Merge branch 'incremental_tg' r5200 into bs12_with_tgport

Conflicts:
	baystation12.dme
	code/__HELPERS/global_lists.dm
	code/__HELPERS/type2type.dm
	code/__HELPERS/unsorted.dm
	code/datums/datumvars.dm
	code/datums/disease.dm
	code/datums/organs/organ_external.dm
	code/datums/supplypacks.dm
	code/defines/obj.dm
	code/game/area/areas.dm
	code/game/atoms.dm
	code/game/gamemodes/cult/cult_structures.dm
	code/game/gamemodes/cult/runes.dm
	code/game/gamemodes/events.dm
	code/game/gamemodes/events/ninja_equipment.dm
	code/game/gamemodes/events/space_ninja.dm
	code/game/gamemodes/game_mode.dm
	code/game/gamemodes/gameticker.dm
	code/game/hud.dm
	code/game/jobs/access.dm
	code/game/jobs/job/civilian.dm
	code/game/machinery/alarm.dm
	code/game/machinery/cloning.dm
	code/game/machinery/computer/cloning.dm
	code/game/machinery/computer/medical.dm
	code/game/machinery/computer/syndicate_shuttle.dm
	code/game/machinery/telecomms/broadcaster.dm
	code/game/machinery/telecomms/machine_interactions.dm
	code/game/objects/effects/decals/contraband.dm
	code/game/objects/effects/signs.dm
	code/game/objects/items/devices/PDA/PDA.dm
	code/game/objects/items/devices/PDA/cart.dm
	code/game/objects/items/weapons/photography.dm
	code/game/objects/structures/door_assembly.dm
	code/game/objects/structures/window.dm
	code/game/sound.dm
	code/game/verbs/ooc.dm
	code/global.dm
	code/modules/DetectiveWork/detective_work.dm
	code/modules/DetectiveWork/evidence.dm
	code/modules/DetectiveWork/footprints_and_rag.dm
	code/modules/DetectiveWork/scanner.dm
	code/modules/admin/player_panel.dm
	code/modules/admin/verbs/adminhelp.dm
	code/modules/admin/verbs/adminpm.dm
	code/modules/awaymissions/gateway.dm
	code/modules/client/client defines.dm
	code/modules/client/client procs.dm
	code/modules/client/preferences.dm
	code/modules/clothing/spacesuits/rig.dm
	code/modules/mining/machine_processing.dm
	code/modules/mining/machine_stacking.dm
	code/modules/mining/mint.dm
	code/modules/mining/ores_coins.dm
	code/modules/mining/satchel_ore_boxdm.dm
	code/modules/mob/living/carbon/alien/alien.dm
	code/modules/mob/living/carbon/carbon.dm
	code/modules/mob/living/carbon/carbon_defines.dm
	code/modules/mob/living/carbon/human/human_damage.dm
	code/modules/mob/living/carbon/human/life.dm
	code/modules/mob/living/carbon/human/update_icons.dm
	code/modules/mob/living/living.dm
	code/modules/mob/living/say.dm
	code/modules/mob/mob.dm
	code/modules/mob/mob_cleanup.dm
	code/modules/mob/mob_defines.dm
	code/modules/mob/mob_transformation_simple.dm
	code/modules/mob/new_player/login.dm
	code/modules/mob/new_player/new_player.dm
	code/modules/mob/new_player/preferences_setup.dm
	code/modules/mob/new_player/savefile.dm
	code/modules/mob/new_player/sprite_accessories.dm
	code/modules/paperwork/folders.dm
	code/modules/paperwork/paper.dm
	code/modules/paperwork/photocopier.dm
	code/modules/projectiles/guns/energy/special.dm
	code/modules/projectiles/guns/projectile/automatic.dm
	code/setup.dm
	code/unused/mining/datum_processing_recipe.dm
	code/unused/powerarmor/powerarmor.dm
