Adds client image based t-scanner

Replaces the t_scanner implementation with one that sends overlays to the client holding the t-ray item. Fixes #9437
This commit is contained in:
mwerezak
2015-08-08 18:26:50 -04:00
parent f77b3c26c6
commit 11d959e767
4 changed files with 137 additions and 54 deletions

View File

@@ -606,6 +606,7 @@
#include "code\game\objects\items\devices\scanners.dm"
#include "code\game\objects\items\devices\spy_bug.dm"
#include "code\game\objects\items\devices\suit_cooling.dm"
#include "code\game\objects\items\devices\t_scanner.dm"
#include "code\game\objects\items\devices\taperecorder.dm"
#include "code\game\objects\items\devices\traitordevices.dm"
#include "code\game\objects\items\devices\transfer_valve.dm"

View File

@@ -117,6 +117,7 @@
#define DOOR_OPEN_LAYER 2.7 //Under all objects if opened. 2.7 due to tables being at 2.6
#define DOOR_CLOSED_LAYER 3.1 //Above most items if closed
#define LIGHTING_LAYER 11
#define HUD_LAYER 20 //Above lighting, but below obfuscation. For in-game HUD effects (whereas SCREEN_LAYER is for abstract/OOC things like inventory slots)
#define OBFUSCATION_LAYER 21 //Where images covering the view for eyes are put
#define SCREEN_LAYER 22 //Mob HUD/effects layer

View File

@@ -7,60 +7,6 @@ GAS ANALYZER
MASS SPECTROMETER
REAGENT SCANNER
*/
/obj/item/device/t_scanner
name = "\improper T-ray scanner"
desc = "A terahertz-ray emitter and scanner used to detect underfloor objects such as cables and pipes."
icon_state = "t-ray0"
var/on = 0
slot_flags = SLOT_BELT
w_class = 2
item_state = "electronic"
matter = list(DEFAULT_WALL_MATERIAL = 150)
origin_tech = list(TECH_MAGNET = 1, TECH_ENGINERING = 1)
/obj/item/device/t_scanner/attack_self(mob/user)
on = !on
icon_state = "t-ray[on]"
if(on)
processing_objects.Add(src)
/obj/item/device/t_scanner/process()
if(!on)
processing_objects.Remove(src)
return null
for(var/turf/T in range(1, src.loc) )
if(!T.intact)
continue
for(var/obj/O in T.contents)
if(O.level != 1)
continue
if(O.invisibility == 101)
O.invisibility = 0
O.alpha = 128
spawn(10)
if(O)
var/turf/U = O.loc
if(U.intact)
O.invisibility = 101
O.alpha = 255
var/mob/living/M = locate() in T
if(M && M.invisibility == 2)
M.invisibility = 0
spawn(2)
if(M)
M.invisibility = INVISIBILITY_LEVEL_TWO
/obj/item/device/healthanalyzer
name = "health analyzer"

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@@ -0,0 +1,135 @@
#define OVERLAY_CACHE_LEN 50
/obj/item/device/t_scanner
name = "\improper T-ray scanner"
desc = "A terahertz-ray emitter and scanner used to detect underfloor objects such as cables and pipes."
icon_state = "t-ray0"
slot_flags = SLOT_BELT
w_class = 2
item_state = "electronic"
matter = list(DEFAULT_WALL_MATERIAL = 150)
origin_tech = list(TECH_MAGNET = 1, TECH_ENGINERING = 1)
var/scan_range = 1
var/on = 0
var/list/active_scanned = list() //assoc list of objects being scanned, mapped to their overlay
var/client/user_client //since making sure overlays are properly added and removed is pretty important, so we track the current user explicitly
var/flicker = 0
var/global/list/overlay_cache = list() //cache recent overlays
/obj/item/device/t_scanner/update_icon()
icon_state = "t-ray[on]"
/obj/item/device/t_scanner/attack_self(mob/user)
set_active(!on)
/obj/item/device/t_scanner/proc/set_active(var/active)
on = active
if(on)
processing_objects.Add(src)
flicker = 0
else
processing_objects.Remove(src)
set_user_client(null)
update_icon()
//If reset is set, then assume the client has none of our overlays, otherwise we only send new overlays.
/obj/item/device/t_scanner/process()
if(!on) return
//handle clients changing
var/client/loc_client = null
if(ismob(src.loc))
var/mob/M = src.loc
loc_client = M.client
set_user_client(loc_client)
//no sense processing if no-one is going to see it.
if(!user_client) return
//get all objects in scan range
var/list/scanned = get_scanned_objects(scan_range)
var/list/update_add = scanned - active_scanned
var/list/update_remove = active_scanned - scanned
//Add new overlays
for(var/obj/O in update_add)
var/image/overlay = get_overlay(O)
active_scanned[O] = overlay
user_client.images += overlay
//Remove stale overlays
for(var/obj/O in update_remove)
user_client.images -= active_scanned[O]
active_scanned -= O
//Flicker effect
for(var/obj/O in active_scanned)
var/image/overlay = active_scanned[O]
if(flicker)
overlay.alpha = 0
else
overlay.alpha = 128
flicker = !flicker
//creates a new overlay for a scanned object
/obj/item/device/t_scanner/proc/get_overlay(obj/scanned)
//Use a cache so we don't create a whole bunch of new images just because someone's walking back and forth in a room.
//Also means that images are reused if multiple people are using t-rays to look at the same objects.
if(scanned in overlay_cache)
. = overlay_cache[scanned]
else
var/image/I = image(loc = scanned, icon = scanned.icon, icon_state = scanned.icon_state, layer = HUD_LAYER)
//Pipes are special
if(istype(scanned, /obj/machinery/atmospherics/pipe))
var/obj/machinery/atmospherics/pipe/P = scanned
I.color = P.pipe_color
I.overlays += P.overlays
I.alpha = 128
I.mouse_opacity = 0
. = I
// Add it to cache, cutting old entries if the list is too long
overlay_cache[scanned] = .
if(overlay_cache.len > OVERLAY_CACHE_LEN)
overlay_cache.Cut(1, overlay_cache.len-OVERLAY_CACHE_LEN-1)
/obj/item/device/t_scanner/proc/get_scanned_objects(var/scan_dist)
. = list()
var/turf/center = get_turf(src.loc)
if(!center) return
for(var/turf/T in range(scan_range, center))
if(!T.intact)
continue
for(var/obj/O in T.contents)
if(O.level != 1)
continue
if(!O.invisibility)
continue //if it's already visible don't need an overlay for it
. += O
/obj/item/device/t_scanner/proc/set_user_client(var/client/new_client)
if(new_client == user_client)
return
if(user_client)
for(var/scanned in active_scanned)
user_client.images -= active_scanned[scanned]
if(new_client)
for(var/scanned in active_scanned)
new_client.images += active_scanned[scanned]
else
active_scanned.Cut()
user_client = new_client
/obj/item/device/t_scanner/dropped(mob/user)
set_user_client(null)
#undef OVERLAY_CACHE_LEN