Files
CHOMPStation2/code/modules/client/preference_setup/general/03_body.dm
2020-03-12 15:01:50 -04:00

910 lines
38 KiB
Plaintext

var/global/list/valid_bloodtypes = list("A+", "A-", "B+", "B-", "AB+", "AB-", "O+", "O-")
/datum/preferences
var/equip_preview_mob = EQUIP_PREVIEW_ALL
var/icon/bgstate = "000"
var/list/bgstate_options = list("000", "midgrey", "FFF", "white", "steel", "techmaint", "dark", "plating", "reinforced")
/datum/category_item/player_setup_item/general/body
name = "Body"
sort_order = 3
/datum/category_item/player_setup_item/general/body/load_character(var/savefile/S)
S["species"] >> pref.species
S["hair_red"] >> pref.r_hair
S["hair_green"] >> pref.g_hair
S["hair_blue"] >> pref.b_hair
S["facial_red"] >> pref.r_facial
S["facial_green"] >> pref.g_facial
S["facial_blue"] >> pref.b_facial
S["skin_tone"] >> pref.s_tone
S["skin_red"] >> pref.r_skin
S["skin_green"] >> pref.g_skin
S["skin_blue"] >> pref.b_skin
S["hair_style_name"] >> pref.h_style
S["facial_style_name"] >> pref.f_style
S["eyes_red"] >> pref.r_eyes
S["eyes_green"] >> pref.g_eyes
S["eyes_blue"] >> pref.b_eyes
S["b_type"] >> pref.b_type
S["disabilities"] >> pref.disabilities
S["organ_data"] >> pref.organ_data
S["rlimb_data"] >> pref.rlimb_data
S["body_markings"] >> pref.body_markings
S["synth_color"] >> pref.synth_color
S["synth_red"] >> pref.r_synth
S["synth_green"] >> pref.g_synth
S["synth_blue"] >> pref.b_synth
S["synth_markings"] >> pref.synth_markings
pref.preview_icon = null
S["bgstate"] >> pref.bgstate
S["body_descriptors"] >> pref.body_descriptors
/datum/category_item/player_setup_item/general/body/save_character(var/savefile/S)
S["species"] << pref.species
S["hair_red"] << pref.r_hair
S["hair_green"] << pref.g_hair
S["hair_blue"] << pref.b_hair
S["facial_red"] << pref.r_facial
S["facial_green"] << pref.g_facial
S["facial_blue"] << pref.b_facial
S["skin_tone"] << pref.s_tone
S["skin_red"] << pref.r_skin
S["skin_green"] << pref.g_skin
S["skin_blue"] << pref.b_skin
S["hair_style_name"] << pref.h_style
S["facial_style_name"] << pref.f_style
S["eyes_red"] << pref.r_eyes
S["eyes_green"] << pref.g_eyes
S["eyes_blue"] << pref.b_eyes
S["b_type"] << pref.b_type
S["disabilities"] << pref.disabilities
S["organ_data"] << pref.organ_data
S["rlimb_data"] << pref.rlimb_data
S["body_markings"] << pref.body_markings
S["synth_color"] << pref.synth_color
S["synth_red"] << pref.r_synth
S["synth_green"] << pref.g_synth
S["synth_blue"] << pref.b_synth
S["synth_markings"] << pref.synth_markings
S["bgstate"] << pref.bgstate
S["body_descriptors"] << pref.body_descriptors
/datum/category_item/player_setup_item/general/body/sanitize_character(var/savefile/S)
if(!pref.species || !(pref.species in GLOB.playable_species))
pref.species = SPECIES_HUMAN
pref.r_hair = sanitize_integer(pref.r_hair, 0, 255, initial(pref.r_hair))
pref.g_hair = sanitize_integer(pref.g_hair, 0, 255, initial(pref.g_hair))
pref.b_hair = sanitize_integer(pref.b_hair, 0, 255, initial(pref.b_hair))
pref.r_facial = sanitize_integer(pref.r_facial, 0, 255, initial(pref.r_facial))
pref.g_facial = sanitize_integer(pref.g_facial, 0, 255, initial(pref.g_facial))
pref.b_facial = sanitize_integer(pref.b_facial, 0, 255, initial(pref.b_facial))
pref.s_tone = sanitize_integer(pref.s_tone, -185, 34, initial(pref.s_tone))
pref.r_skin = sanitize_integer(pref.r_skin, 0, 255, initial(pref.r_skin))
pref.g_skin = sanitize_integer(pref.g_skin, 0, 255, initial(pref.g_skin))
pref.b_skin = sanitize_integer(pref.b_skin, 0, 255, initial(pref.b_skin))
pref.h_style = sanitize_inlist(pref.h_style, hair_styles_list, initial(pref.h_style))
pref.f_style = sanitize_inlist(pref.f_style, facial_hair_styles_list, initial(pref.f_style))
pref.r_eyes = sanitize_integer(pref.r_eyes, 0, 255, initial(pref.r_eyes))
pref.g_eyes = sanitize_integer(pref.g_eyes, 0, 255, initial(pref.g_eyes))
pref.b_eyes = sanitize_integer(pref.b_eyes, 0, 255, initial(pref.b_eyes))
pref.b_type = sanitize_text(pref.b_type, initial(pref.b_type))
pref.disabilities = sanitize_integer(pref.disabilities, 0, 65535, initial(pref.disabilities))
if(!pref.organ_data) pref.organ_data = list()
if(!pref.rlimb_data) pref.rlimb_data = list()
if(!pref.body_markings) pref.body_markings = list()
else pref.body_markings &= body_marking_styles_list
if(!pref.bgstate || !(pref.bgstate in pref.bgstate_options))
pref.bgstate = "000"
// Moved from /datum/preferences/proc/copy_to()
/datum/category_item/player_setup_item/general/body/copy_to_mob(var/mob/living/carbon/human/character)
// Copy basic values
character.r_eyes = pref.r_eyes
character.g_eyes = pref.g_eyes
character.b_eyes = pref.b_eyes
character.h_style = pref.h_style
character.r_hair = pref.r_hair
character.g_hair = pref.g_hair
character.b_hair = pref.b_hair
character.f_style = pref.f_style
character.r_facial = pref.r_facial
character.g_facial = pref.g_facial
character.b_facial = pref.b_facial
character.r_skin = pref.r_skin
character.g_skin = pref.g_skin
character.b_skin = pref.b_skin
character.s_tone = pref.s_tone
character.h_style = pref.h_style
character.f_style = pref.f_style
character.b_type = pref.b_type
character.synth_color = pref.synth_color
character.r_synth = pref.r_synth
character.g_synth = pref.g_synth
character.b_synth = pref.b_synth
character.synth_markings = pref.synth_markings
// Destroy/cyborgize organs and limbs.