	code/world.dm
	html/changelog.html
	icons/effects/96x96.dmi
	icons/mob/head.dmi
	icons/mob/items_lefthand.dmi
	icons/mob/items_righthand.dmi
	icons/mob/suit.dmi
	icons/obj/clothing/hats.dmi
	icons/obj/clothing/suits.dmi
	icons/obj/hydroponics.dmi
	icons/obj/items.dmi
	icons/turf/areas.dmi
	icons/turf/walls.dmi
	maps/RandomZLevels/fileList.txt
	maps/RandomZLevels/spacebattle.dmm

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
This commit is contained in:
Cael_Aislinn
2013-01-07 00:23:22 +10:00
338 changed files with 21863 additions and 19941 deletions
+1 -1
View File
@@ -35,7 +35,7 @@
user << "<span class='notice'>You put the [W] into \the [src].</span>"
update_icon()
else if(istype(W, /obj/item/weapon/pen))
var/n_name = copytext(sanitize(input(usr, "What would you like to label the folder?", "Folder Labelling", null) as text),1,MAX_NAME_LEN)
var/n_name = copytext(sanitize(input(usr, "What would you like to label the folder?", "Folder Labelling", null) as text), 1, MAX_NAME_LEN)
if((loc == usr && usr.stat == 0))
name = "folder[(n_name ? text("- '[n_name]'") : null)]"
return
+1 -2
View File
@@ -67,8 +67,7 @@
if((CLUMSY in usr.mutations) && prob(50))
usr << "<span class='warning'>You cut yourself on the paper.</span>"
return
var/n_name = input(usr, "What would you like to label the paper?", "Paper Labelling", null) as text
n_name = copytext(n_name, 1, 32)
var/n_name = copytext(sanitize(input(usr, "What would you like to label the paper?", "Paper Labelling", null) as text), 1, MAX_NAME_LEN)
if((loc == usr && usr.stat == 0))
name = "paper[(n_name ? text("- '[n_name]'") : null)]"
add_fingerprint(usr)
+5
View File
@@ -68,13 +68,18 @@
if(toner > 0)
var/obj/item/weapon/photo/p = new /obj/item/weapon/photo (loc)
var/icon/I = icon(photocopy.icon, photocopy.icon_state)
var/icon/img = icon(photocopy.img)
if(toner > 10) //plenty of toner, go straight greyscale
I.MapColors(rgb(77,77,77), rgb(150,150,150), rgb(28,28,28), rgb(0,0,0)) //I'm not sure how expensive this is, but given the many limitations of photocopying, it shouldn't be an issue.
img.MapColors(rgb(77,77,77), rgb(150,150,150), rgb(28,28,28), rgb(0,0,0))
else //not much toner left, lighten the photo
I.MapColors(rgb(77,77,77), rgb(150,150,150), rgb(28,28,28), rgb(100,100,100))
img.MapColors(rgb(77,77,77), rgb(150,150,150), rgb(28,28,28), rgb(100,100,100))
p.icon = I
p.img = img
p.name = photocopy.name
p.desc = photocopy.desc
p.scribble = photocopy.scribble
toner -= 5 //photos use a lot of ink!
sleep(15)
else
+252
View File
@@ -0,0 +1,252 @@
/* Photography!
* Contains:
* Camera
* Camera Film
* Photos
* Photo Albums
*/
/*******
* film *
*******/
/obj/item/device/camera_film
name = "film cartridge"
icon = 'icons/obj/items.dmi'
desc = "A camera film cartridge. Insert it into a camera to reload it."
icon_state = "film"
item_state = "electropack"
w_class = 1.0
/********
* photo *
********/
/obj/item/weapon/photo
name = "photo"
icon = 'icons/obj/items.dmi'
icon_state = "photo"
item_state = "clipboard"
w_class = 1.0
var/icon/img //Big photo image
var/scribble //Scribble on the back.
