//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 += "| [V]"
HTML += " |
"
for(var/datum/skill/S in SKILLS[V])
var/level = skills[S.ID]
HTML += ""
HTML += "| [S.name] | "
HTML += "\[Untrained\] | "
// secondary skills don't have an amateur level
if(S.secondary)
HTML += " | "
else
HTML += "\[Amateur\] | "
HTML += "\[Trained\] | "
HTML += "\[Professional\] | "
HTML += "
"
HTML += "
"
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 += "| "
var/rank = job.title
lastJob = job
if(jobban_isbanned(user, rank))
HTML += "[rank] | \[BANNED] | "
continue
if(!job.player_old_enough(user.client))
var/available_in_days = job.available_in_days(user.client)
HTML += "[rank] \[IN [(available_in_days)] DAYS] | "
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 += ""
HTML += ""
if(rank == "Assistant")//Assistant is special
if(job_civilian_low & ASSISTANT)
HTML += " \[Yes]"
else
HTML += " \[No]"
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 += "|   | \[[GetPlayerAltTitle(job)]\] | "
HTML += ""
HTML += " "
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")