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* If you mouse-drag certain items onto a hand which is already holding something, the item goes into limbo. * The reason this happens is that the standard code handling drags is directly calling usr.u_equip, despite the comment on that proc clearly saying never to do that. So it just throws it to limbo and the next line attempting to put it in hand does nothing becuase the hand is occupied. Better way is to call unEquip, so the item will drop on the ground if it fails. * Fixes https://github.com/VOREStation/VOREStation/issues/394
324 lines
9.5 KiB
Plaintext
324 lines
9.5 KiB
Plaintext
/* Photography!
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* Contains:
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* Camera
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* Camera Film
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* Photos
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* Photo Albums
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*/
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/*******
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* film *
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*******/
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/obj/item/device/camera_film
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name = "film cartridge"
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icon = 'icons/obj/items.dmi'
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desc = "A camera film cartridge. Insert it into a camera to reload it."
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icon_state = "film"
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item_state = "camera"
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w_class = ITEMSIZE_TINY
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/********
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* photo *
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********/
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var/global/photo_count = 0
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/obj/item/weapon/photo
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name = "photo"
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icon = 'icons/obj/items.dmi'
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icon_state = "photo"
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item_state = "paper"
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w_class = ITEMSIZE_SMALL
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var/id
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var/icon/img //Big photo image
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var/scribble //Scribble on the back.
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var/icon/tiny
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var/photo_size = 3
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/obj/item/weapon/photo/New()
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id = photo_count++
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/obj/item/weapon/photo/attack_self(mob/user as mob)
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user.examinate(src)
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/obj/item/weapon/photo/attackby(obj/item/weapon/P as obj, mob/user as mob)
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if(istype(P, /obj/item/weapon/pen))
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var/txt = sanitize(input(user, "What would you like to write on the back?", "Photo Writing", null) as text, 128)
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if(loc == user && user.stat == 0)
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scribble = txt
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..()
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/obj/item/weapon/photo/examine(mob/user)
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if(in_range(user, src))
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show(user)
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user << desc
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else
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user << "<span class='notice'>It is too far away.</span>"
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/obj/item/weapon/photo/proc/show(mob/user as mob)
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user << browse_rsc(img, "tmp_photo_[id].png")
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user << browse("<html><head><title>[name]</title></head>" \
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+ "<body style='overflow:hidden;margin:0;text-align:center'>" \
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+ "<img src='tmp_photo_[id].png' width='[64*photo_size]' style='-ms-interpolation-mode:nearest-neighbor' />" \
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+ "[scribble ? "<br>Written on the back:<br><i>[scribble]</i>" : ""]"\
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+ "</body></html>", "window=book;size=[64*photo_size]x[scribble ? 400 : 64*photo_size]")
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onclose(user, "[name]")
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return
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/obj/item/weapon/photo/verb/rename()
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set name = "Rename photo"
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set category = "Object"
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set src in usr
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var/n_name = sanitizeSafe(input(usr, "What would you like to label the photo?", "Photo Labelling", null) as text, MAX_NAME_LEN)
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//loc.loc check is for making possible renaming photos in clipboards
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if(( (loc == usr || (loc.loc && loc.loc == usr)) && usr.stat == 0))
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name = "[(n_name ? text("[n_name]") : "photo")]"
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add_fingerprint(usr)
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return
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/**************
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* photo album *
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**************/
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/obj/item/weapon/storage/photo_album
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name = "Photo album"
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icon = 'icons/obj/items.dmi'
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icon_state = "album"
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item_state = "briefcase"
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can_hold = list(/obj/item/weapon/photo)
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/obj/item/weapon/storage/photo_album/MouseDrop(obj/over_object as obj)
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if((istype(usr, /mob/living/carbon/human)))
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var/mob/living/carbon/human/M = usr
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if(!( istype(over_object, /obj/screen) ))
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return ..()
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playsound(loc, "rustle", 50, 1, -5)
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if((!( M.restrained() ) && !( M.stat ) && M.back == src))
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switch(over_object.name)
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if("r_hand")
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M.unEquip(src)
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M.put_in_r_hand(src)
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if("l_hand")
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M.unEquip(src)
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M.put_in_l_hand(src)
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add_fingerprint(usr)
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return
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if(over_object == usr && in_range(src, usr) || usr.contents.Find(src))
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if(usr.s_active)
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usr.s_active.close(usr)
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show_to(usr)
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return
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return
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/*********
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* camera *
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*********/
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/obj/item/device/camera
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name = "camera"
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icon = 'icons/obj/items.dmi'
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desc = "A polaroid camera. 10 photos left."
