var/list/image/ghost_darkness_images = list() //this is a list of images for things ghosts should still be able to see when they toggle darkness, BUT NOT THE GHOSTS THEMSELVES! var/list/image/ghost_images_full = list() //this is a list of full images of the ghosts themselves var/list/image/ghost_images_default = list() //this is a list of the default (non-accessorized, non-dir) images of the ghosts themselves var/list/image/ghost_images_simple = list() //this is a list of all ghost images as the simple white ghost /mob/dead/observer name = "ghost" desc = "It's a g-g-g-g-ghooooost!" //jinkies! icon = 'icons/mob/mob.dmi' icon_state = "ghost" layer = GHOST_LAYER stat = DEAD density = 0 canmove = 0 anchored = 1 // don't get pushed around sight = SEE_TURFS | SEE_MOBS | SEE_OBJS | SEE_SELF see_invisible = SEE_INVISIBLE_OBSERVER see_in_dark = 100 invisibility = INVISIBILITY_OBSERVER languages_spoken = ALL languages_understood = ALL var/can_reenter_corpse var/datum/hud/living/carbon/hud = null // hud var/bootime = 0 var/started_as_observer //This variable is set to 1 when you enter the game as an observer. //If you died in the game and are a ghsot - this will remain as null. //Note that this is not a reliable way to determine if admins started as observers, since they change mobs a lot. var/atom/movable/following = null var/fun_verbs = 0 var/image/ghostimage = null //this mobs ghost image, for deleting and stuff var/image/ghostimage_default = null //this mobs ghost image without accessories and dirs var/image/ghostimage_simple = null //this mob with the simple white ghost sprite var/ghostvision = 1 //is the ghost able to see things humans can't? var/seedarkness = 1 var/mob/observetarget = null //The target mob that the ghost is observing. Used as a reference in logout() var/ghost_hud_enabled = 1 //did this ghost disable the on-screen HUD? var/data_huds_on = 0 //Are data HUDs currently enabled? var/list/datahuds = list(DATA_HUD_SECURITY_ADVANCED, DATA_HUD_MEDICAL_ADVANCED, DATA_HUD_DIAGNOSTIC) //list of data HUDs shown to ghosts. var/ghost_orbit = GHOST_ORBIT_CIRCLE //These variables store hair data if the ghost originates from a species with head and/or facial hair. var/hair_style var/hair_color var/image/hair_image var/facial_hair_style var/facial_hair_color var/image/facial_hair_image var/updatedir = 1 //Do we have to update our dir as the ghost moves around? var/lastsetting = null //Stores the last setting that ghost_others was set to, for a little more efficiency when we update ghost images. Null means no update is necessary //We store copies of the ghost display preferences locally so they can be referred to even if no client is connected. //If there's a bug with changing your ghost settings, it's probably related to this. var/ghost_accs = GHOST_ACCS_DEFAULT_OPTION var/ghost_others = GHOST_OTHERS_DEFAULT_OPTION // Used for displaying in ghost chat, without changing the actual name // of the mob var/deadchat_name /mob/dead/observer/New(mob/body) verbs += /mob/dead/observer/proc/dead_tele if(global.cross_allowed) verbs += /mob/dead/observer/proc/server_hop ghostimage = image(src.icon,src,src.icon_state) if(icon_state in ghost_forms_with_directions_list) ghostimage_default = image(src.icon,src,src.icon_state + "_nodir") else ghostimage_default = image(src.icon,src,src.icon_state) ghostimage_simple = image(src.icon,src,"ghost_nodir") ghost_images_full |= ghostimage ghost_images_default |= ghostimage_default ghost_images_simple |= ghostimage_simple updateallghostimages() var/turf/T if(ismob(body)) T = get_turf(body) //Where is the body located? logging = body.logging //preserve our logs by copying them to our ghost gender = body.gender if(body.mind && body.mind.name) name = body.mind.name else if(body.real_name) name = body.real_name else name = random_unique_name(gender) mind = body.mind //we don't transfer the mind but we keep a reference to it. if(ishuman(body)) var/mob/living/carbon/human/body_human = body if(HAIR in body_human.dna.species.species_traits) hair_style = body_human.hair_style hair_color = brighten_color(body_human.hair_color) if(FACEHAIR in body_human.dna.species.species_traits) facial_hair_style = body_human.facial_hair_style facial_hair_color = brighten_color(body_human.facial_hair_color) update_icon() if(!T && latejoin.len) T = pick(latejoin) //Safety in case we cannot find the body's position loc = T if(!name) //To prevent nameless ghosts name = random_unique_name(gender) real_name = name if(!fun_verbs) verbs -= /mob/dead/observer/verb/boo verbs -= /mob/dead/observer/verb/possess animate(src, pixel_y = 2, time = 10, loop = -1) ..