Files
Aurora.3/code/modules/mob/new_player/preferences.dm
elly1989@rocketmail.com 9859a0b52f Committing fixes to code for examining mobs. Burn damage wasn't showing properly on some mobs. Fixed grammar, icons and stuff.
Added some  stylesheet classes. Approved by Urist. If you're adding game text, please use the class that best describes the text. This way all the text formatting can be edited from the stylesheet rather than traipsing through the code like I am.
Cyborg names reflect their module choice.
Cyborgs can no longer drop their module-items on conveyor belts.
Please remember to add the line: gender = PLURAL to any new item defines if the item is plural, ie metal rods and such.
Much more to come. ;-; Just need to check them and merge... why did I start climbing this mountain?

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3232 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-02 16:07:32 +00:00

668 lines
21 KiB
Plaintext

#define UI_OLD 0
#define UI_NEW 1
var/global/list/special_roles = list( //keep synced with the defines BE_* in setup.dm --rastaf
//some autodetection here.
"traitor" = IS_MODE_COMPILED("traitor"),
"operative" = IS_MODE_COMPILED("nuclear"),
"changeling" = IS_MODE_COMPILED("changeling"),
"wizard" = IS_MODE_COMPILED("wizard"),
"malf AI" = IS_MODE_COMPILED("malfunction"),
"revolutionary" = IS_MODE_COMPILED("revolution"),
"alien candidate" = 1, //always show
"pai candidate" = 1, // -- TLE
"cultist" = IS_MODE_COMPILED("cult"),
"infested monkey" = IS_MODE_COMPILED("monkey"),
)
/*
var/global/list/special_roles = list( //keep synced with the defines BE_* in setup.dm --rastaf
//some autodetection here.
"traitor" = ispath(text2path("/datum/game_mode/traitor")),
"operative" = ispath(text2path("/datum/game_mode/nuclear")),
"changeling" = ispath(text2path("/datum/game_mode/changeling")),
"wizard" = ispath(text2path("/datum/game_mode/wizard")),
"malf AI" = ispath(text2path("/datum/game_mode/malfunction")),
"revolutionary" = ispath(text2path("/datum/game_mode/revolution")),
"alien candidate" = 1, //always show
"cultist" = ispath(text2path("/datum/game_mode/cult")),
"infested monkey" = ispath(text2path("/datum/game_mode/monkey")),
)
*/
var/const
BE_TRAITOR =(1<<0)
BE_OPERATIVE =(1<<1)
BE_CHANGELING=(1<<2)
BE_WIZARD =(1<<3)
BE_MALF =(1<<4)
BE_REV =(1<<5)
BE_ALIEN =(1<<6)
BE_CULTIST =(1<<7)
BE_MONKEY =(1<<8)
BE_PAI =(1<<9)
datum/preferences
var
real_name
be_random_name = 0
gender = MALE
age = 30.0
b_type = "A+"
//Special role selection
be_special = 0
//Play admin midis
midis = 1
//Toggle ghost ears
ghost_ears = 1
//Saved changlog filesize to detect if there was a change
lastchangelog = 0
//Just like it sounds
ooccolor = "#b82e00"
underwear = 1
//Hair type
h_style = "Short Hair"
datum/sprite_accessory/hair/hair_style
