screen/healths/blob name = "blob health" icon_state = "block" screen_loc = ui_internal mouse_opacity = MOUSE_OPACITY_TRANSPARENT /obj/screen/healths/blob/naut name = "health" icon = 'icons/hud/blob.dmi' icon_state = "nauthealth" /obj/screen/healths/blob/naut/core name = "overmind health" icon_state = "corehealth" screen_loc = ui_health /obj/screen/healths/guardian name = "summoner health" icon = 'icons/mob/guardian.dmi' icon_state = "base" mouse_opacity = MOUSE_OPACITY_TRANSPARENT /obj/screen/healths/revenant name = "essence" icon = 'icons/mob/actions/backgrounds.dmi' icon_state = "bg_revenant" mouse_opacity = MOUSE_OPACITY_TRANSPARENT /obj/screen/healths/construct icon = 'icons/hud/screen_construct.dmi' icon_state = "artificer_health0" screen_loc = ui_construct_health mouse_opacity = MOUSE_OPACITY_TRANSPARENT /obj/screen/healthdoll name = "health doll" screen_loc = ui_healthdoll /obj/screen/healthdoll/Click() if (iscarbon(usr)) var/mob/living/carbon/C = usr C.check_self_for_injuries() /obj/screen/healthdoll/living icon_state = "fullhealth0" screen_loc = ui_living_healthdoll var/filtered = FALSE //so we don't repeatedly create the mask of the mob every update /obj/screen/mood name = "mood" icon_state = "mood5" screen_loc = ui_mood /obj/screen/splash icon = 'icons/blank_title.png' icon_state = "" screen_loc = "1,1" layer = SPLASHSCREEN_LAYER plane = SPLASHSCREEN_PLANE var/client/holder /obj/screen/splash/New(client/C, visible, use_previous_title) //TODO: Make this use INITIALIZE_IMMEDIATE, except its not easy . = ..() holder = C if(!visible) alpha = 0 if(!use_previous_title) if(SStitle.icon) icon = SStitle.icon else if(!SStitle.previous_icon) qdel(src) return icon = SStitle.previous_icon holder.screen += src /obj/screen/splash/proc/Fade(out, qdel_after = TRUE) if(QDELETED(src)) return if(out) animate(src, alpha = 0, time = 30) else alpha = 0 animate(src, alpha = 255, time = 30) if(qdel_after) QDEL_IN(src, 30) /obj/screen/splash/Destroy() if(holder) holder.screen -= src holder = null return ..() /obj/screen/component_button var/obj/screen/parent /obj/screen/component_button/Initialize(mapload, obj/screen/parent) . = ..() src.parent = parent /obj/screen/component_button/Click(params) if(parent) parent.component_click(src, params)