Files
Paradise/code/modules/mob/new_player/preferences.dm
Albert Iordache 7488bb6aa8 Merge pull request #730 from CIB/master
Swing attack and Skill System updates
2012-03-25 00:48:49 -07:00

943 lines
32 KiB
Plaintext

#define UI_OLD 0
#define UI_NEW 1
var/global/list/special_roles = list( //keep synced with the defines BE_* in setup.dm --rastaf
//some autodetection here.
"traitor" = IS_MODE_COMPILED("traitor"),
"operative" = IS_MODE_COMPILED("nuclear"),
"changeling" = IS_MODE_COMPILED("changeling"),
"wizard" = IS_MODE_COMPILED("wizard"),
"malf AI" = IS_MODE_COMPILED("malfunction"),
"revolutionary" = IS_MODE_COMPILED("revolution"),
"alien candidate" = 1, //always show
"pAI candidate" = 1, // -- TLE
"cultist" = IS_MODE_COMPILED("cult"),
"infested monkey" = IS_MODE_COMPILED("monkey"),
)
/*
var/global/list/special_roles = list( //keep synced with the defines BE_* in setup.dm --rastaf
//some autodetection here.
"traitor" = ispath(text2path("/datum/game_mode/traitor")),
"operative" = ispath(text2path("/datum/game_mode/nuclear")),
"changeling" = ispath(text2path("/datum/game_mode/changeling")),
"wizard" = ispath(text2path("/datum/game_mode/wizard")),
"malf AI" = ispath(text2path("/datum/game_mode/malfunction")),
"revolutionary" = ispath(text2path("/datum/game_mode/revolution")),
"alien candidate" = 1, //always show
"cultist" = ispath(text2path("/datum/game_mode/cult")),
"infested monkey" = ispath(text2path("/datum/game_mode/monkey")),
)
*/
var/const
BE_TRAITOR =(1<<0)
BE_OPERATIVE =(1<<1)
BE_CHANGELING=(1<<2)
BE_WIZARD =(1<<3)
BE_MALF =(1<<4)
BE_REV =(1<<5)
BE_ALIEN =(1<<6)
BE_CULTIST =(1<<7)
BE_MONKEY =(1<<8)
BE_PAI =(1<<9)
datum/preferences
var
real_name
be_random_name = 0
gender = MALE
age = 30.0
b_type = "A+"
//Special role selection
be_special = 0
//Play admin midis
midis = 1
//Play pregame music
pregame_music = 1
//Saved changlog filesize to detect if there was a change
lastchangelog = 0
//Just like it sounds
ooccolor = "#b82e00"
underwear = 1
//Hair type
h_style = "Short Hair"
datum/sprite_accessory/hair/hair_style
//Hair color
r_hair = 0
g_hair = 0
b_hair = 0
//Face hair type
f_style = "Shaved"
datum/sprite_accessory/facial_hair/facial_hair_style
//Face hair color
r_facial = 0
g_facial = 0
b_facial = 0
//Skin color
s_tone = 0
//Eye color
r_eyes = 0
g_eyes = 0
b_eyes = 0
//UI style
UI = UI_OLD
//Mob preview
icon/preview_icon = null
preview_dir = SOUTH
//Jobs, uses bitflags
job_civilian_high = 0
job_civilian_med = 0
job_civilian_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
list/job_alt_titles = new() // the default name of a job like "Medical Doctor"
flavor_text = ""
// slot stuff (Why were they var/var? --SkyMarshal)
slotname
curslot = 0
disabilities = 0
used_skillpoints = 0
skill_specialization = null
list/skills = list() // skills can range from 0 to 3
New()
hair_style = new/datum/sprite_accessory/hair/short
facial_hair_style = new/datum/sprite_accessory/facial_hair/shaved
randomize_name()
..()
proc/ZeroSkills(var/forced = 0)
for(var/V in SKILLS) for(var/datum/skill/S in SKILLS[V])
if(!skills.Find(S.ID) || forced)
skills[S.ID] = SKILL_NONE
proc/CalculateSkillPoints()
used_skillpoints = 0
for(var/V in SKILLS) for(var/datum/skill/S in SKILLS[V])
