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Paradise/code/modules/mob/new_player/new_player.dm

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mob/new_player
var/datum/preferences/preferences
var/ready = 0
var/spawning = 0//Referenced when you want to delete the new_player later on in the code.
invisibility = 101
density = 0
stat = 2
canmove = 0
anchored = 1 // don't get pushed around
// var/list/jobs_restricted_by_gamemode
Login()
//Next line is commented out because seem it does nothing helpful and on the other hand it calls mob/new_player/Move() to EACH turf in the world. --rastaf0
//..()
if(!preferences)
preferences = new
if(!mind)
mind = new
mind.key = key
mind.current = src
var/starting_loc = pick(newplayer_start)
loc = starting_loc
sight |= SEE_TURFS
var/list/watch_locations = list()
for(var/obj/effect/landmark/landmark in world)
if(landmark.tag == "landmark*new_player")
watch_locations += landmark.loc
if(watch_locations.len>0)
loc = pick(watch_locations)
if(!preferences.savefile_load(src, 0))
preferences.ShowChoices(src)
if(!client.changes)
changes()
else
var/lastchangelog = length('changelog.html')
if(!client.changes && preferences.lastchangelog!=lastchangelog)
changes()
preferences.lastchangelog = lastchangelog
preferences.savefile_save(src)
new_player_panel()
//PDA Resource Initialisation =======================================================>
/*
Quick note: local dream daemon instances don't seem to cache images right. Might be
a local problem with my machine but it's annoying nontheless.
*/
if(client)
//load the PDA iconset into the client
src << browse_rsc('pda_atmos.png')
src << browse_rsc('pda_back.png')
src << browse_rsc('pda_bell.png')
src << browse_rsc('pda_blank.png')
src << browse_rsc('pda_boom.png')
src << browse_rsc('pda_bucket.png')
src << browse_rsc('pda_crate.png')
src << browse_rsc('pda_cuffs.png')
src << browse_rsc('pda_eject.png')
src << browse_rsc('pda_exit.png')
src << browse_rsc('pda_flashlight.png')
src << browse_rsc('pda_honk.png')
src << browse_rsc('pda_mail.png')
src << browse_rsc('pda_medical.png')
src << browse_rsc('pda_menu.png')
src << browse_rsc('pda_mule.png')
src << browse_rsc('pda_notes.png')
src << browse_rsc('pda_power.png')
src << browse_rsc('pda_rdoor.png')
src << browse_rsc('pda_reagent.png')
src << browse_rsc('pda_refresh.png')
src << browse_rsc('pda_scanner.png')
src << browse_rsc('pda_signaler.png')
src << browse_rsc('pda_status.png')
//Loads icons for SpiderOS into client
src << browse_rsc('sos_1.png')
src << browse_rsc('sos_2.png')
src << browse_rsc('sos_3.png')
src << browse_rsc('sos_4.png')
src << browse_rsc('sos_5.png')
src << browse_rsc('sos_6.png')
src << browse_rsc('sos_7.png')
src << browse_rsc('sos_8.png')
src << browse_rsc('sos_9.png')
src << browse_rsc('sos_10.png')
src << browse_rsc('sos_11.png')
src << browse_rsc('sos_12.png')
src << browse_rsc('sos_13.png')
src << browse_rsc('sos_14.png')
//End PDA Resource Initialisation =====================================================>
Logout()
ready = 0
..()
if(!spawning)//Here so that if they are spawning and log out, the other procs can play out and they will have a mob to come back to.
key = null//We null their key before deleting the mob, so they are properly kicked out.
