Files
Paradise/code/game/objects/structures/artstuff.dm
tigercat2000 3652c3001a ViewMods - Allows custom view ranges.
The primary function of this is a new button in the "Preferences" tab -
Set View Range. This functions similarly to the admin verb "Change View
Range", but it only allows you to set view ranges lower than the normal
world.view.

Full changelog:
 - Added ViewMods system to clients.
   - Everything that wants to change client.view should do it through
   this system.
   - Currently used by the Set View Range button and Marauders.
   - Stretch mode is set to stretch when active, but the original
   setting is preserved, as long as you set it with no ViewMods enabled.
   - The basic way this works is that it keeps track of /datum/viewmods
   on /clients, and whenever one is added or removed, it picks the
   highest view range out of all of them and sets the client's vision to
   that. This effectively means that, if you, say, set your view range
   to 5x5, and get into a Marauder and use the "zoom" button, it will
   always go to the marauder's zoom level.
   - The HUD is set to minimal mode for any view ranges below
   world.view, which means you only get absolutely critical buttons.
   	- It's set to invisible if you go down to view range 1 or 2,
	because the buttons can't fit on the screen at those view
	ranges.
 - Removed canvas examine option. Just zoom in yourself!
2017-06-07 19:39:33 -07:00

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///////////
// EASEL //
///////////
/obj/structure/easel
name = "easel"
desc = "only for the finest of art!"
icon = 'icons/obj/artstuff.dmi'
icon_state = "easel"
density = 1
burn_state = FLAMMABLE
burntime = 15
var/obj/item/weapon/canvas/painting = null
/obj/structure/easel/Destroy()
QDEL_NULL(painting)
return ..()
//Adding canvases
/obj/structure/easel/attackby(var/obj/item/I, var/mob/user, params)
if(istype(I, /obj/item/weapon/canvas))
var/obj/item/weapon/canvas/C = I
user.unEquip(C)
painting = C
C.loc = get_turf(src)
C.layer = layer+0.1
user.visible_message("<span class='notice'>[user] puts \the [C] on \the [src].</span>","<span class='notice'>You place \the [C] on \the [src].</span>")
return
..()
//Stick to the easel like glue
/obj/structure/easel/Move()
var/turf/T = get_turf(src)
..()
if(painting && painting.loc == T) //Only move if it's near us.
painting.loc = get_turf(src)
else
painting = null
//////////////
// CANVASES //
//////////////
#define AMT_OF_CANVASES 4 //Keep this up to date or shit will break.
//To safe memory on making /icons we cache the blanks..
var/global/list/globalBlankCanvases[AMT_OF_CANVASES]
/obj/item/weapon/canvas
name = "11px by 11px canvas"
desc = "Draw out your soul on this canvas! Only crayons can draw on it. Examine it to focus on the canvas."
icon = 'icons/obj/artstuff.dmi'
icon_state = "11x11"
burn_state = FLAMMABLE
var/whichGlobalBackup = 1 //List index
/obj/item/weapon/canvas/nineteenXnineteen
name = "19px by 19px canvas"
icon_state = "19x19"
whichGlobalBackup = 2
/obj/item/weapon/canvas/twentythreeXnineteen
name = "23px by 19px canvas"
icon_state = "23x19"
whichGlobalBackup = 3
/obj/item/weapon/canvas/twentythreeXtwentythree
name = "23px by 23px canvas"
icon_state = "23x23"
whichGlobalBackup = 4
//Find the right size blank canvas
/obj/item/weapon/canvas/proc/getGlobalBackup()
. = null
if(globalBlankCanvases[whichGlobalBackup])
. = globalBlankCanvases[whichGlobalBackup]
else
var/icon/I = icon(initial(icon),initial(icon_state))
globalBlankCanvases[whichGlobalBackup] = I
. = I
//One pixel increments
/obj/item/weapon/canvas/attackby(var/obj/item/I, var/mob/user, params)
//Click info
var/list/click_params = params2list(params)
var/pixX = text2num(click_params["icon-x"])
var/pixY = text2num(click_params["icon-y"])
//Should always be true, otherwise you didn't click the object, but let's check because SS13~
if(!click_params || !click_params["icon-x"] || !click_params["icon-y"])
return
var/icon/masterpiece = icon(icon,icon_state)
//Cleaning one pixel with a soap or rag
if(istype(I, /obj/item/weapon/soap) || istype(I, /obj/item/weapon/reagent_containers/glass/rag))
//Pixel info created only when needed
var/thePix = masterpiece.GetPixel(pixX,pixY)
var/icon/Ico = getGlobalBackup()
if(!Ico)
qdel(masterpiece)
return
var/theOriginalPix = Ico.GetPixel(pixX,pixY)
if(thePix != theOriginalPix) //colour changed
DrawPixelOn(theOriginalPix,pixX,pixY)
qdel(masterpiece)
return 1
//Drawing one pixel with a crayon
if(istype(I, /obj/item/toy/crayon))
var/obj/item/toy/crayon/C = I
var/pix = masterpiece.GetPixel(pixX, pixY)
if(pix && pix != C.colour) // if the located pixel isn't blank (null))
DrawPixelOn(C.colour, pixX, pixY)
qdel(masterpiece)
return 1
..()
//Clean the whole canvas
/obj/item/weapon/canvas/attack_self(var/mob/user)
if(!user)
return
var/icon/blank = getGlobalBackup()
if(blank)
//it's basically a giant etch-a-sketch
icon = blank
user.visible_message("<span class='notice'>[user] cleans the canvas.</span>","<span class='notice'>You clean the canvas.</span>")
#undef AMT_OF_CANVASES