Initial Commit

- adds synth-skin
- modifies update_icons extensively
- allows for customized limbs
- makes update_icons very slow
This commit is contained in:
jack-fractal
2015-06-24 15:40:55 -04:00
parent cd6dfa5579
commit bdcfaa71ef
13 changed files with 568 additions and 344 deletions
+169 -156
View File
@@ -78,6 +78,8 @@ datum/preferences
var/species = "Human" //Species datum to use.
var/language = "None" //Secondary language
var/list/gear //Custom/fluff item loadout.
var/covering_type = null //synth covering type
var/machine_brain_type = "Posibrain" //synth brain type
//Some faction information.
var/home_system = "Unset" //System of birth.
@@ -315,43 +317,21 @@ datum/preferences
dat += "Skin Tone: <a href='?_src_=prefs;preference=s_tone;task=input'>[-s_tone + 35]/220<br></a>"
//dat += "Skin pattern: <a href='byond://?src=\ref[user];preference=skin_style;task=input'>Adjust</a><br>"
dat += "Needs Glasses: <a href='?_src_=prefs;preference=disabilities'><b>[disabilities == 0 ? "No" : "Yes"]</b></a><br>"
if (species=="Machine") // brain and covering type for shells
dat += "Brain Type: <a href='byond://?src=\ref[user];preference=set_machine_brain;task=input'><b>[machine_brain_type]</b></a><br>"
dat += "Exterior Coating: <a href='byond://?src=\ref[user];preference=set_machine_covering;task=input'><b>[isnull(covering_type) ? "None" : covering_type]</b></a><br>"
dat += "Limbs: <a href='byond://?src=\ref[user];preference=limbs;task=input'>Adjust</a><br>"
dat += "Internal Organs: <a href='byond://?src=\ref[user];preference=organs;task=input'>Adjust</a><br>"
//display limbs below
var/ind = 0
var/list/organ_names = get_limb_name_to_descriptive_name()
var/mechanical_organ_string = (species!="Machine" ? "Mechanical" : "Custom")
for(var/name in organ_data)
//world << "[ind] \ [organ_data.len]"
var/status = organ_data[name]
var/organ_name = null
switch(name)
if("l_arm")
organ_name = "left arm"
if("r_arm")
organ_name = "right arm"
if("l_leg")
organ_name = "left leg"
if("r_leg")
organ_name = "right leg"
if("l_foot")
organ_name = "left foot"
if("r_foot")
organ_name = "right foot"
if("l_hand")
organ_name = "left hand"
if("r_hand")
organ_name = "right hand"
if("heart")
organ_name = "heart"
if("eyes")
organ_name = "eyes"
if(status == "cyborg")
++ind
if(ind > 1)
dat += ", "
dat += "\tMechanical [organ_name] prothesis"
else if(status == "amputated")
var/organ_name = organ_names[name]
if(status == "amputated")
++ind
if(ind > 1)
dat += ", "
@@ -374,10 +354,20 @@ datum/preferences
dat += "\tRetinal overlayed [organ_name]"
else
dat += "\tMechanically assisted [organ_name]"
var/list/status_as_list=status
if (istype(status_as_list)) // we got a robot here
++ind
if(ind > 1)
dat += ", "
var/color_string=colour_to_html(status_as_list[2],status_as_list[3],status_as_list[4])
dat += "\t[mechanical_organ_string] [organ_name] covered in <span style='color:[color_string]'>[lowertext(status_as_list[1])]</span>"
if(!ind)
dat += "\[...\]<br><br>"
else
dat += "<br><br>"
dat += ".<br><br>"
if(gender == MALE)
dat += "Underwear: <a href ='?_src_=prefs;preference=underwear;task=input'><b>[underwear_m[underwear]]</b></a><br>"
@@ -1112,6 +1102,7 @@ datum/preferences
if(new_age)
age = max(min( round(text2num(new_age)), AGE_MAX),AGE_MIN)
if("species")
config.usealienwhitelist=0 // REMOVE ME
var/list/new_species = list("Human")
var/prev_species = species
@@ -1131,42 +1122,9 @@ datum/preferences
if(prev_species != species)
//grab one of the valid hair styles for the newly chosen species
var/list/valid_hairstyles = list()
for(var/hairstyle in hair_styles_list)
var/datum/sprite_accessory/S = hair_styles_list[hairstyle]
if(gender == MALE && S.gender == FEMALE)
continue
if(gender == FEMALE && S.gender == MALE)
continue
if( !(species in S.species_allowed))
continue