() /mob/dead/observer/narsie_act() var/old_color = color color = "#960000" animate(src, color = old_color, time = 10) addtimer(CALLBACK(src, /atom/proc/update_atom_colour), 10) /mob/dead/observer/ratvar_act() var/old_color = color color = "#FAE48C" animate(src, color = old_color, time = 10) addtimer(CALLBACK(src, /atom/proc/update_atom_colour), 10) /mob/dead/observer/Destroy() ghost_images_full -= ghostimage qdel(ghostimage) ghostimage = null ghost_images_default -= ghostimage_default qdel(ghostimage_default) ghostimage_default = null ghost_images_simple -= ghostimage_simple qdel(ghostimage_simple) ghostimage_simple = null updateallghostimages() return ..() /mob/dead/CanPass(atom/movable/mover, turf/target, height=0) return 1 /* * This proc will update the icon of the ghost itself, with hair overlays, as well as the ghost image. * Please call update_icon(icon_state) from now on when you want to update the icon_state of the ghost, * or you might end up with hair on a sprite that's not supposed to get it. * Hair will always update its dir, so if your sprite has no dirs the haircut will go all over the place. * |- Ricotez */ /mob/dead/observer/proc/update_icon(new_form) if(client) //We update our preferences in case they changed right before update_icon was called. ghost_accs = client.prefs.ghost_accs ghost_others = client.prefs.ghost_others if(hair_image) cut_overlay(hair_image) ghostimage.add_overlay(hair_image) hair_image = null if(facial_hair_image) cut_overlay(facial_hair_image) ghostimage.add_overlay(facial_hair_image) facial_hair_image = null if(new_form) icon_state = new_form ghostimage.icon_state = new_form if(icon_state in ghost_forms_with_directions_list) ghostimage_default.icon_state = new_form + "_nodir" //if this icon has dirs, the default ghostimage must use its nodir version or clients with the preference set to default sprites only will see the dirs else ghostimage_default.icon_state = new_form if(ghost_accs >= GHOST_ACCS_DIR && icon_state in ghost_forms_with_directions_list) //if this icon has dirs AND the client wants to show them, we make sure we update the dir on movement updatedir = 1 else updatedir = 0 //stop updating the dir in case we want to show accessories with dirs on a ghost sprite without dirs setDir(2 )//reset the dir to its default so the sprites all properly align up if(ghost_accs == GHOST_ACCS_FULL && icon_state in ghost_forms_with_accessories_list) //check if this form supports accessories and if the client wants to show them var/datum/sprite_accessory/S if(facial_hair_style) S = facial_hair_styles_list[facial_hair_style] if(S) facial_hair_image = image("icon" = S.icon, "icon_state" = "[S.icon_state]", "layer" = -HAIR_LAYER) if(facial_hair_color) facial_hair_image.color = "#" + facial_hair_color facial_hair_image.alpha = 200 add_overlay(facial_hair_image) ghostimage.add_overlay(facial_hair_image) if(hair_style) S = hair_styles_list[hair_style] if(S) hair_image = image("icon" = S.icon, "icon_state" = "[S.icon_state]", "layer" = -HAIR_LAYER) if(hair_color) hair_image.color = "#" + hair_color hair_image.alpha = 200 add_overlay(hair_image) ghostimage.add_overlay(hair_image) /* * Increase the brightness of a color by calculating the average distance between the R, G and B values, * and maximum brightness, then adding 30% of that average to R, G and B. * * I'll make this proc global and move it to its own file in a future update. |- Ricotez */ /mob/proc/brighten_color(input_color) var/r_val var/b_val var/g_val var/color_format = lentext(input_color) if(color_format == 3) r_val = hex2num(copytext(input_color, 1, 2))*16 g_val = hex2num(copytext(input_color, 2, 3))*16 b_val = hex2num(copytext(input_color, 3, 0))*16 else if(color_format == 6) r_val = hex2num(copytext(input_color, 1, 3)) g_val = hex2num(copytext(input_color, 3, 5)) b_val = hex2num(copytext(input_color, 5, 0)) else return 0 //If the color format is not 3 or 6, you're using an unexpected way to represent a color. r_val += (255 - r_val) * 0.4 if(r_val > 255) r_val = 255 g_val += (255 - g_val) * 0.4 if(g_val > 255) g_val = 255 b_val += (255 - b_val) * 0.4 if(b_val > 255) b_val = 255 return num2hex(r_val, 2) + num2hex(g_val, 2) + num2hex(b_val, 2) /* Transfer_mind is there to check if mob is being deleted/not going to have a body. Works together with spawning an observer, noted above. */ /mob/proc/ghostize(can_reenter_corpse = 1) if(key) if(!cmptext(copytext(key,1,2),"@")) // Skip aghosts. var/mob/dead/observer/ghost = new(src) // Transfer safety to observer spawning proc. SStgui.on_transfer(src, ghost) // Transfer NanoUIs. ghost.can_reenter_corpse = can_reenter_corpse ghost.key = key return ghost /* This is the proc mobs get to turn into a ghost. Forked from ghostize due to compatibility issues. */ /mob/living/verb/ghost() set category = "OOC" set name = "Ghost" set desc = "Relinquish your life and enter the land of the dead." if(stat != DEAD) succumb() if(stat == DEAD) ghostize(1) else var/response = alert(src, "Are you -sure- you want to ghost?\n(You are alive. If you ghost whilst still alive you may not play again this round! You can't change your mind so choose wisely!!)","Are you sure you want to ghost?","Ghost","Stay in body") if(response != "Ghost") return //didn't want to ghost after-all ghostize(0) //0 parameter is so we can never re-enter our body, "Charlie, you can never come baaaack~" :3 return /mob/dead/observer/Move(NewLoc, direct) if(updatedir) setDir(direct )//only update dir if we actually need it, so overlays won't spin on base sprites that don't have directions of their own if(NewLoc) loc = NewLoc for(var/obj/effect/step_trigger/S in NewLoc) S.Crossed(src) update_parallax_contents() return loc = get_turf(src) //Get out of closets and such as a ghost if((direct & NORTH) && y < world.maxy) y++ else if((direct & SOUTH) && y > 1) y-- if((direct & EAST) && x < world.maxx) x++ else if((direct & WEST) && x > 1) x-- for(var/obj/effect/step_trigger/S in locate(x, y, z)) //<-- this is dumb S.Crossed(src) /mob/dead/observer/is_active() return 0 /mob/dead/observer/Stat() ..() if(statpanel("Status")) if(ticker && ticker.mode) for(var/datum/gang/G in ticker.mode.gangs) if(G.is_dominating) stat(null, "[G.name] Gang Takeover: [max(G.domination_time_remaining(), 0)]") if(istype(ticker.mode, /datum/game_mode/blob)) var/datum/game_mode/blob/B = ticker.mode if(B.message_sent) stat(null, "Blobs to Blob Win: [blobs_legit.len]/[B.blobwincount]") /mob/dead/observer/verb/reenter_corpse() set category = "Ghost" set name = "Re-enter Corpse" if(!client) return if(!(mind && mind.current)) src << "You have no body." return if(!can_reenter_corpse) src << "You cannot re-enter your body." return if(mind.current.key && copytext(mind.current.key,1,2)!="@") //makes sure we don't accidentally kick any clients usr << "Another consciousness is in your body...It is resisting you." return client.view = world.view SStgui.on_transfer(src, mind.current) // Transfer NanoUIs. mind.current.key = key return 1 /mob/dead/observer/proc/notify_cloning(var/message, var/sound, var/atom/source, flashwindow = TRUE) if(flashwindow) window_flash(client) if(message) src << "[message]" if(source) var/obj/screen/alert/A = throw_alert("\ref[source]_notify_cloning", /obj/screen/alert/notify_cloning) if(A) if(client && client.prefs && client.prefs.UI_style) A.icon = ui_style2icon(client.prefs.UI_style) A.desc = message var/old_layer = source.layer var/old_plane = source.plane source.layer = FLOAT_LAYER source.plane = FLOAT_PLANE A.add_overlay(source) source.layer = old_layer source.plane = old_plane src << "(Click to re-enter)" if(sound) src << sound(sound) /mob/dead/observer/proc/dead_tele() set category = "Ghost" set name = "Teleport" set desc= "Teleport to a location" if(!isobserver(usr)) usr << "Not when you're not dead!" return var/A A = input("Area to jump to", "BOOYEA", A) as null|anything in sortedAreas var/area/thearea = A if(!thearea) return var/list/L = list() for(var/turf/T in get_area_turfs(thearea.type)) L+=T if(!L || !L.len) usr << "No area available." usr.loc = pick(L) update_parallax_contents() /mob/dead/observer/verb/follow() set category = "Ghost" set name = "Orbit" // "Haunt" set desc = "Follow and orbit a mob." var/list/mobs = getpois(skip_mindless=1) var/input = input("Please, select a mob!", "Haunt", null, null) as null|anything in mobs var/mob/target = mobs[input] ManualFollow(target) // This is the ghost's follow verb with an argument /mob/dead/observer/proc/ManualFollow(atom/movable/target) if (!istype(target)) return var/icon/I = icon(target.icon,target.icon_state,target.dir) var/orbitsize = (I.Width()+I.Height())*0.5 orbitsize -= (orbitsize/world.icon_size)*(world.icon_size*0.25) if(orbiting && orbiting.orbiting != target) src << "Now orbiting [target]." var/rot_seg switch(ghost_orbit) if(GHOST_ORBIT_TRIANGLE) rot_seg = 3 if(GHOST_ORBIT_SQUARE) rot_seg = 4 if(GHOST_ORBIT_PENTAGON) rot_seg = 5 if(GHOST_ORBIT_HEXAGON) rot_seg = 6 else //Circular rot_seg = 36 //360/10 bby, smooth enough aproximation of a circle orbit(target,orbitsize, FALSE, 20, rot_seg) /mob/dead/observer/orbit() setDir(2)//reset dir so the right directional sprites show up ..() /mob/dead/observer/stop_orbit() ..() //restart our floating animation after orbit is done. pixel_y = 0 animate(src, pixel_y = 2, time = 10, loop = -1) /mob/dead/observer/verb/jumptomob() //Moves the ghost instead of just changing the ghosts's eye -Nodrak set category = "Ghost" set name = "Jump to Mob" set desc = "Teleport to a mob" if(isobserver(usr)) //Make sure they're an observer! var/list/dest = list() //List of possible destinations (mobs) var/target = null //Chosen target. dest += getpois(mobs_only=1) //Fill list, prompt user with list target = input("Please, select a player!", "Jump to Mob", null, null) as null|anything in dest if (!target)//Make sure we actually have a target return else var/mob/M = dest[target] //Destination mob var/mob/A = src //Source mob var/turf/T = get_turf(M) //Turf of the destination mob if(T && isturf(T)) //Make sure the turf exists, then move the source to that destination. A.loc = T A.update_parallax_contents() else A << "This mob is not located in the game world." /mob/dead/observer/verb/change_view_range() set category = "Ghost" set name = "View Range" set desc = "Change your view range." var/max_view = client.prefs.unlock_content ? GHOST_MAX_VIEW_RANGE_MEMBER : GHOST_MAX_VIEW_RANGE_DEFAULT if(client.view == world.view) var/list/views = list() for(var/i in 1 to max_view) views |= i var/new_view = input("Choose your new view", "Modify view range", 7) as null|anything in views if(new_view) client.view = Clamp(new_view, 1, max_view) else client.view = world.view /mob/dead/observer/verb/add_view_range(input as num) set name = "Add View Range" set hidden = TRUE var/max_view = client.prefs.unlock_content ? GHOST_MAX_VIEW_RANGE_MEMBER : GHOST_MAX_VIEW_RANGE_DEFAULT if(input) client.view = Clamp(client.view + input, 1, max_view) /mob/dead/observer/verb/boo() set category = "Ghost" set name = "Boo!" set desc= "Scare your crew members because of boredom!" if(bootime > world.time) return var/obj/machinery/light/L = locate(/obj/machinery/light) in view(1, src) if(L) L.flicker() bootime = world.time + 600 return //Maybe in the future we can add more spooky code here! return /mob/dead/observer/memory() set hidden = 1 src << "You are dead! You have no mind to store memory!" /mob/dead/observer/add_memory() set hidden = 1 src << "You are dead! You have no mind to store memory!" /mob/dead/observer/verb/toggle_ghostsee() set name = "Toggle Ghost Vision" set desc = "Toggles your ability to see things only ghosts can see, like other ghosts" set category = "Ghost" ghostvision = !(ghostvision) updateghostsight() usr << "You [(ghostvision?"now":"no longer")] have ghost vision." /mob/dead/observer/verb/toggle_darkness() set name = "Toggle Darkness" set category = "Ghost" seedarkness = !