for(var/name in list(BP_HEAD, BP_L_HAND, BP_R_HAND, BP_L_ARM, BP_R_ARM, BP_L_FOOT, BP_R_FOOT, BP_L_LEG, BP_R_LEG, BP_GROIN, BP_TORSO))
var/status = pref.organ_data[name]
var/obj/item/organ/external/O = character.organs_by_name[name]
if(O)
if(status == "amputated")
O.remove_rejuv()
else if(status == "cyborg")
if(pref.rlimb_data[name])
O.robotize(pref.rlimb_data[name])
else
O.robotize()
for(var/name in list(O_HEART,O_EYES,O_VOICE,O_LUNGS,O_LIVER,O_KIDNEYS,O_SPLEEN,O_STOMACH,O_INTESTINE,O_BRAIN))
var/status = pref.organ_data[name]
if(!status)
continue
var/obj/item/organ/I = character.internal_organs_by_name[name]
if(istype(I, /obj/item/organ/internal/brain))
var/obj/item/organ/external/E = character.get_organ(I.parent_organ)
if(E.robotic < ORGAN_ASSISTED)
continue
if(I)
if(status == "assisted")
I.mechassist()
else if(status == "mechanical")
I.robotize()
else if(status == "digital")
I.digitize()
for(var/N in character.organs_by_name)
var/obj/item/organ/external/O = character.organs_by_name[N]
O.markings.Cut()
for(var/M in pref.body_markings)
var/datum/sprite_accessory/marking/mark_datum = body_marking_styles_list[M]
var/mark_color = "[pref.body_markings[M]]"
for(var/BP in mark_datum.body_parts)
var/obj/item/organ/external/O = character.organs_by_name[BP]
if(O)
O.markings[M] = list("color" = mark_color, "datum" = mark_datum)
var/list/last_descriptors = list()
if(islist(pref.body_descriptors))
last_descriptors = pref.body_descriptors.Copy()
pref.body_descriptors = list()
var/datum/species/mob_species = GLOB.all_species[pref.species]
if(LAZYLEN(mob_species.descriptors))
for(var/entry in mob_species.descriptors)
var/datum/mob_descriptor/descriptor = mob_species.descriptors[entry]
if(istype(descriptor))
if(isnull(last_descriptors[entry]))
pref.body_descriptors[entry] = descriptor.default_value // Species datums have initial default value.
