[MIRROR] Fixes language code ignoring holder restrictions (#858)

* Fixes language code ignoring holder restrictions

* resolve .rej file.
This commit is contained in:
CitadelStationBot
2017-05-18 04:13:57 -05:00
committed by Poojawa
parent e84191b5c3
commit 8bcaa54cbe
30 changed files with 7396 additions and 7396 deletions
+162 -162
View File
@@ -1,162 +1,162 @@
/*
These defines specificy screen locations. For more information, see the byond documentation on the screen_loc var.
The short version:
Everything is encoded as strings because apparently that's how Byond rolls.
"1,1" is the bottom left square of the user's screen. This aligns perfectly with the turf grid.
"1:2,3:4" is the square (1,3) with pixel offsets (+2, +4); slightly right and slightly above the turf grid.
Pixel offsets are used so you don't perfectly hide the turf under them, that would be crappy.
In addition, the keywords NORTH, SOUTH, EAST, WEST and CENTER can be used to represent their respective
screen borders. NORTH-1, for example, is the row just below the upper edge. Useful if you want your
UI to scale with screen size.
The size of the user's screen is defined by client.view (indirectly by world.view), in our case "15x15".
Therefore, the top right corner (except during admin shenanigans) is at "15,15"
*/
//Lower left, persistent menu
#define ui_inventory "WEST:6,SOUTH:5"
//Middle left indicators
#define ui_lingchemdisplay "WEST,CENTER-1:15"
#define ui_lingstingdisplay "WEST:6,CENTER-3:11"
#define ui_crafting "12:-10,1:5"
#define ui_building "12:-10,1:21"
#define ui_language_menu "11:6,2:-11"
#define ui_devilsouldisplay "WEST:6,CENTER-1:15"
//Lower center, persistent menu
#define ui_sstore1 "CENTER-5:10,SOUTH:5"
#define ui_id "CENTER-4:12,SOUTH:5"
#define ui_belt "CENTER-3:14,SOUTH:5"
#define ui_back "CENTER-2:14,SOUTH:5"
/proc/ui_hand_position(i) //values based on old hand ui positions (CENTER:-/+16,SOUTH:5)
var/x_off = -(!(i % 2))
var/y_off = round((i-1) / 2)
return"CENTER+[x_off]:16,SOUTH+[y_off]:5"
/proc/ui_equip_position(mob/M)
var/y_off = round((M.held_items.len-1) / 2) //values based on old equip ui position (CENTER: +/-16,SOUTH+1:5)
return "CENTER:-16,SOUTH+[y_off+1]:5"
/proc/ui_swaphand_position(mob/M, which = 1) //values based on old swaphand ui positions (CENTER: +/-16,SOUTH+1:5)
var/x_off = which == 1 ? -1 : 0
var/y_off = round((M.held_items.len-1) / 2)
return "CENTER+[x_off]:16,SOUTH+[y_off+1]:5"
#define ui_storage1 "CENTER+1:18,SOUTH:5"
#define ui_storage2 "CENTER+2:20,SOUTH:5"
#define ui_borg_sensor "CENTER-3:16, SOUTH:5" //borgs
#define ui_borg_lamp "CENTER-4:16, SOUTH:5" //borgs
#define ui_borg_thrusters "CENTER-5:16, SOUTH:5" //borgs
#define ui_inv1 "CENTER-2:16,SOUTH:5" //borgs
#define ui_inv2 "CENTER-1 :16,SOUTH:5" //borgs
#define ui_inv3 "CENTER :16,SOUTH:5" //borgs
#define ui_borg_module "CENTER+1:16,SOUTH:5" //borgs
#define ui_borg_store "CENTER+2:16,SOUTH:5" //borgs
#define ui_borg_camera "CENTER+3:21,SOUTH:5" //borgs
#define ui_borg_album "CENTER+4:21,SOUTH:5" //borgs
#define ui_borg_language_menu "CENTER+4:21,SOUTH+1:5" //borgs
#define ui_monkey_head "CENTER-5:13,SOUTH:5" //monkey
#define ui_monkey_mask "CENTER-4:14,SOUTH:5" //monkey
#define ui_monkey_neck "CENTER-3:15,SOUTH:5" //monkey
#define ui_monkey_back "CENTER-2:16,SOUTH:5" //monkey
#define ui_alien_storage_l "CENTER-2:14,SOUTH:5"//alien
#define ui_alien_storage_r "CENTER+1:18,SOUTH:5"//alien
#define ui_alien_language_menu "EAST-3:26,SOUTH:5" //alien
#define ui_drone_drop "CENTER+1:18,SOUTH:5" //maintenance drones
#define ui_drone_pull "CENTER+2:2,SOUTH:5" //maintenance drones
#define ui_drone_storage "CENTER-2:14,SOUTH:5" //maintenance drones
#define ui_drone_head "CENTER-3:14,SOUTH:5" //maintenance drones
//Lower right, persistent menu
#define ui_drop_throw "EAST-1:28,SOUTH+1:7"
#define ui_pull_resist "EAST-2:26,SOUTH+1:7"
#define ui_movi "EAST-2:26,SOUTH:5"
#define ui_acti "EAST-3:24,SOUTH:5"
#define ui_zonesel "EAST-1:28,SOUTH:5"
#define ui_acti_alt "EAST-1:28,SOUTH:5" //alternative intent switcher for when the interface is hidden (F12)
#define ui_borg_pull "EAST-2:26,SOUTH+1:7"
#define ui_borg_radio "EAST-1:28,SOUTH+1:7"
#define ui_borg_intents "EAST-2:26,SOUTH:5"
//Upper-middle right (alerts)
#define ui_alert1 "EAST-1:28,CENTER+5:27"
#define ui_alert2 "EAST-1:28,CENTER+4:25"
#define ui_alert3 "EAST-1:28,CENTER+3:23"
#define ui_alert4 "EAST-1:28,CENTER+2:21"
#define ui_alert5 "EAST-1:28,CENTER+1:19"
//Middle right (status indicators)
#define ui_healthdoll "EAST-1:28,CENTER-2:13"
#define ui_health "EAST-1:28,CENTER-1:15"
#define ui_internal "EAST-1:28,CENTER:17"
//borgs
#define ui_borg_health "EAST-1:28,CENTER-1:15" //borgs have the health display where humans have the pressure damage indicator.
//aliens
#define ui_alien_health "EAST,CENTER-1:15" //aliens have the health display where humans have the pressure damage indicator.
