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* no more spaces * Matthew 10:22 * fixes * dgamerl review * Update code/modules/hydroponics/plant_genes.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update code/modules/mob/living/simple_animal/bot/ed209bot.dm * Update code/modules/mob/mob.dm * Update code/modules/mob/mob.dm * Update code/modules/mob/mob.dm * Update code/modules/mob/mob.dm * Update code/modules/mob/mob.dm * Update code/modules/pda/PDA.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * fuck * bah * Update tools/ci/check_grep2.py Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * oops * guh --------- Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
555 lines
13 KiB
Plaintext
555 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/screen_gen.dmi'
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layer = HUD_LAYER
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plane = HUD_PLANE
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flags = NO_SCREENTIPS
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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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
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appearance_flags = NO_CLIENT_COLOR
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/obj/screen/take_damage()
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return
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/obj/screen/Destroy()
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master = null
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hud = null
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return ..()
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/obj/screen/proc/component_click(obj/screen/component_button/component, params)
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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 = MOUSE_OPACITY_TRANSPARENT
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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/close
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name = "close"
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layer = ABOVE_HUD_LAYER
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plane = ABOVE_HUD_PLANE
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/obj/screen/close/Click()
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if(master)
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if(isstorage(master))
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var/obj/item/storage/S = master
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S.close(usr)
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return 1
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/obj/screen/drop
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name = "drop"
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icon_state = "act_drop"
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/obj/screen/drop/Click()
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usr.drop_item_v()
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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/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/act_intent
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name = "intent"
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icon_state = "help"
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screen_loc = ui_acti
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/obj/screen/act_intent/Click(location, control, params)
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if(ishuman(usr))
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var/_x = text2num(params2list(params)["icon-x"])
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var/_y = text2num(params2list(params)["icon-y"])
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if(_x<=16 && _y<=16)
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usr.a_intent_change(INTENT_HARM)
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else if(_x<=16 && _y>=17)
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usr.a_intent_change(INTENT_HELP)
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else if(_x>=17 && _y<=16)
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usr.a_intent_change(INTENT_GRAB)
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else if(_x>=17 && _y>=17)
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usr.a_intent_change(INTENT_DISARM)
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else
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usr.a_intent_change("right")
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/obj/screen/act_intent/alien
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icon = 'icons/mob/screen_alien.dmi'
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screen_loc = ui_acti
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/obj/screen/act_intent/robot
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icon = 'icons/mob/screen_robot.dmi'
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screen_loc = ui_borg_intents
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/obj/screen/act_intent/robot/AI
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screen_loc = "SOUTH+1:6,EAST-1:32"
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/obj/screen/mov_intent
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name = "run/walk toggle"
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icon_state = "running"
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/obj/screen/act_intent/simple_animal
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icon = 'icons/mob/screen_simplemob.dmi'
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screen_loc = ui_acti
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/obj/screen/act_intent/guardian
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icon = 'icons/mob/guardian.dmi'
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screen_loc = ui_acti
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/obj/screen/mov_intent/Click()
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usr.toggle_move_intent()
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/obj/screen/pull
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name = "stop pulling"
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icon_state = "pull"
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/obj/screen/pull/Click()
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usr.stop_pulling()
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/obj/screen/pull/update_icon_state()
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if(hud?.mymob?.pulling)
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icon_state = "pull"
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else
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icon_state = "pull0"
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/obj/screen/resist
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name = "resist"
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icon = 'icons/mob/screen_midnight.dmi'
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icon_state = "act_resist"
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/obj/screen/resist/Click()
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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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/obj/screen/throw_catch
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name = "throw/catch"
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icon = 'icons/mob/screen_midnight.dmi'
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icon_state = "act_throw_off"