else
pref.body_descriptors[entry] = CLAMP(last_descriptors[entry], 1, LAZYLEN(descriptor.standalone_value_descriptors))
return
/datum/category_item/player_setup_item/general/body/content(var/mob/user)
. = list()
if(!pref.preview_icon)
pref.update_preview_icon()
user << browse_rsc(pref.preview_icon, "previewicon.png")
var/datum/species/mob_species = GLOB.all_species[pref.species]
. += "<table><tr style='vertical-align:top'><td><b>Body</b> "
. += "(<a href='?src=\ref[src];random=1'>&reg;</A>)"
. += "<br>"
. += "Species: <a href='?src=\ref[src];show_species=1'>[pref.species]</a><br>"
. += "Blood Type: <a href='?src=\ref[src];blood_type=1'>[pref.b_type]</a><br>"
if(has_flag(mob_species, HAS_SKIN_TONE))
. += "Skin Tone: <a href='?src=\ref[src];skin_tone=1'>[-pref.s_tone + 35]/220</a><br>"
. += "Needs Glasses: <a href='?src=\ref[src];disabilities=[NEARSIGHTED]'><b>[pref.disabilities & NEARSIGHTED ? "Yes" : "No"]</b></a><br>"
. += "Limbs: <a href='?src=\ref[src];limbs=1'>Adjust</a> <a href='?src=\ref[src];reset_limbs=1'>Reset</a><br>"
. += "Internal Organs: <a href='?src=\ref[src];organs=1'>Adjust</a><br>"
//display limbs below
var/ind = 0
for(var/name in pref.organ_data)
var/status = pref.organ_data[name]
var/organ_name = null
switch(name)
if(BP_TORSO)
organ_name = "torso"
if(BP_GROIN)
organ_name = "groin"
if(BP_HEAD)
organ_name = "head"
if(BP_L_ARM)
organ_name = "left arm"
if(BP_R_ARM)
organ_name = "right arm"
if(BP_L_LEG)
organ_name = "left leg"
if(BP_R_LEG)
organ_name = "right leg"
if(BP_L_FOOT)
organ_name = "left foot"
if(BP_R_FOOT)
organ_name = "right foot"
if(BP_L_HAND)
organ_name = "left hand"
if(BP_R_HAND)
organ_name = "right hand"
if(O_HEART)
organ_name = "heart"
if(O_EYES)
organ_name = "eyes"
if(O_VOICE)
organ_name = "larynx"
if(O_BRAIN)
organ_name = "brain"
if(O_LUNGS)
organ_name = "lungs"
if(O_LIVER)
organ_name = "liver"
if(O_KIDNEYS)
organ_name = "kidneys"
if(O_SPLEEN)
organ_name = "spleen"
if(O_STOMACH)
organ_name = "stomach"
if(O_INTESTINE)
organ_name = "intestines"
if(status == "cyborg")
++ind
if(ind > 1)
. += ", "
var/datum/robolimb/R
if(pref.rlimb_data[name] && all_robolimbs[pref.rlimb_data[name]])
R = all_robolimbs[pref.rlimb_data[name]]
else
R = basic_robolimb
. += "\t[R.company] [organ_name] prosthesis"
else if(status == "amputated")
++ind
if(ind > 1)
. += ", "
. += "\tAmputated [organ_name]"
else if(status == "mechanical")
++ind
if(ind > 1)
. += ", "
switch(organ_name)
if ("brain")
. += "\tPositronic [organ_name]"
else
. += "\tSynthetic [organ_name]"
else if(status == "digital")
++ind
if(ind > 1)
. += ", "
. += "\tDigital [organ_name]"
else if(status == "assisted")
++ind
if(ind > 1)
. += ", "
switch(organ_name)
if("heart")
. += "\tPacemaker-assisted [organ_name]"
if("lungs")
. += "\tAssisted [organ_name]"
if("voicebox") //on adding voiceboxes for speaking skrell/similar replacements
. += "\tSurgically altered [organ_name]"
if("eyes")
. += "\tRetinal overlayed [organ_name]"
if("brain")
. += "\tAssisted-interface [organ_name]"
else
. += "\tMechanically assisted [organ_name]"
if(!ind)
. += "\[...\]<br><br>"
else
. += "<br><br>"
if(LAZYLEN(pref.body_descriptors))
. += "<table>"
for(var/entry in pref.body_descriptors)
var/datum/mob_descriptor/descriptor = mob_species.descriptors[entry]
. += "<tr><td><b>[capitalize(descriptor.chargen_label)]:</b></td><td>[descriptor.get_standalone_value_descriptor(pref.body_descriptors[entry])]</td><td><a href='?src=\ref[src];change_descriptor=[entry]'>Change</a><br/></td></tr>"
. += "</table><br>"
. += "</td><td><b>Preview</b><br>"
. += "<div class='statusDisplay'><center><img src=previewicon.png width=[pref.preview_icon.Width()] height=[pref.preview_icon.Height()]></center></div>"
. += "<br><a href='?src=\ref[src];cycle_bg=1'>Cycle background</a>"
. += "<br><a href='?src=\ref[src];toggle_preview_value=[EQUIP_PREVIEW_LOADOUT]'>[pref.equip_preview_mob & EQUIP_PREVIEW_LOADOUT ? "Hide loadout" : "Show loadout"]</a>"
. += "<br><a href='?src=\ref[src];toggle_preview_value=[EQUIP_PREVIEW_JOB]'>[pref.equip_preview_mob & EQUIP_PREVIEW_JOB ? "Hide job gear" : "Show job gear"]</a>"
. += "</td></tr></table>"
. += "<b>Hair</b><br>"
if(has_flag(mob_species, HAS_HAIR_COLOR))
. += "<a href='?src=\ref[src];hair_color=1'>Change Color</a> <font face='fixedsys' size='3' color='#[num2hex(pref.r_hair, 2)][num2hex(pref.g_hair, 2)][num2hex(pref.b_hair, 2)]'><table style='display:inline;' bgcolor='#[num2hex(pref.r_hair, 2)][num2hex(pref.g_hair, 2)][num2hex(pref.b_hair, 2)]'><tr><td>__</td></tr></table></font> "
