mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-01 12:31:32 +00:00
893 lines
32 KiB
Plaintext
893 lines
32 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
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var/list/preferences_datums = list()
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var/global/list/special_roles = list( //keep synced with the defines BE_* in setup.dm
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//some autodetection here.
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"traitor" = /datum/game_mode/traitor, //0
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"operative" = /datum/game_mode/nuclear, //1
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"changeling" = /datum/game_mode/changeling, //2
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"wizard" = /datum/game_mode/wizard, //3
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"malf AI" = /datum/game_mode/malfunction, //4
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"revolutionary" = /datum/game_mode/revolution, //5
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"alien", //6
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"pAI", //7
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"cultist" = /datum/game_mode/cult, //8
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"blob" = /datum/game_mode/blob, //9
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"ninja", //10
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"monkey" = /datum/game_mode/monkey, //11
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"gangster" = /datum/game_mode/gang //12
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)
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datum/preferences
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//doohickeys for savefiles
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var/path
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var/default_slot = 1 //Holder so it doesn't default to slot 1, rather the last one used
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var/max_save_slots = 3
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//non-preference stuff
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var/muted = 0
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var/last_ip
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var/last_id
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//game-preferences
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var/lastchangelog = "" //Saved changlog filesize to detect if there was a change
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var/ooccolor = "#002eb8"
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var/be_special = 0 //Special role selection
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var/UI_style = "Midnight"
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var/toggles = TOGGLES_DEFAULT
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var/chat_toggles = TOGGLES_DEFAULT_CHAT
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var/ghost_form = "ghost"
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var/allow_midround_antag = 1
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//character preferences
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var/real_name //our character's name
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var/be_random_name = 0 //whether we'll have a random name every round
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var/be_random_body = 0 //whether we'll have a random body every round
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var/gender = MALE //gender of character (well duh)
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var/age = 30 //age of character
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var/blood_type = "A+" //blood type (not-chooseable)
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var/underwear = "Nude" //underwear type
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var/undershirt = "Nude" //undershirt type
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var/socks = "Nude" //socks type
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var/backbag = 2 //backpack type
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var/hair_style = "Bald" //Hair type
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var/hair_color = "000" //Hair color
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var/facial_hair_style = "Shaved" //Face hair type
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var/facial_hair_color = "000" //Facial hair color
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var/skin_tone = "caucasian1" //Skin color
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var/eye_color = "000" //Eye color
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var/datum/species/pref_species = new /datum/species/human() //Mutant race
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var/mutant_color = "FFF" //Mutant race skin color
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//Mob preview
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var/icon/preview_icon_front = null
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var/icon/preview_icon_side = null
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//Jobs, uses bitflags
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var/job_civilian_high = 0
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var/job_civilian_med = 0
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var/job_civilian_low = 0
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var/job_medsci_high = 0
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var/job_medsci_med = 0
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var/job_medsci_low = 0
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var/job_engsec_high = 0
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var/job_engsec_med = 0
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var/job_engsec_low = 0
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// Want randomjob if preferences already filled - Donkie
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var/userandomjob = 1 //defaults to 1 for fewer assistants
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// 0 = character settings, 1 = game preferences
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var/current_tab = 0
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// OOC Metadata:
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var/metadata = ""
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var/unlock_content = 0
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/datum/preferences/New(client/C)
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blood_type = random_blood_type()
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ooccolor = normal_ooc_colour
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if(istype(C))
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if(!IsGuestKey(C.key))
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load_path(C.ckey)
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unlock_content = C.IsByondMember()
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if(unlock_content)
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max_save_slots = 8
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var/loaded_preferences_successfully = load_preferences()
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if(loaded_preferences_successfully)
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if(load_character())
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return
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//we couldn't load character data so just randomize the character appearance + name
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random_character() //let's create a random character then - rather than a fat, bald and naked man.
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real_name = random_name(gender)
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if(!loaded_preferences_successfully)
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save_preferences()
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save_character() //let's save this new random character so it doesn't keep generating new ones.
