Files
Bubberstation/code/modules/paperwork/paper.dm
MrPerson f7eb2c905b Unicode awareness Part 2 -- copytext() (#48512)
* Unicode support Part 2 -- copytext()

This is the transition of all copytext() calls to be unicode aware and also some nearby calls in the same functions. Most things are just replacing copytext() with copytext_char() as a terrible character limiter but a few others were slightly more involved.

I replaced a ton of
````
var/something = sanitize(input())
something = copytext(something, 1, MAX_MESSAGE_LEN)
````

with a single stripped_input() call. stripped_input() already calls html_encode(), trim(), and some other sanitization so there shouldn't be any major issues there.

This is still VERY rough btw; DNA is a mess, the status displays are complete ass, there's a copytext() in code\datums\shuttles.dm that I'm not sure what to do with, and I didn't touch anything in the tools folder. I haven't tested this much at all yet, I only got it to compile earlier this morning. There's also likely to be weird bugs until I get around to fixing length(), findtext(), and the rest of the string procs.

* Makes the code functional

* Assume color hex strings are always # followed by ascii.
Properly encodes and decodes the stuff in mob_helpers.dm which fixes some issues there.

* Removes ninjaspeak since it's unused
2020-01-18 13:07:22 +13:00

385 lines
11 KiB
Plaintext

/*
* Paper
* also scraps of paper
*
* lipstick wiping is in code/game/objects/items/weapons/cosmetics.dm!
*/
/obj/item/paper
name = "paper"
gender = NEUTER
icon = 'icons/obj/bureaucracy.dmi'
icon_state = "paper"
item_state = "paper"
throwforce = 0
w_class = WEIGHT_CLASS_TINY
throw_range = 1
throw_speed = 1
pressure_resistance = 0
slot_flags = ITEM_SLOT_HEAD
body_parts_covered = HEAD
resistance_flags = FLAMMABLE
max_integrity = 50
dog_fashion = /datum/dog_fashion/head
drop_sound = 'sound/items/handling/paper_drop.ogg'
pickup_sound = 'sound/items/handling/paper_pickup.ogg'
grind_results = list(/datum/reagent/cellulose = 3)
var/extra_headers //For additional styling or other js features.
var/info //What's actually written on the paper.
var/info_links //A different version of the paper which includes html links at fields and EOF
var/stamps //The (text for the) stamps on the paper.
var/fields = 0 //Amount of user created fields
var/list/stamped
var/rigged = 0
var/spam_flag = 0
var/contact_poison // Reagent ID to transfer on contact
var/contact_poison_volume = 0
/obj/item/paper/pickup(user)
if(contact_poison && ishuman(user))
var/mob/living/carbon/human/H = user
var/obj/item/clothing/gloves/G = H.gloves
if(!istype(G) || G.transfer_prints)
H.reagents.add_reagent(contact_poison,contact_poison_volume)
contact_poison = null
..()
/obj/item/paper/Initialize()
. = ..()
pixel_y = rand(-8, 8)
pixel_x = rand(-9, 9)
update_icon_state()
updateinfolinks()
/obj/item/paper/update_icon_state()
if(resistance_flags & ON_FIRE)
icon_state = "paper_onfire"
return
if(info)
icon_state = "paper_words"
return
icon_state = "paper"
/obj/item/paper/examine(mob/user)
. = ..()
var/datum/asset/assets = get_asset_datum(/datum/asset/spritesheet/simple/paper)
assets.send(user)
if(in_range(user, src) || isobserver(user))
if(user.is_literate())
user << browse("<HTML><HEAD><TITLE>[name]</TITLE>[extra_headers]</HEAD><BODY>[info]<HR>[stamps]</BODY></HTML>", "window=paper[md5(name)]")
onclose(user, "paper[md5(name)]")
else
user << browse("<HTML><HEAD><TITLE>[name]</TITLE>[extra_headers]</HEAD><BODY>[stars(info)]<HR>[stamps]</BODY></HTML>", "window=paper[md5(name)]")
onclose(user, "paper[md5(name)]")
else
. += "<span class='warning'>You're too far away to read it!</span>"
/obj/item/paper/verb/rename()
set name = "Rename paper"
set category = "Object"
set src in usr
if(usr.incapacitated() || !usr.is_literate())
return
if(ishuman(usr))
var/mob/living/carbon/human/H = usr
if(HAS_TRAIT(H, TRAIT_CLUMSY) && prob(25))
to_chat(H, "<span class='warning'>You cut yourself on the paper! Ahhhh! Ahhhhh!</span>")
H.damageoverlaytemp = 9001
H.update_damage_hud()
return
var/n_name = stripped_input(usr, "What would you like to label the paper?", "Paper Labelling", null, MAX_NAME_LEN)