var/multiplier = 1
switch(skills[S.ID])
if(SKILL_NONE)
used_skillpoints += 0 * multiplier
if(SKILL_BASIC)
used_skillpoints += 1 * multiplier
if(SKILL_ADEPT)
// secondary skills cost less
if(S.secondary)
used_skillpoints += 1 * multiplier
else
used_skillpoints += 3 * multiplier
if(SKILL_EXPERT)
// secondary skills cost less
if(S.secondary)
used_skillpoints += 3 * multiplier
else
used_skillpoints += 6 * multiplier
proc/GetSkillClass(points)
// skill classes describe how your character compares in total points
var/original_points = points
points -= min(round((age - 20) / 2.5), 4) // every 2.5 years after 20, one extra skillpoint
if(age > 30)
points -= round((age - 30) / 5) // every 5 years after 30, one extra skillpoint
if(original_points > 0 && points <= 0) points = 1
switch(points)
if(0)
return "Unconfigured"
if(1 to 2)
return "Terrifying"
if(4 to 6)
return "Below Average"
if(7 to 10)
return "Average"
if(11 to 14)
return "Above Average"
if(15 to 18)
return "Exceptional"
if(19 to 24)
return "Genius"
if(24 to 1000)
return "God"
proc/SetSkills(mob/user)
if(SKILLS == null)
setup_skills()
if(skills.len == 0)
ZeroSkills()
var/HTML = "<body>"
HTML += "<b>Select your Skills</b><br>"
HTML += "Current skill level: <b>[GetSkillClass(used_skillpoints)]</b> ([used_skillpoints])<br>"
HTML += "<a href=\"byond://?src=\ref[user];skills=1;preferences=1;preconfigured=1;\">Use preconfigured skillset</a><br>"
HTML += "<table>"
for(var/V in SKILLS)
HTML += "<tr><th colspan = 5><b>[V]</b>"
HTML += "</th></tr>"
for(var/datum/skill/S in SKILLS[V])
var/level = skills[S.ID]
HTML += "<tr style='text-align:left;'>"
HTML += "<th><a href='byond://?src=\ref[user];preferences=1;skills=1;skillinfo=\ref[S]'>[S.name]</a></th>"
HTML += "<th><a href='byond://?src=\ref[user];preferences=1;skills=1;setskill=\ref[S];newvalue=[SKILL_NONE]'><font color=[(level == SKILL_NONE) ? "red" : "black"]>\[Untrained\]</font></a></th>"
// secondary skills don't have an amateur level
if(S.secondary)
HTML += "<th></th>"
else
HTML += "<th><a href='byond://?src=\ref[user];preferences=1;skills=1;setskill=\ref[S];newvalue=[SKILL_BASIC]'><font color=[(level == SKILL_BASIC) ? "red" : "black"]>\[Amateur\]</font></a></th>"
HTML += "<th><a href='byond://?src=\ref[user];preferences=1;skills=1;setskill=\ref[S];newvalue=[SKILL_ADEPT]'><font color=[(level == SKILL_ADEPT) ? "red" : "black"]>\[Trained\]</font></a></th>"
HTML += "<th><a href='byond://?src=\ref[user];preferences=1;skills=1;setskill=\ref[S];newvalue=[SKILL_EXPERT]'><font color=[(level == SKILL_EXPERT) ? "red" : "black"]>\[Professional\]</font></a></th>"
HTML += "</tr>"
HTML += "</table>"
HTML += "<a href=\"byond://?src=\ref[user];skills=1;preferences=1;cancel=1;\">\[Done\]</a>"
user << browse(null, "window=preferences")
user << browse(HTML, "window=show_skills;size=600x800")
return
proc/ShowChoices(mob/user)
update_preview_icon()
user << browse_rsc(preview_icon, "previewicon.png")
var/dat = "<html><body>"
dat += "<b>Name:</b> "
dat += "<a href=\"byond://?src=\ref[user];preferences=1;real_name=input\"><b>[real_name]</b></a> "
dat += "(<a href=\"byond://?src=\ref[user];preferences=1;real_name=random\">&reg;</A>) "
dat += "(&reg; = <a href=\"byond://?src=\ref[user];preferences=1;b_random_name=1\">[be_random_name ? "Yes" : "No"]</a>)"
