mirror of
https://github.com/ParadiseSS13/Paradise.git
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- Hopefully this will cut down on the server spamming/crashing escapades happening on other servers. (This wont stop that from happening, this just makes it less severe) - Some of the sanitizes were probably unnecessary, but better safe then sorry. Added MAX_NAME_LEN constant which is initialized to 26. - Please use MAX_NAME_LEN instead of typing in 26 when cutting inputs short. 26's are annoying when they have to be changed and you have to hunt through over a hundred files and tens of thousands of lines of code to find them all. Moved uplink_kits.dm to code/game/objects/storage Moved uplinks.dm to code/game/objects - The stuff inside uplinks.dm could really be chopped up and split into separate dm files but this will do for now. ********************************************************* **********************Important************************** ********************************************************* When you create code that asks the user for an input consider whether or not it gets shown to the user through html or the like. If it does please sanatize() or strip_html() it. Also use copytext() to cutoff spam by using MAX_NAME_LEN and MAX_MESSAGE_LEN as the cutoff var. Revision: r3652 Author: johnsonmt88
461 lines
14 KiB
Plaintext
461 lines
14 KiB
Plaintext
/*
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SYNDICATE UPLINKS
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TO-DO:
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Once wizard is fixed, make sure the uplinks work correctly for it. wizard.dm is right now uncompiled and with broken code in it.
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Clean the code up and comment it. Part of it is right now copy-pasted, with the general Topic() and modifications by Abi79.
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I should take a more in-depth look at both the copy-pasted code for the individual uplinks below, and at each gamemode's code
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to see how uplinks are assigned and if there are any bugs with those.
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A list of items and costs is stored under the datum of every game mode, alongside the number of crystals, and the welcoming message.
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*/
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/obj/item/device/uplink
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var/welcome // Welcoming menu message
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var/menu_message = "" // The actual menu text
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var/items // List of items
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var/list/ItemList // Parsed list of items
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var/uses // Numbers of crystals
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// List of items not to shove in their hands.
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var/list/NotInHand = list(/obj/machinery/singularity_beacon/syndicate)
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New()
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welcome = ticker.mode.uplink_welcome
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items = dd_replacetext(ticker.mode.uplink_items, "\n", "") // Getting the text string of items
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ItemList = dd_text2list(src.items, ";") // Parsing the items text string
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uses = ticker.mode.uplink_uses
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//Let's build a menu!
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proc/generate_menu()
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src.menu_message = "<B>[src.welcome]</B><BR>"
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src.menu_message += "Tele-Crystals left: [src.uses]<BR>"
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src.menu_message += "<HR>"
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src.menu_message += "<B>Request item:</B><BR>"
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src.menu_message += "<I>Each item costs a number of tele-crystals as indicated by the number following their name.</I><br><BR>"
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var/cost
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var/item
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var/name
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var/path_obj
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var/path_text
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var/category_items = 1 //To prevent stupid :P
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for(var/D in ItemList)
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var/list/O = stringsplit(D, ":")
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if(O.len != 3) //If it is not an actual item, make a break in the menu.
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if(O.len == 1) //If there is one item, it's probably a title
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src.menu_message += "<b>[O[1]]</b><br>"
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category_items = 0
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else //Else, it's a white space.
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if(category_items < 1) //If there were no itens in the last category...
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src.menu_message += "<i>We apologize, as you could not afford anything from this category.</i><br>"
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src.menu_message += "<br>"
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continue
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path_text = O[1]
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cost = text2num(O[2])
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if(cost>uses)
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continue
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path_obj = text2path(path_text)
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item = new path_obj()
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name = O[3]
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del item
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src.menu_message += "<A href='byond://?src=\ref[src];buy_item=[path_text];cost=[cost]'>[name]</A> ([cost])<BR>"
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category_items++
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// src.menu_message += "<A href='byond://?src=\ref[src];buy_item=random'>Random Item (??)</A><br>"
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src.menu_message += "<HR>"
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return
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Topic(href, href_list)
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if (href_list["buy_item"])
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/* if(href_list["buy_item"] == "random")
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var/list/randomItems = list()
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//Sorry for all the ifs, but it makes it 1000 times easier for other people/servers to add or remove items from this list
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//Add only items the player can afford:
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if(uses > 19)
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randomItems.Add("/obj/item/weapon/circuitboard/teleporter") //Teleporter Circuit Board (costs 20, for nuke ops)
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if(uses > 9)
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randomItems.Add("/obj/item/toy/syndicateballoon")//Syndicate Balloon
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randomItems.Add("/obj/item/weapon/storage/syndie_kit/imp_uplink") //Uplink Implanter
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randomItems.Add("/obj/item/weapon/storage/box/syndicate") //Syndicate bundle
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//if(uses > 8) //Nothing... yet.