#define ui_alienplasmadisplay "EAST,CENTER-2:15"
#define ui_alien_queen_finder "EAST,CENTER-3:15"
//constructs
#define ui_construct_pull "EAST,CENTER-2:15"
#define ui_construct_health "EAST,CENTER:15" //same as borgs and humans
// AI
#define ui_ai_core "SOUTH:6,WEST"
#define ui_ai_camera_list "SOUTH:6,WEST+1"
#define ui_ai_track_with_camera "SOUTH:6,WEST+2"
#define ui_ai_camera_light "SOUTH:6,WEST+3"
#define ui_ai_crew_monitor "SOUTH:6,WEST+4"
#define ui_ai_crew_manifest "SOUTH:6,WEST+5"
#define ui_ai_alerts "SOUTH:6,WEST+6"
#define ui_ai_announcement "SOUTH:6,WEST+7"
#define ui_ai_shuttle "SOUTH:6,WEST+8"
#define ui_ai_state_laws "SOUTH:6,WEST+9"
#define ui_ai_pda_send "SOUTH:6,WEST+10"
#define ui_ai_pda_log "SOUTH:6,WEST+11"
#define ui_ai_take_picture "SOUTH:6,WEST+12"
#define ui_ai_view_images "SOUTH:6,WEST+13"
#define ui_ai_sensor "SOUTH:6,WEST+14"
//Pop-up inventory
#define ui_shoes "WEST+1:8,SOUTH:5"
#define ui_iclothing "WEST:6,SOUTH+1:7"
#define ui_oclothing "WEST+1:8,SOUTH+1:7"
#define ui_gloves "WEST+2:10,SOUTH+1:7"
#define ui_glasses "WEST:6,SOUTH+3:11"
#define ui_mask "WEST+1:8,SOUTH+2:9"
#define ui_ears "WEST+2:10,SOUTH+2:9"
#define ui_neck "WEST:6,SOUTH+2:9"
#define ui_head "WEST+1:8,SOUTH+3:11"
//Ghosts
#define ui_ghost_jumptomob "SOUTH:6,CENTER-2:24"
#define ui_ghost_orbit "SOUTH:6,CENTER-1:24"
#define ui_ghost_reenter_corpse "SOUTH:6,CENTER:24"
#define ui_ghost_teleport "SOUTH:6,CENTER+1:24"
#define ui_ghost_pai "SOUTH: 6, CENTER+2:24"
//Hand of God, god
#define ui_deityhealth "EAST-1:28,CENTER-2:13"
#define ui_deitypower "EAST-1:28,CENTER-1:15"
#define ui_deityfollowers "EAST-1:28,CENTER:17"
/*
These defines specificy screen locations. For more information, see the byond documentation on the screen_loc var.
The short version:
Everything is encoded as strings because apparently that's how Byond rolls.
"1,1" is the bottom left square of the user's screen. This aligns perfectly with the turf grid.
"1:2,3:4" is the square (1,3) with pixel offsets (+2, +4); slightly right and slightly above the turf grid.
Pixel offsets are used so you don't perfectly hide the turf under them, that would be crappy.
In addition, the keywords NORTH, SOUTH, EAST, WEST and CENTER can be used to represent their respective
screen borders. NORTH-1, for example, is the row just below the upper edge. Useful if you want your
UI to scale with screen size.
The size of the user's screen is defined by client.view (indirectly by world.view), in our case "15x15".
Therefore, the top right corner (except during admin shenanigans) is at "15,15"
*/
//Lower left, persistent menu
#define ui_inventory "WEST:6,SOUTH:5"
//Middle left indicators
#define ui_lingchemdisplay "WEST,CENTER-1:15"
#define ui_lingstingdisplay "WEST:6,CENTER-3:11"
#define ui_crafting "12:-10,1:5"
#define ui_building "12:-10,1:21"
#define ui_language_menu "11:6,2:-11"
#define ui_devilsouldisplay "WEST:6,CENTER-1:15"
//Lower center, persistent menu
#define ui_sstore1 "CENTER-5:10,SOUTH:5"
#define ui_id "CENTER-4:12,SOUTH:5"
#define ui_belt "CENTER-3:14,SOUTH:5"
#define ui_back "CENTER-2:14,SOUTH:5"
/proc/ui_hand_position(i) //values based on old hand ui positions (CENTER:-/+16,SOUTH:5)
var/x_off = -(!(i % 2))
var/y_off = round((i-1) / 2)
return"CENTER+[x_off]:16,SOUTH+[y_off]:5"
/proc/ui_equip_position(mob/M)
var/y_off = round((M.held_items.len-1) / 2) //values based on old equip ui position (CENTER: +/-16,SOUTH+1:5)
return "CENTER:-16,SOUTH+[y_off+1]:5"
/proc/ui_swaphand_position(mob/M, which = 1) //values based on old swaphand ui positions (CENTER: +/-16,SOUTH+1:5)
var/x_off = which == 1 ? -1 : 0
var/y_off = round((M.held_items.len-1) / 2)
return "CENTER+[x_off]:16,SOUTH+[y_off+1]:5"
#define ui_storage1 "CENTER+1:18,SOUTH:5"
#define ui_storage2 "CENTER+2:20,SOUTH:5"
#define ui_borg_sensor "CENTER-3:16, SOUTH:5" //borgs
#define ui_borg_lamp "CENTER-4:16, SOUTH:5" //borgs
#define ui_borg_thrusters "CENTER-5:16, SOUTH:5" //borgs
#define ui_inv1 "CENTER-2:16,SOUTH:5" //borgs
#define ui_inv2 "CENTER-1 :16,SOUTH:5" //borgs
#define ui_inv3 "CENTER :16,SOUTH:5" //borgs
#define ui_borg_module "CENTER+1:16,SOUTH:5" //borgs
#define ui_borg_store "CENTER+2:16,SOUTH:5" //borgs
#define ui_borg_camera "CENTER+3:21,SOUTH:5" //borgs
#define ui_borg_album "CENTER+4:21,SOUTH:5" //borgs
#define ui_borg_language_menu "CENTER+4:21,SOUTH+1:5" //borgs
#define ui_monkey_head "CENTER-5:13,SOUTH:5" //monkey
#define ui_monkey_mask "CENTER-4:14,SOUTH:5" //monkey
#define ui_monkey_neck "CENTER-3:15,SOUTH:5" //monkey
#define ui_monkey_back "CENTER-2:16,SOUTH:5" //monkey
#define ui_alien_storage_l "CENTER-2:14,SOUTH:5"//alien
#define ui_alien_storage_r "CENTER+1:18,SOUTH:5"//alien
#define ui_alien_language_menu "EAST-3:26,SOUTH:5" //alien
#define ui_drone_drop "CENTER+1:18,SOUTH:5" //maintenance drones
#define ui_drone_pull "CENTER+2:2,SOUTH:5" //maintenance drones
#define ui_drone_storage "CENTER-2:14,SOUTH:5" //maintenance drones
#define ui_drone_head "CENTER-3:14,SOUTH:5" //maintenance drones
//Lower right, persistent menu
#define ui_drop_throw "EAST-1:28,SOUTH+1:7"
#define ui_pull_resist "EAST-2:26,SOUTH+1:7"
#define ui_movi "EAST-2:26,SOUTH:5"
#define ui_acti "EAST-3:24,SOUTH:5"
#define ui_zonesel "EAST-1:28,SOUTH:5"
#define ui_acti_alt "EAST-1:28,SOUTH:5" //alternative intent switcher for when the interface is hidden (F12)
#define ui_borg_pull "EAST-2:26,SOUTH+1:7"
#define ui_borg_radio "EAST-1:28,SOUTH+1:7"
#define ui_borg_intents "EAST-2:26,SOUTH:5"
//Upper-middle right (alerts)
#define ui_alert1 "EAST-1:28,CENTER+5:27"
#define ui_alert2 "EAST-1:28,CENTER+4:25"
#define ui_alert3 "EAST-1:28,CENTER+3:23"
#define ui_alert4 "EAST-1:28,CENTER+2:21"
#define ui_alert5 "EAST-1:28,CENTER+1:19"
//Middle right (status indicators)
#define ui_healthdoll "EAST-1:28,CENTER-2:13"
#define ui_health "EAST-1:28,CENTER-1:15"
#define ui_internal "EAST-1:28,CENTER:17"
//borgs
#define ui_borg_health "EAST-1:28,CENTER-1:15" //borgs have the health display where humans have the pressure damage indicator.
//aliens
#define ui_alien_health "EAST,CENTER-1:15" //aliens have the health display where humans have the pressure damage indicator.