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return
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/datum/preferences
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proc/ShowChoices(mob/user)
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if(!user || !user.client) return
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update_preview_icon()
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user << browse_rsc(preview_icon_front, "previewicon.png")
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user << browse_rsc(preview_icon_side, "previewicon2.png")
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var/dat = "<center>"
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dat += "<a href='?_src_=prefs;preference=tab;tab=0' [current_tab == 0 ? "class='linkOn'" : ""]>Character Settings</a> "
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dat += "<a href='?_src_=prefs;preference=tab;tab=1' [current_tab == 1 ? "class='linkOn'" : ""]>Game Preferences</a>"
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if(!path)
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dat += "<div class='notice'>Please create an account to save your preferences</div>"
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dat += "</center>"
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dat += "<HR>"
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switch(current_tab)
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if (0) // Character Settings#
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if(path)
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var/savefile/S = new /savefile(path)
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if(S)
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dat += "<center>"
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var/name
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for(var/i=1, i<=max_save_slots, i++)
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S.cd = "/character[i]"
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S["real_name"] >> name
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if(!name) name = "Character[i]"
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//if(i!=1) dat += " | "
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dat += "<a style='white-space:nowrap;' href='?_src_=prefs;preference=changeslot;num=[i];' [i == default_slot ? "class='linkOn'" : ""]>[name]</a> "
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dat += "</center>"
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dat += "<center><h2>Occupation Choices</h2>"
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dat += "<a href='?_src_=prefs;preference=job;task=menu'>Set Occupation Preferences</a><br></center>"
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dat += "<h2>Identity</h2>"
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dat += "<table width='100%'><tr><td width='75%' valign='top'>"
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if(appearance_isbanned(user))
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dat += "<b>You are banned from using custom names and appearances. You can continue to adjust your characters, but you will be randomised once you join the game.</b><br>"
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dat += "<a href='?_src_=prefs;preference=name;task=random'>Random Name</A> "
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dat += "<a href='?_src_=prefs;preference=name'>Always Random Name: [be_random_name ? "Yes" : "No"]</a><BR>"
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dat += "<b>Name:</b> "
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dat += "<a href='?_src_=prefs;preference=name;task=input'>[real_name]</a><BR>"
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dat += "<b>Gender:</b> <a href='?_src_=prefs;preference=gender'>[gender == MALE ? "Male" : "Female"]</a><BR>"
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dat += "<b>Age:</b> <a href='?_src_=prefs;preference=age;task=input'>[age]</a>"
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dat += "</td><td valign='center'>"
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dat += "<div class='statusDisplay'><center><img src=previewicon.png height=64 width=64><img src=previewicon2.png height=64 width=64></center></div>"
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dat += "</td></tr></table>"
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dat += "<h2>Body</h2>"
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dat += "<a href='?_src_=prefs;preference=all;task=random'>Random Body</A> "
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dat += "<a href='?_src_=prefs;preference=all'>Always Random Body: [be_random_body ? "Yes" : "No"]</A><br>"
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dat += "<table width='100%'><tr><td width='24%' valign='top'>"
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if(config.mutant_races)
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dat += "<b>Species:</b><BR><a href='?_src_=prefs;preference=species;task=input'>[pref_species.name]</a><BR>"
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else