/obj/item/weapon/photo/attack_self(mob/user as mob)
examine()
/obj/item/weapon/photo/attackby(obj/item/weapon/P as obj, mob/user as mob)
if(istype(P, /obj/item/weapon/pen) || istype(P, /obj/item/toy/crayon))
var/txt = sanitize(input(user, "What would you like to write on the back?", "Photo Writing", null) as text)
txt = copytext(txt, 1, 128)
if(loc == user && user.stat == 0)
scribble = txt
..()
/obj/item/weapon/photo/examine()
set src in oview(1)
if(in_range(usr, src))
show(usr)
usr << desc
else
usr << "<span class='notice'>It is too far away.</span>"
/obj/item/weapon/photo/proc/show(mob/user as mob)
user << browse_rsc(img, "tmp_photo.png")
user << browse("<html><head><title>[name]</title></head>" \
+ "<body style='overflow:hidden'>" \
+ "<div> <img src='tmp_photo.png' width = '180'" \
+ "[scribble ? "<div> Written on the back:<br><i>[scribble]</i>" : ]"\
+ "</body></html>", "window=book;size=200x[scribble ? 400 : 200]")
onclose(user, "[name]")
return
/obj/item/weapon/photo/verb/rename()
set name = "Rename photo"
set category = "Object"
set src in usr
var/n_name = copytext(sanitize(input(usr, "What would you like to label the photo?", "Photo Labelling", null) as text), 1, MAX_NAME_LEN)
//loc.loc check is for making possible renaming photos in clipboards
if(( (loc == usr || (loc.loc && loc.loc == usr)) && usr.stat == 0))
name = "photo[(n_name ? text("- '[n_name]'") : null)]"
add_fingerprint(usr)
return
/**************
* photo album *
**************/
/obj/item/weapon/storage/photo_album
name = "Photo album"
icon = 'icons/obj/items.dmi'
icon_state = "album"
item_state = "briefcase"
can_hold = list("/obj/item/weapon/photo",)
/obj/item/weapon/storage/photo_album/MouseDrop(obj/over_object as obj)
if((istype(usr, /mob/living/carbon/human) || (ticker && ticker.mode.name == "monkey")))
var/mob/M = usr
if(!( istype(over_object, /obj/screen) ))
return ..()
playsound(loc, "rustle", 50, 1, -5)
if((!( M.restrained() ) && !( M.stat ) && M.back == src))
switch(over_object.name)
if("r_hand")
M.u_equip(src)
M.put_in_r_hand(src)
if("l_hand")
M.u_equip(src)
M.put_in_l_hand(src)
add_fingerprint(usr)
return
if(over_object == usr && in_range(src, usr) || usr.contents.Find(src))
if(usr.s_active)
usr.s_active.close(usr)
show_to(usr)
return
return
/*********
* camera *
*********/
/obj/item/device/camera
name = "camera"
icon = 'icons/obj/items.dmi'
desc = "A polaroid camera. 10 photos left."
