Files
fulpstation/code/modules/clothing/neck/_neck.dm
MrPerson f7eb2c905b Unicode awareness Part 2 -- copytext() (#48512)
* Unicode support Part 2 -- copytext()

This is the transition of all copytext() calls to be unicode aware and also some nearby calls in the same functions. Most things are just replacing copytext() with copytext_char() as a terrible character limiter but a few others were slightly more involved.

I replaced a ton of
````
var/something = sanitize(input())
something = copytext(something, 1, MAX_MESSAGE_LEN)
````

with a single stripped_input() call. stripped_input() already calls html_encode(), trim(), and some other sanitization so there shouldn't be any major issues there.

This is still VERY rough btw; DNA is a mess, the status displays are complete ass, there's a copytext() in code\datums\shuttles.dm that I'm not sure what to do with, and I didn't touch anything in the tools folder. I haven't tested this much at all yet, I only got it to compile earlier this morning. There's also likely to be weird bugs until I get around to fixing length(), findtext(), and the rest of the string procs.

* Makes the code functional

* Assume color hex strings are always # followed by ascii.
Properly encodes and decodes the stuff in mob_helpers.dm which fixes some issues there.

* Removes ninjaspeak since it's unused
2020-01-18 13:07:22 +13:00

273 lines
8.9 KiB
Plaintext

/obj/item/clothing/neck
name = "necklace"
icon = 'icons/obj/clothing/neck.dmi'
body_parts_covered = NECK
slot_flags = ITEM_SLOT_NECK
strip_delay = 40
equip_delay_other = 40
/obj/item/clothing/neck/worn_overlays(isinhands = FALSE)
. = list()
if(!isinhands)
if(body_parts_covered & HEAD)
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedmask")
if(HAS_BLOOD_DNA(src))
. += mutable_appearance('icons/effects/blood.dmi', "maskblood")
/obj/item/clothing/neck/tie
name = "tie"
desc = "A neosilk clip-on tie."
icon = 'icons/obj/clothing/neck.dmi'
icon_state = "bluetie"
item_state = "" //no inhands
w_class = WEIGHT_CLASS_SMALL
custom_price = 60
/obj/item/clothing/neck/tie/blue
name = "blue tie"
icon_state = "bluetie"
/obj/item/clothing/neck/tie/red
name = "red tie"
icon_state = "redtie"
/obj/item/clothing/neck/tie/black
name = "black tie"
icon_state = "blacktie"
/obj/item/clothing/neck/tie/horrible
name = "horrible tie"
desc = "A neosilk clip-on tie. This one is disgusting."
icon_state = "horribletie"
/obj/item/clothing/neck/tie/detective
name = "loose tie"
desc = "A loosely tied necktie, a perfect accessory for the over-worked detective."
icon_state = "detective"
/obj/item/clothing/neck/stethoscope
name = "stethoscope"
desc = "An outdated medical apparatus for listening to the sounds of the human body. It also makes you look like you know what you're doing."
icon_state = "stethoscope"
/obj/item/clothing/neck/stethoscope/suicide_act(mob/living/carbon/user)
user.visible_message("<span class='suicide'>[user] puts \the [src] to [user.p_their()] chest! It looks like [user.p_they()] wont hear much!</span>")
return OXYLOSS
/obj/item/clothing/neck/stethoscope/attack(mob/living/carbon/human/M, mob/living/user)
if(ishuman(M) && isliving(user))
if(user.a_intent == INTENT_HELP)
var/body_part = parse_zone(user.zone_selected)
var/heart_strength = "<span class='danger'>no</span>"
var/lung_strength = "<span class='danger'>no</span>"
var/obj/item/organ/heart/heart = M.getorganslot(ORGAN_SLOT_HEART)