#define ui_alienplasmadisplay "EAST,CENTER-2:15"
#define ui_alien_queen_finder "EAST,CENTER-3:15"
//constructs
#define ui_construct_pull "EAST,CENTER-2:15"
#define ui_construct_health "EAST,CENTER:15" //same as borgs and humans
// AI
#define ui_ai_core "SOUTH:6,WEST"
#define ui_ai_camera_list "SOUTH:6,WEST+1"
#define ui_ai_track_with_camera "SOUTH:6,WEST+2"
#define ui_ai_camera_light "SOUTH:6,WEST+3"
#define ui_ai_crew_monitor "SOUTH:6,WEST+4"
#define ui_ai_crew_manifest "SOUTH:6,WEST+5"
#define ui_ai_alerts "SOUTH:6,WEST+6"
#define ui_ai_announcement "SOUTH:6,WEST+7"
#define ui_ai_shuttle "SOUTH:6,WEST+8"
#define ui_ai_state_laws "SOUTH:6,WEST+9"
#define ui_ai_pda_send "SOUTH:6,WEST+10"
#define ui_ai_pda_log "SOUTH:6,WEST+11"
#define ui_ai_take_picture "SOUTH:6,WEST+12"
#define ui_ai_view_images "SOUTH:6,WEST+13"
#define ui_ai_sensor "SOUTH:6,WEST+14"
//Pop-up inventory
#define ui_shoes "WEST+1:8,SOUTH:5"
#define ui_iclothing "WEST:6,SOUTH+1:7"
#define ui_oclothing "WEST+1:8,SOUTH+1:7"
#define ui_gloves "WEST+2:10,SOUTH+1:7"
#define ui_glasses "WEST:6,SOUTH+3:11"
#define ui_mask "WEST+1:8,SOUTH+2:9"
#define ui_ears "WEST+2:10,SOUTH+2:9"
#define ui_neck "WEST:6,SOUTH+2:9"
#define ui_head "WEST+1:8,SOUTH+3:11"
//Ghosts
#define ui_ghost_jumptomob "SOUTH:6,CENTER-2:24"
#define ui_ghost_orbit "SOUTH:6,CENTER-1:24"
#define ui_ghost_reenter_corpse "SOUTH:6,CENTER:24"
#define ui_ghost_teleport "SOUTH:6,CENTER+1:24"
#define ui_ghost_pai "SOUTH: 6, CENTER+2:24"
//Hand of God, god
#define ui_deityhealth "EAST-1:28,CENTER-2:13"
#define ui_deitypower "EAST-1:28,CENTER-1:15"
#define ui_deityfollowers "EAST-1:28,CENTER:17"
+269 -269
View File
@@ -1,270 +1,270 @@
/*
The hud datum
Used to show and hide huds for all the different mob types,
including inventories and item quick actions.
*/
/datum/hud
var/mob/mymob
var/hud_shown = 1 //Used for the HUD toggle (F12)
var/hud_version = 1 //Current displayed version of the HUD
var/inventory_shown = 0 //Equipped item inventory
var/show_intent_icons = 0
var/hotkey_ui_hidden = 0 //This is to hide the buttons that can be used via hotkeys. (hotkeybuttons list of buttons)
var/obj/screen/ling/chems/lingchemdisplay
var/obj/screen/ling/sting/lingstingdisplay
var/obj/screen/blobpwrdisplay
var/obj/screen/alien_plasma_display
var/obj/screen/alien_queen_finder
var/obj/screen/devil/soul_counter/devilsouldisplay
var/obj/screen/deity_power_display
var/obj/screen/deity_follower_display
var/obj/screen/nightvisionicon
var/obj/screen/action_intent
var/obj/screen/zone_select
var/obj/screen/pull_icon
var/obj/screen/throw_icon
var/obj/screen/module_store_icon
var/list/static_inventory = list() //the screen objects which are static
var/list/toggleable_inventory = list() //the screen objects which can be hidden
var/list/obj/screen/hotkeybuttons = list() //the buttons that can be used via hotkeys
var/list/infodisplay = list() //the screen objects that display mob info (health, alien plasma, etc...)
var/list/screenoverlays = list() //the screen objects used as whole screen overlays (flash, damageoverlay, etc...)
var/list/inv_slots[slots_amt] // /obj/screen/inventory objects, ordered by their slot ID.
var/list/hand_slots // /obj/screen/inventory/hand objects, assoc list of "[held_index]" = object
var/list/obj/screen/plane_master/plane_masters = list() // see "appearance_flags" in the ref, assoc list of "[plane]" = object
var/obj/screen/movable/action_button/hide_toggle/hide_actions_toggle
var/action_buttons_hidden = 0
var/obj/screen/healths
var/obj/screen/healthdoll
var/obj/screen/internals
var/ui_style_icon = 'icons/mob/screen_midnight.dmi'
/datum/hud/New(mob/owner , ui_style = 'icons/mob/screen_midnight.dmi')
mymob = owner
ui_style_icon = ui_style
hide_actions_toggle = new
hide_actions_toggle.InitialiseIcon(src)
hand_slots = list()
for(var/mytype in subtypesof(/obj/screen/plane_master))
var/obj/screen/plane_master/instance = new mytype()
plane_masters["[instance.plane]"] = instance
instance.backdrop(mymob)
/datum/hud/Destroy()
if(mymob.hud_used == src)
mymob.hud_used = null
qdel(hide_actions_toggle)
hide_actions_toggle = null
qdel(module_store_icon)
module_store_icon = null
if(static_inventory.len)
for(var/thing in static_inventory)
qdel(thing)
static_inventory.Cut()
inv_slots.Cut()
action_intent = null
zone_select = null
pull_icon = null
if(toggleable_inventory.len)
for(var/thing in toggleable_inventory)
qdel(thing)
toggleable_inventory.Cut()
if(hotkeybuttons.len)
for(var/thing in hotkeybuttons)
qdel(thing)
hotkeybuttons.Cut()
throw_icon = null
if(infodisplay.len)
for(var/thing in infodisplay)
qdel(thing)
infodisplay.Cut()
healths = null
healthdoll = null
internals = null
lingchemdisplay = null
devilsouldisplay = null
lingstingdisplay = null
blobpwrdisplay = null
alien_plasma_display = null
alien_queen_finder = null
deity_power_display = null
deity_follower_display = null
nightvisionicon = null
if(plane_masters.len)
for(var/thing in plane_masters)
qdel(plane_masters[thing])
plane_masters.Cut()
if(screenoverlays.len)
for(var/thing in screenoverlays)
qdel(thing)
screenoverlays.Cut()
mymob = null
return ..()
/mob/proc/create_mob_hud()
if(client && !hud_used)
hud_used = new /datum/hud(src)
update_sight()
//Version denotes which style should be displayed. blank or 0 means "next version"
/datum/hud/proc/show_hud(version = 0,mob/viewmob)
if(!ismob(mymob))
return 0
var/mob/screenmob = viewmob || mymob
if(!screenmob.client)
return 0
screenmob.client.screen = list()
var/display_hud_version = version
if(!display_hud_version) //If 0 or blank, display the next hud version
display_hud_version = hud_version + 1
if(display_hud_version > HUD_VERSIONS) //If the requested version number is greater than the available versions, reset back to the first version
display_hud_version = 1
switch(display_hud_version)
if(HUD_STYLE_STANDARD) //Default HUD
hud_shown = 1 //Governs behavior of other procs
if(static_inventory.len)
screenmob.client.screen += static_inventory
if(toggleable_inventory.len && screenmob.hud_used && screenmob.hud_used.inventory_shown)
screenmob.client.screen += toggleable_inventory
if(hotkeybuttons.len && !hotkey_ui_hidden)
screenmob.client.screen += hotkeybuttons
if(infodisplay.len)
screenmob.client.screen += infodisplay
screenmob.client.screen += hide_actions_toggle
if(action_intent)
action_intent.screen_loc = initial(action_intent.screen_loc) //Restore intent selection to the original position
if(HUD_STYLE_REDUCED) //Reduced HUD
hud_shown = 0 //Governs behavior of other procs
if(static_inventory.len)
screenmob.client.screen -= static_inventory
if(toggleable_inventory.len)
screenmob.client.screen -= toggleable_inventory
if(hotkeybuttons.len)
screenmob.client.screen -= hotkeybuttons
if(infodisplay.len)
screenmob.client.screen += infodisplay
//These ones are a part of 'static_inventory', 'toggleable_inventory' or 'hotkeybuttons' but we want them to stay
for(var/h in hand_slots)
var/obj/screen/hand = hand_slots[h]
if(hand)
screenmob.client.screen += hand
if(action_intent)
screenmob.client.screen += action_intent //we want the intent switcher visible
action_intent.screen_loc = ui_acti_alt //move this to the alternative position, where zone_select usually is.
