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 /mob/dead/observer name = "ghost" desc = "It's a g-g-g-g-ghooooost!" //jinkies! icon = 'icons/mob/mob.dmi' icon_state = "ghost" layer = MOB_LAYER + 1 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 = 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/ghostvision = 1 //is the ghost able to see things humans can't? var/seedarkness = 1 var/ghost_hud_enabled = 1 //did this ghost disable the on-screen HUD? var/data_hud_seen = 0 //this should one of the defines in __DEFINES/hud.dm var/ghost_orbit = GHOST_ORBIT_CIRCLE /mob/dead/observer/New(mob/body) verbs += /mob/dead/observer/proc/dead_tele ghostimage = image(src.icon,src,src.icon_state) ghost_darkness_images |= ghostimage updateallghostimages() var/turf/T if(ismob(body)) T = get_turf(body) //Where is the body located? attack_log = body.attack_log //preserve our attack 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(!T) 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/Destroy() if (ghostimage) ghost_darkness_images -= ghostimage qdel(ghostimage) ghostimage = null updateallghostimages() return ..() /mob/dead/CanPass(atom/movable/mover, turf/target, height=0) return 1 /* 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(NewLoc) loc = NewLoc for(var/obj/effect/step_trigger/S in NewLoc) S.Crossed(src) 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")) stat(null, "Station Time: [worldtime2text()]") if(ticker) if(ticker.mode) for(var/datum/gang/G in ticker.mode.gangs) if(isnum(G.dom_timer)) stat(null, "[G.name] Gang Takeover: [max(G.dom_timer, 0)]") /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 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) if(message) src << "[message]" if(source) var/obj/screen/alert/A = throw_alert("\ref[source]_notify_cloning", /obj/screen/alert/notify_cloning) if(A) A.desc = message var/old_layer = source.layer source.layer = FLOAT_LAYER A.overlays += source source.layer = old_layer 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(!istype(usr, /mob/dead/observer)) 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) /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 != 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() ..() //restart our floating animation after orbit is done. sleep 2 //orbit sets up a 2ds animation when it finishes, so we wait for that to end if (!orbiting) //make sure another orbit hasn't started 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(istype(usr, /mob/dead/observer)) //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 else A << "This mob is not located in the game world." /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 (!seedarkness) see_invisible = SEE_INVISIBLE_NOLIGHTING else see_invisible = SEE_INVISIBLE_OBSERVER if (!ghostvision) see_invisible = SEE_INVISIBLE_LIVING updateghostimages() /proc/updateallghostimages() for (var/mob/dead/observer/O in player_list) O.updateghostimages() /mob/dead/observer/proc/updateghostimages() if (!client) return if (seedarkness || !ghostvision) client.images -= ghost_darkness_images else //add images for the 60inv things ghosts can normally see when darkness is enabled so they can see them now client.images |= ghost_darkness_images if (ghostimage) client.images -= ghostimage //remove ourself /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(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 foward 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 return 1 //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 += "

Crew Manifest

" dat += data_core.get_manifest() src << browse(dat, "window=manifest;size=387x420;can_close=1") //this is called when a ghost is drag clicked to something. /mob/dead/observer/MouseDrop(atom/over) if(!usr || !over) return if (isobserver(usr) && usr.client.holder && isliving(over)) if (usr.client.holder.cmd_ghost_drag(src,over)) return return ..() /mob/dead/observer/Topic(href, href_list) ..() if(usr == src) if(href_list["follow"]) var/atom/movable/target = locate(href_list["follow"]) if(istype(target) && (target != src)) ManualFollow(target) if(href_list["reenter"]) reenter_corpse() //We don't want to update the current var //But we will still carry a mind. /mob/dead/observer/mind_initialize() return /mob/dead/observer/proc/show_me_the_hud(hud_index) var/datum/atom_hud/H = huds[hud_index] H.add_hud_to(src) data_hud_seen = hud_index /mob/dead/observer/verb/toggle_ghost_med_sec_diag_hud() set name = "Toggle Sec/Med/Diag HUD" set desc = "Toggles whether you see medical/security/diagnostic HUDs" set category = "Ghost" if(data_hud_seen) //remove old huds var/datum/atom_hud/H = huds[data_hud_seen] H.remove_hud_from(src) switch(data_hud_seen) //give new huds if(0) show_me_the_hud(DATA_HUD_SECURITY_ADVANCED) src << "Security HUD set." if(DATA_HUD_SECURITY_ADVANCED) show_me_the_hud(DATA_HUD_MEDICAL_ADVANCED) src << "Medical HUD set." if(DATA_HUD_MEDICAL_ADVANCED) show_me_the_hud(DATA_HUD_DIAGNOSTIC) src << "Diagnostic HUD set." if(DATA_HUD_DIAGNOSTIC) data_hud_seen = 0 src << "HUDs disabled." /mob/dead/observer/canUseTopic() if(check_rights(R_ADMIN, 0)) return 1 return