mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-25 17:42:47 +00:00
We define the inventory screen objects for hands to be special in that apply overlays to themselves for handcuffed. By putting that logic on the screen object itself, we allow it to be expanded to other cases besides handcuffs in the future without conflict.
528 lines
13 KiB
Plaintext
528 lines
13 KiB
Plaintext
/*
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Screen objects
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Todo: improve/re-implement
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Screen objects are only used for the hud and should not appear anywhere "in-game".
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They are used with the client/screen list and the screen_loc var.
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For more information, see the byond documentation on the screen_loc and screen vars.
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*/
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/obj/screen
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name = ""
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icon = 'icons/mob/screen1.dmi'
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layer = 20.0
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unacidable = 1
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var/obj/master = null //A reference to the object in the slot. Grabs or items, generally.
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var/datum/hud/hud = null // A reference to the owner HUD, if any.
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/obj/screen/Destroy()
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master = null
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return ..()
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/obj/screen/text
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icon = null
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icon_state = null
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mouse_opacity = 0
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screen_loc = "CENTER-7,CENTER-7"
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maptext_height = 480
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maptext_width = 480
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/obj/screen/inventory
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var/slot_id //The indentifier for the slot. It has nothing to do with ID cards.
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/obj/screen/close
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name = "close"
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/obj/screen/close/Click()
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if(master)
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if(istype(master, /obj/item/weapon/storage))
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var/obj/item/weapon/storage/S = master
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S.close(usr)
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return 1
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/obj/screen/item_action
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var/obj/item/owner
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/obj/screen/item_action/Destroy()
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..()
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owner = null
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/obj/screen/item_action/Click()
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if(!usr || !owner)
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return 1
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if(!usr.canClick())
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return
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if(usr.stat || usr.restrained() || usr.stunned || usr.lying)
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return 1
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if(!(owner in usr))
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return 1
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owner.ui_action_click()
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return 1
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/obj/screen/grab
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name = "grab"
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/obj/screen/grab/Click()
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var/obj/item/weapon/grab/G = master
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G.s_click(src)
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return 1
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/obj/screen/grab/attack_hand()
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return
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/obj/screen/grab/attackby()
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return
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/obj/screen/storage
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name = "storage"
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/obj/screen/storage/Click()
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if(!usr.canClick())
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return 1
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if(usr.stat || usr.paralysis || usr.stunned || usr.weakened)
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return 1
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if (istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech
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return 1
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if(master)
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var/obj/item/I = usr.get_active_hand()
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if(I)
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usr.ClickOn(master)
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return 1
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/obj/screen/zone_sel
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name = "damage zone"
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icon_state = "zone_sel"
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screen_loc = ui_zonesel
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var/selecting = BP_TORSO
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/obj/screen/zone_sel/Click(location, control,params)
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var/list/PL = params2list(params)
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var/icon_x = text2num(PL["icon-x"])
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var/icon_y = text2num(PL["icon-y"])
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var/old_selecting = selecting //We're only going to update_icon() if there's been a change
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switch(icon_y)
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if(1 to 3) //Feet
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switch(icon_x)
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if(10 to 15)
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selecting = BP_R_FOOT
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if(17 to 22)
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selecting = BP_L_FOOT
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else
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return 1
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if(4 to 9) //Legs
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switch(icon_x)
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if(10 to 15)
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selecting = BP_R_LEG
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if(17 to 22)
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selecting = BP_L_LEG
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else
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return 1
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if(10 to 13) //Hands and groin
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switch(icon_x)
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if(8 to 11)
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selecting = BP_R_HAND
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if(12 to 20)
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selecting = BP_GROIN
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if(21 to 24)
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selecting = BP_L_HAND
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else
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return 1
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if(14 to 22) //Chest and arms to shoulders
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switch(icon_x)
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if(8 to 11)
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selecting = BP_R_ARM
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if(12 to 20)
