#Fixed all known bugs with ninja voice.

#As an added bonus, voice-changers will protect from flash. Can be easily removed if needed.
#Added more recharge locations for ninjas: cells, smes, and cyborgs.
#Recharge changed so that it takes less time but recharges for less.
#Adamantine sprites per request.
#Updated Ripley sprites per request(?).

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1444 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
noisomehollow@lycos.com
2011-04-14 18:20:20 +00:00
parent ad6a6e42aa
commit e55521799a
25 changed files with 303 additions and 111 deletions
+1 -1
View File
@@ -221,7 +221,7 @@ Useful for copy pasta since I'm lazy.*/
new_ninja.equip_if_possible(new /obj/item/clothing/suit/space/space_ninja(new_ninja), new_ninja.slot_wear_suit)
new_ninja.equip_if_possible(new /obj/item/clothing/gloves/space_ninja(new_ninja), new_ninja.slot_gloves)
new_ninja.equip_if_possible(new /obj/item/clothing/head/helmet/space/space_ninja(new_ninja), new_ninja.slot_head)
new_ninja.equip_if_possible(new /obj/item/clothing/mask/gas/space_ninja(new_ninja), new_ninja.slot_wear_mask)
new_ninja.equip_if_possible(new /obj/item/clothing/mask/gas/voice/space_ninja(new_ninja), new_ninja.slot_wear_mask)
new_ninja.equip_if_possible(new /obj/item/device/flashlight(new_ninja), new_ninja.slot_belt)
new_ninja.equip_if_possible(new /obj/item/weapon/plastique(new_ninja), new_ninja.slot_r_store)
new_ninja.equip_if_possible(new /obj/item/weapon/plastique(new_ninja), new_ninja.slot_l_store)
+1 -1
View File
@@ -731,7 +731,7 @@
else
seer = 0
see_invisible = 0
else if (istype(src.wear_mask, /obj/item/clothing/mask/gas/space_ninja))
else if (istype(src.wear_mask, /obj/item/clothing/mask/gas/voice/space_ninja))
switch(src.wear_mask:mode)
if(1)
src.see_in_dark = 5
+2 -1
View File
@@ -25,7 +25,8 @@
pick_list -= H
message = dd_list2text(temp_message, " ")
//Ninja mask obscures text and voice if set to do so.
if(istype(src.wear_mask, /obj/item/clothing/mask/gas/space_ninja)&&src.wear_mask:voice=="Unknown")
//Would make it more global but it's sort of ninja specific.
if(istype(src.wear_mask, /obj/item/clothing/mask/gas/voice/space_ninja)&&src.wear_mask:voice=="Unknown")
if(copytext(message, 1, 2) != "*")
var/list/temp_message = dd_text2list(message, " ")
var/list/pick_list = list()
+44 -10
View File
@@ -30,6 +30,25 @@
var/italics = 1
var/message_range = 1
if(istype(src.wear_mask, /obj/item/clothing/mask/gas/voice/space_ninja)&&src.wear_mask:voice=="Unknown")
if(copytext(message, 1, 2) != "*")
var/list/temp_message = dd_text2list(message, " ")
var/list/pick_list = list()
for(var/i = 1, i <= temp_message.len, i++)
pick_list += i
for(var/i=1, i <= abs(temp_message.len/3), i++)
var/H = pick(pick_list)
if(findtext(temp_message[H], "*") || findtext(temp_message[H], ";") || findtext(temp_message[H], ":")) continue
temp_message[H] = ninjaspeak(temp_message[H])
pick_list -= H
message = dd_list2text(temp_message, " ")
message = dd_replaceText(message, "o", "¤")
message = dd_replaceText(message, "p", "þ")
message = dd_replaceText(message, "l", "£")
message = dd_replaceText(message, "s", "§")
message = dd_replaceText(message, "u", "µ")
message = dd_replaceText(message, "b", "ß")
if (src.stuttering)
message = stutter(message)
@@ -72,11 +91,16 @@
if (italics)
message_a = "<i>[message_a]</i>"
if (!istype(src, /mob/living/carbon/human) || istype(src.wear_mask, /obj/item/clothing/mask/gas/voice))
rendered = "<span class='game say'><span class='name'>[src.name]</span> whispers, <span class='message'>\"[message_a]\"</span></span>"
//This appears copied from carbon/living say.dm so the istype check for mob is probably not needed. Appending for src is also not needed as the game will check that automatically.