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/obj/screen/throw_catch/Click()
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if(iscarbon(usr))
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var/mob/living/carbon/C = usr
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C.toggle_throw_mode()
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/obj/screen/storage
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name = "storage"
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/obj/screen/storage/Click(location, control, params)
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if(world.time <= usr.next_move)
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return TRUE
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if(usr.incapacitated(ignore_restraints = TRUE))
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return TRUE
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if(ismecha(usr.loc)) // stops inventory actions in a mech
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return TRUE
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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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master.attackby(I, usr, params)
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return TRUE
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/obj/screen/storage/proc/is_item_accessible(obj/item/I, mob/user)
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if(!user || !I)
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return FALSE
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var/storage_depth = I.storage_depth(user)
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if((I in user.loc) || (storage_depth != -1))
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return TRUE
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if(!isturf(user.loc))
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return FALSE
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var/storage_depth_turf = I.storage_depth_turf()
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if(isturf(I.loc) || (storage_depth_turf != -1))
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if(I.Adjacent(user))
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return TRUE
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return FALSE
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/obj/screen/storage/MouseDrop_T(obj/item/I, mob/user)
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if(!user || !istype(I) || user.incapacitated(ignore_restraints = TRUE) || ismecha(user.loc) || !master)
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return
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var/obj/item/storage/S = master
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if(!S)
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return
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if(!is_item_accessible(I, user))
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log_game("[user.simple_info_line()] tried to abuse storage remote drag&drop with '[I]' at [atom_loc_line(I)] into '[S]' at [atom_loc_line(S)]")
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message_admins("[user.simple_info_line()] tried to abuse storage remote drag&drop with '[I]' at [atom_loc_line(I)] into '[S]' at [atom_loc_line(S)]")
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return
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if(I in S.contents) // If the item is already in the storage, move them to the end of the list
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if(S.contents[S.contents.len] == I) // No point moving them at the end if they're already there!
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return
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var/list/new_contents = S.contents.Copy()
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if(S.display_contents_with_number)
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// Basically move all occurences of I to the end of the list.
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var/list/obj/item/to_append = list()
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for(var/obj/item/stored_item in S.contents)
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if(S.can_items_stack(stored_item, I))
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new_contents -= stored_item
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to_append += stored_item
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new_contents.Add(to_append)
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else
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new_contents -= I
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new_contents += I // oof
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S.contents = new_contents
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if(user.s_active == S)
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S.orient2hud(user)
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S.show_to(user)
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else // If it's not in the storage, try putting it inside
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S.attackby(I, user)
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return TRUE
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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/overlay_file = 'icons/mob/zone_sel.dmi'
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var/selecting = "chest"
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var/static/list/hover_overlays_cache = list()
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var/hovering
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/obj/screen/zone_sel/Click(location, control,params)
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if(isobserver(usr))
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return
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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/choice = get_zone_at(icon_x, icon_y)
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if(!choice)
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return 1
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return set_selected_zone(choice, usr)
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/obj/screen/zone_sel/MouseEntered(location, control, params)
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. = ..()
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MouseMove(location, control, params)
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/obj/screen/zone_sel/MouseMove(location, control, params)
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if(isobserver(usr))
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return
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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/choice = get_zone_at(icon_x, icon_y)
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if(hovering == choice)
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return
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cut_overlay(hover_overlays_cache[hovering])
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hovering = choice
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var/obj/effect/overlay/zone_sel/overlay_object = hover_overlays_cache[choice]
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if(!overlay_object)
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overlay_object = new
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overlay_object.icon_state = "[choice]"
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hover_overlays_cache[choice] = overlay_object
