Files
Aurora.3/code/game/gamemodes/vampire/vampire_powers.dm
Matt Atlas d4666caaac Ports Goonchat from Baystation. (#9635)
changes:

    rscadd: "Ported a new chat system, Goonchat, that allows for cool things like changing font style, size, spacing, highlighting up to 5 strings in the chat, and DARK MODE."
    rscadd: "Repeated chat messages can now get compacted. You can disable this in goonchat settings."
    rscadd: "You can change icon style to any font on your system."
    tweak: "The game window has been altered a bit to adjust for this."
    rscdel: "Removed skin style prefs as they are no longer used."
2020-09-24 23:06:04 +03:00

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// Contains all /mob/procs that relate to vampire.
// Makes vampire's victim not get paralyzed, and remember the suckings
/mob/living/carbon/human/proc/vampire_alertness()
set category = "Vampire"
set name = "Victim Alertness"
set desc = "Toggle whether you wish for your victims to get paralyzed and forget your deeds."
var/datum/vampire/vampire = vampire_power(0, 0)
vampire.stealth = !vampire.stealth
if(vampire.stealth)
to_chat(src, SPAN_NOTICE("Your victims will now forget your interactions, and get paralyzed when you do them."))
else
to_chat(src, SPAN_NOTICE("Your victims will now remember your interactions, and stay completely mobile during them."))
// Drains the target's blood.
/mob/living/carbon/human/proc/vampire_drain_blood()
set category = "Vampire"
set name = "Drain Blood"
set desc = "Drain the blood of a humanoid creature."
var/datum/vampire/vampire = vampire_power(0, 0)
if (!vampire)
return
var/obj/item/grab/G = get_active_hand()
if (!istype(G))
to_chat(src, SPAN_WARNING("You must be grabbing a victim in your active hand to drain their blood."))
return
if (G.state == GRAB_PASSIVE || G.state == GRAB_UPGRADING)
to_chat(src, SPAN_WARNING("You must have the victim pinned to the ground to drain their blood."))
return
var/mob/living/carbon/human/T = G.affecting
if (!istype(T) || T.species.flags & NO_BLOOD)
//Added this to prevent vampires draining diona and IPCs
//Diona have 'blood' but its really green sap and shouldn't help vampires
//IPCs leak oil
to_chat(src, SPAN_WARNING("[T] is not a creature you can drain useful blood from."))
return
if(T.head && (T.head.item_flags & AIRTIGHT))
to_chat(src, SPAN_WARNING("[T]'s headgear is blocking the way to the neck."))
return
var/obj/item/blocked = check_mouth_coverage()
if(blocked)
to_chat(src, SPAN_WARNING("\The [blocked] is in the way of your fangs!"))
return
if (vampire.status & VAMP_DRAINING)
to_chat(src, SPAN_WARNING("Your fangs are already sunk into a victim's neck!"))
return
var/datum/vampire/draining_vamp = null
if (T.mind && T.mind.vampire)
draining_vamp = T.mind.vampire
var/target_aware = !!T.client
var/blood = 0
var/blood_total = 0
var/blood_usable = 0
vampire.status |= VAMP_DRAINING
visible_message("<span class='danger'>[src.name] bites [T.name]'s neck!</span>", "<span class='danger'>You bite [T.name]'s neck and begin to drain their blood.</span>", "<span class='notice'>You hear a soft puncture and a wet sucking noise</span>")
var/remembrance
if(vampire.stealth)
remembrance = "forgot"
else
remembrance = "remembered"
admin_attack_log(src, T, "drained blood from [key_name(T)], who [remembrance] the encounter.", "had their blood drained by [key_name(src)] and [remembrance] the encounter.", "is draining blood from")
if(vampire.stealth)
to_chat(T, SPAN_WARNING("You are unable to resist or even move. Your mind blanks as you're being fed upon."))
T.paralysis = 3400
else
to_chat(T, SPAN_WARNING("You are unable to resist or even move. Your mind is acutely aware of what's occuring."))
T.paralysis = 3400
playsound(src.loc, 'sound/effects/drain_blood_new.ogg', 50, 1)
while (do_mob(src, T, 50))
if (!mind.vampire)
to_chat(src, SPAN_DANGER("Your fangs have disappeared!"))
return
blood_total = vampire.blood_total
blood_usable = vampire.blood_usable
if (!T.vessel.get_reagent_amount(/datum/reagent/blood))
to_chat(src, SPAN_DANGER("[T] has no more blood left to give."))
break
if (!T.stunned)
T.Stun(10)
var/frenzy_lower_chance = 0
// Alive and not of empty mind.
if (check_drain_target_state(T))
blood = min(15, T.vessel.get_reagent_amount(/datum/reagent/blood))
vampire.blood_total += blood
vampire.blood_usable += blood
frenzy_lower_chance = 40
if (draining_vamp)
vampire.blood_vamp += blood
// Each point of vampire blood will increase your chance to frenzy.
vampire.frenzy += blood
// And drain the vampire as well.
