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

412 lines
14 KiB
Plaintext

//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
/mob/new_player
var/datum/preferences/preferences = null
var/ready = 0
var/spawning = 0//Referenced when you want to delete the new_player later on in the code.
var/totalPlayers = 0 //Player counts for the Lobby tab
var/totalPlayersReady = 0
invisibility = 101
density = 0
stat = 2
canmove = 0
anchored = 1 // don't get pushed around
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 +="<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")
return
proc/handle_privacy_poll()
var/user = sqlfdbklogin
var/pass = sqlfdbkpass
var/db = sqlfdbkdb
var/address = sqladdress
var/port = sqlport
var/DBConnection/dbcon = new()
dbcon.Connect("dbi:mysql:[db]:[address]:[port]","[user]","[pass]")
if(!dbcon.IsConnected())
return
var/voted = 0
var/DBQuery/query = dbcon.NewQuery("SELECT * FROM erro_privacy WHERE ckey='[src.ckey]'")
query.Execute()
while(query.NextRow())
voted = 1
break
if(!voted)
privacy_poll()
dbcon.Disconnect()
proc/privacy_poll()
var/output = "<div align='center'><B>Player poll</B>"
output +="<hr>"
output += "<b>We would like to expand our stats gathering.</b>"
output += "<br>This however involves gathering data about player behavior, play styles, unique player numbers, play times, etc. Data like that cannot be gathered fully anonymously, which is why we're asking you how you'd feel if player-specific data was gathered. Prior to any of this actually happening, a privacy policy will be discussed, but before that can begin, we'd preliminarily like to know how you feel about the concept."
output +="<hr>"
output += "How do you feel about the game gathering player-specific statistics? This includes statistics about individual players as well as in-game polling/opinion requests."
output += "<p><a href='byond://?src=\ref[src];privacy_poll=signed'>Signed stats gathering</A>"
output += "<br>Pick this option if you think usernames should be logged with stats. This allows us to have personalized stats as well as polls."
output += "<p><a href='byond://?src=\ref[src];privacy_poll=anonymous'>Anonymous stats gathering</A>"
output += "<br>Pick this option if you think only hashed (indecipherable) usernames should be logged with stats. This doesn't allow us to have personalized stats, as we can't tell who is who (hashed values aren't readable), we can however have ingame polls."
output += "<p><a href='byond://?src=\ref[src];privacy_poll=nostats'>No stats gathering</A>"
output += "<br>Pick this option if you don't want player-specific stats gathered. This does not allow us to have player-specific stats or polls."
output += "<p><a href='byond://?src=\ref[src];privacy_poll=later'>Ask again later</A>"
output += "<br>This poll will be brought up again next round."
output += "<p><a href='byond://?src=\ref[src];privacy_poll=abstain'>Don't ask again</A>"
output += "<br>Only pick this if you are fine with whatever option wins."
output += "</div>"
src << browse(output,"window=privacypoll;size=600x500")
return
proc/Playmusic()
while(!ticker) // wait for ticker to be created
sleep(1)
var/waits = 0
var/maxwaits = 100
while(!ticker.login_music)
sleep(2)
waits++ // prevents DDoSing the server via badminery
if(waits >= maxwaits)
break
src << sound(ticker.login_music, repeat = 0, wait = 0, volume = 85, channel = 1) // MAD JAMS
Stat()
..()
statpanel("Lobby")
if(client.statpanel=="Lobby" && 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")
if(ticker.current_state == GAME_STATE_PREGAME)
stat("Players: [totalPlayers]", "Players Ready: [totalPlayersReady]")
totalPlayers = 0
totalPlayersReady = 0
for(var/mob/new_player/player in world)
stat("[player.key]", (player.ready)?("(Playing)"):(null))
totalPlayers++
if(player.ready)totalPlayersReady++
Topic(href, href_list[])
if(!client) return 0
if(href_list["show_preferences"])
preferences.ShowChoices(src)
return 1
if(href_list["ready"])
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(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
src << sound(null, repeat = 0, wait = 0, volume = 85, channel = 1) // MAD JAMS cant last forever yo
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
observer.original_name = observer.name //Original name is only used in ghost chat! It is not to be edited by anything!
preferences.copy_to_observer(observer)
del(src)
return 1
if(href_list["late_join"])
LateChoices()
if(href_list["SelectedJob"])
if(!enter_allowed)
usr << "\blue There is an administrative lock on entering the game!"