del(src)
return
verb
new_player_panel()
set src = usr
new_player_panel_proc()
proc
new_player_panel_proc()
var/output = "<B>New Player Options</B>"
/*output += " | <a href='byond://?src=\ref[src];refresh=1'>Refresh</A><hr>"
output += "<b>Name:</b> [preferences.be_random_name ? "Random" :preferences.real_name]"*/
output +="<hr>"
/*output += "<b>Preferred jobs:</b><br>"
output += "[preferences.occupation[1]]<br>"
output += "[preferences.occupation[2]]<br>"
output += "[preferences.occupation[3]]<hr>"*/
output += "<br><a href='byond://?src=\ref[src];show_preferences=1'>Setup Character</A><BR><BR>"
if(!ticker || ticker.current_state <= GAME_STATE_PREGAME)
if(!ready)
output += "<a href='byond://?src=\ref[src];ready=1'>Declare Ready</A><BR>"
else
output += "<b>You are ready</b> (<a href='byond://?src=\ref[src];ready=2'>Cancel</A>)<BR>"
else
output += "<a href='byond://?src=\ref[src];late_join=1'>Join Game!</A><BR>"
output += "<BR><a href='byond://?src=\ref[src];observe=1'>Observe</A><BR>"
src << browse(output,"window=playersetup;size=250x210;can_close=0")
Stat()
..()
statpanel("Game")
if(client.statpanel=="Game" && ticker)
if(ticker.hide_mode)
stat("Game Mode:", "Secret")
else
stat("Game Mode:", "[master_mode]")
if((ticker.current_state == GAME_STATE_PREGAME) && going)
stat("Time To Start:", ticker.pregame_timeleft)
if((ticker.current_state == GAME_STATE_PREGAME) && !going)
stat("Time To Start:", "DELAYED")
statpanel("Lobby")
if(client.statpanel=="Lobby" && ticker)
if(ticker.current_state == GAME_STATE_PREGAME)
for(var/mob/new_player/player in world)
stat("[player.key]", (player.ready)?("(Playing)"):(null))
Topic(href, href_list[])
if(href_list["show_preferences"])
preferences.ShowChoices(src)
return 1
if(href_list["ready"])
if (!src.client.authenticated)
src << "You are not authorized to enter the game."
return
if(!ready)
ready = 1
else
ready = 0
if(href_list["refresh"])
src << browse(null, "window=playersetup") //closes the player setup window
new_player_panel_proc()
if(href_list["observe"])
if (!usr.client.authenticated)
src << "You are not authorized to enter the game."
return
if(alert(src,"Are you sure you wish to observe? You will not be able to play this round!","Player Setup","Yes","No") == "Yes")
var/mob/dead/observer/observer = new()
spawning = 1
close_spawn_windows()
var/obj/O = locate("landmark*Observer-Start")
src << "\blue Now teleporting."
observer.loc = O.loc
observer.key = key
if(preferences.be_random_name)
preferences.randomize_name()
observer.name = preferences.real_name
observer.real_name = observer.name
del(src)
return 1
if(href_list["late_join"])
LateChoices()
if(href_list["SelectedJob"])
if (!usr.client.authenticated)
src << "You are not authorized to enter the game."
return
if (!enter_allowed)
usr << "\blue There is an administrative lock on entering the game!"
return
switch(href_list["SelectedJob"])
if ("1")
AttemptLateSpawn("Captain")
if ("2")
AttemptLateSpawn("Head of Security")
if ("3")
AttemptLateSpawn("Head of Personnel")
if ("4")
AttemptLateSpawn("Station Engineer")
if ("5")
AttemptLateSpawn("Bartender")
if ("6")
AttemptLateSpawn("Scientist")
if ("7")
AttemptLateSpawn("Chemist")
if ("8")
AttemptLateSpawn("Geneticist")
if ("9")
AttemptLateSpawn("Security Officer")
if ("10")
AttemptLateSpawn("Medical Doctor")
if ("11")
AttemptLateSpawn("Atmospheric Technician")
if ("12")
AttemptLateSpawn("Detective")
if ("13")
AttemptLateSpawn("Chaplain")
if ("14")
AttemptLateSpawn("Janitor")
if ("15")
AttemptLateSpawn("Clown")
if ("16")
AttemptLateSpawn("Chef")
if ("17")
AttemptLateSpawn("Roboticist")
if ("18")
AttemptLateSpawn("Assistant")
if ("19")
AttemptLateSpawn("Quartermaster")
if ("20")
AttemptLateSpawn("Research Director")
if ("21")
AttemptLateSpawn("Chief Engineer")
if ("22")
AttemptLateSpawn("Botanist")
if ("23")
AttemptLateSpawn("Librarian")
if ("24")
AttemptLateSpawn("Virologist")
if ("25")
AttemptLateSpawn("Lawyer")
if ("26")
AttemptLateSpawn("Cargo Technician")
if ("27")
AttemptLateSpawn("Chief Medical Officer")
if ("28")
AttemptLateSpawn("Warden")
if ("29")
AttemptLateSpawn("Shaft Miner")
if ("30")
AttemptLateSpawn("Mime")
if(!ready && href_list["preferences"])
preferences.process_link(src, href_list)
else if(!href_list["late_join"])
new_player_panel()
proc/IsJobAvailable(rank)
if(((jobMax[rank] < 0) || (countJob(rank) < jobMax[rank])) && !jobban_isbanned(src,rank))
return 1
else
return 0
proc/AttemptLateSpawn(rank, maxAllowed)
if(IsJobAvailable(rank, maxAllowed))
var/mob/living/carbon/human/character = create_character()
var/icon/char_icon = getFlatIcon(character,0)//We're creating out own cache so it's not needed.
