Ports /tg/ & Paradise ghost sight.

Ghosts can now toggle darkness and seeing ghostly things independently.
Includes some extra work to allow observers to see AI eyes while (mostly) preventing cultists from doing the same.
This commit is contained in:
PsiOmega
2015-03-19 16:14:02 +01:00
parent be8e76a01e
commit 1f5de7f64f
7 changed files with 99 additions and 39 deletions

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@@ -1072,6 +1072,7 @@
#include "code\modules\mob\typing_indicator.dm"
#include "code\modules\mob\update_icons.dm"
#include "code\modules\mob\dead\death.dm"
#include "code\modules\mob\dead\observer\login.dm"
#include "code\modules\mob\dead\observer\logout.dm"
#include "code\modules\mob\dead\observer\observer.dm"
#include "code\modules\mob\dead\observer\say.dm"

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@@ -104,16 +104,16 @@ var/list/sacrificed = list()
if(!iscultist(M) && M.stat < DEAD && !(M in converting))
target = M
break
if(!target) //didn't find any new targets
if(!converting.len)
fizzle()
else
usr << "<span class='danger'>You sense that the power of the dark one is already working away at them.</span>"
return
usr.say("Mah[pick("'","`")]weyh pleggh at e'ntrath!")
converting |= target
var/list/waiting_for_input = list(target = 0) //need to box this up in order to be able to reset it again from inside spawn, apparently
var/initial_message = 0
@@ -123,7 +123,7 @@ var/list/sacrificed = list()
if(target.getFireLoss() < 100)
target.hallucination = min(target.hallucination, 500)
return 0
target.take_overall_damage(0, rand(5, 20)) // You dirty resister cannot handle the damage to your mind. Easily. - even cultists who accept right away should experience some effects
// Resist messages go!
if(initial_message) //don't do this stuff right away, only if they resist or hesitate.
@@ -139,7 +139,7 @@ var/list/sacrificed = list()
target << "<span class='cult'>Your mind turns to ash as the burning flames engulf your very soul and images of an unspeakable horror begin to bombard the last remnants of mental resistance.</span>"
//broken mind - 5000 may seem like a lot I wanted the effect to really stand out for maxiumum losing-your-mind-spooky
//hallucination is reduced when the step off as well, provided they haven't hit the last stage...
target.hallucination += 5000
target.hallucination += 5000
target.apply_effect(10, STUTTER)
target.adjustBrainLoss(1)
if(100 to INFINITY)
@@ -156,12 +156,12 @@ var/list/sacrificed = list()
if(!waiting_for_input[target]) //so we don't spam them with dialogs if they hesitate
waiting_for_input[target] = 1
if(!is_convertable_to_cult(target.mind) || jobban_isbanned(target, "cultist"))//putting jobban check here because is_convertable uses mind as argument
//waiting_for_input ensures this is only shown once, so they basically auto-resist from here on out. They still need to find a way to get off the freaking rune if they don't want to burn to death, though.
target << "<span class='cult'>Your blood pulses. Your head throbs. The world goes red. All at once you are aware of a horrible, horrible truth. The veil of reality has been ripped away and in the festering wound left behind something sinister takes root.</span>"
target << "<span class='danger'>And you were able to force it out of your mind. You now know the truth, there's something horrible out there, stop it and its minions at all costs.</span>"
target << "<span class='danger'>And you were able to force it out of your mind. You now know the truth, there's something horrible out there, stop it and its minions at all costs.</span>"
else spawn()
var/choice = alert(target,"Do you want to join the cult?","Submit to Nar'Sie","Resist","Submit")
waiting_for_input[target] = 0
@@ -172,7 +172,7 @@ var/list/sacrificed = list()
target << "<span class='cult'>Assist your new compatriots in their dark dealings. Their goal is yours, and yours is theirs. You serve the Dark One above all else. Bring It back.</span>"
converting -= target
target.hallucination = 0 //sudden clarity
sleep(100) //proc once every 10 seconds
return 1
@@ -263,12 +263,12 @@ var/list/sacrificed = list()
usr.seer = 0
else if(usr.see_invisible!=SEE_INVISIBLE_LIVING)
usr << "\red The world beyond flashes your eyes but disappears quickly, as if something is disrupting your vision."
usr.see_invisible = SEE_INVISIBLE_OBSERVER
usr.see_invisible = SEE_INVISIBLE_CULT
usr.seer = 0
else
usr.say("Rash'tla sektath mal[pick("'","`")]zua. Zasan therium vivira. Itonis al'ra matum!")
usr << "\red The world beyond opens to your eyes."
usr.see_invisible = SEE_INVISIBLE_OBSERVER
usr.see_invisible = SEE_INVISIBLE_CULT
usr.seer = 1
return
return fizzle()

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@@ -1,2 +1,5 @@
/mob/dead/observer/Login()
..()
..()
if (ghostimage)
ghostimage.icon_state = src.icon_state
updateghostimages()

