/mob/dead/observer name = "ghost" desc = "It's a g-g-g-g-ghooooost!" //jinkies! icon = 'icons/mob/mob.dmi' icon_state = "ghost" layer = 4 stat = DEAD density = 0 canmove = 0 blinded = 0 anchored = 1 // don't get pushed around invisibility = INVISIBILITY_OBSERVER 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/has_enabled_antagHUD = 0 var/medHUD = 0 var/antagHUD = 0 universal_speak = 1 var/atom/movable/following = null var/admin_ghosted = 0 var/anonsay = 0 /mob/dead/observer/New(mob/body) sight |= SEE_TURFS | SEE_MOBS | SEE_OBJS | SEE_SELF see_invisible = SEE_INVISIBLE_OBSERVER see_in_dark = 100 verbs += /mob/dead/observer/proc/dead_tele stat = DEAD 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 if (ishuman(body)) var/mob/living/carbon/human/H = body icon = H.stand_icon overlays = H.overlays_standing else icon = body.icon icon_state = body.icon_state overlays = body.overlays alpha = 127 gender = body.gender if(body.mind && body.mind.name) name = body.mind.name else if(body.real_name) name = body.real_name else if(gender == MALE) name = capitalize(pick(first_names_male)) + " " + capitalize(pick(last_names)) else name = capitalize(pick(first_names_female)) + " " + capitalize(pick(last_names)) 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 = capitalize(pick(first_names_male)) + " " + capitalize(pick(last_names)) real_name = name ..() /mob/dead/observer/Topic(href, href_list) if (href_list["track"]) var/mob/target = locate(href_list["track"]) in mob_list if(target) ManualFollow(target) /mob/dead/attackby(obj/item/W, mob/user) if(istype(W,/obj/item/weapon/book/tome)) var/mob/dead/M = src if(src.invisibility != 0) M.invisibility = 0 user.visible_message( \ "\red [user] drags ghost, [M], to our plan of reality!", \ "\red You drag [M] to our plan of reality!" \ ) else user.visible_message ( \ "\red [user] just tried to smash his book into that ghost! It's not very effective", \ "\red You get the feeling that the ghost can't become any more visible." \ ) /mob/dead/CanPass(atom/movable/mover, turf/target, height=0, air_group=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/dead/observer/Life() ..() if(!loc) return if(!client) return 0 if(client.images.len) for(var/image/hud in client.images) if(copytext(hud.icon_state,1,4) == "hud") client.images.Remove(hud) if(antagHUD) var/list/target_list = list() for(var/mob/living/target in oview(src, 14)) if(target.mind&&(target.mind.special_role||issilicon(target)) ) target_list += target if(target_list.len) assess_targets(target_list, src) if(medHUD) process_medHUD(src) /mob/dead/proc/process_medHUD(var/mob/M) var/client/C = M.client for(var/mob/living/carbon/human/patient in oview(M, 14)) C.images += patient.hud_list[HEALTH_HUD] C.images += patient.hud_list[STATUS_HUD_OOC] /mob/dead/proc/assess_targets(list/target_list, mob/dead/observer/U) var/client/C = U.client for(var/mob/living/carbon/human/target in target_list) C.images += target.hud_list[SPECIALROLE_HUD] /* else//If the silicon mob has no law datum, no inherent laws, or a law zero, add them to the hud. var/mob/living/silicon/silicon_target = target if(!silicon_target.laws||(silicon_target.laws&&(silicon_target.laws.zeroth||!silicon_target.laws.inherent.len))||silicon_target.mind.special_role=="traitor") if(isrobot(silicon_target))//Different icons for robutts and AI. U.client.images += image(tempHud,silicon_target,"hudmalborg") else U.client.images += image(tempHud,silicon_target,"hudmalai") */ return 1 /mob/proc/ghostize(var/can_reenter_corpse = 1) if(key) var/mob/dead/observer/ghost = new(src) //Transfer safety to observer spawning proc. ghost.can_reenter_corpse = can_reenter_corpse ghost.timeofdeath = src.timeofdeath //BS12 EDIT ghost.key = key if(!ghost.client.holder && !config.antag_hud_allowed) // For new ghosts we remove the verb from even showing up if it's not allowed. ghost.verbs -= /mob/dead/observer/verb/toggle_antagHUD // Poor guys, don't know what they are missing! 