if(HUD_STYLE_NOHUD) //No HUD
hud_shown = 0 //Governs behavior of other procs
if(static_inventory.len)
screenmob.client.screen -= static_inventory
if(toggleable_inventory.len)
screenmob.client.screen -= toggleable_inventory
if(hotkeybuttons.len)
screenmob.client.screen -= hotkeybuttons
if(infodisplay.len)
screenmob.client.screen -= infodisplay
for(var/thing in plane_masters)
screenmob.client.screen += plane_masters[thing]
hud_version = display_hud_version
persistent_inventory_update(screenmob)
mymob.update_action_buttons(1)
reorganize_alerts()
mymob.reload_fullscreen()
update_parallax_pref(screenmob)
/datum/hud/human/show_hud(version = 0,mob/viewmob)
..()
hidden_inventory_update(viewmob)
/datum/hud/robot/show_hud(version = 0, mob/viewmob)
..()
update_robot_modules_display()
/datum/hud/proc/hidden_inventory_update()
return
/datum/hud/proc/persistent_inventory_update(mob/viewer)
if(!mymob)
return
//Triggered when F12 is pressed (Unless someone changed something in the DMF)
/mob/verb/button_pressed_F12()
set name = "F12"
set hidden = 1
if(hud_used && client)
hud_used.show_hud() //Shows the next hud preset
to_chat(usr, "<span class ='info'>Switched HUD mode. Press F12 to toggle.</span>")
else
to_chat(usr, "<span class ='warning'>This mob type does not use a HUD.</span>")
//(re)builds the hand ui slots, throwing away old ones
//not really worth jugglying existing ones so we just scrap+rebuild
//9/10 this is only called once per mob and only for 2 hands
/datum/hud/proc/build_hand_slots(ui_style = 'icons/mob/screen_midnight.dmi')
for(var/h in hand_slots)
var/obj/screen/inventory/hand/H = hand_slots[h]
if(H)
static_inventory -= H
hand_slots = list()
var/obj/screen/inventory/hand/hand_box
for(var/i in 1 to mymob.held_items.len)
hand_box = new /obj/screen/inventory/hand()
hand_box.name = mymob.get_held_index_name(i)
hand_box.icon = ui_style
hand_box.icon_state = "hand_[mymob.held_index_to_dir(i)]"
hand_box.screen_loc = ui_hand_position(i)
hand_box.held_index = i
hand_slots["[i]"] = hand_box
hand_box.hud = src
static_inventory += hand_box
hand_box.update_icon()
var/i = 1
for(var/obj/screen/swap_hand/SH in static_inventory)
SH.screen_loc = ui_swaphand_position(mymob,!(i % 2) ? 2: 1)
i++
for(var/obj/screen/human/equip/E in static_inventory)
E.screen_loc = ui_equip_position(mymob)
if(mymob.hud_used)
show_hud(HUD_STYLE_STANDARD,mymob)
/datum/hud/proc/update_locked_slots()
/*
The hud datum
Used to show and hide huds for all the different mob types,
including inventories and item quick actions.
*/
/datum/hud
var/mob/mymob
var/hud_shown = 1 //Used for the HUD toggle (F12)
var/hud_version = 1 //Current displayed version of the HUD
var/inventory_shown = 0 //Equipped item inventory
var/show_intent_icons = 0
var/hotkey_ui_hidden = 0 //This is to hide the buttons that can be used via hotkeys. (hotkeybuttons list of buttons)
var/obj/screen/ling/chems/lingchemdisplay
var/obj/screen/ling/sting/lingstingdisplay
var/obj/screen/blobpwrdisplay
var/obj/screen/alien_plasma_display
var/obj/screen/alien_queen_finder
var/obj/screen/devil/soul_counter/devilsouldisplay
var/obj/screen/deity_power_display
var/obj/screen/deity_follower_display
var/obj/screen/nightvisionicon
var/obj/screen/action_intent
var/obj/screen/zone_select
var/obj/screen/pull_icon
var/obj/screen/throw_icon
var/obj/screen/module_store_icon
var/list/static_inventory = list() //the screen objects which are static
var/list/toggleable_inventory = list() //the screen objects which can be hidden
var/list/obj/screen/hotkeybuttons = list() //the buttons that can be used via hotkeys
var/list/infodisplay = list() //the screen objects that display mob info (health, alien plasma, etc...)
var/list/screenoverlays = list() //the screen objects used as whole screen overlays (flash, damageoverlay, etc...)
var/list/inv_slots[slots_amt] // /obj/screen/inventory objects, ordered by their slot ID.
var/list/hand_slots // /obj/screen/inventory/hand objects, assoc list of "[held_index]" = object
var/list/obj/screen/plane_master/plane_masters = list() // see "appearance_flags" in the ref, assoc list of "[plane]" = object
var/obj/screen/movable/action_button/hide_toggle/hide_actions_toggle
var/action_buttons_hidden = 0
var/obj/screen/healths
var/obj/screen/healthdoll
var/obj/screen/internals
var/ui_style_icon = 'icons/mob/screen_midnight.dmi'
/datum/hud/New(mob/owner , ui_style = 'icons/mob/screen_midnight.dmi')
mymob = owner
ui_style_icon = ui_style
hide_actions_toggle = new
hide_actions_toggle.InitialiseIcon(src)
hand_slots = list()
for(var/mytype in subtypesof(/obj/screen/plane_master))
var/obj/screen/plane_master/instance = new mytype()
plane_masters["[instance.plane]"] = instance
instance.backdrop(mymob)
/datum/hud/Destroy()
if(mymob.hud_used == src)
mymob.hud_used = null
qdel(hide_actions_toggle)
hide_actions_toggle = null
qdel(module_store_icon)
module_store_icon = null
if(static_inventory.len)
for(var/thing in static_inventory)
qdel(thing)
static_inventory.Cut()
inv_slots.Cut()
action_intent = null
zone_select = null
pull_icon = null
if(toggleable_inventory.len)
for(var/thing in toggleable_inventory)
qdel(thing)
toggleable_inventory.Cut()
if(hotkeybuttons.len)
for(var/thing in hotkeybuttons)
qdel(thing)
hotkeybuttons.Cut()
throw_icon = null
if(infodisplay.len)
for(var/thing in infodisplay)
qdel(thing)
infodisplay.Cut()
healths = null
healthdoll = null
internals = null
lingchemdisplay = null
devilsouldisplay = null
lingstingdisplay = null
blobpwrdisplay = null
alien_plasma_display = null
alien_queen_finder = null
deity_power_display = null
deity_follower_display = null
nightvisionicon = null
if(plane_masters.len)
for(var/thing in plane_masters)
qdel(plane_masters[thing])
plane_masters.Cut()
if(screenoverlays.len)
for(var/thing in screenoverlays)
qdel(thing)
screenoverlays.Cut()
mymob = null
return ..()
/mob/proc/create_mob_hud()
if(client && !hud_used)
hud_used = new /datum/hud(src)
update_sight()
//Version denotes which style should be displayed. blank or 0 means "next version"
/datum/hud/proc/show_hud(version = 0,mob/viewmob)
if(!ismob(mymob))
return 0
var/mob/screenmob = viewmob || mymob
if(!screenmob.client)
return 0
screenmob.client.screen = list()
var/display_hud_version = version
if(!display_hud_version) //If 0 or blank, display the next hud version
display_hud_version = hud_version + 1
if(display_hud_version > HUD_VERSIONS) //If the requested version number is greater than the available versions, reset back to the first version
display_hud_version = 1
switch(display_hud_version)
if(HUD_STYLE_STANDARD) //Default HUD
hud_shown = 1 //Governs behavior of other procs
if(static_inventory.len)
screenmob.client.screen += static_inventory
if(toggleable_inventory.len && screenmob.hud_used && screenmob.hud_used.inventory_shown)
screenmob.client.screen += toggleable_inventory
if(hotkeybuttons.len && !hotkey_ui_hidden)
screenmob.client.screen += hotkeybuttons
if(infodisplay.len)
screenmob.client.screen += infodisplay
screenmob.client.screen += hide_actions_toggle
if(action_intent)
action_intent.screen_loc = initial(action_intent.screen_loc) //Restore intent selection to the original position
if(HUD_STYLE_REDUCED) //Reduced HUD
hud_shown = 0 //Governs behavior of other procs
if(static_inventory.len)
screenmob.client.screen -= static_inventory
if(toggleable_inventory.len)
screenmob.client.screen -= toggleable_inventory
if(hotkeybuttons.len)
screenmob.client.screen -= hotkeybuttons
if(infodisplay.len)
screenmob.client.screen += infodisplay
//These ones are a part of 'static_inventory', 'toggleable_inventory' or 'hotkeybuttons' but we want them to stay
for(var/h in hand_slots)
var/obj/screen/hand = hand_slots[h]
if(hand)
screenmob.client.screen += hand
if(action_intent)
screenmob.client.screen += action_intent //we want the intent switcher visible
action_intent.screen_loc = ui_acti_alt //move this to the alternative position, where zone_select usually is.