if((loc == usr && usr.stat == CONSCIOUS))
name = "paper[(n_name ? text("- '[n_name]'") : null)]"
add_fingerprint(usr)
/obj/item/paper/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] scratches a grid on [user.p_their()] wrist with the paper! It looks like [user.p_theyre()] trying to commit sudoku...</span>")
return (BRUTELOSS)
/obj/item/paper/proc/reset_spamflag()
spam_flag = FALSE
/obj/item/paper/attack_self(mob/user)
user.examinate(src)
if(rigged && (SSevents.holidays && SSevents.holidays[APRIL_FOOLS]))
if(!spam_flag)
spam_flag = TRUE
playsound(loc, 'sound/items/bikehorn.ogg', 50, TRUE)
addtimer(CALLBACK(src, .proc/reset_spamflag), 20)
/obj/item/paper/attack_ai(mob/living/silicon/ai/user)
var/dist
if(istype(user) && user.current) //is AI
dist = get_dist(src, user.current)
else //cyborg or AI not seeing through a camera
dist = get_dist(src, user)
if(dist < 2)
usr << browse("<HTML><HEAD><TITLE>[name]</TITLE></HEAD><BODY>[info]<HR>[stamps]</BODY></HTML>", "window=[name]")
onclose(usr, "[name]")
else
usr << browse("<HTML><HEAD><TITLE>[name]</TITLE></HEAD><BODY>[stars(info)]<HR>[stamps]</BODY></HTML>", "window=[name]")
onclose(usr, "[name]")
/obj/item/paper/proc/addtofield(id, text, links = 0)
var/locid = 0
var/laststart = 1
var/textindex = 1
while(locid < 15) //hey whoever decided a while(1) was a good idea here, i hate you
var/istart = 0
if(links)
istart = findtext(info_links, "<span class=\"paper_field\">", laststart)
else
istart = findtext(info, "<span class=\"paper_field\">", laststart)
if(istart == 0)
return //No field found with matching id
if(links)
laststart = istart + length(info_links[istart])
else
laststart = istart + length(info[istart])
locid++
if(locid == id)
var/iend = 1
if(links)
iend = findtext(info_links, "</span>", istart)
else
iend = findtext(info, "</span>", istart)
//textindex = istart+26
textindex = iend
break
if(links)
var/before = copytext(info_links, 1, textindex)
var/after = copytext(info_links, textindex)
info_links = before + text + after
else
var/before = copytext(info, 1, textindex)
var/after = copytext(info, textindex)
info = before + text + after
updateinfolinks()
/obj/item/paper/proc/updateinfolinks()
info_links = info
for(var/i in 1 to min(fields, 15))
addtofield(i, "<font face=\"[PEN_FONT]\"><A href='?src=[REF(src)];write=[i]'>write</A></font>", 1)
info_links = info_links + "<font face=\"[PEN_FONT]\"><A href='?src=[REF(src)];write=end'>write</A></font>"
/obj/item/paper/proc/clearpaper()
info = null
stamps = null
LAZYCLEARLIST(stamped)
cut_overlays()
updateinfolinks()
update_icon_state()
/obj/item/paper/proc/parsepencode(t, obj/item/pen/P, mob/user, iscrayon = 0)
if(length(t) < 1) //No input means nothing needs to be parsed
return
t = parsemarkdown(t, user, iscrayon)
if(!iscrayon)
t = "<font face=\"[P.font]\" color=[P.colour]>[t]</font>"
else
var/obj/item/toy/crayon/C = P
t = "<font face=\"[CRAYON_FONT]\" color=[C.paint_color]><b>[t]</b></font>"
// Count the fields
var/laststart = 1
while(fields < 15)
var/i = findtext(t, "<span class=\"paper_field\">", laststart)
if(i == 0)
break
laststart = i+1
fields++
return t
/obj/item/paper/proc/reload_fields() // Useful if you made the paper programicly and want to include fields. Also runs updateinfolinks() for you.
fields = 0
var/laststart = 1
while(fields < 15)
var/i = findtext(info, "<span class=\"paper_field\">", laststart)
if(i == 0)
break
laststart = i+1
fields++
updateinfolinks()
/obj/item/paper/proc/openhelp(mob/user)
user << browse({"<HTML><HEAD><TITLE>Paper Help</TITLE></HEAD>
<BODY>
You can use backslash (\\) to escape special characters.<br>
<br>
<b><center>Crayon&Pen commands</center></b><br>
<br>
# text : Defines a header.<br>
|text| : Centers the text.<br>
**text** : Makes the text <b>bold</b>.<br>
*text* : Makes the text <i>italic</i>.<br>
^text^ : Increases the <font size = \"4\">size</font> of the text.<br>
%s : Inserts a signature of your name in a foolproof way.<br>
%f : Inserts an invisible field which lets you start type from there. Useful for forms.<br>
<br>
<b><center>Pen exclusive commands</center></b><br>
((text)) : Decreases the <font size = \"1\">size</font> of the text.<br>
