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vgstation13/code/modules/mob/new_player/preferences_setup.dm

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datum/preferences
//The mob should have a gender you want before running this proc. Will run fine without H
proc/randomize_appearance_for(var/mob/living/carbon/human/H)
if(H)
if(H.gender == MALE)
gender = MALE
else
gender = FEMALE
s_tone = random_skin_tone()
h_style = random_hair_style(gender, species)
f_style = random_facial_hair_style(gender, species)
randomize_hair_color("hair")
randomize_hair_color("facial")
randomize_eyes_color()
underwear = rand(1,underwear_m.len)
backbag = 2
age = rand(AGE_MIN,AGE_MAX)
if(H)
copy_to(H,1)
proc/randomize_hair_color(var/target = "hair")
if(prob (75) && target == "facial") // Chance to inherit hair color
r_facial = r_hair
g_facial = g_hair
b_facial = b_hair
return
var/red
var/green
var/blue
var/col = pick ("blonde", "black", "chestnut", "copper", "brown", "wheat", "old", "punk")
switch(col)
if("blonde")
red = 255
green = 255
blue = 0
if("black")
red = 0
green = 0
blue = 0
if("chestnut")
red = 153
green = 102
blue = 51
if("copper")
red = 255
green = 153
blue = 0
if("brown")
red = 102
green = 51
blue = 0
if("wheat")
red = 255
green = 255
blue = 153
if("old")
red = rand (100, 255)
green = red
blue = red
if("punk")
red = rand (0, 255)
green = rand (0, 255)
blue = rand (0, 255)
red = max(min(red + rand (-25, 25), 255), 0)
green = max(min(green + rand (-25, 25), 255), 0)
blue = max(min(blue + rand (-25, 25), 255), 0)
switch(target)
if("hair")
r_hair = red
g_hair = green
b_hair = blue
if("facial")
r_facial = red
g_facial = green
b_facial = blue
proc/randomize_eyes_color()
var/red
var/green
var/blue
var/col = pick ("black", "grey", "brown", "chestnut", "blue", "lightblue", "green", "albino")
switch(col)
if("black")
red = 0
green = 0
blue = 0
if("grey")
red = rand (100, 200)
green = red
blue = red
if("brown")
red = 102
green = 51
blue = 0
if("chestnut")
red = 153
green = 102
blue = 0
if("blue")
red = 51
green = 102
blue = 204
if("lightblue")
red = 102
green = 204
blue = 255
if("green")
red = 0
green = 102
blue = 0
if("albino")
red = rand (200, 255)
green = rand (0, 150)
blue = rand (0, 150)
red = max(min(red + rand (-25, 25), 255), 0)
green = max(min(green + rand (-25, 25), 255), 0)
blue = max(min(blue + rand (-25, 25), 255), 0)
r_eyes = red
g_eyes = green
b_eyes = blue
proc/blend_backpack(var/icon/clothes_s,var/backbag,var/satchel,var/backpack="backpack")
switch(backbag)
if(2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', backpack), ICON_OVERLAY)
if(3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', satchel), ICON_OVERLAY)
if(4)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY)
return clothes_s
proc/update_preview_icon(var/for_observer=0) //seriously. This is horrendous.