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dat += "<b>Species:</b> Human<BR>"
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dat += "<b>Blood Type:</b> [blood_type]<BR>"
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dat += "<b>Underwear:</b><BR><a href ='?_src_=prefs;preference=underwear;task=input'>[underwear]</a><BR>"
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dat += "<b>Undershirt:</b><BR><a href ='?_src_=prefs;preference=undershirt;task=input'>[undershirt]</a><BR>"
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dat += "<b>Socks:</b><BR><a href ='?_src_=prefs;preference=socks;task=input'>[socks]</a><BR>"
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dat += "<b>Backpack:</b><BR><a href ='?_src_=prefs;preference=bag;task=input'>[backbaglist[backbag]]</a><BR>"
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if(pref_species.use_skintones)
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dat += "</td><td valign='top' width='21%'>"
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dat += "<h3>Skin Tone</h3>"
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dat += "<a href='?_src_=prefs;preference=s_tone;task=input'>[skin_tone]</a><BR>"
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dat += "</td>"
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if(HAIR in pref_species.specflags)
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dat += "<td valign='top' width='21%'>"
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dat += "<h3>Hair Style</h3>"
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dat += "<a href='?_src_=prefs;preference=hair_style;task=input'>[hair_style]</a><BR>"
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dat += "<a href='?_src_=prefs;preference=previous_hair_style;task=input'><</a> <a href='?_src_=prefs;preference=next_hair_style;task=input'>></a><BR>"
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dat += "<span style='border:1px solid #161616; background-color: #[hair_color];'> </span> <a href='?_src_=prefs;preference=hair;task=input'>Change</a><BR>"
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dat += "</td><td valign='top' width='21%'>"
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dat += "<h3>Facial Hair Style</h3>"
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dat += "<a href='?_src_=prefs;preference=facial_hair_style;task=input'>[facial_hair_style]</a><BR>"
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dat += "<a href='?_src_=prefs;preference=previous_facehair_style;task=input'><</a> <a href='?_src_=prefs;preference=next_facehair_style;task=input'>></a><BR>"
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dat += "<span style='border: 1px solid #161616; background-color: #[facial_hair_color];'> </span> <a href='?_src_=prefs;preference=facial;task=input'>Change</a><BR>"
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dat += "</td>"
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if(EYECOLOR in pref_species.specflags)
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dat += "<td valign='top' width='21%'>"
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dat += "<h3>Eye Color</h3>"
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dat += "<span style='border: 1px solid #161616; background-color: #[eye_color];'> </span> <a href='?_src_=prefs;preference=eyes;task=input'>Change</a><BR>"
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dat += "</td>"
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if(MUTCOLORS in pref_species.specflags)
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dat += "<td valign='top' width='21%'>"
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dat += "<h3>Alien Color</h3>"
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dat += "<span style='border: 1px solid #161616; background-color: #[mutant_color];'> </span> <a href='?_src_=prefs;preference=mutant_color;task=input'>Change</a><BR>"
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dat += "</td>"
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dat += "</tr></table>"
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if (1) // Game Preferences
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dat += "<table><tr><td width='340px' height='300px' valign='top'>"
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dat += "<h2>General Settings</h2>"
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dat += "<b>UI Style:</b> <a href='?_src_=prefs;preference=ui'>[UI_style]</a><br>"
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dat += "<b>Play admin midis:</b> <a href='?_src_=prefs;preference=hear_midis'>[(toggles & SOUND_MIDI) ? "Yes" : "No"]</a><br>"
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dat += "<b>Play lobby music:</b> <a href='?_src_=prefs;preference=lobby_music'>[(toggles & SOUND_LOBBY) ? "Yes" : "No"]</a><br>"
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dat += "<b>Ghost ears:</b> <a href='?_src_=prefs;preference=ghost_ears'>[(chat_toggles & CHAT_GHOSTEARS) ? "Nearest Creatures" : "All Speech"]</a><br>"
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dat += "<b>Ghost sight:</b> <a href='?_src_=prefs;preference=ghost_sight'>[(chat_toggles & CHAT_GHOSTSIGHT) ? "Nearest Creatures" : "All Emotes"]</a><br>"
