//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33 var/list/preferences_datums = list() var/global/list/special_role_times = list( //minimum age (in days) for accounts to play these roles ROLE_PAI = 0, ROLE_POSIBRAIN = 0, ROLE_GUARDIAN = 0, ROLE_TRAITOR = 7, ROLE_CHANGELING = 14, ROLE_SHADOWLING = 14, ROLE_WIZARD = 14, ROLE_REV = 14, ROLE_VAMPIRE = 14, ROLE_BLOB = 14, ROLE_REVENANT = 14, ROLE_OPERATIVE = 21, ROLE_CULTIST = 21, ROLE_RAIDER = 21, ROLE_ALIEN = 21, ROLE_DEMON = 21, ROLE_SENTIENT = 21, // ROLE_GANG = 21, ROLE_BORER = 21, ROLE_NINJA = 21, ROLE_GSPIDER = 21, ROLE_ABDUCTOR = 30, ) /proc/player_old_enough_antag(client/C, role) if(available_in_days_antag(C, role) == 0) return 1 //Available in 0 days = available right now = player is old enough to play. return 0 /proc/available_in_days_antag(client/C, role) if(!C) return 0 if(!role) return 0 if(!config.use_age_restriction_for_antags) return 0 if(!isnum(C.player_age)) return 0 //This is only a number if the db connection is established, otherwise it is text: "Requires database", meaning these restrictions cannot be enforced var/minimal_player_age_antag = special_role_times[num2text(role)] if(!isnum(minimal_player_age_antag)) return 0 return max(0, minimal_player_age_antag - C.player_age) /proc/check_client_age(client/C, var/days) // If days isn't provided, returns the age of the client. If it is provided, it returns the days until the player_age is equal to or greater than the days variable if(!days) return C.player_age else return max(0, days - C.player_age) return 0 //used for alternate_option #define GET_RANDOM_JOB 0 #define BE_CIVILIAN 1 #define RETURN_TO_LOBBY 2 #define MAX_SAVE_SLOTS 20 // Save slots for regular players #define MAX_SAVE_SLOTS_MEMBER 20 // Save slots for BYOND members #define TAB_CHAR 0 #define TAB_GAME 1 #define TAB_GEAR 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 var/max_save_slots = MAX_SAVE_SLOTS var/max_gear_slots = 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/exp var/ooccolor = "#b82e00" var/be_special = list() //Special role selection var/UI_style = "Midnight" var/nanoui_fancy = TRUE var/toggles = TOGGLES_DEFAULT var/sound = SOUND_DEFAULT var/show_ghostitem_attack = TRUE var/UI_style_color = "#ffffff" var/UI_style_alpha = 255 var/windowflashing = TRUE //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/spawnpoint = "Arrivals Shuttle" //where this character will spawn (0-2). var/b_type = "A+" //blood type (not-chooseable) var/underwear = "Nude" //underwear type var/undershirt = "Nude" //undershirt type var/socks = "Nude" //socks type var/backbag = 2 //backpack type var/ha_style = "None" //Head accessory style var/r_headacc = 0 //Head accessory colour var/g_headacc = 0 //Head accessory colour var/b_headacc = 0 //Head accessory colour var/list/m_styles = list( "head" = "None", "body" = "None", "tail" = "None" ) //Marking styles. var/list/m_colours = list( "head" = "#000000", "body" = "#000000", "tail" = "#000000" ) //Marking colours. 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/r_hair_sec = 0 //Secondary hair color var/g_hair_sec = 0 //Secondary hair color var/b_hair_sec = 0 //Secondary hair color var/f_style = "Shaved" //Facial hair type var/r_facial = 0 //Facial hair color var/g_facial = 0 //Facial hair color var/b_facial = 0 //Facial hair color var/r_facial_sec = 0 //Secondary facial hair color var/g_facial_sec = 0 //Secondary facial hair color var/b_facial_sec = 0 //Secondary facial hair color var/s_tone = 0 //Skin tone var/r_skin = 0 //Skin color var/g_skin = 0 //Skin color var/b_skin = 0 //Skin color var/r_eyes = 0 //Eye color var/g_eyes = 0 //Eye color var/b_eyes = 0 //Eye color var/alt_head = "None" //Alt head style. var/species = "Human" var/language = "None" //Secondary language var/body_accessory = null var/speciesprefs = 0//I hate having to do this, I really do (Using this for oldvox code, making names universal I guess //Mob preview var/icon/preview_icon = null var/icon/preview_icon_front = null var/icon/preview_icon_side = null //Jobs, uses bitflags var/job_support_high = 0 var/job_support_med = 0 var/job_support_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 var/job_karma_high = 0 var/job_karma_med = 0 var/job_karma_low = 0 //Keeps track of preferrence for not getting any wanted jobs var/alternate_option = 0 // 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/rlimb_data = list() var/list/player_alt_titles = new() // the default name of a job like "Medical Doctor" // var/accent = "en-us" // var/voice = "m1" // var/pitch = 50 // var/talkspeed = 175 var/flavor_text = "" var/med_record = "" var/sec_record = "" var/gen_record = "" var/disabilities = 0 var/nanotrasen_relation = "Neutral" // 0 = character settings, 1 = game preferences var/current_tab = TAB_CHAR // OOC Metadata: var/metadata = "" var/slot_name = "" // Whether or not to use randomized character slots var/randomslot = 0 // jukebox volume var/volume = 100 // BYOND membership var/unlock_content = 0 //Gear stuff var/list/gear = list() var/gear_tab = "General" /datum/preferences/New(client/C) b_type = pick(4;"O-", 36;"O+", 3;"A-", 28;"A+", 1;"B-", 20;"B+", 1;"AB-", 5;"AB+") max_gear_slots = config.max_loadout_points if(istype(C)) if(!IsGuestKey(C.key)) unlock_content = C.IsByondMember() if(unlock_content) max_save_slots = MAX_SAVE_SLOTS_MEMBER if(C.donator_level >= DONATOR_LEVEL_ONE) max_gear_slots += 5 var/loaded_preferences_successfully = load_preferences(C) if(loaded_preferences_successfully) if(load_character(C)) return //we couldn't load character data so just randomize the character appearance + name random_character() //let's create a random character then - rather than a fat, bald and naked man. real_name = random_name(gender) if(!loaded_preferences_successfully) save_preferences(C) save_character(C) //let's save this new random character so it doesn't keep generating new ones. /datum/preferences/proc/color_square(r, g, b) return "___" // Hello I am a proc full of snowflake species checks how are you /datum/preferences/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 = "" dat += "
" dat += "Character Settings" dat += "Game Preferences" dat += "Loadout" dat += "
" dat += "
" switch(current_tab) if(TAB_CHAR) // Character Settings dat += "
" dat += "
" dat += "Name: " dat += "[real_name]" dat += "(Randomize)" dat += "(Always Randomize)
" dat += "
" dat += "
" dat += "Slot [slot_name] - " dat += "Load slot - " dat += "Save slot - " dat += "Reload slot" dat += "
" dat += "
" dat += "
" dat += "

Identity

" if(appearance_isbanned(user)) dat += "You are banned from using custom names and appearances. \ You can continue to adjust your characters, but you will be randomised once you join the game.\
" dat += "Gender: [gender == MALE ? "Male" : "Female"]
" dat += "Age: [age]
" dat += "Body: (®)
" dat += "Species: [species]
" if(species == "Vox") dat += "N2 Tank: [speciesprefs ? "Large N2 Tank" : "Specialized N2 Tank"]
" dat += "Secondary Language: [language]
" dat += "Blood Type: [b_type]
" if(species in list("Human", "Drask", "Vox")) dat += "Skin Tone: [species == "Vox" ? "[s_tone]" : "[-s_tone + 35]/220"]
" dat += "Disabilities: \[Set\]
" dat += "Nanotrasen Relation: [nanotrasen_relation]
" dat += "Set Flavor Text
" if(lentext(flavor_text) <= 40) if(!lentext(flavor_text)) dat += "\[...\]
" else dat += "[flavor_text]
" else dat += "[TextPreview(flavor_text)]...
" dat += "

