Files
Bubberstation/code/modules/mob/dead/observer/observer.dm
Cyberboss 1bbc640afe Runtime Dynamic Station Loading (#24171)
* Dynamic map loading prototype

* Get the title screen working

* Fixes the random pod bugs

* map configs

* Add back the asteroid

* Ignore the rotate file

* Fix some shit

* More shit fixes

* Babby's first json

* Cyberboss confirmed shitcoder

* Makes map rotation great again

* Moves the map defines

* Delete tgstation2.dm

* Convert runtimestation

* Convert PubbyStation

* Convert OmegaStation

* Convert Metastation

* Convert Delta Station

* Lol file extensions

* Reee line endings

* Take out the trash

* Fix loadallmaps.dm

* Deltaassssssstation?

* Fix travis

* Did I ASK you to change the line endings?

* Remove votable maps

* Cleanup

* Previous config. Load configs in New. Fix splash

* Fix this

* More generic minetype

* STOP TOUCHING THE LINE ENDINGS!!!

* Add some flexibility to /obj/screen/splash

* Fix the shit

* Update gitignore

* Smooth transition from last map

* Better check

* Missed this map rotate check

* Remove these checks too

* Prep for a future request by @kevinz000

* Fix z2 line endings

* Solution for custom .dms

* Rename some things, trim some fat

* Fixes default map_config

* Remove stale comment

* Delete the previous config after loading

* Don't try to open a non-existent file

* Delete the old rotator script

* And references to it

* Line endings

* More line endings

* Del checks from when m-config may have not existed

* LINE ENDINGS

* Update the default map config

* Map load error checking for what it's worth

* Small cleanup

* For case sensitive

* File systems

* Strip maprotate stuff from build script

* Spruce up the _maps tree. Compile some empty space

* Make travis simpler

* LINEARU ENDARU!!!

* tgstation TWO!!!

* Lowercase mine type

* Dummy dm's for testmerging

* Fixes job ordering

* If ghosts wanna watch the map load so be it

* Let them know what's going on

* Fixes z-transitions

* Optimize z expansion further

* Remove this old var

* Fix wiznerd teleportation

* Rmove butt

* Does the thing

* Moved temp configs to the data dir

* Un-touch gitignore

* Forgot templates.dm

* Forgot to include the includer

* Fair enough

* SILENCE IMBECILE!