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add_overlay(overlay_object)
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/obj/effect/overlay/zone_sel
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icon = 'icons/mob/zone_sel.dmi'
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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alpha = 128
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anchored = TRUE
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layer = ABOVE_HUD_LAYER
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plane = ABOVE_HUD_PLANE
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/obj/screen/zone_sel/MouseExited(location, control, params)
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if(!isobserver(usr) && hovering)
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cut_overlay(hover_overlays_cache[hovering])
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hovering = null
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return ..()
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/obj/screen/zone_sel/proc/get_zone_at(icon_x, icon_y)
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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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return "r_foot"
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if(17 to 22)
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return "l_foot"
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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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return "r_leg"
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if(17 to 22)
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return "l_leg"
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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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return "r_hand"
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if(12 to 20)
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return "groin"
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if(21 to 24)
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return "l_hand"
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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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return "r_arm"
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if(12 to 20)
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return "chest"
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if(21 to 24)
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return "l_arm"
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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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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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return "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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return "eyes"
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if(25 to 27)
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if(icon_x in 15 to 17)
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return "eyes"
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return "head"
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/obj/screen/zone_sel/proc/set_selected_zone(choice)
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if(!hud)
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return
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if(isobserver(hud.mymob))
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return
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if(choice != selecting)
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selecting = choice
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update_icon(UPDATE_OVERLAYS)
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return 1
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/obj/screen/zone_sel/update_overlays()
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. = ..()
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var/image/sel = image(overlay_file, "[selecting]")
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sel.appearance_flags = RESET_COLOR
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. += sel
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hud.mymob.zone_selected = selecting
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/obj/screen/zone_sel/alien
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icon = 'icons/mob/screen_alien.dmi'
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overlay_file = 'icons/mob/screen_alien.dmi'
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/obj/screen/zone_sel/robot
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icon = 'icons/mob/screen_robot.dmi'
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/obj/screen/craft
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name = "crafting menu"
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icon = 'icons/mob/screen_midnight.dmi'
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icon_state = "craft"
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screen_loc = ui_crafting
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/obj/screen/craft/Click()
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var/mob/living/M = usr
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M.OpenCraftingMenu()
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/obj/screen/language_menu
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name = "language menu"
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icon = 'icons/mob/screen_midnight.dmi'
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icon_state = "talk_wheel"
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screen_loc = ui_language_menu
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/obj/screen/language_menu/Click()
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var/mob/M = usr
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if(!istype(M))
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return
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M.check_languages()
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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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var/list/object_overlays = list()
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/obj/screen/inventory/MouseEntered()
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. = ..()
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add_overlays()
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/obj/screen/inventory/MouseExited()
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..()
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cut_overlay(object_overlays)
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object_overlays.Cut()
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/obj/screen/inventory/proc/add_overlays()
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var/mob/user = hud.mymob
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if(hud && user && slot_id)
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var/obj/item/holding = user.get_active_hand()
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if(!holding || user.get_item_by_slot(slot_id))
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return
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var/image/item_overlay = image(holding)
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item_overlay.alpha = 92