draining_vamp.blood_usable -= min(blood, draining_vamp.blood_usable)
vampire_check_frenzy()
frenzy_lower_chance = 0
// SSD/protohuman or dead.
else
blood = min(5, T.vessel.get_reagent_amount(/datum/reagent/blood))
vampire.blood_usable += blood
frenzy_lower_chance = 40
if (prob(frenzy_lower_chance) && vampire.frenzy > 0)
vampire.frenzy--
if (blood_total != vampire.blood_total)
var/update_msg = "<span class='notice'>You have accumulated [vampire.blood_total] [vampire.blood_total > 1 ? "units" : "unit"] of blood</span>"
if (blood_usable != vampire.blood_usable)
update_msg += "<span class='notice'> and have [vampire.blood_usable] left to use.</span>"
else
update_msg += "<span class='notice'>.</span>"
to_chat(src, update_msg)
check_vampire_upgrade()
T.vessel.remove_reagent(/datum/reagent/blood, 5)
vampire.status &= ~VAMP_DRAINING
var/endsuckmsg = "You extract your fangs from [T.name]'s neck and stop draining them of blood."
if(vampire.stealth)
endsuckmsg += "They will remember nothing of this occurance, provided they survived."
visible_message("<span class='danger'>[src.name] stops biting [T.name]'s neck!</span>", "<span class='notice'>[endsuckmsg]</span>")
if(target_aware)
T.paralysis = 0
if(T.stat != DEAD && vampire.stealth)
to_chat(T.find_mob_consciousness(), SPAN_WARNING("You remember nothing about being fed upon. Instead, you simply remember having a pleasant encounter with [src.name]."))
else if(T.stat != DEAD)
to_chat(T.find_mob_consciousness(), SPAN_WARNING("You remember everything about being fed upon. How you react to [src.name]'s actions is up to you."))
// Check that our target is alive, logged in, and any other special cases
/mob/living/carbon/human/proc/check_drain_target_state(var/mob/living/carbon/human/T)
if(T.stat < DEAD)
if(T.client || (T.bg && T.bg.client))
return TRUE
// Small area of effect stun.
/mob/living/carbon/human/proc/vampire_glare()
set category = "Vampire"
set name = "Glare"
set desc = "Your eyes flash a bright light, stunning any who are watching."
if (!vampire_power(0, 1))
return
if (!has_eyes())
to_chat(src, "<span class='warning'>You don't have eyes!</span>")
return
if (istype(glasses, /obj/item/clothing/glasses/sunglasses/blindfold))
to_chat(src, "<span class='warning'>You're blindfolded!</span>")
return
visible_message("<span class='danger'>[src.name]'s eyes emit a blinding flash!</span>")
var/list/victims = list()
for (var/mob/living/carbon/human/H in view(2))
if (H == src)
continue
if (!vampire_can_affect_target(H, 0))
continue
H.Weaken(8)
H.stuttering = 20
H.confused = 10
to_chat(H, "<span class='danger'>You are blinded by [src]'s glare!</span>")
flick("flash", H.flash)
victims += H
admin_attacker_log_many_victims(src, victims, "used glare to stun", "was stunned by [key_name(src)] using glare", "used glare to stun")
verbs -= /mob/living/carbon/human/proc/vampire_glare
ADD_VERB_IN_IF(src, 800, /mob/living/carbon/human/proc/vampire_glare, CALLBACK(src, .proc/finish_vamp_timeout))
// Targeted stun ability, moderate duration.
/mob/living/carbon/human/proc/vampire_hypnotise()
set category = "Vampire"
set name = "Hypnotise (10)"
set desc = "Through blood magic, you dominate the victim's mind and force them into a hypnotic transe."
var/datum/vampire/vampire = vampire_power(10, 1)
if (!vampire)
return
if (!has_eyes())
to_chat(src, "<span class='warning'>You don't have eyes!</span>")
return
var/list/victims = list()
for (var/mob/living/carbon/human/H in view(3))
if (H == src)
continue
victims += H
if (!victims.len)
to_chat(src, "<span class='warning'>No suitable targets.</span>")
return
var/mob/living/carbon/human/T = input(src, "Select Victim") as null|mob in victims
if (!vampire_can_affect_target(T))
return
to_chat(src, "<span class='notice'>You begin peering into [T.name]'s mind, looking for a way to render them useless.</span>")
if (do_mob(src, T, 50))
to_chat(src, "<span class='danger'>You dominate [T.name]'s mind and render them temporarily powerless to resist.</span>")
to_chat(T, "<span class='danger'>You are captivated by [src.name]'s gaze, and find yourself unable to move or even speak.</span>")
T.Weaken(25)
T.Stun(25)
T.silent += 30
vampire.use_blood(10)
admin_attack_log(src, T, "used hypnotise to stun [key_name(T)]", "was stunned by [key_name(src)] using hypnotise", "used hypnotise on")
verbs -= /mob/living/carbon/human/proc/vampire_hypnotise
ADD_VERB_IN_IF(src, 1200, /mob/living/carbon/human/proc/vampire_hypnotise, CALLBACK(src, .proc/finish_vamp_timeout))
else
to_chat(src, "<span class='warning'>You broke your gaze.</span>")
// Targeted teleportation, must be to a low-light tile.