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selecting = BP_TORSO
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if(21 to 24)
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selecting = BP_L_ARM
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else
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return 1
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if(23 to 30) //Head, but we need to check for eye or mouth
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if(icon_x in 12 to 20)
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selecting = BP_HEAD
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switch(icon_y)
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if(23 to 24)
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if(icon_x in 15 to 17)
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selecting = O_MOUTH
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if(26) //Eyeline, eyes are on 15 and 17
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if(icon_x in 14 to 18)
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selecting = O_EYES
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if(25 to 27)
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if(icon_x in 15 to 17)
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selecting = O_EYES
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if(old_selecting != selecting)
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update_icon()
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return 1
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/obj/screen/zone_sel/update_icon()
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overlays.Cut()
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overlays += image('icons/mob/zone_sel.dmi', "[selecting]")
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/obj/screen/Click(location, control, params)
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if(!usr) return 1
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switch(name)
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if("toggle")
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if(usr.hud_used.inventory_shown)
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usr.hud_used.inventory_shown = 0
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usr.client.screen -= usr.hud_used.other
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else
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usr.hud_used.inventory_shown = 1
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usr.client.screen += usr.hud_used.other
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usr.hud_used.hidden_inventory_update()
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if("equip")
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if (istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech
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return 1
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if(ishuman(usr))
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var/mob/living/carbon/human/H = usr
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H.quick_equip()
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if("resist")
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if(isliving(usr))
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var/mob/living/L = usr
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L.resist()
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if("mov_intent")
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if(iscarbon(usr))
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var/mob/living/carbon/C = usr
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if(C.legcuffed)
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C << "<span class='notice'>You are legcuffed! You cannot run until you get [C.legcuffed] removed!</span>"
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C.m_intent = "walk" //Just incase
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C.hud_used.move_intent.icon_state = "walking"
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return 1
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switch(usr.m_intent)
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if("run")
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usr.m_intent = "walk"
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usr.hud_used.move_intent.icon_state = "walking"
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if("walk")
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usr.m_intent = "run"
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usr.hud_used.move_intent.icon_state = "running"
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if("m_intent")
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if(!usr.m_int)
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switch(usr.m_intent)
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if("run")
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usr.m_int = "13,14"
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if("walk")
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usr.m_int = "14,14"
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if("face")
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usr.m_int = "15,14"
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else
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usr.m_int = null
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if("walk")
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usr.m_intent = "walk"
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usr.m_int = "14,14"
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if("face")
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usr.m_intent = "face"
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usr.m_int = "15,14"
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if("run")
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usr.m_intent = "run"
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usr.m_int = "13,14"
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if("Reset Machine")
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usr.unset_machine()
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if("internal")
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if(iscarbon(usr))
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var/mob/living/carbon/C = usr
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if(!C.stat && !C.stunned && !C.paralysis && !C.restrained())
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if(C.internal)
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C.internal = null
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C << "<span class='notice'>No longer running on internals.</span>"
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if(C.internals)
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C.internals.icon_state = "internal0"
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else
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var/no_mask
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if(!(C.wear_mask && C.wear_mask.item_flags & AIRTIGHT))
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var/mob/living/carbon/human/H = C
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if(!(H.head && H.head.item_flags & AIRTIGHT))
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no_mask = 1
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if(no_mask)
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C << "<span class='notice'>You are not wearing a suitable mask or helmet.</span>"
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return 1
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else
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var/list/nicename = null
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var/list/tankcheck = null
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var/breathes = "oxygen" //default, we'll check later
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var/list/contents = list()
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var/from = "on"
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if(ishuman(C))
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var/mob/living/carbon/human/H = C
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breathes = H.species.breath_type
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nicename = list ("suit", "back", "belt", "right hand", "left hand", "left pocket", "right pocket")
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tankcheck = list (H.s_store, C.back, H.belt, C.r_hand, C.l_hand, H.l_store, H.r_store)
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else
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nicename = list("right hand", "left hand", "back")
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tankcheck = list(C.r_hand, C.l_hand, C.back)
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// Rigs are a fucking pain since they keep an air tank in nullspace.
