Add attack animations

This commit is contained in:
Markolie
2015-02-22 21:15:54 +01:00
parent 0048394e3c
commit 377dfe894d
50 changed files with 939 additions and 577 deletions
+132 -185
View File
@@ -11,18 +11,19 @@ Gunshots/explosions/opening doors/less rare audio (done)
*/
mob/living/carbon/var
image/halimage
image/halbody
obj/halitem
hal_screwyhud = 0 //1 - critical, 2 - dead, 3 - oxygen indicator, 4 - toxin indicator
handling_hal = 0
hal_crit = 0
mob/living/carbon/
var/image/halimage
var/image/halbody
var/obj/halitem
var/hal_screwyhud = 0 //1 - critical, 2 - dead, 3 - oxygen indicator, 4 - toxin indicator
var/handling_hal = 0
var/hal_crit = 0
mob/living/carbon/proc/handle_hallucinations()
if(handling_hal) return
if(handling_hal)
return
handling_hal = 1
while(client && hallucination > 20)
while(hallucination > 20)
sleep(rand(200,500)/(hallucination/25))
var/halpick = rand(1,100)
switch(halpick)
@@ -77,9 +78,7 @@ mob/living/carbon/proc/handle_hallucinations()
halitem.name = "Flashbang"
if(client) client.screen += halitem
spawn(rand(100,250))
if(client)
client.screen -= halitem
halitem = null
qdel(halitem)
if(26 to 40)
//Flashes of danger
//src << "Danger Flash"
@@ -111,7 +110,7 @@ mob/living/carbon/proc/handle_hallucinations()
if(41 to 65)
//Strange audio
//src << "Strange Audio"
switch(rand(1,12))
switch(rand(1,14))
if(1) src << 'sound/machines/airlock.ogg'
if(2)
if(prob(50))src << 'sound/effects/Explosion1.ogg'
@@ -142,9 +141,14 @@ mob/living/carbon/proc/handle_hallucinations()
'sound/hallucinations/look_up1.ogg', 'sound/hallucinations/look_up2.ogg', 'sound/hallucinations/over_here1.ogg', 'sound/hallucinations/over_here2.ogg', 'sound/hallucinations/over_here3.ogg',\
'sound/hallucinations/turn_around1.ogg', 'sound/hallucinations/turn_around2.ogg', 'sound/hallucinations/veryfar_noise.ogg', 'sound/hallucinations/wail.ogg')
src << pick(creepyasssounds)
if(13)
src << "<span class='warning'>You feel a tiny prick!</span>"
if(14)
src << "<h1 class='alert'>Priority Announcement</h1>"
src << "<br><br><span class='alert'>The Emergency Shuttle has docked with the station. You have 3 minutes to board the Emergency Shuttle.</span><br><br>"
src << sound('sound/AI/shuttledock.ogg')
if(66 to 70)
//Flashes of danger
//src << "Danger Flash"
if(!halbody)
var/list/possible_points = list()
for(var/turf/simulated/floor/F in view(src,world.view))
@@ -158,8 +162,6 @@ mob/living/carbon/proc/handle_hallucinations()
halbody = image('icons/mob/human.dmi',target,"husk_s",TURF_LAYER)
if(4)
halbody = image('icons/mob/alien.dmi',target,"alienother",TURF_LAYER)
// if(5)
// halbody = image('xcomalien.dmi',target,"chryssalid",TURF_LAYER)
if(client) client.images += halbody
spawn(rand(50,80)) //Only seen for a brief moment.
@@ -167,55 +169,58 @@ mob/living/carbon/proc/handle_hallucinations()
halbody = null
if(71 to 72)
//Fake death
// src.sleeping_willingly = 1
src.sleeping = 20
hal_crit = 1
hal_screwyhud = 1
spawn(rand(50,100))
// src.sleeping_willingly = 0
src.sleeping = 0
hal_crit = 0
hal_screwyhud = 0
if(73 to 75)
fake_attack()
handling_hal = 0
/mob/living/carbon/proc/fake_attack()
// var/list/possible_clones = new/list()
var/mob/living/carbon/human/clone = null
var/clone_weapon = null
for(var/mob/living/carbon/human/H in living_mob_list)
if(H.stat || H.lying)
continue
// possible_clones += H
clone = H
break //changed the code a bit. Less randomised, but less work to do. Should be ok, world.contents aren't stored in any particular order.