. += " Style: <a href='?src=\ref[src];hair_style=1'>[pref.h_style]</a><br>"
. += "<br><b>Facial</b><br>"
if(has_flag(mob_species, HAS_HAIR_COLOR))
. += "<a href='?src=\ref[src];facial_color=1'>Change Color</a> <font face='fixedsys' size='3' color='#[num2hex(pref.r_facial, 2)][num2hex(pref.g_facial, 2)][num2hex(pref.b_facial, 2)]'><table style='display:inline;' bgcolor='#[num2hex(pref.r_facial, 2)][num2hex(pref.g_facial, 2)][num2hex(pref.b_facial, 2)]'><tr><td>__</td></tr></table></font> "
. += " Style: <a href='?src=\ref[src];facial_style=1'>[pref.f_style]</a><br>"
if(has_flag(mob_species, HAS_EYE_COLOR))
. += "<br><b>Eyes</b><br>"
. += "<a href='?src=\ref[src];eye_color=1'>Change Color</a> <font face='fixedsys' size='3' color='#[num2hex(pref.r_eyes, 2)][num2hex(pref.g_eyes, 2)][num2hex(pref.b_eyes, 2)]'><table style='display:inline;' bgcolor='#[num2hex(pref.r_eyes, 2)][num2hex(pref.g_eyes, 2)][num2hex(pref.b_eyes, 2)]'><tr><td>__</td></tr></table></font><br>"
if(has_flag(mob_species, HAS_SKIN_COLOR))
. += "<br><b>Body Color</b><br>"
. += "<a href='?src=\ref[src];skin_color=1'>Change Color</a> <font face='fixedsys' size='3' color='#[num2hex(pref.r_skin, 2)][num2hex(pref.g_skin, 2)][num2hex(pref.b_skin, 2)]'><table style='display:inline;' bgcolor='#[num2hex(pref.r_skin, 2)][num2hex(pref.g_skin, 2)][num2hex(pref.b_skin, 2)]'><tr><td>__</td></tr></table></font><br>"
. += "<br><a href='?src=\ref[src];marking_style=1'>Body Markings +</a><br>"
for(var/M in pref.body_markings)
. += "[M] [pref.body_markings.len > 1 ? "<a href='?src=\ref[src];marking_up=[M]'>&#708;</a> <a href='?src=\ref[src];marking_down=[M]'>&#709;</a> " : ""]<a href='?src=\ref[src];marking_remove=[M]'>-</a> <a href='?src=\ref[src];marking_color=[M]'>Color</a>"
. += "<font face='fixedsys' size='3' color='[pref.body_markings[M]]'><table style='display:inline;' bgcolor='[pref.body_markings[M]]'><tr><td>__</td></tr></table></font>"
. += "<br>"
. += "<br>"
. += "<b>Allow Synth markings:</b> <a href='?src=\ref[src];synth_markings=1'><b>[pref.synth_markings ? "Yes" : "No"]</b></a><br>"
. += "<b>Allow Synth color:</b> <a href='?src=\ref[src];synth_color=1'><b>[pref.synth_color ? "Yes" : "No"]</b></a><br>"
if(pref.synth_color)
. += "<a href='?src=\ref[src];synth2_color=1'>Change Color</a> <font face='fixedsys' size='3' color='#[num2hex(pref.r_synth, 2)][num2hex(pref.g_synth, 2)][num2hex(pref.b_synth, 2)]'><table style='display:inline;' bgcolor='#[num2hex(pref.r_synth, 2)][num2hex(pref.g_synth, 2)][num2hex(pref.b_synth, 2)]'><tr><td>__</td></tr></table></font> "
. = jointext(.,null)
/datum/category_item/player_setup_item/general/body/proc/has_flag(var/datum/species/mob_species, var/flag)
return mob_species && (mob_species.appearance_flags & flag)
/datum/category_item/player_setup_item/general/body/OnTopic(var/href,var/list/href_list, var/mob/user)
var/datum/species/mob_species = GLOB.all_species[pref.species]
if(href_list["random"])
pref.randomize_appearance_and_body_for()
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["change_descriptor"])
if(mob_species.descriptors)
var/desc_id = href_list["change_descriptor"]
if(pref.body_descriptors[desc_id])
var/datum/mob_descriptor/descriptor = mob_species.descriptors[desc_id]
var/choice = input("Please select a descriptor.", "Descriptor") as null|anything in descriptor.chargen_value_descriptors
if(choice && mob_species.descriptors[desc_id]) // Check in case they sneakily changed species.
pref.body_descriptors[desc_id] = descriptor.chargen_value_descriptors[choice]
return TOPIC_REFRESH
else if(href_list["blood_type"])
var/new_b_type = input(user, "Choose your character's blood-type:", "Character Preference") as null|anything in valid_bloodtypes
if(new_b_type && CanUseTopic(user))
pref.b_type = new_b_type
return TOPIC_REFRESH
else if(href_list["show_species"])
// Actual whitelist checks are handled elsewhere, this is just for accessing the preview window.
var/choice = input("Which species would you like to look at?") as null|anything in GLOB.playable_species
if(!choice) return
pref.species_preview = choice
SetSpecies(preference_mob())
pref.alternate_languages.Cut() // Reset their alternate languages. Todo: attempt to just fix it instead?