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if(istype(C.back,/obj/item/weapon/rig))
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var/obj/item/weapon/rig/rig = C.back
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if(rig.air_supply)
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from = "in"
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nicename |= "hardsuit"
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tankcheck |= rig.air_supply
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for(var/i=1, i<tankcheck.len+1, ++i)
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if(istype(tankcheck[i], /obj/item/weapon/tank))
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var/obj/item/weapon/tank/t = tankcheck[i]
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if (!isnull(t.manipulated_by) && t.manipulated_by != C.real_name && findtext(t.desc,breathes))
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contents.Add(t.air_contents.total_moles) //Someone messed with the tank and put unknown gasses
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continue //in it, so we're going to believe the tank is what it says it is
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switch(breathes)
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//These tanks we're sure of their contents
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if("nitrogen") //So we're a bit more picky about them.
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if(t.air_contents.gas["nitrogen"] && !t.air_contents.gas["oxygen"])
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contents.Add(t.air_contents.gas["nitrogen"])
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else
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contents.Add(0)
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if ("oxygen")
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if(t.air_contents.gas["oxygen"] && !t.air_contents.gas["phoron"])
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contents.Add(t.air_contents.gas["oxygen"])
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else
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contents.Add(0)
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// No races breath this, but never know about downstream servers.
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if ("carbon dioxide")
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if(t.air_contents.gas["carbon_dioxide"] && !t.air_contents.gas["phoron"])
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contents.Add(t.air_contents.gas["carbon_dioxide"])
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else
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contents.Add(0)
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// And here's for the Vox
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if ("phoron")
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if(t.air_contents.gas["phoron"] && !t.air_contents.gas["oxygen"])
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contents.Add(t.air_contents.gas["phoron"])
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else
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contents.Add(0)
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else
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//no tank so we set contents to 0
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contents.Add(0)
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//Alright now we know the contents of the tanks so we have to pick the best one.
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var/best = 0
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var/bestcontents = 0
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for(var/i=1, i < contents.len + 1 , ++i)
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if(!contents[i])
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continue
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if(contents[i] > bestcontents)
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best = i
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bestcontents = contents[i]
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//We've determined the best container now we set it as our internals
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if(best)
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C << "<span class='notice'>You are now running on internals from [tankcheck[best]] [from] your [nicename[best]].</span>"
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C.internal = tankcheck[best]
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if(C.internal)
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if(C.internals)
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C.internals.icon_state = "internal1"
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else
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C << "<span class='notice'>You don't have a[breathes=="oxygen" ? "n oxygen" : addtext(" ",breathes)] tank.</span>"
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if("act_intent")
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usr.a_intent_change("right")
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if(I_HELP)
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usr.a_intent = I_HELP
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usr.hud_used.action_intent.icon_state = "intent_help"
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if(I_HURT)
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usr.a_intent = I_HURT
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usr.hud_used.action_intent.icon_state = "intent_harm"
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if(I_GRAB)
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usr.a_intent = I_GRAB
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usr.hud_used.action_intent.icon_state = "intent_grab"
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if(I_DISARM)
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usr.a_intent = I_DISARM
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usr.hud_used.action_intent.icon_state = "intent_disarm"
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if("pull")
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usr.stop_pulling()
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if("throw")
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if(!usr.stat && isturf(usr.loc) && !usr.restrained())
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usr:toggle_throw_mode()
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if("drop")
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if(usr.client)
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usr.client.drop_item()
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if("module")
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if(isrobot(usr))
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var/mob/living/silicon/robot/R = usr
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// if(R.module)
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// R.hud_used.toggle_show_robot_modules()
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// return 1
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R.pick_module()
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if("inventory")
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if(isrobot(usr))
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var/mob/living/silicon/robot/R = usr
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if(R.module)
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R.hud_used.toggle_show_robot_modules()
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return 1
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else
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R << "You haven't selected a module yet."