* @Cyberboss still a fuckboi

* Speed things up a bit

* Fix a potential bug with the error message

* Whatever
2017-03-07 10:45:31 +13:00

804 lines
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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 << "<span class='warning'>You have no body.</span>"
return
if(!can_reenter_corpse)
src << "<span class='warning'>You cannot re-enter your body.</span>"
return
if(mind.current.key && copytext(mind.current.key,1,2)!="@") //makes sure we don't accidentally kick any clients
usr << "<span class='warning'>Another consciousness is in your body...It is resisting you.</span>"
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 << "<span class='ghostalert'>[message]</span>"
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 << "<span class='ghostalert'><a href=?src=\ref[src];reenter=1>(Click to re-enter)</a></span>"
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 << "<span class='notice'>Now orbiting [target].</span>"
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 <i>spooky</i> code here!
return
/mob/dead/observer/memory()
set hidden = 1
src << "<span class='danger'>You are dead! You have no mind to store memory!</span>"
/mob/dead/observer/add_memory()
set hidden = 1
src << "<span class='danger'>You are dead! You have no mind to store memory!</span>"
/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 << "<span class='warning'>This creature is too powerful for you to possess!</span>"
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 << "<span class='warning'>Someone has taken this body while you were choosing!</span>"
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 << "<span class='notice'>Sending you to [global.cross_address].</span>"
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 << "<span class='error'>There is no other server configured!</span>"
/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("<span class='deadsay'><b>[src]</b> points to [A].</span>")
return 1
/mob/dead/observer/verb/view_manifest()
set name = "View Crew Manifest"
set category = "Ghost"
var/dat
dat += "<h4>Crew Manifest</h4>"
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_data_huds()
for(var/hudtype in datahuds)
var/datum/atom_hud/H = huds[hudtype]
H.add_hud_to(src)
/mob/dead/observer/proc/remove_data_huds()
for(var/hudtype in datahuds)
var/datum/atom_hud/H = huds[hudtype]
H.remove_hud_from(src)
/mob/dead/observer/verb/toggle_data_huds()
set name = "Toggle Sec/Med/Diag HUD"
set desc = "Toggles whether you see medical/security/diagnostic HUDs"
set category = "Ghost"
if(data_huds_on) //remove old huds
remove_data_huds()
src << "<span class='notice'>Data HUDs disabled.</span>"
data_huds_on = 0
else
show_data_huds()
src << "<span class='notice'>Data HUDs enabled.</span>"
data_huds_on = 1
/mob/dead/observer/verb/restore_ghost_apperance()
set name = "Restore Ghost Character"
set desc = "Sets your deadchat name and ghost appearance to your \
roundstart character."
set category = "Ghost"
set_ghost_appearance()
if(client && client.prefs)
deadchat_name = client.prefs.real_name
/mob/dead/observer/proc/set_ghost_appearance()
if((!client) || (!client.prefs))
return
if(client.prefs.be_random_name)
client.prefs.real_name = random_unique_name(gender)
if(client.prefs.be_random_body)
client.prefs.random_character(gender)
if(HAIR in client.prefs.pref_species.species_traits)
hair_style = client.prefs.hair_style
hair_color = brighten_color(client.prefs.hair_color)
if(FACEHAIR in client.prefs.pref_species.species_traits)
facial_hair_style = client.prefs.facial_hair_style
facial_hair_color = brighten_color(client.prefs.facial_hair_color)
update_icon()
/mob/dead/observer/canUseTopic()
if(check_rights(R_ADMIN, 0))
return 1
return
/mob/dead/observer/is_literate()
return 1
/mob/dead/observer/vv_edit_var(var_name, var_value)
. = ..()
switch(var_name)
if("icon")
ghostimage.icon = icon
ghostimage_default.icon = icon
ghostimage_simple.icon = icon
if("icon_state")
ghostimage.icon_state = icon_state
ghostimage_default.icon_state = icon_state
ghostimage_simple.icon_state = icon_state
if("fun_verbs")
if(fun_verbs)
verbs += /mob/dead/observer/verb/boo
verbs += /mob/dead/observer/verb/possess
else
verbs -= /mob/dead/observer/verb/boo
verbs -= /mob/dead/observer/verb/possess
/mob/dead/observer/reset_perspective(atom/A)
if(client)
if(ismob(client.eye) && (client.eye != src))
var/mob/target = client.eye
observetarget = null
if(target.observers)
target.observers -= src
UNSETEMPTY(target.observers)
if(..())
if(hud_used)
client.screen = list()
hud_used.show_hud(hud_used.hud_version)
/mob/dead/observer/verb/observe()
set name = "Observe"
set category = "OOC"
var/list/creatures = getpois()
reset_perspective(null)
var/eye_name = null
eye_name = input("Please, select a player!", "Observe", null, null) as null|anything in creatures
if (!eye_name)
return
var/mob/mob_eye = creatures[eye_name]
//Istype so we filter out points of interest that are not mobs
if(client && mob_eye && istype(mob_eye))
client.eye = mob_eye
client.screen = list()
if(mob_eye.hud_used)
LAZYINITLIST(mob_eye.observers)
mob_eye.observers |= src
mob_eye.hud_used.show_hud(1,src)
observetarget = mob_eye
/mob/dead/observer/verb/register_pai_candidate()
set category = "Ghost"
set name = "pAI Setup"
set desc = "Upload a fragment of your personality to the global pAI databanks"
register_pai()
/mob/dead/observer/proc/register_pai()
if(istype(src, /mob/dead/observer))
if(SSpai)
SSpai.recruitWindow(src)
else
usr << "Can't become a pAI candidate while not dead!"
/mob/dead/observer/CtrlShiftClick(mob/user)
if(isobserver(user) && check_rights(R_SPAWN))
change_mob_type( /mob/living/carbon/human , null, null, TRUE) //always delmob, ghosts shouldn't be left lingering