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CHOMPStation2/code/modules/mob/mob_planes.dm

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//////////////////////////////////////////////
// These planemaster objects are created on mobs when a client logs into them (lazy). We'll use them to adjust the visibility of objects, among other things.
//
/datum/plane_holder
var/mob/my_mob
var/list/plane_masters[VIS_COUNT]
/datum/plane_holder/New(mob/this_guy)
ASSERT(ismob(this_guy))
my_mob = this_guy
//It'd be nice to lazy init these but some of them are important to just EXIST. Like without ghost planemaster, you can see ghosts. Go figure.
// 'Utility' planes
plane_masters[VIS_FULLBRIGHT] = new /obj/screen/plane_master/fullbright //Lighting system (lighting_overlay objects)
plane_masters[VIS_LIGHTING] = new /obj/screen/plane_master/lighting //Lighting system (but different!)
plane_masters[VIS_GHOSTS] = new /obj/screen/plane_master/ghosts //Ghosts!
plane_masters[VIS_AI_EYE] = new /obj/screen/plane_master{plane = PLANE_AI_EYE} //AI Eye!
plane_masters[VIS_CH_STATUS] = new /obj/screen/plane_master{plane = PLANE_CH_STATUS} //Status is the synth/human icon left side of medhuds
plane_masters[VIS_CH_HEALTH] = new /obj/screen/plane_master{plane = PLANE_CH_HEALTH} //Health bar
plane_masters[VIS_CH_LIFE] = new /obj/screen/plane_master{plane = PLANE_CH_LIFE} //Alive-or-not icon
plane_masters[VIS_CH_ID] = new /obj/screen/plane_master{plane = PLANE_CH_ID} //Job ID icon
plane_masters[VIS_CH_WANTED] = new /obj/screen/plane_master{plane = PLANE_CH_WANTED} //Wanted status
plane_masters[VIS_CH_IMPLOYAL] = new /obj/screen/plane_master{plane = PLANE_CH_IMPLOYAL} //Loyalty implants
plane_masters[VIS_CH_IMPTRACK] = new /obj/screen/plane_master{plane = PLANE_CH_IMPTRACK} //Tracking implants
plane_masters[VIS_CH_IMPCHEM] = new /obj/screen/plane_master{plane = PLANE_CH_IMPCHEM} //Chemical implants
plane_masters[VIS_CH_SPECIAL] = new /obj/screen/plane_master{plane = PLANE_CH_SPECIAL} //"Special" role stuff
plane_masters[VIS_CH_STATUS_OOC]= new /obj/screen/plane_master{plane = PLANE_CH_STATUS_OOC} //OOC status HUD
plane_masters[VIS_ADMIN1] = new /obj/screen/plane_master{plane = PLANE_ADMIN1} //For admin use
plane_masters[VIS_ADMIN2] = new /obj/screen/plane_master{plane = PLANE_ADMIN2} //For admin use
plane_masters[VIS_ADMIN3] = new /obj/screen/plane_master{plane = PLANE_ADMIN3} //For admin use
plane_masters[VIS_MESONS] = new /obj/screen/plane_master{plane = PLANE_MESONS} //Meson-specific things like open ceilings.
// Real tangible stuff planes
plane_masters[VIS_TURFS] = new /obj/screen/plane_master/main{plane = TURF_PLANE}
plane_masters[VIS_OBJS] = new /obj/screen/plane_master/main{plane = OBJ_PLANE}
plane_masters[VIS_MOBS] = new /obj/screen/plane_master/main{plane = MOB_PLANE}
..()
/datum/plane_holder/Destroy()
my_mob = null
QDEL_LIST_NULL(plane_masters) //Goodbye my children, be free
return ..()
/datum/plane_holder/proc/set_vis(var/which = null, var/state = FALSE)
ASSERT(which)
var/obj/screen/plane_master/PM = plane_masters[which]
if(!PM)
crash_with("Tried to alter [which] in plane_holder on [my_mob]!")
if(my_mob.alpha <= EFFECTIVE_INVIS)
state = FALSE
PM.set_visibility(state)
if(PM.sub_planes)
var/list/subplanes = PM.sub_planes
for(var/SP in subplanes)
set_vis(which = SP, state = state)
var/plane = PM.plane
if(state && !(plane in my_mob.planes_visible))
LAZYADD(my_mob.planes_visible, plane)
else if(!state && (plane in my_mob.planes_visible))
LAZYREMOVE(my_mob.planes_visible, plane)
/datum/plane_holder/proc/set_desired_alpha(var/which = null, var/new_alpha)
ASSERT(which)
var/obj/screen/plane_master/PM = plane_masters[which]
if(!PM)
crash_with("Tried to alter [which] in plane_holder on [my_mob]!")