dat += "<br>"
dat += "<b>Gender:</b> <a href=\"byond://?src=\ref[user];preferences=1;gender=input\"><b>[gender == MALE ? "Male" : "Female"]</b></a><br>"
dat += "<b>Age:</b> <a href='byond://?src=\ref[user];preferences=1;age=input'>[age]</a>"
dat += "<br>"
dat += "<b>UI Style:</b> <a href=\"byond://?src=\ref[user];preferences=1;UI=input\"><b>[UI == UI_NEW ? "New" : "Old"]</b></a><br>"
dat += "<b>Play admin midis:</b> <a href=\"byond://?src=\ref[user];preferences=1;midis=input\"><b>[midis == 1 ? "Yes" : "No"]</b></a><br>"
if((user.client) && (user.client.holder) && (user.client.holder.rank) && (user.client.holder.rank == "Game Master"))
dat += "<hr><b>OOC</b><br>"
dat += "<a href='byond://?src=\ref[user];preferences=1;ooccolor=input'>Change colour</a> <font face=\"fixedsys\" size=\"3\" color=\"[ooccolor]\"><table style='display:inline;' bgcolor=\"[ooccolor]\"><tr><td>__</td></tr></table></font>"
dat += "<hr><b>Occupation Choices</b><br>"
dat += "\t<a href=\"byond://?src=\ref[user];preferences=1;occ=1\"><b>Set Preferences</b></a><br>"
dat += "<hr><b>Skill Choices</b><br>"
dat += "\t<i>[GetSkillClass(used_skillpoints)]</i> ([used_skillpoints])<br>"
dat += "\t<a href=\"byond://?src=\ref[user];preferences=1;skills=1\"><b>Set Skills</b></a><br>"
dat += "<hr><table><tr><td><b>Body</b> "
dat += "(<a href=\"byond://?src=\ref[user];preferences=1;s_tone=random;underwear=random;age=random;b_type=random;hair=random;h_style=random;facial=random;f_style=random;eyes=random\">&reg;</A>)" // Random look
dat += "<br>"
dat += "Blood Type: <a href='byond://?src=\ref[user];preferences=1;b_type=input'>[b_type]</a><br>"
dat += "Skin Tone: <a href='byond://?src=\ref[user];preferences=1;s_tone=input'>[-s_tone + 35]/220<br></a>"
if(!IsGuestKey(user.key))
dat += "Underwear: <a href =\"byond://?src=\ref[user];preferences=1;underwear=1\"><b>[underwear == 1 ? "Yes" : "No"]</b></a><br>"
dat += "</td><td style='text-align:center;padding-left:2em'><b>Preview</b><br>"
dat += "<a href='?src=\ref[user];preferences=1;preview_dir=[turn(preview_dir,-90)]'>&lt;</a>"
dat += "<img src=previewicon.png height=64 width=64 style='vertical-align:middle'>"
dat += "<a href='?src=\ref[user];preferences=1;preview_dir=[turn(preview_dir,90)]'>&gt;</a>"
dat += "</td></tr></table>"
dat += "<hr><b>Hair</b><br>"
dat += "<a href='byond://?src=\ref[user];preferences=1;hair=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='byond://?src=\ref[user];preferences=1;h_style=input'>[h_style]</a>"
dat += "<hr><b>Facial</b><br>"
dat += "<a href='byond://?src=\ref[user];preferences=1;facial=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='byond://?src=\ref[user];preferences=1;f_style=input'>[f_style]</a>"
dat += "<hr><b>Eyes</b><br>"
dat += "<a href='byond://?src=\ref[user];preferences=1;eyes=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>"
dat += "<hr><b><a href=\"byond://?src=\ref[user];preferences=1;disabilities=-1\">Disabilities</a></b><br>"
dat += "<hr><b>Flavor Text</b><br>"
dat += "<a href='byond://?src=\ref[user];preferences=1;flavor_text=1'>Change</a><br>"
if(lentext(flavor_text) <= 40)
dat += "[flavor_text]"
else
dat += "[copytext(flavor_text, 1, 37)]..."