if(HUD_STYLE_NOHUD) //No HUD
hud_shown = 0 //Governs behavior of other procs
if(static_inventory.len)
screenmob.client.screen -= static_inventory
if(toggleable_inventory.len)
screenmob.client.screen -= toggleable_inventory
if(hotkeybuttons.len)
screenmob.client.screen -= hotkeybuttons
if(infodisplay.len)
screenmob.client.screen -= infodisplay
for(var/thing in plane_masters)
screenmob.client.screen += plane_masters[thing]
hud_version = display_hud_version
persistent_inventory_update(screenmob)
mymob.update_action_buttons(1)
reorganize_alerts()
mymob.reload_fullscreen()
update_parallax_pref(screenmob)
/datum/hud/human/show_hud(version = 0,mob/viewmob)
..()
hidden_inventory_update(viewmob)
/datum/hud/robot/show_hud(version = 0, mob/viewmob)
..()
update_robot_modules_display()
/datum/hud/proc/hidden_inventory_update()
return
/datum/hud/proc/persistent_inventory_update(mob/viewer)
if(!mymob)
return
//Triggered when F12 is pressed (Unless someone changed something in the DMF)
/mob/verb/button_pressed_F12()
set name = "F12"
set hidden = 1
if(hud_used && client)
hud_used.show_hud() //Shows the next hud preset
to_chat(usr, "<span class ='info'>Switched HUD mode. Press F12 to toggle.</span>")
else
to_chat(usr, "<span class ='warning'>This mob type does not use a HUD.</span>")
//(re)builds the hand ui slots, throwing away old ones
//not really worth jugglying existing ones so we just scrap+rebuild
//9/10 this is only called once per mob and only for 2 hands
/datum/hud/proc/build_hand_slots(ui_style = 'icons/mob/screen_midnight.dmi')
for(var/h in hand_slots)
var/obj/screen/inventory/hand/H = hand_slots[h]
if(H)
static_inventory -= H
hand_slots = list()
var/obj/screen/inventory/hand/hand_box
for(var/i in 1 to mymob.held_items.len)
hand_box = new /obj/screen/inventory/hand()
hand_box.name = mymob.get_held_index_name(i)
hand_box.icon = ui_style
hand_box.icon_state = "hand_[mymob.held_index_to_dir(i)]"
hand_box.screen_loc = ui_hand_position(i)
hand_box.held_index = i
hand_slots["[i]"] = hand_box
hand_box.hud = src
static_inventory += hand_box
hand_box.update_icon()
var/i = 1
for(var/obj/screen/swap_hand/SH in static_inventory)
SH.screen_loc = ui_swaphand_position(mymob,!(i % 2) ? 2: 1)
i++
for(var/obj/screen/human/equip/E in static_inventory)
E.screen_loc = ui_equip_position(mymob)
if(mymob.hud_used)
show_hud(HUD_STYLE_STANDARD,mymob)
/datum/hud/proc/update_locked_slots()
return
+438 -438
View File
@@ -1,438 +1,438 @@
/obj/screen/human
icon = 'icons/mob/screen_midnight.dmi'
/obj/screen/human/toggle
name = "toggle"
icon_state = "toggle"
/obj/screen/human/toggle/Click()
var/mob/targetmob = usr
if(isobserver(usr))
if(ishuman(usr.client.eye) && (usr.client.eye != usr))
var/mob/M = usr.client.eye
targetmob = M
if(usr.hud_used.inventory_shown && targetmob.hud_used)
usr.hud_used.inventory_shown = 0
usr.client.screen -= targetmob.hud_used.toggleable_inventory
else
usr.hud_used.inventory_shown = 1
usr.client.screen += targetmob.hud_used.toggleable_inventory
targetmob.hud_used.hidden_inventory_update(usr)
/obj/screen/human/equip
name = "equip"
icon_state = "act_equip"
/obj/screen/human/equip/Click()
if(istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech
return 1
var/mob/living/carbon/human/H = usr
H.quick_equip()
/obj/screen/devil
invisibility = INVISIBILITY_ABSTRACT
/obj/screen/devil/soul_counter
icon = 'icons/mob/screen_gen.dmi'
name = "souls owned"
icon_state = "Devil-6"
screen_loc = ui_devilsouldisplay
/obj/screen/devil/soul_counter/proc/update_counter(souls = 0)
invisibility = 0
maptext = "<div align='center' valign='middle' style='position:relative; top:0px; left:6px'><font color='#FF0000'>[souls]</font></div>"
switch(souls)
if(0,null)
icon_state = "Devil-1"
if(1,2)
icon_state = "Devil-2"
if(3 to 5)
icon_state = "Devil-3"
if(6 to 8)
icon_state = "Devil-4"
if(9 to INFINITY)
icon_state = "Devil-5"
else
icon_state = "Devil-6"
/obj/screen/devil/soul_counter/proc/clear()
invisibility = INVISIBILITY_ABSTRACT
/obj/screen/ling
invisibility = INVISIBILITY_ABSTRACT
/obj/screen/ling/sting
name = "current sting"
screen_loc = ui_lingstingdisplay
/obj/screen/ling/sting/Click()
if(isobserver(usr))
return
var/mob/living/carbon/U = usr
U.unset_sting()
/obj/screen/ling/chems
name = "chemical storage"
icon_state = "power_display"
screen_loc = ui_lingchemdisplay
/mob/living/carbon/human/create_mob_hud()
if(client && !hud_used)
hud_used = new /datum/hud/human(src, ui_style2icon(client.prefs.UI_style))
/datum/hud/human/New(mob/living/carbon/human/owner, ui_style = 'icons/mob/screen_midnight.dmi')
..()
owner.overlay_fullscreen("see_through_darkness", /obj/screen/fullscreen/see_through_darkness)
var/obj/screen/using
var/obj/screen/inventory/inv_box
using = new /obj/screen/craft
using.icon = ui_style
static_inventory += using
using = new/obj/screen/language_menu
using.icon = ui_style
static_inventory += using
using = new /obj/screen/area_creator
using.icon = ui_style
static_inventory += using
action_intent = new /obj/screen/act_intent/segmented
action_intent.icon_state = mymob.a_intent
static_inventory += action_intent
using = new /obj/screen/mov_intent
using.icon = ui_style
using.icon_state = (mymob.m_intent == MOVE_INTENT_RUN ? "running" : "walking")
using.screen_loc = ui_movi
static_inventory += using
using = new /obj/screen/drop()
using.icon = ui_style
using.screen_loc = ui_drop_throw
static_inventory += using
inv_box = new /obj/screen/inventory()
inv_box.name = "i_clothing"
inv_box.icon = ui_style
inv_box.slot_id = slot_w_uniform
inv_box.icon_state = "uniform"
inv_box.screen_loc = ui_iclothing
toggleable_inventory += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "o_clothing"
inv_box.icon = ui_style
inv_box.slot_id = slot_wear_suit
inv_box.icon_state = "suit"
inv_box.screen_loc = ui_oclothing
toggleable_inventory += inv_box
build_hand_slots(ui_style)
using = new /obj/screen/swap_hand()
using.icon = ui_style
using.icon_state = "swap_1"
using.screen_loc = ui_swaphand_position(owner,1)
static_inventory += using
using = new /obj/screen/swap_hand()
using.icon = ui_style
using.icon_state = "swap_2"
using.screen_loc = ui_swaphand_position(owner,2)
static_inventory += using
inv_box = new /obj/screen/inventory()
inv_box.name = "id"
inv_box.icon = ui_style
inv_box.icon_state = "id"
inv_box.screen_loc = ui_id
inv_box.slot_id = slot_wear_id
static_inventory += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "mask"
inv_box.icon = ui_style
inv_box.icon_state = "mask"
inv_box.screen_loc = ui_mask
inv_box.slot_id = slot_wear_mask
toggleable_inventory += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "neck"
inv_box.icon = ui_style
inv_box.icon_state = "neck"
inv_box.screen_loc = ui_neck
inv_box.slot_id = slot_neck