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if(!user.can_equip(holding, slot_id, disable_warning = TRUE))
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item_overlay.color = "#ff0000"
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else
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item_overlay.color = "#00ff00"
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object_overlays += item_overlay
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add_overlay(object_overlays)
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/obj/screen/inventory/MouseDrop(atom/over)
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cut_overlay(object_overlays)
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object_overlays.Cut()
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if(could_be_click_lag())
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Click()
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drag_start = 0
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return
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return ..()
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/obj/screen/inventory/Click(location, control, params)
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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(world.time <= usr.next_move)
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return 1
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if(usr.incapacitated())
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return 1
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if(ismecha(usr.loc)) // stops inventory actions in a mech
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return 1
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if(hud?.mymob && slot_id)
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var/obj/item/inv_item = hud.mymob.get_item_by_slot(slot_id)
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if(inv_item)
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return inv_item.Click(location, control, params)
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if(usr.attack_ui(slot_id))
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usr.update_inv_l_hand()
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usr.update_inv_r_hand()
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return 1
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/obj/screen/inventory/hand
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var/image/active_overlay
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var/image/handcuff_overlay
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var/static/mutable_appearance/blocked_overlay = mutable_appearance('icons/mob/screen_gen.dmi', "blocked")
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/obj/screen/inventory/hand/update_overlays()
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. = ..()
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if(!active_overlay)
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active_overlay = image("icon"=icon, "icon_state"="hand_active")
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if(!handcuff_overlay)
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var/state = (slot_id == SLOT_HUD_RIGHT_HAND) ? "markus" : "gabrielle"
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handcuff_overlay = image("icon"='icons/mob/screen_gen.dmi', "icon_state"=state)
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if(hud && hud.mymob)
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if(iscarbon(hud.mymob))
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var/mob/living/carbon/C = hud.mymob
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if(C.handcuffed)
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. += handcuff_overlay
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var/obj/item/organ/external/hand = C.get_organ("[slot_id == SLOT_HUD_LEFT_HAND ? "l" : "r"]_hand")
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if(!isalien(C) && (!hand || !hand.is_usable()))
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. += blocked_overlay
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if(slot_id == SLOT_HUD_LEFT_HAND && hud.mymob.hand)
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. += active_overlay
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else if(slot_id == SLOT_HUD_RIGHT_HAND && !hud.mymob.hand)
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. += active_overlay
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/obj/screen/inventory/hand/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(world.time <= usr.next_move)
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return 1
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if(usr.incapacitated())
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return 1
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if(ismecha(usr.loc)) // stops inventory actions in a mech
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return 1
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if(ismob(usr))
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var/mob/M = usr
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switch(name)
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if("right hand", "r_hand")
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M.activate_hand("r")
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if("left hand", "l_hand")
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M.activate_hand("l")
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return 1
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/obj/screen/swap_hand
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name = "swap hand"
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/obj/screen/swap_hand/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(world.time <= usr.next_move)
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return 1
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if(usr.incapacitated())
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return 1
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|
|
|
if(ismob(usr))
|
|
var/mob/M = usr
|
|
M.swap_hand()
|
|
return 1
|
|
|
|
/obj/screen/healths
|
|
name = "health"
|
|
icon_state = "health0"
|
|
screen_loc = ui_health
|
|
|
|
/obj/screen/healths/alien
|
|
icon = 'icons/mob/screen_alien.dmi'
|
|
screen_loc = ui_alien_health
|
|
|
|
/obj/screen/healths/bot
|
|
icon = 'icons/mob/screen_bot.dmi'
|
|
screen_loc = ui_borg_health
|
|
|
|
/obj/screen/healths/robot
|
|
icon = 'icons/mob/screen_robot.dmi'
|
|
screen_loc = ui_borg_health
|
|
|
|
/obj/screen/healths/corgi
|
|
icon = 'icons/mob/screen_corgi.dmi'
|
|
|
|
/obj/screen/healths/slime
|
|
icon = 'icons/mob/screen_slime.dmi'
|
|
icon_state = "slime_health0"
|
|
screen_loc = ui_slime_health
|
|
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
|
|
|
|
/obj/screen/healths/guardian
|
|
name = "summoner health"
|
|
icon = 'icons/mob/guardian.dmi'
|
|
icon_state = "base"
|
|
screen_loc = ui_health
|
|
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
|
|
|
|
/obj/screen/healthdoll
|
|
name = "health doll"
|
|
icon_state = "healthdoll_DEAD"
|
|
screen_loc = ui_healthdoll
|
|
var/list/cached_healthdoll_overlays = list() // List of icon states (strings) for overlays
|
|
|
|
/obj/screen/healthdoll/Click()
|
|
if(ishuman(usr) && !usr.is_dead())
|
|
var/mob/living/carbon/H = usr
|
|
H.check_self_for_injuries()
|
|
|
|
/obj/screen/component_button
|
|
var/obj/screen/parent
|
|
|
|
/obj/screen/component_button/Initialize(mapload, obj/screen/new_parent)
|
|
. = ..()
|
|
parent = new_parent
|
|
|
|
/obj/screen/component_button/Click(params)
|
|
if(parent)
|
|
parent.component_click(src, params)
|