dat += "<hr>"
if(!jobban_isbanned(user, "Syndicate"))
var/n = 0
for (var/i in special_roles)
if(special_roles[i]) //if mode is available on the server
dat += "<b>Be [i]:</b> <a href=\"byond://?src=\ref[user];preferences=1;be_special=[n]\"><b>[src.be_special&(1<<n) ? "Yes" : "No"]</b></a><br>"
n++
else
dat += "<b>You are banned from being Syndicate.</b>"
src.be_special = 0
dat += "<hr>"
// slot options
if (!IsGuestKey(user.key))
if(!curslot)
curslot = 1
slotname = savefile_getslots(user)[1]
dat += "<a href='byond://?src=\ref[user];preferences=1;saveslot=[curslot]'>Save Slot [curslot] ([slotname])</a><br>"
dat += "<a href='byond://?src=\ref[user];preferences=1;loadslot2=1'>Load</a><br>"
dat += "<a href='byond://?src=\ref[user];preferences=1;createslot=1'>Create New Slot</a><br>"
dat += "<a href='byond://?src=\ref[user];preferences=1;reset_all=1'>Reset Setup</a><br>"
dat += "</body></html>"
user << browse(dat, "window=preferences;size=300x710")
proc/loadsave(mob/user)
var/dat = "<body>"
dat += "<tt><center>"
var/list/slots = savefile_getslots(user)
for(var/slot=1, slot<=slots.len, slot++)
dat += "<a href='byond://?src=\ref[user];preferences=1;loadslot=[slot]'>Load Slot [slot] ([slots[slot]]) </a><a href='byond://?src=\ref[user];preferences=1;removeslot=[slot]'>(R)</a><br><br>"
dat += "<a href='byond://?src=\ref[user];preferences=1;loadslot=CLOSE'>Close</a><br>"
dat += "</center></tt>"
user << browse(dat, "window=saves;size=300x640")
proc/closesave(mob/user)
user << browse(null, "window=saves;size=300x640")
proc/SetDisabilities(mob/user)
var/HTML = "<body>"
HTML += "<tt><center>"
HTML += "<b>Choose disabilities</b><br>"
HTML += "Need Glasses? <a href=\"byond://?src=\ref[user];preferences=1;disabilities=0\">[disabilities & (1<<0) ? "Yes" : "No"]</a><br>"
HTML += "Seizures? <a href=\"byond://?src=\ref[user];preferences=1;disabilities=1\">[disabilities & (1<<1) ? "Yes" : "No"]</a><br>"
HTML += "Coughing? <a href=\"byond://?src=\ref[user];preferences=1;disabilities=2\">[disabilities & (1<<2) ? "Yes" : "No"]</a><br>"
HTML += "Tourettes/Twitching? <a href=\"byond://?src=\ref[user];preferences=1;disabilities=3\">[disabilities & (1<<3) ? "Yes" : "No"]</a><br>"
HTML += "Nervousness? <a href=\"byond://?src=\ref[user];preferences=1;disabilities=4\">[disabilities & (1<<4) ? "Yes" : "No"]</a><br>"
HTML += "Deafness? <a href=\"byond://?src=\ref[user];preferences=1;disabilities=5\">[disabilities & (1<<5) ? "Yes" : "No"]</a><br>"
HTML += "<br>"
HTML += "<a href=\"byond://?src=\ref[user];preferences=1;disabilities=-2\">\[Done\]</a>"
HTML += "</center></tt>"
user << browse(null, "window=preferences")
user << browse(HTML, "window=disabil;size=350x300")
return
proc/GetAltTitle(datum/job/job)
return job_alt_titles.Find(job.title) > 0 \
? job_alt_titles[job.title] \
: job.title
proc/SetAltTitle(datum/job/job, new_title)
// remove existing entry
if(job_alt_titles.Find(job.title))
job_alt_titles -= job.title
// add one if it's not default
if(job.title != new_title)
job_alt_titles[job.title] = new_title
proc/SetChoices(mob/user, changedjob)
var/HTML = "<body>"
HTML += "<tt><center>"
HTML += "<b>Choose occupation chances</b><br>Unavailable occupations are in red.<br>"
for(var/datum/job/job in job_master.occupations)
var/rank = job.title
if(jobban_isbanned(user, rank))
HTML += "<font color=red>[rank]</font><br>"
continue
if((job_civilian_low & ASSISTANT) && (rank != "Assistant"))
HTML += "<font color=orange>[rank]</font><br>"
continue
