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Paradise/code/modules/client/preferences.dm

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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
var/list/preferences_datums = list()
var/global/list/special_roles = list( //keep synced with the defines BE_* in setup.dm
//some autodetection here.
"pAI" = 1, // 0
"traitor" = IS_MODE_COMPILED("traitor"), // 1
"changeling" = IS_MODE_COMPILED("changeling"), // 2
"vampire" = IS_MODE_COMPILED("vampire"), // 3
"revolutionary" = IS_MODE_COMPILED("revolution"), // 4
"blob" = IS_MODE_COMPILED("blob"), // 5
"operative" = IS_MODE_COMPILED("nuclear"), // 6
"cultist" = IS_MODE_COMPILED("cult"), // 7
"wizard" = IS_MODE_COMPILED("wizard"), // 8
"raider" = IS_MODE_COMPILED("heist"), // 9
"alien" = 1, // 10
"ninja" = 1, // 11
"mutineer" = IS_MODE_COMPILED("mutiny"), // 12
"malf AI" = IS_MODE_COMPILED("malfunction") // 13
)
var/global/list/special_role_times = list( //minimum age (in days) for accounts to play these roles
num2text(BE_PAI) = 0,
num2text(BE_TRAITOR) = 7,
num2text(BE_CHANGELING) = 14,
num2text(BE_WIZARD) = 14,
num2text(BE_REV) = 14,
num2text(BE_VAMPIRE) = 14,
num2text(BE_BLOB) = 14,
num2text(BE_OPERATIVE) = 21,
num2text(BE_CULTIST) = 21,
num2text(BE_RAIDER) = 21,
num2text(BE_ALIEN) = 21,
num2text(BE_NINJA) = 21,
num2text(BE_MUTINEER) = 21,
num2text(BE_MALF) = 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)
var/const/MAX_SAVE_SLOTS = 10
//used for alternate_option
#define GET_RANDOM_JOB 0
#define BE_CIVILIAN 1
#define RETURN_TO_LOBBY 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
//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/ooccolor = "#b82e00"
var/be_special = 0 //Special role selection
var/UI_style = "Midnight"
var/toggles = TOGGLES_DEFAULT
var/sound = SOUND_DEFAULT
var/UI_style_color = "#ffffff"
var/UI_style_alpha = 255
//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 = 1 //underwear type
var/undershirt = 1 //undershirt type
var/backbag = 2 //backpack type
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/f_style = "Shaved" //Face hair type
var/r_facial = 0 //Face hair color
var/g_facial = 0 //Face hair color
var/b_facial = 0 //Face 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/species = "Human"
var/language = "None" //Secondary language
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/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 = 0
// OOC Metadata:
var/metadata = ""
var/slot_name = ""
// Whether or not to use randomized character slots
var/randomslot = 0
// jukebox volume
var/volume = 100
/datum/preferences/New(client/C)
b_type = pick(4;"O-", 36;"O+", 3;"A-", 28;"A+", 1;"B-", 20;"B+", 1;"AB-", 5;"AB+")
if(istype(C))
if(!IsGuestKey(C.key))
// load_path(C.ckey)
if(load_preferences(C))
if(load_character(C))
return
gender = pick(MALE, FEMALE)
real_name = random_name(gender)
/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 = "<html><body><center>"
dat += "<a href='?_src_=prefs;preference=tab;tab=0' [current_tab == 0 ? "class='linkOn'" : ""]>Character Settings</a>"
dat += "<a href='?_src_=prefs;preference=tab;tab=1' [current_tab == 1 ? "class='linkOn'" : ""]>Game Preferences</a>"
dat += "</center>"
dat += "<HR>"
switch(current_tab)
if (0) // Character Settings#
dat += "<center>"
dat += "Slot <b>[slot_name]</b> - "
dat += "<a href=\"byond://?src=\ref[user];preference=open_load_dialog\">Load slot</a> - "