toggleable_inventory += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "back"
inv_box.icon = ui_style
inv_box.icon_state = "back"
inv_box.screen_loc = ui_back
inv_box.slot_id = slot_back
static_inventory += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "storage1"
inv_box.icon = ui_style
inv_box.icon_state = "pocket"
inv_box.screen_loc = ui_storage1
inv_box.slot_id = slot_l_store
static_inventory += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "storage2"
inv_box.icon = ui_style
inv_box.icon_state = "pocket"
inv_box.screen_loc = ui_storage2
inv_box.slot_id = slot_r_store
static_inventory += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "suit storage"
inv_box.icon = ui_style
inv_box.icon_state = "suit_storage"
inv_box.screen_loc = ui_sstore1
inv_box.slot_id = slot_s_store
static_inventory += inv_box
using = new /obj/screen/resist()
using.icon = ui_style
using.screen_loc = ui_pull_resist
hotkeybuttons += using
using = new /obj/screen/human/toggle()
using.icon = ui_style
using.screen_loc = ui_inventory
static_inventory += using
using = new /obj/screen/human/equip()
using.icon = ui_style
using.screen_loc = ui_equip_position(mymob)
static_inventory += using
inv_box = new /obj/screen/inventory()
inv_box.name = "gloves"
inv_box.icon = ui_style
inv_box.icon_state = "gloves"
inv_box.screen_loc = ui_gloves
inv_box.slot_id = slot_gloves
toggleable_inventory += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "eyes"
inv_box.icon = ui_style
inv_box.icon_state = "glasses"
inv_box.screen_loc = ui_glasses
inv_box.slot_id = slot_glasses
toggleable_inventory += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "ears"
inv_box.icon = ui_style
inv_box.icon_state = "ears"
inv_box.screen_loc = ui_ears
inv_box.slot_id = slot_ears
toggleable_inventory += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "head"
inv_box.icon = ui_style
inv_box.icon_state = "head"
inv_box.screen_loc = ui_head
inv_box.slot_id = slot_head
toggleable_inventory += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "shoes"
inv_box.icon = ui_style
inv_box.icon_state = "shoes"
inv_box.screen_loc = ui_shoes
inv_box.slot_id = slot_shoes
toggleable_inventory += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "belt"
inv_box.icon = ui_style
inv_box.icon_state = "belt"
// inv_box.icon_full = "template_small"
inv_box.screen_loc = ui_belt
inv_box.slot_id = slot_belt
static_inventory += inv_box
throw_icon = new /obj/screen/throw_catch()
throw_icon.icon = ui_style
throw_icon.screen_loc = ui_drop_throw
hotkeybuttons += throw_icon
internals = new /obj/screen/internals()
infodisplay += internals
healths = new /obj/screen/healths()
infodisplay += healths
//citadel code
arousal = new /obj/screen/arousal()
infodisplay += arousal
healthdoll = new /obj/screen/healthdoll()
infodisplay += healthdoll
pull_icon = new /obj/screen/pull()
pull_icon.icon = ui_style
pull_icon.update_icon(mymob)
pull_icon.screen_loc = ui_pull_resist
static_inventory += pull_icon
lingchemdisplay = new /obj/screen/ling/chems()
infodisplay += lingchemdisplay
lingstingdisplay = new /obj/screen/ling/sting()
infodisplay += lingstingdisplay
devilsouldisplay = new /obj/screen/devil/soul_counter
infodisplay += devilsouldisplay
zone_select = new /obj/screen/zone_sel()
zone_select.icon = ui_style
zone_select.update_icon(mymob)
static_inventory += zone_select
for(var/obj/screen/inventory/inv in (static_inventory + toggleable_inventory))
if(inv.slot_id)
inv.hud = src
inv_slots[inv.slot_id] = inv
inv.update_icon()
/datum/hud/human/update_locked_slots()
if(!mymob)
return
var/mob/living/carbon/human/H = mymob
var/datum/species/S = H.dna.species
for(var/obj/screen/inventory/inv in (static_inventory + toggleable_inventory))
if(inv.slot_id)
if(inv.slot_id in S.no_equip)
inv.alpha = 128
else
inv.alpha = initial(inv.alpha)
/datum/hud/human/hidden_inventory_update(mob/viewer)
if(!mymob)
return
var/mob/living/carbon/human/H = mymob
var/mob/screenmob = viewer || H
if(screenmob.hud_used.inventory_shown && screenmob.hud_used.hud_shown)
if(H.shoes)
H.shoes.screen_loc = ui_shoes
screenmob.client.screen += H.shoes
if(H.gloves)
H.gloves.screen_loc = ui_gloves
screenmob.client.screen += H.gloves
if(H.ears)
H.ears.screen_loc = ui_ears
screenmob.client.screen += H.ears
if(H.glasses)
H.glasses.screen_loc = ui_glasses
screenmob.client.screen += H.glasses
if(H.w_uniform)
H.w_uniform.screen_loc = ui_iclothing
screenmob.client.screen += H.w_uniform
if(H.wear_suit)
H.wear_suit.screen_loc = ui_oclothing
screenmob.client.screen += H.wear_suit
if(H.wear_mask)
H.wear_mask.screen_loc = ui_mask
screenmob.client.screen += H.wear_mask
if(H.wear_neck)
H.wear_neck.screen_loc = ui_neck
screenmob.client.screen += H.wear_neck
if(H.head)
H.head.screen_loc = ui_head
screenmob.client.screen += H.head
else
if(H.shoes) screenmob.client.screen -= H.shoes
if(H.gloves) screenmob.client.screen -= H.gloves
if(H.ears) screenmob.client.screen -= H.ears
if(H.glasses) screenmob.client.screen -= H.glasses
if(H.w_uniform) screenmob.client.screen -= H.w_uniform
if(H.wear_suit) screenmob.client.screen -= H.wear_suit
if(H.wear_mask) screenmob.client.screen -= H.wear_mask
if(H.wear_neck) screenmob.client.screen -= H.wear_neck
if(H.head) screenmob.client.screen -= H.head
/datum/hud/human/persistent_inventory_update(mob/viewer)
if(!mymob)
return
..()
var/mob/living/carbon/human/H = mymob
var/mob/screenmob = viewer || H
if(screenmob.hud_used)
if(screenmob.hud_used.hud_shown)
if(H.s_store)
H.s_store.screen_loc = ui_sstore1
screenmob.client.screen += H.s_store
if(H.wear_id)
H.wear_id.screen_loc = ui_id
screenmob.client.screen += H.wear_id
if(H.belt)
H.belt.screen_loc = ui_belt
screenmob.client.screen += H.belt
if(H.back)
H.back.screen_loc = ui_back
screenmob.client.screen += H.back
if(H.l_store)
H.l_store.screen_loc = ui_storage1
screenmob.client.screen += H.l_store
if(H.r_store)
H.r_store.screen_loc = ui_storage2
screenmob.client.screen += H.r_store
else
if(H.s_store)
screenmob.client.screen -= H.s_store
if(H.wear_id)
screenmob.client.screen -= H.wear_id
if(H.belt)
screenmob.client.screen -= H.belt
if(H.back)
screenmob.client.screen -= H.back
if(H.l_store)
screenmob.client.screen -= H.l_store
if(H.r_store)
screenmob.client.screen -= H.r_store
if(hud_version != HUD_STYLE_NOHUD)
for(var/obj/item/I in H.held_items)
I.screen_loc = ui_hand_position(H.get_held_index_of_item(I))
screenmob.client.screen += I
else
for(var/obj/item/I in H.held_items)
I.screen_loc = null
screenmob.client.screen -= I
/mob/living/carbon/human/verb/toggle_hotkey_verbs()
set category = "OOC"
set name = "Toggle hotkey buttons"
set desc = "This disables or enables the user interface buttons which can be used with hotkeys."
