//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33 var/list/preferences_datums = list() var/global/list/special_roles = list( //keep synced with the defines BE_* in setup.dm --rastaf //some autodetection here. "traitor" = IS_MODE_COMPILED("traitor"), // 0 "operative" = IS_MODE_COMPILED("nuclear"), // 1 "changeling" = IS_MODE_COMPILED("changeling"), // 2 "wizard" = IS_MODE_COMPILED("wizard"), // 3 "malf AI" = IS_MODE_COMPILED("malfunction"), // 4 "revolutionary" = IS_MODE_COMPILED("revolution"), // 5 "alien candidate" = 1, //always show // 6 "pAI candidate" = 1, // -- TLE // 7 "cultist" = IS_MODE_COMPILED("cult"), // 8 "infested monkey" = IS_MODE_COMPILED("monkey"), // 9 "ninja" = "true", // 10 "vox raider" = IS_MODE_COMPILED("heist"), // 11 "diona" = 1, // 12 ) var/const/MAX_SAVE_SLOTS = 10 //used for alternate_option #define GET_RANDOM_JOB 0 #define BE_ASSISTANT 1 #define RETURN_TO_LOBBY 2 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/savefile_version = 0 //non-preference stuff var/warns = 0 var/muted = 0 var/last_ip var/last_id //game-preferences var/lastchangelog = "" //Saved changlog filesize to detect if there was a change var/ooccolor = "#b82e00" var/be_special = 0 //Special role selection var/UI_style = "Midnight" var/toggles = TOGGLES_DEFAULT var/UI_style_color = "#ffffff" var/UI_style_alpha = 255 //character preferences var/real_name //our character's name var/be_random_name = 0 //whether we are a random name every round var/gender = MALE //gender of character (well duh) var/age = 30 //age of character var/b_type = "A+" //blood type (not-chooseable) var/underwear = 1 //underwear type var/undershirt = 1 //undershirt type var/backbag = 2 //backpack type var/h_style = "Bald" //Hair type var/r_hair = 0 //Hair color var/g_hair = 0 //Hair color var/b_hair = 0 //Hair color var/f_style = "Shaved" //Face hair type 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 color var/r_eyes = 0 //Eye color var/g_eyes = 0 //Eye color var/b_eyes = 0 //Eye color var/species = "Human" var/language = "None" //Secondary language //Mob preview var/icon/preview_icon = null var/icon/preview_icon_front = null var/icon/preview_icon_side = null //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 //Keeps track of preferrence for not getting any wanted jobs var/alternate_option = 0 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/player_alt_titles = new() // the default name of a job like "Medical Doctor" var/flavor_text = "" var/med_record = "" var/sec_record = "" var/gen_record = "" var/disabilities = 0 var/nanotrasen_relation = "Neutral" var/uplinklocation = "PDA" // OOC Metadata: var/metadata = "" var/slot_name = "" /datum/preferences/New(client/C) b_type = pick(4;"O-", 36;"O+", 3;"A-", 28;"A+", 1;"B-", 20;"B+", 1;"AB-", 5;"AB+") if(istype(C)) if(!IsGuestKey(C.key)) load_path(C.ckey) if(load_preferences()) if(load_character()) return gender = pick(MALE, FEMALE) real_name = random_name(gender) /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 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 proc/GetSkillClass(points) // skill classes describe how your character compares in total points var/original_points = 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 if(original_points > 0 && points <= 0) points = 1 switch(points) if(0) return "Unconfigured" if(1 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" proc/SetSkills(mob/user) if(SKILLS == null) setup_skills() if(skills.len == 0) ZeroSkills() var/HTML = "" HTML += "Select your Skills
" HTML += "Current skill level: [GetSkillClass(used_skillpoints)] ([used_skillpoints])
" HTML += "Use preconfigured skillset
" HTML += "" for(var/V in SKILLS) HTML += "" for(var/datum/skill/S in SKILLS[V]) var/level = skills[S.ID] HTML += "" HTML += "" HTML += "" // secondary skills don't have an amateur level if(S.secondary) HTML += "" else HTML += "" HTML += "" HTML += "" HTML += "" HTML += "
[V]" HTML += "
[S.name]\[Untrained\]\[Amateur\]\[Trained\]\[Professional\]
" HTML += "\[Done\]" user << browse(null, "window=preferences") user << browse(HTML, "window=show_skills;size=600x800") return proc/ShowChoices(mob/user) if(!user || !user.client) return update_preview_icon() user << browse_rsc(preview_icon_front, "previewicon.png") user << browse_rsc(preview_icon_side, "previewicon2.png") var/dat = "
" if(path) dat += "
" dat += "Slot [slot_name] - " dat += "Load slot - " dat += "Save slot - " dat += "Reload slot" dat += "
" else dat += "Please create an account to save your preferences." dat += "