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icon_state = "camera"
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item_state = "camera"
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w_class = ITEMSIZE_SMALL
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flags = CONDUCT
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slot_flags = SLOT_BELT
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matter = list(DEFAULT_WALL_MATERIAL = 2000)
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var/pictures_max = 10
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var/pictures_left = 10
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var/on = 1
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var/icon_on = "camera"
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var/icon_off = "camera_off"
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var/size = 3
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/obj/item/device/camera/verb/change_size()
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set name = "Set Photo Focus"
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set category = "Object"
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var/nsize = input("Photo Size","Pick a size of resulting photo.") as null|anything in list(1,3,5,7)
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if(nsize)
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size = nsize
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usr << "<span class='notice'>Camera will now take [size]x[size] photos.</span>"
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/obj/item/device/camera/attack(mob/living/carbon/human/M as mob, mob/user as mob)
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return
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/obj/item/device/camera/attack_self(mob/user as mob)
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on = !on
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if(on)
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src.icon_state = icon_on
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else
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src.icon_state = icon_off
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user << "You switch the camera [on ? "on" : "off"]."
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return
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/obj/item/device/camera/attackby(obj/item/I as obj, mob/user as mob)
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if(istype(I, /obj/item/device/camera_film))
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if(pictures_left)
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user << "<span class='notice'>[src] still has some film in it!</span>"
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return
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user << "<span class='notice'>You insert [I] into [src].</span>"
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user.drop_item()
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qdel(I)
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pictures_left = pictures_max
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return
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..()
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/obj/item/device/camera/proc/get_icon(list/turfs, turf/center)
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//Bigger icon base to capture those icons that were shifted to the next tile
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//i.e. pretty much all wall-mounted machinery
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var/icon/res = icon('icons/effects/96x96.dmi', "")
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res.Scale(size*32, size*32)
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// Initialize the photograph to black.
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res.Blend("#000", ICON_OVERLAY)
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var/atoms[] = list()
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for(var/turf/the_turf in turfs)
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// Add outselves to the list of stuff to draw
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atoms.Add(the_turf);
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// As well as anything that isn't invisible.
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for(var/atom/A in the_turf)
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if(A.invisibility) continue
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atoms.Add(A)
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// Sort the atoms into their layers
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var/list/sorted = sort_atoms_by_layer(atoms)
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var/center_offset = (size-1)/2 * 32 + 1
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for(var/i; i <= sorted.len; i++)
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var/atom/A = sorted[i]
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if(A)
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var/icon/img = getFlatIcon(A)//build_composite_icon(A)
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// If what we got back is actually a picture, draw it.
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if(istype(img, /icon))
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// Check if we're looking at a mob that's lying down
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if(istype(A, /mob/living) && A:lying)
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// If they are, apply that effect to their picture.
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img.BecomeLying()
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// Calculate where we are relative to the center of the photo
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var/xoff = (A.x - center.x) * 32 + center_offset
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var/yoff = (A.y - center.y) * 32 + center_offset
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if (istype(A,/atom/movable))
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xoff+=A:step_x
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yoff+=A:step_y
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res.Blend(img, blendMode2iconMode(A.blend_mode), A.pixel_x + xoff, A.pixel_y + yoff)
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// Lastly, render any contained effects on top.
