mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 18:22:39 +00:00
432 lines
13 KiB
Plaintext
432 lines
13 KiB
Plaintext
/*
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The global hud:
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Uses the same visual objects for all players.
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*/
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var/datum/global_hud/global_hud = new()
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var/list/global_huds = list(
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global_hud.druggy,
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global_hud.blurry,
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global_hud.whitense,
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global_hud.vimpaired,
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global_hud.darkMask,
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global_hud.centermarker,
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global_hud.nvg,
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global_hud.thermal,
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global_hud.meson,
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global_hud.science,
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global_hud.material,
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global_hud.holomap
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)
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/datum/hud/var/obj/screen/grab_intent
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/datum/hud/var/obj/screen/hurt_intent
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/datum/hud/var/obj/screen/disarm_intent
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/datum/hud/var/obj/screen/help_intent
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/datum/global_hud
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var/obj/screen/druggy
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var/obj/screen/blurry
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var/obj/screen/whitense
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var/list/vimpaired
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var/list/darkMask
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var/obj/screen/centermarker
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var/obj/screen/darksight
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var/obj/screen/nvg
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var/obj/screen/thermal
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var/obj/screen/meson
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var/obj/screen/science
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var/obj/screen/material
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var/obj/screen/holomap
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/datum/global_hud/proc/setup_overlay(var/icon_state)
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var/obj/screen/screen = new /obj/screen()
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screen.screen_loc = "1,1"
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screen.icon = 'icons/obj/hud_full.dmi'
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screen.icon_state = icon_state
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screen.layer = SCREEN_LAYER
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screen.plane = PLANE_FULLSCREEN
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screen.mouse_opacity = 0
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return screen
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/obj/screen/global_screen
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screen_loc = ui_entire_screen
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plane = PLANE_FULLSCREEN
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mouse_opacity = 0
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/datum/global_hud/New()
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//420erryday psychedellic colours screen overlay for when you are high
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druggy = new /obj/screen/global_screen()
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druggy.icon_state = "druggy"
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//that white blurry effect you get when you eyes are damaged
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blurry = new /obj/screen/global_screen()
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blurry.icon_state = "blurry"
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//static overlay effect for cameras and the like
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whitense = new /obj/screen/global_screen()
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whitense.icon = 'icons/effects/static.dmi'
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whitense.icon_state = "1 light"
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//darksight 'hanger' for attached icons
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darksight = new /obj/screen()
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darksight.icon = null
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darksight.screen_loc = "1,1"
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darksight.plane = PLANE_LIGHTING
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//Marks the center of the screen, for things like ventcrawl
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centermarker = new /obj/screen()
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centermarker.icon = 'icons/mob/screen1.dmi'
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centermarker.icon_state = "centermarker"
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centermarker.screen_loc = "CENTER,CENTER"
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//Marks the center of the screen, for things like ventcrawl
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centermarker = new /obj/screen()
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centermarker.icon = 'icons/mob/screen1.dmi'
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centermarker.icon_state = "centermarker"
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centermarker.screen_loc = "CENTER,CENTER"
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nvg = setup_overlay("nvg_hud")
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thermal = setup_overlay("thermal_hud")
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meson = setup_overlay("meson_hud")
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science = setup_overlay("science_hud")
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material = setup_overlay("material_hud")
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// The holomap screen object is actually totally invisible.
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// Station maps work by setting it as an images location before sending to client, not
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// actually changing the icon or icon state of the screen object itself!
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// Why do they work this way? I don't know really, that is how /vg designed them, but since they DO
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// work this way, we can take advantage of their immutability by making them part of
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// the global_hud (something we have and /vg doesn't) instead of an instance per mob.