(seedarkness) updateghostsight() /mob/dead/observer/proc/updateghostsight() if(client) ghost_others = client.prefs.ghost_others //A quick update just in case this setting was changed right before calling the proc if (seedarkness) see_invisible = SEE_INVISIBLE_OBSERVER if (!ghostvision || ghost_others <= GHOST_OTHERS_DEFAULT_SPRITE) see_invisible = SEE_INVISIBLE_LIVING else see_invisible = SEE_INVISIBLE_NOLIGHTING updateghostimages() /proc/updateallghostimages() listclearnulls(ghost_images_full) listclearnulls(ghost_images_default) listclearnulls(ghost_images_simple) listclearnulls(ghost_darkness_images) for (var/mob/dead/observer/O in player_list) O.updateghostimages() /mob/dead/observer/proc/updateghostimages() if (!client) return if(lastsetting) switch(lastsetting) //checks the setting we last came from, for a little efficiency so we don't try to delete images from the client that it doesn't have anyway if(GHOST_OTHERS_THEIR_SETTING) client.images -= ghost_images_full if(GHOST_OTHERS_DEFAULT_SPRITE) client.images -= ghost_images_default if(GHOST_OTHERS_SIMPLE) client.images -= ghost_images_simple if ((seedarkness || !ghostvision) && client.prefs.ghost_others == GHOST_OTHERS_THEIR_SETTING) client.images -= ghost_darkness_images lastsetting = null else if(ghostvision && (!seedarkness || client.prefs.ghost_others <= GHOST_OTHERS_DEFAULT_SPRITE)) //add images for the 60inv things ghosts can normally see when darkness is enabled so they can see them now if(!lastsetting) client.images |= ghost_darkness_images switch(client.prefs.ghost_others) if(GHOST_OTHERS_THEIR_SETTING) client.images |= ghost_images_full if (ghostimage) client.images -= ghostimage //remove ourself if(GHOST_OTHERS_DEFAULT_SPRITE) client.images |= ghost_images_default if(ghostimage_default) client.images -= ghostimage_default if(GHOST_OTHERS_SIMPLE) client.images |= ghost_images_simple if(ghostimage_simple) client.images -= ghostimage_simple lastsetting = client.prefs.ghost_others /mob/dead/observer/verb/possess() set category = "Ghost" set name = "Possess!" set desc= "Take over the body of a mindless creature!" var/list/possessible = list() for(var/mob/living/L in living_mob_list) if(!(L in player_list) && !L.mind) possessible += L var/mob/living/target = input("Your new life begins today!", "Possess Mob", null, null) as null|anything in possessible if(!target) return 0 if(ismegafauna(target)) src << "This creature is too powerful for you to possess!" return 0 if(can_reenter_corpse || (mind && mind.current)) if(alert(src, "Your soul is still tied to your former life as [mind.current.name], if you go forward there is no going back to that life. Are you sure you wish to continue?", "Move On", "Yes", "No") == "No") return 0 if(target.key) src << "Someone has taken this body while you were choosing!" return 0 target.key = key target.faction = list("neutral") return 1 /mob/dead/observer/proc/server_hop() set category = "Ghost" set name = "Server Hop!" set desc= "Jump to the other server" if(notransform) return if (alert(src, "Jump to server running at [global.cross_address]?", "Server Hop", "Yes", "No") != "Yes") return 0 if (client && global.cross_allowed) src << "Sending you to [global.cross_address]." new /obj/screen/splash(client) notransform = TRUE sleep(29) //let the animation play notransform = FALSE winset(src, null, "command=.options") //other wise the user never knows if byond is downloading resources client << link(global.cross_address + "?server_hop=[key]") else src << "There is no other server configured!" /proc/show_server_hop_transfer_screen(expected_key) //only show it to incoming ghosts for(var/mob/dead/observer/O in player_list) if(O.key == expected_key) if(O.client) new /obj/screen/splash(O.client, TRUE) break //this is a mob verb instead of atom for performance reasons //see /mob/verb/examinate() in mob.dm for more info //overriden here and in /mob/living for different point span classes and sanity checks /mob/dead/observer/pointed(atom/A as mob|obj|turf in view()) if(!..()) return 0 usr.visible_message("[src] points to [A].") return 1 /mob/dead/observer/verb/view_manifest() set name = "View Crew Manifest" set category = "Ghost" var/dat dat += "