//Hair color
r_hair = 0
g_hair = 0
b_hair = 0
//Face hair type
f_style = "Shaved"
datum/sprite_accessory/facial_hair/facial_hair_style
//Face hair color
r_facial = 0
g_facial = 0
b_facial = 0
//Skin color
s_tone = 0
//Eye color
r_eyes = 0
g_eyes = 0
b_eyes = 0
//UI style
UI = UI_OLD
//Mob preview
icon/preview_icon = null
//Jobs, uses bitflags
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
New()
hair_style = new/datum/sprite_accessory/hair/short
facial_hair_style = new/datum/sprite_accessory/facial_hair/shaved
randomize_name()
..()
proc/ShowChoices(mob/user)
update_preview_icon()
user << browse_rsc(preview_icon, "previewicon.png")
var/dat = "<html><body>"
dat += "<b>Name:</b> "
dat += "<a href=\"byond://?src=\ref[user];preferences=1;real_name=input\"><b>[real_name]</b></a> "
dat += "(<a href=\"byond://?src=\ref[user];preferences=1;real_name=random\">&reg;</A>) "
dat += "(&reg; = <a href=\"byond://?src=\ref[user];preferences=1;b_random_name=1\">[be_random_name ? "Yes" : "No"]</a>)"
dat += "<br>"
dat += "<b>Gender:</b> <a href=\"byond://?src=\ref[user];preferences=1;gender=input\"><b>[gender == MALE ? "Male" : "Female"]</b></a><br>"
dat += "<b>Age:</b> <a href='byond://?src=\ref[user];preferences=1;age=input'>[age]</a>"
dat += "<br>"
dat += "<b>UI Style:</b> <a href=\"byond://?src=\ref[user];preferences=1;UI=input\"><b>[UI == UI_NEW ? "New" : "Old"]</b></a><br>"
dat += "<b>Play admin midis:</b> <a href=\"byond://?src=\ref[user];preferences=1;midis=input\"><b>[midis == 1 ? "Yes" : "No"]</b></a><br>"
dat += "<b>Ghost ears:</b> <a href=\"byond://?src=\ref[user];preferences=1;ghost_ears=input\"><b>[ghost_ears == 0 ? "Nearest Creatures" : "All Speech"]</b></a><br>"
if((user.client) && (user.client.holder) && (user.client.holder.rank) && (user.client.holder.level >= 5))
dat += "<hr><b>OOC</b><br>"
dat += "<a href='byond://?src=\ref[user];preferences=1;ooccolor=input'>Change colour</a> <font face=\"fixedsys\" size=\"3\" color=\"[ooccolor]\"><table style='display:inline;' bgcolor=\"[ooccolor]\"><tr><td>__</td></tr></table></font>"
dat += "<hr><b>Occupation Choices</b><br>"
dat += "\t<a href=\"byond://?src=\ref[user];preferences=1;occ=1\"><b>Set Preferences</b></a><br>"
dat += "<hr><table><tr><td><b>Body</b> "
dat += "(<a href=\"byond://?src=\ref[user];preferences=1;s_tone=random;underwear=random;age=random;b_type=random;hair=random;h_style=random;facial=random;f_style=random;eyes=random\">&reg;</A>)" // Random look
dat += "<br>"
dat += "Blood Type: <a href='byond://?src=\ref[user];preferences=1;b_type=input'>[b_type]</a><br>"
dat += "Skin Tone: <a href='byond://?src=\ref[user];preferences=1;s_tone=input'>[-s_tone + 35]/220<br></a>"
// if(!IsGuestKey(user.key))//Seeing as it doesn't do anything, it may as well not show up.