* item : An unordered list item.<br>
&nbsp;&nbsp;* item: An unordered list child item.<br>
--- : Adds a horizontal rule.
</BODY></HTML>"}, "window=paper_help")
/obj/item/paper/Topic(href, href_list)
..()
var/literate = usr.is_literate()
if(!usr.canUseTopic(src, BE_CLOSE, literate))
return
if(href_list["help"])
openhelp(usr)
return
if(href_list["write"])
var/id = href_list["write"]
var/t = stripped_multiline_input("Enter what you want to write:", "Write", no_trim=TRUE)
if(!t || !usr.canUseTopic(src, BE_CLOSE, literate))
return
var/obj/item/i = usr.get_active_held_item() //Check to see if he still got that darn pen, also check if he's using a crayon or pen.
var/iscrayon = 0
if(!istype(i, /obj/item/pen))
if(!istype(i, /obj/item/toy/crayon))
return
iscrayon = 1
if(!in_range(src, usr) && loc != usr && !istype(loc, /obj/item/clipboard) && loc.loc != usr && usr.get_active_held_item() != i) //Some check to see if he's allowed to write
return
log_paper("[key_name(usr)] writing to paper [t]")
t = parsepencode(t, i, usr, iscrayon) // Encode everything from pencode to html
if(t != null) //No input from the user means nothing needs to be added
if(id!="end")
addtofield(text2num(id), t) // He wants to edit a field, let him.
else
info += t // Oh, he wants to edit to the end of the file, let him.
updateinfolinks()
usr << browse("<HTML><HEAD><TITLE>[name]</TITLE></HEAD><BODY>[info_links]<HR>[stamps]</BODY><div align='right'style='position:fixed;bottom:0;font-style:bold;'><A href='?src=[REF(src)];help=1'>\[?\]</A></div></HTML>", "window=[name]") // Update the window
update_icon_state()
/obj/item/paper/attackby(obj/item/P, mob/living/carbon/human/user, params)
..()
if(resistance_flags & ON_FIRE)
return
if(is_blind(user))
return
if(istype(P, /obj/item/pen) || istype(P, /obj/item/toy/crayon))
if(user.is_literate())
user << browse("<HTML><HEAD><TITLE>[name]</TITLE></HEAD><BODY>[info_links]<HR>[stamps]</BODY><div align='right'style='position:fixed;bottom:0;font-style:bold;'><A href='?src=[REF(src)];help=1'>\[?\]</A></div></HTML>", "window=[name]")
return
else
to_chat(user, "<span class='warning'>You don't know how to read or write!</span>")
return
else if(istype(P, /obj/item/stamp))
if(!in_range(src, user))
return
var/datum/asset/spritesheet/sheet = get_asset_datum(/datum/asset/spritesheet/simple/paper)
if (isnull(stamps))
stamps = sheet.css_tag()
stamps += sheet.icon_tag(P.icon_state)
var/mutable_appearance/stampoverlay = mutable_appearance('icons/obj/bureaucracy.dmi', "paper_[P.icon_state]")
stampoverlay.pixel_x = rand(-2, 2)
stampoverlay.pixel_y = rand(-3, 2)
LAZYADD(stamped, P.icon_state)
add_overlay(stampoverlay)
to_chat(user, "<span class='notice'>You stamp the paper with your rubber stamp.</span>")
if(P.get_temperature())
if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(10))
user.visible_message("<span class='warning'>[user] accidentally ignites [user.p_them()]self!</span>", \
"<span class='userdanger'>You miss the paper and accidentally light yourself on fire!</span>")
user.dropItemToGround(P)
user.adjust_fire_stacks(1)
user.IgniteMob()
return
if(!(in_range(user, src))) //to prevent issues as a result of telepathically lighting a paper
return
user.dropItemToGround(src)
user.visible_message("<span class='danger'>[user] lights [src] ablaze with [P]!</span>", "<span class='danger'>You light [src] on fire!</span>")
fire_act()
add_fingerprint(user)
/obj/item/paper/fire_act(exposed_temperature, exposed_volume)
..()
if(!(resistance_flags & FIRE_PROOF))
add_overlay("paper_onfire_overlay")
info = "[stars(info)]"
/obj/item/paper/extinguish()
..()
cut_overlay("paper_onfire_overlay")
/*
* Construction paper
*/
/obj/item/paper/construction
/obj/item/paper/construction/Initialize()
. = ..()
color = pick("FF0000", "#33cc33", "#ffb366", "#551A8B", "#ff80d5", "#4d94ff")
/*
* Natural paper
*/
/obj/item/paper/natural/Initialize()
. = ..()
color = "#FFF5ED"
/obj/item/paper/crumpled
name = "paper scrap"
icon_state = "scrap"
slot_flags = null
/obj/item/paper/crumpled/update_icon_state()
return
/obj/item/paper/crumpled/bloody
icon_state = "scrap_bloodied"
/obj/item/paper/crumpled/muddy
icon_state = "scrap_mud"