if((rank in command_positions) || (rank == "AI"))//Bold head jobs
HTML += "<b>[rank]<a href=\"byond://?src=\ref[user];preferences=1;occ=1;job=[rank]\"></b>"
else
HTML += "[rank]<a href=\"byond://?src=\ref[user];preferences=1;occ=1;job=[rank]\">"
if(rank == "Assistant")//Assistant is special
if(job_civilian_low & ASSISTANT)
HTML += "<font color=green>\[Yes]</font>"
else
HTML += "<font color=red>\[No]</font>"
HTML += "</a><br>"
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>"
if(job.alt_titles)
HTML += "</a> <a href=\"byond://?src=\ref[user];preferences=1;alt_title=1;job=\ref[job]\">\[[GetAltTitle(job)]\]</a><br>"
else
HTML += "</a><br>"
HTML += "<br>"
HTML += "<a href=\"byond://?src=\ref[user];preferences=1;occ=0;job=cancel\">\[Done\]</a>"
HTML += "</center></tt>"
user << browse(null, "window=preferences")
user << browse(HTML, "window=mob_occupation;size=350x600")
return
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 == "Assistant")
if(job_civilian_low & job.flag)
job_civilian_low &= ~job.flag
else
job_civilian_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/GetJobDepartment(var/datum/job/job, var/level)
if(!job || !level) return 0
switch(job.department_flag)
if(CIVILIAN)
switch(level)
if(1)
return job_civilian_high
if(2)
return job_civilian_med
if(3)
return job_civilian_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
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_civilian_high = 0
job_medsci_high = 0
job_engsec_high = 0
return 1
if(2)//Set current highs to med, then reset them
job_civilian_med |= job_civilian_high
job_medsci_med |= job_medsci_high
job_engsec_med |= job_engsec_high
job_civilian_high = 0
job_medsci_high = 0
job_engsec_high = 0
switch(job.department_flag)
if(CIVILIAN)
switch(level)
if(2)
job_civilian_high = job.flag
job_civilian_med &= ~job.flag
if(3)
job_civilian_med |= job.flag
job_civilian_low &= ~job.flag
else
job_civilian_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
return 1
proc/process_link(mob/user, list/link_tags)
if(link_tags["occ"])
if(link_tags["cancel"])
user << browse(null, "window=\ref[user]occupation")
return
else if(link_tags["job"])
SetJob(user, link_tags["job"])
else
if(job_master)
SetChoices(user)
return 1
if(link_tags["preview_dir"])
preview_dir = text2num(link_tags["preview_dir"])
if(link_tags["skills"])
if(link_tags["cancel"])
user << browse(null, "window=show_skills")
ShowChoices(user)
return
else if(link_tags["skillinfo"])
var/datum/skill/S = locate(link_tags["skillinfo"])
var/HTML = "<b>[S.name]</b><br>[S.desc]"
user << browse(HTML, "window=\ref[user]skillinfo")
else if(link_tags["setskill"])
var/datum/skill/S = locate(link_tags["setskill"])
var/value = text2num(link_tags["newvalue"])
skills[S.ID] = value
CalculateSkillPoints()
SetSkills(user)
else if(link_tags["preconfigured"])
var/selected = input(user, "Select a skillset", "Skillset") as null|anything in SKILL_PRE
if(!selected) return
ZeroSkills(1)
for(var/V in SKILL_PRE[selected])
if(V == "field")
skill_specialization = SKILL_PRE[selected]["field"]
continue
skills[V] = SKILL_PRE[selected][V]
CalculateSkillPoints()
SetSkills(user)
else if(link_tags["setspecialization"])
skill_specialization = link_tags["setspecialization"]
CalculateSkillPoints()
SetSkills(user)
else
SetSkills(user)
return 1
if(link_tags["alt_title"] && link_tags["job"])
var/datum/job/job = locate(link_tags["job"])
var/choices = list(job.title) + job.alt_titles
var/choice = input("Pick a title for [job.title].", "Character Generation", GetAltTitle(job)) as anything in choices | null