valid_hairstyles[hairstyle] = hair_styles_list[hairstyle]
if(valid_hairstyles.len)
h_style = pick(valid_hairstyles)
else
//this shouldn't happen
h_style = hair_styles_list["Bald"]
//grab one of the valid facial hair styles for the newly chosen species
var/list/valid_facialhairstyles = list()
for(var/facialhairstyle in facial_hair_styles_list)
var/datum/sprite_accessory/S = facial_hair_styles_list[facialhairstyle]
if(gender == MALE && S.gender == FEMALE)
continue
if(gender == FEMALE && S.gender == MALE)
continue
if( !(species in S.species_allowed))
continue
valid_facialhairstyles[facialhairstyle] = facial_hair_styles_list[facialhairstyle]
if(valid_facialhairstyles.len)
f_style = pick(valid_facialhairstyles)
else
//this shouldn't happen
f_style = facial_hair_styles_list["Shaved"]
h_style = random_hair_style(gender,species)
f_style = random_facial_hair_style(gender,species)
//reset hair colour and skin colour
r_hair = 0//hex2num(copytext(new_hair, 2, 4))
g_hair = 0//hex2num(copytext(new_hair, 4, 6))
@@ -1208,24 +1166,15 @@ datum/preferences
b_type = new_b_type
if("hair")
if(species == "Human" || species == "Unathi" || species == "Tajaran" || species == "Skrell")
var/new_hair = input(user, "Choose your character's hair colour:", "Character Preference") as color|null
if(new_hair)
r_hair = hex2num(copytext(new_hair, 2, 4))
g_hair = hex2num(copytext(new_hair, 4, 6))
b_hair = hex2num(copytext(new_hair, 6, 8))
else if (species == "Machine")
alert("Please select the Body Color instead.")
var/new_hair = input(user, "Choose your character's hair colour:", "Character Preference") as color|null
if(new_hair)
r_hair = hex2num(copytext(new_hair, 2, 4))
g_hair = hex2num(copytext(new_hair, 4, 6))
b_hair = hex2num(copytext(new_hair, 6, 8))
if("h_style")
var/list/valid_hairstyles = list()
for(var/hairstyle in hair_styles_list)
var/datum/sprite_accessory/S = hair_styles_list[hairstyle]
if( !(species in S.species_allowed))
continue
valid_hairstyles[hairstyle] = hair_styles_list[hairstyle]
world << "Hair species [get_hair_species()]"
var/list/valid_hairstyles = get_valid_hairstyles(gender,get_hair_species())
var/new_h_style = input(user, "Choose your character's hair style:", "Character Preference") as null|anything in valid_hairstyles
if(new_h_style)
h_style = new_h_style
@@ -1238,18 +1187,7 @@ datum/preferences
b_facial = hex2num(copytext(new_facial, 6, 8))
if("f_style")
var/list/valid_facialhairstyles = list()
for(var/facialhairstyle in facial_hair_styles_list)
var/datum/sprite_accessory/S = facial_hair_styles_list[facialhairstyle]
if(gender == MALE && S.gender == FEMALE)
continue
if(gender == FEMALE && S.gender == MALE)
continue
if( !(species in S.species_allowed))
continue
valid_facialhairstyles[facialhairstyle] = facial_hair_styles_list[facialhairstyle]
var/list/valid_facialhairstyles = get_valid_facialhairstyles(gender,get_hair_species())
var/new_f_style = input(user, "Choose your character's facial-hair style:", "Character Preference") as null|anything in valid_facialhairstyles
if(new_f_style)
f_style = new_f_style
@@ -1296,10 +1234,6 @@ datum/preferences
r_skin = hex2num(copytext(new_skin, 2, 4))
g_skin = hex2num(copytext(new_skin, 4, 6))
b_skin = hex2num(copytext(new_skin, 6, 8))
if(species == "Machine")
r_hair = r_skin
g_hair = g_skin
b_hair = b_skin
if("ooccolor")
var/new_ooccolor = input(user, "Choose your OOC colour:", "Game Preference") as color|null
@@ -1324,58 +1258,20 @@ datum/preferences
return
else
user << browse(null, "window=disabil")
if("set_machine_brain") // shell customization junk
var/new_brain = input(user, "Choose your brain.", "Character Preference") as null|anything in list("MMI", "Posibrain") // not differentiating brain species at the moment
if(new_brain)
machine_brain_type=new_brain
if("set_machine_covering")
