Files
Paradise/code/game/gamemodes/changeling/evolution_menu.dm
Tigercat2000 71e5344a98 Mass replace
2016-07-07 19:34:02 -07:00

423 lines
12 KiB
Plaintext

var/list/sting_paths
// totally stolen from the new player panel. YAYY
/obj/effect/proc_holder/changeling/evolution_menu
name = "-Evolution Menu-" //Dashes are so it's listed before all the other abilities.
desc = "Choose our method of subjugation."
dna_cost = 0
/obj/effect/proc_holder/changeling/evolution_menu/Click()
if(!usr || !usr.mind || !usr.mind.changeling)
return
var/datum/changeling/changeling = usr.mind.changeling
if(!sting_paths)
sting_paths = init_subtypes(/obj/effect/proc_holder/changeling)
var/dat = create_menu(changeling)
usr << browse(dat, "window=powers;size=600x700")//900x480
/obj/effect/proc_holder/changeling/evolution_menu/proc/create_menu(var/datum/changeling/changeling)
var/dat
dat +="<html><head><title>Changling Evolution Menu</title></head>"
//javascript, the part that does most of the work~
dat += {"
<head>
<script type='text/javascript'>
var locked_tabs = new Array();
function updateSearch(){
var filter_text = document.getElementById('filter');
var filter = filter_text.value.toLowerCase();
if(complete_list != null && complete_list != ""){
var mtbl = document.getElementById("maintable_data_archive");
mtbl.innerHTML = complete_list;
}
if(filter.value == ""){
return;
}else{
var maintable_data = document.getElementById('maintable_data');
var ltr = maintable_data.getElementsByTagName("tr");
for( var i = 0; i < ltr.length; ++i )
{
try{
var tr = ltr\[i\];
if(tr.getAttribute("id").indexOf("data") != 0){
continue;
}
var ltd = tr.getElementsByTagName("td");
var td = ltd\[0\];
var lsearch = td.getElementsByTagName("b");
var search = lsearch\[0\];
//var inner_span = li.getElementsByTagName("span")\[1\] //Should only ever contain one element.
//document.write("<p>"+search.innerText+"<br>"+filter+"<br>"+search.innerText.indexOf(filter))
if( search.innerText.toLowerCase().indexOf(filter) == -1 )
{
//document.write("a");
//ltr.removeChild(tr);
td.innerHTML = "";
i--;
}
}catch(err) { }
}
}
var count = 0;
var index = -1;
var debug = document.getElementById("debug");
locked_tabs = new Array();
}
function expand(id,name,desc,helptext,power,ownsthis){
clearAll();
var span = document.getElementById(id);
body = "<table><tr><td>";
body += "</td><td align='center'>";
body += "<font size='2'><b>"+desc+"</b></font> <BR>"
body += "<font size='2'><span class='danger'>"+helptext+"</span></font> <BR>"
if(!ownsthis)
{
body += "<a href='?src=\ref[src];P="+power+"'>Evolve</a>"
}
body += "</td><td align='center'>";
body += "</td></tr></table>";
span.innerHTML = body
}
function clearAll(){
var spans = document.getElementsByTagName('span');
for(var i = 0; i < spans.length; i++){
var span = spans\[i\];
var id = span.getAttribute("id");
if(!(id.indexOf("item")==0))
continue;
var pass = 1;
for(var j = 0; j < locked_tabs.length; j++){
if(locked_tabs\[j\]==id){
pass = 0;
break;
}
}
if(pass != 1)
continue;
span.innerHTML = "";
}
}
function addToLocked(id,link_id,notice_span_id){
var link = document.getElementById(link_id);
var decision = link.getAttribute("name");
if(decision == "1"){
link.setAttribute("name","2");
}else{
link.setAttribute("name","1");
removeFromLocked(id,link_id,notice_span_id);
return;
}
var pass = 1;
for(var j = 0; j < locked_tabs.length; j++){
if(locked_tabs\[j\]==id){
pass = 0;
break;
}
}
if(!pass)
return;
locked_tabs.push(id);
var notice_span = document.getElementById(notice_span_id);
notice_span.innerHTML = "<span class='danger'>Locked</span> ";
//link.setAttribute("onClick","attempt('"+id+"','"+link_id+"','"+notice_span_id+"');");
//document.write("removeFromLocked('"+id+"','"+link_id+"','"+notice_span_id+"')");