/mob/living/carbon/human/proc/vampire_veilstep(var/turf/T in turfs)
set category = "Vampire"
set name = "Veil Step (20)"
set desc = "For a moment, move through the Veil and emerge at a shadow of your choice."
if (!T || T.density || T.contains_dense_objects())
to_chat(src, "<span class='warning'>You cannot do that.</span>")
return
var/datum/vampire/vampire = vampire_power(20, 1)
if (!vampire)
return
if (!istype(loc, /turf))
to_chat(src, "<span class='warning'>You cannot teleport out of your current location.</span>")
return
if (T.z != src.z || get_dist(T, get_turf(src)) > world.view)
to_chat(src, "<span class='warning'>Your powers are not capable of taking you that far.</span>")
return
if (T.get_lumcount() > 0.1)
// Too bright, cannot jump into.
to_chat(src, "<span class='warning'>The destination is too bright.</span>")
return
vampire_phase_out(get_turf(loc))
forceMove(T)
vampire_phase_in(T)
for (var/obj/item/grab/G in contents)
if (G.affecting && (vampire.status & VAMP_FULLPOWER))
G.affecting.vampire_phase_out(get_turf(G.affecting.loc))
G.affecting.forceMove(locate(T.x + rand(-1,1), T.y + rand(-1,1), T.z))
G.affecting.vampire_phase_in(get_turf(G.affecting.loc))
else
qdel(G)
log_and_message_admins("activated veil step.")
vampire.use_blood(20)
verbs -= /mob/living/carbon/human/proc/vampire_veilstep
ADD_VERB_IN_IF(src, 300, /mob/living/carbon/human/proc/vampire_veilstep, CALLBACK(src, .proc/finish_vamp_timeout))
// Summons bats.
/mob/living/carbon/human/proc/vampire_bats()
set category = "Vampire"
set name = "Summon Bats (60)"
set desc = "You tear open the Veil for just a moment, in order to summon a pair of bats to assist you in combat."
var/datum/vampire/vampire = vampire_power(60, 0)
if (!vampire)
return
var/list/locs = list()
for (var/direction in alldirs)
if (locs.len == 2)
break
var/turf/T = get_step(src, direction)
if (AStar(src.loc, T, /turf/proc/AdjacentTurfs, /turf/proc/Distance, 1))
locs += T
var/list/spawned = list()
if (locs.len)
for (var/turf/to_spawn in locs)
spawned += new /mob/living/simple_animal/hostile/scarybat(to_spawn, src)
if (spawned.len != 2)
spawned += new /mob/living/simple_animal/hostile/scarybat(src.loc, src)
else
spawned += new /mob/living/simple_animal/hostile/scarybat(src.loc, src)
spawned += new /mob/living/simple_animal/hostile/scarybat(src.loc, src)
if (!spawned.len)
return
for (var/mob/living/simple_animal/hostile/scarybat/bat in spawned)
LAZYADD(bat.friends, src)
if (vampire.thralls.len)
LAZYADD(bat.friends, vampire.thralls)
log_and_message_admins("summoned bats.")
vampire.use_blood(60)
verbs -= /mob/living/carbon/human/proc/vampire_bats
ADD_VERB_IN_IF(src, 1200, /mob/living/carbon/human/proc/vampire_bats, CALLBACK(src, .proc/finish_vamp_timeout))
// Chiropteran Screech
/mob/living/carbon/human/proc/vampire_screech()
set category = "Vampire"
set name = "Chiropteran Screech (90)"
set desc = "Emit a powerful screech which shatters glass within a seven-tile radius, and stuns hearers in a four-tile radius."
var/datum/vampire/vampire = vampire_power(90, 0)
if (!vampire)
return
visible_message("<span class='danger'>[src.name] lets out an ear piercin shriek!</span>", "<span class='danger'>You let out an ear-shattering shriek!</span>", "<span class='danger'>You hear a painfully loud shriek!</span>")
var/list/victims = list()
for (var/mob/living/carbon/human/T in hearers(4, src))
if (T == src)
continue
if (istype(T) && (T.l_ear || T.r_ear) && istype((T.l_ear || T.r_ear), /obj/item/clothing/ears/earmuffs))
continue
if (!vampire_can_affect_target(T, 0))
continue
to_chat(T, "<span class='danger'><font size='3'><b>You hear an ear piercing shriek and feel your senses go dull!</b></font></span>")
T.Weaken(5)
T.ear_deaf = 20
T.stuttering = 20
T.Stun(5)
victims += T
for (var/obj/structure/window/W in view(7))
W.shatter()
for (var/obj/machinery/light/L in view(7))
L.broken()
playsound(src.loc, 'sound/effects/creepyshriek.ogg', 100, 1)
vampire.use_blood(90)
if (victims.len)
admin_attacker_log_many_victims(src, victims, "used chriopteran screech to stun", "was stunned by [key_name(src)] using chriopteran screech", "used chiropteran screech to stun")
else
log_and_message_admins("used chiropteran screech.")
verbs -= /mob/living/carbon/human/proc/vampire_screech
ADD_VERB_IN_IF(src, 3600, /mob/living/carbon/human/proc/vampire_screech, CALLBACK(src, .proc/finish_vamp_timeout))
// Enables the vampire to be untouchable and walk through walls and other solid things.