dat += "<a href=\"byond://?src=\ref[user];preference=save\">Save slot</a> - "
dat += "<a href=\"byond://?src=\ref[user];preference=reload\">Reload slot</a>"
dat += "</center>"
dat += "<center><h2>Occupation Choices</h2>"
dat += "<a href='?_src_=prefs;preference=job;task=menu'>Set Occupation Preferences</a><br></center>"
dat += "<h2>Identity</h2>"
dat += "<table width='100%'><tr><td width='75%' valign='top'>"
if(appearance_isbanned(user))
dat += "<b>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.</b><br>"
dat += "<b>Name:</b> "
dat += "<a href='?_src_=prefs;preference=name;task=input'><b>[real_name]</b></a><br>"
dat += "(<a href='?_src_=prefs;preference=name;task=random'>Random Name</A>) "
dat += "(<a href='?_src_=prefs;preference=name'>Always Random Name: [be_random_name ? "Yes" : "No"]</a>)"
dat += "<br>"
dat += "<b>Gender:</b> <a href='?_src_=prefs;preference=gender'><b>[gender == MALE ? "Male" : "Female"]</b></a><br>"
dat += "<b>Age:</b> <a href='?_src_=prefs;preference=age;task=input'>[age]</a>"
//dat += "<b>Spawn Point</b>: <a href='byond://?src=\ref[user];preference=spawnpoint;task=input'>[spawnpoint]</a>"
dat += "<br><table><tr><td><b>Body</b> "
dat += "(<a href='?_src_=prefs;preference=all;task=random'>&reg;</A>)"
dat += "<br>"
dat += "Species: <a href='?_src_=prefs;preference=species;task=input'>[species]</a><br>"
if(species == "Vox")//oldvox code, sucks I know
dat += "Old vox? <a href='?_src_=prefs;preference=speciesprefs;task=input'>[speciesprefs ? "Yes(Big N2 tank)" : "No(Vox-special N2 tank)"]</a><br>"
dat += "Secondary Language:<br><a href='?_src_=prefs;preference=language;task=input'>[language]</a><br>"
dat += "Blood Type: <a href='?_src_=prefs;preference=b_type;task=input'>[b_type]</a><br>"
if(species == "Human")
dat += "Skin Tone: <a href='?_src_=prefs;preference=s_tone;task=input'>[-s_tone + 35]/220<br></a>"
// dat += "Skin pattern: <a href='byond://?src=\ref[user];preference=skin_style;task=input'>Adjust</a><br>"
dat += "<br><b>Handicaps</b><br>"
dat += "\t<a href='?_src_=prefs;preference=disabilities'><b>\[Set Disabilities\]</b></a><br>"
dat += "Limbs: <a href='?_src_=prefs;preference=limbs;task=input'>Adjust</a><br>"
if(species != "Slime People" && species != "Machine")
dat += "Internal Organs: <a href='?_src_=prefs;preference=organs;task=input'>Adjust</a><br>"
//display limbs below
var/ind = 0
for(var/name in organ_data)
//world << "[ind] \ [organ_data.len]"
var/status = organ_data[name]
var/organ_name = null
switch(name)
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 == "cyborg")
++ind
if(ind > 1)
dat += ", "
dat += "\tMechanical [organ_name] prothesis"
else if(status == "peg")
++ind
if(ind > 1)
dat += ", "
dat += "\tWooden [organ_name] prothesis"
else if(status == "amputated")
++ind
if(ind > 1)
dat += ", "
dat += "\tAmputated [organ_name]"
else if(status == "mechanical")
++ind
if(ind > 1)
dat += ", "
dat += "\tMechanical [organ_name]"
else if(status == "assisted")
++ind
if(ind > 1)
dat += ", "
switch(organ_name)
if("heart")
dat += "\tPacemaker-assisted [organ_name]"
if("voicebox") //on adding voiceboxes for speaking skrell/similar replacements
dat += "\tSurgically altered [organ_name]"
if("eyes")
dat += "\tRetinal overlayed [organ_name]"
else
dat += "\tMechanically assisted [organ_name]"
if(!ind)
dat += "\[...\]<br><br>"
else
dat += "<br><br>"
if(gender == MALE)