" dat += "Name: " dat += "[real_name]
" dat += "(Random Name) " dat += "(Always Random Name: [be_random_name ? "Yes" : "No"])" dat += "
" dat += "Gender: [gender == MALE ? "Male" : "Female"]
" dat += "Age: [age]" dat += "
" dat += "UI Style: [UI_style]
" dat += "Custom UI(recommended for White UI):
" dat += "-Color: [UI_style_color]
__

" dat += "-Alpha(transparency): [UI_style_alpha]
" dat += "Play admin midis: [(toggles & SOUND_MIDI) ? "Yes" : "No"]
" dat += "Play lobby music: [(toggles & SOUND_LOBBY) ? "Yes" : "No"]
" dat += "Ghost ears: [(toggles & CHAT_GHOSTEARS) ? "All Speech" : "Nearest Creatures"]
" dat += "Ghost sight: [(toggles & CHAT_GHOSTSIGHT) ? "All Emotes" : "Nearest Creatures"]
" dat += "Ghost radio: [(toggles & CHAT_GHOSTRADIO) ? "All Chatter" : "Nearest Speakers"]
" if(config.allow_Metadata) dat += "OOC Notes: Edit
" dat += "
Occupation Choices
" dat += "\tSet Preferences
" dat += "
Body " dat += "(®)" dat += "
" dat += "Species: [species]
" dat += "Secondary Language:
[language]
" dat += "Blood Type: [b_type]
" dat += "Skin Tone: [-s_tone + 35]/220
" //dat += "Skin pattern: Adjust
" dat += "Needs Glasses: [disabilities == 0 ? "No" : "Yes"]
" dat += "Limbs: Adjust
" dat += "Internal Organs: Adjust
" //display limbs below var/ind = 0 for(var/name in organ_data) //world << "[ind] \ [organ_data.len]" var/status = organ_data[name] var/organ_name = null switch(name) if("l_arm") organ_name = "left arm" if("r_arm") organ_name = "right arm" if("l_leg") organ_name = "left leg" if("r_leg") organ_name = "right leg" if("l_foot") organ_name = "left foot" if("r_foot") organ_name = "right foot" if("l_hand") organ_name = "left hand" if("r_hand") organ_name = "right hand" if("heart") organ_name = "heart" if("eyes") organ_name = "eyes" if(status == "cyborg") ++ind if(ind > 1) dat += ", " dat += "\tMechanical [organ_name] prothesis" else if(status == "amputated") ++ind if(ind > 1) dat += ", " dat += "\tAmputated [organ_name]" else if(status == "mechanical") ++ind if(ind > 1) dat += ", " dat += "\tMechanical [organ_name]" else if(status == "assisted") ++ind if(ind > 1) dat += ", " switch(organ_name) if("heart") dat += "\tPacemaker-assisted [organ_name]" if("voicebox") //on adding voiceboxes for speaking skrell/similar replacements dat += "\tSurgically altered [organ_name]" if("eyes") dat += "\tRetinal overlayed [organ_name]" else dat += "\tMechanically assisted [organ_name]" if(!ind) dat += "\[...\]

" else dat += "

" if(gender == MALE) dat += "Underwear: [underwear_m[underwear]]
" else dat += "Underwear: [underwear_f[underwear]]
" dat += "Undershirt: [undershirt_t[undershirt]]
" dat += "Backpack Type:
[backbaglist[backbag]]
" dat += "Nanotrasen Relation:
[nanotrasen_relation]
" dat += "
Preview
" dat += "
" if(jobban_isbanned(user, "Records")) dat += "You are banned from using character records.
" else dat += "Character Records
" dat += "Set Antag Options
" dat += "\tSet Skills ([GetSkillClass(used_skillpoints)][used_skillpoints > 0 ? " [used_skillpoints]" : "0"])
" dat += "Set Flavor Text
" if(lentext(flavor_text) <= 40) if(!lentext(flavor_text)) dat += "\[...\]" else dat += "[flavor_text]" else dat += "[copytext(flavor_text, 1, 37)]...
" dat += "
" dat += "
Hair
" dat += "Change Color
__
" dat += " Style: [h_style]
" dat += "
Facial
" dat += "Change Color
__
" dat += " Style: [f_style]
" dat += "
Eyes
" dat += "Change Color
__
" dat += "