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holomap = new /obj/screen()
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holomap.name = "holomap"
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holomap.icon = null
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holomap.screen_loc = ui_holomap
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holomap.mouse_opacity = 0
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var/obj/screen/O
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var/i
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//that nasty looking dither you get when you're short-sighted
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vimpaired = newlist(/obj/screen,/obj/screen,/obj/screen,/obj/screen)
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O = vimpaired[1]
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O.screen_loc = "1,1 to 5,15"
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O.plane = PLANE_FULLSCREEN
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O = vimpaired[2]
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O.screen_loc = "5,1 to 10,5"
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O.plane = PLANE_FULLSCREEN
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O = vimpaired[3]
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O.screen_loc = "6,11 to 10,15"
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O.plane = PLANE_FULLSCREEN
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O = vimpaired[4]
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O.screen_loc = "11,1 to 15,15"
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O.plane = PLANE_FULLSCREEN
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//welding mask overlay black/dither
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darkMask = newlist(/obj/screen, /obj/screen, /obj/screen, /obj/screen, /obj/screen, /obj/screen, /obj/screen, /obj/screen)
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O = darkMask[1]
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O.screen_loc = "WEST+2,SOUTH+2 to WEST+4,NORTH-2"
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O = darkMask[2]
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O.screen_loc = "WEST+4,SOUTH+2 to EAST-5,SOUTH+4"
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O = darkMask[3]
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O.screen_loc = "WEST+5,NORTH-4 to EAST-5,NORTH-2"
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O = darkMask[4]
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O.screen_loc = "EAST-4,SOUTH+2 to EAST-2,NORTH-2"
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O = darkMask[5]
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O.screen_loc = "WEST,SOUTH to EAST,SOUTH+1"
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O = darkMask[6]
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O.screen_loc = "WEST,SOUTH+2 to WEST+1,NORTH"
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O = darkMask[7]
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O.screen_loc = "EAST-1,SOUTH+2 to EAST,NORTH"
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O = darkMask[8]
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O.screen_loc = "WEST+2,NORTH-1 to EAST-2,NORTH"
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for(i = 1, i <= 4, i++)
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O = vimpaired[i]
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O.icon_state = "dither50"
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O.plane = PLANE_FULLSCREEN
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O.mouse_opacity = 0
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O = darkMask[i]
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O.icon_state = "dither50"
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O.plane = PLANE_FULLSCREEN
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O.mouse_opacity = 0
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for(i = 5, i <= 8, i++)
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O = darkMask[i]
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O.icon_state = "black"
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O.plane = PLANE_FULLSCREEN
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O.mouse_opacity = 2
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/*
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The hud datum
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Used to show and hide huds for all the different mob types,
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including inventories and item quick actions.
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*/
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/datum/hud
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var/mob/mymob
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var/hud_shown = 1 //Used for the HUD toggle (F12)
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var/inventory_shown = 1 //the inventory
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var/show_intent_icons = 0
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var/hotkey_ui_hidden = 0 //This is to hide the buttons that can be used via hotkeys. (hotkeybuttons list of buttons)
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var/obj/screen/lingchemdisplay
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var/obj/screen/wiz_instability_display
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var/obj/screen/wiz_energy_display
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var/obj/screen/blobpwrdisplay
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var/obj/screen/blobhealthdisplay
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var/obj/screen/r_hand_hud_object
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var/obj/screen/l_hand_hud_object
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var/obj/screen/action_intent
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var/obj/screen/move_intent
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var/list/adding
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var/list/other
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var/list/obj/screen/hotkeybuttons
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var/obj/screen/movable/action_button/hide_toggle/hide_actions_toggle
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var/action_buttons_hidden = 0
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var/list/slot_info
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datum/hud/New(mob/owner)
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mymob = owner
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instantiate()
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..()
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/datum/hud/Destroy()
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. = ..()
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grab_intent = null
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hurt_intent = null
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disarm_intent = null
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help_intent = null
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lingchemdisplay = null
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wiz_instability_display = null
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wiz_energy_display = null
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blobpwrdisplay = null
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blobhealthdisplay = null
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r_hand_hud_object = null
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l_hand_hud_object = null
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action_intent = null
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move_intent = null
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adding = null
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other = null
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hotkeybuttons = null
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// item_action_list = null // ?