dat += "Underwear: <a href ='?_src_=prefs;preference=underwear;task=input'><b>[underwear_m[underwear]]</b></a><br>"
else
dat += "Underwear: <a href ='?_src_=prefs;preference=underwear;task=input'><b>[underwear_f[underwear]]</b></a><br>"
dat += "Undershirt: <a href='?_src_=prefs;preference=undershirt;task=input'><b>[undershirt_t[undershirt]]</b></a><br>"
dat += "Backpack Type:<br><a href ='?_src_=prefs;preference=bag;task=input'><b>[backbaglist[backbag]]</b></a><br>"
dat += "Nanotrasen Relation:<br><a href ='?_src_=prefs;preference=nt_relation;task=input'><b>[nanotrasen_relation]</b></a><br>"
dat += "</td><td><b>Preview</b><br><img src=previewicon.png height=64 width=64><img src=previewicon2.png height=64 width=64></td></tr></table>"
dat += "</td><td width='300px' height='300px'>"
if(jobban_isbanned(user, "Records"))
dat += "<b>You are banned from using character records.</b><br>"
else
dat += "<b><a href=\"byond://?src=\ref[user];preference=records;record=1\">Character Records</a></b><br>"
dat += "<a href='byond://?src=\ref[user];preference=flavor_text;task=input'><b>Set Flavor Text</b></a><br>"
if(lentext(flavor_text) <= 40)
if(!lentext(flavor_text))
dat += "\[...\]"
else
dat += "[flavor_text]"
else
dat += "[copytext(flavor_text, 1, 37)]...<br>"
dat += "<br>"
dat += "<br><b>Hair</b><br>"
dat += "<a href='?_src_=prefs;preference=hair;task=input'>Change Color</a> <font face='fixedsys' size='3' color='#[num2hex(r_hair, 2)][num2hex(g_hair, 2)][num2hex(b_hair, 2)]'><table style='display:inline;' bgcolor='#[num2hex(r_hair, 2)][num2hex(g_hair, 2)][num2hex(b_hair)]'><tr><td>__</td></tr></table></font> "
dat += " Style: <a href='?_src_=prefs;preference=h_style;task=input'>[h_style]</a><br>"
dat += "<br><b>Facial</b><br>"
dat += "<a href='?_src_=prefs;preference=facial;task=input'>Change Color</a> <font face='fixedsys' size='3' color='#[num2hex(r_facial, 2)][num2hex(g_facial, 2)][num2hex(b_facial, 2)]'><table style='display:inline;' bgcolor='#[num2hex(r_facial, 2)][num2hex(g_facial, 2)][num2hex(b_facial)]'><tr><td>__</td></tr></table></font> "
dat += " Style: <a href='?_src_=prefs;preference=f_style;task=input'>[f_style]</a><br>"
dat += "<br><b>Eyes</b><br>"
dat += "<a href='?_src_=prefs;preference=eyes;task=input'>Change Color</a> <font face='fixedsys' size='3' color='#[num2hex(r_eyes, 2)][num2hex(g_eyes, 2)][num2hex(b_eyes, 2)]'><table style='display:inline;' bgcolor='#[num2hex(r_eyes, 2)][num2hex(g_eyes, 2)][num2hex(b_eyes)]'><tr><td>__</td></tr></table></font><br>"
if(species == "Unathi" || species == "Tajaran" || species == "Skrell")
dat += "<br><b>Body Color</b><br>"
dat += "<a href='?_src_=prefs;preference=skin;task=input'>Change Color</a> <font face='fixedsys' size='3' color='#[num2hex(r_skin, 2)][num2hex(g_skin, 2)][num2hex(b_skin, 2)]'><table style='display:inline;' bgcolor='#[num2hex(r_skin, 2)][num2hex(g_skin, 2)][num2hex(b_skin)]'><tr><td>__</td></tr></table></font>"
dat += "</td></tr></table><hr><center>"
if (1) // General Preferences
dat += "<table><tr><td width='340px' height='300px' valign='top'>"
dat += "<h2>General Settings</h2>"
dat += "<b>UI Style:</b> <a href='?_src_=prefs;preference=ui'><b>[UI_style]</b></a><br>"
dat += "<b>Custom UI settings:</b><br>"
dat += "<b>Color:</b> <a href='?_src_=prefs;preference=UIcolor'><b>[UI_style_color]</b></a> <table style='display:inline;' bgcolor='[UI_style_color]'><tr><td>__</td></tr></table><br>"