return
AttemptLateSpawn(href_list["SelectedJob"])
return
if(href_list["privacy_poll"])
var/user = sqlfdbklogin
var/pass = sqlfdbkpass
var/db = sqlfdbkdb
var/address = sqladdress
var/port = sqlport
var/DBConnection/dbcon = new()
dbcon.Connect("dbi:mysql:[db]:[address]:[port]","[user]","[pass]")
if(!dbcon.IsConnected())
return
var/voted = 0
//First check if the person has not voted yet.
var/DBQuery/query = dbcon.NewQuery("SELECT * FROM erro_privacy WHERE ckey='[src.ckey]'")
query.Execute()
while(query.NextRow())
voted = 1
break
//This is a safety switch, so only valid options pass through
var/option = "UNKNOWN"
switch(href_list["privacy_poll"])
if("signed")
option = "SIGNED"
if("anonymous")
option = "ANONYMOUS"
if("nostats")
option = "NOSTATS"
if("later")
usr << browse(null,"window=privacypoll")
return
if("abstain")
option = "ABSTAIN"
if(option == "UNKNOWN")
return
if(!voted)
var/sql = "INSERT INTO erro_privacy VALUES (null, Now(), '[src.ckey]', '[option]')"
var/DBQuery/query_insert = dbcon.NewQuery(sql)
query_insert.Execute()
usr << "<b>Thank you for your vote!</b>"
usr << browse(null,"window=privacypoll")
dbcon.Disconnect()
if(!ready && href_list["preferences"])
preferences.process_link(src, href_list)
else if(!href_list["late_join"])
new_player_panel()
if(href_list["priv_msg"])
..() //pass PM calls along to /mob/Topic
return
proc/IsJobAvailable(rank)
var/datum/job/job = job_master.GetJob(rank)
if(!job) return 0
if((job.current_positions >= job.total_positions) && job.total_positions != -1) return 0
if(jobban_isbanned(src,rank)) return 0
return 1
proc/AttemptLateSpawn(rank)
if(!IsJobAvailable(rank))
src << alert("[rank] is not available. Please try another.")
return 0
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.
job_master.AssignRole(character, rank, 1)
job_master.EquipRank(character, rank, 1)
character.loc = pick(latejoin)
character.lastarea = get_area(loc)
AnnounceArrival(character, rank)
if(character.mind.assigned_role != "Cyborg")
ManifestLateSpawn(character,char_icon)
ticker.minds += character.mind//Cyborgs and AIs handle this in the transform proc.
else
character.Robotize()
del(src)
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
proc/LateChoices()
var/mills = world.time // 1/10 of a second, not real milliseconds but whatever
//var/secs = ((mills % 36000) % 600) / 10 //Not really needed, but I'll leave it here for refrence.. or something
var/mins = (mills % 36000) / 600
var/hours = mills / 36000
var/dat = "<html><body><center>"
dat += "Round Duration: [round(hours)]h [round(mins)]m<br>"
if(emergency_shuttle) //In case Nanotrasen decides reposess CentComm's shuttles.
if(emergency_shuttle.direction == 2) //Shuttle is going to centcomm, not recalled
dat += "<font color='red'><b>The station has been evacuated.</b></font><br>"
if(emergency_shuttle.direction == 1 && emergency_shuttle.timeleft() < 300) //Shuttle is past the point of no recall
dat += "<font color='red'>The station is currently undergoing evacuation procedures.</font><br>"
dat += "Choose from the following open positions:<br>"
for(var/datum/job/job in job_master.occupations)
if(job && IsJobAvailable(job.title))
dat += "<a href='byond://?src=\ref[src];SelectedJob=[job.title]'>[job.title]</a><br>"
dat += "</center>"
src << browse(dat, "window=latechoices;size=300x640;can_close=1")
proc/create_character()
spawning = 1
var/mob/living/carbon/human/new_character = new(loc)
new_character.lastarea = get_area(loc)
close_spawn_windows()
if(ticker.random_players)
new_character.gender = pick(MALE, MALE, FEMALE)
preferences.randomize_name()
preferences.randomize_appearance_for(new_character)
else
preferences.copy_to(new_character)
src << sound(null, repeat = 0, wait = 0, volume = 85, channel = 1) // MAD JAMS cant last forever yo
new_character.dna.ready_dna(new_character)
new_character.dna.b_type = preferences.b_type
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