Files
Polaris/code/game/gamemodes/wizard/wizard.dm
Erthilo 6e289dabfc TG: Sanitized a large number of input()s.
- 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
2012-05-26 00:09:56 +01:00

259 lines
9.6 KiB
Plaintext

/datum/game_mode
var/list/datum/mind/wizards = list()
/datum/game_mode/wizard
name = "wizard"
config_tag = "wizard"
required_enemies = 1
recommended_enemies = 1
uplink_welcome = "Wizardly Uplink Console:"
uplink_uses = 10
var/finished = 0
var/const/waittime_l = 600 //lower bound on time before intercept arrives (in tenths of seconds)
var/const/waittime_h = 1800 //upper bound on time before intercept arrives (in tenths of seconds)
/datum/game_mode/wizard/announce()
world << "<B>The current game mode is - Wizard!</B>"
world << "<B>There is a \red SPACE WIZARD\black on the station. You can't let him achieve his objective!</B>"
/datum/game_mode/wizard/can_start()//This could be better, will likely have to recode it later
if(!..())
return 0
var/list/datum/mind/possible_wizards = get_players_for_role(BE_WIZARD)
if(possible_wizards.len==0)
return 0
var/datum/mind/wizard = pick(possible_wizards)
wizards += wizard
modePlayer += wizard
wizard.assigned_role = "MODE" //So they aren't chosen for other jobs.
wizard.special_role = "Wizard"
wizard.original = wizard.current
if(wizardstart.len == 0)
wizard.current << "<B>\red A starting location for you could not be found, please report this bug!</B>"
return 0
return 1
/datum/game_mode/wizard/pre_setup()
for(var/datum/mind/wizard in wizards)
wizard.current.loc = pick(wizardstart)
return 1
/datum/game_mode/wizard/post_setup()
for(var/datum/mind/wizard in wizards)
forge_wizard_objectives(wizard)
//learn_basic_spells(wizard.current)
equip_wizard(wizard.current)
name_wizard(wizard.current)
greet_wizard(wizard)
spawn (rand(waittime_l, waittime_h))
send_intercept()
..()
return
/datum/game_mode/proc/forge_wizard_objectives(var/datum/mind/wizard)
wizard.objectives = SelectObjectives("Wizard",wizard,1)
return
/datum/game_mode/proc/name_wizard(mob/living/carbon/human/wizard_mob)
//Allows the wizard to choose a custom name or go with a random one. Spawn 0 so it does not lag the round starting.
var/wizard_name_first = pick(wizard_first)
var/wizard_name_second = pick(wizard_second)
var/randomname = "[wizard_name_first] [wizard_name_second]"
spawn(0)
var/newname = copytext(sanitize(input(wizard_mob, "You are the Space Wizard. Would you like to change your name to something else?", "Name change", randomname) as null|text),1,MAX_NAME_LEN)
if (!newname)
newname = randomname
wizard_mob.real_name = newname
wizard_mob.name = newname
return
/datum/game_mode/proc/greet_wizard(var/datum/mind/wizard, var/you_are=1)
if (you_are)
wizard.current << "<B>\red You are the Space Wizard!</B>"
wizard.current << "<B>The Space Wizards Federation has given you the following tasks:</B>"
var/obj_count = 1
for(var/datum/objective/objective in wizard.objectives)
wizard.current << "<B>Objective #[obj_count]</B>: [objective.explanation_text]"
obj_count++
return
/*/datum/game_mode/proc/learn_basic_spells(mob/living/carbon/human/wizard_mob)
if (!istype(wizard_mob))
return
if(!config.feature_object_spell_system)
wizard_mob.verbs += /client/proc/jaunt
wizard_mob.mind.special_verbs += /client/proc/jaunt
else
wizard_mob.spell_list += new /obj/effect/proc_holder/spell/targeted/ethereal_jaunt(usr)
*/
/datum/game_mode/proc/equip_wizard(mob/living/carbon/human/wizard_mob)
if (!istype(wizard_mob))
return
//So zards properly get their items when they are admin-made.
del(wizard_mob.wear_suit)
del(wizard_mob.head)
del(wizard_mob.shoes)
del(wizard_mob.r_hand)
del(wizard_mob.r_store)
del(wizard_mob.l_store)
wizard_mob.equip_if_possible(new /obj/item/device/radio/headset(wizard_mob), wizard_mob.slot_ears)
wizard_mob.equip_if_possible(new /obj/item/clothing/under/lightpurple(wizard_mob), wizard_mob.slot_w_uniform)
wizard_mob.equip_if_possible(new /obj/item/clothing/shoes/sandal(wizard_mob), wizard_mob.slot_shoes)
wizard_mob.equip_if_possible(new /obj/item/clothing/suit/wizrobe(wizard_mob), wizard_mob.slot_wear_suit)
wizard_mob.equip_if_possible(new /obj/item/clothing/head/wizard(wizard_mob), wizard_mob.slot_head)
wizard_mob.equip_if_possible(new /obj/item/weapon/storage/backpack(wizard_mob), wizard_mob.slot_back)
wizard_mob.equip_if_possible(new /obj/item/weapon/storage/box(wizard_mob), wizard_mob.slot_in_backpack)
// wizard_mob.equip_if_possible(new /obj/item/weapon/scrying_gem(wizard_mob), wizard_mob.slot_l_store) For scrying gem.