/mob/living/carbon/human/proc/vampire_veilwalk()
set category = "Vampire"
set name = "Toggle Veil Walking (80)"
set desc = "You enter the veil, leaving only an incorporeal manifestation of you visible to the others."
var/datum/vampire/vampire = vampire_power(0, 0, 1)
if (!vampire)
return
if (vampire.holder)
vampire.holder.deactivate()
else
vampire = vampire_power(80, 0, 1)
if (!vampire)
return
var/obj/effect/dummy/veil_walk/holder = new /obj/effect/dummy/veil_walk(get_turf(loc))
holder.activate(src)
log_and_message_admins("activated veil walk.")
vampire.use_blood(80)
// Veilwalk's dummy holder
/obj/effect/dummy/veil_walk
name = "a red ghost"
desc = "A red, shimmering presence."
icon = 'icons/mob/mob.dmi'
icon_state = "blank"
density = FALSE
var/last_valid_turf = null
var/can_move = TRUE
var/mob/owner_mob = null
var/datum/vampire/owner_vampire = null
var/warning_level = 0
/obj/effect/dummy/veil_walk/Destroy()
eject_all()
STOP_PROCESSING(SSprocessing, src)
return ..()
/obj/effect/dummy/veil_walk/proc/eject_all()
for (var/atom/movable/A in src)
A.forceMove(loc)
if (ismob(A))
var/mob/M = A
M.reset_view(null)
/obj/effect/dummy/veil_walk/relaymove(var/mob/user, direction)
if (!can_move)
return
var/turf/new_loc = get_step(src, direction)
if (new_loc.flags & NOJAUNT || istype(new_loc.loc, /area/chapel))
to_chat(usr, "<span class='warning'>Some strange aura is blocking the way!</span>")
return
forceMove(new_loc)
var/turf/T = get_turf(loc)
if (!T.contains_dense_objects())
last_valid_turf = T
can_move = 0
addtimer(CALLBACK(src, .proc/unlock_move), 2, TIMER_UNIQUE)
/obj/effect/dummy/veil_walk/process()
if (owner_mob.stat)
if (owner_mob.stat == 1)
to_chat(owner_mob, "<span class='warning'>You cannot maintain this form while unconcious.</span>")
addtimer(CALLBACK(src, .proc/kick_unconcious), 10, TIMER_UNIQUE)
else
deactivate()
return
if (owner_vampire.blood_usable >= 5)
owner_vampire.use_blood(5)
switch (warning_level)
if (0)
if (owner_vampire.blood_usable <= 5 * 20)
to_chat(owner_mob, "<span class='notice'>Your pool of blood is diminishing. You cannot stay in the veil for too long.</span>")
warning_level = 1
if (1)
if (owner_vampire.blood_usable <= 5 * 10)
to_chat(owner_mob, "<span class='warning'>You will be ejected from the veil soon, as your pool of blood is running dry.</span>")
warning_level = 2
if (2)
if (owner_vampire.blood_usable <= 5 * 5)
to_chat(owner_mob, "<span class='danger'>You cannot sustain this form for any longer!</span>")
warning_level = 3
else
deactivate()
/obj/effect/dummy/veil_walk/proc/activate(var/mob/owner)
if (!owner)
qdel(src)
return
owner_mob = owner
owner_vampire = owner.vampire_power()
if (!owner_vampire)
qdel(src)
return
owner_vampire.holder = src
owner.vampire_phase_out(get_turf(owner.loc))
icon_state = "veil_ghost"
last_valid_turf = get_turf(owner.loc)
owner.forceMove(src)
desc += " Its features look faintly alike [owner.name]'s."
START_PROCESSING(SSprocessing, src)
/obj/effect/dummy/veil_walk/proc/deactivate()
STOP_PROCESSING(SSprocessing, src)
can_move = 0
icon_state = "blank"
owner_mob.vampire_phase_in(get_turf(loc))
eject_all()
owner_mob = null
owner_vampire.holder = null
owner_vampire = null
qdel(src)
/obj/effect/dummy/veil_walk/proc/unlock_move()
can_move = 1
/obj/effect/dummy/veil_walk/proc/kick_unconcious()
if (owner_mob && owner_mob.stat == 1)
to_chat(owner_mob, "<span class='danger'>You are ejected from the Veil.</span>")
deactivate()
return
/obj/effect/dummy/veil_walk/ex_act(vars)
return
/obj/effect/dummy/veil_walk/bullet_act(vars)
return
// Heals the vampire at the cost of blood.