if (character)
character.Equip_Rank(rank, joined_late=1)
if(character.mind)
if(character.mind.assigned_role != "Cyborg")
ManifestLateSpawn(character,char_icon)
if(ticker)
character.loc = pick(latejoin)
AnnounceArrival(character, rank)
if(character.mind)
if(character.mind.assigned_role == "Cyborg")
character.Robotize()
else//Adds late joiners to minds so they can be linked to objectives.
ticker.minds += character.mind//Cyborgs and AIs handle this in the transform proc.
del(src)
else
src << alert("[rank] is not available. Please try another.")
proc/AnnounceArrival(var/mob/living/carbon/human/character, var/rank)
if (ticker.current_state == GAME_STATE_PLAYING)
var/ailist[] = list()
for (var/mob/living/silicon/ai/A in world)
if (!A.stat)
ailist += A
if (ailist.len)
var/mob/living/silicon/ai/announcer = pick(ailist)
if(character.mind)
if((character.mind.assigned_role != "Cyborg") && (character.mind.special_role != "MODE"))
announcer.say("[character.real_name] has signed up as [rank].")
proc/ManifestLateSpawn(var/mob/living/carbon/human/H, icon/H_icon) // Attempted fix to add late joiners to various databases -- TLE
// This is basically ripped wholesale from the normal code for adding people to the databases during a fresh round
if (!isnull(H.mind) && (H.mind.assigned_role != "MODE"))
var/datum/data/record/G = new()
var/datum/data/record/M = new()
var/datum/data/record/S = new()
var/datum/data/record/L = new()
var/obj/item/weapon/card/id/C = H.wear_id
if (C)
G.fields["rank"] = C.assignment
else
G.fields["rank"] = "Unassigned"
G.fields["name"] = H.real_name
G.fields["id"] = text("[]", add_zero(num2hex(rand(1, 1.6777215E7)), 6))
M.fields["name"] = G.fields["name"]
M.fields["id"] = G.fields["id"]
S.fields["name"] = G.fields["name"]
S.fields["id"] = G.fields["id"]
if (H.gender == FEMALE)
G.fields["sex"] = "Female"
else
G.fields["sex"] = "Male"
G.fields["age"] = text("[]", H.age)
G.fields["fingerprint"] = text("[]", md5(H.dna.uni_identity))
G.fields["p_stat"] = "Active"
G.fields["m_stat"] = "Stable"
M.fields["b_type"] = text("[]", H.b_type)
M.fields["b_dna"] = H.dna.unique_enzymes
M.fields["mi_dis"] = "None"
M.fields["mi_dis_d"] = "No minor disabilities have been declared."
M.fields["ma_dis"] = "None"
M.fields["ma_dis_d"] = "No major disabilities have been diagnosed."
M.fields["alg"] = "None"
M.fields["alg_d"] = "No allergies have been detected in this patient."
M.fields["cdi"] = "None"
M.fields["cdi_d"] = "No diseases have been diagnosed at the moment."
M.fields["notes"] = "No notes."
S.fields["criminal"] = "None"
S.fields["mi_crim"] = "None"
S.fields["mi_crim_d"] = "No minor crime convictions."
S.fields["ma_crim"] = "None"
S.fields["ma_crim_d"] = "No major crime convictions."
S.fields["notes"] = "No notes."
//Begin locked reporting
L.fields["name"] = H.real_name
L.fields["sex"] = H.gender
L.fields["age"] = H.age
L.fields["id"] = md5("[H.real_name][H.mind.assigned_role]")
L.fields["rank"] = H.mind.assigned_role
L.fields["b_type"] = H.b_type
L.fields["b_dna"] = H.dna.unique_enzymes
L.fields["enzymes"] = H.dna.struc_enzymes
L.fields["identity"] = H.dna.uni_identity
L.fields["image"] = H_icon//What the person looks like. Naked, in this case.
//End locked reporting
data_core.general += G
data_core.medical += M
data_core.security += S
data_core.locked += L
return
// This fxn creates positions for assistants based on existing positions. This could be more elegant.