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dat += "<b>Ghost whispers:</b> <a href='?_src_=prefs;preference=ghost_whispers'>[(chat_toggles & CHAT_GHOSTWHISPER) ? "Nearest Creatures" : "All Speech"]</a><br>"
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dat += "<b>Ghost radio:</b> <a href='?_src=prefs;preference=ghost_radio'>[(chat_toggles & CHAT_GHOSTRADIO) ? "Yes" : "No"]</a><br>"
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dat += "<b>Ghost pda:</b> <a href='?_src=prefs;preference=ghost_pda'>[(chat_toggles & CHAT_GHOSTPDA) ? "Nearest Creatures" : "All Messages"]</a><br>"
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dat += "<b>Pull requests:</b> <a href='?_src_=prefs;preference=pull_requests'>[(chat_toggles & CHAT_PULLR) ? "Yes" : "No"]</a><br>"
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dat += "<b>Midround Antagonist:</b> <a href='?_src_=prefs;preference=allow_midround_antag'>[(toggles & MIDROUND_ANTAG) ? "Yes" : "No"]</a><br>"
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if(config.allow_Metadata)
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dat += "<b>OOC Notes:</b> <a href='?_src_=prefs;preference=metadata;task=input'> Edit </a><br>"
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if(user.client)
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if(user.client.holder)
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dat += "<b>Adminhelp Sound:</b> "
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dat += "<a href='?_src_=prefs;preference=hear_adminhelps'>[(toggles & SOUND_ADMINHELP)?"On":"Off"]</a><br>"
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if(unlock_content || check_rights_for(user.client, R_ADMIN))
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dat += "<b>OOC:</b> <span style='border: 1px solid #161616; background-color: [ooccolor];'> </span> <a href='?_src_=prefs;preference=ooccolor;task=input'>Change</a><br>"
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if(unlock_content)
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dat += "<b>BYOND Membership Publicity:</b> <a href='?_src_=prefs;preference=publicity'>[(toggles & MEMBER_PUBLIC) ? "Public" : "Hidden"]</a><br>"
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dat += "<b>Ghost Form:</b> <a href='?_src_=prefs;task=input;preference=ghostform'>[ghost_form]</a><br>"
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dat += "</td><td width='300px' height='300px' valign='top'>"
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dat += "<h2>Antagonist Settings</h2>"
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if(jobban_isbanned(user, "Syndicate"))
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dat += "<font color=red><b>You are banned from antagonist roles.</b></font>"
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src.be_special = 0
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else
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var/n = 0
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for (var/i in special_roles)
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if(jobban_isbanned(user, i))
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dat += "<b>Be [i]:</b> <font color=red><b>\[BANNED]</b></font><br>"
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else
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var/days_remaining = null
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if(config.use_age_restriction_for_jobs && ispath(special_roles[i])) //If it's a game mode antag, check if the player meets the minimum age
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var/mode_path = special_roles[i]
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var/datum/game_mode/temp_mode = new mode_path
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days_remaining = temp_mode.get_remaining_days(user.client)
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if(days_remaining)
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dat += "<b>Be [i]:</b> <font color=red> \[IN [days_remaining] DAYS]</font><br>"
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else
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dat += "<b>Be [i]:</b> <a href='?_src_=prefs;preference=be_special;num=[n]'>[src.be_special&(1<<n) ? "Yes" : "No"]</a><br>"
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n++
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dat += "</td></tr></table>"
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dat += "<hr><center>"
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if(!IsGuestKey(user.key))
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dat += "<a href='?_src_=prefs;preference=load'>Undo</a> "
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dat += "<a href='?_src_=prefs;preference=save'>Save Setup</a> "
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dat += "<a href='?_src_=prefs;preference=reset_all'>Reset Setup</a>"
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dat += "</center>"
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//user << browse(dat, "window=preferences;size=560x560")