if (!istype(src, /mob/living/carbon/human))
rendered = "<span class='game say'><span class='name'>[name]</span> whispers, <span class='message'>\"[message_a]\"</span></span>"
else if (istype(wear_mask, /obj/item/clothing/mask/gas/voice))
if (wear_mask:vchange)
rendered = "<span class='game say'><span class='name'>[wear_mask:voice]</span> whispers, <span class='message'>\"[message_a]\"</span></span>"
else
rendered = "<span class='game say'><span class='name'>[name]</span> whispers, <span class='message'>\"[message_a]\"</span></span>"
else
rendered = "<span class='game say'><span class='name'>[src.real_name]</span>[alt_name] whispers, <span class='message'>\"[message_a]\"</span></span>"
rendered = "<span class='game say'><span class='name'>[real_name]</span>[alt_name] whispers, <span class='message'>\"[message_a]\"</span></span>"
for (var/mob/M in heard_a)
M.show_message(rendered, 2)
@@ -101,10 +125,15 @@
if (M.say_understands(src))
var/message_c
message_c = stars(message)
if (!istype(src, /mob/living/carbon/human) || istype(src.wear_mask, /obj/item/clothing/mask/gas/voice))
rendered = "<span class='game say'><span class='name'>[src.name]</span> whispers, <span class='message'>\"[message_c]\"</span></span>"
if (!istype(src, /mob/living/carbon/human))
rendered = "<span class='game say'><span class='name'>[name]</span> whispers, <span class='message'>\"[message_c]\"</span></span>"
else if(istype(wear_mask, /obj/item/clothing/mask/gas/voice))
if(wear_mask:vchange)
rendered = "<span class='game say'><span class='name'>[wear_mask:voice]</span> whispers, <span class='message'>\"[message_c]\"</span></span>"
else
rendered = "<span class='game say'><span class='name'>[name]</span> whispers, <span class='message'>\"[message_c]\"</span></span>"
else
rendered = "<span class='game say'><span class='name'>[src.real_name]</span>[alt_name] whispers, <span class='message'>\"[message_c]\"</span></span>"
rendered = "<span class='game say'><span class='name'>[real_name]</span>[alt_name] whispers, <span class='message'>\"[message_c]\"</span></span>"
M.show_message(rendered, 2)
else
rendered = "<span class='game say'><span class='name'>[src.voice_name]</span> whispers something.</span>"
@@ -113,10 +142,15 @@
if (italics)
message = "<i>[message]</i>"
if (!istype(src, /mob/living/carbon/human) || istype(src.wear_mask, /obj/item/clothing/mask/gas/voice))
rendered = "<span class='game say'><span class='name'>[src.name]</span> whispers, <span class='message'>\"[message]\"</span></span>"
if (!istype(src, /mob/living/carbon/human))
rendered = "<span class='game say'><span class='name'>[name]</span> whispers, <span class='message'>\"[message]\"</span></span>"
else if (istype(src.wear_mask, /obj/item/clothing/mask/gas/voice))
if(wear_mask:vchange)
rendered = "<span class='game say'><span class='name'>[wear_mask:voice]</span> whispers, <span class='message'>\"[message]\"</span></span>"
else
rendered = "<span class='game say'><span class='name'>[name]</span> whispers, <span class='message'>\"[message]\"</span></span>"
else
rendered = "<span class='game say'><span class='name'>[src.real_name]</span>[alt_name] whispers, <span class='message'>\"[message]\"</span></span>"
rendered = "<span class='game say'><span class='name'>[real_name]</span>[alt_name] whispers, <span class='message'>\"[message]\"</span></span>"
for (var/mob/M in world)
if (istype(M, /mob/new_player))
+7 -4
View File
@@ -257,7 +257,7 @@
else
if (M.ghost_ears && !(M in listening))
listening+=M
for (var/obj/O in ((V | src.contents)-used_radios)) //radio in pocket could work, radio in backpack wouldn't --rastaf0