return TOPIC_HANDLED
else if(href_list["set_species"])
user << browse(null, "window=species")
if(!pref.species_preview || !(pref.species_preview in GLOB.all_species))
return TOPIC_NOACTION
var/datum/species/setting_species
if(GLOB.all_species[href_list["set_species"]])
setting_species = GLOB.all_species[href_list["set_species"]]
else
return TOPIC_NOACTION
<<<<<<< HEAD
if(((!(setting_species.spawn_flags & SPECIES_CAN_JOIN)) || (!is_alien_whitelisted(preference_mob(),setting_species))) && !check_rights(R_ADMIN, 0) && !(setting_species.spawn_flags & SPECIES_WHITELIST_SELECTABLE)) //VOREStation Edit: selectability
=======
if(((!(setting_species.spawn_flags & SPECIES_CAN_JOIN)) || (!is_alien_whitelisted(preference_mob(),setting_species))) && !check_rights(R_ADMIN|R_EVENT, 0))
>>>>>>> 0021a3b... Merge pull request #6818 from Neerti/event_manager_fix_electric_boogaloo
return TOPIC_NOACTION
var/prev_species = pref.species
pref.species = href_list["set_species"]
if(prev_species != pref.species)
if(!(pref.biological_gender in mob_species.genders))
pref.set_biological_gender(mob_species.genders[1])
pref.custom_species = null //VOREStation Edit - This is cleared on species changes
//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(pref.biological_gender == MALE && S.gender == FEMALE)
continue
if(pref.biological_gender == FEMALE && S.gender == MALE)
continue
if(!(pref.species in S.species_allowed))
continue
valid_hairstyles[hairstyle] = hair_styles_list[hairstyle]
if(valid_hairstyles.len)
pref.h_style = pick(valid_hairstyles)
else
//this shouldn't happen
pref.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(pref.biological_gender == MALE && S.gender == FEMALE)
continue
if(pref.biological_gender == FEMALE && S.gender == MALE)
continue
if(!(pref.species in S.species_allowed))
continue
valid_facialhairstyles[facialhairstyle] = facial_hair_styles_list[facialhairstyle]
if(valid_facialhairstyles.len)
pref.f_style = pick(valid_facialhairstyles)
else
//this shouldn't happen
pref.f_style = facial_hair_styles_list["Shaved"]
//reset hair colour and skin colour
pref.r_hair = 0//hex2num(copytext(new_hair, 2, 4))
pref.g_hair = 0//hex2num(copytext(new_hair, 4, 6))
pref.b_hair = 0//hex2num(copytext(new_hair, 6, 8))
pref.s_tone = 0
reset_limbs() // Safety for species with incompatible manufacturers; easier than trying to do it case by case.
pref.body_markings.Cut() // Basically same as above.
var/min_age = get_min_age()
var/max_age = get_max_age()
pref.age = max(min(pref.age, max_age), min_age)
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["hair_color"])
if(!has_flag(mob_species, HAS_HAIR_COLOR))
return TOPIC_NOACTION
var/new_hair = input(user, "Choose your character's hair colour:", "Character Preference", rgb(pref.r_hair, pref.g_hair, pref.b_hair)) as color|null
if(new_hair && has_flag(mob_species, HAS_HAIR_COLOR) && CanUseTopic(user))
pref.r_hair = hex2num(copytext(new_hair, 2, 4))
pref.g_hair = hex2num(copytext(new_hair, 4, 6))
pref.b_hair = hex2num(copytext(new_hair, 6, 8))
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["hair_style"])
var/list/valid_hairstyles = list()
for(var/hairstyle in hair_styles_list)
var/datum/sprite_accessory/S = hair_styles_list[hairstyle]
if(!(pref.species in S.species_allowed) && (!pref.custom_base || !(pref.custom_base in S.species_allowed))) //VOREStation Edit - Custom species base species allowance
continue
if((!S.ckeys_allowed) || (usr.ckey in S.ckeys_allowed)) //VOREStation Edit, allows ckey locked hairstyles.
valid_hairstyles[S.name] = hairstyle //VOREStation Edit, allows ckey locked hairstyles.
//valid_hairstyles[hairstyle] = hair_styles_list[hairstyle] //VOREStation Edit. Replaced by above.