del(preview_icon_front)
del(preview_icon_side)
del(preview_icon)
var/g = "m"
if(gender == FEMALE) g = "f"
var/icon/icobase
var/datum/species/current_species = all_species[species]
if(current_species)
icobase = current_species.icobase
else
icobase = 'icons/mob/human_races/r_human.dmi'
var/fat=""
if(disabilities&DISABILITY_FLAG_FAT && current_species.flags & CAN_BE_FAT)
fat="_fat"
preview_icon = new /icon(icobase, "torso_[g][fat]")
preview_icon.Blend(new /icon(icobase, "groin_[g]"), ICON_OVERLAY)
preview_icon.Blend(new /icon(icobase, "head_[g]"), ICON_OVERLAY)
for(var/name in list("l_arm","r_arm","l_leg","r_leg","l_foot","r_foot","l_hand","r_hand"))
// make sure the organ is added to the list so it's drawn
if(organ_data[name] == null)
organ_data[name] = null
for(var/name in organ_data)
if(organ_data[name] == "amputated") continue
var/o_icobase=icobase
if(organ_data[name] == "peg")
o_icobase='icons/mob/human_races/o_peg.dmi'
else if(organ_data[name] == "cyborg")
o_icobase='icons/mob/human_races/o_robot.dmi'
var/icon/temp = new /icon(o_icobase, "[name]")
preview_icon.Blend(temp, ICON_OVERLAY)
// Skin tone
if(current_species && (current_species.flags & HAS_SKIN_TONE))
if (s_tone >= 0)
preview_icon.Blend(rgb(s_tone, s_tone, s_tone), ICON_ADD)
else
preview_icon.Blend(rgb(-s_tone, -s_tone, -s_tone), ICON_SUBTRACT)
var/icon/eyes_s = new/icon("icon" = 'icons/mob/human_face.dmi', "icon_state" = current_species ? current_species.eyes : "eyes_s")
eyes_s.Blend(rgb(r_eyes, g_eyes, b_eyes), ICON_ADD)
var/datum/sprite_accessory/hair_style = hair_styles_list[h_style]
if(hair_style)
var/icon/hair_s = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s")
hair_s.Blend(rgb(r_hair, g_hair, b_hair), ICON_ADD)
eyes_s.Blend(hair_s, ICON_OVERLAY)
var/datum/sprite_accessory/facial_hair_style = facial_hair_styles_list[f_style]
if(facial_hair_style)
var/icon/facial_s = new/icon("icon" = facial_hair_style.icon, "icon_state" = "[facial_hair_style.icon_state]_s")
facial_s.Blend(rgb(r_facial, g_facial, b_facial), ICON_ADD)
eyes_s.Blend(facial_s, ICON_OVERLAY)
var/icon/clothes_s = null
// UNIFORM DMI
var/uniform_dmi=current_species.uniform_icons
if(disabilities&DISABILITY_FLAG_FAT && current_species.fat_uniform_icons)
uniform_dmi=current_species.fat_uniform_icons
// SHOES DMI
var/feet_dmi=current_species.shoes_icons
if(!for_observer)
// Commenting this check so that, if all else fails, the preview icon is never naked. - N3X
//if(job_civilian_low & ASSISTANT) //This gives the preview icon clothes depending on which job(if any) is set to 'high'
clothes_s = new /icon(uniform_dmi, "grey_s")
clothes_s.Blend(new /icon(feet_dmi, "black"), ICON_UNDERLAY)
clothes_s=blend_backpack(clothes_s,backbag,"satchel-norm")
//else
if(job_civilian_high)//I hate how this looks, but there's no reason to go through this switch if it's empty
switch(job_civilian_high)
if(HOP)
clothes_s = new /icon(uniform_dmi, "hop_s")
clothes_s.Blend(new /icon(feet_dmi, "brown"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "armor"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/head.dmi', "helmet"), ICON_OVERLAY)
clothes_s=blend_backpack(clothes_s,backbag,"satchel-norm")
if(BARTENDER)
clothes_s = new /icon(uniform_dmi, "ba_suit_s")
clothes_s.Blend(new /icon(feet_dmi, "black"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "armor"), ICON_OVERLAY)
clothes_s=blend_backpack(clothes_s,backbag,"satchel-norm")
if(BOTANIST)
clothes_s = new /icon(uniform_dmi, "hydroponics_s")
clothes_s.Blend(new /icon(feet_dmi, "black"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/hands.dmi', "ggloves"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "apron"), ICON_OVERLAY)
clothes_s=blend_backpack(clothes_s,backbag,"satchel-hyd")
if(CHEF)
clothes_s = new /icon(uniform_dmi, "chef_s")
clothes_s.Blend(new /icon(feet_dmi, "black"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/head.dmi', "chef"), ICON_OVERLAY)
clothes_s=blend_backpack(clothes_s,backbag,"satchel-norm")
if(JANITOR)
clothes_s = new /icon(uniform_dmi, "janitor_s")
clothes_s.Blend(new /icon(feet_dmi, "black"), ICON_UNDERLAY)
clothes_s=blend_backpack(clothes_s,backbag,"satchel-norm")
if(LIBRARIAN)
clothes_s = new /icon(uniform_dmi, "red_suit_s")
clothes_s.Blend(new /icon(feet_dmi, "black"), ICON_UNDERLAY)
clothes_s=blend_backpack(clothes_s,backbag,"satchel-norm")