dat += "<b>Alpha (transparency):</b> <a href='?_src_=prefs;preference=UIalpha'><b>[UI_style_alpha]</b></a><br>"
dat += "<b>Play admin midis:</b> <a href='?_src_=prefs;preference=hear_midis'><b>[(sound & SOUND_MIDI) ? "Yes" : "No"]</b></a><br>"
dat += "<b>Play lobby music:</b> <a href='?_src_=prefs;preference=lobby_music'><b>[(sound & SOUND_LOBBY) ? "Yes" : "No"]</b></a><br>"
dat += "<b>Randomized Character Slot:</b> <a href='?_src_=prefs;preference=randomslot'><b>[randomslot ? "Yes" : "No"]</b></a><br>"
dat += "<b>Ghost ears:</b> <a href='?_src_=prefs;preference=ghost_ears'><b>[(toggles & CHAT_GHOSTEARS) ? "Nearest Creatures" : "All Speech"]</b></a><br>"
dat += "<b>Ghost sight:</b> <a href='?_src_=prefs;preference=ghost_sight'><b>[(toggles & CHAT_GHOSTSIGHT) ? "Nearest Creatures" : "All Emotes"]</b></a><br>"
dat += "<b>Ghost radio:</b> <a href='?_src_=prefs;preference=ghost_radio'><b>[(toggles & CHAT_GHOSTRADIO) ? "Nearest Speakers" : "All Chatter"]</b></a><br>"
if(config.allow_Metadata)
dat += "<b>OOC Notes:</b> <a href='?_src_=prefs;preference=metadata;task=input'> Edit </a><br>"
dat += "</td><td width='300px' height='300px' valign='top'>"
dat += "<h2>Special Role Settings</h2>"
// dat += "<br><br>"
if(jobban_isbanned(user, "Syndicate"))
dat += "<b>You are banned from special roles.</b>"
src.be_special = 0
else
var/n = 0
for (var/i in special_roles)
if(special_roles[i]) //if mode is available on the server
var/special_role_flag = be_special_flags[i]
if(jobban_isbanned(user, i))
dat += "<b>Be [i]:</b> <font color=red><b> \[BANNED]</b></font><br>"
else if(!player_old_enough_antag(user.client,special_role_flag))
var/available_in_days_antag = available_in_days_antag(user.client,special_role_flag)
dat += "<b>Be [i]:</b> <font color=red><b> \[IN [(available_in_days_antag)] DAYS]</b></font><br>"
else
dat += "<b>Be [i]:</b> <a href='?_src_=prefs;preference=be_special;num=[n]'><b>[src.be_special&(1<<n) ? "Yes" : "No"]</b></a><br>"
n++
dat += "</td></tr></table><hr><center>"
if(!IsGuestKey(user.key))
dat += "<a href='?_src_=prefs;preference=load'>Undo</a> - "
dat += "<a href='?_src_=prefs;preference=save'>Save Setup</a> - "
dat += "<a href='?_src_=prefs;preference=reset_all'>Reset Setup</a>"
dat += "</center></body></html>"
// user << browse(dat, "window=preferences;size=560x580")
var/datum/browser/popup = new(user, "preferences", "<div align='center'>Character Setup</div>", 610, 650)
popup.set_content(dat)
popup.open(0)
proc/SetChoices(mob/user, limit = 14, list/splitJobs = list("Chief Engineer","Research Director","Captain"), width = 1025, height = 800)
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 = "<body>"
HTML += "<tt><center>"
HTML += "<b>Choose occupation chances</b><br>Unavailable occupations are crossed out.<br><br>"
HTML += "<center><a href='?_src_=prefs;preference=job;task=close'>\[Done\]</a></center><br>" // Easier to press up here.
HTML += "<div align='center'>Left-click to raise an occupation preference, right-click to lower it.<br></div>"
HTML += "<script type='text/javascript'>function setJobPrefRedirect(level, rank) { window.location.href='?_src_=prefs;preference=job;task=setJobLevel;level=' + level + ';text=' + encodeURIComponent(rank); return false; }</script>"
HTML += "<table width='100%' cellpadding='1' cellspacing='0'><tr><td width='20%'>" // Table within a table for alignment, also allows you to easily add more colomns.