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@@ -1,3 +1,6 @@
var/global/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
var/global/list/image/ghost_sightless_images = list() //this is a list of images for things ghosts should still be able to see even without ghost sight
/mob/dead/observer
name = "ghost"
desc = "It's a g-g-g-g-ghooooost!" //jinkies!
@@ -23,15 +26,22 @@
var/atom/movable/following = null
var/admin_ghosted = 0
var/anonsay = 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
/mob/dead/observer/New(mob/body)
sight |= SEE_TURFS | SEE_MOBS | SEE_OBJS | SEE_SELF
see_invisible = SEE_INVISIBLE_OBSERVER_AI_EYE
see_invisible = SEE_INVISIBLE_OBSERVER
see_in_dark = 100
verbs += /mob/dead/observer/proc/dead_tele
stat = DEAD
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?
@@ -70,7 +80,13 @@
real_name = name
..()
/mob/dead/observer/Del()
if (ghostimage)
ghost_darkness_images -= ghostimage
del(ghostimage)
ghostimage = null
updateallghostimages()
..()
/mob/dead/observer/Topic(href, href_list)
if (href_list["track"])
@@ -403,22 +419,6 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
src << "\blue Temperature: [round(environment.temperature-T0C,0.1)]&deg;C ([round(environment.temperature,0.1)]K)"
src << "\blue Heat Capacity: [round(environment.heat_capacity(),0.1)]"
/mob/dead/observer/verb/toggle_sight()
set name = "Toggle Sight"
set category = "Ghost"
switch(see_invisible)
if(SEE_INVISIBLE_OBSERVER_AI_EYE)
see_invisible = SEE_INVISIBLE_OBSERVER_NOOBSERVERS
usr << "<span class='notice'>You no longer see other observers or the AI eye.</span>"
if(SEE_INVISIBLE_OBSERVER_NOOBSERVERS)
see_invisible = SEE_INVISIBLE_OBSERVER_NOLIGHTING
usr << "<span class='notice'>You no longer see darkness.</span>"
else
see_invisible = SEE_INVISIBLE_OBSERVER_AI_EYE
usr << "<span class='notice'>You again see everything.</span>"
/mob/dead/observer/verb/become_mouse()
set name = "Become mouse"
set category = "Ghost"
@@ -620,3 +620,43 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
/mob/dead/observer/canface()
return 1
/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_OBSERVER_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
client.images |= ghost_sightless_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_sightless_images
client.images |= ghost_darkness_images
if (ghostimage)
client.images -= ghostimage //remove ourself

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@@ -324,7 +324,7 @@
if(istype(O)) O.add_autopsy_data("Radiation Poisoning", damage)
/** breathing **/
handle_chemical_smoke(var/datum/gas_mixture/environment)
if(wear_mask && (wear_mask.flags & BLOCK_GAS_SMOKE_EFFECT))
return
@@ -1201,7 +1201,7 @@
if(seer==1)
var/obj/effect/rune/R = locate() in loc
if(R && R.word1 == cultwords["see"] && R.word2 == cultwords["hell"] && R.word3 == cultwords["join"])
see_invisible = SEE_INVISIBLE_OBSERVER
see_invisible = SEE_INVISIBLE_CULT
else
see_invisible = SEE_INVISIBLE_LIVING
seer = 0

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@@ -14,17 +14,34 @@
status_flags = GODMODE // You can't damage it.
see_in_dark = 7
invisibility = INVISIBILITY_AI_EYE
var/ghostimage = null
/mob/aiEye/New()
ghostimage = image(src.icon,src,src.icon_state)
ghost_darkness_images |= ghostimage //so ghosts can see the AI eye when they disable darkness
ghost_sightless_images |= ghostimage //so ghosts can see the AI eye when they disable ghost sight
updateallghostimages()
..()
mob/aiEye/Del()
if (ghostimage)
ghost_darkness_images -= ghostimage
ghost_sightless_images -= ghostimage
del(ghostimage)
ghostimage = null;
updateallghostimages()
..()
// Movement code. Returns 0 to stop air movement from moving it.
/mob/aiEye/Move()
return 0
/mob/aiEye/examinate(atom/A as mob|obj|turf in view())
/mob/aiEye/examinate()
set popup_menu = 0
set src = usr.contents
return 0
/mob/aiEye/pointed(atom/A as mob|obj|turf in view())
/mob/aiEye/pointed()
set popup_menu = 0
set src = usr.contents
return 0

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@@ -457,18 +457,17 @@
#define INVISIBILITY_LEVEL_ONE 35
#define INVISIBILITY_LEVEL_TWO 45
#define INVISIBILITY_OBSERVER 60
#define INVISIBILITY_AI_EYE 61
#define INVISIBILITY_AI_EYE 61
#define SEE_INVISIBLE_LIVING 25
#define SEE_INVISIBLE_OBSERVER_NOLIGHTING 15
#define SEE_INVISIBLE_LEVEL_ONE 35
#define SEE_INVISIBLE_LEVEL_TWO 45
#define SEE_INVISIBLE_OBSERVER_NOOBSERVERS 59
#define SEE_INVISIBLE_OBSERVER 60
#define SEE_INVISIBLE_OBSERVER_AI_EYE 61
#define SEE_INVISIBLE_CULT 60
#define SEE_INVISIBLE_OBSERVER 61
#define SEE_INVISIBLE_MINIMUM 5
#define INVISIBILITY_MAXIMUM 100
#define INVISIBILITY_MAXIMUM 100
// Object specific defines.
#define CANDLE_LUM 3 // For how bright candles are.