if(QUARTERMASTER)
clothes_s = new /icon(uniform_dmi, "qm_s")
clothes_s.Blend(new /icon(feet_dmi, "brown"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/eyes.dmi', "sun"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/items_righthand.dmi', "clipboard"), ICON_UNDERLAY)
clothes_s=blend_backpack(clothes_s,backbag,"satchel-norm")
if(CARGOTECH)
clothes_s = new /icon(uniform_dmi, "cargotech_s")
clothes_s.Blend(new /icon(feet_dmi, "black"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY)
clothes_s=blend_backpack(clothes_s,backbag,"satchel-norm")
if(MINER)
clothes_s = new /icon(uniform_dmi, "miner_s")
clothes_s.Blend(new /icon(feet_dmi, "black"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY)
clothes_s=blend_backpack(clothes_s,backbag,"satchel-eng")
if(LAWYER)
clothes_s = new /icon(uniform_dmi, "internalaffairs_s")
clothes_s.Blend(new /icon(feet_dmi, "brown"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/items_righthand.dmi', "briefcase"), ICON_UNDERLAY)
clothes_s=blend_backpack(clothes_s,backbag,"satchel-norm")
if(CHAPLAIN)
clothes_s = new /icon(uniform_dmi, "chapblack_s")
clothes_s.Blend(new /icon(feet_dmi, "black"), ICON_UNDERLAY)
clothes_s=blend_backpack(clothes_s,backbag,"satchel-norm")
if(CLOWN)
clothes_s = new /icon(uniform_dmi, "clown_s")
clothes_s.Blend(new /icon(feet_dmi, "clown"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/mask.dmi', "clown"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "clownpack"), ICON_OVERLAY)
if(MIME)
clothes_s = new /icon(uniform_dmi, "mime_s")
clothes_s.Blend(new /icon(feet_dmi, "black"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/hands.dmi', "lgloves"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/mask.dmi', "mime"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/head.dmi', "beret"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "suspenders"), ICON_OVERLAY)
clothes_s=blend_backpack(clothes_s,backbag,"satchel-norm")
else if(job_medsci_high)
switch(job_medsci_high)
if(RD)
clothes_s = new /icon(uniform_dmi, "director_s")
clothes_s.Blend(new /icon(feet_dmi, "brown"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/items_righthand.dmi', "clipboard"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_open"), ICON_OVERLAY)
clothes_s=blend_backpack(clothes_s,backbag,"satchel-tox")
if(SCIENTIST)
clothes_s = new /icon(uniform_dmi, "toxinswhite_s")
clothes_s.Blend(new /icon(feet_dmi, "white"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_tox_open"), ICON_OVERLAY)
clothes_s=blend_backpack(clothes_s,backbag,"satchel-tox")
if(CHEMIST)
clothes_s = new /icon(uniform_dmi, "chemistrywhite_s")
clothes_s.Blend(new /icon(feet_dmi, "white"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_chem_open"), ICON_OVERLAY)
clothes_s=blend_backpack(clothes_s,backbag,"satchel-chem")
if(CMO)
clothes_s = new /icon(uniform_dmi, "cmo_s")
clothes_s.Blend(new /icon(feet_dmi, "brown"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/items_lefthand.dmi', "firstaid"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_cmo_open"), ICON_OVERLAY)
clothes_s=blend_backpack(clothes_s,backbag,"satchel-med")
if(DOCTOR)
clothes_s = new /icon(uniform_dmi, "medical_s")
clothes_s.Blend(new /icon(feet_dmi, "white"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/items_lefthand.dmi', "firstaid"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_open"), ICON_OVERLAY)
clothes_s=blend_backpack(clothes_s,backbag,"satchel-med","medicalpack")
if(GENETICIST)
clothes_s = new /icon(uniform_dmi, "geneticswhite_s")
clothes_s.Blend(new /icon(feet_dmi, "white"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_gen_open"), ICON_OVERLAY)
clothes_s=blend_backpack(clothes_s,backbag,"satchel-gen")
if(VIROLOGIST)
clothes_s = new /icon(uniform_dmi, "virologywhite_s")
clothes_s.Blend(new /icon(feet_dmi, "white"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/mask.dmi', "sterile"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_vir_open"), ICON_OVERLAY)
clothes_s=blend_backpack(clothes_s,backbag,"satchel-vir","medicalpack")
if(ROBOTICIST)
clothes_s = new /icon(uniform_dmi, "robotics_s")
clothes_s.Blend(new /icon(feet_dmi, "black"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/items_righthand.dmi', "toolbox_blue"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_open"), ICON_OVERLAY)