/mob/living/carbon/human/proc/vampire_bloodheal()
set category = "Vampire"
set name = "Blood Heal"
set desc = "At the cost of blood and time, heal any injuries you have sustained."
var/datum/vampire/vampire = vampire_power(0, 0)
if (!vampire)
return
// Kick out of the already running loop.
if (vampire.status & VAMP_HEALING)
vampire.status &= ~VAMP_HEALING
return
else if (vampire.blood_usable < 15)
to_chat(src, "<span class='warning'>You do not have enough usable blood. 15 needed.</span>")
return
vampire.status |= VAMP_HEALING
to_chat(src, "<span class='notice'>You begin the process of blood healing. Do not move, and ensure that you are not interrupted.</span>")
log_and_message_admins("activated blood heal.")
while (do_after(src, 20, 0))
if (!(vampire.status & VAMP_HEALING))
to_chat(src, "<span class='warning'>Your concentration is broken! You are no longer regenerating!</span>")
break
var/tox_loss = getToxLoss()
var/oxy_loss = getOxyLoss()
var/ext_loss = getBruteLoss() + getFireLoss()
var/clone_loss = getCloneLoss()
var/blood_used = 0
var/to_heal = 0
if (tox_loss)
to_heal = min(10, tox_loss)
adjustToxLoss(0 - to_heal)
blood_used += round(to_heal * 1.2)
if (oxy_loss)
to_heal = min(10, oxy_loss)
adjustOxyLoss(0 - to_heal)
blood_used += round(to_heal * 1.2)
if (ext_loss)
to_heal = min(20, ext_loss)
heal_overall_damage(min(10, getBruteLoss()), min(10, getFireLoss()))
blood_used += round(to_heal * 1.2)
if (clone_loss)
to_heal = min(10, clone_loss)
adjustCloneLoss(0 - to_heal)
blood_used += round(to_heal * 1.2)
var/list/organs = get_damaged_organs(1, 1)
if (organs.len)
// Heal an absurd amount, basically regenerate one organ.
heal_organ_damage(50, 50)
blood_used += 12
for (var/A in organs)
var/healed = FALSE
var/obj/item/organ/external/E = A
if(E.status & ORGAN_ARTERY_CUT)
E.status &= ~ORGAN_ARTERY_CUT
blood_used += 12
if(E.status & ORGAN_TENDON_CUT)
E.status &= ~ORGAN_TENDON_CUT
blood_used += 12
if(E.status & ORGAN_BROKEN)
E.status &= ~ORGAN_BROKEN
E.stage = 0
blood_used += 12
healed = TRUE
if (healed)
break
var/list/emotes_lookers = list("[src]'s skin appears to liquefy for a moment, sealing up their wounds.",
"[src]'s veins turn black as their damaged flesh regenerates before your eyes!",
"[src]'s skin begins to split open. It turns to ash and falls away, revealing the wound to be fully healed.",
"Whispering arcane things, [src]'s damaged flesh appears to regenerate.",
"Thick globs of blood cover a wound on [src]'s body, eventually melding to be one with [get_pronoun("his")] flesh.",
"[src]'s body crackles, skin and bone shifting back into place.")
var/list/emotes_self = list("Your skin appears to liquefy for a moment, sealing up your wounds.",
"Your veins turn black as their damaged flesh regenerates before your eyes!",
"Your skin begins to split open. It turns to ash and falls away, revealing the wound to be fully healed.",
"Whispering arcane things, your damaged flesh appears to regenerate.",
"Thick globs of blood cover a wound on your body, eventually melding to be one with your flesh.",
"Your body crackles, skin and bone shifting back into place.")
if (prob(20))
visible_message("<span class='danger'>[pick(emotes_lookers)]</span>", "<span class='notice'>[pick(emotes_self)]</span>")
if (vampire.blood_usable <= blood_used)
vampire.blood_usable = 0
vampire.status &= ~VAMP_HEALING
to_chat(src, "<span class='warning'>You ran out of blood, and are unable to continue!</span>")
break
else if (!blood_used)
vampire.status &= ~VAMP_HEALING
to_chat(src, "<span class='notice'>Your body has finished healing. You are ready to continue.</span>")
break
// We broke out of the loop naturally. Gotta catch that.
if (vampire.status & VAMP_HEALING)
vampire.status &= ~VAMP_HEALING
to_chat(src, "<span class='warning'>Your concentration is broken! You are no longer regenerating!</span>")
return
// Dominate a victim, imbed a thought into their mind.