Hair & Accessories

" if(species in list("Unathi", "Vulpkanin", "Tajaran", "Machine")) //Species that have head accessories. var/headaccessoryname = "Head Accessory: " if(species == "Unathi") headaccessoryname = "Horns: " dat += "[headaccessoryname]" dat += "[ha_style] " dat += "Color [color_square(r_headacc, g_headacc, b_headacc)]
" if(species in list("Machine", "Tajaran", "Unathi", "Vulpkanin")) //Species with head markings. dat += "Head Markings: " dat += "[m_styles["head"]]" dat += "Color [color_square(color2R(m_colours["head"]), color2G(m_colours["head"]), color2B(m_colours["head"]))]
" if(species in list("Human", "Unathi", "Grey", "Vulpkanin", "Tajaran", "Skrell", "Vox", "Drask")) //Species with body markings/tattoos. dat += "Body Markings: " dat += "[m_styles["body"]]" dat += "Color [color_square(color2R(m_colours["body"]), color2G(m_colours["body"]), color2B(m_colours["body"]))]
" if(species in list("Vox", "Vulpkanin")) //Species with tail markings. dat += "Tail Markings: " dat += "[m_styles["tail"]]" dat += "Color [color_square(color2R(m_colours["tail"]), color2G(m_colours["tail"]), color2B(m_colours["tail"]))]
" dat += "Hair: " dat += "[h_style]" dat += "Color [color_square(r_hair, g_hair, b_hair)]" var/datum/sprite_accessory/temp_hair_style = hair_styles_list[h_style] if(temp_hair_style && temp_hair_style.secondary_theme && !temp_hair_style.no_sec_colour) dat += " Color #2 [color_square(r_hair_sec, g_hair_sec, b_hair_sec)]" dat += "
" dat += "Facial Hair: " dat += "[f_style ? "[f_style]" : "Shaved"]" dat += "Color [color_square(r_facial, g_facial, b_facial)]" var/datum/sprite_accessory/temp_facial_hair_style = facial_hair_styles_list[f_style] if(temp_facial_hair_style && temp_facial_hair_style.secondary_theme && !temp_facial_hair_style.no_sec_colour) dat += " Color #2 [color_square(r_facial_sec, g_facial_sec, b_facial_sec)]" dat += "
" if(species != "Machine") dat += "Eyes: " dat += "Color [color_square(r_eyes, g_eyes, b_eyes)]
" if((species in list("Unathi", "Tajaran", "Skrell", "Slime People", "Vulpkanin", "Machine")) || body_accessory_by_species[species] || check_rights(R_ADMIN, 0, user)) //admins can always fuck with this, because they are admins dat += "Body Color: " dat += "Color [color_square(r_skin, g_skin, b_skin)]
" if(body_accessory_by_species[species] || check_rights(R_ADMIN, 0, user)) dat += "Body Accessory: " dat += "[body_accessory ? "[body_accessory]" : "None"]
" dat += "
" dat += "

Occupation Choices

" dat += "Set Occupation Preferences
" if(jobban_isbanned(user, "Records")) dat += "You are banned from using character records.
" else dat += "Character Records
" dat += "

Limbs

" if(species in list("Unathi")) //Species with alt heads. dat += "Alternate Head: " dat += "[alt_head]
" dat += "Limbs and Parts: Adjust
" if(species != "Slime People" && species != "Machine") dat += "Internal Organs: Adjust
" //display limbs below var/ind = 0 for(var/name in organ_data) var/status = organ_data[name] var/organ_name = null switch(name) if("chest") organ_name = "torso" if("groin") organ_name = "lower body" if("head") organ_name = "head" 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 in list("cyborg", "amputated", "mechanical", "assisted")) ++ind if(ind > 1) dat += ", " switch(status) if("cyborg") var/datum/robolimb/R if(rlimb_data[name] && all_robolimbs[rlimb_data[name]]) R = all_robolimbs[rlimb_data[name]] else R = basic_robolimb dat += "\t[R.company] [organ_name] prosthesis" if("amputated") dat += "\tAmputated [organ_name]" if("mechanical") dat += "\tMechanical [organ_name]" if("assisted") switch(organ_name) if("heart") dat += "\tPacemaker-assisted [organ_name]" if("voicebox") dat += "\tSurgically altered [organ_name]" if("eyes") dat += "\tRetinal overlayed [organ_name]" else dat += "\tMechanically assisted [organ_name]" if(!ind) dat += "\[...\]
" else dat += "
" dat += "

Clothing

" dat += "Underwear: [underwear]
" dat += "Undershirt: [undershirt]
" dat += "Socks: [socks]
" dat += "Backpack Type: [backbaglist[backbag]]
" dat += "
" if(TAB_GAME) // General Preferences dat += "
" dat += "

General Settings

" dat += "Fancy NanoUI: [(nanoui_fancy) ? "Yes" : "No"]
" dat += "Ghost-Item Attack Animation: [(show_ghostitem_attack) ? "Yes" : "No"]
" dat += "Window Flashing: [(windowflashing) ? "Yes" : "No"]
" dat += "Custom UI settings:
" dat += " - UI Style: [UI_style]
" dat += " - Color: [UI_style_color]
__

" dat += " - Alpha (transparency): [UI_style_alpha]
" dat += "
" dat += "Play admin midis: [(sound & SOUND_MIDI) ? "Yes" : "No"]
" dat += "Play lobby music: [(sound & SOUND_LOBBY) ? "Yes" : "No"]
" if(user.client.holder) dat += "Adminhelp sound: " dat += "[(sound & SOUND_ADMINHELP)?"On":"Off"]
" if(check_rights(R_ADMIN,0)) dat += "OOC:     Change
" if(config.allow_Metadata) dat += "OOC notes: Edit
" if(unlock_content) dat += "BYOND Membership Publicity: [(toggles & MEMBER_PUBLIC) ? "Public" : "Hidden"]
" if(user.client.donator_level >= DONATOR_LEVEL_ONE) dat += "Donator Publicity: [(toggles & DONATOR_PUBLIC) ? "Public" : "Hidden"]
" dat += "Randomized character slot: [randomslot ? "Yes" : "No"]
" dat += "Ghost ears: [(toggles & CHAT_GHOSTEARS) ? "Nearest Creatures" : "All Speech"]
" dat += "Ghost sight: [(toggles & CHAT_GHOSTSIGHT) ? "Nearest Creatures" : "All Emotes"]
" dat += "Ghost radio: [(toggles & CHAT_GHOSTRADIO) ? "Nearest Speakers" : "All Chatter"]
" dat += "
" dat += "

Special Role Settings

" if(jobban_isbanned(user, "Syndicate")) dat += "You are banned from special roles." be_special = list() else for(var/i in special_roles) if(jobban_isbanned(user, i)) dat += "Be [capitalize(i)]: \[BANNED]
" else if(!player_old_enough_antag(user.client,i)) var/available_in_days_antag = available_in_days_antag(user.client,i) dat += "Be [capitalize(i)]: \[IN [(available_in_days_antag)] DAYS]
" else dat += "Be [capitalize(i)]: [(i in src.be_special) ? "Yes" : "No"]
" dat += "
" if(TAB_GEAR) var/total_cost = 0 var/list/type_blacklist = list() if(gear && gear.len) for(var/i = 1, i <= gear.len, i++) var/datum/gear/G = gear_datums[gear[i]] if(G) if(!G.subtype_cost_overlap) if(G.subtype_path in type_blacklist) continue type_blacklist += G.subtype_path total_cost += G.cost var/fcolor = "#3366CC" if(total_cost < max_gear_slots) fcolor = "#E67300" dat += "" dat += "" dat += "" var/datum/loadout_category/LC = loadout_categories[gear_tab] dat += "" dat += "" dat += "" for(var/gear_name in LC.gear) var/datum/gear/G = LC.gear[gear_name] var/ticked = (G.display_name in gear) dat += "" dat += "" if(ticked) . += "" dat += "
[total_cost]/[max_gear_slots] loadout points spent. \[Clear Loadout\]
" var/firstcat = 1 for(var/category in loadout_categories) var/datum/loadout_category/LC = loadout_categories[category] if(LC.donor_only) if(user.client.donator_level < DONATOR_LEVEL_TWO) // level two donators get the donator loadout, so don't show it to anyone with less than that continue if(firstcat) firstcat = 0 else dat += " |" if(category == gear_tab) dat += " [category] " else dat += " [category] " dat += "