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for(var/turf/the_turf in turfs)
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// Calculate where we are relative to the center of the photo
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var/xoff = (the_turf.x - center.x) * 32 + center_offset
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var/yoff = (the_turf.y - center.y) * 32 + center_offset
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res.Blend(getFlatIcon(the_turf.loc), blendMode2iconMode(the_turf.blend_mode),xoff,yoff)
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return res
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/obj/item/device/camera/proc/get_mobs(turf/the_turf as turf)
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var/mob_detail
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for(var/mob/living/carbon/A in the_turf)
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if(A.invisibility) continue
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var/holding = null
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if(A.l_hand || A.r_hand)
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if(A.l_hand) holding = "They are holding \a [A.l_hand]"
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if(A.r_hand)
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if(holding)
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holding += " and \a [A.r_hand]"
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else
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holding = "They are holding \a [A.r_hand]"
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if(!mob_detail)
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mob_detail = "You can see [A] on the photo[A:health < 75 ? " - [A] looks hurt":""].[holding ? " [holding]":"."]. "
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else
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mob_detail += "You can also see [A] on the photo[A:health < 75 ? " - [A] looks hurt":""].[holding ? " [holding]":"."]."
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return mob_detail
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/obj/item/device/camera/afterattack(atom/target as mob|obj|turf|area, mob/user as mob, flag)
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if(!on || !pictures_left || ismob(target.loc)) return
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captureimage(target, user, flag)
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playsound(loc, pick('sound/items/polaroid1.ogg', 'sound/items/polaroid2.ogg'), 75, 1, -3)
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pictures_left--
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desc = "A polaroid camera. It has [pictures_left] photos left."
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user << "<span class='notice'>[pictures_left] photos left.</span>"
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icon_state = icon_off
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on = 0
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spawn(64)
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icon_state = icon_on
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on = 1
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/obj/item/device/camera/proc/can_capture_turf(turf/T, mob/user)
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var/viewer = user
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if(user.client) //To make shooting through security cameras possible
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viewer = user.client.eye
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var/can_see = (T in view(viewer))
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return can_see
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/obj/item/device/camera/proc/captureimage(atom/target, mob/user, flag)
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var/x_c = target.x - (size-1)/2
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var/y_c = target.y + (size-1)/2
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var/z_c = target.z
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var/list/turfs = list()
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var/mobs = ""
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for(var/i = 1 to size)
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for(var/j = 1 to size)
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var/turf/T = locate(x_c, y_c, z_c)
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if(can_capture_turf(T, user))
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turfs.Add(T)
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mobs += get_mobs(T)
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x_c++
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y_c--
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x_c = x_c - size
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var/obj/item/weapon/photo/p = createpicture(target, user, turfs, mobs, flag)
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printpicture(user, p)
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/obj/item/device/camera/proc/createpicture(atom/target, mob/user, list/turfs, mobs, flag)
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var/icon/photoimage = get_icon(turfs, target)
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var/icon/small_img = icon(photoimage)
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var/icon/tiny_img = icon(photoimage)
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var/icon/ic = icon('icons/obj/items.dmi',"photo")
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var/icon/pc = icon('icons/obj/bureaucracy.dmi', "photo")
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small_img.Scale(8, 8)
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tiny_img.Scale(4, 4)
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ic.Blend(small_img,ICON_OVERLAY, 10, 13)
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pc.Blend(tiny_img,ICON_OVERLAY, 12, 19)
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var/obj/item/weapon/photo/p = new()
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p.name = "photo"
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p.icon = ic
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p.tiny = pc
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p.img = photoimage
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p.desc = mobs
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p.pixel_x = rand(-10, 10)
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p.pixel_y = rand(-10, 10)
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p.photo_size = size
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return p
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/obj/item/device/camera/proc/printpicture(mob/user, obj/item/weapon/photo/p)
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p.loc = user.loc
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if(!user.get_inactive_hand())
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user.put_in_inactive_hand(p)
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/obj/item/weapon/photo/proc/copy(var/copy_id = 0)
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var/obj/item/weapon/photo/p = new/obj/item/weapon/photo()
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p.name = name
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p.icon = icon(icon, icon_state)
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p.tiny = icon(tiny)
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p.img = icon(img)
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p.desc = desc
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p.pixel_x = pixel_x
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p.pixel_y = pixel_y
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p.photo_size = photo_size
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p.scribble = scribble
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if(copy_id)
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p.id = id
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return p
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