/mob/living/carbon/human/proc/vampire_dominate()
set category = "Vampire"
set name = "Dominate (50)"
set desc = "Dominate the mind of a victim, make them obey your will."
var/datum/vampire/vampire = vampire_power(25, 0)
if (!vampire)
return
var/list/victims = list()
for (var/mob/living/carbon/human/H in view(7))
if (H == src)
continue
victims += H
if (!victims.len)
to_chat(src, "<span class='warning'>No suitable targets.</span>")
return
var/mob/living/carbon/human/T = input(src, "Select Victim") as null|mob in victims
if (!vampire_can_affect_target(T, 1, 1))
return
if (!(vampire.status & VAMP_FULLPOWER))
to_chat(src, "<span class='notice'>You begin peering into [T]'s mind, looking for a way to gain control.</span>")
if (!do_mob(src, T, 50))
to_chat(src, "<span class='warning'>Your concentration is broken!</span>")
return
to_chat(src, "<span class='notice'>You succeed in dominating [T]'s mind. They are yours to command.</span>")
else
to_chat(src, "<span class='notice'>You instantly dominate [T]'s mind, forcing them to obey your command.</span>")
var/command = input(src, "Command your victim.", "Your command.") as text|null
if (!command)
to_chat(src, "<span class='alert'>Cancelled.</span>")
return
command = sanitizeSafe(command, extra = 0)
admin_attack_log(src, T, "used dominate on [key_name(T)]", "was dominated by [key_name(src)]", "used dominate and issued the command of '[command]' to")
show_browser(T, "<center>You feel a strong presence enter your mind. For a moment, you hear nothing but what it says, <b>and are compelled to follow its direction without question or hesitation:</b><br>[command]</center>", "window=vampiredominate")
to_chat(T, SPAN_NOTICE("You feel a strong presence enter your mind. For a moment, you hear nothing but what it says, and are compelled to follow its direction without question or hesitation:"))
to_chat(T, "<span style='color: green;'><i><em>[command]</em></i></span>")
to_chat(src, "<span class='notice'>You command [T], and they will obey.</span>")
emote("me", 1, "whispers.")
vampire.use_blood(50)
verbs -= /mob/living/carbon/human/proc/vampire_dominate
ADD_VERB_IN_IF(src, 1800, /mob/living/carbon/human/proc/vampire_dominate, CALLBACK(src, .proc/finish_vamp_timeout))
// Enthralls a person, giving the vampire a mortal slave.
/mob/living/carbon/human/proc/vampire_enthrall()
set category = "Vampire"
set name = "Enthrall (150)"
set desc = "Bind a mortal soul with a bloodbond to obey your every command."
var/datum/vampire/vampire = vampire_power(150, 0)
if (!vampire)
return
var/obj/item/grab/G = get_active_hand()
if (!istype(G))
to_chat(src, "<span class='warning'>You must be grabbing a victim in your active hand to enthrall them.</span>")
return
if (G.state == GRAB_PASSIVE || G.state == GRAB_UPGRADING)
to_chat(src, "<span class='warning'>You must have the victim pinned to the ground to enthrall them.</span>")
return
var/mob/living/carbon/human/T = G.affecting
if(isipc(T))
to_chat(src, "<span class='warning'>[T] is not a creature you can enthrall.</span>")
return
if (!istype(T))
to_chat(src, "<span class='warning'>[T] is not a creature you can enthrall.</span>")
return
if (!vampire_can_affect_target(T, 1, 1))
return
if (!T.client || !T.mind)
to_chat(src, "<span class='warning'>[T]'s mind is empty and useless. They cannot be forced into a blood bond.</span>")
return
if (vampire.status & VAMP_DRAINING)
to_chat(src, "<span class='warning'>Your fangs are already sunk into a victim's neck!</span>")
return
visible_message("<span class='danger'>[src] tears the flesh on their wrist, and holds it up to [T]. In a gruesome display, [T] starts lapping up the blood that's oozing from the fresh wound.</span>", "<span class='warning'>You inflict a wound upon yourself, and force them to drink your blood, thus starting the conversion process.</span>")
to_chat(T, "<span class='warning'>You feel an irresistable desire to drink the blood pooling out of [src]'s wound. Against your better judgement, you give in and start doing so.</span>")
if (!do_mob(src, T, 50))
visible_message("<span class='danger'>[src] yanks away their hand from [T]'s mouth as they're interrupted, the wound quickly sealing itself!</span>", "<span class='danger'>You are interrupted!</span>")
return
to_chat(T, "<span class='danger'>Your mind blanks as you finish feeding from [src]'s wrist.</span>")
thralls.add_antagonist(T.mind, 1, 1, 0, 1, 1)
T.mind.vampire.master = src
vampire.thralls += T
to_chat(T, "<span class='notice'>You have been forced into a blood bond by [T.mind.vampire.master], and are thus their thrall. While a thrall may feel a myriad of emotions towards their master, ranging from fear, to hate, to love; the supernatural bond between them still forces the thrall to obey their master, and to listen to the master's commands.<br><br>You must obey your master's orders, you must protect them, you cannot harm them.</span>")
to_chat(src, "<span class='notice'>You have completed the thralling process. They are now your slave and will obey your commands.</span>")
admin_attack_log(src, T, "enthralled [key_name(T)]", "was enthralled by [key_name(src)]", "successfully enthralled")
vampire.use_blood(150)
verbs -= /mob/living/carbon/human/proc/vampire_enthrall
ADD_VERB_IN_IF(src, 2800, /mob/living/carbon/human/proc/vampire_enthrall, CALLBACK(src, .proc/finish_vamp_timeout))
// Makes the vampire appear 'friendlier' to others.
