//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33 var/list/preferences_datums = list() datum/preferences //doohickeys for savefiles var/path var/default_slot = 1 //Holder so it doesn't default to slot 1, rather the last one used var/current_character = 0 //SQL character ID. var/savefile_version = 0 //non-preference stuff var/warns = 0 var/muted = 0 var/last_ip var/last_id var/list/notifications = list() //A list of datums, for the dynamic server greeting window. var/list/time_of_death = list()//This is a list of last times of death for various things with different respawn timers //game-preferences var/lastchangelog = "" //Saved changlog filesize to detect if there was a change var/ooccolor = "#010000" //Whatever this is set to acts as 'reset' color and is thus unusable as an actual custom color var/list/be_special_role = list() //Special role selection var/UI_style = "Midnight" var/toggles = TOGGLES_DEFAULT var/asfx_togs = ASFX_DEFAULT var/UI_style_color = "#ffffff" var/UI_style_alpha = 255 var/motd_hash = "" //Hashes for the new server greeting window. var/memo_hash = "" //character preferences var/real_name //our character's name var/can_edit_name = 1 //Whether or not a character's name can be edited. Used with SQL saving. var/gender = MALE //gender of character (well duh) var/age = 30 //age of character var/spawnpoint = "Arrivals Shuttle" //where this character will spawn (0-2). var/b_type = "A+" //blood type (not-chooseable) var/underwear //underwear type var/undershirt //undershirt type var/socks //socks type var/backbag = 2 //backpack type var/h_style = "Bald" //Hair type var/hair_colour = "#000000" //Hair colour hex value, for SQL loading var/r_hair = 0 //Hair color var/g_hair = 0 //Hair color var/b_hair = 0 //Hair color var/f_style = "Shaved" //Face hair type var/facial_colour = "#000000" //Facial colour hex value, for SQL loading var/r_facial = 0 //Face hair color var/g_facial = 0 //Face hair color var/b_facial = 0 //Face hair color var/s_tone = 0 //Skin tone var/skin_colour = "#000000" //Skin colour hex value, for SQL loading var/r_skin = 0 //Skin color var/g_skin = 0 //Skin color var/b_skin = 0 //Skin color var/eyes_colour = "#000000" //Eye colour hex value, for SQL loading var/r_eyes = 0 //Eye color var/g_eyes = 0 //Eye color var/b_eyes = 0 //Eye color var/species = "Human" //Species datum to use. var/species_preview //Used for the species selection window. var/list/alternate_languages = list() //Secondary language(s) var/list/language_prefixes = list() //Kanguage prefix keys var/list/gear //Custom/fluff item loadout. //Some faction information. var/home_system = "Unset" //System of birth. var/citizenship = "None" //Current home system. var/faction = "None" //Antag faction/general associated faction. var/religion = "None" //Religious association. //Mob preview var/icon/preview_icon = null var/icon/preview_icon_front = null var/icon/preview_icon_side = null var/is_updating_icon = 0 //Jobs, uses bitflags var/job_civilian_high = 0 var/job_civilian_med = 0 var/job_civilian_low = 0 var/job_medsci_high = 0 var/job_medsci_med = 0 var/job_medsci_low = 0 var/job_engsec_high = 0 var/job_engsec_med = 0 var/job_engsec_low = 0 // A text blob which temporarily houses data from the SQL. var/unsanitized_jobs = "" //Keeps track of preferrence for not getting any wanted jobs var/alternate_option = 0 var/used_skillpoints = 0 var/skill_specialization = null var/list/skills = list() // skills can range from 0 to 3 // maps each organ to either null(intact), "cyborg" or "amputated" // will probably not be able to do this for head and torso ;) var/list/organ_data = list() var/list/rlimb_data = list() var/list/player_alt_titles = new() // the default name of a job like "Medical Doctor" var/list/flavor_texts = list() var/list/flavour_texts_robot = list() var/med_record = "" var/sec_record = "" var/list/incidents = list() var/gen_record = "" var/exploit_record = "" var/ccia_record = "" var/list/ccia_actions = list() var/disabilities = 0 var/nanotrasen_relation = "Neutral" var/uplinklocation = "PDA" // OOC Metadata: var/metadata = "" var/list/pai = list() // A list for holding pAI related data. var/client/client = null var/savefile/loaded_preferences var/savefile/loaded_character var/datum/category_collection/player_setup_collection/player_setup /datum/preferences/New(client/C) new_setup() if(istype(C)) client = C if(!IsGuestKey(C.key)) load_path(C.ckey) load_preferences() load_and_update_character() /datum/preferences/proc/load_and_update_character(var/slot) load_character(slot) if(update_setup(loaded_preferences, loaded_character)) save_preferences() save_character() /datum/preferences/proc/getMinAge() var/datum/species/mob_species = all_species[species] return mob_species.age_min /datum/preferences/proc/getMaxAge() var/datum/species/mob_species = all_species[species] return mob_species.age_max /datum/preferences/proc/ZeroSkills(var/forced = 0) for(var/V in SKILLS) for(var/datum/skill/S in SKILLS[V]) if(!skills.Find(S.ID) || forced) skills[S.ID] = SKILL_NONE /datum/preferences/proc/CalculateSkillPoints() used_skillpoints = 0 for(var/V in SKILLS) for(var/datum/skill/S in SKILLS[V]) var/multiplier = 1 switch(skills[S.ID]) if(SKILL_NONE) used_skillpoints += 0 * multiplier if(SKILL_BASIC) used_skillpoints += 1 * multiplier if(SKILL_ADEPT) // secondary skills cost less if(S.secondary) used_skillpoints += 1 * multiplier else used_skillpoints += 3 * multiplier if(SKILL_EXPERT) // secondary skills cost less if(S.secondary) used_skillpoints += 3 * multiplier else used_skillpoints += 6 * multiplier /datum/preferences/proc/GetSkillClass(points) return CalculateSkillClass(points, age) /proc/CalculateSkillClass(points, age) if(points <= 0) return "Unconfigured" // skill classes describe how your character compares in total points points -= min(round((age - 20) / 2.5), 4) // every 2.5 years after 20, one extra skillpoint if(age > 30) points -= round((age - 30) / 5) // every 5 years after 30, one extra skillpoint switch(points) if(-1000 to 3) return "Terrifying" if(4 to 6) return "Below Average" if(7 to 10) return "Average" if(11 to 14) return "Above Average" if(15 to 18) return "Exceptional" if(19 to 24) return "Genius" if(24 to 1000) return "God" /datum/preferences/proc/ShowChoices(mob/user) if(!user || !user.client) return var/dat = "
" // #MARKER-SQLSAVE: Options and buttons. if(path) dat += "Slot - " dat += "Load slot - " dat += "Save slot - " dat += "Reload slot" else dat += "Please create an account to save your preferences." dat += "
" dat += player_setup.header() dat += "

" dat += player_setup.content(user) dat += "" user << browse(dat, "window=preferences;size=625x736") /datum/preferences/proc/process_link(mob/user, list/href_list) if(!user) return if(!istype(user, /mob/new_player)) return if(href_list["preference"] == "open_whitelist_forum") if(config.forumurl) user << link(config.forumurl) else user << "The forum URL is not set in the server configuration." return ShowChoices(usr) return 1 /datum/preferences/Topic(href, list/href_list) if(..()) return 1 if(href_list["save"]) save_character() save_preferences() else if(href_list["reload"]) load_preferences() load_character() else if(href_list["load"]) if(!IsGuestKey(usr.key)) if (config.sql_saves) open_load_dialog_sql(usr) else open_load_dialog_file(usr) return 1 else if(href_list["changeslot"]) load_character(text2num(href_list["changeslot"])) close_load_dialog(usr) else if(href_list["new_character_sql"]) new_setup(1) usr << "Your setup has been refreshed." close_load_dialog(usr) else if(href_list["close_load_dialog"]) close_load_dialog(usr) else return 0 ShowChoices(usr) return 1 /datum/preferences/proc/copy_to(mob/living/carbon/human/character, safety = 0) // Sanitizing rather than saving as someone might still be editing when copy_to occurs. player_setup.sanitize_setup() if(config.humans_need_surnames) var/firstspace = findtext(real_name, " ") var/name_length = length(real_name) if(!firstspace) //we need a surname real_name += " [pick(last_names)]" else if(firstspace == name_length) real_name += "[pick(last_names)]" character.real_name = real_name character.name = character.real_name if(character.dna) character.dna.real_name = character.real_name character.flavor_texts["general"] = flavor_texts["general"] character.flavor_texts["head"] = flavor_texts["head"] character.flavor_texts["face"] = flavor_texts["face"] character.flavor_texts["eyes"] = flavor_texts["eyes"] character.flavor_texts["torso"] = flavor_texts["torso"] character.flavor_texts["arms"] = flavor_texts["arms"] character.flavor_texts["hands"] = flavor_texts["hands"] character.flavor_texts["legs"] = flavor_texts["legs"] character.flavor_texts["feet"] = flavor_texts["feet"] character.character_id = current_character character.med_record = med_record character.sec_record = sec_record character.incidents = incidents character.gen_record = gen_record character.ccia_record = ccia_record character.ccia_actions = ccia_actions character.exploit_record = exploit_record character.gender = gender character.age = age character.b_type = b_type character.r_eyes = r_eyes character.g_eyes = g_eyes character.b_eyes = b_eyes character.r_hair = r_hair character.g_hair = g_hair character.b_hair = b_hair character.r_facial = r_facial character.g_facial = g_facial character.b_facial = b_facial character.r_skin = r_skin character.g_skin = g_skin character.b_skin = b_skin character.s_tone = s_tone character.h_style = h_style character.f_style = f_style