var/new_h_style = input(user, "Choose your character's hair style:", "Character Preference", pref.h_style) as null|anything in valid_hairstyles
if(new_h_style && CanUseTopic(user))
pref.h_style = new_h_style
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["facial_color"])
if(!has_flag(mob_species, HAS_HAIR_COLOR))
return TOPIC_NOACTION
var/new_facial = input(user, "Choose your character's facial-hair colour:", "Character Preference", rgb(pref.r_facial, pref.g_facial, pref.b_facial)) as color|null
if(new_facial && has_flag(mob_species, HAS_HAIR_COLOR) && CanUseTopic(user))
pref.r_facial = hex2num(copytext(new_facial, 2, 4))
pref.g_facial = hex2num(copytext(new_facial, 4, 6))
pref.b_facial = hex2num(copytext(new_facial, 6, 8))
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["eye_color"])
if(!has_flag(mob_species, HAS_EYE_COLOR))
return TOPIC_NOACTION
var/new_eyes = input(user, "Choose your character's eye colour:", "Character Preference", rgb(pref.r_eyes, pref.g_eyes, pref.b_eyes)) as color|null
if(new_eyes && has_flag(mob_species, HAS_EYE_COLOR) && CanUseTopic(user))
pref.r_eyes = hex2num(copytext(new_eyes, 2, 4))
pref.g_eyes = hex2num(copytext(new_eyes, 4, 6))
pref.b_eyes = hex2num(copytext(new_eyes, 6, 8))
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["skin_tone"])
if(!has_flag(mob_species, HAS_SKIN_TONE))
return TOPIC_NOACTION
var/new_s_tone = input(user, "Choose your character's skin-tone:\n(Light 1 - 220 Dark)", "Character Preference", (-pref.s_tone) + 35) as num|null
if(new_s_tone && has_flag(mob_species, HAS_SKIN_TONE) && CanUseTopic(user))
pref.s_tone = 35 - max(min( round(new_s_tone), 220),1)
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["skin_color"])
if(!has_flag(mob_species, HAS_SKIN_COLOR))
return TOPIC_NOACTION
var/new_skin = input(user, "Choose your character's skin colour: ", "Character Preference", rgb(pref.r_skin, pref.g_skin, pref.b_skin)) as color|null
if(new_skin && has_flag(mob_species, HAS_SKIN_COLOR) && CanUseTopic(user))
pref.r_skin = hex2num(copytext(new_skin, 2, 4))
pref.g_skin = hex2num(copytext(new_skin, 4, 6))
pref.b_skin = hex2num(copytext(new_skin, 6, 8))
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["facial_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(pref.biological_gender == MALE && S.gender == FEMALE)
continue
if(pref.biological_gender == FEMALE && S.gender == MALE)
continue
if(!(pref.species in S.species_allowed) && (!pref.custom_base || !(pref.custom_base in S.species_allowed))) //VOREStation Edit - Custom species base species allowance
continue
valid_facialhairstyles[facialhairstyle] = facial_hair_styles_list[facialhairstyle]
var/new_f_style = input(user, "Choose your character's facial-hair style:", "Character Preference", pref.f_style) as null|anything in valid_facialhairstyles
if(new_f_style && has_flag(mob_species, HAS_HAIR_COLOR) && CanUseTopic(user))
pref.f_style = new_f_style
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["marking_style"])
var/list/usable_markings = pref.body_markings.Copy() ^ body_marking_styles_list.Copy()
/* VOREStation Removal - No markings whitelist, let people mix/match
for(var/M in usable_markings)
var/datum/sprite_accessory/S = usable_markings[M]
if(!S.species_allowed.len)
continue
else if(!(pref.species in S.species_allowed))
usable_markings -= M
*/ //VOREStation Removal End
var/new_marking = input(user, "Choose a body marking:", "Character Preference") as null|anything in usable_markings
if(new_marking && CanUseTopic(user))
pref.body_markings[new_marking] = "#000000" //New markings start black
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["marking_up"])
var/M = href_list["marking_up"]
var/start = pref.body_markings.Find(M)
if(start != 1) //If we're not the beginning of the list, swap with the previous element.
moveElement(pref.body_markings, start, start-1)
else //But if we ARE, become the final element -ahead- of everything else.
moveElement(pref.body_markings, start, pref.body_markings.len+1)
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["marking_down"])
var/M = href_list["marking_down"]
var/start = pref.body_markings.Find(M)
if(start != pref.body_markings.len) //If we're not the end of the list, swap with the next element.
moveElement(pref.body_markings, start, start+2)
else //But if we ARE, become the first element -behind- everything else.
moveElement(pref.body_markings, start, 1)
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["marking_remove"])
var/M = href_list["marking_remove"]
pref.body_markings -= M
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["marking_color"])
var/M = href_list["marking_color"]
var/mark_color = input(user, "Choose the [M] color: ", "Character Preference", pref.body_markings[M]) as color|null
if(mark_color && CanUseTopic(user))
pref.body_markings[M] = "[mark_color]"
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["reset_limbs"])
reset_limbs()
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["limbs"])
var/list/limb_selection_list = list("Left Leg","Right Leg","Left Arm","Right Arm","Left Foot","Right Foot","Left Hand","Right Hand","Full Body")
// Full prosthetic bodies without a brain are borderline unkillable so make sure they have a brain to remove/destroy.
var/datum/species/current_species = GLOB.all_species[pref.species]
if(!current_species.has_organ["brain"])
limb_selection_list -= "Full Body"
else if(pref.organ_data[BP_TORSO] == "cyborg")
limb_selection_list |= "Head"
var/organ_tag = input(user, "Which limb do you want to change?") as null|anything in limb_selection_list
if(!organ_tag || !CanUseTopic(user)) return TOPIC_NOACTION
var/limb = null
var/second_limb = null // if you try to change the arm, the hand should also change
var/third_limb = null // if you try to unchange the hand, the arm should also change
// Do not let them amputate their entire body, ty.