if(choice)
SetAltTitle(job, choice)
SetChoices(user)
if(link_tags["real_name"])
var/new_name
switch(link_tags["real_name"])
if("input")
new_name = input(user, "Please select a name:", "Character Generation") as text
var/list/bad_characters = list("_", "'", "\"", "<", ">", ";", "[", "]", "{", "}", "|", "\\")
for(var/c in bad_characters)
new_name = dd_replacetext(new_name, c, "")
if(!new_name || (new_name == "Unknown") || (new_name == "floor") || (new_name == "wall") || (new_name == "r-wall"))
alert("Don't do this")
return
if("random")
randomize_name()
if(new_name)
if(length(new_name) >= 26)
new_name = copytext(new_name, 1, 26)
real_name = new_name
if(link_tags["age"])
switch(link_tags["age"])
if("input")
var/new_age = input(user, "Please select type in age: 20-45", "Character Generation") as num
if(new_age)
age = max(min(round(text2num(new_age)), 45), 20)
if("random")
age = rand (20, 45)
if(link_tags["b_type"])
switch(link_tags["b_type"])
if("input")
var/new_b_type = input(user, "Please select a blood type:", "Character Generation") as null|anything in list( "A+", "A-", "B+", "B-", "AB+", "AB-", "O+", "O-" )
if(new_b_type)
b_type = new_b_type
if("random")
b_type = pickweight ( list ("A+" = 31, "A-" = 7, "B+" = 8, "B-" = 2, "AB+" = 2, "AB-" = 1, "O+" = 40, "O-" = 9))
if(link_tags["hair"])
switch(link_tags["hair"])
if("input")
var/new_hair = input(user, "Please select hair color.", "Character Generation") as color
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("random")
randomize_hair_color("hair")
if(link_tags["facial"])
switch(link_tags["facial"])
if("input")
var/new_facial = input(user, "Please select facial hair color.", "Character Generation") as color
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("random")
randomize_hair_color("facial")
if(link_tags["eyes"])
switch(link_tags["eyes"])
if("input")
var/new_eyes = input(user, "Please select eye color.", "Character Generation") as color
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("random")
randomize_eyes_color()
if(link_tags["s_tone"])
switch(link_tags["s_tone"])
if("random")
randomize_skin_tone()
if("input")
var/new_tone = input(user, "Please select skin tone level: 1-220 (1=albino, 35=caucasian, 150=black, 220='very' black)", "Character Generation") as text
if(new_tone)
s_tone = max(min(round(text2num(new_tone)), 220), 1)
s_tone = -s_tone + 35
if(link_tags["h_style"])
switch(link_tags["h_style"])
// New and improved hair selection code, by Doohl
if("random") // random hair selection
randomize_hair(gender) // call randomize_hair() proc with var/gender parameter
// see preferences_setup.dm for proc
if("input") // input hair selection
// Generate list of hairs via typesof()
var/list/all_hairs = typesof(/datum/sprite_accessory/hair) - /datum/sprite_accessory/hair
// List of hair names
var/list/hairs = list()
// loop through potential hairs
for(var/x in all_hairs)
var/datum/sprite_accessory/hair/H = new x // create new hair datum based on type x
hairs.Add(H.name) // add hair name to hairs
del(H) // delete the hair after it's all done
// prompt the user for a hair selection, the selection being anything in list hairs
var/new_style = input(user, "Select a hair style", "Character Generation") as null|anything in hairs
// if new style selected (not cancel)
if(new_style)
h_style = new_style
for(var/x in all_hairs) // loop through all_hairs again. Might be slightly CPU expensive, but not significantly.
