Files
VOREStation/code/modules/mob/new_player/new_player.dm
Ren Erthilo 19cf6b3b47 TG: Adds a new special object (stop) that can be used when you need someone to stop
moving right away, even before the next life().  Used in door crushing to
prevent people from inertiaing through.  Checks for /obj/special/stop in loc
every move.  Compared to the number of other checks, I don't expect this to be
an undo burden, but can be commented out in case of OH SHIT LAG under heavy
load.
Moves /area/entered to its own file.
Adds a new area var called has_gravity.  Determines if floor tiles count for
movement control (planning on adding more, currently can only be badmined)
Adds a new mob var called lastarea that is updated with the area you're in every
time /area/entered is called. r2917
Moves /obj/special/stop into /obj/effect/stop.
Thunks people when gravity changes. r2918
2012-04-09 14:35:18 +01:00

409 lines
14 KiB
Plaintext

/mob/new_player
var
datum/preferences/preferences = null
ready = 0
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
Login()
if(!preferences)
preferences = new
if(!mind)
mind = new
mind.key = key
mind.current = src
var/starting_loc = pick(newplayer_start)
if(!starting_loc) starting_loc = locate(1,1,1)
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, 1))
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, 1)
if(preferences.pregame_music)
spawn() Playmusic() // git some tunes up in heeyaa~
if(client.has_news())
src << "<b><font color=blue>There are some unread <a href='?src=\ref[news_topic_handler];client=\ref[client];action=show_news'>news</a> for you! Please make sure to read all news, as they may contain important updates about roleplay rules or canon.</font></b>"
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 +="<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];manifest=1'>View the Crew Manifest</A><BR><BR>"
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>"
output += "<BR><a href='byond://?src=\ref[src];pregame_music=1'>Lobby Music</A><BR>"
src << browse(output,"window=playersetup;size=250x258;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
proc/Stopmusic()
src << sound(null, repeat = 0, wait = 0, volume = 85, channel = 1) // stop the jamsz
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")
if((ticker.current_state == GAME_STATE_PLAYING) && going)
stat("Round Duration:", "[round(world.time / 36000)]:[(((world.time / 600 % 60)/10) > 1 ? world.time / 600 % 60 : add_zero(world.time / 600 % 60, 2))]:[world.time / 100 % 6][world.time / 100 % 10]")
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(!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!
del(src)
return 1
if(href_list["pregame_music"])
preferences.pregame_music = !preferences.pregame_music
if(preferences.pregame_music)
Playmusic()
else
Stopmusic()
// only save this 1 pref, so current slot doesn't get saved w/o user's knowledge
var/savefile/F = new(preferences.savefile_path(src))
F["pregame_music"] << preferences.pregame_music
if(href_list["late_join"])
LateChoices()
if(href_list["manifest"])
ViewManifest()
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(!ready && href_list["preferences"])
preferences.process_link(src, href_list)
else if(!href_list["late_join"])
new_player_panel()
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
job_master.AssignRole(src, rank, 1)
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.EquipRank(character, rank, 1)
EquipCustomItems(character)
character.loc = pick(latejoin)
character.lastarea = get_area(loc)
if(character.client)
character.client.be_syndicate = preferences.be_special
ticker.mode.latespawn(character)
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/obj/item/device/radio/intercom/a = new /obj/item/device/radio/intercom(null)
a.autosay("\"[character.real_name],[character.wear_id.assignment ? " [character.wear_id.assignment]," : "" ] has arrived on the station.\"", "Arrivals Announcement Computer")
del(a)
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
G.fields["real_rank"] = H.mind.assigned_role
else
if(H.mind && H.mind.assigned_role)
G.fields["rank"] = H.mind.assigned_role
G.fields["real_rank"] = H.mind.assigned_role
else
G.fields["rank"] = "Unassigned"
G.fields["real_rank"] = G.fields["rank"]
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.dna.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.role_alt_title ? H.mind.role_alt_title : H.mind.assigned_role
L.fields["real_rank"] = H.mind.assigned_role
L.fields["b_type"] = H.dna.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/dat = "<html><body>"
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>"
src << browse(dat, "window=latechoices;size=300x640;can_close=0")
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)
preferences.copydisabilities(new_character)
if(mind)
mind.transfer_to(new_character)
mind.original = new_character
return new_character
proc/ViewManifest()
var/dat = "<html><body>"
dat += "<h4>Crew Manifest</h4>"
dat += data_core.get_manifest()
src << browse(dat, "window=manifest;size=300x420;can_close=1")
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