spawn (0)
if (O)
@@ -278,10 +278,13 @@
if (italics)
message_a = "<i>[message_a]</i>"
if (!istype(src, /mob/living/carbon/human) || istype(src.wear_mask, /obj/item/clothing/mask/gas/voice))
if (!istype(src, /mob/living/carbon/human))
rendered = "<span class='game say'><span class='name'>[src.name]</span> <span class='message'>[message_a]</span></span>"
else if (istype(src.wear_mask, /obj/item/clothing/mask/gas/space_ninja))
rendered = "<span class='game say'><span class='name'>[src.wear_mask:voice]</span> <span class='message'>[message_a]</span></span>"
else if(istype(wear_mask, /obj/item/clothing/mask/gas/voice))
if(wear_mask:vchange)
rendered = "<span class='game say'><span class='name'>[src.wear_mask:voice]</span> <span class='message'>[message_a]</span></span>"
else
rendered = "<span class='game say'><span class='name'>[src.name]</span> <span class='message'>[message_a]</span></span>"
else
rendered = "<span class='game say'><span class='name'>[src.real_name]</span>[alt_name] <span class='message'>[message_a]</span></span>"
+32 -1
View File
@@ -1,6 +1,8 @@
/mob/living/silicon/robot/New(loc,var/syndie = 0)
spark_system = new /datum/effects/system/spark_spread()
spark_system.set_up(5, 0, src)
spark_system.attach(src)
spawn (1)
src << "\blue Your icons have been generated!"
playsound(src.loc, 'liveagain.ogg', 50, 1, -3)
@@ -591,6 +593,35 @@
user << "You remove the power cell."
src.updateicon()
if(ishuman(user))
var/mob/living/carbon/human/U = user
if(istype(U.gloves, /obj/item/clothing/gloves/space_ninja)&&U.gloves:candrain&&!U.gloves:draining)
var/obj/item/clothing/suit/space/space_ninja/S = U.wear_suit
var/obj/item/clothing/gloves/space_ninja/G = U.gloves
user << "\blue Now charging battery..."
src << "\red Warning: Unauthorized access through sub-route 12, block C, detected."
G.draining = 1
if(cell&&cell.charge)
var/drain = 0
var/totaldrain = 0
while(cell.charge>0)
drain = rand(100,300)
if(cell.charge<drain)
drain = cell.charge
if (do_after(U,10))
spark_system.start()
playsound(src.loc, "sparks", 50, 1)
cell.charge-=drain
S.charge+=drain
totaldrain+=drain
else break
U << "\blue Gained <B>[totaldrain]</B> energy from [src]."
G.draining = 0
return
else
U << "\red Their battery has run dry of power. You must find another source."
return
/mob/living/silicon/robot/proc/allowed(mob/M)
//check if it doesn't require any access at all
+39 -34
View File
@@ -437,35 +437,6 @@
/obj/machinery/power/apc/attack_hand(mob/user)
add_fingerprint(user)
if(ishuman(user))
var/mob/living/carbon/human/U = user
if(istype(U.gloves, /obj/item/clothing/gloves/space_ninja)&&!U.gloves:canremove&&!U.gloves:draining)
var/obj/item/clothing/suit/space/space_ninja/S = U.wear_suit
var/obj/item/clothing/gloves/space_ninja/G = U.gloves
// emagged = 1
// locked = 0
user << "\blue Now charging battery..."
G.draining = 1
if(cell&&cell.charge)
while(cell.charge>0)
var/drain = rand(500,1500)
if(cell.charge<drain)
drain = cell.charge
if (do_after(user,50))
var/datum/effects/system/spark_spread/spark_system = new /datum/effects/system/spark_spread()
spark_system.set_up(5, 0, src.loc)
spark_system.start()
playsound(src.loc, "sparks", 50, 1)
cell.charge-=drain
S.charge+=drain
U << "\blue Gained <B>[drain]</B> energy from the APC (<B>[cell.charge]</B> charge remaining)."
else break
G.draining = 0
return
else
U << "\red This machine has run dry of power. You must find another."
return
if(opened && (!istype(user, /mob/living/silicon)))
if(cell)
usr.put_in_hand(cell)
@@ -477,12 +448,46 @@
//user << "You remove the power cell."
