Files
CHOMPStation2/code/modules/client/preference_setup/general/03_body.dm
Arokha Sieyes e116f08d24 Adds Body Markings
So you can customize your character with tattoos or fur colors for Taj or whatever. I'll let Anewbe work out what he wants to whitelist other than what I did already.

The icons are sliced up with the HumanScissors program I wrote, so they are per-organ. So, lop off a limb, put it on someone else, they have the tattoos and whatnot. It's part of DNA so it comes with when cloning.

They are defined in the normal sprite_accessories file and the icons are all in markings.dm in the format of "markingname-organtag" so if you have a marking that spans both arms and torso you need "thatone-torso", "thatone-l_arm", "thatone-r_arm" icon states.
2017-03-30 18:05:20 -04:00

721 lines
29 KiB
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var/global/list/valid_bloodtypes = list("A+", "A-", "B+", "B-", "AB+", "AB-", "O+", "O-")
/datum/preferences
var/equip_preview_mob = EQUIP_PREVIEW_ALL
/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
pref.preview_icon = null
/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
/datum/category_item/player_setup_item/general/body/sanitize_character(var/savefile/S)
if(!pref.species || !(pref.species in playable_species))
pref.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
// 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
// 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_LUNGS,O_BRAIN))
var/status = pref.organ_data[name]
if(!status)
continue
var/obj/item/organ/I = character.internal_organs_by_name[name]
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)
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/mob_species = 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_BRAIN)
organ_name = "brain"
if(O_LUNGS)
organ_name = "lungs"
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)
. += ", "
. += "\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>"
. += "</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];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)]'><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)]'><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)]'><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)]'><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] <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>"
. = 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 = all_species[pref.species]
if(href_list["random"])
pref.randomize_appearance_and_body_for()
return TOPIC_REFRESH_UPDATE_PREVIEW
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 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 all_species))
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])
//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))
continue
valid_hairstyles[hairstyle] = hair_styles_list[hairstyle]
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))
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()
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
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_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 = 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
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")
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
pref.organ_data[limb] = null
pref.rlimb_data[limb] = 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 : "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", "Lungs", "Brain")
if(!organ_name) return
var/organ = null
switch(organ_name)
if("Heart")
organ = O_HEART
if("Eyes")
organ = O_EYES
if("Lungs")
organ = O_LUNGS
if("Brain")
if(pref.organ_data[BP_HEAD] != "cyborg")
user << "<span class='warning'>You may only select an assisted or synthetic brain if you have a full prosthetic body.</span>"
return
organ = "brain"
var/list/organ_choices = list("Normal","Assisted","Mechanical")
if(pref.organ_data[BP_TORSO] == "cyborg")
organ_choices -= "Normal"
if(organ_name == "Brain")
organ_choices += "Digital"
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("Mechanical")
pref.organ_data[organ] = "mechanical"
if("Digital")
pref.organ_data[organ] = "digital"
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
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
/datum/category_item/player_setup_item/general/body/proc/SetSpecies(mob/user)
if(!pref.species_preview || !(pref.species_preview in all_species))
pref.species_preview = "Human"
var/datum/species/current_species = 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>"
dat += "<td width = 400>[current_species.blurb]</td>"
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.language]<br/>"
dat += "<small>"
if(current_species.spawn_flags & SPECIES_CAN_JOIN)
dat += "</br><b>Often 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>"
if(!restricted || check_rights(R_ADMIN, 0))
dat += "\[<a href='?src=\ref[src];set_species=[pref.species_preview]'>select</a>\]"
dat += "</center></body>"
user << browse(dat, "window=species;size=700x400")