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S.P.L.U.R.T-Station-13/code/datums/cinematic.dm
Poojawa b6430559e9 datums
2018-09-11 02:49:41 -05:00

257 lines
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GLOBAL_LIST_EMPTY(cinematics)
// Use to play cinematics.
// Watcher can be world,mob, or a list of mobs
// Blocks until sequence is done.
/proc/Cinematic(id,watcher,datum/callback/special_callback)
var/datum/cinematic/playing
for(var/V in subtypesof(/datum/cinematic))
var/datum/cinematic/C = V
if(initial(C.id) == id)
playing = new V()
break
if(!playing)
CRASH("Cinematic type not found")
if(special_callback)
playing.special_callback = special_callback
if(watcher == world)
playing.is_global = TRUE
watcher = GLOB.mob_list
playing.play(watcher)
/obj/screen/cinematic
icon = 'icons/effects/station_explosion.dmi'
icon_state = "station_intact"
plane = SPLASHSCREEN_PLANE
layer = SPLASHSCREEN_LAYER
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
screen_loc = "1,1"
/datum/cinematic
var/id = CINEMATIC_DEFAULT
var/list/watching = list() //List of clients watching this
var/list/locked = list() //Who had notransform set during the cinematic
var/is_global = FALSE //Global cinematics will override mob-specific ones
var/obj/screen/cinematic/screen
var/datum/callback/special_callback //For special effects synced with animation (explosions after the countdown etc)
var/cleanup_time = 300 //How long for the final screen to remain
var/stop_ooc = TRUE //Turns off ooc when played globally.
/datum/cinematic/New()
GLOB.cinematics += src
screen = new(src)
/datum/cinematic/Destroy()
GLOB.cinematics -= src
QDEL_NULL(screen)
for(var/mob/M in locked)
M.notransform = FALSE
return ..()
/datum/cinematic/proc/play(watchers)
//Check if you can actually play it (stop mob cinematics for global ones) and create screen objects
for(var/A in GLOB.cinematics)
var/datum/cinematic/C = A
if(C == src)
continue
if(C.is_global || !is_global)
return //Can't play two global or local cinematics at the same time
//Close all open windows if global
if(is_global)
SStgui.close_all_uis()
//Pause OOC
var/ooc_toggled = FALSE
if(is_global && stop_ooc && GLOB.ooc_allowed)
ooc_toggled = TRUE
toggle_ooc(FALSE)
for(var/mob/M in GLOB.mob_list)
if(M in watchers)
M.notransform = TRUE //Should this be done for non-global cinematics or even at all ?
locked += M
//Close watcher ui's
SStgui.close_user_uis(M)
if(M.client)
watching += M.client
M.client.screen += screen
else
if(is_global)
M.notransform = TRUE
locked += M
//Actually play it
content()
//Cleanup
sleep(cleanup_time)
//Restore OOC
if(ooc_toggled)
toggle_ooc(TRUE)
qdel(src)
//Sound helper
/datum/cinematic/proc/cinematic_sound(s)
if(is_global)
SEND_SOUND(world,s)
else
for(var/C in watching)
SEND_SOUND(C,s)
//Fire up special callback for actual effects synchronized with animation (eg real nuke explosion happens midway)
/datum/cinematic/proc/special()
if(special_callback)
special_callback.Invoke()
//Actual cinematic goes in here
/datum/cinematic/proc/content()
sleep(50)
/datum/cinematic/nuke_win
id = CINEMATIC_NUKE_WIN
/datum/cinematic/nuke_win/content()
flick("intro_nuke",screen)
sleep(35)
flick("station_explode_fade_red",screen)
