var/list/clients = list() //list of all clients var/list/staff = list() //list of all clients who have any permissions var/list/directory = list() //list of all ckeys with associated client //Since it didn't really belong in any other category, I'm putting this here //This is for procs to replace all the goddamn 'in world's that are chilling around the code var/global/list/player_list = list() //List of all mobs **with clients attached**. Excludes /mob/abstract/new_player var/global/list/mob_list = list() //List of all mobs, including clientless var/global/list/human_mob_list = list() //List of all human mobs and sub-types, including clientless var/global/list/silicon_mob_list = list() //List of all silicon mobs, including clientless var/global/list/living_mob_list = list() //List of all alive mobs, including clientless. Excludes /mob/abstract/new_player var/global/list/dead_mob_list = list() //List of all dead mobs, including clientless. Excludes /mob/abstract/new_player var/global/list/topic_commands = list() //List of all API commands available var/global/list/topic_commands_names = list() //List of all API commands available var/global/list/landmarks_list = list() //list of all landmarks created var/global/list/force_spawnpoints //assoc list of force spawnpoints for event maps var/global/list/side_effects = list() //list of all medical sideeffects types by thier names |BS12 var/global/list/mechas_list = list() //list of all mechs. Used by hostile mobs target tracking. var/global/list/joblist = list() //list of all jobstypes, minus borg and AI var/global/list/brig_closets = list() //list of all brig secure_closets. Used by brig timers. Probably should be converted to use SSwireless eventually. var/global/list/ghostteleportlocs = list() var/global/list/centcom_areas = list() var/global/list/the_station_areas = list() var/global/list/implants = list() var/global/list/station_turfs = list() var/global/list/areas_by_type = list() var/global/list/all_areas = list() //Languages/species/whitelist. var/global/list/datum/species/all_species = list() var/global/list/all_species_short_names = list() var/global/list/all_languages = list() var/global/list/language_keys = list() // Table of say codes for all languages var/global/list/whitelisted_species = list(SPECIES_HUMAN) // Species that require a whitelist check. var/global/list/playable_species = list() // A list of ALL playable species, whitelisted, latejoin or otherwise. // Posters var/global/list/poster_designs = list() // Uplinks var/list/obj/item/device/uplink/world_uplinks = list() //Preferences stuff //Hairstyles var/global/list/hair_styles_list = list() //stores /datum/sprite_accessory/hair indexed by name var/global/list/hair_styles_male_list = list() var/global/list/hair_styles_female_list = list() var/global/list/hair_gradient_styles_list = list() var/global/list/facial_hair_styles_list = list() //stores /datum/sprite_accessory/facial_hair indexed by name var/global/list/facial_hair_styles_male_list = list() var/global/list/facial_hair_styles_female_list = list() var/global/list/skin_styles_female_list = list() //unused var/global/list/body_marking_styles_list = list() var/global/list/chargen_disabilities_list = list() var/global/static/list/valid_player_genders = list(MALE, FEMALE, NEUTER, PLURAL) //Backpacks var/global/list/backbaglist = list("Nothing", "Backpack", "Satchel", "Leather Satchel", "Duffel Bag", "Messenger Bag", "Rucksack", "Pocketbook") var/global/list/backbagstyles = list("Job-specific", "Generic", "Faction-specific") var/global/list/backbagcolors = list("None", "Blue", "Green", "Navy", "Tan", "Khaki", "Black", "Olive", "Auburn", "Brown") var/global/list/backbagstrap = list("Hidden", "Thin", "Normal", "Thick") var/global/list/exclude_jobs = list(/datum/job/ai, /datum/job/cyborg, /datum/job/merchant) //PDA choice var/global/list/pdalist = list("Nothing", "Standard PDA", "Classic PDA", "Rugged PDA", "Slate PDA", "Smart PDA", "Tablet", "Wristbound") //Headset choice var/global/list/headsetlist = list("Nothing", "Headset", "Bowman Headset", "Double Headset", "Wristbound Radio", "Sleek Wristbound Radio") // Primary Radio Slot choice var/global/list/primary_radio_slot_choice = list("Left Ear", "Right Ear", "Wrist") // Visual nets var/list/datum/visualnet/visual_nets = list() var/datum/visualnet/camera/cameranet = new() // Runes var/global/list/escape_list = list() var/global/list/endgame_exits = list() var/global/list/endgame_safespawns = list() var/global/list/syndicate_access = list(access_maint_tunnels, access_syndicate, access_external_airlocks) //Cloaking devices var/global/list/cloaking_devices = list() //Hearing sensitive listening in closely var/global/list/intent_listener = list() // cache for clothing species adaptability var/global/list/contained_clothing_species_adaption_cache = list() ////////////////////////// /////Initial Building///// ////////////////////////// /proc/makeDatumRefLists() var/list/paths //Hair - Initialise all /datum/sprite_accessory/hair