if(hud_used.hotkey_ui_hidden)
client.screen += hud_used.hotkeybuttons
hud_used.hotkey_ui_hidden = 0
else
client.screen -= hud_used.hotkeybuttons
hud_used.hotkey_ui_hidden = 1
/obj/screen/human
icon = 'icons/mob/screen_midnight.dmi'
/obj/screen/human/toggle
name = "toggle"
icon_state = "toggle"
/obj/screen/human/toggle/Click()
var/mob/targetmob = usr
if(isobserver(usr))
if(ishuman(usr.client.eye) && (usr.client.eye != usr))
var/mob/M = usr.client.eye
targetmob = M
if(usr.hud_used.inventory_shown && targetmob.hud_used)
usr.hud_used.inventory_shown = 0
usr.client.screen -= targetmob.hud_used.toggleable_inventory
else
usr.hud_used.inventory_shown = 1
usr.client.screen += targetmob.hud_used.toggleable_inventory
targetmob.hud_used.hidden_inventory_update(usr)
/obj/screen/human/equip
name = "equip"
icon_state = "act_equip"
/obj/screen/human/equip/Click()
if(istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech
return 1
var/mob/living/carbon/human/H = usr
H.quick_equip()
/obj/screen/devil
invisibility = INVISIBILITY_ABSTRACT
/obj/screen/devil/soul_counter
icon = 'icons/mob/screen_gen.dmi'
name = "souls owned"
icon_state = "Devil-6"
screen_loc = ui_devilsouldisplay
/obj/screen/devil/soul_counter/proc/update_counter(souls = 0)
invisibility = 0
maptext = "<div align='center' valign='middle' style='position:relative; top:0px; left:6px'><font color='#FF0000'>[souls]</font></div>"
switch(souls)
if(0,null)
icon_state = "Devil-1"
if(1,2)
icon_state = "Devil-2"
if(3 to 5)
icon_state = "Devil-3"
if(6 to 8)
icon_state = "Devil-4"
if(9 to INFINITY)
icon_state = "Devil-5"
else
icon_state = "Devil-6"
/obj/screen/devil/soul_counter/proc/clear()
invisibility = INVISIBILITY_ABSTRACT
/obj/screen/ling
invisibility = INVISIBILITY_ABSTRACT
/obj/screen/ling/sting
name = "current sting"
screen_loc = ui_lingstingdisplay
/obj/screen/ling/sting/Click()
if(isobserver(usr))
return
var/mob/living/carbon/U = usr
U.unset_sting()
/obj/screen/ling/chems
name = "chemical storage"
icon_state = "power_display"
screen_loc = ui_lingchemdisplay
/mob/living/carbon/human/create_mob_hud()
if(client && !hud_used)
hud_used = new /datum/hud/human(src, ui_style2icon(client.prefs.UI_style))
/datum/hud/human/New(mob/living/carbon/human/owner, ui_style = 'icons/mob/screen_midnight.dmi')
..()
owner.overlay_fullscreen("see_through_darkness", /obj/screen/fullscreen/see_through_darkness)
var/obj/screen/using
var/obj/screen/inventory/inv_box
using = new /obj/screen/craft
using.icon = ui_style
static_inventory += using
using = new/obj/screen/language_menu
using.icon = ui_style
static_inventory += using
using = new /obj/screen/area_creator
using.icon = ui_style
static_inventory += using
action_intent = new /obj/screen/act_intent/segmented
action_intent.icon_state = mymob.a_intent
static_inventory += action_intent
using = new /obj/screen/mov_intent
using.icon = ui_style
using.icon_state = (mymob.m_intent == MOVE_INTENT_RUN ? "running" : "walking")
using.screen_loc = ui_movi
static_inventory += using
using = new /obj/screen/drop()
using.icon = ui_style
using.screen_loc = ui_drop_throw
static_inventory += using
inv_box = new /obj/screen/inventory()
inv_box.name = "i_clothing"
inv_box.icon = ui_style
inv_box.slot_id = slot_w_uniform
inv_box.icon_state = "uniform"
inv_box.screen_loc = ui_iclothing
toggleable_inventory += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "o_clothing"
inv_box.icon = ui_style
inv_box.slot_id = slot_wear_suit
inv_box.icon_state = "suit"
inv_box.screen_loc = ui_oclothing
toggleable_inventory += inv_box
build_hand_slots(ui_style)
using = new /obj/screen/swap_hand()
using.icon = ui_style
using.icon_state = "swap_1"
using.screen_loc = ui_swaphand_position(owner,1)
static_inventory += using
using = new /obj/screen/swap_hand()
using.icon = ui_style
using.icon_state = "swap_2"
using.screen_loc = ui_swaphand_position(owner,2)
static_inventory += using
inv_box = new /obj/screen/inventory()
inv_box.name = "id"
inv_box.icon = ui_style
inv_box.icon_state = "id"
inv_box.screen_loc = ui_id
inv_box.slot_id = slot_wear_id
static_inventory += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "mask"
inv_box.icon = ui_style
inv_box.icon_state = "mask"
inv_box.screen_loc = ui_mask
inv_box.slot_id = slot_wear_mask
toggleable_inventory += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "neck"
inv_box.icon = ui_style
inv_box.icon_state = "neck"
inv_box.screen_loc = ui_neck
inv_box.slot_id = slot_neck
toggleable_inventory += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "back"
inv_box.icon = ui_style
inv_box.icon_state = "back"
inv_box.screen_loc = ui_back
inv_box.slot_id = slot_back
static_inventory += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "storage1"
inv_box.icon = ui_style
inv_box.icon_state = "pocket"
inv_box.screen_loc = ui_storage1
inv_box.slot_id = slot_l_store
static_inventory += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "storage2"
inv_box.icon = ui_style
inv_box.icon_state = "pocket"
inv_box.screen_loc = ui_storage2
inv_box.slot_id = slot_r_store
static_inventory += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "suit storage"
inv_box.icon = ui_style
inv_box.icon_state = "suit_storage"
inv_box.screen_loc = ui_sstore1
inv_box.slot_id = slot_s_store
static_inventory += inv_box
using = new /obj/screen/resist()
using.icon = ui_style
using.screen_loc = ui_pull_resist
hotkeybuttons += using
using = new /obj/screen/human/toggle()
using.icon = ui_style
using.screen_loc = ui_inventory
static_inventory += using
using = new /obj/screen/human/equip()
using.icon = ui_style
using.screen_loc = ui_equip_position(mymob)
static_inventory += using