var/datum/sprite_accessory/hair/H = new x // create new hair datum
if(H.name == new_style)
hair_style = H // assign the hair_style variable a new hair datum
break
else
del(H) // if hair H not used, delete. BYOND can garbage collect, but better safe than sorry
if(link_tags["ooccolor"])
var/ooccolor = input(user, "Please select OOC colour.", "OOC colour") as color
if(ooccolor)
src.ooccolor = ooccolor
if(link_tags["f_style"])
switch(link_tags["f_style"])
// see above for commentation. This is just a slight modification of the hair code for facial hairs
if("random")
randomize_facial(gender)
if("input")
var/list/all_fhairs = typesof(/datum/sprite_accessory/facial_hair) - /datum/sprite_accessory/facial_hair
var/list/fhairs = list()
for(var/x in all_fhairs)
var/datum/sprite_accessory/facial_hair/H = new x
fhairs.Add(H.name)
del(H)
var/new_style = input(user, "Select a facial hair style", "Character Generation") as null|anything in fhairs
if(new_style)
f_style = new_style
for(var/x in all_fhairs)
var/datum/sprite_accessory/facial_hair/H = new x
if(H.name == new_style)
facial_hair_style = H
break
else
del(H)
if(link_tags["gender"])
if(gender == MALE)
gender = FEMALE
else
gender = MALE
if(link_tags["UI"])
if(UI == UI_OLD)
UI = UI_NEW
else
UI = UI_OLD
if(link_tags["midis"])
midis = (midis+1)%2
if(link_tags["underwear"])
if(!IsGuestKey(user.key))
/*switch(link_tags["underwear"])
if("random")
if(prob (75))
underwear = 1
else
underwear = 0
if("input")
if(underwear == 1)
underwear = 0
else
underwear = 1*/
underwear = !underwear
if(link_tags["be_special"])
src.be_special^=(1<<text2num(link_tags["be_special"])) //bitwize magic, sorry for that. --rastaf0
if(link_tags["b_random_name"])
be_random_name = !be_random_name
if(link_tags["flavor_text"])
var/msg = input(usr,"Set the flavor text in your 'examine' verb. Don't metagame!","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
// slot links
if(!IsGuestKey(user.key))
if(link_tags["saveslot"])
var/slot = text2num(link_tags["saveslot"])
savefile_save(user, slot)
else if(link_tags["loadslot"])
var/slot = text2num(link_tags["loadslot"])
if(link_tags["loadslot"] == "CLOSE")
closesave(user)
return
if(!savefile_load(user, slot))
alert(user, "You do not have a savefile.")
else
curslot = slot
slotname = savefile_getslots(user)[curslot]
loadsave(user)
if(link_tags["removeslot"])
var/slot = text2num(link_tags["removeslot"])
if(!slot)
return
savefile_removeslot(user, slot)
usr << "Slot [slot] Deleted."
curslot = 1
slotname = savefile_getslots(user)[curslot]
loadsave(usr)
if(link_tags["loadslot2"])
loadsave(user)
if(link_tags["createslot"])
var/list/slots = savefile_getslots(user)
var/count = slots.len
count++
if(count > 10)
usr << "You have reached the character limit."
return
slotname = input(usr,"Choose a name for your slot","Name","Slot "+num2text(count))
curslot = savefile_createslot(user, slotname)
if(!savefile_load(user, count))
alert(user, "You do not have a savefile.")