// dat += "Underwear: <a href =\"byond://?src=\ref[user];preferences=1;underwear=1\"><b>[underwear == 1 ? "Yes" : "No"]</b></a><br>"
dat += "</td><td><b>Preview</b><br><img src=previewicon.png height=64 width=64></td></tr></table>"
dat += "<hr><b>Hair</b><br>"
dat += "<a href='byond://?src=\ref[user];preferences=1;hair=input'>Change Color</a> <font face=\"fixedsys\" size=\"3\" color=\"#[num2hex(r_hair, 2)][num2hex(g_hair, 2)][num2hex(b_hair, 2)]\"><table style='display:inline;' bgcolor=\"#[num2hex(r_hair, 2)][num2hex(g_hair, 2)][num2hex(b_hair)]\"><tr><td>__</td></tr></table></font> "
dat += "Style: <a href='byond://?src=\ref[user];preferences=1;h_style=input'>[h_style]</a>"
dat += "<hr><b>Facial</b><br>"
dat += "<a href='byond://?src=\ref[user];preferences=1;facial=input'>Change Color</a> <font face=\"fixedsys\" size=\"3\" color=\"#[num2hex(r_facial, 2)][num2hex(g_facial, 2)][num2hex(b_facial, 2)]\"><table style='display:inline;' bgcolor=\"#[num2hex(r_facial, 2)][num2hex(g_facial, 2)][num2hex(b_facial)]\"><tr><td>__</td></tr></table></font> "
dat += "Style: <a href='byond://?src=\ref[user];preferences=1;f_style=input'>[f_style]</a>"
dat += "<hr><b>Eyes</b><br>"
dat += "<a href='byond://?src=\ref[user];preferences=1;eyes=input'>Change Color</a> <font face=\"fixedsys\" size=\"3\" color=\"#[num2hex(r_eyes, 2)][num2hex(g_eyes, 2)][num2hex(b_eyes, 2)]\"><table style='display:inline;' bgcolor=\"#[num2hex(r_eyes, 2)][num2hex(g_eyes, 2)][num2hex(b_eyes)]\"><tr><td>__</td></tr></table></font>"
dat += "<hr>"
if(!jobban_isbanned(user, "Syndicate"))
var/n = 0
for (var/i in special_roles)
if(special_roles[i]) //if mode is available on the server
dat += "<b>Be [i]:</b> <a href=\"byond://?src=\ref[user];preferences=1;be_special=[n]\"><b>[src.be_special&(1<<n) ? "Yes" : "No"]</b></a><br>"
n++
else
dat += "<b>You are banned from being syndicate.</b>"
src.be_special = 0
dat += "<hr>"
if(!IsGuestKey(user.key))
dat += "<a href='byond://?src=\ref[user];preferences=1;load=1'>Load Setup</a><br>"
dat += "<a href='byond://?src=\ref[user];preferences=1;save=1'>Save Setup</a><br>"
dat += "<a href='byond://?src=\ref[user];preferences=1;reset_all=1'>Reset Setup</a><br>"
dat += "</body></html>"
user << browse(dat, "window=preferences;size=300x710")
proc/SetChoices(mob/user, changedjob)
var/HTML = "<body>"
HTML += "<tt><center>"
HTML += "<b>Choose occupation chances</b><br>Unavailable occupations are in red.<br>"
HTML += "<table width='100%' cellpadding='1' cellspacing='0' align='center'>"
for(var/datum/job/job in job_master.occupations)
HTML += "<tr bgcolor='[job.selection_color]'><td width='60%' align='right'>"
var/rank = job.title
if(jobban_isbanned(user, rank))
HTML += "<font color=red>[rank]</font></td><td><font color=red><b> \[BANNED]</b></font></td></tr>"
continue
if((job_civilian_low & ASSISTANT) && (rank != "Assistant"))
HTML += "<font color=orange>[rank]</font></td><td></td></tr>"
continue
if((rank in command_positions) || (rank == "AI"))//Bold head jobs
HTML += "<b>[rank]</b>"
else
HTML += "[rank]"
HTML += "</td><td width='40%'>"
HTML += "<a href=\"byond://?src=\ref[user];preferences=1;occ=1;job=[rank]\">"
if(rank == "Assistant")//Assistant is special
if(job_civilian_low & ASSISTANT)
HTML += " <font color=green>\[Yes]</font>"
else
HTML += " <font color=red>\[No]</font>"
HTML += "</a></td></tr>"
continue
if(GetJobDepartment(job, 1) & job.flag)
HTML += " <font color=blue>\[High]</font>"
else if(GetJobDepartment(job, 2) & job.flag)