//document.write("aa - "+link.getAttribute("onClick"));
}
function attempt(ab){
return ab;
}
function removeFromLocked(id,link_id,notice_span_id){
//document.write("a");
var index = 0;
var pass = 0;
for(var j = 0; j < locked_tabs.length; j++){
if(locked_tabs\[j\]==id){
pass = 1;
index = j;
break;
}
}
if(!pass)
return;
locked_tabs\[index\] = "";
var notice_span = document.getElementById(notice_span_id);
notice_span.innerHTML = "";
//var link = document.getElementById(link_id);
//link.setAttribute("onClick","addToLocked('"+id+"','"+link_id+"','"+notice_span_id+"')");
}
function selectTextField(){
var filter_text = document.getElementById('filter');
filter_text.focus();
filter_text.select();
}
</script>
</head>
"}
//body tag start + onload and onkeypress (onkeyup) javascript event calls
dat += "<body onload='selectTextField(); updateSearch();' onkeyup='updateSearch();'>"
//title + search bar
dat += {"
<table width='560' align='center' cellspacing='0' cellpadding='5' id='maintable'>
<tr id='title_tr'>
<td align='center'>
<font size='5'><b>Changeling Evolution Menu</b></font><br>
Hover over a power to see more information<br>
Current ability choices remaining: [changeling.geneticpoints]<br>
By rendering a lifeform to a husk, we gain enough power to alter and adapt our evolutions.<br>
(<a href='?src=\ref[src];readapt=1'>Readapt</a>)<br>
<p>
</td>
</tr>
<tr id='search_tr'>
<td align='center'>
<b>Search:</b> <input type='text' id='filter' value='' style='width:300px;'>
</td>
</tr>
</table>
"}
//player table header
dat += {"
<span id='maintable_data_archive'>
<table width='560' align='center' cellspacing='0' cellpadding='5' id='maintable_data'>"}
var/i = 1
for(var/obj/effect/proc_holder/changeling/cling_power in sting_paths)
if(cling_power.dna_cost <= 0) //Let's skip the crap we start with. Keeps the evolution menu uncluttered.
continue
var/ownsthis = changeling.has_sting(cling_power)
var/color
if(ownsthis)
if(i%2 == 0)
color = "#d8ebd8"
else
color = "#c3dec3"
else
if(i%2 == 0)
color = "#f2f2f2"
else
color = "#e6e6e6"
dat += {"
<tr id='data[i]' name='[i]' onClick="addToLocked('item[i]','data[i]','notice_span[i]')">
<td align='center' bgcolor='[color]'>
<span id='notice_span[i]'></span>
<a id='link[i]'
onmouseover='expand("item[i]","[cling_power.name]","[cling_power.desc]","[cling_power.helptext]","[cling_power]",[ownsthis])'
>
<b id='search[i]'>Evolve [cling_power][ownsthis ? " - Purchased" : (cling_power.req_dna>changeling.absorbedcount ? " - Requires [cling_power.req_dna] absorptions" : " - Cost: [cling_power.dna_cost]")]</b>
</a>
<br><span id='item[i]'></span>
</td>
</tr>
"}
i++
//player table ending
dat += {"
</table>
</span>
<script type='text/javascript'>
var maintable = document.getElementById("maintable_data_archive");
var complete_list = maintable.innerHTML;
</script>
</body></html>
"}
return dat
/obj/effect/proc_holder/changeling/evolution_menu/Topic(href, href_list)
..()
if(!(iscarbon(usr) && usr.mind && usr.mind.changeling))
return
if(href_list["P"])
usr.mind.changeling.purchasePower(usr, href_list["P"])
else if(href_list["readapt"])
usr.mind.changeling.lingRespec(usr)
var/dat = create_menu(usr.mind.changeling)
usr << browse(dat, "window=powers;size=600x700")
/////
/datum/changeling/proc/purchasePower(var/mob/living/carbon/user, var/sting_name)
var/obj/effect/proc_holder/changeling/thepower = null
if(!sting_paths)
sting_paths = init_subtypes(/obj/effect/proc_holder/changeling)
for(var/obj/effect/proc_holder/changeling/cling_sting in sting_paths)
if(cling_sting.name == sting_name)
thepower = cling_sting
if(thepower == null)
to_chat(user, "This is awkward. Changeling power purchase failed, please report this bug to a coder!")