into an list indexed by hair-style name paths = subtypesof(/datum/sprite_accessory/hair) for(var/path in paths) var/datum/sprite_accessory/hair/H = new path() hair_styles_list[H.name] = H switch(H.gender) if(MALE) hair_styles_male_list += H.name if(FEMALE) hair_styles_female_list += H.name else hair_styles_male_list += H.name hair_styles_female_list += H.name sortTim(hair_styles_list, GLOBAL_PROC_REF(cmp_text_asc)) sortTim(hair_styles_male_list, GLOBAL_PROC_REF(cmp_text_asc)) sortTim(hair_styles_female_list, GLOBAL_PROC_REF(cmp_text_asc)) //Gradients - Initialise all /datum/sprite_accessory/hair_gradients into an list indexed by hairgradient-style name paths = subtypesof(/datum/sprite_accessory/hair_gradients) for(var/path in paths) var/datum/sprite_accessory/hair_gradients/H = new path() hair_gradient_styles_list[H.name] = H sortTim(hair_gradient_styles_list, GLOBAL_PROC_REF(cmp_text_asc)) //Facial Hair - Initialise all /datum/sprite_accessory/facial_hair into an list indexed by facialhair-style name paths = subtypesof(/datum/sprite_accessory/facial_hair) for(var/path in paths) var/datum/sprite_accessory/facial_hair/H = new path() facial_hair_styles_list[H.name] = H switch(H.gender) if(MALE) facial_hair_styles_male_list += H.name if(FEMALE) facial_hair_styles_female_list += H.name else facial_hair_styles_male_list += H.name facial_hair_styles_female_list += H.name sortTim(facial_hair_styles_list, GLOBAL_PROC_REF(cmp_text_asc)) sortTim(facial_hair_styles_male_list, GLOBAL_PROC_REF(cmp_text_asc)) sortTim(facial_hair_styles_female_list, GLOBAL_PROC_REF(cmp_text_asc)) //Body markings paths = subtypesof(/datum/sprite_accessory/marking) for(var/path in paths) var/datum/sprite_accessory/marking/M = new path() body_marking_styles_list[M.name] = M sortTim(body_marking_styles_list, GLOBAL_PROC_REF(cmp_text_asc)) //Disability datums paths = subtypesof(/datum/character_disabilities) for(var/path in paths) var/datum/character_disabilities/T = new path() chargen_disabilities_list[T.name] = T sortTim(chargen_disabilities_list, GLOBAL_PROC_REF(cmp_text_asc)) //List of job. I can't believe this was calculated multiple times per tick! paths = subtypesof(/datum/job) paths -= exclude_jobs for(var/T in paths) var/datum/job/J = new T joblist[J.title] = J //Languages and species. paths = subtypesof(/datum/language) for(var/T in paths) var/datum/language/L = new T all_languages[L.name] = L for (var/language_name in all_languages) var/datum/language/L = all_languages[language_name] if(!(L.flags & NONGLOBAL)) language_keys[lowertext(L.key)] = L var/rkey = 0 paths = subtypesof(/datum/species) for(var/T in paths) rkey++ var/datum/species/S = new T S.race_key = rkey //Used in mob icon caching. if(length(S.autohiss_basic_map) || length(S.autohiss_extra_map) || length(S.autohiss_basic_extend) || length(S.autohiss_extra_extend)) S.has_autohiss = TRUE all_species[S.name] = S all_species_short_names |= S.short_name sortTim(all_species, GLOBAL_PROC_REF(cmp_text_asc)) // The other lists are generated *after* we sort the main one so they don't need sorting too. for (var/thing in all_species) var/datum/species/S = all_species[thing] if(!(S.spawn_flags & IS_RESTRICTED) && S.category_name) if(!length(playable_species[S.category_name])) playable_species[S.category_name] = list() playable_species[S.category_name] += S.name if(S.spawn_flags & IS_WHITELISTED) whitelisted_species += S.name //Posters paths = subtypesof(/datum/poster) for(var/T in paths) var/datum/poster/P = new T poster_designs += P return 1 var/global/static/list/correct_punctuation = list("!" = TRUE, "." = TRUE, "?" = TRUE, "-" = TRUE, "~" = TRUE, "*" = TRUE, "/" = TRUE, ">" = TRUE, "\"" = TRUE, "'" = TRUE, "," = TRUE, ":" = TRUE, ";" = TRUE, "\"" = TRUE) /* // Uncomment to debug chemical reaction list. /client/verb/debug_chemical_list() for (var/reaction in SSchemistry.chemical_reactions) . += "SSchemistry.chemical_reactions\[\"[reaction]\"\] = \"[SSchemistry.chemical_reactions[reaction]]\"\n" if(islist(SSchemistry.chemical_reactions[reaction])) var/list/L = SSchemistry.chemical_reactions[reaction] for(var/t in L) . += " has: [t]\n" world << . */ //*** params cache /* Ported from bay12, this seems to be used to store and retrieve 2D vectors as strings, as well as decoding them into a number */ var/global/list/paramslist_cache = list() #define cached_key_number_decode(key_number_data) cached_params_decode(key_number_data, /proc/key_number_decode) #define cached_number_list_decode(number_list_data) cached_params_decode(number_list_data, /proc/number_list_decode) /proc/cached_params_decode(var/params_data, var/decode_proc) . = paramslist_cache[params_data] if(!.) . = call(decode_proc)(params_data) paramslist_cache[params_data] = . /proc/key_number_decode(var/key_number_data) var/list/L = params2list(key_number_data) for(var/key in L) L[key] = text2num(L[key]) return L /proc/number_list_decode(var/number_list_data) var/list/L = params2list(number_list_data) for(var/i in 1 to L.len) L[i] = text2num(L[i]) return L