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//if(uses > 7) //Nothing... yet.
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if(uses > 6)
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randomItems.Add("/obj/item/weapon/aiModule/syndicate") //Hacked AI Upload Module
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randomItems.Add("/obj/item/device/radio/beacon/syndicate") //Singularity Beacon
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if(uses > 5)
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randomItems.Add("/obj/item/weapon/gun/projectile") //Revolver
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if(uses > 4)
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randomItems.Add("/obj/item/weapon/gun/energy/crossbow") //Energy Crossbow
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randomItems.Add("/obj/item/device/powersink") //Powersink
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if(uses > 3)
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randomItems.Add("/obj/item/weapon/melee/energy/sword") //Energy Sword
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randomItems.Add("/obj/item/clothing/mask/gas/voice") //Voice Changer
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randomItems.Add("/obj/item/device/chameleon") //Chameleon Projector
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if(uses > 2)
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randomItems.Add("/obj/item/weapon/storage/emp_kit") //EMP Grenades
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randomItems.Add("/obj/item/weapon/pen/paralysis") //Paralysis Pen
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randomItems.Add("/obj/item/weapon/cartridge/syndicate") //Detomatix Cartridge
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randomItems.Add("/obj/item/clothing/under/chameleon") //Chameleon Jumpsuit
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randomItems.Add("/obj/item/weapon/card/id/syndicate") //Agent ID Card
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randomItems.Add("/obj/item/weapon/card/emag") //Cryptographic Sequencer
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randomItems.Add("/obj/item/weapon/storage/syndie_kit/space") //Syndicate Space Suit
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randomItems.Add("/obj/item/device/encryptionkey/binary") //Binary Translator Key
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randomItems.Add("/obj/item/weapon/storage/syndie_kit/imp_freedom") //Freedom Implant
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randomItems.Add("/obj/item/clothing/glasses/thermal") //Thermal Imaging Goggles
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if(uses > 1)
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/*
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var/list/usrItems = usr.get_contents() //Checks to see if the user has a revolver before giving ammo
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var/hasRevolver = 0
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for(var/obj/I in usrItems) //Only add revolver ammo if the user has a gun that can shoot it
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if(istype(I,/obj/item/weapon/gun/projectile))
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hasRevolver = 1
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if(hasRevolver) randomItems.Add("/obj/item/ammo_magazine/a357") //Revolver ammo
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*/
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randomItems.Add("/obj/item/ammo_magazine/a357") //Revolver ammo
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randomItems.Add("/obj/item/clothing/shoes/syndigaloshes") //No-Slip Syndicate Shoes
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randomItems.Add("/obj/item/weapon/plastique") //C4
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if(uses > 0)
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randomItems.Add("/obj/item/weapon/soap/syndie") //Syndicate Soap
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randomItems.Add("/obj/item/weapon/storage/toolbox/syndicate") //Syndicate Toolbox
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if(!randomItems)
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del(randomItems)
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return 0
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else
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href_list["buy_item"] = pick(randomItems)
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switch(href_list["buy_item"]) //Ok, this gets a little messy, sorry.
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if("/obj/item/weapon/circuitboard/teleporter")
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uses -= 20
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if("/obj/item/toy/syndicateballoon" , "/obj/item/weapon/storage/syndie_kit/imp_uplink" , "/obj/item/weapon/storage/box/syndicate")
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uses -= 10
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if("/obj/item/weapon/aiModule/syndicate" , "/obj/item/device/radio/beacon/syndicate")
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uses -= 7
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if("/obj/item/weapon/gun/projectile")
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uses -= 6
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if("/obj/item/weapon/gun/energy/crossbow" , "/obj/item/device/powersink")
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uses -= 5
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if("/obj/item/weapon/melee/energy/sword" , "/obj/item/clothing/mask/gas/voice" , "/obj/item/device/chameleon")
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uses -= 4
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if("/obj/item/weapon/storage/emp_kit" , "/obj/item/weapon/pen/paralysis" , "/obj/item/weapon/cartridge/syndicate" , "/obj/item/clothing/under/chameleon" , \
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"/obj/item/weapon/card/id/syndicate" , "/obj/item/weapon/card/emag" , "/obj/item/weapon/storage/syndie_kit/space" , "/obj/item/device/encryptionkey/binary" , \
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"/obj/item/weapon/storage/syndie_kit/imp_freedom" , "/obj/item/clothing/glasses/thermal")
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uses -= 3
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if("/obj/item/ammo_magazine/a357" , "/obj/item/clothing/shoes/syndigaloshes" , "/obj/item/weapon/plastique")
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uses -= 2
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if("/obj/item/weapon/soap/syndie" , "/obj/item/weapon/storage/toolbox/syndicate")
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uses -= 1
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del(randomItems)
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return 1
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*/
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if(text2num(href_list["cost"]) > uses) // Not enough crystals for the item
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return 0
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//if(usr:mind && ticker.mode.traitors[usr:mind])
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//var/datum/traitorinfo/info = ticker.mode.traitors[usr:mind]
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//info.spawnlist += href_list["buy_item"]
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uses -= text2num(href_list["cost"])
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return 1
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/*
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*PDA uplink
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*/
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//Syndicate uplink hidden inside a traitor PDA
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//Communicate with traitor through the PDA's note function.