var/obj/item/organ/lungs/lungs = M.getorganslot(ORGAN_SLOT_LUNGS)
if(!(M.stat == DEAD || (HAS_TRAIT(M, TRAIT_FAKEDEATH))))
if(heart && istype(heart))
heart_strength = "<span class='danger'>an unstable</span>"
if(heart.beating)
heart_strength = "a healthy"
if(lungs && istype(lungs))
lung_strength = "<span class='danger'>strained</span>"
if(!(M.failed_last_breath || M.losebreath))
lung_strength = "healthy"
if(M.stat == DEAD && heart && world.time - M.timeofdeath < DEFIB_TIME_LIMIT * 10)
heart_strength = "<span class='boldannounce'>a faint, fluttery</span>"
var/diagnosis = (body_part == BODY_ZONE_CHEST ? "You hear [heart_strength] pulse and [lung_strength] respiration." : "You faintly hear [heart_strength] pulse.")
user.visible_message("<span class='notice'>[user] places [src] against [M]'s [body_part] and listens attentively.</span>", "<span class='notice'>You place [src] against [M]'s [body_part]. [diagnosis]</span>")
return
return ..(M,user)
///////////
//SCARVES//
///////////
/obj/item/clothing/neck/scarf //Default white color, same functionality as beanies.
name = "white scarf"
icon_state = "scarf"
desc = "A stylish scarf. The perfect winter accessory for those with a keen fashion sense, and those who just can't handle a cold breeze on their necks."
dog_fashion = /datum/dog_fashion/head
custom_price = 60
/obj/item/clothing/neck/scarf/black
name = "black scarf"
icon_state = "scarf"
color = "#4A4A4B" //Grey but it looks black
/obj/item/clothing/neck/scarf/pink
name = "pink scarf"
icon_state = "scarf"
color = "#F699CD" //Pink
/obj/item/clothing/neck/scarf/red
name = "red scarf"
icon_state = "scarf"
color = "#D91414" //Red
/obj/item/clothing/neck/scarf/green
name = "green scarf"
icon_state = "scarf"
color = "#5C9E54" //Green
/obj/item/clothing/neck/scarf/darkblue
name = "dark blue scarf"
icon_state = "scarf"
color = "#1E85BC" //Blue
/obj/item/clothing/neck/scarf/purple
name = "purple scarf"
icon_state = "scarf"
color = "#9557C5" //Purple
/obj/item/clothing/neck/scarf/yellow
name = "yellow scarf"
icon_state = "scarf"
color = "#E0C14F" //Yellow
/obj/item/clothing/neck/scarf/orange
name = "orange scarf"
icon_state = "scarf"
color = "#C67A4B" //Orange
/obj/item/clothing/neck/scarf/cyan
name = "cyan scarf"
icon_state = "scarf"
color = "#54A3CE" //Cyan
//Striped scarves get their own icons
/obj/item/clothing/neck/scarf/zebra
name = "zebra scarf"
icon_state = "zebrascarf"
/obj/item/clothing/neck/scarf/christmas
name = "christmas scarf"
icon_state = "christmasscarf"
//The three following scarves don't have the scarf subtype
//This is because Ian can equip anything from that subtype
//However, these 3 don't have corgi versions of their sprites
/obj/item/clothing/neck/stripedredscarf
name = "striped red scarf"
icon_state = "stripedredscarf"
custom_price = 10
/obj/item/clothing/neck/stripedgreenscarf
name = "striped green scarf"
icon_state = "stripedgreenscarf"
custom_price = 10
/obj/item/clothing/neck/stripedbluescarf
name = "striped blue scarf"
icon_state = "stripedbluescarf"
custom_price = 10
/obj/item/clothing/neck/petcollar
name = "pet collar"
desc = "It's for pets."
icon_state = "petcollar"
var/tagname = null
/obj/item/clothing/neck/petcollar/mob_can_equip(mob/M, mob/equipper, slot, disable_warning = 0)
if(ishuman(M))
return FALSE
return ..()
/obj/item/clothing/neck/petcollar/attack_self(mob/user)
