Files
Aurora.3/code/_onclick/hud/screen_objects.dm
LordFowl 8d436c4a03 Converts all necessary << outputs into the to_chat() macro. (#6076)
This PR will lead us towards the Promised Day, for in its wake there shall be much celebration and ecstasy as this world becomes a world suitable for developer hegemony. The first strike is thusly;

All << is converted into to_chat().
2019-03-10 23:39:03 +02:00

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/*
Screen objects
Todo: improve/re-implement
Screen objects are only used for the hud and should not appear anywhere "in-game".
They are used with the client/screen list and the screen_loc var.
For more information, see the byond documentation on the screen_loc and screen vars.
*/
/obj/screen
name = ""
icon = 'icons/mob/screen/generic.dmi'
layer = 20.0
unacidable = 1
var/obj/master = null //A reference to the object in the slot. Grabs or items, generally.
appearance_flags = NO_CLIENT_COLOR
/obj/screen/Destroy(force = FALSE)
master = null
screen_loc = null
return ..()
/obj/screen/text
icon = null
icon_state = null
mouse_opacity = 0
screen_loc = "CENTER-7,CENTER-7"
maptext_height = 480
maptext_width = 480
/obj/screen/inventory
var/slot_id //The indentifier for the slot. It has nothing to do with ID cards.
/obj/screen/close
name = "close"
/obj/screen/close/Click()
if(master)
if(istype(master, /obj/item/weapon/storage))
var/obj/item/weapon/storage/S = master
S.close(usr)
return 1
/obj/screen/item_action
var/obj/item/owner
/obj/screen/item_action/Destroy()
. = ..()
owner = null
/obj/screen/item_action/Click()
if(!usr || !owner)
return 1
if(!usr.canClick())
return
if(usr.stat || usr.restrained() || usr.stunned || usr.lying)
return 1
if(!(owner in usr))
return 1
owner.ui_action_click()
return 1
/obj/screen/grab
name = "grab"
/obj/screen/grab/Click()
var/obj/item/weapon/grab/G = master
G.s_click(src)
return 1
/obj/screen/grab/attack_hand()
return
/obj/screen/grab/attackby()
return
/obj/screen/storage
name = "storage"
layer = 19
screen_loc = "7,7 to 10,8"
/obj/screen/storage/Click()
if(!usr.canClick())
return 1
if(usr.stat || usr.paralysis || usr.stunned || usr.weakened)
return 1
if (istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech
return 1
if(master)
var/obj/item/I = usr.get_active_hand()
if(I)
usr.ClickOn(master)
return 1
/obj/screen/zone_sel
name = "damage zone"
icon_state = "zone_sel"
screen_loc = ui_zonesel
var/selecting = "chest"
/obj/screen/zone_sel/Click(location, control,params)
var/list/PL = params2list(params)
var/icon_x = text2num(PL["icon-x"])
var/icon_y = text2num(PL["icon-y"])
var/old_selecting = selecting //We're only going to update_icon() if there's been a change
switch(icon_y)
if(1 to 3) //Feet
switch(icon_x)
if(10 to 15)
selecting = "r_foot"
if(17 to 22)
selecting = "l_foot"
else
return 1
if(4 to 9) //Legs
switch(icon_x)
if(10 to 15)
selecting = "r_leg"
if(17 to 22)
selecting = "l_leg"
else
return 1
if(10 to 13) //Hands and groin
switch(icon_x)
if(8 to 11)
selecting = "r_hand"
if(12 to 20)
selecting = "groin"
if(21 to 24)
selecting = "l_hand"
else
return 1
if(14 to 22) //Chest and arms to shoulders
switch(icon_x)
if(8 to 11)
selecting = "r_arm"
if(12 to 20)
selecting = "chest"
if(21 to 24)
selecting = "l_arm"
else
return 1
if(23 to 30) //Head, but we need to check for eye or mouth
if(icon_x in 12 to 20)
selecting = "head"
switch(icon_y)
if(23 to 24)
if(icon_x in 15 to 17)
selecting = "mouth"
if(26) //Eyeline, eyes are on 15 and 17
if(icon_x in 14 to 18)
selecting = "eyes"
if(25 to 27)
if(icon_x in 15 to 17)
selecting = "eyes"
if(old_selecting != selecting)
update_icon()
return 1
/obj/screen/zone_sel/proc/set_selected_zone(bodypart)
var/old_selecting = selecting
selecting = bodypart
if(old_selecting != selecting)
update_icon()
/obj/screen/zone_sel/update_icon()
cut_overlays()