" if(jobban_isbanned(user, "Syndicate")) dat += "You are banned from antagonist roles." src.be_special = 0 else var/n = 0 for (var/i in special_roles) if(special_roles[i]) //if mode is available on the server if(jobban_isbanned(user, i)) dat += "Be [i]: \[BANNED]
" else if(i == "pai candidate") if(jobban_isbanned(user, "pAI")) dat += "Be [i]: \[BANNED]
" else dat += "Be [i]: [src.be_special&(1<
" n++ dat += "

" if(!IsGuestKey(user.key)) dat += "Undo - " dat += "Save Setup - " dat += "Reset Setup" dat += "
" user << browse(dat, "window=preferences;size=560x580") proc/SetChoices(mob/user, limit = 16, list/splitJobs = list("Chief Medical Officer"), width = 550, height = 550) if(!job_master) return //limit - The amount of jobs allowed per column. Defaults to 17 to make it look nice. //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. //width - Screen' width. Defaults to 550 to make it look nice. //height - Screen's height. Defaults to 500 to make it look nice. var/HTML = "" HTML += "
" HTML += "Choose occupation chances
Unavailable occupations are in red.

" HTML += "
\[Done\]

" // Easier to press up here. HTML += "
" // Table within a table for alignment, also allows you to easily add more colomns. HTML += "" var/index = -1 //The job before the current job. I only use this to get the previous jobs color when I'm filling in blank rows. var/datum/job/lastJob if (!job_master) return for(var/datum/job/job in job_master.occupations) index += 1 if((index >= limit) || (job.title in splitJobs)) if((index < limit) && (lastJob != null)) //If the cells were broken up by a job in the splitJob list then it will fill in the rest of the cells with //the last job's selection color. Creating a rather nice effect. for(var/i = 0, i < (limit - index), i += 1) HTML += "" HTML += "
  
" index = 0 HTML += "" continue if(!job.player_old_enough(user.client)) var/available_in_days = job.available_in_days(user.client) HTML += "[rank]" continue if((job_civilian_low & ASSISTANT) && (rank != "Assistant")) HTML += "[rank]" continue if((rank in command_positions) || (rank == "AI"))//Bold head jobs HTML += "[rank]" else HTML += "[rank]" HTML += "" continue if(GetJobDepartment(job, 1) & job.flag) HTML += " \[High]" else if(GetJobDepartment(job, 2) & job.flag) HTML += " \[Medium]" else if(GetJobDepartment(job, 3) & job.flag) HTML += " \[Low]" else HTML += " \[NEVER]" if(job.alt_titles) HTML += "" HTML += "" HTML += "
" var/rank = job.title lastJob = job if(jobban_isbanned(user, rank)) HTML += "[rank] \[BANNED]
\[IN [(available_in_days)] DAYS]
" HTML += "" if(rank == "Assistant")//Assistant is special if(job_civilian_low & ASSISTANT) HTML += " \[Yes]" else HTML += " \[No]" HTML += "
 \[[GetPlayerAltTitle(job)]\]
" HTML += "
" switch(alternate_option) if(GET_RANDOM_JOB) HTML += "

Get random job if preferences unavailable

" if(BE_ASSISTANT) HTML += "

Be assistant if preference unavailable

" if(RETURN_TO_LOBBY) HTML += "

Return to lobby if preference unavailable

" HTML += "
\[Reset\]
" HTML += "
" user << browse(null, "window=preferences") user << browse(HTML, "window=mob_occupation;size=[width]x[height]") return proc/SetDisabilities(mob/user) var/HTML = "" HTML += "
" HTML += "Choose disabilities
" HTML += "Need Glasses? [disabilities & (1<<0) ? "Yes" : "No"]
" HTML += "Seizures? [disabilities & (1<<1) ? "Yes" : "No"]
" HTML += "Coughing? [disabilities & (1<<2) ? "Yes" : "No"]
" HTML += "Tourettes/Twitching? [disabilities & (1<<3) ? "Yes" : "No"]
" HTML += "Nervousness? [disabilities & (1<<4) ? "Yes" : "No"]
" HTML += "Deafness? [disabilities & (1<<5) ? "Yes" : "No"]
" HTML += "
" HTML += "\[Done\]" HTML += "
" user << browse(null, "window=preferences") user << browse(HTML, "window=disabil;size=350x300") return proc/SetRecords(mob/user) var/HTML = "" HTML += "
" HTML += "Set Character Records
" HTML += "Medical Records
" if(lentext(med_record) <= 40) HTML += "[med_record]" else HTML += "[copytext(med_record, 1, 37)]..." HTML += "