PM.set_desired_alpha(new_alpha)
if(PM.sub_planes)
var/list/subplanes = PM.sub_planes
for(var/SP in subplanes)
set_vis(which = SP, new_alpha = new_alpha)
/datum/plane_holder/proc/set_ao(var/which = null, var/enabled = FALSE)
ASSERT(which)
var/obj/screen/plane_master/PM = plane_masters[which]
if(!PM)
crash_with("Tried to set_ao [which] in plane_holder on [my_mob]!")
PM.set_ambient_occlusion(enabled)
if(PM.sub_planes)
var/list/subplanes = PM.sub_planes
for(var/SP in subplanes)
set_ao(SP, enabled)
/datum/plane_holder/proc/alter_values(var/which = null, var/list/values = null)
ASSERT(which)
var/obj/screen/plane_master/PM = plane_masters[which]
if(!PM)
crash_with("Tried to alter [which] in plane_holder on [my_mob]!")
PM.alter_plane_values(arglist(values))
if(PM.sub_planes)
var/list/subplanes = PM.sub_planes
for(var/SP in subplanes)
alter_values(SP, values)
////////////////////
// The Plane Master
////////////////////
/obj/screen/plane_master
screen_loc = "1,1"
plane = -100 //Dodge just in case someone instantiates one of these accidentally, don't end up on 0 with plane_master
appearance_flags = PLANE_MASTER
mouse_opacity = 0 //Normally unclickable
alpha = 0 //Hidden from view
var/desired_alpha = 255 //What we go to when we're enabled
var/invis_toggle = FALSE
var/list/sub_planes
/obj/screen/plane_master/New()
..(null) //Never be in anything ever.
/obj/screen/plane_master/proc/set_desired_alpha(var/new_alpha)
if(new_alpha != alpha && new_alpha > 0 && new_alpha <= 255)
desired_alpha = new_alpha
if(alpha) //If we're already visible, update it now.
alpha = new_alpha
/obj/screen/plane_master/proc/set_visibility(var/want = FALSE)
//Invisibility-managed
if(invis_toggle)
if(want && invisibility)
invisibility = 0 //Does not need a mouse_opacity toggle because these are for effects
else if(!want && !invisibility)
invisibility = 101
//Alpha-managed
else
if(want && !alpha)
alpha = desired_alpha
mouse_opacity = 1 //Not bool, don't replace with true/false
else if(!want && alpha)
alpha = 0
mouse_opacity = 0
/obj/screen/plane_master/proc/set_alpha(var/new_alpha = 255)
if(new_alpha != alpha)
new_alpha = sanitize_integer(new_alpha, 0, 255, 255)
alpha = new_alpha
/obj/screen/plane_master/proc/set_ambient_occlusion(var/enabled = FALSE)
filters -= AMBIENT_OCCLUSION
if(enabled)
filters += AMBIENT_OCCLUSION
/obj/screen/plane_master/proc/alter_plane_values()
return //Stub
////////////////////
// Special masters
////////////////////
/////////////////
//Lighting is weird and has matrix shenanigans. Think of this as turning on/off darkness.
/obj/screen/plane_master/fullbright
plane = PLANE_LIGHTING
layer = LAYER_HUD_BASE+1 // This MUST be above the lighting plane_master
color = null //To break lighting when visible (this is sorta backwards)
alpha = 0 //Starts full opaque
invisibility = 101
invis_toggle = TRUE
/obj/screen/plane_master/lighting
plane = PLANE_LIGHTING
blend_mode = BLEND_MULTIPLY
alpha = 255
/////////////////
//Ghosts has a special alpha level
/obj/screen/plane_master/ghosts
plane = PLANE_GHOSTS
desired_alpha = 127 //When enabled, they're like half-transparent
/////////////////
//The main game planes start normal and visible
/obj/screen/plane_master/main
alpha = 255
mouse_opacity = 1