HTML += " <font color=green>\[Medium]</font>"
else if(GetJobDepartment(job, 3) & job.flag)
HTML += " <font color=orange>\[Low]</font>"
else
HTML += " <font color=red>\[NEVER]</font>"
HTML += "</a></td></tr>"
HTML += "</table><br>"
HTML += "<a href=\"byond://?src=\ref[user];preferences=1;occ=0;job=cancel\">\[Done\]</a>"
HTML += "</center></tt>"
user << browse(null, "window=preferences")
user << browse(HTML, "window=mob_occupation;size=320x600")
return
proc/SetJob(mob/user, role)
var/datum/job/job = job_master.GetJob(role)
if(!job)
user << browse(null, "window=mob_occupation")
ShowChoices(user)
return
if(role == "Assistant")
if(job_civilian_low & job.flag)
job_civilian_low &= ~job.flag
else
job_civilian_low |= job.flag
SetChoices(user)
return 1
if(GetJobDepartment(job, 1) & job.flag)
SetJobDepartment(job, 1)
else if(GetJobDepartment(job, 2) & job.flag)
SetJobDepartment(job, 2)
else if(GetJobDepartment(job, 3) & job.flag)
SetJobDepartment(job, 3)
else//job = Never
SetJobDepartment(job, 4)
SetChoices(user)
return 1
proc/GetJobDepartment(var/datum/job/job, var/level)
if(!job || !level) return 0
switch(job.department_flag)
if(CIVILIAN)
switch(level)
if(1)
return job_civilian_high
if(2)
return job_civilian_med
if(3)
return job_civilian_low
if(MEDSCI)
switch(level)
if(1)
return job_medsci_high
if(2)
return job_medsci_med
if(3)
return job_medsci_low
if(ENGSEC)
switch(level)
if(1)
return job_engsec_high
if(2)
return job_engsec_med
if(3)
return job_engsec_low
return 0
proc/SetJobDepartment(var/datum/job/job, var/level)
if(!job || !level) return 0
switch(level)
if(1)//Only one of these should ever be active at once so clear them all here
job_civilian_high = 0
job_medsci_high = 0
job_engsec_high = 0
return 1
if(2)//Set current highs to med, then reset them
job_civilian_med |= job_civilian_high
job_medsci_med |= job_medsci_high
job_engsec_med |= job_engsec_high
job_civilian_high = 0
job_medsci_high = 0
job_engsec_high = 0
switch(job.department_flag)
if(CIVILIAN)
switch(level)
if(2)
job_civilian_high = job.flag
job_civilian_med &= ~job.flag
if(3)
job_civilian_med |= job.flag
job_civilian_low &= ~job.flag
else
job_civilian_low |= job.flag
if(MEDSCI)
switch(level)
if(2)
job_medsci_high = job.flag
job_medsci_med &= ~job.flag
if(3)
job_medsci_med |= job.flag
job_medsci_low &= ~job.flag
else
job_medsci_low |= job.flag
if(ENGSEC)
switch(level)
if(2)
job_engsec_high = job.flag
job_engsec_med &= ~job.flag
if(3)
job_engsec_med |= job.flag
job_engsec_low &= ~job.flag
else
job_engsec_low |= job.flag
return 1
proc/process_link(mob/user, list/link_tags)
if(link_tags["occ"])
if(link_tags["cancel"])
user << browse(null, "window=\ref[user]occupation")
return
else if(link_tags["job"])
SetJob(user, link_tags["job"])
else
if(job_master)
SetChoices(user)
return 1
if(link_tags["real_name"])
var/new_name
switch(link_tags["real_name"])
if("input")
new_name = input(user, "Please select a name:", "Character Generation") as text
var/list/bad_characters = list("_", "\"", "<", ">", ";", "\[", "\]", "{", "}", "|", "\\","0","1","2","3","4","5","6","7","8","9")
for(var/c in bad_characters)
new_name = dd_replacetext(new_name, c, "")
if(!new_name || (new_name == "Unknown") || (new_name == "floor") || (new_name == "wall") || (new_name == "r-wall"))
alert("Invalid name. Don't do that!")
return
if(length(new_name) >= 26)
alert("That name is too long.")
return
//Carn: To fix BYOND text-parsing errors caused by people using dumb capitalisation in their names.