HTML += "<table width='100%' cellpadding='1' cellspacing='0'>"
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)
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 += "<tr bgcolor='[lastJob.selection_color]'><td width='60%' align='right'>&nbsp</td><td>&nbsp</td></tr>"
HTML += "</table></td><td width='20%'><table width='100%' cellpadding='1' cellspacing='0'>"
HTML += "</table></td><td width='20%'><table width='100%' cellpadding='1' cellspacing='0'>"
index = 0
HTML += "<tr bgcolor='[job.selection_color]'><td width='60%' align='right'>"
var/rank = job.title
lastJob = job
if(!is_job_whitelisted(user, rank))
HTML += "<font color=red>[rank]</font></td><td><font color=red><b> \[KARMA]</b></font></td></tr>"
continue
if(jobban_isbanned(user, rank))
HTML += "<del>[rank]</del></td><td><b> \[BANNED]</b></td></tr>"
continue
if(!job.player_old_enough(user.client))
var/available_in_days = job.available_in_days(user.client)
HTML += "<del>[rank]</del></td><td> \[IN [(available_in_days)] DAYS]</td></tr>"
continue
if((job_support_low & CIVILIAN) && (rank != "Civilian"))
HTML += "<font color=orange>[rank]</font></td><td></td></tr>"
continue
if((rank in command_positions) || (rank == "AI"))//Bold head jobs
HTML += "<b><span class='dark'>[rank]</span></b>"
else
HTML += "<span class='dark'>[rank]</span>"
HTML += "</td><td width='40%'>"
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 += "<a class='white' href='?_src_=prefs;preference=job;task=setJobLevel;level=[prefUpperLevel];text=[rank]' oncontextmenu='javascript:return setJobPrefRedirect([prefLowerLevel], \"[rank]\");'>"
// HTML += "<a href='?_src_=prefs;preference=job;task=input;text=[rank]'>"
if(rank == "Civilian")//Civilian is special
if(job_support_low & CIVILIAN)
HTML += " <font color=green>\[Yes]</font>"
else
HTML += " <font color=red>\[No]</font>"
HTML += "</a></td></tr>"
continue
/*
if(GetJobDepartment(job, 1) & job.flag)
HTML += " <font color=blue>\[High]</font>"
else if(GetJobDepartment(job, 2) & job.flag)
HTML += " <font color=green>\[Medium]</font>"
else if(GetJobDepartment(job, 3) & job.flag)
HTML += " <font color=orange>\[Low]</font>"
else
HTML += " <font color=red>\[NEVER]</font>"
*/
HTML += "<font color=[prefLevelColor]>[prefLevelLabel]</font>"
if(job.alt_titles)
HTML += "<br><b><a class='white' href=\"byond://?src=\ref[user];preference=job;task=alt_title;job=\ref[job]\">\[[GetPlayerAltTitle(job)]\]</a></b></td></tr>"
HTML += "</a></td></tr>"
for(var/i = 1, i < (limit - index), i += 1) // Finish the column so it is even
HTML += "<tr bgcolor='[lastJob.selection_color]'><td width='60%' align='right'>&nbsp</td><td>&nbsp</td></tr>"
HTML += "</td'></tr></table>"
HTML += "</center></table>"
switch(alternate_option)
if(GET_RANDOM_JOB)
HTML += "<center><br><u><a href='?_src_=prefs;preference=job;task=random'><font color=white>Get random job if preferences unavailable</font></a></u></center><br>"
if(BE_CIVILIAN)
HTML += "<center><br><u><a href='?_src_=prefs;preference=job;task=random'><font color=white>Be a civilian if preferences unavailable</font></a></u></center><br>"
if(RETURN_TO_LOBBY)
HTML += "<center><br><u><a href='?_src_=prefs;preference=job;task=random'><font color=white>Return to lobby if preferences unavailable</font></a></u></center><br>"
HTML += "<center><a href='?_src_=prefs;preference=job;task=reset'>\[Reset\]</a></center>"
HTML += "</tt>"
user << browse(null, "window=preferences")
// user << browse(HTML, "window=mob_occupation;size=[width]x[height]")
var/datum/browser/popup = new(user, "mob_occupation", "<div align='center'>Occupation Preferences</div>", width, height)
popup.set_window_options("can_close=0")
popup.set_content(HTML)
popup.open(0)
return
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
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))
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
proc/ShowDisabilityState(mob/user,flag,label)
if(flag==DISABILITY_FLAG_FAT && species!=("Human" || "Tajaran" || "Grey"))
return "<li><i>[species] cannot be fat.</i></li>"
return "<li><b>[label]:</b> <a href=\"?_src_=prefs;task=input;preference=disabilities;disability=[flag]\">[disabilities & flag ? "Yes" : "No"]</a></li>"
proc/SetDisabilities(mob/user)
var/HTML = "<body>"
// AUTOFIXED BY fix_string_idiocy.py
// C:\Users\Rob\Documents\Projects\vgstation13\code\modules\client\preferences.dm:474: HTML += "<tt><center>"
HTML += {"<tt><center>
<b>Choose disabilities</b><ul>"}
// 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")
// AUTOFIXED BY fix_string_idiocy.py
// C:\Users\Rob\Documents\Projects\vgstation13\code\modules\client\preferences.dm:481: HTML += "</ul>"
HTML += {"</ul>
<a href=\"?_src_=prefs;task=close;preference=disabilities\">\[Done\]</a>
<a href=\"?_src_=prefs;task=reset;preference=disabilities\">\[Reset\]</a>
</center></tt>"}
// END AUTOFIX
user << browse(null, "window=preferences")
user << browse(HTML, "window=disabil;size=350x300")
return
proc/SetRecords(mob/user)
var/HTML = "<body>"
HTML += "<tt><center>"
HTML += "<b>Set Character Records</b><br>"
HTML += "<a href=\"byond://?src=\ref[user];preference=records;task=med_record\">Medical Records</a><br>"
if(lentext(med_record) <= 40)
HTML += "[med_record]"
else
HTML += "[copytext(med_record, 1, 37)]..."