Employment Records
" if(lentext(gen_record) <= 40) HTML += "[gen_record]" else HTML += "[copytext(gen_record, 1, 37)]..." HTML += "

Security Records
" if(lentext(sec_record) <= 40) HTML += "[sec_record]
" else HTML += "[copytext(sec_record, 1, 37)]...
" HTML += "
" HTML += "\[Done\]" HTML += "
" user << browse(null, "window=preferences") user << browse(HTML, "window=records;size=350x300") return proc/SetAntagoptions(mob/user) var/HTML = "" HTML += "
" HTML += "Antagonist Options
" HTML += "
" HTML +="Uplink Type : [uplinklocation]" HTML +="
" HTML +="
" HTML +="\[Done\]" HTML += "
" user << browse(null, "window=preferences") user << browse(HTML, "window=antagoptions") return proc/GetPlayerAltTitle(datum/job/job) return player_alt_titles.Find(job.title) > 0 \ ? player_alt_titles[job.title] \ : job.title proc/SetPlayerAltTitle(datum/job/job, new_title) // remove existing entry if(player_alt_titles.Find(job.title)) player_alt_titles -= job.title // add one if it's not default if(job.title != new_title) player_alt_titles[job.title] = new_title 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/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/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/href_list) if(!user) return 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(alternate_option == GET_RANDOM_JOB || alternate_option == BE_ASSISTANT) alternate_option += 1 else if(alternate_option == RETURN_TO_LOBBY) alternate_option = 0 else return 0 SetChoices(user) if ("alt_title") var/datum/job/job = locate(href_list["job"]) if (job) var/choices = list(job.title) + job.alt_titles var/choice = input("Pick a title for [job.title].", "Character Generation", GetPlayerAltTitle(job)) as anything in choices | null if(choice) SetPlayerAltTitle(job, choice) SetChoices(user) if("input") SetJob(user, href_list["text"]) else SetChoices(user) return 1 else if(href_list["preference"] == "skills") if(href_list["cancel"]) user << browse(null, "window=show_skills") ShowChoices(user) else if(href_list["skillinfo"]) var/datum/skill/S = locate(href_list["skillinfo"]) var/HTML = "[S.name]
[S.desc]" user << browse(HTML, "window=\ref[user]skillinfo") else if(href_list["setskill"]) var/datum/skill/S = locate(href_list["setskill"]) var/value = text2num(href_list["newvalue"]) skills[S.ID] = value CalculateSkillPoints() SetSkills(user) else if(href_list["preconfigured"]) var/selected = input(user, "Select a skillset", "Skillset") as null|anything in SKILL_PRE if(!selected) return ZeroSkills(1) for(var/V in SKILL_PRE[selected]) if(V == "field") skill_specialization = SKILL_PRE[selected]["field"] continue skills[V] = SKILL_PRE[selected][V] CalculateSkillPoints() SetSkills(user) else if(href_list["setspecialization"]) skill_specialization = href_list["setspecialization"] CalculateSkillPoints() SetSkills(user) else SetSkills(user) return 1 else if(href_list["preference"] == "records") if(text2num(href_list["record"]) >= 1) SetRecords(user) return else user << browse(null, "window=records") if(href_list["task"] == "med_record") var/medmsg = input(usr,"Set your medical notes here.","Medical Records",html_decode(med_record)) as message if(medmsg != null) medmsg = copytext(medmsg, 1, MAX_PAPER_MESSAGE_LEN) medmsg = html_encode(medmsg) med_record = medmsg SetRecords(user) if(href_list["task"] == "sec_record") var/secmsg = input(usr,"Set your security notes here.","Security Records",html_decode(sec_record)) as message if(secmsg != null) secmsg = copytext(secmsg, 1, MAX_PAPER_MESSAGE_LEN) secmsg = html_encode(secmsg) sec_record = secmsg SetRecords(user) if(href_list["task"] == "gen_record") var/genmsg = input(usr,"Set your employment notes here.","Employment Records",html_decode(gen_record)) as message if(genmsg != null) genmsg = copytext(genmsg, 1, MAX_PAPER_MESSAGE_LEN) genmsg = html_encode(genmsg) gen_record = genmsg SetRecords(user) else if (href_list["preference"] == "antagoptions") if(text2num(href_list["active"]) == 0) SetAntagoptions(user) return if (href_list["antagtask"] == "uplinktype") if (uplinklocation == "PDA") uplinklocation = "Headset" else if(uplinklocation == "Headset") uplinklocation = "None" else uplinklocation = "PDA" SetAntagoptions(user) if (href_list["antagtask"] == "done") user << browse(null, "window=antagoptions") ShowChoices(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") r_hair = rand(0,255) g_hair = rand(0,255) b_hair = rand(0,255) if("h_style") h_style = random_hair_style(gender, species) if("facial") r_facial = rand(0,255) g_facial = rand(0,255) b_facial = rand(0,255) if("f_style") f_style = random_facial_hair_style(gender, species) if("underwear") underwear = rand(1,underwear_m.len) ShowChoices(user) if("undershirt") undershirt = rand(1,undershirt_t.len) ShowChoices(user) if("eyes") r_eyes = rand(0,255) g_eyes = rand(0,255) b_eyes = rand(0,255) if("s_tone") s_tone = random_skin_tone() if("bag") backbag = rand(1,4) /*if("skin_style") h_style = random_skin_style(gender)*/ if("all") randomize_appearance_for() //no params needed if("input") switch(href_list["preference"]) 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 << "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 ." 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("species") var/list/new_species = list("Human") var/prev_species = species var/whitelisted = 0 if(config.usealienwhitelist) //If we're using the whitelist, make sure to check it! for(var/S in whitelisted_species) if(is_alien_whitelisted(user,S)) new_species += S whitelisted = 1 if(!whitelisted) alert(user, "You cannot change your species as you need to be whitelisted. If you wish to be whitelisted contact an admin in-game, on the forums, or on IRC.") else //Not using the whitelist? Aliens for everyone! new_species = whitelisted_species species = input("Please select a species", "Character Generation", null) in new_species if(prev_species != species) //grab one of the valid hair styles for the newly chosen species var/list/valid_hairstyles = list() for(var/hairstyle in hair_styles_list) var/datum/sprite_accessory/S = hair_styles_list[hairstyle] if(gender == MALE && S.gender == FEMALE) continue if(gender == FEMALE && S.gender == MALE) continue if( !(species in S.species_allowed)) continue valid_hairstyles[hairstyle] = hair_styles_list[hairstyle] if(valid_hairstyles.len) h_style = pick(valid_hairstyles) else //this shouldn't happen h_style = hair_styles_list["Bald"] //grab one of the valid facial hair styles for the newly chosen species var/list/valid_facialhairstyles = list() for(var/facialhairstyle in facial_hair_styles_list) var/datum/sprite_accessory/S = facial_hair_styles_list[facialhairstyle] if(gender == MALE && S.gender == FEMALE) continue if(gender == FEMALE && S.gender == MALE) continue if( !(species in S.species_allowed)) continue valid_facialhairstyles[facialhairstyle] = facial_hair_styles_list[facialhairstyle] if(valid_facialhairstyles.len) f_style = pick(valid_facialhairstyles) else //this shouldn't happen f_style = facial_hair_styles_list["Shaved"] //reset hair colour and skin colour r_hair = 0//hex2num(copytext(new_hair, 2, 4)) g_hair = 0//hex2num(copytext(new_hair, 4, 6)) b_hair = 0//hex2num(copytext(new_hair, 6, 8)) s_tone = 0 if("language") var/languages_available var/list/new_languages = list("None") if(config.usealienwhitelist) for(var/L in all_languages) var/datum/language/lang = all_languages[L] if((!(lang.flags & RESTRICTED)) && (is_alien_whitelisted(user, L)||(!( lang.flags & WHITELISTED )))) new_languages += lang languages_available = 1 if(!(languages_available)) alert(user, "There are not currently any available secondary languages.") else for(var/L in all_languages) var/datum/language/lang = all_languages[L] if(!(lang.flags & RESTRICTED)) new_languages += lang.name language = input("Please select a secondary language", "Character Generation", null) in new_languages 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("b_type") var/new_b_type = input(user, "Choose your character's blood-type:", "Character Preference") as null|anything in list( "A+", "A-", "B+", "B-", "AB+", "AB-", "O+", "O-" ) if(new_b_type) b_type = new_b_type if("hair") if(species == "Human" || species == "Unathi") var/new_hair = input(user, "Choose your character's hair colour:", "Character Preference") as color|null 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("h_style") var/list/valid_hairstyles = list() for(var/hairstyle in hair_styles_list) var/datum/sprite_accessory/S = hair_styles_list[hairstyle] if( !