add_overlay(image('icons/mob/zone_sel.dmi', "[selecting]"))
/obj/screen/Click(location, control, params)
if(!usr) return 1
switch(name)
if("toggle")
if(usr.hud_used.inventory_shown)
usr.hud_used.inventory_shown = 0
usr.client.screen -= usr.hud_used.other
else
usr.hud_used.inventory_shown = 1
usr.client.screen += usr.hud_used.other
usr.hud_used.hidden_inventory_update()
if("equip")
if (istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech
return 1
if(ishuman(usr))
var/mob/living/carbon/human/H = usr
H.quick_equip()
if("resist")
if(isliving(usr))
var/mob/living/L = usr
L.resist()
if("act_intent")
usr.a_intent_change("right")
if(I_HELP)
usr.a_intent = I_HELP
usr.hud_used.action_intent.icon_state = "intent_help"
if(I_HURT)
usr.a_intent = I_HURT
usr.hud_used.action_intent.icon_state = "intent_harm"
if(I_GRAB)
usr.a_intent = I_GRAB
usr.hud_used.action_intent.icon_state = "intent_grab"
if(I_DISARM)
usr.a_intent = I_DISARM
usr.hud_used.action_intent.icon_state = "intent_disarm"
if("pull")
usr.stop_pulling()
if("throw")
if(!usr.stat && isturf(usr.loc) && !usr.restrained())
usr:toggle_throw_mode()
if("drop")
if(usr.client)
usr.client.drop_item()
if("up hint")
var/turf/T = GetAbove(usr)
if (!T)
to_chat(usr, "<span class='notice'>There is nothing above you!</span>")
else if (T.is_hole)
to_chat(usr, "<span class='notice'>There's no roof above your head! You can see up!</span>")
else
to_chat(usr, "<span class='notice'>You see a ceiling staring back at you.</span>")
if("module")
if(isrobot(usr))
var/mob/living/silicon/robot/R = usr
// if(R.module)
// R.hud_used.toggle_show_robot_modules()
// return 1
R.pick_module()
if("inventory")
if(isrobot(usr))
var/mob/living/silicon/robot/R = usr
if(R.module)
R.hud_used.toggle_show_robot_modules()
return 1
else
to_chat(R, "You haven't selected a module yet.")
if("radio")
if(issilicon(usr))
usr:radio_menu()
if("panel")
if(issilicon(usr))
usr:installed_modules()
if("store")
if(isrobot(usr))
var/mob/living/silicon/robot/R = usr
if(R.module)
R.uneq_active()
R.hud_used.update_robot_modules_display()
else
to_chat(R, "You haven't selected a module yet.")
else
return 0
return 1
/obj/screen/inventory/Click()
// At this point in client Click() code we have passed the 1/10 sec check and little else
// We don't even know if it's a middle click
if(!usr.canClick())
return 1
if(usr.stat || usr.paralysis || usr.stunned || usr.weakened)
return 1
if (istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech
return 1
switch(name)
if("r_hand")
if(iscarbon(usr))
var/mob/living/carbon/C = usr
C.activate_hand("r")
if("l_hand")
if(iscarbon(usr))
var/mob/living/carbon/C = usr
C.activate_hand("l")
if("swap")
usr:swap_hand()
if("hand")
usr:swap_hand()
else
if(usr.attack_ui(slot_id))
usr.update_inv_l_hand(0)
usr.update_inv_r_hand(0)
return 1
/obj/screen/movement_intent
name = "mov_intent"
screen_loc = ui_movi
layer = 20
//This updates the run/walk button on the hud
/obj/screen/movement_intent/proc/update_move_icon(var/mob/living/user)
if (!user.client)
return
if (user.max_stamina == -1 || user.stamina == user.max_stamina)
if (user.stamina_bar)
QDEL_NULL(user.stamina_bar)
else
if (!user.stamina_bar)
user.stamina_bar = new(user, user.max_stamina, src)
user.stamina_bar.update(user.stamina)
if (user.m_intent == "run")
icon_state = "running"
else
icon_state = "walking"
/obj/screen/movement_intent/Click(location, control, params)
if(!usr)
return 1
var/list/modifiers = params2list(params)
if(iscarbon(usr))
var/mob/living/carbon/C = usr
if (modifiers["alt"])
C.set_walk_speed()
return
if(C.legcuffed)
to_chat(C, "<span class='notice'>You are legcuffed! You cannot run until you get [C.legcuffed] removed!</span>")
C.m_intent = "walk" //Just incase
C.hud_used.move_intent.icon_state = "walking"
return 1
switch(usr.m_intent)
if("run")
usr.m_intent = "walk"
if("walk")
usr.m_intent = "run"
update_move_icon(usr)