var/list/choice_options = list("Normal","Amputated","Prosthesis")
switch(organ_tag)
if("Left Leg")
limb = BP_L_LEG
second_limb = BP_L_FOOT
if("Right Leg")
limb = BP_R_LEG
second_limb = BP_R_FOOT
if("Left Arm")
limb = BP_L_ARM
second_limb = BP_L_HAND
if("Right Arm")
limb = BP_R_ARM
second_limb = BP_R_HAND
if("Left Foot")
limb = BP_L_FOOT
third_limb = BP_L_LEG
if("Right Foot")
limb = BP_R_FOOT
third_limb = BP_R_LEG
if("Left Hand")
limb = BP_L_HAND
third_limb = BP_L_ARM
if("Right Hand")
limb = BP_R_HAND
third_limb = BP_R_ARM
if("Head")
limb = BP_HEAD
choice_options = list("Prosthesis")
if("Full Body")
limb = BP_TORSO
second_limb = BP_HEAD
third_limb = BP_GROIN
choice_options = list("Normal","Prosthesis")
var/new_state = input(user, "What state do you wish the limb to be in?") as null|anything in choice_options
if(!new_state || !CanUseTopic(user)) return TOPIC_NOACTION
switch(new_state)
if("Normal")
pref.organ_data[limb] = null
pref.rlimb_data[limb] = null
if(limb == BP_TORSO)
for(var/other_limb in BP_ALL - BP_TORSO)
pref.organ_data[other_limb] = null
pref.rlimb_data[other_limb] = null
for(var/internal in O_STANDARD)
pref.organ_data[internal] = null
pref.rlimb_data[internal] = null
if(third_limb)
pref.organ_data[third_limb] = null
pref.rlimb_data[third_limb] = null
if("Amputated")
if(limb == BP_TORSO)
return
pref.organ_data[limb] = "amputated"
pref.rlimb_data[limb] = null
if(second_limb)
pref.organ_data[second_limb] = "amputated"
pref.rlimb_data[second_limb] = null
if("Prosthesis")
var/tmp_species = pref.species ? pref.species : SPECIES_HUMAN
var/list/usable_manufacturers = list()
for(var/company in chargen_robolimbs)
var/datum/robolimb/M = chargen_robolimbs[company]
if(!(limb in M.parts))
continue
if(tmp_species in M.species_cannot_use)
continue
//VOREStation Add - Cyberlimb whitelisting.
if(M.whitelisted_to && !(user.ckey in M.whitelisted_to))
continue
//VOREStation Add End
usable_manufacturers[company] = M
if(!usable_manufacturers.len)
return
var/choice = input(user, "Which manufacturer do you wish to use for this limb?") as null|anything in usable_manufacturers
if(!choice)
return
pref.rlimb_data[limb] = choice
pref.organ_data[limb] = "cyborg"
if(second_limb)
pref.rlimb_data[second_limb] = choice
pref.organ_data[second_limb] = "cyborg"
if(third_limb && pref.organ_data[third_limb] == "amputated")
pref.organ_data[third_limb] = null
if(limb == BP_TORSO)
for(var/other_limb in BP_ALL - BP_TORSO)
if(pref.organ_data[other_limb])
continue
pref.organ_data[other_limb] = "cyborg"
pref.rlimb_data[other_limb] = choice
if(!pref.organ_data[O_BRAIN])
pref.organ_data[O_BRAIN] = "assisted"
for(var/internal_organ in list(O_HEART,O_EYES))
pref.organ_data[internal_organ] = "mechanical"
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["organs"])
var/organ_name = input(user, "Which internal function do you want to change?") as null|anything in list("Heart", "Eyes","Larynx", "Lungs", "Liver", "Kidneys", "Spleen", "Intestines", "Stomach", "Brain")
if(!organ_name) return
var/organ = null
switch(organ_name)
if("Heart")
organ = O_HEART
if("Eyes")
organ = O_EYES
if("Larynx")
organ = O_VOICE
if("Lungs")
organ = O_LUNGS
if("Liver")
organ = O_LIVER
if("Kidneys")
organ = O_KIDNEYS
if("Spleen")
organ = O_SPLEEN
if("Intestines")
organ = O_INTESTINE
if("Stomach")
organ = O_STOMACH
if("Brain")
if(pref.organ_data[BP_HEAD] != "cyborg")
to_chat(user, "<span class='warning'>You may only select a cybernetic or synthetic brain if you have a full prosthetic body.</span>")
return
organ = "brain"
var/list/organ_choices = list("Normal")
if(pref.organ_data[BP_TORSO] == "cyborg")
organ_choices -= "Normal"
if(organ_name == "Brain")
organ_choices += "Cybernetic"
organ_choices += "Positronic"
organ_choices += "Drone"
else
organ_choices += "Assisted"
organ_choices += "Mechanical"
else
organ_choices += "Assisted"
organ_choices += "Mechanical"
var/new_state = input(user, "What state do you wish the organ to be in?") as null|anything in organ_choices
if(!new_state) return
switch(new_state)
if("Normal")
pref.organ_data[organ] = null
if("Assisted")
pref.organ_data[organ] = "assisted"
if("Cybernetic")
pref.organ_data[organ] = "assisted"
if ("Mechanical")
pref.organ_data[organ] = "mechanical"
if("Drone")
pref.organ_data[organ] = "digital"
if("Positronic")
pref.organ_data[organ] = "mechanical"
return TOPIC_REFRESH
else if(href_list["disabilities"])
var/disability_flag = text2num(href_list["disabilities"])
pref.disabilities ^= disability_flag
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["toggle_preview_value"])
pref.equip_preview_mob ^= text2num(href_list["toggle_preview_value"])
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["synth_color"])
pref.synth_color = !pref.synth_color
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["synth2_color"])
var/new_color = input(user, "Choose your character's synth colour: ", "Character Preference", rgb(pref.r_synth, pref.g_synth, pref.b_synth)) as color|null
if(new_color && CanUseTopic(user))
pref.r_synth = hex2num(copytext(new_color, 2, 4))
pref.g_synth = hex2num(copytext(new_color, 4, 6))
pref.b_synth = hex2num(copytext(new_color, 6, 8))
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["synth_markings"])
pref.synth_markings = !pref.synth_markings
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["cycle_bg"])
pref.bgstate = next_in_list(pref.bgstate, pref.bgstate_options)
return TOPIC_REFRESH_UPDATE_PREVIEW
return ..()
/datum/category_item/player_setup_item/general/body/proc/reset_limbs()
for(var/organ in pref.organ_data)
pref.organ_data[organ] = null
while(null in pref.organ_data)
pref.organ_data -= null
for(var/organ in pref.rlimb_data)
pref.rlimb_data[organ] = null
while(null in pref.rlimb_data)
pref.rlimb_data -= null
// Sanitize the name so that there aren't any numbers sticking around.