(species in S.species_allowed)) continue valid_hairstyles[hairstyle] = hair_styles_list[hairstyle] var/new_h_style = input(user, "Choose your character's hair style:", "Character Preference") as null|anything in valid_hairstyles if(new_h_style) h_style = new_h_style if("facial") var/new_facial = input(user, "Choose your character's facial-hair colour:", "Character Preference") as color|null 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("f_style") var/list/valid_facialhairstyles = list() for(var/facialhairstyle in facial_hair_styles_list) var/datum/sprite_accessory/S = facial_hair_styles_list[facialhairstyle] if(gender == MALE && S.gender == FEMALE) continue if(gender == FEMALE && S.gender == MALE) continue if( !(species in S.species_allowed)) continue valid_facialhairstyles[facialhairstyle] = facial_hair_styles_list[facialhairstyle] var/new_f_style = input(user, "Choose your character's facial-hair style:", "Character Preference") as null|anything in valid_facialhairstyles if(new_f_style) f_style = new_f_style if("underwear") var/list/underwear_options if(gender == MALE) underwear_options = underwear_m else underwear_options = underwear_f var/new_underwear = input(user, "Choose your character's underwear:", "Character Preference") as null|anything in underwear_options if(new_underwear) underwear = underwear_options.Find(new_underwear) ShowChoices(user) if("undershirt") var/list/undershirt_options undershirt_options = undershirt_t var/new_undershirt = input(user, "Choose your character's undershirt:", "Character Preference") as null|anything in undershirt_options if (new_undershirt) undershirt = undershirt_options.Find(new_undershirt) ShowChoices(user) if("eyes") var/new_eyes = input(user, "Choose your character's eye colour:", "Character Preference") as color|null 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("s_tone") if(species != "Human") return var/new_s_tone = input(user, "Choose your character's skin-tone:\n(Light 1 - 220 Dark)", "Character Preference") as num|null if(new_s_tone) s_tone = 35 - max(min( round(new_s_tone), 220),1) if("ooccolor") var/new_ooccolor = input(user, "Choose your OOC colour:", "Game Preference") as color|null if(new_ooccolor) 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) if("nt_relation") var/new_relation = input(user, "Choose your relation to NT. Note that this represents what others can find out about your character by researching your background, not what your character actually thinks.", "Character Preference") as null|anything in list("Loyal", "Supportive", "Neutral", "Skeptical", "Opposed") if(new_relation) nanotrasen_relation = new_relation if("flavor_text") var/msg = input(usr,"Set the flavor text in your 'examine' verb. This can also be used for OOC notes and preferences!","Flavor Text",html_decode(flavor_text)) as message if(msg != null) msg = copytext(msg, 1, MAX_MESSAGE_LEN) msg = html_encode(msg) flavor_text = msg if("disabilities") if(text2num(href_list["disabilities"]) >= -1) if(text2num(href_list["disabilities"]) >= 0) disabilities ^= (1<= 50)) return UI_style_alpha = UI_style_alpha_new if("be_special") var/num = text2num(href_list["num"]) be_special ^= (1< underwear_m.len || underwear < 1) underwear = 0 //I'm sure this is 100% unnecessary, but I'm paranoid... sue me. //HAH NOW NO MORE MAGIC CLONING UNDIES character.underwear = underwear if(undershirt > undershirt_t.len || undershirt < 1) undershirt = 0 character.undershirt = undershirt if(backbag > 4 || backbag < 1) backbag = 1 //Same as above character.backbag = backbag //Debugging report to track down a bug, which randomly assigned the plural gender to people. if(character.gender in list(PLURAL, NEUTER)) if(isliving(src)) //Ghosts get neuter by default message_admins("[character] ([character.ckey]) has spawned with their gender as plural or neuter. Please notify coders.") character.gender = MALE proc/open_load_dialog(mob/user) var/dat = "" dat += "
" var/savefile/S = new /savefile(path) if(S) dat += "Select a character slot to load
" var/name for(var/i=1, i<=MAX_SAVE_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 += "Close
" dat += "
" user << browse(dat, "window=saves;size=300x390") proc/close_load_dialog(mob/user) user << browse(null, "window=saves")