wizard_mob.equip_if_possible(new /obj/item/weapon/teleportation_scroll(wizard_mob), wizard_mob.slot_r_store)
if(config.feature_object_spell_system) //if it's turned on (in config.txt), spawns an object spell spellbook
wizard_mob.equip_if_possible(new /obj/item/weapon/spellbook/object_type_spells(wizard_mob), wizard_mob.slot_r_hand)
else
wizard_mob.equip_if_possible(new /obj/item/weapon/spellbook(wizard_mob), wizard_mob.slot_r_hand)
wizard_mob << "You will find a list of available spells in your spell book. Choose your magic arsenal carefully."
wizard_mob << "In your pockets you will find a teleport scroll. Use it as needed."
wizard_mob.mind.store_memory("<B>Remember:</B> do not forget to prepare your spells.")
return 1
/datum/game_mode/wizard/check_finished()
var/wizards_alive = 0
for(var/datum/mind/wizard in wizards)
if(!istype(wizard.current,/mob/living/carbon))
continue
if(wizard.current.stat==2)
continue
wizards_alive++
if (wizards_alive)
return ..()
else
finished = 1
return 1
/datum/game_mode/wizard/declare_completion()
if(finished)
feedback_set_details("round_end_result","loss - wizard killed")
world << "\red <FONT size = 3><B> The wizard[(wizards.len>1)?"s":""] has been killed by the crew! The Space Wizards Federation has been taught a lesson they will not soon forget!</B></FONT>"
..()
return 1
/datum/game_mode/proc/auto_declare_completion_wizard()
for(var/datum/mind/wizard in wizards)
var/wizard_name
if(wizard.current)
if(wizard.current == wizard.original)
wizard_name = "[wizard.current.real_name] (played by [wizard.key])"
else if (wizard.original)
wizard_name = "[wizard.current.real_name] (originally [wizard.original.real_name]) (played by [wizard.key])"
else
wizard_name = "[wizard.current.real_name] (original character destroyed) (played by [wizard.key])"
else
wizard_name = "[wizard.key] (character destroyed)"
world << "<B>The wizard was [wizard_name]</B>"
var/count = 1
var/wizardwin = 1
for(var/datum/objective/objective in wizard.objectives)
if(objective.check_completion())
world << "<B>Objective #[count]</B>: [objective.explanation_text] \green <B>Success</B>"
//feedback_add_details("wizard_objective","[objective.type]|SUCCESS")
else
world << "<B>Objective #[count]</B>: [objective.explanation_text] \red Failed"
//feedback_add_details("wizard_objective","[objective.type]|FAIL")
wizardwin = 0
count++
if(wizard.current && wizard.current.stat!=2 && wizardwin)
world << "<B>The wizard was successful!<B>"
//feedback_add_details("wizard_success","SUCCESS")
else
world << "<B>The wizard has failed!<B>"
//feedback_add_details("wizard_success","FAIL")
return 1
//OTHER PROCS
//To batch-remove wizard spells. Linked to mind.dm.
/mob/proc/spellremove(var/mob/M as mob, var/spell_type = "verb")
// ..()
if(spell_type == "verb")
if(M.verbs.len)
M.verbs -= /client/proc/jaunt
M.verbs -= /client/proc/magicmissile
M.verbs -= /client/proc/fireball
// M.verbs -= /mob/proc/kill
M.verbs -= /mob/proc/tech
M.verbs -= /client/proc/smokecloud
M.verbs -= /client/proc/blind
M.verbs -= /client/proc/forcewall
M.verbs -= /mob/proc/teleport
M.verbs -= /client/proc/mutate
M.verbs -= /client/proc/knock
M.verbs -= /mob/proc/swap
M.verbs -= /client/proc/blink
if(M.mind && M.mind.special_verbs.len)
M.mind.special_verbs -= /client/proc/jaunt
M.mind.special_verbs -= /client/proc/magicmissile
M.mind.special_verbs -= /client/proc/fireball
// M.mind.special_verbs -= /mob/proc/kill
M.mind.special_verbs -= /mob/proc/tech
M.mind.special_verbs -= /client/proc/smokecloud
M.mind.special_verbs -= /client/proc/blind
M.mind.special_verbs -= /client/proc/forcewall
M.mind.special_verbs -= /mob/proc/teleport
M.mind.special_verbs -= /client/proc/mutate
M.mind.special_verbs -= /client/proc/knock
M.mind.special_verbs -= /mob/proc/swap
M.mind.special_verbs -= /client/proc/blink
else if(spell_type == "object")
for(var/obj/effect/proc_holder/spell/spell_to_remove in src.spell_list)
del(spell_to_remove)
/*Checks if the wizard can cast spells.
Made a proc so this is not repeated 14 (or more) times.*/
/mob/proc/casting()
//Removed the stat check because not all spells require clothing now.
if(!istype(usr:wear_suit, /obj/item/clothing/suit/wizrobe))
usr << "I don't feel strong enough without my robe."
return 0
if(!istype(usr:shoes, /obj/item/clothing/shoes/sandal))
usr << "I don't feel strong enough without my sandals."
return 0
if(!istype(usr:head, /obj/item/clothing/head/wizard))
usr << "I don't feel strong enough without my hat."
return 0
else
return 1
/*Checks if the wizard is a mime and male/female.
Outputs the appropriate voice if the user is not a mime.
Made a proc here so it's not repeated several times.*/
/mob/proc/spellvoice()
// if(!usr.miming)No longer necessary.
// if(usr.gender=="male")
// playsound(usr.loc, pick('null.ogg','null.ogg'), 100, 1)
// else
// playsound(usr.loc, pick('null.ogg','null.ogg'), 100, 1)