/*obj/machinery/proc/mockpanel(list/buttons,start_txt,end_txt,list/mid_txts)
// if(!possible_clones.len) return
// clone = pick(possible_clones)
if(!clone)
return
if(!mocktxt)
//var/obj/effect/fake_attacker/F = new/obj/effect/fake_attacker(outside_range(target))
var/obj/effect/fake_attacker/F = new/obj/effect/fake_attacker(src.loc)
if(clone.l_hand)
if(!(locate(clone.l_hand) in non_fakeattack_weapons))
clone_weapon = clone.l_hand.name
F.weap = clone.l_hand
else if (clone.r_hand)
if(!(locate(clone.r_hand) in non_fakeattack_weapons))
clone_weapon = clone.r_hand.name
F.weap = clone.r_hand
mocktxt = ""
F.name = clone.name
F.my_target = src
F.weapon_name = clone_weapon
src.hallucinations += F
var/possible_txt = list("Launch Escape Pods","Self-Destruct Sequence","\[Swipe ID\]","De-Monkify",\
"Reticulate Splines","Plasma","Open Valve","Lockdown","Nerf Airflow","Kill Traitor","Nihilism",\
"OBJECTION!","Arrest Stephen Bowman","Engage Anti-Trenna Defenses","Increase Captain IQ","Retrieve Arms",\
"Play Charades","Oxygen","Inject BeAcOs","Ninja Lizards","Limit Break","Build Sentry")
F.left = image(clone,dir = WEST)
F.right = image(clone,dir = EAST)
F.up = image(clone,dir = NORTH)
F.down = image(clone,dir = SOUTH)
if(mid_txts)
while(mid_txts.len)
var/mid_txt = pick(mid_txts)
mocktxt += mid_txt
mid_txts -= mid_txt
F.updateimage()
while(buttons.len)
var/button = pick(buttons)
var/button_txt = pick(possible_txt)
mocktxt += "<a href='?src=\ref[src];[button]'>[button_txt]</a><br>"
buttons -= button
possible_txt -= button_txt
return start_txt + mocktxt + end_txt + "</TT></BODY></HTML>"
proc/check_panel(mob/M)
if (istype(M, /mob/living/carbon/human) || istype(M, /mob/living/silicon/ai))
if(M.hallucination < 15)
return 1
return 0*/
/obj/effect/fake_attacker
icon = null
@@ -231,7 +236,7 @@ proc/check_panel(mob/M)
var/image/stand_icon = null
var/image/currentimage = null
var/icon/base = null
var/s_tone
var/skin_tone
var/mob/living/clone = null
var/image/left
var/image/right
@@ -241,99 +246,103 @@ proc/check_panel(mob/M)
var/health = 100
attackby(var/obj/item/weapon/P as obj, mob/user as mob)
/obj/effect/fake_attacker/attackby(var/obj/item/weapon/P as obj, mob/living/user as mob)
step_away(src,my_target,2)
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(src)
my_target << sound(pick('sound/weapons/genhit1.ogg', 'sound/weapons/genhit2.ogg', 'sound/weapons/genhit3.ogg'))
my_target.visible_message("<span class='danger'>[my_target] flails around wildly.</span>", \
"<span class='danger'>[my_target] has attacked [src]!</span>")
src.health -= P.force
return
/obj/effect/fake_attacker/Crossed(var/mob/M, somenumber)
if(M == my_target)
step_away(src,my_target,2)
for(var/mob/M in oviewers(world.view,my_target))
M << "\red <B>[my_target] flails around wildly.</B>"
my_target.show_message("\red <B>[src] has been attacked by [my_target] </B>", 1) //Lazy.