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var/datum/browser/popup = new(user, "preferences", "<div align='center'>Character Setup</div>", 640, 680)
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popup.set_content(dat)
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popup.open(0)
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proc/SetChoices(mob/user, limit = 17, list/splitJobs = list("Chief Engineer"), widthPerColumn = 295, height = 620)
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if(!SSjob) return
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//limit - The amount of jobs allowed per column. Defaults to 17 to make it look nice.
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//splitJobs - Allows you split the table by job. You can make different tables for each department by including their heads. Defaults to CE to make it look nice.
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//widthPerColumn - Screen's width for every column.
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//height - Screen's height.
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var/width = widthPerColumn
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var/HTML = "<center>"
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HTML += "<b>Choose occupation chances</b><br>"
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HTML += "<div align='center'>Left-click to raise an occupation preference, right-click to lower it.<br></div>"
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HTML += "<center><a href='?_src_=prefs;preference=job;task=close'>Done</a></center><br>" // Easier to press up here.
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HTML += "<script type='text/javascript'>function setJobPrefRedirect(level, rank) { window.location.href='?_src_=prefs;preference=job;task=setJobLevel;level=' + level + ';text=' + encodeURIComponent(rank); return false; }</script>"
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HTML += "<table width='100%' cellpadding='1' cellspacing='0'><tr><td width='20%'>" // Table within a table for alignment, also allows you to easily add more colomns.
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HTML += "<table width='100%' cellpadding='1' cellspacing='0'>"
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var/index = -1
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//The job before the current job. I only use this to get the previous jobs color when I'm filling in blank rows.
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var/datum/job/lastJob
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for(var/datum/job/job in SSjob.occupations)
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index += 1
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if((index >= limit) || (job.title in splitJobs))
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width += widthPerColumn
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if((index < limit) && (lastJob != null))
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//If the cells were broken up by a job in the splitJob list then it will fill in the rest of the cells with
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//the last job's selection color. Creating a rather nice effect.
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for(var/i = 0, i < (limit - index), i += 1)
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HTML += "<tr bgcolor='[lastJob.selection_color]'><td width='60%' align='right'> </td><td> </td></tr>"
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HTML += "</table></td><td width='20%'><table width='100%' cellpadding='1' cellspacing='0'>"
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index = 0
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HTML += "<tr bgcolor='[job.selection_color]'><td width='60%' align='right'>"
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var/rank = job.title
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lastJob = job
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if(jobban_isbanned(user, rank))
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HTML += "<font color=red>[rank]</font></td><td><font color=red><b> \[BANNED\]</b></font></td></tr>"
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continue
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if(!job.player_old_enough(user.client))
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var/available_in_days = job.available_in_days(user.client)
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HTML += "<font color=red>[rank]</font></td><td><font color=red> \[IN [(available_in_days)] DAYS\]</font></td></tr>"
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continue
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if((job_civilian_low & ASSISTANT) && (rank != "Assistant") && !jobban_isbanned(user, "Assistant"))
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HTML += "<font color=orange>[rank]</font></td><td></td></tr>"
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continue
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if(config.enforce_human_authority && (rank in command_positions) && user.client.prefs.pref_species.id != "human")