cinematic_sound(sound('sound/effects/explosion_distant.ogg'))
special()
screen.icon_state = "summary_nukewin"
/datum/cinematic/nuke_miss
id = CINEMATIC_NUKE_MISS
/datum/cinematic/nuke_miss/content()
flick("intro_nuke",screen)
sleep(35)
cinematic_sound(sound('sound/effects/explosion_distant.ogg'))
special()
flick("station_intact_fade_red",screen)
screen.icon_state = "summary_nukefail"
//Also used for blob
/datum/cinematic/nuke_selfdestruct
id = CINEMATIC_SELFDESTRUCT
/datum/cinematic/nuke_selfdestruct/content()
flick("intro_nuke",screen)
sleep(35)
flick("station_explode_fade_red", screen)
cinematic_sound(sound('sound/effects/explosion_distant.ogg'))
special()
screen.icon_state = "summary_selfdes"
/datum/cinematic/nuke_selfdestruct_miss
id = CINEMATIC_SELFDESTRUCT_MISS
/datum/cinematic/nuke_selfdestruct_miss/content()
flick("intro_nuke",screen)
sleep(35)
cinematic_sound(sound('sound/effects/explosion_distant.ogg'))
special()
screen.icon_state = "station_intact"
/datum/cinematic/malf
id = CINEMATIC_MALF
/datum/cinematic/malf/content()
flick("intro_malf",screen)
sleep(76)
flick("station_explode_fade_red",screen)
cinematic_sound(sound('sound/effects/explosion_distant.ogg'))
special()
screen.icon_state = "summary_malf"
/datum/cinematic/cult
id = CINEMATIC_CULT
/datum/cinematic/cult/content()
screen.icon_state = null
flick("intro_cult",screen)
sleep(25)
cinematic_sound(sound('sound/magic/enter_blood.ogg'))
sleep(28)
cinematic_sound(sound('sound/machines/terminal_off.ogg'))
sleep(20)
flick("station_corrupted",screen)
cinematic_sound(sound('sound/effects/ghost.ogg'))
sleep(70)
special()
/datum/cinematic/cult_nuke
id = CINEMATIC_CULT_NUKE
/datum/cinematic/cult_nuke/content()
flick("intro_nuke",screen)
sleep(35)
flick("station_explode_fade_red",screen)
cinematic_sound(sound('sound/effects/explosion_distant.ogg'))
special()
screen.icon_state = "summary_cult"
/datum/cinematic/nuke_annihilation
id = CINEMATIC_ANNIHILATION
/datum/cinematic/nuke_annihilation/content()
flick("intro_nuke",screen)
sleep(35)
flick("station_explode_fade_red",screen)
cinematic_sound(sound('sound/effects/explosion_distant.ogg'))
special()
screen.icon_state = "summary_totala"
/datum/cinematic/fake
id = CINEMATIC_NUKE_FAKE
cleanup_time = 100
/datum/cinematic/fake/content()
flick("intro_nuke",screen)
sleep(35)
cinematic_sound(sound('sound/items/bikehorn.ogg'))
flick("summary_selfdes",screen) //???
special()
/datum/cinematic/no_core
id = CINEMATIC_NUKE_NO_CORE
cleanup_time = 100
/datum/cinematic/no_core/content()
flick("intro_nuke",screen)
sleep(35)
flick("station_intact",screen)
cinematic_sound(sound('sound/ambience/signal.ogg'))
sleep(100)
/datum/cinematic/nuke_far
id = CINEMATIC_NUKE_FAR
cleanup_time = 0
/datum/cinematic/nuke_far/content()
cinematic_sound(sound('sound/effects/explosion_distant.ogg'))
special()
/datum/cinematic/clownop
id = CINEMATIC_NUKE_CLOWNOP
cleanup_time = 100
/datum/cinematic/clownop/content()
flick("intro_nuke",screen)
sleep(35)
cinematic_sound(sound('sound/items/airhorn.ogg'))
flick("summary_selfdes",screen) //???
special()
/* Intended usage.
Nuke.Explosion()
-> Cinematic(NUKE_BOOM,world)
-> ActualExplosion()
-> Mode.OnExplosion()
Narsie()
-> Cinematic(CULT,world)
*/