if(prob(30))
for(var/mob/O in oviewers(world.view , my_target))
O << "<span class='danger'>[my_target] stumbles around.</span>"
src.health -= P.force
/obj/effect/fake_attacker/New()
..()
spawn(300)
if(my_target)
my_target.hallucinations -= src
qdel(src)
step_away(src,my_target,2)
spawn attack_loop()
return
Crossed(var/mob/M, somenumber)
if(M == my_target)
step_away(src,my_target,2)
if(prob(30))
for(var/mob/O in oviewers(world.view , my_target))
O << "\red <B>[my_target] stumbles around.</B>"
New()
..()
spawn(300)
if(my_target)
my_target.hallucinations -= src
del(src)
step_away(src,my_target,2)
spawn attack_loop()
/obj/effect/fake_attacker/proc/updateimage()
// del src.currentimage
proc/updateimage()
// del src.currentimage
if(src.dir == NORTH)
del src.currentimage
src.currentimage = new /image(up,src)
else if(src.dir == SOUTH)
del src.currentimage
src.currentimage = new /image(down,src)
else if(src.dir == EAST)
del src.currentimage
src.currentimage = new /image(right,src)
else if(src.dir == WEST)
del src.currentimage
src.currentimage = new /image(left,src)
my_target << currentimage
if(src.dir == NORTH)
del src.currentimage
src.currentimage = new /image(up,src)
else if(src.dir == SOUTH)
del src.currentimage
src.currentimage = new /image(down,src)
else if(src.dir == EAST)
del src.currentimage
src.currentimage = new /image(right,src)
else if(src.dir == WEST)
del src.currentimage
src.currentimage = new /image(left,src)
my_target << currentimage
proc/attack_loop()
while(1)
sleep(rand(5,10))
if(src.health < 0)
collapse()
continue
if(get_dist(src,my_target) > 1)
src.dir = get_dir(src,my_target)
step_towards(src,my_target)
updateimage()
else
if(prob(15))
if(weapon_name)
my_target << sound(pick('sound/weapons/genhit1.ogg', 'sound/weapons/genhit2.ogg', 'sound/weapons/genhit3.ogg'))
my_target.show_message("\red <B>[my_target] has been attacked with [weapon_name] by [src.name] </B>", 1)
my_target.staminaloss += 30
if(prob(20)) my_target.eye_blurry += 3
if(prob(33))
if(!locate(/obj/effect/overlay) in my_target.loc)
fake_blood(my_target)
else
my_target << sound(pick('sound/weapons/punch1.ogg','sound/weapons/punch2.ogg','sound/weapons/punch3.ogg','sound/weapons/punch4.ogg'))
my_target.show_message("\red <B>[src.name] has punched [my_target]!</B>", 1)
my_target.staminaloss += 30
if(prob(33))
if(!locate(/obj/effect/overlay) in my_target.loc)
fake_blood(my_target)
/obj/effect/fake_attacker/proc/attack_loop()
while(1)
sleep(rand(5,10))
if(src.health < 0)
collapse()
continue
if(get_dist(src,my_target) > 1)
src.dir = get_dir(src,my_target)
step_towards(src,my_target)
updateimage()
else
if(prob(15))
step_away(src,my_target,2)
src.do_attack_animation(my_target)
if(weapon_name)
my_target << sound(pick('sound/weapons/genhit1.ogg', 'sound/weapons/genhit2.ogg', 'sound/weapons/genhit3.ogg'))
my_target.show_message("<span class='danger'>[src.name] has attacked [my_target] with [weapon_name]!</span>", 1)
my_target.staminaloss += 30
if(prob(20))
my_target.eye_blurry += 3
if(prob(33))
if(!locate(/obj/effect/overlay) in my_target.loc)
fake_blood(my_target)
else
my_target << sound(pick('sound/weapons/punch1.ogg','sound/weapons/punch2.ogg','sound/weapons/punch3.ogg','sound/weapons/punch4.ogg'))