var/tempname
for(var/N in dd_text2list(new_name, " "))
if(N && tempname) //if both aren't null strings
tempname += " "
tempname += capitalize(lowertext(N))
new_name = tempname
if("random")
randomize_name()
if(new_name)
if(length(new_name) >= 26)
new_name = copytext(new_name, 1, 26)
real_name = new_name
if(link_tags["age"])
switch(link_tags["age"])
if("input")
var/new_age = input(user, "Please select type in age: 20-45", "Character Generation") as num
if(new_age)
age = max(min(round(text2num(new_age)), 45), 20)
if("random")
age = rand (20, 45)
if(link_tags["b_type"])
switch(link_tags["b_type"])
if("input")
var/new_b_type = input(user, "Please select a blood type:", "Character Generation") as null|anything in list( "A+", "A-", "B+", "B-", "AB+", "AB-", "O+", "O-" )
if(new_b_type)
b_type = new_b_type
if("random")
b_type = pickweight ( list ("A+" = 31, "A-" = 7, "B+" = 8, "B-" = 2, "AB+" = 2, "AB-" = 1, "O+" = 40, "O-" = 9))
if(link_tags["hair"])
switch(link_tags["hair"])
if("input")
var/new_hair = input(user, "Please select hair color.", "Character Generation") as color
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("random")
randomize_hair_color("hair")
if(link_tags["facial"])
switch(link_tags["facial"])
if("input")
var/new_facial = input(user, "Please select facial hair color.", "Character Generation") as color
if(new_facial)
r_facial = hex2num(copytext(new_facial, 2, 4))
g_facial = hex2num(copytext(new_facial, 4, 6))
b_facial = hex2num(copytext(new_facial, 6, 8))
if("random")
randomize_hair_color("facial")
if(link_tags["eyes"])
switch(link_tags["eyes"])
if("input")
var/new_eyes = input(user, "Please select eye color.", "Character Generation") as color
if(new_eyes)
r_eyes = hex2num(copytext(new_eyes, 2, 4))
g_eyes = hex2num(copytext(new_eyes, 4, 6))
b_eyes = hex2num(copytext(new_eyes, 6, 8))
if("random")
randomize_eyes_color()
if(link_tags["s_tone"])
switch(link_tags["s_tone"])
if("random")
randomize_skin_tone()
if("input")
var/new_tone = input(user, "Please select skin tone level: 1-220 (1=albino, 35=caucasian, 150=black, 220='very' black)", "Character Generation") as text
if(new_tone)
s_tone = max(min(round(text2num(new_tone)), 220), 1)
s_tone = -s_tone + 35
if(link_tags["h_style"])
switch(link_tags["h_style"])
// New and improved hair selection code, by Doohl
if("random") // random hair selection
randomize_hair(gender) // call randomize_hair() proc with var/gender parameter
// see preferences_setup.dm for proc
if("input") // input hair selection
// Generate list of hairs via typesof()
var/list/all_hairs = typesof(/datum/sprite_accessory/hair) - /datum/sprite_accessory/hair
// List of hair names
var/list/hairs = list()
// loop through potential hairs
for(var/x in all_hairs)
var/datum/sprite_accessory/hair/H = new x // create new hair datum based on type x
hairs.Add(H.name) // add hair name to hairs
del(H) // delete the hair after it's all done
// prompt the user for a hair selection, the selection being anything in list hairs
var/new_style = input(user, "Select a hair style", "Character Generation") as null|anything in hairs
// if new style selected (not cancel)
if(new_style)
h_style = new_style
for(var/x in all_hairs) // loop through all_hairs again. Might be slightly CPU expensive, but not significantly.