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) announce_ghost_joinleave(ghostize(1)) else var/response if(src.client && src.client.holder) response = alert(src, "You have the ability to Admin-Ghost. The regular Ghost verb will announce your presence to dead chat. Both variants will allow you to return to your body using 'aghost'.\n\nWhat do you wish to do?", "Are you sure you want to ghost?", "Ghost", "Admin Ghost", "Stay in body") if(response == "Admin Ghost") if(!src.client) return src.client.admin_ghost() else response = alert(src, "Are you -sure- you want to ghost?\n(You are alive. If you ghost, you won't be able to play this round for another 30 minutes! You can't change your mind so choose wisely!)", "Are you sure you want to ghost?", "Ghost", "Stay in body") if(response != "Ghost") return resting = 1 var/turf/location = get_turf(src) message_admins("[key_name_admin(usr)] has ghosted. (JMP)") log_game("[key_name_admin(usr)] has ghosted.") var/mob/dead/observer/ghost = ghostize(0) //0 parameter is so we can never re-enter our body, "Charlie, you can never come baaaack~" :3 ghost.timeofdeath = world.time // Because the living mob won't have a time of death and we want the respawn timer to work properly. announce_ghost_joinleave(ghost) /mob/dead/observer/Move(NewLoc, direct) following = null set_dir(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/can_use_hands() return 0 /mob/dead/observer/is_active() return 0 /mob/dead/observer/Stat() ..() statpanel("Status") if (client.statpanel == "Status") stat(null, "Station Time: [worldtime2text()]") if(ticker) if(ticker.mode) //world << "DEBUG: ticker not null" if(ticker.mode.name == "AI malfunction") //world << "DEBUG: malf mode ticker test" if(ticker.mode:malf_mode_declared) stat(null, "Time left: [max(ticker.mode:AI_win_timeleft/(ticker.mode:apcs/3), 0)]") if(emergency_shuttle) var/eta_status = emergency_shuttle.get_status_panel_eta() if(eta_status) stat(null, eta_status) /mob/dead/observer/verb/reenter_corpse() set category = "Ghost" set name = "Re-enter Corpse" if(!client) return if(!(mind && mind.current && can_reenter_corpse)) src << "You have no 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 if(mind.current.ajourn && mind.current.stat != DEAD) //check if the corpse is astral-journeying (it's client ghosted using a cultist rune). var/obj/effect/rune/R = locate() in mind.current.loc //whilst corpse is alive, we can only reenter the body if it's on the rune if(!(R && R.word1 == cultwords["hell"] && R.word2 == cultwords["travel"] && R.word3 == cultwords["self"])) //astral journeying rune usr << "The astral cord that ties your body and your spirit has been severed. You are likely to wander the realm beyond until your body is finally dead and thus reunited with you." return mind.current.ajourn=0 mind.current.key = key if(!admin_ghosted) announce_ghost_joinleave(mind, 0, "They now occupy their body again.") return 1 /mob/dead/observer/verb/toggle_medHUD() set category = "Ghost" set name = "Toggle MedicHUD" set desc = "Toggles Medical HUD allowing you to see how everyone is doing" if(!client) return if(medHUD) medHUD = 0 src << "\blue Medical HUD Disabled" else medHUD = 1 src << "\blue Medical HUD Enabled" /mob/dead/observer/verb/toggle_antagHUD() set category = "Ghost" set name = "Toggle AntagHUD" set desc = "Toggles AntagHUD allowing you to see who is the antagonist" if(!client) return var/mentor = is_mentor(usr.client) if(!config.antag_hud_allowed && (!client.holder || mentor)) src << "\red Admins have disabled this for this round." return var/mob/dead/observer/M = src if(jobban_isbanned(M, "AntagHUD")) src << "\red You have been banned from using this feature" return if(config.antag_hud_restricted && !M.has_enabled_antagHUD && (!client.holder || mentor)) var/response = alert(src, "If you turn this on, you will not be able to take any part in the round.","Are you sure you want to turn this feature on?","Yes","No") if(response == "No") return M.can_reenter_corpse = 0 if(!M.has_enabled_antagHUD && (!client.holder || mentor)) M.has_enabled_antagHUD = 1 if(M.antagHUD) M.antagHUD = 0 src << "\blue AntagHUD Disabled" else M.antagHUD = 1 src << "\blue AntagHUD Enabled" /mob/dead/observer/proc/dead_tele(A in ghostteleportlocs) 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 usr.verbs -= /mob/dead/observer/proc/dead_tele spawn(30) usr.verbs += /mob/dead/observer/proc/dead_tele var/area/thearea = ghostteleportlocs[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) following = null /mob/dead/observer/verb/follow(input in getmobs()) set category = "Ghost" set name = "Follow" // "Haunt" set desc = "Follow and haunt a mob." var/target = getmobs()[input] if(!target) return ManualFollow(target) // This is the ghost's follow verb with an argument /mob/dead/observer/proc/ManualFollow(var/atom/movable/target) if(target && target != src) if(following && following == target) return following = target src << "\blue Now following [target]" spawn(0) while(target && following == target && client) var/turf/T = get_turf(target) if(!T) break // To stop the ghost flickering. if(loc != T) loc = T sleep(15) /mob/dead/observer/verb/jumptomob(target in getmobs()) //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! if (!target)//Make sure we actually have a target return else var/mob/M = getmobs()[target] //Destination 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. src.loc = T following = null else src << "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 << "\red You are dead! You have no mind to store memory!" /mob/dead/observer/add_memory() set hidden = 1 src << "\red You are dead! You have no mind to store memory!" /mob/dead/observer/verb/analyze_air() set name = "Analyze Air" set category = "Ghost" if(!istype(usr, /mob/dead/observer)) return // Shamelessly copied from the Gas Analyzers if (!( istype(usr.loc, /turf) )) return var/datum/gas_mixture/environment = usr.loc.return_air() var/pressure = environment.return_pressure() var/total_moles = environment.total_moles src << "\blue Results:" if(abs(pressure - ONE_ATMOSPHERE) < 10) src << "\blue Pressure: [round(pressure,0.1)] kPa" else src << "\red Pressure: [round(pressure,0.1)] kPa" if(total_moles) for(var/g in environment.gas) src << "\blue [gas_data.name[g]]: [round((environment.gas[g] / total_moles) * 100)]% ([round(environment.gas[g], 0.01)] moles)" src << "\blue Temperature: [round(environment.temperature-T0C,0.1)]°C ([round(environment.temperature,0.1)]K)" src << "\blue Heat Capacity: [round(environment.heat_capacity(),0.1)]" /mob/dead/observer/verb/toggle_darkness() set name = "Toggle Darkness" set category = "Ghost" if (see_invisible == SEE_INVISIBLE_OBSERVER_NOLIGHTING) see_invisible = SEE_INVISIBLE_OBSERVER else see_invisible = SEE_INVISIBLE_OBSERVER_NOLIGHTING /mob/dead/observer/verb/become_mouse() set name = "Become mouse" set category = "Ghost" if(config.disable_player_mice) src << "Spawning as a mouse is currently disabled." return var/mob/dead/observer/M = usr if(config.antag_hud_restricted && M.has_enabled_antagHUD == 1) src << "antagHUD restrictions prevent you from spawning in as a mouse." return var/timedifference = world.time - client.time_died_as_mouse if(client.time_died_as_mouse && timedifference <= mouse_respawn_time * 600) var/timedifference_text timedifference_text = time2text(mouse_respawn_time * 600 - timedifference,"mm:ss") src << "You may only spawn again as a mouse more than [mouse_respawn_time] minutes after your death. You have [timedifference_text] left." return var/response = alert(src, "Are you -sure- you want to become a mouse?","Are you sure you want to squeek?","Squeek!","Nope!") if(response != "Squeek!") return //Hit the wrong key...again. //find a viable mouse candidate var/mob/living/simple_animal/mouse/host var/obj/machinery/atmospherics/unary/vent_pump/vent_found var/list/found_vents = list() for(var/obj/machinery/atmospherics/unary/vent_pump/v in world) if(!v.welded && v.z == src.z) found_vents.Add(v) if(found_vents.len) vent_found = pick(found_vents) host = new /mob/living/simple_animal/mouse(vent_found.loc) else src << "Unable to find any unwelded vents to spawn mice at." if(host) if(config.uneducated_mice) host.universal_understand = 0 host.ckey = src.ckey host << "You are now a mouse. Try to avoid interaction with players, and do not give hints away that you are more than a simple rodent." announce_ghost_joinleave(host, 0, "They are now a mouse.") /mob/dead/observer/verb/view_manfiest() set name = "View Crew Manifest" set category = "Ghost" var/dat dat += "