pref.real_name = sanitize_name(pref.real_name, pref.species)
if(!pref.real_name)
pref.real_name = random_name(pref.identifying_gender, pref.species)
/datum/category_item/player_setup_item/general/body/proc/SetSpecies(mob/user)
if(!pref.species_preview || !(pref.species_preview in GLOB.all_species))
pref.species_preview = SPECIES_HUMAN
var/datum/species/current_species = GLOB.all_species[pref.species_preview]
var/dat = "<body>"
dat += "<center><h2>[current_species.name] \[<a href='?src=\ref[src];show_species=1'>change</a>\]</h2></center><hr/>"
dat += "<table padding='8px'>"
dat += "<tr>"
//vorestation edit begin
if(current_species.wikilink)
dat += "<td width = 400>[current_species.blurb]<br><br>See <a href=[current_species.wikilink]>the wiki</a> for more details.</td>"
else
dat += "<td width = 400>[current_species.blurb]</td>"
//vorestation edit end
dat += "<td width = 200 align='center'>"
if("preview" in icon_states(current_species.icobase))
usr << browse_rsc(icon(current_species.icobase,"preview"), "species_preview_[current_species.name].png")
dat += "<img src='species_preview_[current_species.name].png' width='64px' height='64px'><br/><br/>"
dat += "<b>Language:</b> [current_species.species_language]<br/>"
dat += "<small>"
if(current_species.spawn_flags & SPECIES_CAN_JOIN)
switch(current_species.rarity_value)
if(1 to 2)
dat += "</br><b>Often present on human stations.</b>"
if(3 to 4)
dat += "</br><b>Rarely present on human stations.</b>"
if(5)
dat += "</br><b>Unheard of on human stations.</b>"
else
dat += "</br><b>May be present on human stations.</b>"
if(current_species.spawn_flags & SPECIES_IS_WHITELISTED)
dat += "</br><b>Whitelist restricted.</b>"
if(!current_species.has_organ[O_HEART])
dat += "</br><b>Does not have a circulatory system.</b>"
if(!current_species.has_organ[O_LUNGS])
dat += "</br><b>Does not have a respiratory system.</b>"
if(current_species.flags & NO_SCAN)
dat += "</br><b>Does not have DNA.</b>"
if(current_species.flags & NO_PAIN)
dat += "</br><b>Does not feel pain.</b>"
if(current_species.flags & NO_SLIP)
dat += "</br><b>Has excellent traction.</b>"
if(current_species.flags & NO_POISON)
dat += "</br><b>Immune to most poisons.</b>"
if(current_species.appearance_flags & HAS_SKIN_TONE)
dat += "</br><b>Has a variety of skin tones.</b>"
if(current_species.appearance_flags & HAS_SKIN_COLOR)
dat += "</br><b>Has a variety of skin colours.</b>"
if(current_species.appearance_flags & HAS_EYE_COLOR)
dat += "</br><b>Has a variety of eye colours.</b>"
if(current_species.flags & IS_PLANT)
dat += "</br><b>Has a plantlike physiology.</b>"
dat += "</small></td>"
dat += "</tr>"
dat += "</table><center><hr/>"
var/restricted = 0
if(!(current_species.spawn_flags & SPECIES_CAN_JOIN))
restricted = 2
else if(!is_alien_whitelisted(preference_mob(),current_species))
restricted = 1
if(restricted)
if(restricted == 1)
dat += "<font color='red'><b>You cannot play as this species.</br><small>If you wish to be whitelisted, you can make an application post on <a href='?src=\ref[user];preference=open_whitelist_forum'>the forums</a>.</small></b></font></br>"
else if(restricted == 2)
dat += "<font color='red'><b>You cannot play as this species.</br><small>This species is not available for play as a station race..</small></b></font></br>"
<<<<<<< HEAD
if(!restricted || check_rights(R_ADMIN, 0) || current_species.spawn_flags & SPECIES_WHITELIST_SELECTABLE) //VOREStation Edit: selectability
=======
if(!restricted || check_rights(R_ADMIN|R_EVENT, 0))
>>>>>>> 0021a3b... Merge pull request #6818 from Neerti/event_manager_fix_electric_boogaloo
dat += "\[<a href='?src=\ref[src];set_species=[pref.species_preview]'>select</a>\]"
dat += "</center></body>"
user << browse(dat, "window=species;size=700x400")