HTML += "<br><br><a href=\"byond://?src=\ref[user];preference=records;task=gen_record\">Employment Records</a><br>"
if(lentext(gen_record) <= 40)
HTML += "[gen_record]"
else
HTML += "[copytext(gen_record, 1, 37)]..."
HTML += "<br><br><a href=\"byond://?src=\ref[user];preference=records;task=sec_record\">Security Records</a><br>"
if(lentext(sec_record) <= 40)
HTML += "[sec_record]<br>"
else
HTML += "[copytext(sec_record, 1, 37)]...<br>"
HTML += "<br>"
HTML += "<a href=\"byond://?src=\ref[user];preference=records;records=-1\">\[Done\]</a>"
HTML += "</center></tt>"
user << browse(null, "window=preferences")
user << browse(HTML, "window=records;size=350x300")
return
proc/GetPlayerAltTitle(datum/job/job)
return player_alt_titles.Find(job.title) > 0 \
? player_alt_titles[job.title] \
: job.title
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
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
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
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
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
proc/process_link(mob/user, list/href_list)
if(!user) return
if(!istype(user, /mob/new_player)) 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)
switch(href_list["task"])
if("random")
switch(href_list["preference"])
if("name")
real_name = random_name(gender,species)
if("age")
age = rand(AGE_MIN, AGE_MAX)
if("hair")
r_hair = rand(0,255)
g_hair = rand(0,255)
b_hair = rand(0,255)
if("h_style")
h_style = random_hair_style(gender, species)
if("facial")
r_facial = rand(0,255)
g_facial = rand(0,255)
b_facial = rand(0,255)
if("f_style")
f_style = random_facial_hair_style(gender, species)
if("underwear")
underwear = rand(1,underwear_m.len)
ShowChoices(user)
if("undershirt")
undershirt = rand(1,undershirt_t.len)
ShowChoices(user)
if("eyes")
r_eyes = rand(0,255)
g_eyes = rand(0,255)
b_eyes = rand(0,255)
if("s_tone")
s_tone = random_skin_tone()
if("s_color")
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")
randomize_appearance_for() //no params needed
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)
if(new_name)
real_name = new_name
else
user << "<font color='red'>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 .</font>"
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")
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)
//grab one of the valid hair styles for the newly chosen species
var/list/valid_hairstyles = list()
for(var/hairstyle in hair_styles_list)
var/datum/sprite_accessory/S = hair_styles_list[hairstyle]
if(gender == MALE && S.gender == FEMALE)
continue
if(gender == FEMALE && S.gender == MALE)
continue
if( !(species in S.species_allowed))
continue
valid_hairstyles[hairstyle] = hair_styles_list[hairstyle]
if(valid_hairstyles.len)
h_style = pick(valid_hairstyles)
else
//this shouldn't happen
h_style = hair_styles_list["Bald"]
//grab one of the valid facial hair styles for the newly chosen species
var/list/valid_facialhairstyles = list()
for(var/facialhairstyle in facial_hair_styles_list)
var/datum/sprite_accessory/S = facial_hair_styles_list[facialhairstyle]
if(gender == MALE && S.gender == FEMALE)
continue
if(gender == FEMALE && S.gender == MALE)
continue
if( !(species in S.species_allowed))
continue
valid_facialhairstyles[facialhairstyle] = facial_hair_styles_list[facialhairstyle]
if(valid_facialhairstyles.len)
f_style = pick(valid_facialhairstyles)
else
//this shouldn't happen
f_style = facial_hair_styles_list["Shaved"]
//reset hair colour and skin colour
r_hair = 0//hex2num(copytext(new_hair, 2, 4))
g_hair = 0//hex2num(copytext(new_hair, 4, 6))
b_hair = 0//hex2num(copytext(new_hair, 6, 8))
s_tone = 0
if("speciesprefs")//oldvox code
speciesprefs = !speciesprefs
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 == "Human" || species == "Unathi" || species == "Tajaran" || species == "Skrell")
var/new_hair = input(user, "Choose your character's hair colour:", "Character Preference") as color|null
if(new_hair)
r_hair = hex2num(copytext(new_hair, 2, 4))
g_hair = hex2num(copytext(new_hair, 4, 6))
b_hair = hex2num(copytext(new_hair, 6, 8))