var/new_coating = input(user, "Choose your exterior coating.", "Character Preference") as null|anything in get_limb_covering_names()
if(new_coating)
covering_type=(new_coating!="None" ? new_coating : null)
if("limbs")
var/limb_name = input(user, "Which limb do you want to change?") as null|anything in list("Left Leg","Right Leg","Left Arm","Right Arm","Left Foot","Right Foot","Left Hand","Right Hand")
if(!limb_name) return
var/limb = null
var/second_limb = null // if you try to change the arm, the hand should also change
var/third_limb = null // if you try to unchange the hand, the arm should also change
switch(limb_name)
if("Left Leg")
limb = "l_leg"
second_limb = "l_foot"
if("Right Leg")
limb = "r_leg"
second_limb = "r_foot"
if("Left Arm")
limb = "l_arm"
second_limb = "l_hand"
if("Right Arm")
limb = "r_arm"
second_limb = "r_hand"
if("Left Foot")
limb = "l_foot"
third_limb = "l_leg"
if("Right Foot")
limb = "r_foot"
third_limb = "r_leg"
if("Left Hand")
limb = "l_hand"
third_limb = "l_arm"
if("Right Hand")
limb = "r_hand"
third_limb = "r_arm"
var/new_state = input(user, "What state do you wish the limb to be in?") as null|anything in list("Normal","Amputated","Prothesis")
if(!new_state) return
switch(new_state)
if("Normal")
organ_data[limb] = null
if(third_limb)
organ_data[third_limb] = null
if("Amputated")
organ_data[limb] = "amputated"
if(second_limb)
organ_data[second_limb] = "amputated"
if("Prothesis")
organ_data[limb] = "cyborg"
if(second_limb)
organ_data[second_limb] = "cyborg"
if(third_limb && organ_data[third_limb] == "amputated")
organ_data[third_limb] = null
customize_limbs(user,species!="Machine")
if("organs")
var/organ_name = input(user, "Which internal function do you want to change?") as null|anything in list("Heart", "Eyes")
if(!organ_name) return
@@ -1597,26 +1493,42 @@ datum/preferences
character.skills = skills
character.used_skillpoints = used_skillpoints
var/list/covering_name_to_type = get_limb_covering_list()
// provide default covering for shells
if (species=="Machine") // provide default covering for shells
for (var/datum/organ/external/organ in character.organs)
if (organ) // gotta make sure we're getting an actual organ here
if (covering_type)
var/covering_path = covering_name_to_type[covering_type]
world << "Skin [r_skin],[g_skin],b_skin]"
organ.covering = new covering_path(organ,r_skin,g_skin,b_skin)
organ.covering.limb_datum=organ
// Destroy/cyborgize organs
for(var/name in organ_data)
var/datum/organ/external/O = character.organs_by_name[name]
var/datum/organ/internal/I = character.internal_organs_by_name[name]
var/status = organ_data[name]
if(status == "amputated")
O.amputated = 1
O.status |= ORGAN_DESTROYED
O.destspawn = 1
if(status == "cyborg")
O.status |= ORGAN_ROBOT
if(status == "assisted")
I.mechassist()
else if(status == "mechanical")
if(status == "mechanical")
I.mechanize()
else continue
var/list/status_as_list=status
if (istype(status_as_list)) // we got a robot here
world << "We setting this junk"
O.status |= ORGAN_ROBOT
O.covering = null // wipe any old covering we might have
if (status_as_list[1]!="None")
var/covering_path = covering_name_to_type[status_as_list[1]]
O.covering = new covering_path(O,status_as_list[2],status_as_list[3],status_as_list[4])
O.covering.limb_datum=O
if(underwear > underwear_m.len || underwear < 1)
underwear = 0 //I'm sure this is 100% unnecessary, but I'm paranoid... sue me. //HAH NOW NO MORE MAGIC CLONING UNDIES
@@ -1659,3 +1571,104 @@ datum/preferences
/datum/preferences/proc/close_load_dialog(mob/user)
user << browse(null, "window=saves")
/datum/preferences/proc/get_hair_species()
// this is incredibly snowflakey but I don't see an alternative
if (!species=="Machine")
return species
var/head_coat=covering_type // we get the base coating