[LC.category]

[G.display_name][G.cost]" if(G.allowed_roles) dat += "Restrictions: " for(var/role in G.allowed_roles) dat += role + " " dat += "" dat += "[G.description]
" for(var/datum/gear_tweak/tweak in G.gear_tweaks) . += " [tweak.get_contents(get_tweak_metadata(G, tweak))]" . += "
" dat += "
" if(!IsGuestKey(user.key)) dat += "Undo - " dat += "Save Setup - " dat += "Reset Setup" dat += "
" var/datum/browser/popup = new(user, "preferences", "
Character Setup
", 820, 640) popup.set_content(dat) popup.open(0) /datum/preferences/proc/get_gear_metadata(var/datum/gear/G) . = gear[G.display_name] if(!.) . = list() gear[G.display_name] = . /datum/preferences/proc/get_tweak_metadata(var/datum/gear/G, var/datum/gear_tweak/tweak) var/list/metadata = get_gear_metadata(G) . = metadata["[tweak]"] if(!.) . = tweak.get_default() metadata["[tweak]"] = . /datum/preferences/proc/set_tweak_metadata(var/datum/gear/G, var/datum/gear_tweak/tweak, var/new_metadata) var/list/metadata = get_gear_metadata(G) metadata["[tweak]"] = new_metadata /datum/preferences/proc/SetChoices(mob/user, limit = 12, list/splitJobs = list("Civilian","Research Director","AI","Bartender"), width = 760, height = 790) 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 crossed out.

" HTML += "
\[Done\]

" // Easier to press up here. HTML += "
Left-click to raise an occupation preference, right-click to lower it.
" HTML += "" 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) if(job.admin_only) continue 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 += "" continue if(jobban_isbanned(user, rank)) HTML += "[rank]" continue var/available_in_playtime = job.available_in_playtime(user.client) if(available_in_playtime) HTML += "[rank]" continue if(!job.player_old_enough(user.client)) var/available_in_days = job.available_in_days(user.client) HTML += "[rank]" continue if((job_support_low & CIVILIAN) && (rank != "Civilian")) HTML += "[rank]" continue if((rank in command_positions) || (rank == "AI"))//Bold head jobs HTML += "[rank]" else HTML += "[rank]" HTML += "" 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]" */ HTML += "[prefLevelLabel]" if(job.alt_titles) HTML += "
\[[GetPlayerAltTitle(job)]\]" HTML += "" for(var/i = 1, i < (limit - index), i += 1) // Finish the column so it is even HTML += "" HTML += "
" var/rank = job.title lastJob = job if(!is_job_whitelisted(user, rank)) HTML += "[rank] \[KARMA]
\[BANNED]
\[ " + get_exp_format(available_in_playtime) + " as " + job.get_exp_req_type() + " \]
\[IN [(available_in_days)] DAYS]
" var/prefLevelLabel = "ERROR" var/prefLevelColor = "pink" var/prefUpperLevel = -1 // level to assign on left click var/prefLowerLevel = -1 // level to assign on right click if(GetJobDepartment(job, 1) & job.flag) prefLevelLabel = "High" prefLevelColor = "slateblue" prefUpperLevel = 4 prefLowerLevel = 2 else if(GetJobDepartment(job, 2) & job.flag) prefLevelLabel = "Medium" prefLevelColor = "green" prefUpperLevel = 1 prefLowerLevel = 3 else if(GetJobDepartment(job, 3) & job.flag) prefLevelLabel = "Low" prefLevelColor = "orange" prefUpperLevel = 2 prefLowerLevel = 4 else prefLevelLabel = "NEVER" prefLevelColor = "red" prefUpperLevel = 3 prefLowerLevel = 1 HTML += "" // HTML += "" if(rank == "Civilian")//Civilian is special if(job_support_low & CIVILIAN) HTML += " \[Yes]" else HTML += " \[No]" if(job.alt_titles) HTML += "
\[[GetPlayerAltTitle(job)]\]
  
" HTML += "
" switch(alternate_option) if(GET_RANDOM_JOB) HTML += "

Get random job if preferences unavailable

" if(BE_CIVILIAN) HTML += "

Be a civilian if preferences unavailable

" if(RETURN_TO_LOBBY) HTML += "