my_target.show_message("<span class='userdanger'>[src.name] has punched [my_target]!</span>", 1)
my_target.staminaloss += 30
if(prob(33))
if(!locate(/obj/effect/overlay) in my_target.loc)
fake_blood(my_target)
proc/collapse()
collapse = 1
updateimage()
if(prob(15))
step_away(src,my_target,2)
/proc/fake_blood(var/mob/target)
/obj/effect/fake_attacker/proc/collapse()
collapse = 1
updateimage()
/obj/effect/fake_attacker/proc/fake_blood(var/mob/target)
var/obj/effect/overlay/O = new/obj/effect/overlay(target.loc)
O.name = "blood"
var/image/I = image('icons/effects/blood.dmi',O,"floor[rand(1,7)]",O.dir,1)
target << I
spawn(300)
del(O)
qdel(O)
return
var/list/non_fakeattack_weapons = list(/obj/item/weapon/gun/projectile, /obj/item/ammo_box/a357,\
/obj/item/weapon/gun/energy/kinetic_accelerator/crossbow, /obj/item/weapon/melee/energy/sword,\
/obj/item/weapon/gun/energy/crossbow, /obj/item/weapon/melee/energy/sword,\
/obj/item/weapon/storage/box/syndicate, /obj/item/weapon/storage/box/emps,\
/obj/item/weapon/cartridge/syndicate, /obj/item/clothing/under/chameleon,\
/obj/item/clothing/shoes/syndigaloshes, /obj/item/weapon/card/id/syndicate,\
@@ -347,65 +356,3 @@ var/list/non_fakeattack_weapons = list(/obj/item/weapon/gun/projectile, /obj/ite
/obj/item/clothing/under/rank/captain, /obj/item/device/aicard,\
/obj/item/clothing/shoes/magboots, /obj/item/blueprints, /obj/item/weapon/disk/nuclear,\
/obj/item/clothing/suit/space/nasavoid, /obj/item/weapon/tank)
/proc/fake_attack(var/mob/living/target)
// var/list/possible_clones = new/list()
var/mob/living/carbon/human/clone = null
var/clone_weapon = null
for(var/mob/living/carbon/human/H in living_mob_list)
if(H.stat || H.lying) continue
// possible_clones += H
clone = H
break //changed the code a bit. Less randomised, but less work to do. Should be ok, world.contents aren't stored in any particular order.
// if(!possible_clones.len) return
// clone = pick(possible_clones)
if(!clone) return
//var/obj/effect/fake_attacker/F = new/obj/effect/fake_attacker(outside_range(target))
var/obj/effect/fake_attacker/F = new/obj/effect/fake_attacker(target.loc)
if(clone.l_hand)
if(!(locate(clone.l_hand) in non_fakeattack_weapons))
clone_weapon = clone.l_hand.name
F.weap = clone.l_hand
else if (clone.r_hand)
if(!(locate(clone.r_hand) in non_fakeattack_weapons))
clone_weapon = clone.r_hand.name
F.weap = clone.r_hand
F.name = clone.name
F.my_target = target
F.weapon_name = clone_weapon
target.hallucinations += F
F.left = image(clone,dir = WEST)
F.right = image(clone,dir = EAST)
F.up = image(clone,dir = NORTH)
F.down = image(clone,dir = SOUTH)
// F.base = new /icon(clone.stand_icon)
// F.currentimage = new /image(clone)
/*
F.left = new /icon(clone.stand_icon,dir=WEST)
for(var/icon/i in clone.overlays)
F.left.Blend(i)
F.up = new /icon(clone.stand_icon,dir=NORTH)
for(var/icon/i in clone.overlays)
F.up.Blend(i)
F.down = new /icon(clone.stand_icon,dir=SOUTH)
for(var/icon/i in clone.overlays)
F.down.Blend(i)
F.right = new /icon(clone.stand_icon,dir=EAST)
for(var/icon/i in clone.overlays)
F.right.Blend(i)
target << F.up
*/
F.updateimage()