Crew Manifest

" dat += data_core.get_manifest() src << browse(dat, "window=manifest;size=370x420;can_close=1") //Used for drawing on walls with blood puddles as a spooky ghost. /mob/dead/verb/bloody_doodle() set category = "Ghost" set name = "Write in blood" set desc = "If the round is sufficiently spooky, write a short message in blood on the floor or a wall. Remember, no IC in OOC or OOC in IC." if(!(config.cult_ghostwriter)) src << "\red That verb is not currently permitted." return if (!src.stat) return if (usr != src) return 0 //something is terribly wrong var/ghosts_can_write if(ticker.mode.name == "cult") var/datum/game_mode/cult/C = ticker.mode if(C.cult.len > config.cult_ghostwriter_req_cultists) ghosts_can_write = 1 if(!ghosts_can_write) src << "\red The veil is not thin enough for you to do that." return var/list/choices = list() for(var/obj/effect/decal/cleanable/blood/B in view(1,src)) if(B.amount > 0) choices += B if(!choices.len) src << "There is no blood to use nearby." return var/obj/effect/decal/cleanable/blood/choice = input(src,"What blood would you like to use?") in null|choices var/direction = input(src,"Which way?","Tile selection") as anything in list("Here","North","South","East","West") var/turf/simulated/T = src.loc if (direction != "Here") T = get_step(T,text2dir(direction)) if (!istype(T)) src << "You cannot doodle there." return if(!choice || choice.amount == 0 || !(src.Adjacent(choice))) return var/doodle_color = (choice.basecolor) ? choice.basecolor : "#A10808" var/num_doodles = 0 for (var/obj/effect/decal/cleanable/blood/writing/W in T) num_doodles++ if (num_doodles > 4) src << "There is no space to write on!" return var/max_length = 50 var/message = stripped_input(src,"Write a message. It cannot be longer than [max_length] characters.","Blood writing", "") if (message) if (length(message) > max_length) message += "-" src << "You ran out of blood to write with!" var/obj/effect/decal/cleanable/blood/writing/W = new(T) W.basecolor = doodle_color W.update_icon() W.message = message W.add_hiddenprint(src) W.visible_message("\red Invisible fingers crudely paint something in blood on [T]...") /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/proc/manifest() verbs += /mob/dead/proc/toggle_visibility toggle_visibility() /mob/dead/proc/toggle_icon(var/icon) if(!client) return var/iconRemoved = 0 for(var/image/I in client.images) if(I.icon_state == icon) iconRemoved = 1 del(I) if(!iconRemoved) var/image/J = image('icons/mob/mob.dmi', loc = src, icon_state = icon) client.images += J /mob/dead/proc/toggle_visibility() set category = "Ghost" set name = "Toggle Visibility" set desc = "Allows you to turn (in)visible (almost) at will." var/toggled_invisible if(invisibility && world.time < toggled_invisible + 600) src << "You must gather strength before you can turn visible again..." return if(invisibility == 0) toggled_invisible = world.time visible_message("It fades from sight...", "You are now invisible") else src << "You are now visible" invisibility = invisibility == INVISIBILITY_OBSERVER ? 0 : INVISIBILITY_OBSERVER // Give the ghost a cult icon which should be visible only to itself toggle_icon("cult") /mob/dead/observer/verb/toggle_anonsay() set category = "Ghost" set name = "Toggle Anonymous Chat" set desc = "Toggles showing your key in dead chat." src.anonsay = !src.anonsay if(anonsay) src << "Your key won't be shown when you speak in dead chat." else src << "Your key will be publicly visible again."