proc/LateChoices()
var/dat = "<html><body>"
dat += "Choose from the following open positions:<br>"
if (IsJobAvailable("Captain"))
dat += "<a href='byond://?src=\ref[src];SelectedJob=1'>Captain</a><br>"
if (IsJobAvailable("Head of Security"))
dat += "<a href='byond://?src=\ref[src];SelectedJob=2'>Head of Security</a><br>"
if (IsJobAvailable("Head of Personnel"))
dat += "<a href='byond://?src=\ref[src];SelectedJob=3'>Head of Personnel</a><br>"
if (IsJobAvailable("Research Director"))
dat += "<a href='byond://?src=\ref[src];SelectedJob=20'>Research Director</a><br>"
if (IsJobAvailable("Chief Engineer"))
dat += "<a href='byond://?src=\ref[src];SelectedJob=21'>Chief Engineer</a><br>"
if (IsJobAvailable("Station Engineer"))
dat += "<a href='byond://?src=\ref[src];SelectedJob=4'>Station Engineer</a><br>"
if (IsJobAvailable("Bartender"))
dat += "<a href='byond://?src=\ref[src];SelectedJob=5'>Bartender</a><br>"
if (IsJobAvailable("Scientist"))
dat += "<a href='byond://?src=\ref[src];SelectedJob=6'>Scientist</a><br>"
if (IsJobAvailable("Chemist"))
dat += "<a href='byond://?src=\ref[src];SelectedJob=7'>Chemist</a><br>"
if (IsJobAvailable("Geneticist"))
dat += "<a href='byond://?src=\ref[src];SelectedJob=8'>Geneticist</a><br>"
if (IsJobAvailable("Security Officer"))
dat += "<a href='byond://?src=\ref[src];SelectedJob=9'>Security Officer</a><br>"
if (IsJobAvailable("Medical Doctor"))
dat += "<a href='byond://?src=\ref[src];SelectedJob=10'>Medical Doctor</a><br>"
if (IsJobAvailable("Atmospheric Technician"))
dat += "<a href='byond://?src=\ref[src];SelectedJob=11'>Atmospheric Technician</a><br>"
if (IsJobAvailable("Detective"))
dat += "<a href='byond://?src=\ref[src];SelectedJob=12'>Detective</a><br>"
if (IsJobAvailable("Chaplain"))
dat += "<a href='byond://?src=\ref[src];SelectedJob=13'>Chaplain</a><br>"
if (IsJobAvailable("Janitor"))
dat += "<a href='byond://?src=\ref[src];SelectedJob=14'>Janitor</a><br>"
if (IsJobAvailable("Clown"))
dat += "<a href='byond://?src=\ref[src];SelectedJob=15'>Clown</a><br>"
if (IsJobAvailable("Mime"))
dat += "<a href='byond://?src=\ref[src];SelectedJob=30'>Mime</a><br>"
if (IsJobAvailable("Chef"))
dat += "<a href='byond://?src=\ref[src];SelectedJob=16'>Chef</a><br>"
if (IsJobAvailable("Roboticist"))
dat += "<a href='byond://?src=\ref[src];SelectedJob=17'>Roboticist</a><br>"
if (IsJobAvailable("Quartermaster"))
dat += "<a href='byond://?src=\ref[src];SelectedJob=19'>Quartermaster</a><br>"
if (IsJobAvailable("Botanist"))
dat += "<a href='byond://?src=\ref[src];SelectedJob=22'>Botanist</a><br>"
if (IsJobAvailable("Librarian"))
dat += "<a href='byond://?src=\ref[src];SelectedJob=23'>Librarian</a><br>"
if (IsJobAvailable("Virologist"))
dat += "<a href='byond://?src=\ref[src];SelectedJob=24'>Virologist</a><br>"
if (IsJobAvailable("Lawyer"))
dat += "<a href='byond://?src=\ref[src];SelectedJob=25'>Lawyer</a><br>"
if (IsJobAvailable("Cargo Technician"))
dat += "<a href='byond://?src=\ref[src];SelectedJob=26'>Cargo Technician</a><br>"
if (IsJobAvailable("Chief Medical Officer"))
dat += "<a href='byond://?src=\ref[src];SelectedJob=27'>Chief Medical Officer</a><br>"
if (IsJobAvailable("Warden"))
dat += "<a href='byond://?src=\ref[src];SelectedJob=28'>Warden</a><br>"
if (IsJobAvailable("Shaft Miner"))
dat += "<a href='byond://?src=\ref[src];SelectedJob=29'>Shaft Miner</a><br>"
if (!jobban_isbanned(src,"Assistant"))
dat += "<a href='byond://?src=\ref[src];SelectedJob=18'>Assistant</a><br>"
src << browse(dat, "window=latechoices;size=300x640;can_close=0")
proc/create_character()
spawning = 1
var/mob/living/carbon/human/new_character = new(loc)
close_spawn_windows()
preferences.copy_to(new_character)
new_character.dna.ready_dna(new_character)
if(mind)
mind.transfer_to(new_character)
mind.original = new_character
return new_character
Move()
return 0
proc/close_spawn_windows()
src << browse(null, "window=latechoices") //closes late choices window
src << browse(null, "window=playersetup") //closes the player setup window