Return to lobby if preferences unavailable

" HTML += "
\[Reset\]
" HTML += "
" user << browse(null, "window=preferences") // user << browse(HTML, "window=mob_occupation;size=[width]x[height]") var/datum/browser/popup = new(user, "mob_occupation", "
Occupation Preferences
", width, height) popup.set_window_options("can_close=0") popup.set_content(HTML) popup.open(0) return /datum/preferences/proc/SetJobPreferenceLevel(var/datum/job/job, var/level) if(!job) return 0 if(level == 1) // to high // remove any other job(s) set to high job_support_med |= job_support_high job_engsec_med |= job_engsec_high job_medsci_med |= job_medsci_high job_karma_med |= job_karma_high job_support_high = 0 job_engsec_high = 0 job_medsci_high = 0 job_karma_high = 0 if(job.department_flag == SUPPORT) job_support_low &= ~job.flag job_support_med &= ~job.flag job_support_high &= ~job.flag switch(level) if(1) job_support_high |= job.flag if(2) job_support_med |= job.flag if(3) job_support_low |= job.flag return 1 else if(job.department_flag == ENGSEC) job_engsec_low &= ~job.flag job_engsec_med &= ~job.flag job_engsec_high &= ~job.flag switch(level) if(1) job_engsec_high |= job.flag if(2) job_engsec_med |= job.flag if(3) job_engsec_low |= job.flag return 1 else if(job.department_flag == MEDSCI) job_medsci_low &= ~job.flag job_medsci_med &= ~job.flag job_medsci_high &= ~job.flag switch(level) if(1) job_medsci_high |= job.flag if(2) job_medsci_med |= job.flag if(3) job_medsci_low |= job.flag return 1 else if(job.department_flag == KARMA) job_karma_low &= ~job.flag job_karma_med &= ~job.flag job_karma_high &= ~job.flag switch(level) if(1) job_karma_high |= job.flag if(2) job_karma_med |= job.flag if(3) job_karma_low |= job.flag return 1 return 0 /datum/preferences/proc/UpdateJobPreference(mob/user, role, desiredLvl) var/datum/job/job = job_master.GetJob(role) if(!job) user << browse(null, "window=mob_occupation") ShowChoices(user) return if(!isnum(desiredLvl)) to_chat(user, "\red UpdateJobPreference - desired level was not a number. Please notify coders!") ShowChoices(user) return if(role == "Civilian") if(job_support_low & job.flag) job_support_low &= ~job.flag else job_support_low |= job.flag SetChoices(user) return 1 SetJobPreferenceLevel(job, desiredLvl) SetChoices(user) return 1 /datum/preferences/proc/ShowDisabilityState(mob/user,flag,label) if(flag==DISABILITY_FLAG_FAT && species!=("Human" || "Tajaran" || "Grey")) return "
  • [species] cannot be fat.
  • " return "
  • [label]: [disabilities & flag ? "Yes" : "No"]
  • " /datum/preferences/proc/SetDisabilities(mob/user) var/HTML = "" // AUTOFIXED BY fix_string_idiocy.py // C:\Users\Rob\Documents\Projects\vgstation13\code\modules\client\preferences.dm:474: HTML += "
    " HTML += {"
    Choose disabilities
      "} // END AUTOFIX HTML += ShowDisabilityState(user,DISABILITY_FLAG_NEARSIGHTED,"Needs Glasses") HTML += ShowDisabilityState(user,DISABILITY_FLAG_FAT,"Obese") HTML += ShowDisabilityState(user,DISABILITY_FLAG_EPILEPTIC,"Seizures") HTML += ShowDisabilityState(user,DISABILITY_FLAG_DEAF,"Deaf") HTML += ShowDisabilityState(user,DISABILITY_FLAG_BLIND,"Blind") HTML += ShowDisabilityState(user,DISABILITY_FLAG_COLOURBLIND,"Colourblind") HTML += ShowDisabilityState(user,DISABILITY_FLAG_MUTE,"Mute") // AUTOFIXED BY fix_string_idiocy.py // C:\Users\Rob\Documents\Projects\vgstation13\code\modules\client\preferences.dm:481: HTML += "
    " HTML += {" \[Done\] \[Reset\]
    "} // END AUTOFIX user << browse(null, "window=preferences") user << browse(HTML, "window=disabil;size=350x300") return /datum/preferences/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 /datum/preferences/proc/GetPlayerAltTitle(datum/job/job) return player_alt_titles.Find(job.title) > 0 \ ? player_alt_titles[job.title] \ : job.title /datum/preferences/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 /datum/preferences/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 == "Civilian") if(job_support_low & job.flag) job_support_low &= ~job.flag else job_support_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 /datum/preferences/proc/ResetJobs() job_support_high = 0 job_support_med = 0 job_support_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 job_karma_high = 0 job_karma_med = 0 job_karma_low = 0 /datum/preferences/proc/GetJobDepartment(var/datum/job/job, var/level) if(!job || !level) return 0 switch(job.department_flag) if(SUPPORT) switch(level) if(1) return job_support_high if(2) return job_support_med if(3) return job_support_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 if(KARMA) switch(level) if(1) return job_karma_high if(2) return job_karma_med if(3) return job_karma_low return 0 /datum/preferences/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_support_high = 0 job_medsci_high = 0 job_engsec_high = 0 job_karma_high = 0 return 1 if(2)//Set current highs to med, then reset them job_support_med |= job_support_high job_medsci_med |= job_medsci_high job_engsec_med |= job_engsec_high job_karma_med |= job_karma_high job_support_high = 0 job_medsci_high = 0 job_engsec_high = 0 job_karma_high = 0 switch(job.department_flag) if(SUPPORT) switch(level) if(2) job_support_high = job.flag job_support_med &= ~job.flag if(3) job_support_med |= job.flag job_support_low &= ~job.flag else job_support_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 if(KARMA) switch(level) if(2) job_karma_high = job.flag job_karma_med &= ~job.flag if(3) job_karma_med |= job.flag job_karma_low &= ~job.flag else job_karma_low |= job.flag return 1 /datum/preferences/proc/process_link(mob/user, list/href_list) if(!user) 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_CIVILIAN) 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"]) if("setJobLevel") UpdateJobPreference(user, href_list["text"], text2num(href_list["level"])) else SetChoices(user) return 1 else if(href_list["preference"] == "disabilities") switch(href_list["task"]) if("close") user << browse(null, "window=disabil") ShowChoices(user) if("reset") disabilities=0 SetDisabilities(user) if("input") var/dflag=text2num(href_list["disability"]) if(dflag >= 0) if(!(dflag==DISABILITY_FLAG_FAT && species!=("Human" || "Tajaran" || "Grey"))) disabilities ^= text2num(href_list["disability"]) //MAGIC SetDisabilities(user) else SetDisabilities(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) if(href_list["preference"] == "gear") if(href_list["toggle_gear"]) var/datum/gear/TG = gear_datums[href_list["toggle_gear"]] if(TG.display_name in gear) gear -= TG.display_name else if(TG.donor_only) if(user.client.donator_level < DONATOR_LEVEL_TWO) // donator items are locked to > tier 2 //they normally can't even get this far- but just in case of href exploits, we check them here return var/total_cost = 0 var/list/type_blacklist = list() for(var/gear_name in gear) var/datum/gear/G = gear_datums[gear_name] if(istype(G)) if(!G.subtype_cost_overlap) if(G.subtype_path in type_blacklist) continue type_blacklist += G.subtype_path total_cost += G.cost if((total_cost + TG.cost) <= max_gear_slots) gear += TG.display_name else if(href_list["gear"] && href_list["tweak"]) var/datum/gear/gear = gear_datums[href_list["gear"]] var/datum/gear_tweak/tweak = locate(href_list["tweak"]) if(!tweak || !istype(gear) || !