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( !(species in S.species_allowed))
continue
valid_hairstyles[hairstyle] = hair_styles_list[hairstyle]
var/new_h_style = input(user, "Choose your character's hair style:", "Character Preference") as null|anything in valid_hairstyles
if(new_h_style)
h_style = new_h_style
if("facial")
var/new_facial = input(user, "Choose your character's facial-hair colour:", "Character Preference") as color|null
if(new_facial)
r_facial = hex2num(copytext(new_facial, 2, 4))
g_facial = hex2num(copytext(new_facial, 4, 6))
b_facial = hex2num(copytext(new_facial, 6, 8))
if("f_style")
var/list/valid_facialhairstyles = list()
for(var/facialhairstyle in facial_hair_styles_list)
var/datum/sprite_accessory/S = facial_hair_styles_list[facialhairstyle]
if(gender == MALE && S.gender == FEMALE)
continue
if(gender == FEMALE && S.gender == MALE)
continue
if( !(species in S.species_allowed))
continue
valid_facialhairstyles[facialhairstyle] = facial_hair_styles_list[facialhairstyle]
var/new_f_style = input(user, "Choose your character's facial-hair style:", "Character Preference") as null|anything in valid_facialhairstyles
if(new_f_style)
f_style = new_f_style
if("underwear")
var/list/underwear_options
if(gender == MALE)
underwear_options = underwear_m
else
underwear_options = underwear_f
var/new_underwear = input(user, "Choose your character's underwear:", "Character Preference") as null|anything in underwear_options
if(new_underwear)
underwear = underwear_options.Find(new_underwear)
ShowChoices(user)
if("undershirt")
var/list/undershirt_options
undershirt_options = undershirt_t
var/new_undershirt = input(user, "Choose your character's undershirt:", "Character Preference") as null|anything in undershirt_options
if (new_undershirt)
undershirt = undershirt_options.Find(new_undershirt)
ShowChoices(user)
if("eyes")
var/new_eyes = input(user, "Choose your character's eye colour:", "Character Preference") as color|null
if(new_eyes)
r_eyes = hex2num(copytext(new_eyes, 2, 4))
g_eyes = hex2num(copytext(new_eyes, 4, 6))
b_eyes = hex2num(copytext(new_eyes, 6, 8))
if("s_tone")
if(species != "Human")
return
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)
if("skin")
if(species == "Unathi" || species == "Tajaran" || species == "Skrell")
var/new_skin = input(user, "Choose your character's skin colour: ", "Character Preference") as color|null
if(new_skin)
r_skin = hex2num(copytext(new_skin, 2, 4))
g_skin = hex2num(copytext(new_skin, 4, 6))
b_skin = hex2num(copytext(new_skin, 6, 8))
if("ooccolor")
var/new_ooccolor = input(user, "Choose your OOC colour:", "Game Preference") 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/limb_name = input(user, "Which limb do you want to change?") as null|anything in list("Left Leg","Right Leg","Left Arm","Right Arm","Left Foot","Right Foot","Left Hand","Right Hand")
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","Prothesis")
switch(limb_name)
if("Left Leg")
limb = "l_leg"
second_limb = "l_foot"
valid_limb_states += "Peg Leg"
if("Right Leg")
limb = "r_leg"
second_limb = "r_foot"
valid_limb_states += "Peg Leg"
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"
third_limb = "l_leg"
if("Right Foot")
limb = "r_foot"
third_limb = "r_leg"
if("Left Hand")
limb = "l_hand"
third_limb = "l_arm"
if("Right Hand")
limb = "r_hand"
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")
organ_data[limb] = null
if(third_limb)
organ_data[third_limb] = null
if("Amputated")
organ_data[limb] = "amputated"
if(second_limb)
organ_data[second_limb] = "amputated"
if("Prothesis")
organ_data[limb] = "cyborg"
if(second_limb)
organ_data[second_limb] = "cyborg"
if("Peg Leg")
organ_data[limb] = "peg"
if(second_limb)
organ_data[second_limb] = "amputated"
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("gender")
if(gender == MALE)
gender = FEMALE
else
gender = MALE
if("hear_adminhelps")
sound ^= SOUND_ADMINHELP
if("ui")
switch(UI_style)
if("Midnight")
UI_style = "White"
else
UI_style = "Midnight"
if("UIcolor")