var/datum/sprite_accessory/hair/H = new x // create new hair datum
if(H.name == new_style)
hair_style = H // assign the hair_style variable a new hair datum
break
else
del(H) // if hair H not used, delete. BYOND can garbage collect, but better safe than sorry
if(link_tags["ooccolor"])
var/ooccolor = input(user, "Please select OOC colour.", "OOC colour") as color
if(ooccolor)
src.ooccolor = ooccolor
if(link_tags["f_style"])
switch(link_tags["f_style"])
// see above for commentation. This is just a slight modification of the hair code for facial hairs
if("random")
randomize_facial(gender)
if("input")
var/list/all_fhairs = typesof(/datum/sprite_accessory/facial_hair) - /datum/sprite_accessory/facial_hair
var/list/fhairs = list()
for(var/x in all_fhairs)
var/datum/sprite_accessory/facial_hair/H = new x
fhairs.Add(H.name)
del(H)
var/new_style = input(user, "Select a facial hair style", "Character Generation") as null|anything in fhairs
if(new_style)
f_style = new_style
for(var/x in all_fhairs)
var/datum/sprite_accessory/facial_hair/H = new x
if(H.name == new_style)
facial_hair_style = H
break
else
del(H)
if(link_tags["gender"])
if(gender == MALE)
gender = FEMALE
else
gender = MALE
if(link_tags["UI"])
if(UI == UI_OLD)
UI = UI_NEW
else
UI = UI_OLD
if(link_tags["midis"])
midis = !midis
if(link_tags["ghost_ears"])
ghost_ears = !ghost_ears
if(link_tags["underwear"])
if(!IsGuestKey(user.key))
switch(link_tags["underwear"])
if("random")
if(prob (75))
underwear = 1
else
underwear = 0
if("input")
if(underwear == 1)
underwear = 0
else
underwear = 1
if(link_tags["be_special"])
src.be_special^=(1<<text2num(link_tags["be_special"])) //bitwize magic, sorry for that. --rastaf0
if(link_tags["b_random_name"])
be_random_name = !be_random_name
if(!IsGuestKey(user.key))
if(link_tags["save"])
savefile_save(user)
else if(link_tags["load"])
if(!savefile_load(user, 0))
alert(user, "You do not have a savefile.")
if(link_tags["reset_all"])
gender = MALE
randomize_name()
age = 30
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
underwear = 1
be_special = 0
be_random_name = 0
r_hair = 0.0
g_hair = 0.0
b_hair = 0.0
r_facial = 0.0
g_facial = 0.0
b_facial = 0.0
h_style = "Short Hair"
f_style = "Shaved"
r_eyes = 0.0
g_eyes = 0.0
b_eyes = 0.0
s_tone = 0.0
b_type = "A+"
UI = UI_OLD
midis = 1
ghost_ears = 1
ShowChoices(user)
proc/copy_to(mob/living/carbon/human/character, safety = 0)
if(be_random_name)
randomize_name()
character.real_name = real_name
character.original_name = real_name //Original name is only used in ghost chat! It is not to be edited by anything!
character.gender = gender
character.age = age
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.s_tone = s_tone
character.h_style = h_style
character.f_style = f_style
switch (UI)
if(UI_OLD)
character.UI = 'screen1_old.dmi'
if(UI_NEW)
character.UI = 'screen1.dmi'
character.hair_style = hair_style
character.facial_hair_style = facial_hair_style
character.underwear = underwear == 1 ? pick(1,2,3,4,5) : 0
character.update_face()
character.update_body()
if(!safety)//To prevent run-time errors due to null datum when using randomize_appearance_for()
spawn(10)
if(character&&character.client)
setup_client(character.client)
proc/copy_to_observer(mob/dead/observer/character)
spawn(10)
if(character && character.client)
setup_client(character.client)
proc/setup_client(var/client/C)
if(C)
C.midis = src.midis
C.ooccolor = src.ooccolor
C.be_alien = be_special & BE_ALIEN
C.be_pai = be_special & BE_PAI
if(isnull(src.ghost_ears)) src.ghost_ears = 1 //There were problems where the default was null before someone saved their profile.
C.ghost_ears = src.ghost_ears
#undef UI_OLD
#undef UI_NEW