inv_box = new /obj/screen/inventory()
inv_box.name = "gloves"
inv_box.icon = ui_style
inv_box.icon_state = "gloves"
inv_box.screen_loc = ui_gloves
inv_box.slot_id = slot_gloves
toggleable_inventory += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "eyes"
inv_box.icon = ui_style
inv_box.icon_state = "glasses"
inv_box.screen_loc = ui_glasses
inv_box.slot_id = slot_glasses
toggleable_inventory += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "ears"
inv_box.icon = ui_style
inv_box.icon_state = "ears"
inv_box.screen_loc = ui_ears
inv_box.slot_id = slot_ears
toggleable_inventory += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "head"
inv_box.icon = ui_style
inv_box.icon_state = "head"
inv_box.screen_loc = ui_head
inv_box.slot_id = slot_head
toggleable_inventory += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "shoes"
inv_box.icon = ui_style
inv_box.icon_state = "shoes"
inv_box.screen_loc = ui_shoes
inv_box.slot_id = slot_shoes
toggleable_inventory += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "belt"
inv_box.icon = ui_style
inv_box.icon_state = "belt"
// inv_box.icon_full = "template_small"
inv_box.screen_loc = ui_belt
inv_box.slot_id = slot_belt
static_inventory += inv_box
throw_icon = new /obj/screen/throw_catch()
throw_icon.icon = ui_style
throw_icon.screen_loc = ui_drop_throw
hotkeybuttons += throw_icon
internals = new /obj/screen/internals()
infodisplay += internals
healths = new /obj/screen/healths()
infodisplay += healths
//citadel code
arousal = new /obj/screen/arousal()
infodisplay += arousal
healthdoll = new /obj/screen/healthdoll()
infodisplay += healthdoll
pull_icon = new /obj/screen/pull()
pull_icon.icon = ui_style
pull_icon.update_icon(mymob)
pull_icon.screen_loc = ui_pull_resist
static_inventory += pull_icon
lingchemdisplay = new /obj/screen/ling/chems()
infodisplay += lingchemdisplay
lingstingdisplay = new /obj/screen/ling/sting()
infodisplay += lingstingdisplay
devilsouldisplay = new /obj/screen/devil/soul_counter
infodisplay += devilsouldisplay
zone_select = new /obj/screen/zone_sel()
zone_select.icon = ui_style
zone_select.update_icon(mymob)
static_inventory += zone_select
for(var/obj/screen/inventory/inv in (static_inventory + toggleable_inventory))
if(inv.slot_id)
inv.hud = src
inv_slots[inv.slot_id] = inv
inv.update_icon()
/datum/hud/human/update_locked_slots()
if(!mymob)
return
var/mob/living/carbon/human/H = mymob
var/datum/species/S = H.dna.species
for(var/obj/screen/inventory/inv in (static_inventory + toggleable_inventory))
if(inv.slot_id)
if(inv.slot_id in S.no_equip)
inv.alpha = 128
else
inv.alpha = initial(inv.alpha)
/datum/hud/human/hidden_inventory_update(mob/viewer)
if(!mymob)
return
var/mob/living/carbon/human/H = mymob
var/mob/screenmob = viewer || H
if(screenmob.hud_used.inventory_shown && screenmob.hud_used.hud_shown)
if(H.shoes)
H.shoes.screen_loc = ui_shoes
screenmob.client.screen += H.shoes
if(H.gloves)
H.gloves.screen_loc = ui_gloves
screenmob.client.screen += H.gloves
if(H.ears)
H.ears.screen_loc = ui_ears
screenmob.client.screen += H.ears
if(H.glasses)
H.glasses.screen_loc = ui_glasses
screenmob.client.screen += H.glasses
if(H.w_uniform)
H.w_uniform.screen_loc = ui_iclothing
screenmob.client.screen += H.w_uniform
if(H.wear_suit)
H.wear_suit.screen_loc = ui_oclothing
screenmob.client.screen += H.wear_suit
if(H.wear_mask)
H.wear_mask.screen_loc = ui_mask
screenmob.client.screen += H.wear_mask
if(H.wear_neck)
H.wear_neck.screen_loc = ui_neck
screenmob.client.screen += H.wear_neck
if(H.head)
H.head.screen_loc = ui_head
screenmob.client.screen += H.head
else
if(H.shoes) screenmob.client.screen -= H.shoes
if(H.gloves) screenmob.client.screen -= H.gloves
if(H.ears) screenmob.client.screen -= H.ears
if(H.glasses) screenmob.client.screen -= H.glasses
if(H.w_uniform) screenmob.client.screen -= H.w_uniform
if(H.wear_suit) screenmob.client.screen -= H.wear_suit
if(H.wear_mask) screenmob.client.screen -= H.wear_mask
if(H.wear_neck) screenmob.client.screen -= H.wear_neck
if(H.head) screenmob.client.screen -= H.head
/datum/hud/human/persistent_inventory_update(mob/viewer)
if(!mymob)
return
..()
var/mob/living/carbon/human/H = mymob
var/mob/screenmob = viewer || H
if(screenmob.hud_used)
if(screenmob.hud_used.hud_shown)
if(H.s_store)
H.s_store.screen_loc = ui_sstore1
screenmob.client.screen += H.s_store
if(H.wear_id)
H.wear_id.screen_loc = ui_id
screenmob.client.screen += H.wear_id
if(H.belt)
H.belt.screen_loc = ui_belt
screenmob.client.screen += H.belt
if(H.back)
H.back.screen_loc = ui_back
screenmob.client.screen += H.back
if(H.l_store)
H.l_store.screen_loc = ui_storage1
screenmob.client.screen += H.l_store
if(H.r_store)
H.r_store.screen_loc = ui_storage2
screenmob.client.screen += H.r_store
else
if(H.s_store)
screenmob.client.screen -= H.s_store
if(H.wear_id)
screenmob.client.screen -= H.wear_id
if(H.belt)
screenmob.client.screen -= H.belt
if(H.back)
screenmob.client.screen -= H.back
if(H.l_store)
screenmob.client.screen -= H.l_store
if(H.r_store)
screenmob.client.screen -= H.r_store
if(hud_version != HUD_STYLE_NOHUD)
for(var/obj/item/I in H.held_items)
I.screen_loc = ui_hand_position(H.get_held_index_of_item(I))
screenmob.client.screen += I
else
for(var/obj/item/I in H.held_items)
I.screen_loc = null
screenmob.client.screen -= I
/mob/living/carbon/human/verb/toggle_hotkey_verbs()
set category = "OOC"
set name = "Toggle hotkey buttons"
set desc = "This disables or enables the user interface buttons which can be used with hotkeys."
if(hud_used.hotkey_ui_hidden)
client.screen += hud_used.hotkeybuttons
hud_used.hotkey_ui_hidden = 0
else
client.screen -= hud_used.hotkeybuttons
hud_used.hotkey_ui_hidden = 1