/mob/living/carbon/human/proc/vampire_presence()
set category = "Vampire"
set name = "Presence (10)"
set desc = "Influences those weak of mind to look at you in a friendlier light."
var/datum/vampire/vampire = vampire_power(0, 0)
if (!vampire)
return
if (vampire.status & VAMP_PRESENCE)
vampire.status &= ~VAMP_PRESENCE
to_chat(src, "<span class='warning'>You are no longer influencing those weak of mind.</span>")
return
else if (vampire.blood_usable < 15)
to_chat(src, "<span class='warning'>You do not have enough usable blood. 15 needed.</span>")
return
to_chat(src, "<span class='notice'>You begin passively influencing the weak minded.</span>")
vampire.status |= VAMP_PRESENCE
var/list/mob/living/carbon/human/affected = list()
var/list/emotes = list("[src] looks trusthworthy.",
"You feel as if [src] is a relatively friendly individual.",
"You feel yourself paying more attention to what [src] is saying.",
"[src] has your best interests at heart, you can feel it.",
"A quiet voice tells you that [src] should be considered a friend.")
vampire.use_blood(10)
log_and_message_admins("activated presence.")
while (vampire.status & VAMP_PRESENCE)
// Run every 20 seconds
sleep(200)
if (stat)
to_chat(src, "<span class='warning'>You cannot influence people around you while [stat == 1 ? "unconcious" : "dead"].</span>")
vampire.status &= ~VAMP_PRESENCE
break
for (var/mob/living/carbon/human/T in view(5))
if (T == src)
continue
if (!vampire_can_affect_target(T, 0, 1))
continue
if (!T.client)
continue
var/probability = 50
if (!(T in affected))
affected += T
probability = 80
if (prob(probability))
to_chat(T, "<span class='good'><i>[pick(emotes)]</i></span>")
vampire.use_blood(5)
if (vampire.blood_usable < 5)
vampire.status &= ~VAMP_PRESENCE
to_chat(src, "<span class='warning'>You are no longer influencing those weak of mind.</span>")
break
/mob/living/carbon/human/proc/vampire_touch_of_life()
set category = "Vampire"
set name = "Touch of Life (50)"
set desc = "You lay your hands on the target, transferring healing chemicals to them."
var/datum/vampire/vampire = vampire_power(50, 0)
if (!vampire)
return
var/obj/item/grab/G = get_active_hand()
if (!istype(G))
to_chat(src, "<span class='warning'>You must be grabbing a victim in your active hand to touch them.</span>")
return
var/mob/living/carbon/human/T = G.affecting
if (T.species.flags & NO_BLOOD)
to_chat(src, "<span class='warning'>[T] has no blood and can not be affected by your powers!</span>")
return
visible_message("<b>[src]</b> gently touches [T].")
to_chat(T, SPAN_NOTICE("You feel pure bliss as [src] touches you."))
vampire.use_blood(50)
T.reagents.add_reagent(/datum/reagent/rezadone, 3)
T.reagents.add_reagent(/datum/reagent/oxycomorphine, 0.15) //enough to get back onto their feet
// Convert a human into a vampire.
/mob/living/carbon/human/proc/vampire_embrace()
set category = "Vampire"
set name = "The Embrace"
set desc = "Spread your corruption to an innocent soul, turning them into a spawn of the Veil, much akin to yourself."
var/datum/vampire/vampire = vampire_power(0, 0)
if (!vampire)
return
// Re-using blood drain code.
var/obj/item/grab/G = get_active_hand()
if (!istype(G))
to_chat(src, "<span class='warning'>You must be grabbing a victim in your active hand to drain their blood.</span>")
return
if (G.state == GRAB_PASSIVE || G.state == GRAB_UPGRADING)
to_chat(src, "<span class='warning'>You must have the victim pinned to the ground to drain their blood.</span>")
return
var/mob/living/carbon/human/T = G.affecting
if (!vampire_can_affect_target(T, ignore_thrall = TRUE))
return
if (!T.client)
to_chat(src, "<span class='warning'>[T] is a mindless husk. The Veil has no purpose for them.</span>")
return
if (T.stat == 2)
to_chat(src, "<span class='warning'>[T]'s body is broken and damaged beyond salvation. You have no use for them.</span>")
return
if (T.species.flags & NO_BLOOD)
to_chat(src, "<span class='warning'>[T] has no blood and can not be affected by your powers!</span>")
return
if (vampire.status & VAMP_DRAINING)
to_chat(src, "<span class='warning'>Your fangs are already sunk into a victim's neck!</span>")
return
if (T.mind.vampire)
var/datum/vampire/draining_vamp = T.mind.vampire
if (draining_vamp.status & VAMP_ISTHRALL)
var/choice_text = ""
var/denial_response = ""
if (draining_vamp.master == src)
choice_text = "[T] is your thrall. Do you wish to release them from the blood bond and give them the chance to become your equal?"
