//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/user = sqlfdbklogin var/pass = sqlfdbkpass var/db = sqlfdbkdb var/address = sqladdress var/port = sqlport var/output = "
New Player Options" output +="
" output += "

Setup Character

" if(!ticker || ticker.current_state <= GAME_STATE_PREGAME) if(!ready) output += "

Declare Ready

" else output += "

You are ready (Cancel)

" else output += "

Join Game!

" output += "

Observe

" var/DBConnection/dbcon = new() dbcon.Connect("dbi:mysql:[db]:[address]:[port]","[user]","[pass]") if(dbcon.IsConnected()) output += "

Show Player Polls

" dbcon.Disconnect() output += "
" src << browse(output,"window=playersetup;size=250x240;can_close=0") 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 << "Thank you for your vote!" 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 if(href_list["showpoll"]) handle_player_polling() return if(href_list["pollid"]) var/pollid = href_list["pollid"] if(istext(pollid)) pollid = text2num(pollid) if(isnum(pollid)) src.poll_player(pollid) return if(href_list["votepollid"] && href_list["voteoptionid"]) var/pollid = text2num(href_list["votepollid"]) var/optionid = text2num(href_list["voteoptionid"]) vote_on_poll(pollid, optionid) 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 = "
" dat += "Round Duration: [round(hours)]h [round(mins)]m
" if(emergency_shuttle) //In case Nanotrasen decides reposess CentComm's shuttles. if(emergency_shuttle.direction == 2) //Shuttle is going to centcomm, not recalled dat += "The station has been evacuated.
" if(emergency_shuttle.direction == 1 && emergency_shuttle.timeleft() < 300) //Shuttle is past the point of no recall dat += "The station is currently undergoing evacuation procedures.
" dat += "Choose from the following open positions:
" for(var/datum/job/job in job_master.occupations) if(job && IsJobAvailable(job.title)) dat += "[job.title]
" dat += "
" 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