(tweak in gear.gear_tweaks)) return var/metadata = tweak.get_metadata(user, get_tweak_metadata(gear, tweak)) if(!metadata || !CanUseTopic(user)) return set_tweak_metadata(gear, tweak, metadata) else if(href_list["select_category"]) gear_tab = href_list["select_category"] else if(href_list["clear_loadout"]) gear.Cut() ShowChoices(user) return switch(href_list["task"]) if("random") var/datum/robolimb/robohead if(species == "Machine") var/head_model = "[!rlimb_data["head"] ? "Morpheus Cyberkinetics" : rlimb_data["head"]]" robohead = all_robolimbs[head_model] switch(href_list["preference"]) if("name") real_name = random_name(gender,species) if("age") age = rand(AGE_MIN, AGE_MAX) if("hair") if(species in list("Human", "Unathi", "Tajaran", "Skrell", "Machine", "Wryn", "Vulpkanin", "Vox")) r_hair = rand(0,255) g_hair = rand(0,255) b_hair = rand(0,255) if("secondary_hair") if(species in list("Human", "Unathi", "Tajaran", "Skrell", "Machine", "Wryn", "Vulpkanin", "Vox")) r_hair_sec = rand(0,255) g_hair_sec = rand(0,255) b_hair_sec = rand(0,255) if("h_style") h_style = random_hair_style(gender, species, robohead) if("facial") if(species in list("Human", "Unathi", "Tajaran", "Skrell", "Machine", "Wryn", "Vulpkanin", "Vox")) r_facial = rand(0,255) g_facial = rand(0,255) b_facial = rand(0,255) if("secondary_facial") if(species in list("Human", "Unathi", "Tajaran", "Skrell", "Machine", "Wryn", "Vulpkanin", "Vox")) r_facial_sec = rand(0,255) g_facial_sec = rand(0,255) b_facial_sec = rand(0,255) if("f_style") f_style = random_facial_hair_style(gender, species, robohead) if("headaccessory") if(species in list("Unathi", "Vulpkanin", "Tajaran", "Machine")) //Species that have head accessories. r_headacc = rand(0,255) g_headacc = rand(0,255) b_headacc = rand(0,255) if("ha_style") if(species in list("Unathi", "Vulpkanin", "Tajaran", "Machine")) //Species that have head accessories. ha_style = random_head_accessory(species) if("m_style_head") if(species in list("Machine", "Tajaran", "Unathi", "Vulpkanin")) //Species with head markings. m_styles["head"] = random_marking_style("head", species, robohead, null, alt_head) if("m_head_colour") if(species in list("Machine", "Tajaran", "Unathi", "Vulpkanin")) //Species with head markings. m_colours["head"] = rgb(rand(0,255), rand(0,255), rand(0,255)) if("m_style_body") if(species in list("Human", "Unathi", "Grey", "Vulpkanin", "Tajaran", "Skrell", "Vox", "Drask")) //Species with body markings. m_styles["body"] = random_marking_style("body", species) if("m_body_colour") if(species in list("Human", "Unathi", "Grey", "Vulpkanin", "Tajaran", "Skrell", "Vox", "Drask")) //Species with body markings. m_colours["body"] = rgb(rand(0,255), rand(0,255), rand(0,255)) if("m_style_tail") if(species in list("Vox", "Vulpkanin")) //Species with tail markings. m_styles["tail"] = random_marking_style("tail", species, null, body_accessory) if("m_tail_colour") if(species in list("Vox", "Vulpkanin")) //Species with tail markings. m_colours["tail"] = rgb(rand(0,255), rand(0,255), rand(0,255)) if("underwear") underwear = random_underwear(gender, species) ShowChoices(user) if("undershirt") undershirt = random_undershirt(gender, species) ShowChoices(user) if("socks") socks = random_socks(gender, species) ShowChoices(user) if("eyes") r_eyes = rand(0,255) g_eyes = rand(0,255) b_eyes = rand(0,255) if("s_tone") if(species in list("Human", "Drask", "Vox")) s_tone = random_skin_tone() if("s_color") if(species in list("Unathi", "Tajaran", "Skrell", "Slime People", "Wryn", "Vulpkanin", "Machine")) r_skin = rand(0,255) g_skin = rand(0,255) b_skin = rand(0,255) if("bag") backbag = rand(1,4) /*if("skin_style") h_style = random_skin_style(gender)*/ if("all") random_character() if("input") switch(href_list["preference"]) if("name") var/raw_name = input(user, "Choose your character's name:", "Character Preference") as text|null if(!isnull(raw_name)) // Check to ensure that the user entered text (rather than cancel.) var/new_name = reject_bad_name(raw_name, 1) if(new_name) real_name = new_name else to_chat(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", "Tajaran", "Skrell", "Unathi", "Diona", "Vulpkanin") 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) var/datum/robolimb/robohead if(species == "Machine") var/head_model = "[!rlimb_data["head"] ? "Morpheus Cyberkinetics" : rlimb_data["head"]]" robohead = all_robolimbs[head_model] //grab one of the valid hair styles for the newly chosen species h_style = random_hair_style(gender, species, robohead) //grab one of the valid facial hair styles for the newly chosen species f_style = random_facial_hair_style(gender, species, robohead) if(species in list("Unathi", "Vulpkanin", "Tajaran", "Machine")) //Species that have head accessories. ha_style = random_head_accessory(species) else ha_style = "None" // No Vulp ears on Unathi r_headacc = 0 g_headacc = 0 b_headacc = 0 if(species in list("Machine", "Tajaran", "Unathi", "Vulpkanin")) //Species with head markings. m_styles["head"] = random_marking_style("head", species, robohead, null, alt_head) else m_styles["head"] = "None" m_colours["head"] = "#000000" if(species in list("Human", "Unathi", "Grey", "Vulpkanin", "Tajaran", "Skrell", "Vox", "Drask")) //Species with body markings/tattoos. m_styles["body"] = random_marking_style("body", species) else m_styles["body"] = "None" m_colours["body"] = "#000000" if(species in list("Vox", "Vulpkanin")) //Species with tail markings. m_styles["tail"] = random_marking_style("tail", species, null, body_accessory) else m_styles["tail"] = "None" m_colours["tail"] = "#000000" // Don't wear another species' underwear! var/datum/sprite_accessory/S = underwear_list[underwear] if(!S || !(species in S.species_allowed)) underwear = random_underwear(gender, species) S = undershirt_list[undershirt] if(!S || !(species in S.species_allowed)) undershirt = random_undershirt(gender, species) S = socks_list[socks] if(!S || !(species in S.species_allowed)) socks = random_socks(gender, species) //reset skin tone and colour if(species in list("Human", "Drask", "Vox")) random_skin_tone(species) else s_tone = 0 if(!(species in list("Unathi", "Tajaran", "Skrell", "Slime People", "Vulpkanin", "Machine"))) r_skin = 0 g_skin = 0 b_skin = 0 alt_head = "None" //No alt heads on species that don't have them. body_accessory = null //no vulptail on humans damnit //Reset prosthetics. organ_data = list() rlimb_data = list() if("speciesprefs") speciesprefs = !speciesprefs //Starts 0, so if someone clicks the button up top there, this won't be 0 anymore. If they click it again, it'll go back to 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 in list("Human", "Unathi", "Tajaran", "Skrell", "Machine", "Vulpkanin", "Vox")) var/input = "Choose your character's hair colour:" var/new_hair = input(user, input, "Character Preference", rgb(r_hair, g_hair, b_hair)) as color|null if(new_hair) r_hair = color2R(new_hair) g_hair = color2G(new_hair) b_hair = color2B(new_hair) if("secondary_hair") if(species in list("Human", "Unathi", "Tajaran", "Skrell", "Machine", "Vulpkanin", "Vox")) var/datum/sprite_accessory/hair_style = hair_styles_list[h_style] if(hair_style.secondary_theme && !hair_style.no_sec_colour) var/new_hair = input(user, "Choose your character's secondary hair colour:", "Character Preference", rgb(r_hair_sec, g_hair_sec, b_hair_sec)) as color|null if(new_hair) r_hair_sec = color2R(new_hair) g_hair_sec = color2G(new_hair) b_hair_sec = color2B(new_hair) 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(hairstyle == "Bald") //Just in case. valid_hairstyles += hairstyle continue if(species == "Machine") //Species that can use prosthetic heads. var/head_model if(!rlimb_data["head"]) //Handle situations where the head is default. head_model = "Morpheus Cyberkinetics" else head_model = rlimb_data["head"] var/datum/robolimb/robohead = all_robolimbs[head_model] if((species in S.species_allowed) && robohead.is_monitor && ((S.models_allowed && (robohead.company in S.models_allowed)) || !S.models_allowed)) //If this is a hair style native to the user's species, check to see if they have a head with an ipc-style screen and that the head's company is in the screen style's allowed models list. valid_hairstyles += hairstyle //Give them their hairstyles if they do. else if(!robohead.is_monitor && ("Human" in S.species_allowed)) /*If the hairstyle is not native to the user's species and they're using a head with an ipc-style screen, don't let them access it. But if the user has a robotic humanoid head and the hairstyle can fit humans, let them use it as a wig. */ valid_hairstyles += hairstyle else //If the user is not a species who can have robotic heads, use the default handling. if(species in S.species_allowed) //If the user's head is of a species the hairstyle allows, add it to the list. valid_hairstyles += 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("headaccessory") if(species in list("Unathi", "Vulpkanin", "Tajaran", "Machine")) //Species with head accessories. var/input = "Choose the colour of your your character's head accessory:" var/new_head_accessory = input(user, input, "Character Preference", rgb(r_headacc, g_headacc, b_headacc)) as color|null if(new_head_accessory) r_headacc = color2R(new_head_accessory) g_headacc = color2G(new_head_accessory) b_headacc = color2B(new_head_accessory) if("ha_style") if(species in list("Unathi", "Vulpkanin", "Tajaran", "Machine")) //Species with head accessories. var/list/valid_head_accessory_styles = list() for(var/head_accessory_style in head_accessory_styles_list) var/datum/sprite_accessory/H = head_accessory_styles_list[head_accessory_style] if(!