////////////////////////////////////////////// // 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. //Note, if you're adding a new plane master, please update code\modules\tgui\modules\camera.dm. // '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_STATUS] = new /obj/screen/plane_master{plane = PLANE_STATUS} //Status indicators that show over mob heads. 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. plane_masters[VIS_BUILDMODE] = new /obj/screen/plane_master{plane = PLANE_BUILDMODE} //Things that only show up while in build mode // 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} plane_masters[VIS_CLOAKED] = new /obj/screen/plane_master/cloaked //Cloaked atoms! ..() /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 ///////////////// //Cloaked atoms are visible to ghosts (or for other reasons?) /obj/screen/plane_master/cloaked plane = CLOAKED_PLANE desired_alpha = 80 color = "#0000FF" ///////////////// //The main game planes start normal and visible /obj/screen/plane_master/main alpha = 255 mouse_opacity = 1