Files
Bubberstation/code/game/objects/structures/mirror.dm
phil235 428a28a440 Fixes monkeyize/humanize removing the mob's viruses when they should be kept.
Fixes NOCLONE and CLUMSY being in both disabilities and mutations. they're now only disabilities.
Fixes minttoxin not gibbing people with the fat disabilities.
Fixes some runtimes, replacing usr by user in some places.
Fixes mutation overlays being removed when updating overlays.
Remove the now unused mob/var/list/mutations and human/var/blood_type
Fixed some formatting in preferences.dm
2015-09-13 22:52:38 +02:00

210 lines
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//wip wip wup
/obj/structure/mirror
name = "mirror"
desc = "Mirror mirror on the wall, who's the most robust of them all?"
icon = 'icons/obj/watercloset.dmi'
icon_state = "mirror"
density = 0
anchored = 1
var/shattered = 0
/obj/structure/mirror/attack_hand(mob/user)
if(shattered) return
if(ishuman(user))
var/mob/living/carbon/human/H = user
var/userloc = H.loc
//see code/modules/mob/new_player/preferences.dm at approx line 545 for comments!
//this is largely copypasted from there.
//handle facial hair (if necessary)
if(H.gender == MALE)
var/new_style = input(user, "Select a facial hair style", "Grooming") as null|anything in facial_hair_styles_list
if(userloc != H.loc) return //no tele-grooming
if(new_style)
H.facial_hair_style = new_style
else
H.facial_hair_style = "Shaved"
//handle normal hair
var/new_style = input(user, "Select a hair style", "Grooming") as null|anything in hair_styles_list
if(userloc != H.loc) return //no tele-grooming
if(new_style)
H.hair_style = new_style
H.update_hair()
/obj/structure/mirror/proc/shatter()
if(shattered) return
shattered = 1
icon_state = "mirror_broke"
playsound(src, "shatter", 70, 1)
desc = "Oh no, seven years of bad luck!"
/obj/structure/mirror/bullet_act(obj/item/projectile/Proj)
if(prob(Proj.damage * 2))
if((Proj.damage_type == BRUTE || Proj.damage_type == BURN))
if(!shattered)
shatter()
else
playsound(src, 'sound/effects/hit_on_shattered_glass.ogg', 70, 1)
..()
/obj/structure/mirror/attackby(obj/item/I, mob/living/user, params)
user.do_attack_animation(src)
if(I.damtype == STAMINA)
return
if(shattered)
playsound(src.loc, 'sound/effects/hit_on_shattered_glass.ogg', 70, 1)
return
if(prob(I.force * 2))
visible_message("<span class='warning'>[user] smashes [src] with [I].</span>")
shatter()
else
visible_message("<span class='warning'>[user] hits [src] with [I]!</span>")
playsound(src.loc, 'sound/effects/Glasshit.ogg', 70, 1)
/obj/structure/mirror/attack_alien(mob/living/user)
user.do_attack_animation(src)
if(islarva(user)) return
if(shattered)
playsound(src.loc, 'sound/effects/hit_on_shattered_glass.ogg', 70, 1)
return
user.visible_message("<span class='danger'>[user] smashes [src]!</span>")
shatter()
/obj/structure/mirror/attack_animal(mob/living/user)
if(!isanimal(user)) return
var/mob/living/simple_animal/M = user
if(M.melee_damage_upper <= 0) return
M.do_attack_animation(src)
if(shattered)
playsound(src.loc, 'sound/effects/hit_on_shattered_glass.ogg', 70, 1)
return
user.visible_message("<span class='danger'>[user] smashes [src]!</span>")
shatter()
/obj/structure/mirror/attack_slime(mob/living/user)
user.do_attack_animation(src)
if(shattered)
playsound(src.loc, 'sound/effects/hit_on_shattered_glass.ogg', 70, 1)
return
user.visible_message("<span class='danger'>[user] smashes [src]!</span>")
shatter()
/obj/structure/mirror/magic
name = "magic mirror"
desc = "Turn and face the strange... face."
icon_state = "magic_mirror"
var/list/races_blacklist = list("skeleton")
var/list/choosable_races = list()
/obj/structure/mirror/magic/New()
if(!choosable_races.len)
for(var/speciestype in typesof(/datum/species) - /datum/species)
var/datum/species/S = new speciestype()
if(!(S.id in races_blacklist))
choosable_races += S.id
..()
/obj/structure/mirror/magic/badmin/New()
for(var/speciestype in typesof(/datum/species) - /datum/species)
var/datum/species/S = new speciestype()
choosable_races += S.id
..()
/obj/structure/mirror/magic/attack_hand(mob/user)
if(!ishuman(user))
return
var/mob/living/carbon/human/H = user
var/choice = input(user, "Something to change?", "Magical Grooming") as null|anything in list("name", "race", "gender", "hair", "eyes")
switch(choice)
if("name")
var/newname = copytext(sanitize(input(H, "Who are we again?", "Name change", H.name) as null|text),1,MAX_NAME_LEN)
if(!newname)
return
H.real_name = newname
H.name = newname
if(H.mind)
H.mind.name = newname
if("race")
var/newrace
var/racechoice = input(H, "What are we again?", "Race change") as null|anything in choosable_races
newrace = species_list[racechoice]
if(!newrace || !H.dna)
return
hardset_dna(H, null, null, null, null, newrace)
if(H.dna.species.use_skintones)
var/new_s_tone = input(user, "Choose your skin tone:", "Race change") as null|anything in skin_tones
if(new_s_tone)
H.skin_tone = new_s_tone
if(MUTCOLORS in H.dna.species.specflags)
var/new_mutantcolor = input(user, "Choose your skin color:", "Race change") as color|null
if(new_mutantcolor)
var/temp_hsv = RGBtoHSV(new_mutantcolor)
if(ReadHSV(temp_hsv)[3] >= ReadHSV("#7F7F7F")[3]) // mutantcolors must be bright
H.dna.features["mcolor"] = sanitize_hexcolor(new_mutantcolor)
else
H << "<span class='notice'>Invalid color. Your color is not bright enough.</span>"
H.regenerate_icons()
if("gender")
if(!(H.gender in list("male", "female"))) //blame the patriarchy
return
if(H.gender == "male")
if(alert(H, "Become a Witch?", "Confirmation", "Yes", "No") == "Yes")
H.gender = "female"
H << "<span class='notice'>Man, you feel like a woman!</span>"
H.regenerate_icons()
else
if(alert(H, "Become a Warlock?", "Confirmation", "Yes", "No") == "Yes")
H.gender = "male"
H << "<span class='notice'>Whoa man, you feel like a man!</span>"
H.regenerate_icons()
if("hair")
var/hairchoice = alert(H, "Hair style or hair color?", "Change Hair", "Style", "Color")
if(hairchoice == "Style") //So you just want to use a mirror then?
..()
else
var/new_hair_color = input(H, "Choose your hair color", "Hair Color") as null|color
if(new_hair_color)
H.hair_color = sanitize_hexcolor(new_hair_color)
if(H.gender == "male")
var/new_face_color = input(H, "Choose your facial hair color", "Hair Color") as null|color
if(new_face_color)
H.facial_hair_color = sanitize_hexcolor(new_face_color)
H.update_hair()
if("eyes")
var/new_eye_color = input(H, "Choose your eye color", "Eye Color") as null|color
if(new_eye_color)
H.eye_color = sanitize_hexcolor(new_eye_color)
H.update_body()