return
if(absorbedcount < thepower.req_dna)
to_chat(user, "We lack the energy to evolve this ability!")
return
if(has_sting(thepower))
to_chat(user, "We have already evolved this ability!")
return
if(thepower.dna_cost < 0)
to_chat(user, "We cannot evolve this ability.")
return
if(geneticpoints < thepower.dna_cost)
to_chat(user, "We have reached our capacity for abilities.")
return
if(user.status_flags & FAKEDEATH)//To avoid potential exploits by buying new powers while in stasis, which clears your verblist.
to_chat(user, "We lack the energy to evolve new abilities right now.")
return
geneticpoints -= thepower.dna_cost
purchasedpowers += thepower
thepower.on_purchase(user)
//Reselect powers
/datum/changeling/proc/lingRespec(var/mob/user)
if(!ishuman(user) || issmall(user))
to_chat(user, "<span class='danger'>We can't remove our evolutions in this form!</span>")
return
if(canrespec)
to_chat(user, "<span class='notice'>We have removed our evolutions from this form, and are now ready to readapt.</span>")
user.remove_changeling_powers(1)
canrespec = 0
user.make_changeling()
return 1
else
to_chat(user, "<span class='danger'>You lack the power to readapt your evolutions!</span>")
return 0
/mob/proc/make_changeling()
if(!mind)
return
if(!ishuman(src))
return
if(!mind.changeling)
mind.changeling = new /datum/changeling(gender)
if(!sting_paths)
sting_paths = init_subtypes(/obj/effect/proc_holder/changeling)
if(mind.changeling.purchasedpowers)
remove_changeling_powers(1)
add_language("Changeling")
for(var/language in languages)
mind.changeling.absorbed_languages |= language
// purchase free powers.
for(var/obj/effect/proc_holder/changeling/path in sting_paths)
//var/obj/effect/proc_holder/changeling/S = new path()
if(!path.dna_cost)
if(!mind.changeling.has_sting(path))
mind.changeling.purchasedpowers += path
path.on_purchase(src)
var/mob/living/carbon/C = src //only carbons have dna now, so we have to typecaste
mind.changeling.absorbed_dna |= C.dna
return 1
//Used to dump the languages from the changeling datum into the actual mob.
/mob/proc/changeling_update_languages(var/updated_languages)
for(var/datum/language/L in updated_languages)
add_language("L.name")
//This isn't strictly necessary but just to be safe...
add_language("Changeling")
return
/datum/changeling/proc/reset()
chosen_sting = null
geneticpoints = initial(geneticpoints)
sting_range = initial(sting_range)
chem_storage = initial(chem_storage)
chem_recharge_rate = initial(chem_recharge_rate)
chem_charges = min(chem_charges, chem_storage)
chem_recharge_slowdown = initial(chem_recharge_slowdown)
mimicing = ""
/mob/proc/remove_changeling_powers(var/keep_free_powers=0)
if(ishuman(src))
if(mind && mind.changeling)
digitalcamo = 0
mind.changeling.changeling_speak = 0
mind.changeling.reset()
for(var/obj/effect/proc_holder/changeling/p in mind.changeling.purchasedpowers)
if(p.dna_cost == 0 && keep_free_powers)
continue
mind.changeling.purchasedpowers -= p
p.on_refund(src)
remove_language("Changeling")
if(hud_used)
hud_used.lingstingdisplay.icon_state = null
hud_used.lingstingdisplay.invisibility = 101
/datum/changeling/proc/has_sting(obj/effect/proc_holder/changeling/power)
for(var/obj/effect/proc_holder/changeling/P in purchasedpowers)
if(power.name == P.name)
return 1
return 0