clothes_s=blend_backpack(clothes_s,backbag,"satchel-norm")
else if(job_engsec_high)
switch(job_engsec_high)
if(CAPTAIN)
clothes_s = new /icon(uniform_dmi, "captain_s")
clothes_s.Blend(new /icon(feet_dmi, "brown"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/head.dmi', "captain"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/mask.dmi', "cigaron"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/eyes.dmi', "sun"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "caparmor"), ICON_OVERLAY)
clothes_s=blend_backpack(clothes_s,backbag,"satchel-cap")
if(HOS)
clothes_s = new /icon(uniform_dmi, "hosred_s")
clothes_s.Blend(new /icon(feet_dmi, "jackboots"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/head.dmi', "helmet"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "armor"), ICON_OVERLAY)
clothes_s=blend_backpack(clothes_s,backbag,"satchel-sec","securitypack")
if(WARDEN)
clothes_s = new /icon(uniform_dmi, "warden_s")
clothes_s.Blend(new /icon(feet_dmi, "jackboots"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/head.dmi', "helmet"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "armor"), ICON_OVERLAY)
clothes_s=blend_backpack(clothes_s,backbag,"satchel-sec","securitypack")
if(DETECTIVE)
clothes_s = new /icon(uniform_dmi, "detective_s")
clothes_s.Blend(new /icon(feet_dmi, "brown"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/mask.dmi', "cigaron"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/head.dmi', "detective"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "detective"), ICON_OVERLAY)
clothes_s=blend_backpack(clothes_s,backbag,"satchel-norm")
if(OFFICER)
clothes_s = new /icon(uniform_dmi, "secred_s")
clothes_s.Blend(new /icon(feet_dmi, "jackboots"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/head.dmi', "helmet"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "armor"), ICON_OVERLAY)
clothes_s=blend_backpack(clothes_s,backbag,"satchel-sec","securitypack")
if(CHIEF)
clothes_s = new /icon(uniform_dmi, "chief_s")
clothes_s.Blend(new /icon(feet_dmi, "brown"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/belt.dmi', "utility"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/mask.dmi', "cigaron"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/head.dmi', "hardhat0_white"), ICON_OVERLAY)
clothes_s=blend_backpack(clothes_s,backbag,"satchel-eng","engiepack")
if(ENGINEER)
clothes_s = new /icon(uniform_dmi, "engine_s")
clothes_s.Blend(new /icon(feet_dmi, "orange"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/belt.dmi', "utility"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/head.dmi', "hardhat0_yellow"), ICON_OVERLAY)
clothes_s=blend_backpack(clothes_s,backbag,"satchel-eng","engiepack")
if(ATMOSTECH)
clothes_s = new /icon(uniform_dmi, "atmos_s")
clothes_s.Blend(new /icon(feet_dmi, "black"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/belt.dmi', "utility"), ICON_OVERLAY)
clothes_s=blend_backpack(clothes_s,backbag,"satchel-norm")
if(ROBOTICIST)
clothes_s = new /icon(uniform_dmi, "robotics_s")
clothes_s.Blend(new /icon(feet_dmi, "black"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/items_righthand.dmi', "toolbox_blue"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_open"), ICON_OVERLAY)
clothes_s=blend_backpack(clothes_s,backbag,"satchel-norm")
if(AI)//Gives AI and borgs assistant-wear, so they can still customize their character
clothes_s = new /icon(uniform_dmi, "grey_s")
clothes_s.Blend(new /icon(feet_dmi, "black"), ICON_UNDERLAY)
clothes_s=blend_backpack(clothes_s,backbag,"satchel-norm")
if(CYBORG)
clothes_s = new /icon(uniform_dmi, "grey_s")
clothes_s.Blend(new /icon(feet_dmi, "black"), ICON_UNDERLAY)
clothes_s=blend_backpack(clothes_s,backbag,"satchel-norm")
// Observers get tourist outfit.
else
clothes_s = new /icon(uniform_dmi, "tourist_s")
clothes_s.Blend(new /icon(feet_dmi, "black"), ICON_UNDERLAY)
clothes_s=blend_backpack(clothes_s,backbag,"satchel-norm")
if(disabilities & NEARSIGHTED)
preview_icon.Blend(new /icon('icons/mob/eyes.dmi', "glasses"), ICON_OVERLAY)
preview_icon.Blend(eyes_s, ICON_OVERLAY)
if(clothes_s)
preview_icon.Blend(clothes_s, ICON_OVERLAY)
preview_icon_front = new(preview_icon, dir = SOUTH)
preview_icon_side = new(preview_icon, dir = WEST)
del(eyes_s)
del(clothes_s)