//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/html_UI_style = "Nano"
//Style for popup tooltips
var/tooltip_style = "Midnight"
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 = TRUE //Whether or not a character's name can be edited. Used with SQL saving.
var/can_edit_ipc_tag = TRUE
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/backbag = OUTFIT_BACKPACK //backpack type (defines in outfit.dm)
var/backbag_style = 1
var/pda_choice = OUTFIT_TAB_PDA
var/headset_choice = OUTFIT_HEADSET
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/g_style = "None" //Gradient style
var/grad_colour = "#000000" //Gradient colour hex value, for SQL loading
var/r_grad = 0 //Gradient color
var/g_grad = 0 //Gradient color
var/b_grad = 0 //Gradient 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 = 37 //Skin color
var/g_skin = 3 //Skin color
var/b_skin = 2 //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 = 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() // Language prefix keys
var/autohiss_setting = AUTOHISS_OFF
var/list/gear // Custom/fluff item loadout.
var/list/gear_list = list() //Custom/fluff item loadouts.
var/gear_slot = 1 //The current gear save slot
// IPC Stuff
var/machine_tag_status = TRUE
var/machine_serial_number
var/machine_ownership_status = IPC_OWNERSHIP_COMPANY
//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.
var/accent = "None" //Character accent.
var/list/char_render_holders //Should only be a key-value list of north/south/east/west = obj/screen.
var/static/list/preview_screen_locs = list(
"1" = "character_preview_map:1,5:-12",
"2" = "character_preview_map:1,3:15",
"4" = "character_preview_map:1:0,2:10",
"8" = "character_preview_map:1:0,1:5",
"BG" = "character_preview_map:1,1 to 1,5"
)
//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 = RETURN_TO_LOBBY
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/body_markings = list() // "name" = "#rgbcolor"
var/list/player_alt_titles = new() // the default name of a job like "Physician"
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/list/disabilities = list()
var/nanotrasen_relation = "Neutral"
var/uplinklocation = "PDA"
// OOC Metadata:
var/metadata = ""
// SPAAAACE
var/parallax_speed = 2
var/toggles_secondary = PARALLAX_SPACE | PARALLAX_DUST | PROGRESS_BARS | FLOATING_MESSAGES
var/clientfps = 0
var/list/pai = list() // A list for holding pAI related data.
// Signature information
var/signature = ""
var/signfont = ""
var/client/client = null
var/savefile/loaded_preferences
var/savefile/loaded_character
var/datum/category_collection/player_setup_collection/player_setup
var/bgstate = "000"
var/list/bgstate_options = list(
"fffff",
"000",
"new_steel",
"dark2",
"wood",
"wood_light",
"grass_alt",
"new_reinforced",
"new_white"
)
var/fov_cone_alpha = 255
/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/Destroy()
. = ..()
QDEL_NULL_LIST(char_render_holders)
/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 = "
"
if(path)
dat += "Load slot - "
dat += "Save slot - "
dat += "Reload slot"
if (config.sql_saves)
dat += " - Delete slot"
else
dat += "Please create an account to save your preferences."
if(!char_render_holders)
update_preview_icon()
show_character_previews()
dat += "
"
dat += player_setup.header()
dat += "
"
dat += player_setup.content(user)
send_theme_resources(user)
winshow(user, "preferences_window", TRUE)
var/datum/browser/popup = new(user, "preferences_browser", "Character Setup", 1000, 1000)
popup.set_content(dat)
popup.open(FALSE) // Skip registering onclose on the browser pane
onclose(user, "preferences_window", src) // We want to register on the window itself
/datum/preferences/proc/update_character_previews(mutable_appearance/MA)
if(!client)
return
var/mob/abstract/new_player/NP = client.mob
if(istype(NP) && istype(NP.late_choices_ui)) // update character icon in late-choices UI
NP.late_choices_ui.update_character_icon()
var/obj/screen/BG= LAZYACCESS(char_render_holders, "BG")
if(!BG)
BG = new
BG.appearance_flags = TILE_BOUND|PIXEL_SCALE|NO_CLIENT_COLOR
BG.layer = TURF_LAYER
BG.icon = 'icons/turf/total_floors.dmi'
LAZYSET(char_render_holders, "BG", BG)
client.screen |= BG
BG.icon_state = bgstate
BG.screen_loc = preview_screen_locs["BG"]
for(var/D in global.cardinal)
var/obj/screen/O = LAZYACCESS(char_render_holders, "[D]")
if(!O)
O = new
LAZYSET(char_render_holders, "[D]", O)
client.screen |= O
O.appearance = MA
O.dir = D
O.screen_loc = preview_screen_locs["[D]"]
/datum/preferences/proc/show_character_previews()
if(!client || !char_render_holders)
return
for(var/render_holder in char_render_holders)
client.screen |= char_render_holders[render_holder]
/datum/preferences/proc/clear_character_previews()
for(var/index in char_render_holders)
var/obj/screen/S = char_render_holders[index]
client?.screen -= S
qdel(S)
char_render_holders = null
/datum/preferences/proc/process_link(mob/user, list/href_list)
if(!user)
return
if(!istype(user, /mob/abstract/new_player))
return
if(href_list["preference"] == "open_whitelist_forum")
if(config.forumurl)
send_link(user, config.forumurl)
else
to_chat(user, "The forum URL is not set in the server configuration.")
return
else if(href_list["close"])
// User closed preferences window, cleanup anything we need to.