if (organ_data["Head"]) // if we're customizing the head we should get their coating
head_coat=organ_data["Head"][0]
if (!head_coat)
return
var/list/refs=get_limb_covering_references()
for(var/skin_type in refs)
var/datum/synthetic_limb_cover/temp=refs[skin_type]
if (temp.icon_key_type==head_coat)
return temp.hair_species
/datum/preferences/proc/custom_robot_limb(mob/user,)
var/covering_name = input(user, "What kind of covering do you want?") as null|anything in get_limb_covering_names()
if (!covering_name)
return
if (covering_name=="None") // don't want no colour
return list(covering_name,128,128,128)
var/new_colour = input(user, "Pick the colour for your limb:", "Character Preference") as color|null
if(!new_colour)
return
return list(covering_name,hex2num(copytext(new_colour, 2, 4)),hex2num(copytext(new_colour, 4, 6)),hex2num(copytext(new_colour, 6, 8)))
var/list/limb_name_to_descriptive_names
/datum/preferences/proc/get_limb_name_to_descriptive_name()
if (isnull(limb_name_to_descriptive_names))
limb_name_to_descriptive_names=list()
for(var/organ_type in typesof(/datum/organ/external)-/datum/organ/external)
var/datum/organ/external/temp = new organ_type()
limb_name_to_descriptive_names[temp.name]=temp.display_name
del(temp)
return limb_name_to_descriptive_names
var/list/limb_connection_data
/datum/preferences/proc/get_limb_connection_data()
if (isnull(limb_connection_data))
limb_connection_data = list()
limb_connection_data["Left Leg"]=list("l_leg","l_foot",null)
limb_connection_data["Right Leg"]=list("r_leg","r_foot",null)
limb_connection_data["Left Arm"]=list("l_arm","l_hand",null)
limb_connection_data["Right Arm"]=list("r_arm","r_hand",null)
limb_connection_data["Left Foot"]=list("l_foot",null,"l_leg")
limb_connection_data["Right Foot"]=list("r_foot",null,"r_leg")
limb_connection_data["Left Hand"]=list("l_hand",null,"l_arm")
limb_connection_data["Right Hand"]=list("r_hand",null,"r_arm")
limb_connection_data["Chest"]=list("chest",null,null)
limb_connection_data["Groin"]=list("groin",null,null)
limb_connection_data["Head"]=list("head",null,null)
return limb_connection_data
/datum/preferences/proc/pick_organ_to_customize(mob/user,var/is_organic_species)
var/list/valid_targets = list("Left Leg","Right Leg","Left Arm","Right Arm","Left Foot","Right Foot","Left Hand","Right Hand")
if (!is_organic_species)
valid_targets.Add(list("Head","Chest","Groin"))
var/limb_name = input(user, "Which limb do you want to change?") as null|anything in valid_targets
if(!limb_name) // you have picked nothing
return
var/list/limb_info=get_limb_connection_data()
return limb_info[limb_name]
/datum/preferences/proc/customize_limbs(mob/user,var/is_organic_species)
var/list/limb_info = pick_organ_to_customize(user,is_organic_species)
world << "We done picked! [limb_info]"
if (!limb_info)
return
var/limb=limb_info[1]
var/limb_child=limb_info[2]
var/limb_parent=limb_info[3]
world << "LIMB STUFF [limb] [limb_child] [limb_parent]"
var/new_state = input(user, "What state do you wish the limb to be in?") as null|anything in (is_organic_species ? list("Normal","Amputated","Prosthesis") : list("Normal","Custom"))
if(!new_state)
return // cancel
switch(new_state)
if("Normal")
organ_data[limb] = null
if(limb_parent)
organ_data[limb_parent] = null
if("Amputated")
organ_data[limb] = "amputated"
if(limb_child)
organ_data[limb_child] = "amputated"
if("Prosthesis")
var/list/custom = custom_robot_limb(user)
organ_data[limb] = custom
world << "[organ_data[limb][1]] [organ_data[limb][2]] [organ_data[limb][3]][organ_data[limb][4]]"
if(limb_child)
organ_data[limb_child] = custom
if(limb_parent && organ_data[limb_parent] == "amputated")
organ_data[limb_parent] = null
if("Custom")
organ_data[limb] = custom_robot_limb(user) // robots have no dependencies