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mymob = null
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/datum/hud/proc/hidden_inventory_update()
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if(!mymob) return
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if(ishuman(mymob))
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var/mob/living/carbon/human/H = mymob
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for(var/gear_slot in H.species.hud.gear)
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var/list/hud_data = H.species.hud.gear[gear_slot]
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if(inventory_shown && hud_shown)
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switch(hud_data["slot"])
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if(slot_head)
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if(H.head) H.head.screen_loc = hud_data["loc"]
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if(slot_shoes)
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if(H.shoes) H.shoes.screen_loc = hud_data["loc"]
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if(slot_l_ear)
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if(H.l_ear) H.l_ear.screen_loc = hud_data["loc"]
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if(slot_r_ear)
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if(H.r_ear) H.r_ear.screen_loc = hud_data["loc"]
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if(slot_gloves)
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if(H.gloves) H.gloves.screen_loc = hud_data["loc"]
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if(slot_glasses)
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if(H.glasses) H.glasses.screen_loc = hud_data["loc"]
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if(slot_w_uniform)
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if(H.w_uniform) H.w_uniform.screen_loc = hud_data["loc"]
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if(slot_wear_suit)
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if(H.wear_suit) H.wear_suit.screen_loc = hud_data["loc"]
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if(slot_wear_mask)
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if(H.wear_mask) H.wear_mask.screen_loc = hud_data["loc"]
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else
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switch(hud_data["slot"])
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if(slot_head)
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if(H.head) H.head.screen_loc = null
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if(slot_shoes)
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if(H.shoes) H.shoes.screen_loc = null
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if(slot_l_ear)
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if(H.l_ear) H.l_ear.screen_loc = null
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if(slot_r_ear)
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if(H.r_ear) H.r_ear.screen_loc = null
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if(slot_gloves)
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if(H.gloves) H.gloves.screen_loc = null
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if(slot_glasses)
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if(H.glasses) H.glasses.screen_loc = null
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if(slot_w_uniform)
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if(H.w_uniform) H.w_uniform.screen_loc = null
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if(slot_wear_suit)
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if(H.wear_suit) H.wear_suit.screen_loc = null
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if(slot_wear_mask)
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if(H.wear_mask) H.wear_mask.screen_loc = null
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/datum/hud/proc/persistant_inventory_update()
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if(!mymob)
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return
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if(ishuman(mymob))
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var/mob/living/carbon/human/H = mymob
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for(var/gear_slot in H.species.hud.gear)
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var/list/hud_data = H.species.hud.gear[gear_slot]
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if(hud_shown)
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switch(hud_data["slot"])
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if(slot_s_store)
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if(H.s_store) H.s_store.screen_loc = hud_data["loc"]
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if(slot_wear_id)
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if(H.wear_id) H.wear_id.screen_loc = hud_data["loc"]
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if(slot_belt)
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if(H.belt) H.belt.screen_loc = hud_data["loc"]
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if(slot_back)
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if(H.back) H.back.screen_loc = hud_data["loc"]
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if(slot_l_store)
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if(H.l_store) H.l_store.screen_loc = hud_data["loc"]
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if(slot_r_store)
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if(H.r_store) H.r_store.screen_loc = hud_data["loc"]
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else
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switch(hud_data["slot"])
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if(slot_s_store)
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if(H.s_store) H.s_store.screen_loc = null
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if(slot_wear_id)
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if(H.wear_id) H.wear_id.screen_loc = null
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if(slot_belt)
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if(H.belt) H.belt.screen_loc = null
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if(slot_back)
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if(H.back) H.back.screen_loc = null
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if(slot_l_store)
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if(H.l_store) H.l_store.screen_loc = null
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if(slot_r_store)
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if(H.r_store) H.r_store.screen_loc = null
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/datum/hud/proc/instantiate()
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if(!ismob(mymob)) return 0
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if(!mymob.client) return 0
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var/ui_style = ui_style2icon(mymob.client.prefs.UI_style)
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var/ui_color = mymob.client.prefs.UI_style_color
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var/ui_alpha = mymob.client.prefs.UI_style_alpha
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if(ishuman(mymob))
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human_hud(ui_style, ui_color, ui_alpha, mymob) // Pass the player the UI style chosen in preferences
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else if(isrobot(mymob))
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robot_hud(ui_style, ui_color, ui_alpha, mymob)
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else if(isbrain(mymob))
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mymob.instantiate_hud(src)
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else if(isalien(mymob))
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larva_hud()
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else if(isAI(mymob))
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ai_hud()
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else if(isobserver(mymob))
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ghost_hud()
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else
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mymob.instantiate_hud(src)