(species in H.species_allowed)) continue valid_head_accessory_styles += head_accessory_style var/new_head_accessory_style = input(user, "Choose the style of your character's head accessory:", "Character Preference") as null|anything in valid_head_accessory_styles if(new_head_accessory_style) ha_style = new_head_accessory_style if("alt_head") if(organ_data["head"] == "cyborg") return if(species in list("Unathi")) //Species with alt heads. var/list/valid_alt_heads = list() valid_alt_heads["None"] = alt_heads_list["None"] //The only null entry should be the "None" option for(var/alternate_head in alt_heads_list) var/datum/sprite_accessory/alt_heads/head = alt_heads_list[alternate_head] if(!(species in head.species_allowed)) continue valid_alt_heads += alternate_head var/new_alt_head = input(user, "Choose your character's alternate head style:", "Character Preference") as null|anything in valid_alt_heads if(new_alt_head) alt_head = new_alt_head if(m_styles["head"]) var/head_marking = m_styles["head"] var/datum/sprite_accessory/body_markings/head/head_marking_style = marking_styles_list[head_marking] if(!head_marking_style.heads_allowed || (!("All" in head_marking_style.heads_allowed) && !(alt_head in head_marking_style.heads_allowed))) m_styles["head"] = "None" if("m_style_head") if(species in list("Machine", "Tajaran", "Unathi", "Vulpkanin")) //Species with head markings. var/list/valid_markings = list() valid_markings["None"] = marking_styles_list["None"] for(var/markingstyle in marking_styles_list) var/datum/sprite_accessory/body_markings/head/M = marking_styles_list[markingstyle] if(!(species in M.species_allowed)) continue if(M.marking_location != "head") continue if(alt_head && alt_head != "None") if(!("All" in M.heads_allowed) && !(alt_head in M.heads_allowed)) continue else if(M.heads_allowed && !("All" in M.heads_allowed)) continue if(species == "Machine") //Species that can use prosthetic heads. var/head_model if(!rlimb_data["head"]) //Handle situations where the head is default. head_model = "Morpheus Cyberkinetics" else head_model = rlimb_data["head"] var/datum/robolimb/robohead = all_robolimbs[head_model] if(robohead.is_monitor && M.name != "None") //If the character can have prosthetic heads and they have the default Morpheus head (or another monitor-head), no optic markings. continue else if(!robohead.is_monitor && M.name != "None") //Otherwise, if they DON'T have the default head and the head's not a monitor but the head's not in the style's list of allowed models, skip. if(!(robohead.company in M.models_allowed)) continue valid_markings += markingstyle var/new_marking_style = input(user, "Choose the style of your character's head markings:", "Character Preference", m_styles["head"]) as null|anything in valid_markings if(new_marking_style) m_styles["head"] = new_marking_style if("m_head_colour") if(species in list("Machine", "Tajaran", "Unathi", "Vulpkanin")) //Species with head markings. var/input = "Choose the colour of your your character's head markings:" var/new_markings = input(user, input, "Character Preference", m_colours["head"]) as color|null if(new_markings) m_colours["head"] = new_markings if("m_style_body") if(species in list("Human", "Unathi", "Grey", "Vulpkanin", "Tajaran", "Skrell", "Vox", "Drask")) //Species with body markings/tattoos. var/list/valid_markings = list() valid_markings["None"] = marking_styles_list["None"] for(var/markingstyle in marking_styles_list) var/datum/sprite_accessory/M = marking_styles_list[markingstyle] if(!(species in M.species_allowed)) continue if(M.marking_location != "body") continue valid_markings += markingstyle var/new_marking_style = input(user, "Choose the style of your character's body markings:", "Character Preference", m_styles["body"]) as null|anything in valid_markings if(new_marking_style) m_styles["body"] = new_marking_style if("m_body_colour") if(species in list("Human", "Unathi", "Grey", "Vulpkanin", "Tajaran", "Skrell", "Vox", "Drask")) //Species with body markings/tattoos. var/input = "Choose the colour of your your character's body markings:" var/new_markings = input(user, input, "Character Preference", m_colours["body"]) as color|null if(new_markings) m_colours["body"] = new_markings if("m_style_tail") if(species in list("Vox", "Vulpkanin")) //Species with tail markings. var/list/valid_markings = list() valid_markings["None"] = marking_styles_list["None"] for(var/markingstyle in marking_styles_list) var/datum/sprite_accessory/body_markings/tail/M = marking_styles_list[markingstyle] if(M.marking_location != "tail") continue if(!(species in M.species_allowed)) continue if(!body_accessory) if(M.tails_allowed) continue else if(!M.tails_allowed || !(body_accessory in M.tails_allowed)) continue valid_markings += markingstyle var/new_marking_style = input(user, "Choose the style of your character's tail markings:", "Character Preference", m_styles["tail"]) as null|anything in valid_markings if(new_marking_style) m_styles["tail"] = new_marking_style if("m_tail_colour") if(species in list("Vox", "Vulpkanin")) //Species with tail markings. var/input = "Choose the colour of your your character's tail markings:" var/new_markings = input(user, input, "Character Preference", m_colours["tail"]) as color|null if(new_markings) m_colours["tail"] = new_markings if("body_accessory") var/list/possible_body_accessories = list() if(check_rights(R_ADMIN, 1, user)) possible_body_accessories = body_accessory_by_name.Copy() else for(var/B in body_accessory_by_name) var/datum/body_accessory/accessory = body_accessory_by_name[B] if(!istype(accessory)) possible_body_accessories += "None" //the only null entry should be the "None" option continue if(species in accessory.allowed_species) possible_body_accessories += B var/new_body_accessory = input(user, "Choose your body accessory:", "Character Preference") as null|anything in possible_body_accessories if(new_body_accessory) m_styles["tail"] = "None" body_accessory = (new_body_accessory == "None") ? null : new_body_accessory if("facial") if(species in list("Human", "Unathi", "Tajaran", "Skrell", "Machine", "Vulpkanin", "Vox")) var/new_facial = input(user, "Choose your character's facial-hair colour:", "Character Preference", rgb(r_facial, g_facial, b_facial)) as color|null if(new_facial) r_facial = color2R(new_facial) g_facial = color2G(new_facial) b_facial = color2B(new_facial) if("secondary_facial") if(species in list("Human", "Unathi", "Tajaran", "Skrell", "Machine", "Vulpkanin", "Vox")) var/datum/sprite_accessory/facial_hair_style = facial_hair_styles_list[f_style] if(facial_hair_style.secondary_theme && !facial_hair_style.no_sec_colour) var/new_facial = input(user, "Choose your character's secondary facial-hair colour:", "Character Preference", rgb(r_facial_sec, g_facial_sec, b_facial_sec)) as color|null if(new_facial) r_facial_sec = color2R(new_facial) g_facial_sec = color2G(new_facial) b_facial_sec = color2B(new_facial) if("f_style") var/list/valid_facial_hairstyles = list() for(var/facialhairstyle in facial_hair_styles_list) var/datum/sprite_accessory/S = facial_hair_styles_list[facialhairstyle] if(facialhairstyle == "Shaved") //Just in case. valid_facial_hairstyles += facialhairstyle continue if(gender == MALE && S.gender == FEMALE) continue if(gender == FEMALE && S.gender == MALE) continue if(species == "Machine") //Species that can use prosthetic heads. var/head_model if(!rlimb_data["head"]) //Handle situations where the head is default. head_model = "Morpheus Cyberkinetics" else head_model = rlimb_data["head"] var/datum/robolimb/robohead = all_robolimbs[head_model] if((species in S.species_allowed) && robohead.is_monitor && ((S.models_allowed && (robohead.company in S.models_allowed)) || !S.models_allowed)) //If this is a facial hair style native to the user's species, check to see if they have a head with an ipc-style screen and that the head's company is in the screen style's allowed models list. valid_facial_hairstyles += facialhairstyle //Give them their facial hairstyles if they do. else if(!robohead.is_monitor && ("Human" in S.species_allowed)) /*If the facial hairstyle is not native to the user's species and they're using a head with an ipc-style screen, don't let them access it. But if the user has a robotic humanoid head and the facial hairstyle can fit humans, let them use it as a wig. */ valid_facial_hairstyles += facialhairstyle else //If the user is not a species who can have robotic heads, use the default handling. if(species in S.species_allowed) //If the user's head is of a species the facial hair style allows, add it to the list. valid_facial_hairstyles += facialhairstyle var/new_f_style = input(user, "Choose your character's facial-hair style:", "Character Preference") as null|anything in valid_facial_hairstyles if(new_f_style) f_style = new_f_style if("underwear") var/list/valid_underwear = list() for(var/underwear in underwear_list) var/datum/sprite_accessory/S = underwear_list[underwear] if(gender == MALE && S.gender == FEMALE) continue if(gender == FEMALE && S.gender == MALE) continue if(!