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/obj/item/device/uplink/pda
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name = "uplink module"
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desc = "An electronic uplink system of unknown origin."
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icon = 'module.dmi'
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icon_state = "power_mod"
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var/obj/item/device/pda/hostpda = null
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var/orignote = null //Restore original notes when locked.
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var/active = 0 //Are we currently active?
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var/lock_code = "" //The unlocking password.
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proc
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unlock()
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if ((isnull(src.hostpda)) || (src.active))
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return
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src.orignote = src.hostpda.note
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src.active = 1
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src.hostpda.mode = 1 //Switch right to the notes program
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src.generate_menu()
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print_to_host(menu_message)
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for (var/mob/M in viewers(1, src.hostpda.loc))
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if (M.client && M.machine == src.hostpda)
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src.hostpda.attack_self(M)
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return
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print_to_host(var/text)
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if (isnull(hostpda))
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return
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hostpda.note = text
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for (var/mob/M in viewers(1, hostpda.loc))
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if (M.client && M.machine == hostpda)
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hostpda.attack_self(M)
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return
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shutdown_uplink()
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if (isnull(src.hostpda))
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return
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active = 0
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hostpda.note = orignote
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if (hostpda.mode==1)
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hostpda.mode = 0
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hostpda.updateDialog()
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return
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attack_self(mob/user as mob)
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src.generate_menu()
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src.hostpda.note = src.menu_message
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Topic(href, href_list)
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if ((isnull(src.hostpda)) || (!src.active))
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return
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if (usr.stat || usr.restrained() || !in_range(src.hostpda, usr))
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return
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if(..() == 1) // We can afford the item
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var/path_obj = text2path(href_list["buy_item"])
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var/mob/A = src.hostpda.loc
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var/item = new path_obj(get_turf(src.hostpda))
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if(ismob(A) && !(locate(item) in NotInHand)) //&& !istype(item, /obj/spawner))
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if(!A.r_hand)
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item:loc = A
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A.r_hand = item
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item:layer = 20
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else if(!A.l_hand)
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item:loc = A
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A.l_hand = item
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item:layer = 20
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else
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item:loc = get_turf(A)
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usr.update_clothing()
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// usr.client.onBought("[item:name]") When we have the stats again, uncomment.
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/* if(istype(item, /obj/spawner)) // Spawners need to have del called on them to avoid leaving a marker behind
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del item*/
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//HEADFINDBACK
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src.attack_self(usr)
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src.hostpda.attack_self(usr)
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return
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/*
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*Portable radio uplink
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*/
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//A Syndicate uplink disguised as a portable radio
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/obj/item/device/uplink/radio/implanted
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New()
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..()
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uses = 5
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return
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explode()
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var/turf/location = get_turf(src.loc)
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if(location)
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location.hotspot_expose(700,125)
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explosion(location, 0, 0, 2, 4, 1)
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var/obj/item/weapon/implant/uplink/U = src.loc
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var/mob/living/A = U.imp_in
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var/datum/organ/external/head = A:organs["head"]
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head.destroyed = 1
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spawn(2)
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head.droplimb()
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del(src.master)
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del(src)
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return
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/obj/item/device/uplink/radio
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name = "ship bounced radio"
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icon = 'radio.dmi'
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icon_state = "radio"
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var/temp = null //Temporary storage area for a message offering the option to destroy the radio
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var/selfdestruct = 0 //Set to 1 while the radio is self destructing itself.
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var/obj/item/device/radio/origradio = null
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flags = FPRINT | TABLEPASS | CONDUCT | ONBELT
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w_class = 2.0
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item_state = "radio"
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throwforce = 5
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throw_speed = 4
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throw_range = 20
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m_amt = 100
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attack_self(mob/user as mob)
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var/dat
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if (src.selfdestruct)
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dat = "Self Destructing..."