charging = 0
src.updateicon()
return
if(stat & (BROKEN|MAINT)) return
else
if(stat & (BROKEN|MAINT)) return
// do APC interaction
user.machine = src
src.interact(user)
if(ishuman(user))
var/mob/living/carbon/human/U = user
if(istype(U.gloves, /obj/item/clothing/gloves/space_ninja)&&U.gloves:candrain&&!U.gloves:draining)
var/obj/item/clothing/suit/space/space_ninja/S = U.wear_suit
var/obj/item/clothing/gloves/space_ninja/G = U.gloves
user << "\blue Now charging battery..."
G.draining = 1
if(cell&&cell.charge)
var/drain = 0
var/totaldrain = 0
var/datum/effects/system/spark_spread/spark_system = new /datum/effects/system/spark_spread()
spark_system.set_up(5, 0, src.loc)
while(cell.charge>0)
drain = rand(100,300)
if(cell.charge<drain)
drain = cell.charge
if (do_after(U,10))
spark_system.start()
playsound(src.loc, "sparks", 50, 1)
cell.charge-=drain
S.charge+=drain
totaldrain+=drain
else break
U << "\blue Gained <B>[totaldrain]</B> energy from the APC."
G.draining = 0
if(!emagged)
flick("apc-spark", src)
emagged = 1
locked = 0
updateicon()
return
else
U << "\red This APC has run dry of power. You must find another source."
return
// do APC interaction
user.machine = src
src.interact(user)
/obj/machinery/power/apc/proc/interact(mob/user)
+24
View File
@@ -62,6 +62,30 @@
if(crit_fail)
usr << "\red This power cell seems to be faulty"
/obj/item/weapon/cell/attack_self(mob/user as mob)
src.add_fingerprint(user)
if(ishuman(user))
var/mob/living/carbon/human/U = user
if(istype(U.gloves, /obj/item/clothing/gloves/space_ninja)&&U.gloves:candrain&&!U.gloves:draining)
var/obj/item/clothing/suit/space/space_ninja/S = U.wear_suit
var/obj/item/clothing/gloves/space_ninja/G = U.gloves
if(charge)
user << "\blue Now charging battery..."
G.draining = 1
if (do_after(user,50))
U << "\blue Gained <B>[charge]</B> energy from the cell."
charge = 0
S.charge+=charge
G.draining = 0
corrupt()
updateicon()
else
U << "\red Procedure interrupted. Protocol terminated."
return
else
U << "\red This cell is empty and of no use."
return
//Just because someone gets you occasionally with stun gloves doesn't mean you can put in code to kill everyone who tries to make some.
/obj/item/weapon/cell/attackby(obj/item/W, mob/user)
..()
+30 -4
View File
@@ -180,15 +180,41 @@
interact(user)
/obj/machinery/power/smes/attack_hand(mob/user)
add_fingerprint(user)
if(stat & BROKEN) return
if(ishuman(user))
var/mob/living/carbon/human/U = user
if(istype(U.gloves, /obj/item/clothing/gloves/space_ninja)&&U.gloves:candrain&&!U.gloves:draining)
var/obj/item/clothing/suit/space/space_ninja/S = U.wear_suit
var/obj/item/clothing/gloves/space_ninja/G = U.gloves
user << "\blue Now charging battery..."
G.draining = 1
if(charge)
var/drain = 0
var/totaldrain = 0
var/datum/effects/system/spark_spread/spark_system = new /datum/effects/system/spark_spread()
spark_system.set_up(5, 0, src.loc)
while(charge>0)
drain = rand(100,300)
if(charge<drain)
drain = charge
if (do_after(U,10))
spark_system.start()
playsound(src.loc, "sparks", 50, 1)
charge-=drain
S.charge+=drain
totaldrain+=drain
else break
U << "\blue Gained <B>[totaldrain]</B> energy from the SMES cell."
G.draining = 0
return
else
U << "\red This SMES cell has run dry of power. You must find another source."
return
interact(user)
/obj/machinery/power/smes/proc/interact(mob/user)
if ( (get_dist(src, user) > 1 ))