(species in S.species_allowed)) continue valid_underwear[underwear] = underwear_list[underwear] var/new_underwear = input(user, "Choose your character's underwear:", "Character Preference") as null|anything in valid_underwear ShowChoices(user) if(new_underwear) underwear = new_underwear if("undershirt") var/list/valid_undershirts = list() for(var/undershirt in undershirt_list) var/datum/sprite_accessory/S = undershirt_list[undershirt] if(gender == MALE && S.gender == FEMALE) continue if(gender == FEMALE && S.gender == MALE) continue if(!(species in S.species_allowed)) continue valid_undershirts[undershirt] = undershirt_list[undershirt] var/new_undershirt = input(user, "Choose your character's undershirt:", "Character Preference") as null|anything in valid_undershirts ShowChoices(user) if(new_undershirt) undershirt = new_undershirt if("socks") var/list/valid_sockstyles = list() for(var/sockstyle in socks_list) var/datum/sprite_accessory/S = socks_list[sockstyle] if(gender == MALE && S.gender == FEMALE) continue if(gender == FEMALE && S.gender == MALE) continue if(!(species in S.species_allowed)) continue valid_sockstyles[sockstyle] = socks_list[sockstyle] var/new_socks = input(user, "Choose your character's socks:", "Character Preference") as null|anything in valid_sockstyles ShowChoices(user) if(new_socks) socks = new_socks if("eyes") var/new_eyes = input(user, "Choose your character's eye colour:", "Character Preference", rgb(r_eyes, g_eyes, b_eyes)) as color|null if(new_eyes) r_eyes = color2R(new_eyes) g_eyes = color2G(new_eyes) b_eyes = color2B(new_eyes) if("s_tone") if(species == "Human" || species == "Drask") 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) else if(species == "Vox") var/skin_c = input(user, "Choose your Vox's skin color:\n(1 = Default Green, 2 = Dark Green, 3 = Brown, 4 = Grey, \n5 = Emerald, 6 = Azure)", "Character Preference") as num|null if(skin_c) s_tone = max(min(round(skin_c), 6), 1) if("skin") if((species in list("Unathi", "Tajaran", "Skrell", "Slime People", "Vulpkanin", "Machine")) || body_accessory_by_species[species] || check_rights(R_ADMIN, 0, user)) var/new_skin = input(user, "Choose your character's skin colour: ", "Character Preference", rgb(r_skin, g_skin, b_skin)) as color|null if(new_skin) r_skin = color2R(new_skin) g_skin = color2G(new_skin) b_skin = color2B(new_skin) if("ooccolor") var/new_ooccolor = input(user, "Choose your OOC colour:", "Game Preference", ooccolor) 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("limbs") var/valid_limbs = list("Left Leg", "Right Leg", "Left Arm", "Right Arm", "Left Foot", "Right Foot", "Left Hand", "Right Hand") if(species == "Machine") valid_limbs = list("Torso", "Lower Body", "Head", "Left Leg", "Right Leg", "Left Arm", "Right Arm", "Left Foot", "Right Foot", "Left Hand", "Right Hand") var/limb_name = input(user, "Which limb do you want to change?") as null|anything in valid_limbs if(!limb_name) return 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 var/valid_limb_states = list("Normal", "Amputated", "Prosthesis") var/no_amputate = 0 switch(limb_name) if("Torso") limb = "chest" second_limb = "groin" no_amputate = 1 if("Lower Body") limb = "groin" no_amputate = 1 if("Head") limb = "head" no_amputate = 1 if("Left Leg") limb = "l_leg" second_limb = "l_foot" if("Right Leg") limb = "r_leg" second_limb = "r_foot" if("Left Arm") limb = "l_arm" second_limb = "l_hand" if("Right Arm") limb = "r_arm" second_limb = "r_hand" if("Left Foot") limb = "l_foot" if(species != "Machine") third_limb = "l_leg" if("Right Foot") limb = "r_foot" if(species != "Machine") third_limb = "r_leg" if("Left Hand") limb = "l_hand" if(species != "Machine") third_limb = "l_arm" if("Right Hand") limb = "r_hand" if(species != "Machine") third_limb = "r_arm" var/new_state = input(user, "What state do you wish the limb to be in?") as null|anything in valid_limb_states if(!new_state) return switch(new_state) if("Normal") if(limb == "head") m_styles["head"] = "None" h_style = hair_styles_list["Bald"] f_style = facial_hair_styles_list["Shaved"] organ_data[limb] = null rlimb_data[limb] = null if(third_limb) organ_data[third_limb] = null rlimb_data[third_limb] = null if("Amputated") if(!no_amputate) organ_data[limb] = "amputated" rlimb_data[limb] = null if(second_limb) organ_data[second_limb] = "amputated" rlimb_data[second_limb] = null if("Prosthesis") var/choice var/subchoice var/datum/robolimb/R = new() var/in_model var/robolimb_companies = list() for(var/limb_type in typesof(/datum/robolimb)) //This loop populates a list of companies that offer the limb the user selected previously as one of their cybernetic products. R = new limb_type() if(!R.unavailable_at_chargen && (limb in R.parts) && R.has_subtypes) //Ensures users can only choose companies that offer the parts they want, that singular models get added to the list as well companies that offer more than one model, and... robolimb_companies[R.company] = R //List only main brands that have the parts we're looking for. R = new() //Re-initialize R. choice = input(user, "Which manufacturer do you wish to use for this limb?") as null|anything in robolimb_companies //Choose from a list of companies that offer the part the user wants. if(!choice) return R.company = choice R = all_robolimbs[R.company] if(R.has_subtypes == 1) //If the company the user selected provides more than just one base model, lets handle it. var/list/robolimb_models = list() for(var/limb_type in typesof(R)) //Handling the different models of parts that manufacturers can provide. var/datum/robolimb/L = new limb_type() if(limb in L.parts) //Make sure that only models that provide the parts the user needs populate the list. robolimb_models[L.company] = L if(robolimb_models.len == 1) //If there's only one model available in the list, autoselect it to avoid having to bother the user with a dialog that provides only one option. subchoice = L.company //If there ends up being more than one model populating the list, subchoice will be overwritten later anyway, so this isn't a problem. if(second_limb in L.parts) //If the child limb of the limb the user selected is also present in the model's parts list, state it's been found so the second limb can be set later. in_model = 1 if(robolimb_models.len > 1) //If there's more than one model in the list that can provide the part the user wants, let them choose. subchoice = input(user, "Which model of [choice] [limb_name] do you wish to use?") as null|anything in robolimb_models if(subchoice) choice = subchoice if(limb in list("head", "chest", "groin")) if(species != "Machine") return if(limb == "head") ha_style = "None" alt_head = null h_style = hair_styles_list["Bald"] f_style = facial_hair_styles_list["Shaved"] m_styles["head"] = "None" rlimb_data[limb] = choice organ_data[limb] = "cyborg" if(second_limb) if(subchoice) if(in_model) rlimb_data[second_limb] = choice organ_data[second_limb] = "cyborg" else rlimb_data[second_limb] = choice organ_data[second_limb] = "cyborg" if("organs") var/organ_name = input(user, "Which internal function do you want to change?") as null|anything in list("Heart", "Eyes") if(!organ_name) return var/organ = null switch(organ_name) if("Heart") organ = "heart" if("Eyes") organ = "eyes" var/new_state = input(user, "What state do you wish the organ to be in?") as null|anything in list("Normal","Assisted","Mechanical") if(!new_state) return switch(new_state) if("Normal") organ_data[organ] = null if("Assisted") organ_data[organ] = "assisted" if("Mechanical") organ_data[organ] = "mechanical" /* if("skin_style") var/skin_style_name = input(user, "Select a new skin style") as null|anything in list("default1", "default2", "default3") if(!skin_style_name) return */ /* if("spawnpoint") var/list/spawnkeys = list() for(var/S in spawntypes) spawnkeys += S var/choice = input(user, "Where would you like to spawn when latejoining?") as null|anything in spawnkeys if(!choice || !spawntypes[choice]) spawnpoint = "Arrivals Shuttle" return spawnpoint = choice */ else switch(href_list["preference"]) if("publicity") if(unlock_content) toggles ^= MEMBER_PUBLIC if("donor_public") if(user.client.donator_level >= DONATOR_LEVEL_ONE) toggles ^= DONATOR_PUBLIC if("gender") if(gender == MALE) gender = FEMALE else gender = MALE underwear = random_underwear(gender) if("hear_adminhelps") sound ^= SOUND_ADMINHELP if("ui") switch(UI_style) if("Midnight") UI_style = "Plasmafire" if("Plasmafire") UI_style = "Retro" if("Retro") UI_style = "Slimecore" if("Slimecore") UI_style = "Operative" if("Operative") UI_style = "White" else UI_style = "Midnight" if(ishuman(usr)) //mid-round preference changes, for aesthetics var/mob/living/carbon/human/H = usr H.remake_hud() if("nanoui") nanoui_fancy = !nanoui_fancy if("ghost_att_anim") show_ghostitem_attack = !show_ghostitem_attack if("winflash") windowflashing = !windowflashing if("UIcolor") var/UI_style_color_new = input(user, "Choose your UI color, dark colors are not recommended!", UI_style_color) as color|null if(!UI_style_color_new) return UI_style_color = UI_style_color_new if(ishuman(usr)) //mid-round preference changes, for aesthetics var/mob/living/carbon/human/H = usr H.remake_hud() if("UIalpha") var/UI_style_alpha_new = input(user, "Select a new alpha(transparence) parameter for UI, between 50 and 255", UI_style_alpha) as num if(!UI_style_alpha_new | !(UI_style_alpha_new <= 255 && UI_style_alpha_new >= 50)) return UI_style_alpha = UI_style_alpha_new if(ishuman(usr)) //mid-round preference changes, for aesthetics var/mob/living/carbon/human/H = usr H.remake_hud() if("be_special") var/r = href_list["role"] if(r in special_roles) be_special ^= r if("name") be_random_name = !be_random_name if("randomslot") randomslot = !randomslot if(isnewplayer(usr)) var/mob/new_player/N = usr N.new_player_panel_proc() if("hear_midis") sound ^= SOUND_MIDI if("lobby_music") sound ^= SOUND_LOBBY if(sound & SOUND_LOBBY) user << sound(ticker.login_music, repeat = 0, wait = 0, volume = 85, channel = 1) else user << sound(null, repeat = 0, wait = 0, volume = 85, channel = 1) if("ghost_ears") toggles ^= CHAT_GHOSTEARS if("ghost_sight") toggles ^= CHAT_GHOSTSIGHT if("ghost_radio") toggles ^= CHAT_GHOSTRADIO if("ghost_radio") toggles ^= CHAT_GHOSTRADIO if("save") save_preferences(user) save_character(user) if("reload") load_preferences(user) load_character(user) if("open_load_dialog") if(!IsGuestKey(user.key)) open_load_dialog(user) return 1 if("close_load_dialog") close_load_dialog(user) if("changeslot") if(!load_character(user,text2num(href_list["num"]))) random_character() real_name = random_name(gender) save_character(user) close_load_dialog(user) if("tab") if(href_list["tab"]) current_tab = text2num(href_list["tab"]) ShowChoices(user) return 1 /datum/preferences/proc/copy_to(mob/living/carbon/human/character) var/datum/species/S = all_species[species] character.change_species(species) // Yell at me if this causes everything to melt if(be_random_name) real_name = random_name(gender,species) if(config.humans_need_surnames) var/firstspace = findtext(real_name, " ") var/name_length = length(real_name) if(!firstspace) //we need a surname real_name += " [pick(last_names)]" else if(firstspace == name_length) real_name += "[pick(last_names)]" character.add_language(language) character.real_name = real_name character.dna.real_name = real_name character.name = character.real_name character.flavor_text = flavor_text character.med_record = med_record character.sec_record = sec_record character.gen_record = gen_record character.change_gender(gender) character.age = age character.b_type = b_type //Head-specific var/obj/item/organ/external/head/H = character.get_organ("head") H.r_hair = r_hair H.g_hair = g_hair H.b_hair = b_hair H.r_hair_sec = r_hair_sec H.g_hair_sec = g_hair_sec H.b_hair_sec = b_hair_sec H.r_facial = r_facial H.g_facial = g_facial H.b_facial = b_facial H.r_facial_sec = r_facial_sec H.g_facial_sec = g_facial_sec H.b_facial_sec = b_facial_sec H.h_style = h_style H.f_style = f_style H.alt_head = alt_head //End of head-specific. character.r_skin = r_skin character.g_skin = g_skin character.b_skin = b_skin character.s_tone = s_tone // Destroy/cyborgize organs for(var/name in organ_data) var/status = organ_data[name] var/obj/item/organ/external/O = character.organs_by_name[name] if(O) if(status == "amputated") character.organs_by_name[O.limb_name] = null character.organs -= O if(O.children) // This might need to become recursive. for(var/obj/item/organ/external/child in O.children) character.organs_by_name[child.limb_name] = null character.organs -= child else if(status == "cyborg") if(rlimb_data[name]) O.robotize(rlimb_data[name]) else O.robotize() else var/obj/item/organ/internal/I = character.get_int_organ_tag(name) if(I) if(status == "assisted") I.mechassist() else if(status == "mechanical") I.robotize() character.dna.b_type = b_type // Wheelchair necessary? var/obj/item/organ/external/l_foot = character.get_organ("l_foot") var/obj/item/organ/external/r_foot = character.get_organ("r_foot") if((!l_foot || l_foot.status & ORGAN_DESTROYED) && (!r_foot || r_foot.status & ORGAN_DESTROYED)) var/obj/structure/stool/bed/chair/wheelchair/W = new /obj/structure/stool/bed/chair/wheelchair (character.loc) character.buckled = W character.update_canmove() W.dir = character.dir W.buckled_mob = character W.add_fingerprint(character) character.underwear = underwear character.undershirt = undershirt character.socks = socks if(character.species.bodyflags & HAS_HEAD_ACCESSORY) H.r_headacc = r_headacc H.g_headacc = g_headacc H.b_headacc = b_headacc H.ha_style = ha_style if(character.species.bodyflags & HAS_MARKINGS) character.m_colours = m_colours character.m_styles = m_styles if(body_accessory) character.body_accessory = body_accessory_by_name["[body_accessory]"] 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("[key_name_admin(character)] has spawned with their gender as plural or neuter. Please notify coders.") character.change_gender(MALE) character.change_eye_color(r_eyes, g_eyes, b_eyes) if(disabilities & DISABILITY_FLAG_FAT && character.species.flags & CAN_BE_FAT) character.dna.SetSEState(FATBLOCK,1,1) character.overeatduration = 600 if(disabilities & DISABILITY_FLAG_NEARSIGHTED) character.dna.SetSEState(GLASSESBLOCK,1,1) if(disabilities & DISABILITY_FLAG_EPILEPTIC) character.dna.SetSEState(EPILEPSYBLOCK,1,1) if(disabilities & DISABILITY_FLAG_DEAF) character.dna.SetSEState(DEAFBLOCK,1,1) if(disabilities & DISABILITY_FLAG_BLIND) character.dna.SetSEState(BLINDBLOCK,1,1) if(disabilities & DISABILITY_FLAG_COLOURBLIND) character.dna.SetSEState(COLOURBLINDBLOCK,1,1) if(disabilities & DISABILITY_FLAG_MUTE) character.dna.SetSEState(MUTEBLOCK,1,1) S.handle_dna(character) if(character.dna.dirtySE) character.dna.UpdateSE() domutcheck(character, null, MUTCHK_FORCED) //'Activates' all the above disabilities. character.dna.ready_dna(character, flatten_SE = 0) character.sync_organ_dna(assimilate=1) character.UpdateAppearance() // Do the initial caching of the player's body icons. character.force_update_limbs() character.update_eyes() character.regenerate_icons() /datum/preferences/proc/open_load_dialog(mob/user) var/DBQuery/query = dbcon.NewQuery("SELECT slot,real_name FROM [format_table_name("characters")] WHERE ckey='[user.ckey]' ORDER BY slot") var/list/slotnames[max_save_slots] if(!query.Execute()) var/err = query.ErrorMsg() log_game("SQL ERROR during character slot loading. Error : \[[err]\]\n") message_admins("SQL ERROR during character slot loading. Error : \[[err]\]\n") return while(query.NextRow()) slotnames[text2num(query.item[1])] = query.item[2] var/dat = "" dat += "
    " dat += "Select a character slot to load
    " var/name for(var/i in 1 to max_save_slots) name = slotnames[i] || "Character [i]" if(i == default_slot) name = "[name]" dat += "[name]
    " dat += "
    " dat += "Close
    " dat += "
    " // user << browse(dat, "window=saves;size=300x390") var/datum/browser/popup = new(user, "saves", "
    Character Saves
    ", 300, 390) popup.set_content(dat) popup.open(0) /datum/preferences/proc/close_load_dialog(mob/user) user << browse(null, "window=saves")