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else
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if (src.temp)
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dat = "[src.temp]<BR><BR><A href='byond://?src=\ref[src];clear_selfdestruct=1'>Clear</A>"
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else
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src.generate_menu()
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dat = src.menu_message
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if (src.origradio) // Checking because sometimes the radio uplink may be spawned by itself, not as a normal unlockable radio
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dat += "<A href='byond://?src=\ref[src];lock=1'>Lock</A><BR>"
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dat += "<HR>"
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dat += "<A href='byond://?src=\ref[src];selfdestruct=1'>Self-Destruct</A>"
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user << browse(dat, "window=radio")
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onclose(user, "radio")
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return
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Topic(href, href_list)
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if (usr.stat || usr.restrained())
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return
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if (!( istype(usr, /mob/living/carbon/human)))
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return 1
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if ((usr.contents.Find(src) || (in_range(src, usr) && istype(src.loc, /turf)) || istype(src.loc,/obj/item/weapon/implant/uplink)))
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usr.machine = src
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if(href_list["buy_item"])
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if(..() == 1) // We can afford the item
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var/path_obj = text2path(href_list["buy_item"])
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var/item = new path_obj(get_turf(src.loc))
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var/mob/A = src.loc
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if(istype(src.loc,/obj/item/weapon/implant/uplink))
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var/obj/item/weapon/implant/uplink/U = src.loc
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A = U.imp_in
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if(ismob(A) && !(locate(item) in NotInHand)) //&& !istype(item, /obj/spawner))
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if(!A.r_hand)
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item:loc = A
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A.r_hand = item
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item:layer = 20
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else if(!A.l_hand)
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item:loc = A
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A.l_hand = item
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item:layer = 20
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else
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item:loc = get_turf(A)
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/* if(istype(item, /obj/spawner)) // Spawners need to have del called on them to avoid leaving a marker behind
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del item*/
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// usr.client.onBought("[item:name]") When we have the stats again, uncomment.
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src.attack_self(usr)
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return
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else if (href_list["lock"] && src.origradio)
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// presto chango, a regular radio again! (reset the freq too...)
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usr.machine = null
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usr << browse(null, "window=radio")
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var/obj/item/device/radio/T = src.origradio
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var/obj/item/device/uplink/radio/R = src
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R.loc = T
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T.loc = usr
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// R.layer = initial(R.layer)
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R.layer = 0
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if (usr.client)
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usr.client.screen -= R
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if (usr.r_hand == R)
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usr.u_equip(R)
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usr.r_hand = T
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else
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usr.u_equip(R)
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usr.l_hand = T
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R.loc = T
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T.layer = 20
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T.set_frequency(initial(T.frequency))
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T.attack_self(usr)
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return
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else if (href_list["selfdestruct"])
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src.temp = "<A href='byond://?src=\ref[src];selfdestruct2=1'>Self-Destruct</A>"
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else if (href_list["selfdestruct2"])
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src.selfdestruct = 1
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spawn (100)
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explode()
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return
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else if (href_list["clear_selfdestruct"])
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src.temp = null
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attack_self(usr)
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// if (istype(src.loc, /mob))
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// attack_self(src.loc)
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// else
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// for(var/mob/M in viewers(1, src))
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// if (M.client)
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// src.attack_self(M)
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return
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proc/explode()
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var/turf/location = get_turf(src.loc)
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if(location)
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location.hotspot_expose(700,125)
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explosion(location, 0, 0, 2, 4, 1)
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del(src.master)
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del(src)
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return
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proc/shutdown_uplink()
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if (!src.origradio)
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return
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var/list/nearby = viewers(1, src)
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for(var/mob/M in nearby)
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if (M.client && M.machine == src)
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M << browse(null, "window=radio")
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M.machine = null
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var/obj/item/device/radio/T = src.origradio
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var/obj/item/device/uplink/radio/R = src
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var/mob/L = src.loc
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R.loc = T
|
|
T.loc = L
|
|
// R.layer = initial(R.layer)
|
|
R.layer = 0
|
|
if (istype(L))
|
|
if (L.client)
|
|
L.client.screen -= R
|
|
if (L.r_hand == R)
|
|
L.u_equip(R)
|
|
L.r_hand = T
|
|
else
|
|
L.u_equip(R)
|
|
L.l_hand = T
|
|
T.layer = 20
|
|
T.set_frequency(initial(T.frequency))
|
|
return |