clear_character_previews()
return 1
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)
to_chat(usr, "Your setup has been refreshed.")
close_load_dialog(usr)
else if(href_list["close_load_dialog"])
close_load_dialog(usr)
else if(href_list["delete"])
if (!config.sql_saves)
return 0
if (alert(usr, "This will permanently delete the character you have loaded. Are you sure?", "Delete Character", "No", "Yes") == "Yes")
delete_character_sql(usr.client)
else
return 0
ShowChoices(usr)
return 1
/datum/preferences/proc/copy_to(mob/living/carbon/human/character, icon_updates = 1)
// 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
character.set_species(species)
if(character.dna)
character.dna.real_name = character.real_name
character.flavor_texts["general"] = flavor_texts["general"]
character.flavor_texts[BP_HEAD] = flavor_texts[BP_HEAD]
character.flavor_texts["face"] = flavor_texts["face"]
character.flavor_texts[BP_EYES] = flavor_texts[BP_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.h_style = h_style
character.r_hair = r_hair
character.g_hair = g_hair
character.b_hair = b_hair
character.f_style = f_style
character.r_facial = r_facial
character.g_facial = g_facial
character.b_facial = b_facial
character.g_style = g_style
character.r_grad = r_grad
character.g_grad = g_grad
character.b_grad = b_grad
character.r_skin = r_skin
character.g_skin = g_skin
character.b_skin = b_skin
character.s_tone = s_tone
character.citizenship = citizenship
character.employer_faction = faction
character.religion = religion
character.accent = accent
character.skills = skills
character.used_skillpoints = used_skillpoints
// Destroy/cyborgize organs & setup body markings
character.sync_organ_prefs_to_mob(src)
character.sync_trait_prefs_to_mob(src)
character.all_underwear.Cut()
character.all_underwear_metadata.Cut()
for(var/underwear_category_name in all_underwear)
var/datum/category_group/underwear/underwear_category = global_underwear.categories_by_name[underwear_category_name]
if(underwear_category)
var/underwear_item_name = all_underwear[underwear_category_name]
character.all_underwear[underwear_category_name] = underwear_category.items_by_name[underwear_item_name]
if(all_underwear_metadata[underwear_category_name])
character.all_underwear_metadata[underwear_category_name] = all_underwear_metadata[underwear_category_name]
else
all_underwear -= underwear_category_name
if(backbag > OUTFIT_MESSENGERBAG || backbag < OUTFIT_NOTHING)
backbag = OUTFIT_NOTHING //Same as above
character.backbag = backbag
character.backbag_style = backbag_style
if(pda_choice > OUTFIT_WRISTBOUND || pda_choice < OUTFIT_NOTHING)
pda_choice = OUTFIT_TAB_PDA
character.pda_choice = pda_choice
if(headset_choice > OUTFIT_BOWMAN || headset_choice < OUTFIT_NOTHING)
headset_choice = OUTFIT_HEADSET
character.headset_choice = headset_choice
if(icon_updates)
character.force_update_limbs()
character.update_mutations(0)
character.update_body(0)
character.update_hair(0)
character.update_underwear(0)
character.update_icon()
/datum/preferences/proc/open_load_dialog_sql(mob/user)
var/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 += ""
send_theme_resources(user)
user << browse(enable_ui_theme(user, dat), "window=saves;size=300x390")
/datum/preferences/proc/open_load_dialog_file(mob/user)
var/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 += ""
send_theme_resources(user)
user << browse(enable_ui_theme(user, 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
if(!H.mind.assigned_role)
log_debug("Char-Log: Char [current_character] - [H.name] has joined with mind.assigned_role set to NULL")
var/DBQuery/query = dbcon.NewQuery("INSERT INTO ss13_characters_log (char_id, game_id, datetime, job_name, alt_title) VALUES (:char_id:, :game_id:, NOW(), :job:, :alt_title:)")
query.Execute(list("char_id" = current_character, "game_id" = game_id, "job" = H.mind.assigned_role, "alt_title" = H.mind.role_alt_title))
// 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)
var/generated_serial = uppertext(dd_limittext(md5(real_name), 12))
machine_serial_number = generated_serial
b_type = pick(4;"O-", 36;"O+", 3;"A-", 28;"A+", 1;"B-", 20;"B+", 1;"AB-", 5;"AB+")
signature = "[real_name]"
signfont = "Verdana"
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 = SPECIES_HUMAN
home_system = "Unset"
citizenship = "None"
faction = "None"
religion = "None"
accent = "None"
species = 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()
body_markings = list()
player_alt_titles = new()
flavor_texts = list()
flavour_texts_robot = list()
ccia_actions = list()
disabilities = list()
nanotrasen_relation = "Neutral"
// Deletes a character from the database
/datum/preferences/proc/delete_character_sql(var/client/C)
if (!C)
return
if (!current_character)
to_chat(C, "You do not have a character loaded.")
return
if (!establish_db_connection(dbcon))
to_chat(C, "Unable to establish database connection.")
return
var/DBQuery/query = dbcon.NewQuery("UPDATE ss13_characters SET deleted_at = NOW() WHERE id = :char_id:")
query.Execute(list("char_id" = current_character))
// Create a new character.
new_setup(1)
to_chat(C, "Character successfully deleted! Please make a new one or load an existing setup.")
/datum/preferences/proc/get_species_datum()
if (species)
return all_species[species]
return null