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if("radio")
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if(issilicon(usr))
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usr:radio_menu()
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if("panel")
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if(issilicon(usr))
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usr:installed_modules()
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if("store")
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if(isrobot(usr))
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var/mob/living/silicon/robot/R = usr
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if(R.module)
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R.uneq_active()
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R.hud_used.update_robot_modules_display()
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else
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R << "You haven't selected a module yet."
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if("module1")
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if(istype(usr, /mob/living/silicon/robot))
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usr:toggle_module(1)
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if("module2")
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if(istype(usr, /mob/living/silicon/robot))
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usr:toggle_module(2)
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if("module3")
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if(istype(usr, /mob/living/silicon/robot))
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usr:toggle_module(3)
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if("AI Core")
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if(isAI(usr))
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var/mob/living/silicon/ai/AI = usr
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AI.view_core()
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if("Show Camera List")
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if(isAI(usr))
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var/mob/living/silicon/ai/AI = usr
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var/camera = input(AI) in AI.get_camera_list()
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AI.ai_camera_list(camera)
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if("Track With Camera")
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if(isAI(usr))
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var/mob/living/silicon/ai/AI = usr
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var/target_name = input(AI) in AI.trackable_mobs()
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AI.ai_camera_track(target_name)
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if("Toggle Camera Light")
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if(isAI(usr))
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var/mob/living/silicon/ai/AI = usr
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AI.toggle_camera_light()
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if("Crew Monitoring")
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if(isAI(usr))
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var/mob/living/silicon/ai/AI = usr
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AI.subsystem_crew_monitor()
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if("Show Crew Manifest")
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if(isAI(usr))
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var/mob/living/silicon/ai/AI = usr
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AI.ai_roster()
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if("Show Alerts")
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if(isAI(usr))
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var/mob/living/silicon/ai/AI = usr
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AI.subsystem_alarm_monitor()
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if("Announcement")
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if(isAI(usr))
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var/mob/living/silicon/ai/AI = usr
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AI.ai_announcement()
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if("Call Emergency Shuttle")
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if(isAI(usr))
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var/mob/living/silicon/ai/AI = usr
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AI.ai_call_shuttle()
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if("State Laws")
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if(isAI(usr))
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var/mob/living/silicon/ai/AI = usr
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AI.ai_checklaws()
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if("PDA - Send Message")
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if(isAI(usr))
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var/mob/living/silicon/ai/AI = usr
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AI.aiPDA.cmd_send_pdamesg(usr)
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if("PDA - Show Message Log")
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if(isAI(usr))
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var/mob/living/silicon/ai/AI = usr
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AI.aiPDA.cmd_show_message_log(usr)
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if("Take Image")
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if(isAI(usr))
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var/mob/living/silicon/ai/AI = usr
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AI.take_image()
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if("View Images")
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if(isAI(usr))
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var/mob/living/silicon/ai/AI = usr
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AI.view_images()
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else
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return 0
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return 1
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/obj/screen/inventory/Click()
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// At this point in client Click() code we have passed the 1/10 sec check and little else
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// We don't even know if it's a middle click
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if(!usr.canClick())
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return 1
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if(usr.stat || usr.paralysis || usr.stunned || usr.weakened)
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return 1
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if (istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech
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return 1
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switch(name)
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if("r_hand")
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if(iscarbon(usr))
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var/mob/living/carbon/C = usr
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C.activate_hand("r")
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if("l_hand")
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if(iscarbon(usr))
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var/mob/living/carbon/C = usr
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C.activate_hand("l")
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if("swap")
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usr:swap_hand()
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if("hand")
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usr:swap_hand()
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else
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if(usr.attack_ui(slot_id))
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usr.update_inv_l_hand(0)
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usr.update_inv_r_hand(0)
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return 1
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// Hand slots are special to handle the handcuffs overlay
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/obj/screen/inventory/hand
|
|
var/image/handcuff_overlay
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|
|
|
/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)
|
|
overlays.Cut()
|
|
if(hud.mymob && iscarbon(hud.mymob))
|
|
var/mob/living/carbon/C = hud.mymob
|
|
if(C.handcuffed)
|
|
overlays |= handcuff_overlay
|