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d5849910e5
* Begin clickcode attack_self fix Begins the work to make everything call back to parent for attack_self so that signals are sacred. * Makes MORE things call the attack_self() parent Yes, I could make special_handling a var on obj/item HOWEVER i want it to be specific so it can be tracked down later and ONLY the objects that use it can be refactored instead of sitting there literally forever and it just becoming 'a thing'. * Finishes making the rest of attack_self call parent. As mentioned, things such as 'specialty_goggles' 'special_handling' and the such are only there to help with attack_self until the attack_self is recoded for those items. * begone foul demon * some more cleanup * These * GOD this was annoying * yeh * Fix this * fLARES * Thesee too * toys! * Even more! * More fixes * Even more * rest of em * these too * Update syndie.dm * hardref clear * Update code/game/gamemodes/nuclear/pinpointer.dm * Update code/game/objects/effects/mines.dm * Update code/game/objects/items/blueprints_vr.dm * Update code/game/objects/items/blueprints_vr.dm * Update code/game/objects/items/contraband_vr.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/gunbox.dm * Update code/game/objects/items/gunbox.dm * Update code/game/objects/items/gunbox_vr.dm * Update code/game/objects/items/gunbox_vr.dm * Update code/game/objects/items/weapons/gift_wrappaper.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/gunbox.dm * these too * Update maintpanel_stack.dm * angry warning * Fixes packaged snacks. Fixes improper var default. * Special handling for these * proper poly types * Fixes magclaws Makes the 'features' it had just part of base magboots that can be adjusted via varswap. * Fixes jackets Fixes https://github.com/VOREStation/VOREStation/issues/18941 * Small bugfix Makes p_Theyre properly capitialize Makes examine show proper wording * Update gift_wrappaper.dm
337 lines
9.4 KiB
Plaintext
337 lines
9.4 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/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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GLOBAL_VAR_INIT(photo_count, 0)
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/obj/item/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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drop_sound = 'sound/items/drop/paper.ogg'
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pickup_sound = 'sound/items/pickup/paper.ogg'
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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/photo/Initialize(mapload)
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. = ..()
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id = GLOB.photo_count++
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/obj/item/photo/attack_self(mob/user)
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. = ..(user)
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if(.)
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return TRUE
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user.examinate(src)
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/obj/item/photo/attackby(obj/item/P as obj, mob/user as mob)
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if(istype(P, /obj/item/pen))
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var/txt = tgui_input_text(user, "What would you like to write on the back?", "Photo Writing", null, 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/photo/examine(mob/user)
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//This is one time we're not going to call parent, because photos are 'secret' unless you're close enough.
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SHOULD_CALL_PARENT(FALSE)
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if(in_range(user, src))
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show(user)
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return list(desc)
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else
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return list(span_notice("It is too far away to examine."))
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/obj/item/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/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(tgui_input_text(usr, "What would you like to label the photo?", "Photo Labelling", null, MAX_NAME_LEN, encode = FALSE), 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/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/photo)
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/obj/item/storage/photo_album/MouseDrop(obj/over_object as obj)
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if(ishuman(usr))
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var/mob/living/carbon/human/M = usr
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if(!( istype(over_object, /atom/movable/screen) ))
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return ..()
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playsound(src, "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/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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slot_flags = SLOT_BELT
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matter = list(MAT_STEEL = 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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var/list/picture_planes = list()
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/obj/item/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 = tgui_input_list(usr, "Photo Size","Pick a size of resulting photo.", list(1,3,5,7))
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if(nsize)
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size = nsize
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to_chat(usr, span_notice("Camera will now take [size]x[size] photos."))
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/obj/item/camera/attack(mob/living/carbon/human/M as mob, mob/user as mob)
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return
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/obj/item/camera/attack_self(mob/user)
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. = ..(user)
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if(.)
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return TRUE
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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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to_chat(user, "You switch the camera [on ? "on" : "off"].")
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return
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/obj/item/camera/attackby(obj/item/I as obj, mob/user as mob)
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if(istype(I, /obj/item/camera_film))
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if(pictures_left)
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to_chat(user, span_notice("[src] still has some film in it!"))
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return
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to_chat(user, span_notice("You insert [I] into [src]."))
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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/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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if(A.plane > 0 && !(A.plane in picture_planes)) 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, no_anim = TRUE)//, picture_planes = picture_planes)//build_composite_icon(A) //VOREStation Edit
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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(isliving(A) && 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:pixel_x
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yoff+=A:pixel_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, no_anim = TRUE), blendMode2iconMode(the_turf.blend_mode),xoff,yoff)
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return res
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/obj/item/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 / A.getMaxHealth()) < 0.75 ? " - [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 / A.getMaxHealth()) < 0.75 ? " - [A] looks hurt":""].[holding ? " [holding]":"."]."
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return mob_detail
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/obj/item/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(src, 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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to_chat(user, span_notice("[pictures_left] photos left."))
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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/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/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/photo/p = createpicture(target, user, turfs, mobs, flag)
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printpicture(user, p)
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/obj/item/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/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/camera/proc/printpicture(mob/user, obj/item/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/photo/proc/copy(var/copy_id = 0)
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var/obj/item/photo/p = new/obj/item/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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