denial_response = "You opt against giving [T] a chance to ascend, and choose to keep them as a servant."
else
choice_text = "You can feel the taint of another master running in the veins of [T]. Do you wish to release them of their blood bond, and convert them into a vampire, in spite of their master?"
denial_response = "You choose not to continue with the Embrace, and permit [T] to keep serving their master."
if (alert(src, choice_text, "Choices", "Yes", "No") == "No")
to_chat(src, "<span class='notice'>[denial_response]</span>")
return
thralls.remove_antagonist(T.mind, 0, 0)
qdel(draining_vamp)
draining_vamp = null
else
to_chat(src, "<span class='warning'>You feel corruption running in [T]'s blood. Much like yourself, [T.get_pronoun("he")] is already a spawn of the Veil, and cannot be Embraced.</span>")
return
vampire.status |= VAMP_DRAINING
visible_message("<span class='danger'>[src] bites [T]'s neck!</span>", "<span class='danger'>You bite [T]'s neck and begin to drain their blood, as the first step of introducing the corruption of the Veil to them.</span>", "<span class='notice'>You hear a soft puncture and a wet sucking noise.</span>")
to_chat(T, "<span class='notice'><br>You are currently being turned into a vampire. You will die in the course of this, but you will be revived by the end. Please do not ghost out of your body until the process is complete.</span>")
while (do_mob(src, T, 50))
if (!mind.vampire)
to_chat(src, "<span class='alert'>Your fangs have disappeared!</span>")
return
if (!T.vessel.get_reagent_amount(/datum/reagent/blood))
to_chat(src, "<span class='alert'>[T] is now drained of blood. You begin forcing your own blood into their body, spreading the corruption of the Veil to their body.</span>")
break
T.vessel.remove_reagent(/datum/reagent/blood, 50)
T.revive()
// You ain't goin' anywhere, bud.
if (!T.client && T.mind)
for (var/mob/abstract/observer/ghost in player_list)
if (ghost.mind == T.mind)
ghost.can_reenter_corpse = 1
ghost.reenter_corpse()
to_chat(T, "<span class='danger'>A dark force pushes you back into your body. You find yourself somehow still clinging to life.</span>")
T.Weaken(15)
vamp.add_antagonist(T.mind, 1, 1, 0, 0, 1)
admin_attack_log(src, T, "successfully embraced [key_name(T)]", "was successfully embraced by [key_name(src)]", "successfully embraced and turned into a vampire")
to_chat(T, "<span class='danger'>You awaken. Moments ago, you were dead, your conciousness still forced stuck inside your body. Now you live. You feel different, a strange, dark force now present within you. You have an insatiable desire to drain the blood of mortals, and to grow in power.</span>")
to_chat(src, "<span class='warning'>You have corrupted another mortal with the taint of the Veil. Beware: they will awaken hungry and maddened; not bound to any master.</span>")
T.mind.vampire.blood_usable = 0
T.mind.vampire.frenzy = 250
T.vampire_check_frenzy()
vampire.status &= ~VAMP_DRAINING
// Grapple a victim by leaping onto them.
/mob/living/carbon/human/proc/grapple()
set category = "Vampire"
set name = "Grapple"
set desc = "Lunge towards a target like an animal, and grapple them."
if (status_flags & LEAPING)
return
if (stat || paralysis || stunned || weakened || lying || restrained() || buckled)
to_chat(src, "<span class='warning'>You cannot lean in your current state.</span>")
return
var/list/targets = list()
for (var/mob/living/carbon/human/H in view(4, src))
targets += H
targets -= src
if (!targets.len)
to_chat(src, "<span class='warning'>No valid targets visible or in range.</span>")
return
var/mob/living/carbon/human/T = pick(targets)
visible_message("<span class='danger'>[src] leaps at [T]!</span>")
throw_at(get_step(get_turf(T), get_turf(src)), 4, 1, src)
status_flags |= LEAPING
sleep(5)
if (status_flags & LEAPING)
status_flags &= ~LEAPING
if (!src.Adjacent(T))
to_chat(src, "<span class='warning'>You miss!</span>")
return
T.Weaken(3)
admin_attack_log(src, T, "lept at and grappled [key_name(T)]", "was lept at and grappled by [key_name(src)]", "lept at and grappled")
var/use_hand = "left"
if (l_hand)
if (r_hand)
to_chat(src, "<span class='danger'>You need to have one hand free to grab someone.</span>")
return
else
use_hand = "right"
src.visible_message("<span class='warning'><b>[src]</b> seizes [T] aggressively!</span>")
var/obj/item/grab/G = new(src, T)
if (use_hand == "left")
l_hand = G
else
r_hand = G
G.state = GRAB_AGGRESSIVE
G.icon_state = "grabbed1"
G.synch()
verbs -= /mob/living/carbon/human/proc/grapple
ADD_VERB_IN_IF(src, 800, /mob/living/carbon/human/proc/grapple, CALLBACK(src, .proc/finish_vamp_timeout, VAMP_FRENZIED))