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HTML += "<font color=red>[rank]</font></td><td><font color=red><b> \[NON-HUMAN\]</b></font></td></tr>"
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continue
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if((rank in command_positions) || (rank == "AI"))//Bold head jobs
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HTML += "<b><span class='dark'>[rank]</span></b>"
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else
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HTML += "<span class='dark'>[rank]</span>"
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HTML += "</td><td width='40%'>"
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var/prefLevelLabel = "ERROR"
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var/prefLevelColor = "pink"
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var/prefUpperLevel = -1 // level to assign on left click
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var/prefLowerLevel = -1 // level to assign on right click
|
|
|
|
if(GetJobDepartment(job, 1) & job.flag)
|
|
prefLevelLabel = "High"
|
|
prefLevelColor = "slateblue"
|
|
prefUpperLevel = 4
|
|
prefLowerLevel = 2
|
|
else if(GetJobDepartment(job, 2) & job.flag)
|
|
prefLevelLabel = "Medium"
|
|
prefLevelColor = "green"
|
|
prefUpperLevel = 1
|
|
prefLowerLevel = 3
|
|
else if(GetJobDepartment(job, 3) & job.flag)
|
|
prefLevelLabel = "Low"
|
|
prefLevelColor = "orange"
|
|
prefUpperLevel = 2
|
|
prefLowerLevel = 4
|
|
else
|
|
prefLevelLabel = "NEVER"
|
|
prefLevelColor = "red"
|
|
prefUpperLevel = 3
|
|
prefLowerLevel = 1
|
|
|
|
|
|
HTML += "<a class='white' href='?_src_=prefs;preference=job;task=setJobLevel;level=[prefUpperLevel];text=[rank]' oncontextmenu='javascript:return setJobPrefRedirect([prefLowerLevel], \"[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
|
|
|
|
HTML += "<font color=[prefLevelColor]>[prefLevelLabel]</font>"
|
|
HTML += "</a></td></tr>"
|
|
|
|
for(var/i = 1, i < (limit - index), i += 1) // Finish the column so it is even
|
|
HTML += "<tr bgcolor='[lastJob.selection_color]'><td width='60%' align='right'> </td><td> </td></tr>"
|
|
|
|
HTML += "</td'></tr></table>"
|
|
|
|
HTML += "</center></table>"
|
|
|
|
HTML += "<center><br><a href='?_src_=prefs;preference=job;task=random'>[userandomjob ? "Get random job if preferences unavailable" : "Be an Assistant if preference unavailable"]</a></center>"
|
|
HTML += "<center><a href='?_src_=prefs;preference=job;task=reset'>Reset Preferences</a></center>"
|
|
|
|
user << browse(null, "window=preferences")
|
|
//user << browse(HTML, "window=mob_occupation;size=[width]x[height]")
|
|
var/datum/browser/popup = new(user, "mob_occupation", "<div align='center'>Occupation Preferences</div>", width, height)
|
|
popup.set_window_options("can_close=0")
|
|
popup.set_content(HTML)
|
|
popup.open(0)
|
|
return
|
|
|
|
proc/SetJobPreferenceLevel(var/datum/job/job, var/level)
|
|
if (!job)
|
|
return 0
|
|
|
|
if (level == 1) // to high
|
|
// remove any other job(s) set to high
|
|
job_civilian_med |= job_civilian_high
|
|
job_engsec_med |= job_engsec_high
|
|
job_medsci_med |= job_medsci_high
|
|
job_civilian_high = 0
|
|
job_engsec_high = 0
|
|
job_medsci_high = 0
|
|
|
|
if (job.department_flag == CIVILIAN)
|
|
job_civilian_low &= ~job.flag
|
|
job_civilian_med &= ~job.flag
|
|
job_civilian_high &= ~job.flag
|
|
|
|
switch(level)
|
|
if (1)
|
|
job_civilian_high |= job.flag
|
|
if (2)
|
|
job_civilian_med |= job.flag
|
|
if (3)
|
|
job_civilian_low |= job.flag
|
|
|
|
return 1
|
|
else if (job.department_flag == ENGSEC)
|
|
job_engsec_low &= ~job.flag
|
|
job_engsec_med &= ~job.flag
|
|
job_engsec_high &= ~job.flag
|
|
|
|
switch(level)
|
|
if (1)
|
|
job_engsec_high |= job.flag
|
|
if (2)
|
|
job_engsec_med |= job.flag
|
|
if (3)
|
|
job_engsec_low |= job.flag
|
|
|
|
return 1
|
|
else if (job.department_flag == MEDSCI)
|
|
job_medsci_low &= ~job.flag
|
|
job_medsci_med &= ~job.flag
|
|
job_medsci_high &= ~job.flag
|
|
|
|
switch(level)
|
|
if (1)
|
|
job_medsci_high |= job.flag
|
|
if (2)
|
|
job_medsci_med |= job.flag
|
|
if (3)
|
|
job_medsci_low |= job.flag
|
|
|
|
return 1
|
|
|
|
return 0
|
|
|
|
proc/UpdateJobPreference(mob/user, role, desiredLvl)
|
|
if(!SSjob)
|
|
return
|
|
var/datum/job/job = SSjob.GetJob(role)
|
|
|
|
if(!job)
|
|
user << browse(null, "window=mob_occupation")
|
|
ShowChoices(user)
|
|
return
|
|
|
|
if (!isnum(desiredLvl))
|
|
user << "<span class='danger'>UpdateJobPreference - desired level was not a number. Please notify coders!</span>"
|
|
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
|
|
|
|
SetJobPreferenceLevel(job, desiredLvl)
|
|
SetChoices(user)
|
|
|
|
return 1
|
|
|
|
|
|
proc/ResetJobs()
|
|
|
|
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
|
|
|
|
|
|
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/process_link(mob/user, list/href_list)
|
|
if(!istype(user, /mob/new_player)) return
|
|
|
|
if(href_list["preference"] == "job")
|
|
switch(href_list["task"])
|
|
if("close")
|
|
user << browse(null, "window=mob_occupation")
|
|
ShowChoices(user)
|
|
if("reset")
|
|
ResetJobs()
|
|
SetChoices(user)