var/UI_style_color_new = input(user, "Choose your UI color, dark colors are not recommended!") as color|null
if(!UI_style_color_new) return
UI_style_color = UI_style_color_new
if("UIalpha")
var/UI_style_alpha_new = input(user, "Select a new alpha(transparence) parametr for UI, between 50 and 255") 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("be_special")
var/num = text2num(href_list["num"])
be_special ^= (1<<num)
if("name")
be_random_name = !be_random_name
if("randomslot")
randomslot = !randomslot
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)
if("close_load_dialog")
close_load_dialog(user)
if("changeslot")
load_character(user,text2num(href_list["num"]))
close_load_dialog(user)
if("tab")
if (href_list["tab"])
current_tab = text2num(href_list["tab"])
ShowChoices(user)
return 1
proc/copy_to(mob/living/carbon/human/character, safety = 0)
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.real_name = real_name
character.name = character.real_name
if(character.dna)
character.dna.real_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.gender = gender
character.age = age
character.b_type = b_type
character.r_eyes = r_eyes
character.g_eyes = g_eyes
character.b_eyes = b_eyes
character.r_hair = r_hair
character.g_hair = g_hair
character.b_hair = b_hair
character.r_facial = r_facial
character.g_facial = g_facial
character.b_facial = b_facial
character.r_skin = r_skin
character.g_skin = g_skin
character.b_skin = b_skin
character.s_tone = s_tone
character.h_style = h_style
character.f_style = f_style
// Destroy/cyborgize organs
for(var/name in organ_data)
var/datum/organ/external/O = character.organs_by_name[name]
var/datum/organ/internal/I = character.internal_organs_by_name[name]
var/status = organ_data[name]
if(status == "amputated")
O.status &= ~ORGAN_ROBOT
O.status &= ~ORGAN_PEG
O.amputated = 1
O.status |= ORGAN_DESTROYED
O.destspawn = 1
if(status == "cyborg")
O.status &= ~ORGAN_PEG
O.status |= ORGAN_ROBOT
if(status == "peg")
O.status &= ~ORGAN_ROBOT
O.status |= ORGAN_PEG
if(status == "assisted")
I.mechassist()
else if(status == "mechanical")
I.mechanize()
else continue
if(disabilities & DISABILITY_FLAG_FAT && character.species.flags & CAN_BE_FAT)//character.species.flags & CAN_BE_FAT)
character.mutations += M_FAT
character.mutations += M_OBESITY
if(disabilities & DISABILITY_FLAG_NEARSIGHTED)
character.disabilities|=NEARSIGHTED
if(disabilities & DISABILITY_FLAG_EPILEPTIC)
character.disabilities|=EPILEPSY
if(disabilities & DISABILITY_FLAG_DEAF)
character.sdisabilities|=DEAF
// Wheelchair necessary?
var/datum/organ/external/l_foot = character.get_organ("l_foot")
var/datum/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)
if(underwear > underwear_m.len || underwear < 1)
underwear = 0 //I'm sure this is 100% unnecessary, but I'm paranoid... sue me. //HAH NOW NO MORE MAGIC CLONING UNDIES
character.underwear = underwear
if(undershirt > undershirt_t.len || undershirt < 1)
undershirt = 0
character.undershirt = undershirt
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("[character] ([character.ckey]) has spawned with their gender as plural or neuter. Please notify coders.")
character.gender = MALE
proc/open_load_dialog(mob/user)
var/DBQuery/query = dbcon.NewQuery("SELECT slot,real_name FROM characters WHERE ckey='[user.ckey]' ORDER BY slot")
var/dat = "<body>"
dat += "<tt><center>"
dat += "<b>Select a character slot to load</b><hr>"
var/name
for(var/i=1, i<=MAX_SAVE_SLOTS, i++)
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())
if(i==text2num(query.item[1]))
name = query.item[2]
if(!name) name = "Character[i]"
if(i==default_slot)
name = "<b>[name]</b>"
dat += "<a href='?_src_=prefs;preference=changeslot;num=[i];'>[name]</a><br>"
name = null
dat += "<hr>"
dat += "<a href='byond://?src=\ref[user];preference=close_load_dialog'>Close</a><br>"
dat += "</center></tt>"
// user << browse(dat, "window=saves;size=300x390")
var/datum/browser/popup = new(user, "saves", "<div align='center'>Character Saves</div>", 300, 390)
popup.set_content(dat)
popup.open(0)
proc/close_load_dialog(mob/user)
user << browse(null, "window=saves")