else
closesave(user)
if(link_tags["reset_all"])
gender = MALE
randomize_name()
age = 30
job_civilian_high = 0
job_civilian_med = 0
job_civilian_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_alt_titles = new()
underwear = 1
be_special = 0
be_random_name = 0
r_hair = 0.0
g_hair = 0.0
b_hair = 0.0
r_facial = 0.0
g_facial = 0.0
b_facial = 0.0
h_style = "Short Hair"
f_style = "Shaved"
r_eyes = 0.0
g_eyes = 0.0
b_eyes = 0.0
s_tone = 0.0
b_type = "A+"
UI = UI_OLD
midis = 1
disabilities = 0
if(link_tags["disabilities"])
if(text2num(link_tags["disabilities"]) >= -1)
if(text2num(link_tags["disabilities"]) >= 0)
disabilities ^= (1<<text2num(link_tags["disabilities"])) //MAGIC
SetDisabilities(user)
return
else
user << browse(null, "window=disabil")
ShowChoices(user)
proc/copy_to(mob/living/carbon/human/character, safety = 0)
if(be_random_name)
randomize_name()
character.real_name = real_name
character.original_name = real_name //Original name is only used in ghost chat! It is not to be edited by anything!
character.flavor_text = flavor_text
character.gender = gender
character.age = age
character.dna.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.s_tone = s_tone
character.h_style = h_style
character.f_style = f_style
switch (UI)
if(UI_OLD)
character.UI = 'screen1_old.dmi'
if(UI_NEW)
character.UI = 'screen1.dmi'
character.hair_style = hair_style
character.facial_hair_style = facial_hair_style
character.underwear = underwear == 1 ? pick(1,2,3,4,5) : 0
character.used_skillpoints = used_skillpoints
character.skill_specialization = skill_specialization
character.skills = skills
character.update_face()
character.update_body()
if(!safety)//To prevent run-time errors due to null datum when using randomize_appearance_for()
spawn(10)
if(character&&character.client)
character.client.midis = midis
character.client.ooccolor = ooccolor
character.client.be_alien = be_special&BE_ALIEN
character.client.be_pai = be_special&BE_PAI
character.client.be_syndicate = be_special
proc/copydisabilities(mob/living/carbon/human/character)
if(disabilities & 1)
character.dna.struc_enzymes = setblock(character.dna.struc_enzymes,GLASSESBLOCK,toggledblock(getblock(character.dna.struc_enzymes,GLASSESBLOCK,3)),3)
if(disabilities & 2)
character.dna.struc_enzymes = setblock(character.dna.struc_enzymes,HEADACHEBLOCK,toggledblock(getblock(character.dna.struc_enzymes,HEADACHEBLOCK,3)),3)
if(disabilities & 4)
character.dna.struc_enzymes = setblock(character.dna.struc_enzymes,COUGHBLOCK,toggledblock(getblock(character.dna.struc_enzymes,COUGHBLOCK,3)),3)
if(disabilities & 8)
character.dna.struc_enzymes = setblock(character.dna.struc_enzymes,TWITCHBLOCK,toggledblock(getblock(character.dna.struc_enzymes,TWITCHBLOCK,3)),3)
if(disabilities & 16)
character.dna.struc_enzymes = setblock(character.dna.struc_enzymes,NERVOUSBLOCK,toggledblock(getblock(character.dna.struc_enzymes,NERVOUSBLOCK,3)),3)
if(disabilities & 32)
character.dna.struc_enzymes = setblock(character.dna.struc_enzymes,DEAFBLOCK,toggledblock(getblock(character.dna.struc_enzymes,DEAFBLOCK,3)),3)
//if(disabilities & 64)
//mute
//if(disabilities & 128)
//character.dna.struc_enzymes = setblock(character.dna.struc_enzymes,BLINDBLOCK,toggledblock(getblock(character.dna.struc_enzymes,BLINDBLOCK,3)),3)
character.disabilities = disabilities
#undef UI_OLD
#undef UI_NEW