icon_state = "camera"
item_state = "electropack"
w_class = 2.0
flags = FPRINT | CONDUCT | USEDELAY | TABLEPASS
slot_flags = SLOT_BELT
m_amt = 2000
var/pictures_max = 10
var/pictures_left = 10
var/on = 1
/obj/item/device/camera/attack(mob/living/carbon/human/M as mob, mob/user as mob)
return
/obj/item/device/camera/attackby(obj/item/I as obj, mob/user as mob)
if(istype(I, /obj/item/device/camera_film))
if(pictures_left)
user << "<span class='notice'>[src] still has some film in it!</span>"
return
user << "<span class='notice'>You insert [I] into [src].</span>"
user.drop_item()
del(I)
pictures_left = pictures_max
return
..()
/obj/item/device/camera/proc/get_icon(turf/the_turf as turf)
//Bigger icon base to capture those icons that were shifted to the next tile
//i.e. pretty much all wall-mounted machinery
var/icon/res = icon('icons/effects/96x96.dmi', "")
var/icon/turficon = build_composite_icon(the_turf)
res.Blend(turficon, ICON_OVERLAY, 33, 33)
var/atoms[] = list()
for(var/atom/A in the_turf)
if(A.invisibility) continue
atoms.Add(A)
//Sorting icons based on levels
var/gap = atoms.len
var/swapped = 1
while (gap > 1 || swapped)
swapped = 0
if(gap > 1)
gap = round(gap / 1.247330950103979)
if(gap < 1)
gap = 1
for(var/i = 1; gap + i <= atoms.len; i++)
var/atom/l = atoms[i] //Fucking hate
var/atom/r = atoms[gap+i] //how lists work here
if(l.layer > r.layer) //no "atoms[i].layer" for me
atoms.Swap(i, gap + i)
swapped = 1
for(var/i; i <= atoms.len; i++)
var/atom/A = atoms[i]
if(A)
var/icon/img = getFlatIcon(A, A.dir)//build_composite_icon(A)
if(istype(img, /icon))
res.Blend(new/icon(img, "", A.dir), ICON_OVERLAY, 33 + A.pixel_x, 33 + A.pixel_y)
return res
/obj/item/device/camera/proc/get_mobs(turf/the_turf as turf)
var/mob_detail
for(var/mob/living/carbon/A in the_turf)
if(A.invisibility) continue
var/holding = null
if(A.l_hand || A.r_hand)
if(A.l_hand) holding = "They are holding \a [A.l_hand]"
if(A.r_hand)
if(holding)
holding += " and \a [A.r_hand]"
else
holding = "They are holding \a [A.r_hand]"
if(!mob_detail)
mob_detail = "You can see [A] on the photo[A:health < 75 ? " - [A] looks hurt":""].[holding ? " [holding]":"."]. "
else
mob_detail += "You can also see [A] on the photo[A:health < 75 ? " - [A] looks hurt":""].[holding ? " [holding]":"."]."
return mob_detail
/obj/item/device/camera/afterattack(atom/target as mob|obj|turf|area, mob/user as mob, flag)
if(!on || !pictures_left || ismob(target.loc)) return
var/x_c = target.x - 1
var/y_c = target.y + 1
var/z_c = target.z
var/icon/temp = icon('icons/effects/96x96.dmi',"")
var/icon/black = icon('icons/turf/space.dmi', "black")
var/mobs = ""
for(var/i = 1; i <= 3; i++)
for(var/j = 1; j <= 3; j++)
var/turf/T = locate(x_c, y_c, z_c)
var/mob/dummy = new(T) //Go go visibility check dummy
var/viewer = user
if(user.client) //To make shooting through security cameras possible
viewer = user.client.eye
if(dummy in viewers(world.view, viewer))
temp.Blend(get_icon(T), ICON_OVERLAY, 32 * (j-1-1), 32 - 32 * (i-1))
else
temp.Blend(black, ICON_OVERLAY, 32 * (j-1), 64 - 32 * (i-1))
mobs += get_mobs(T)
dummy.loc = null
dummy = null //Alas, nameless creature //garbage collect it instead
x_c++
y_c--
x_c = x_c - 3
var/obj/item/weapon/photo/P = new/obj/item/weapon/photo()
P.loc = user.loc
if(!user.get_inactive_hand())
user.put_in_inactive_hand(P)
var/icon/small_img = icon(temp)
var/icon/ic = icon('icons/obj/items.dmi',"photo")
small_img.Scale(8, 8)
ic.Blend(small_img,ICON_OVERLAY, 10, 13)
P.icon = ic
P.img = temp
P.desc = mobs
P.pixel_x = rand(-10, 10)
P.pixel_y = rand(-10, 10)
playsound(loc, pick('sound/items/polaroid1.ogg', 'sound/items/polaroid2.ogg'), 75, 1, -3)
pictures_left--
desc = "A polaroid camera. It has [pictures_left] photos left."
user << "<span class='notice'>[pictures_left] photos left.</span>"
icon_state = "camera_off"
on = 0
spawn(64)
icon_state = "camera"
on = 1