Files
Paradise/code/modules/mob/dead/observer/observer.dm
elly1989@rocketmail.com 65ff691098 Fixed evidence bags so the items inside are now visible even when the bag is inhand (the problem was that overlays += obj uses the object's layer variable rather than the default FLOAT_LAYER. So the hud was appearing over the overlays. Fixed it by using image(obj) to take a snapshot). Changed the overlays to underlays to make them look better. Fixed issue 637 where putting objects in bags which were currently in your inventory did not remove the item from your inventory.
Replaced the obj variable var/see_face. It was used to determine whether something (namely masks/hats) hid your identity. Replaced with the HIDEFACE bitflag for var/flags_inv variable. Moved the var/flags_inv variable from atom/ to obj/item/ as only /obj/item/ can be in your inventory in the first place.

Fixed get_visible_name() so it takes into account any item on the var/head when deciding if your face is obscured. (While I'm at it, just dump a comment here if there's anything that should hide your face which doesn't and I'll add the flag.)

Removed the var/alien_egg_flag variable from mob/living/carbon/ and replaced it with the XENO_HOST bitflag for var/status_flags variable. You can now suicide whilst impregnated with a xeno (since you will chestburst even after death, that restriction is no longer necessary).

Any mob/living descendent can ghost even when not dead. However, ghosting whilst not dead results in the ghost eing unable to return to it's body for the remainder of the round. (It has a warning popup)

The suicide verb can only be used by humans when they can move and are not cuffed. These verbs will be totally replaced very soon with the 'fun' IC suicides I'm working on. Suicide is largely redundant given that anybody can ghost now, just didn't want to jump the gun in removing it.

Known Issues:
We've got var/flags_inv, var/slot_flags which could possibly be merged as they both deal with obj/items, although I'm not sure if we can fit oth into the 16-bit limit. Just something to look into.
There are bitflags GLASSESCOVERSEYES, MASKCOVERSEYES, HEADCOVERSEYES, MASKCOVERSMOUTH, HEADCOVERSMOUTH in the var/flags variable which should really be merged with or moved alongside the very similar flags in var/flags_inv. Comments next to the defines suggest as much.
You can borg dead/clientless brains but can't remove the brain fromt he borg once you realise it's a dud. >.<

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4072 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-14 21:43:54 +00:00

219 lines
7.6 KiB
Plaintext

/mob/dead/observer/New(mob/body, var/safety = 0)
invisibility = 10
sight |= SEE_TURFS | SEE_MOBS | SEE_OBJS | SEE_SELF
see_invisible = 15
see_in_dark = 100
verbs += /mob/dead/observer/proc/dead_tele
stat = DEAD
if(body)
var/turf/T = get_turf(body) //Where is the body located?
if(!T) T = pick(latejoin) //Safety in case we cannot find the body's position
loc = T
if(ismob(body))
real_name = body.real_name
original_name = body.original_name //Original name is only used in ghost chat! It is not to be edited by anything!
name = body.original_name
if(!safety)
corpse = body
if(!name) //To prevent nameless ghosts
name = capitalize(pick(first_names_male) + " " + capitalize(pick(last_names)))
real_name = name
return
/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/proc/ghostize(var/transfer_mind = 0)
if(key)
var/mob/dead/observer/ghost = new(src,transfer_mind) //Transfer safety to observer spawning proc.
if(client)
client.images.len = null //remove the images such as AIs being unable to see runes
client.screen.len = null //remove hud items just in case
ghost.attack_log = attack_log //preserve our attack logs by copying them to our ghost
if(transfer_mind && mind) //When a body is destroyed attempt to transfer their mind
mind.transfer_to(ghost)
else //Else just modify their key and connect them.
ghost.key = key
else if(transfer_mind) //Body getting destroyed but the person is not present inside.
for(var/mob/dead/observer/O in world)
if(O.corpse == src && O.key) //If they have the same corpse and are keyed.
if(mind)
O.mind = mind //Transfer their mind if they have one.
break
return
/*
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)
ghostize(0)
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(1) //safety is on so we can never re-enter our body, "Charlie, you can never come baaaack~" :3
return
/mob/proc/adminghostize()
if(client)
client.mob = new/mob/dead/observer(src)
return
/mob/dead/observer/Move(NewLoc, direct)
if(NewLoc)
loc = NewLoc
for(var/obj/effect/step_trigger/S in NewLoc)
S.HasEntered(src)
return
loc = get_turf(src) //Get out of closets and such as a ghost
if((direct & NORTH) && y < world.maxy)
y++
if((direct & SOUTH) && y > 1)
y--
if((direct & EAST) && x < world.maxx)
x++
if((direct & WEST) && x > 1)
x--
for(var/obj/effect/step_trigger/S in locate(x, y, z))
S.HasEntered(src)
/mob/dead/observer/examine()
if(usr)
usr << desc
/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")
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)
if(emergency_shuttle.online && emergency_shuttle.location < 2)
var/timeleft = emergency_shuttle.timeleft()
if (timeleft)
stat(null, "ETA-[(timeleft / 60) % 60]:[add_zero(num2text(timeleft % 60), 2)]")
/mob/dead/observer/verb/reenter_corpse()
set category = "Ghost"
set name = "Re-enter Corpse"
if(!client) return
if(!corpse)
src << "<span class='warning'>Sorry, you don't have a corpse to re-enter.</span>"
return
if(client.holder && client.holder.state == 2)
var/rank = client.holder.rank
client.clear_admin_verbs()
client.holder.state = 1
client.update_admins(rank)
if(iscultist(corpse) && corpse.ajourn==1 && corpse.stat != DEAD) //checks if it's an astral-journeying cultistm if it is and he's not on an astral journey rune, re-entering won't work
var/S=0
for(var/obj/effect/rune/R in world)
if(corpse.loc==R.loc && R.word1 == wordhell && R.word2 == wordtravel && R.word3 == wordself)
S=1
if(!S)
usr << "\red 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
if(corpse.ajourn)
corpse.ajourn=0
client.mob = corpse
del(src)
/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
usr.verbs -= /mob/dead/observer/proc/dead_tele
spawn(30)
usr.verbs += /mob/dead/observer/proc/dead_tele
var/A
A = input("Area to jump to", "BOOYEA", A) as null|anything in ghostteleportlocs
var/area/thearea = ghostteleportlocs[A]
if(!thearea) return
var/list/L = list()
for(var/turf/T in get_area_turfs(thearea.type))
L+=T
usr.loc = pick(L)
/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 += getmobs() //Fill list, prompt user with list
target = input("Please, select a player!", "Jump to Mob", null, null) as null|anything in sortList(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/toggle_alien_candidate()
set name = "Toggle Be Alien Candidate"
set category = "Ghost"
set desc = "Determines whether you will or will not be an alien candidate when someone bursts."
if(client.be_alien)
client.be_alien = 0
src << "You are now excluded from alien candidate lists until end of round."
else if(!client.be_alien)
client.be_alien = 1
src << "You are now included in alien candidate lists until end of round."
/mob/dead/observer/verb/toggle_pai_candidate()
set name = "Toggle Be pAI Candidate"
set category = "Ghost"
set desc = "Receive a pop-up request when a pAI device requests a new personality. (toggle)"
if(client.be_pai)
client.be_pai = 0
src << "You will no longer receive pAI recruitment pop-ups this round."
else
client.be_pai = 1
src << "You will now be considered a viable candidate when a pAI device requests a new personality, effective until the end of this round."
/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!"