character.home_system = home_system character.citizenship = citizenship character.personal_faction = faction character.religion = religion character.skills = skills character.used_skillpoints = used_skillpoints // Destroy/cyborgize organs for(var/name in organ_data) var/status = organ_data[name] var/obj/item/organ/external/O = character.organs_by_name[name] if(O) O.status = 0 if(status == "amputated") character.organs_by_name[O.limb_name] = null character.organs -= O if(O.children) // This might need to become recursive. for(var/obj/item/organ/external/child in O.children) character.organs_by_name[child.limb_name] = null character.organs -= child else if(status == "cyborg") if(rlimb_data[name]) O.robotize(rlimb_data[name]) else O.robotize() else var/obj/item/organ/I = character.internal_organs_by_name[name] if(I) if(status == "assisted") I.mechassist() else if(status == "mechanical") I.robotize() character.underwear = underwear character.undershirt = undershirt character.socks = socks if(backbag > 5 || backbag < 1) backbag = 1 //Same as above character.backbag = backbag //Debugging report to track down a bug, which randomly assigned the plural gender to people. if(character.gender in list(PLURAL, NEUTER)) if(isliving(src)) //Ghosts get neuter by default message_admins("[character] ([character.ckey]) has spawned with their gender as plural or neuter. Please notify coders.") character.gender = MALE /datum/preferences/proc/open_load_dialog_sql(mob/user) var/dat = "" dat += "
" for(var/ckey in preferences_datums) var/datum/preferences/D = preferences_datums[ckey] if(D == src) establish_db_connection(dbcon) if(!dbcon.IsConnected()) return open_load_dialog_file(user) var/DBQuery/query = dbcon.NewQuery("SELECT id, name FROM ss13_characters WHERE ckey = :ckey AND deleted_at IS NULL ORDER BY id ASC") query.Execute(list(":ckey" = user.client.ckey)) dat += "Select a character slot to load
" var/name var/id while (query.NextRow()) id = text2num(query.item[1]) name = query.item[2] if (id == current_character) dat += "[name]
" else dat += "[name]
" dat += "
" dat += "[query.RowCount()]/[config.character_slots] slots used
" if (query.RowCount() < config.character_slots) dat += "New Character" else dat += "New Character" dat += "
" dat += "Close
" dat += "
" user << browse(dat, "window=saves;size=300x390") /datum/preferences/proc/open_load_dialog_file(mob/user) var/dat = "" dat += "
" var/savefile/S = new /savefile(path) if(S) dat += "Select a character slot to load
" var/name for(var/i=1, i<= config.character_slots, i++) S.cd = "/character[i]" S["real_name"] >> name if(!name) name = "Character[i]" if(i==default_slot) name = "[name]" dat += "[name]
" dat += "
" dat += "
" user << browse(dat, "window=saves;size=300x390") /datum/preferences/proc/close_load_dialog(mob/user) user << browse(null, "window=saves") // Logs a character to the database. For statistics. /datum/preferences/proc/log_character(var/mob/living/carbon/human/H) if (!config.sql_saves || !config.sql_stats || !establish_db_connection(dbcon) || !H) return var/DBQuery/query = dbcon.NewQuery("INSERT INTO ss13_characters_log (char_id, game_id, datetime, job_name, special_role) VALUES (:char_id, :game_id, NOW(), :job, :special_role)") query.Execute(list(":char_id" = current_character, ":game_id" = game_id, ":job" = H.mind.assigned_role, ":special_role" = H.mind.special_role)) // Turned into a proc so we could reuse it for SQL shenanigans. /datum/preferences/proc/new_setup(var/re_initialize = 0) if (player_setup) qdel(player_setup) player_setup = null player_setup = new(src) gender = pick(MALE, FEMALE) real_name = random_name(gender,species) b_type = pick(4;"O-", 36;"O+", 3;"A-", 28;"A+", 1;"B-", 20;"B+", 1;"AB-", 5;"AB+") current_character = 0 can_edit_name = 1 gear = list() //Reset the records when making a new char med_record = "" sec_record = "" incidents = list() gen_record = "" exploit_record = "" ccia_record = "" ZeroSkills(1) // Do we need to reinitialize a whole bunch more vars? if (re_initialize) be_special_role = list() uplinklocation = initial(uplinklocation) r_hair = 0 g_hair = 0 b_hair = 0 r_facial = 0 g_facial = 0 b_facial = 0 r_skin = 0 g_skin = 0 b_skin = 0 r_eyes = 0 g_eyes = 0 b_eyes = 0 species = "Human" home_system = "Unset" citizenship = "None" faction = "None" religion = "None" species = "Human" job_civilian_high = 0 job_civilian_med = 0 job_civilian_low = 0 job_medsci_high = 0 job_medsci_med = 0 job_medsci_low = 0 job_engsec_high = 0 job_engsec_med = 0 job_engsec_low = 0 alternate_option = 0 metadata = "" organ_data = list() rlimb_data = list() player_alt_titles = new() flavor_texts = list() flavour_texts_robot = list() ccia_actions = list() disabilities = 0 nanotrasen_relation = "Neutral" update_preview_icon()