|
|
if("random")
|
|
if(jobban_isbanned(user, "Assistant"))
|
|
userandomjob = 1
|
|
else
|
|
userandomjob = !userandomjob
|
|
SetChoices(user)
|
|
if("setJobLevel")
|
|
UpdateJobPreference(user, href_list["text"], text2num(href_list["level"]))
|
|
else
|
|
SetChoices(user)
|
|
return 1
|
|
|
|
switch(href_list["task"])
|
|
if("random")
|
|
switch(href_list["preference"])
|
|
if("name")
|
|
real_name = random_name(gender)
|
|
if("age")
|
|
age = rand(AGE_MIN, AGE_MAX)
|
|
if("hair")
|
|
hair_color = random_short_color()
|
|
if("hair_style")
|
|
hair_style = random_hair_style(gender)
|
|
if("facial")
|
|
facial_hair_color = random_short_color()
|
|
if("facial_hair_style")
|
|
facial_hair_style = random_facial_hair_style(gender)
|
|
if("underwear")
|
|
underwear = random_underwear(gender)
|
|
if("undershirt")
|
|
undershirt = random_undershirt(gender)
|
|
if("socks")
|
|
socks = random_socks(gender)
|
|
if("eyes")
|
|
eye_color = random_eye_color()
|
|
if("s_tone")
|
|
skin_tone = random_skin_tone()
|
|
if("bag")
|
|
backbag = rand(1,3)
|
|
if("all")
|
|
random_character()
|
|
|
|
if("input")
|
|
switch(href_list["preference"])
|
|
if("ghostform")
|
|
if(unlock_content)
|
|
var/new_form = input(user, "Thanks for supporting BYOND - Choose your ghostly form:","Thanks for supporting BYOND",null) as null|anything in ghost_forms
|
|
if(new_form)
|
|
ghost_form = new_form
|
|
if("name")
|
|
var/new_name = reject_bad_name( input(user, "Choose your character's name:", "Character Preference") as text|null )
|
|
if(new_name)
|
|
real_name = new_name
|
|
else
|
|
user << "<font color='red'>Invalid name. Your name should be at least 2 and at most [MAX_NAME_LEN] characters long. It may only contain the characters A-Z, a-z, -, ' and .</font>"
|
|
|
|
if("age")
|
|
var/new_age = input(user, "Choose your character's age:\n([AGE_MIN]-[AGE_MAX])", "Character Preference") as num|null
|
|
if(new_age)
|
|
age = max(min( round(text2num(new_age)), AGE_MAX),AGE_MIN)
|
|
|
|
if("metadata")
|
|
var/new_metadata = input(user, "Enter any information you'd like others to see, such as Roleplay-preferences:", "Game Preference" , metadata) as message|null
|
|
if(new_metadata)
|
|
metadata = sanitize(copytext(new_metadata,1,MAX_MESSAGE_LEN))
|
|
|
|
if("hair")
|
|
var/new_hair = input(user, "Choose your character's hair colour:", "Character Preference") as null|color
|
|
if(new_hair)
|
|
hair_color = sanitize_hexcolor(new_hair)
|
|
|
|
|
|
if("hair_style")
|
|
var/new_hair_style
|
|
if(gender == MALE)
|
|
new_hair_style = input(user, "Choose your character's hair style:", "Character Preference") as null|anything in hair_styles_male_list
|
|
else
|
|
new_hair_style = input(user, "Choose your character's hair style:", "Character Preference") as null|anything in hair_styles_female_list
|
|
if(new_hair_style)
|
|
hair_style = new_hair_style
|
|
|
|
if("next_hair_style")
|
|
if (gender == MALE)
|
|
hair_style = next_list_item(hair_style, hair_styles_male_list)
|
|
else
|
|
hair_style = next_list_item(hair_style, hair_styles_female_list)
|
|
|
|
if("previous_hair_style")
|
|
if (gender == MALE)
|
|
hair_style = previous_list_item(hair_style, hair_styles_male_list)
|
|
else
|
|
hair_style = previous_list_item(hair_style, hair_styles_female_list)
|
|
|
|
if("facial")
|
|
var/new_facial = input(user, "Choose your character's facial-hair colour:", "Character Preference") as null|color
|
|
if(new_facial)
|
|
facial_hair_color = sanitize_hexcolor(new_facial)
|
|
|
|
if("facial_hair_style")
|
|
var/new_facial_hair_style
|
|
if(gender == MALE)
|
|
new_facial_hair_style = input(user, "Choose your character's facial-hair style:", "Character Preference") as null|anything in facial_hair_styles_male_list
|
|
else
|
|
new_facial_hair_style = input(user, "Choose your character's facial-hair style:", "Character Preference") as null|anything in facial_hair_styles_female_list
|
|
if(new_facial_hair_style)
|
|
facial_hair_style = new_facial_hair_style
|
|
|
|
if("next_facehair_style")
|
|
if (gender == MALE)
|
|
facial_hair_style = next_list_item(facial_hair_style, facial_hair_styles_male_list)
|
|
else
|
|
facial_hair_style = next_list_item(facial_hair_style, facial_hair_styles_female_list)
|
|
|
|
if("previous_facehair_style")
|
|
if (gender == MALE)
|
|
facial_hair_style = previous_list_item(facial_hair_style, facial_hair_styles_male_list)
|
|
else
|
|
facial_hair_style = previous_list_item(facial_hair_style, facial_hair_styles_female_list)
|
|
|
|
if("underwear")
|
|
var/new_underwear
|
|
if(gender == MALE)
|
|
new_underwear = input(user, "Choose your character's underwear:", "Character Preference") as null|anything in underwear_m
|
|
else
|
|
new_underwear = input(user, "Choose your character's underwear:", "Character Preference") as null|anything in underwear_f
|
|
if(new_underwear)
|
|
underwear = new_underwear
|
|
|
|
if("undershirt")
|
|
var/new_undershirt
|
|
if(gender == MALE)
|
|
new_undershirt = input(user, "Choose your character's undershirt:", "Character Preference") as null|anything in undershirt_m
|
|
else
|
|
new_undershirt = input(user, "Choose your character's undershirt:", "Character Preference") as null|anything in undershirt_f
|
|
if(new_undershirt)
|
|