tagname = stripped_input(user, "Would you like to change the name on the tag?", "Name your new pet", "Spot", MAX_NAME_LEN)
name = "[initial(name)] - [tagname]"
//////////////
//DOPE BLING//
//////////////
/obj/item/clothing/neck/necklace/dope
name = "gold necklace"
desc = "Damn, it feels good to be a gangster."
icon = 'icons/obj/clothing/neck.dmi'
icon_state = "bling"
/obj/item/clothing/neck/necklace/dope/merchant
desc = "Don't ask how it works, the proof is in the holochips!"
/// scales the amount received in case an admin wants to emulate taxes/fees.
var/profit_scaling = 1
/// toggles between sell (TRUE) and get price post-fees (FALSE)
var/selling = FALSE
/obj/item/clothing/neck/necklace/dope/merchant/attack_self(mob/user)
. = ..()
selling = !selling
to_chat(user, "<span class='notice'>[src] has been set to [selling ? "'Sell'" : "'Get Price'"] mode.</span>")
/obj/item/clothing/neck/necklace/dope/merchant/afterattack(obj/item/I, mob/user, proximity)
. = ..()
if(!proximity)
return
var/datum/export_report/ex = export_item_and_contents(I, allowed_categories = (ALL), dry_run=TRUE)
var/price = 0
for(var/x in ex.total_amount)
price += ex.total_value[x]
if(price)
var/true_price = round(price*profit_scaling)
to_chat(user, "<span class='notice'>[selling ? "Sold" : "Getting the price of"] [I], value: <b>[true_price]</b> credits[I.contents.len ? " (exportable contents included)" : ""].[profit_scaling < 1 && selling ? "<b>[round(price-true_price)]</b> credit\s taken as processing fee\s." : ""]</span>")
if(selling)
new /obj/item/holochip(get_turf(user),true_price)
for(var/i in ex.exported_atoms_ref)
var/atom/movable/AM = i
if(QDELETED(AM))
continue
qdel(AM)
else
to_chat(user, "<span class='warning'>There is no export value for [I] or any items within it.</span>")
/obj/item/clothing/neck/neckerchief
icon = 'icons/obj/clothing/masks.dmi' //In order to reuse the bandana sprite
w_class = WEIGHT_CLASS_TINY
var/sourceBandanaType
/obj/item/clothing/neck/neckerchief/worn_overlays(isinhands)
. = ..()
if(!isinhands)
var/mutable_appearance/realOverlay = mutable_appearance('icons/mob/clothing/mask.dmi', icon_state)
realOverlay.pixel_y = -3
. += realOverlay
/obj/item/clothing/neck/neckerchief/AltClick(mob/user)
. = ..()
if(iscarbon(user))
var/mob/living/carbon/C = user
if(C.get_item_by_slot(ITEM_SLOT_NECK) == src)
to_chat(user, "<span class='warning'>You can't untie [src] while wearing it!</span>")
return
if(user.is_holding(src))
var/obj/item/clothing/mask/bandana/newBand = new sourceBandanaType(user)
var/currentHandIndex = user.get_held_index_of_item(src)
var/oldName = src.name
qdel(src)
user.put_in_hand(newBand, currentHandIndex)
user.visible_message("<span class='notice'>You untie [oldName] back into a [newBand.name].</span>", "<span class='notice'>[user] unties [oldName] back into a [newBand.name].</span>")
else
to_chat(user, "<span class='warning'>You must be holding [src] in order to untie it!</span>")
/obj/item/clothing/neck/beads
name = "plastic bead necklace"
desc = "A cheap, plastic bead necklace. Show team spirit! Collect them! Throw them away! The posibilites are endless!"
icon = 'icons/obj/clothing/neck.dmi'
icon_state = "beads"
color = "#ffffff"
custom_price = 10
custom_materials = (list(/datum/material/plastic = 500))
/obj/item/clothing/neck/beads/Initialize()
. = ..()
color = color = pick("#ff0077","#d400ff","#2600ff","#00ccff","#00ff2a","#e5ff00","#ffae00","#ff0000", "#ffffff")