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/mob/proc/instantiate_hud(var/datum/hud/HUD)
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return
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//Triggered when F12 is pressed (Unless someone changed something in the DMF)
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/mob/verb/button_pressed_F12(var/full = 0 as null)
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set name = "F12"
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set hidden = 1
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if(!hud_used)
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usr << "<span class='warning'>This mob type does not use a HUD.</span>"
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return
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if(!ishuman(src))
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usr << "<span class='warning'>Inventory hiding is currently only supported for human mobs, sorry.</span>"
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return
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if(!client) return
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if(client.view != world.view)
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return
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if(hud_used.hud_shown)
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hud_used.hud_shown = 0
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if(src.hud_used.adding)
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src.client.screen -= src.hud_used.adding
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if(src.hud_used.other)
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src.client.screen -= src.hud_used.other
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if(src.hud_used.hotkeybuttons)
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src.client.screen -= src.hud_used.hotkeybuttons
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//Due to some poor coding some things need special treatment:
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//These ones are a part of 'adding', 'other' or 'hotkeybuttons' but we want them to stay
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if(!full)
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src.client.screen += src.hud_used.l_hand_hud_object //we want the hands to be visible
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src.client.screen += src.hud_used.r_hand_hud_object //we want the hands to be visible
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src.client.screen += src.hud_used.action_intent //we want the intent swticher visible
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src.hud_used.action_intent.screen_loc = ui_acti_alt //move this to the alternative position, where zone_select usually is.
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else
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src.client.screen -= src.healths
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src.client.screen -= src.internals
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src.client.screen -= src.gun_setting_icon
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//These ones are not a part of 'adding', 'other' or 'hotkeybuttons' but we want them gone.
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src.client.screen -= src.zone_sel //zone_sel is a mob variable for some reason.
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else
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hud_used.hud_shown = 1
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if(src.hud_used.adding)
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src.client.screen += src.hud_used.adding
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if(src.hud_used.other && src.hud_used.inventory_shown)
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src.client.screen += src.hud_used.other
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if(src.hud_used.hotkeybuttons && !src.hud_used.hotkey_ui_hidden)
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src.client.screen += src.hud_used.hotkeybuttons
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if(src.healths)
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src.client.screen |= src.healths
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if(src.internals)
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src.client.screen |= src.internals
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if(src.gun_setting_icon)
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src.client.screen |= src.gun_setting_icon
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src.hud_used.action_intent.screen_loc = ui_acti //Restore intent selection to the original position
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src.client.screen += src.zone_sel //This one is a special snowflake
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hud_used.hidden_inventory_update()
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hud_used.persistant_inventory_update()
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update_action_buttons()
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//Similar to button_pressed_F12() but keeps zone_sel, gun_setting_icon, and healths.
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/mob/proc/toggle_zoom_hud()
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if(!hud_used)
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return
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if(!ishuman(src))
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return
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if(!client)
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return
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if(client.view != world.view)
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return
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if(hud_used.hud_shown)
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hud_used.hud_shown = 0
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if(src.hud_used.adding)
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src.client.screen -= src.hud_used.adding
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if(src.hud_used.other)
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src.client.screen -= src.hud_used.other
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if(src.hud_used.hotkeybuttons)
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src.client.screen -= src.hud_used.hotkeybuttons
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src.client.screen -= src.internals
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src.client.screen += src.hud_used.action_intent //we want the intent swticher visible
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else
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hud_used.hud_shown = 1
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if(src.hud_used.adding)
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src.client.screen += src.hud_used.adding
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if(src.hud_used.other && src.hud_used.inventory_shown)
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src.client.screen += src.hud_used.other
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if(src.hud_used.hotkeybuttons && !src.hud_used.hotkey_ui_hidden)
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src.client.screen += src.hud_used.hotkeybuttons
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if(src.internals)
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src.client.screen |= src.internals
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src.hud_used.action_intent.screen_loc = ui_acti //Restore intent selection to the original position
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hud_used.hidden_inventory_update()
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hud_used.persistant_inventory_update()
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update_action_buttons()
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/mob/proc/add_click_catcher()
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client.screen += client.void
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/mob/new_player/add_click_catcher()
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return |