undershirt = new_undershirt
|
|
|
|
if("socks")
|
|
var/new_socks
|
|
if(gender == MALE)
|
|
new_socks = input(user, "Choose your character's socks:", "Character Preference") as null|anything in socks_m
|
|
else
|
|
new_socks = input(user, "Choose your character's socks:", "Character Preference") as null|anything in socks_f
|
|
if(new_socks)
|
|
socks = new_socks
|
|
|
|
if("eyes")
|
|
var/new_eyes = input(user, "Choose your character's eye colour:", "Character Preference") as color|null
|
|
if(new_eyes)
|
|
eye_color = sanitize_hexcolor(new_eyes)
|
|
|
|
if("species")
|
|
|
|
var/result = input(user, "Select a species", "Species Selection") as null|anything in roundstart_species
|
|
|
|
if(result)
|
|
var/newtype = roundstart_species[result]
|
|
pref_species = new newtype()
|
|
if(!config.mutant_colors || mutant_color == "#000")
|
|
mutant_color = pref_species.default_color
|
|
|
|
if("mutant_color")
|
|
if(!config.mutant_colors)
|
|
user << "<span class='danger'>Alien colors are disabled.</span>"
|
|
return
|
|
var/new_mutantcolor = input(user, "Choose your character's alien skin color:", "Character Preference") as color|null
|
|
if(new_mutantcolor)
|
|
var/temp_hsv = RGBtoHSV(new_mutantcolor)
|
|
if(new_mutantcolor == "#000000")
|
|
mutant_color = pref_species.default_color
|
|
else if(ReadHSV(temp_hsv)[3] >= ReadHSV("#7F7F7F")[3]) // mutantcolors must be bright
|
|
mutant_color = sanitize_hexcolor(new_mutantcolor)
|
|
else
|
|
user << "<span class='danger'>Invalid color. Your color is not bright enough.</span>"
|
|
|
|
if("s_tone")
|
|
var/new_s_tone = input(user, "Choose your character's skin-tone:", "Character Preference") as null|anything in skin_tones
|
|
if(new_s_tone)
|
|
skin_tone = new_s_tone
|
|
|
|
if("ooccolor")
|
|
var/new_ooccolor = input(user, "Choose your OOC colour:", "Game Preference") as color|null
|
|
if(new_ooccolor)
|
|
ooccolor = sanitize_ooccolor(new_ooccolor)
|
|
|
|
if("bag")
|
|
var/new_backbag = input(user, "Choose your character's style of bag:", "Character Preference") as null|anything in backbaglist
|
|
if(new_backbag)
|
|
backbag = backbaglist.Find(new_backbag)
|
|
else
|
|
switch(href_list["preference"])
|
|
if("publicity")
|
|
if(unlock_content)
|
|
toggles ^= MEMBER_PUBLIC
|
|
if("gender")
|
|
if(gender == MALE)
|
|
gender = FEMALE
|
|
else
|
|
gender = MALE
|
|
underwear = random_underwear(gender)
|
|
undershirt = random_undershirt(gender)
|
|
socks = random_socks(gender)
|
|
facial_hair_style = random_facial_hair_style(gender)
|
|
hair_style = random_hair_style(gender)
|
|
|
|
if("hear_adminhelps")
|
|
toggles ^= SOUND_ADMINHELP
|
|
|
|
if("ui")
|
|
switch(UI_style)
|
|
if("Midnight")
|
|
UI_style = "Plasmafire"
|
|
if("Plasmafire")
|
|
UI_style = "Retro"
|
|
else
|
|
UI_style = "Midnight"
|
|
|
|
if("be_special")
|
|
var/num = text2num(href_list["num"])
|
|
be_special ^= (1<<num)
|
|
|
|
if("name")
|
|
be_random_name = !be_random_name
|
|
|
|
if("all")
|
|
be_random_body = !be_random_body
|
|
|
|
if("hear_midis")
|
|
toggles ^= SOUND_MIDI
|
|
|
|
if("lobby_music")
|
|
toggles ^= SOUND_LOBBY
|
|
if(toggles & SOUND_LOBBY)
|
|
user << sound(ticker.login_music, repeat = 0, wait = 0, volume = 85, channel = 1)
|
|
else
|
|
user << sound(null, repeat = 0, wait = 0, volume = 85, channel = 1)
|
|
|
|
if("ghost_ears")
|
|
chat_toggles ^= CHAT_GHOSTEARS
|
|
|
|
if("ghost_sight")
|
|
chat_toggles ^= CHAT_GHOSTSIGHT
|
|
|
|
if("ghost_whispers")
|
|
chat_toggles ^= CHAT_GHOSTWHISPER
|
|
|
|
if("ghost_radio")
|
|
chat_toggles ^= CHAT_GHOSTRADIO
|
|
|
|
if("ghost_pda")
|
|
chat_toggles ^= CHAT_GHOSTPDA
|
|
|
|
if("pull_requests")
|
|
chat_toggles ^= CHAT_PULLR
|
|
|
|
if("allow_midround_antag")
|
|
toggles ^= MIDROUND_ANTAG
|
|
|
|
if("save")
|
|
save_preferences()
|
|
save_character()
|
|
|
|
if("load")
|
|
load_preferences()
|
|
load_character()
|
|
|
|
if("changeslot")
|
|
if(!load_character(text2num(href_list["num"])))
|
|
random_character()
|
|
real_name = random_name(gender)
|
|
save_character()
|
|
|
|
if("tab")
|
|
if (href_list["tab"])
|
|
current_tab = text2num(href_list["tab"])
|
|
|
|
ShowChoices(user)
|
|
return 1
|
|
|
|
proc/copy_to(mob/living/carbon/human/character)
|
|
if(be_random_name)
|
|
real_name = random_name(gender)
|
|
|
|
if(be_random_body)
|
|
random_character(gender)
|
|
|
|
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
|
|
if(pref_species != /datum/species/human && config.mutant_races)
|
|
character.dna.species = new pref_species.type()
|
|
else
|
|
character.dna.species = new /datum/species/human()
|
|
character.dna.mutant_color = mutant_color
|
|
character.update_mutcolor()
|
|
|
|
character.gender = gender
|
|
character.age = age
|
|
character.blood_type = blood_type
|
|
|
|
character.eye_color = eye_color
|
|
character.hair_color = hair_color
|
|
character.facial_hair_color = facial_hair_color
|
|
|
|
character.skin_tone = skin_tone
|
|
character.hair_style = hair_style
|
|
character.facial_hair_style = facial_hair_style
|
|
character.underwear = underwear
|
|
character.undershirt = undershirt
|
|
character.socks = socks
|
|
|
|
if(backbag > 3 || backbag < 1)
|
|
backbag = 1 //Same as above
|
|
character.backbag = backbag
|
|
|
|
character.update_body()
|
|
character.update_hair() |