Files
CHOMPStation2/code/_onclick/item_attack.dm
mwerezak 3f5976bc3b Updates knifing
Fixes weirdness with knifing where attempting to knife someone before
`world.time >= (G.last_action + 20)` could be met.

Knifing damage scales with weapon force and an attempted measure of
throat protection.

Knifing switches on harm intent.
2015-05-31 11:36:38 -04:00

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// Called when the item is in the active hand, and clicked; alternately, there is an 'activate held object' verb or you can hit pagedown.
/obj/item/proc/attack_self(mob/user)
return
// No comment
/atom/proc/attackby(obj/item/W, mob/user)
return
/atom/movable/attackby(obj/item/W, mob/user)
if(!(W.flags&NOBLUDGEON))
visible_message("<span class='danger'>[src] has been hit by [user] with [W].</span>")
/mob/living/attackby(obj/item/I, mob/user)
if(istype(I) && ismob(user))
I.attack(src, user)
// Proximity_flag is 1 if this afterattack was called on something adjacent, in your square, or on your person.
// Click parameters is the params string from byond Click() code, see that documentation.
/obj/item/proc/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
return
//TODO: refactor mob attack code.
/*
Busy writing something else that I don't want to get mixed up in a general attack code, and I don't want to forget this so leaving a note here.
leave attackby() as handling the general case of "using an item on a mob"
attackby() will decide to call attacked_by() or not.
attacked_by() will be made a living level proc and handle the specific case of "attacking with an item to cause harm"
attacked_by() will then call attack() so that stunbatons and other weapons that have special attack effects can do their thing.
attacked_by() will handle hitting/missing/logging as it does now, and will call attack() to apply the attack effects (damage) instead of the other way around (as it is now).
*/
/obj/item/proc/attack(mob/living/M as mob, mob/living/user as mob, def_zone)
if(!istype(M) || (can_operate(M) && do_surgery(M,user,src))) return 0
/////////////////////////
user.lastattacked = M
M.lastattacker = user
if(!no_attack_log)
user.attack_log += "\[[time_stamp()]\]<font color='red'> Attacked [M.name] ([M.ckey]) with [name] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(damtype)])</font>"
M.attack_log += "\[[time_stamp()]\]<font color='orange'> Attacked by [user.name] ([user.ckey]) with [name] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(damtype)])</font>"
msg_admin_attack("[key_name(user)] attacked [key_name(M)] with [name] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(damtype)])" )
/////////////////////////
// Attacking someone with a weapon while they are neck-grabbed
if(user.a_intent == I_HURT)
for(var/obj/item/weapon/grab/G in M.grabbed_by)
if(G.assailant == user && G.state >= GRAB_NECK)
M.attack_throat(src, G, user)
var/power = force
if(HULK in user.mutations)
power *= 2
// TODO: needs to be refactored into a mob/living level attacked_by() proc. ~Z
user.do_attack_animation(M)
if(istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
// Handle striking to cripple.
var/dislocation_str
if(user.a_intent == I_DISARM)
dislocation_str = H.attack_joint(src, user, def_zone)
if(H.attacked_by(src, user, def_zone) && hitsound)
playsound(loc, hitsound, 50, 1, -1)
spawn(1) //ugh I hate this but I don't want to root through human attack procs to print it after this call resolves.
if(dislocation_str) user.visible_message("<span class='danger'>[dislocation_str]</span>")
return 1
return 0
else
if(attack_verb.len)
user.visible_message("<span class='danger'>[M] has been [pick(attack_verb)] with [src] by [user]!</span>")
else
user.visible_message("<span class='danger'>[M] has been attacked with [src] by [user]!</span>")
if (hitsound)
playsound(loc, hitsound, 50, 1, -1)
switch(damtype)
if("brute")
M.take_organ_damage(power)
if(prob(33)) // Added blood for whacking non-humans too
var/turf/simulated/location = get_turf(M)
if(istype(location)) location.add_blood_floor(M)
if("fire")
if (!(COLD_RESISTANCE in M.mutations))
M.take_organ_damage(0, power)
M << "Aargh it burns!"
M.updatehealth()
add_fingerprint(user)
return 1