Files
Paradise/code/modules/mob/mob_grab.dm
T
giacomand@gmail.com 95f05fbaea -Changed choking.
You have to stand still while lethally choking someone. It takes time to get into that lethal choke. When you are lethaling choking someone, they are still concious until the lack of oxygen knocks them out.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4542 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-25 21:01:39 +00:00

289 lines
9.2 KiB
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/obj/item/weapon/grab
name = "grab"
icon = 'icons/mob/screen1.dmi'
icon_state = "grabbed"
var/obj/screen/grab/hud1 = null
var/mob/affecting = null
var/atom/movable/structure = null // if the grab is not grabbing a mob
var/mob/assailant = null
var/state = 1.0
var/killing = 0.0 // 1 = about to kill, 2 = killing
var/kill_loc = null
var/allow_upgrade = 1.0
var/last_suffocate = 1.0
layer = 21
abstract = 1.0
item_state = "nothing"
w_class = 5.0
/obj/item/weapon/grab/proc/throw()
if(affecting)
if(state >= 2)
var/grabee = affecting
spawn(1)
del(src)
return grabee
else
spawn(1)
del(src)
return null
else if(structure)
var/grabee = structure
spawn(1)
del(src)
return grabee
return null
/obj/item/weapon/grab/proc/synch()
if(affecting)
if(affecting.anchored)//This will prevent from grabbing people that are anchored.
del(src)
if (assailant.r_hand == src)
hud1.screen_loc = ui_rhand
else
hud1.screen_loc = ui_lhand
return
/obj/item/weapon/grab/process()
if(!assailant || (!affecting && !structure))
del(src)
return
if(affecting && !structure)
if ((!( isturf(assailant.loc) ) || (!( isturf(affecting.loc) ) || (assailant.loc != affecting.loc && get_dist(assailant, affecting) > 1))))
//SN src = null
del(src)
return
else if(!affecting && structure)
if (!isturf(structure.loc) || !isturf(structure.loc) || (assailant.loc != structure.loc && get_dist(assailant, structure) > 1))
del(src)
return
if (assailant.client)
assailant.client.screen -= hud1
assailant.client.screen += hud1
if (assailant.pulling == affecting || assailant.pulling == structure)
assailant.stop_pulling()
if (structure)
structure.loc = assailant.loc
structure.layer = assailant.layer + 1
if (state <= 2)
allow_upgrade = 1
if ((assailant.l_hand && assailant.l_hand != src && istype(assailant.l_hand, /obj/item/weapon/grab)))
var/obj/item/weapon/grab/G = assailant.l_hand
if (G.affecting != affecting)
allow_upgrade = 0
if ((assailant.r_hand && assailant.r_hand != src && istype(assailant.r_hand, /obj/item/weapon/grab)))
var/obj/item/weapon/grab/G = assailant.r_hand
if (G.affecting != affecting)
allow_upgrade = 0
if (state == 2)
var/h = affecting.hand
affecting.hand = 0
affecting.drop_item()
affecting.hand = 1
affecting.drop_item()
affecting.hand = h
for(var/obj/item/weapon/grab/G in affecting.grabbed_by)
if (G.state == 2)
allow_upgrade = 0
if (allow_upgrade)
hud1.icon_state = "reinforce"
else
hud1.icon_state = "!reinforce"
else
if (!( affecting.buckled ))
affecting.loc = assailant.loc
if ((killing == 2 && state == 3))
if(assailant.loc != kill_loc)
for(var/mob/O in viewers(assailant, null))
O.show_message(text("\red [] lost his tightened grip on []'s neck!", assailant, affecting), 1)
killing = 0
hud1.icon_state = "disarm/kill"
return
affecting.Weaken(3)
affecting.Stun(3) // It will hamper your voice, being choked and all.
affecting.losebreath = min(affecting.losebreath + 2, 3)
return
/obj/item/weapon/grab/proc/s_click(obj/screen/S as obj)
if (!affecting)
return
if(killing)
return
if (assailant.next_move > world.time)
return
if ((!( assailant.canmove ) || assailant.lying))
//SN src = null
del(src)
return
switch(S.id)
if(1.0)
if (state >= 3)
if (!( killing ))
for(var/mob/O in viewers(assailant, null))
O.show_message(text("\red [] has temporarily tightened his grip on []!", assailant, affecting), 1)
//Foreach goto(97)
assailant.next_move = world.time + 10
//affecting.stunned = max(2, affecting.stunned)
//affecting.paralysis = max(1, affecting.paralysis)
affecting.losebreath = min(affecting.losebreath + 1, 3)
last_suffocate = world.time
flick("disarm/killf", S)
else
return
/obj/item/weapon/grab/proc/s_dbclick(obj/screen/S as obj)
//if ((assailant.next_move > world.time && !( last_suffocate < world.time + 2 )))
// return
if (!affecting)
return
if ((!( assailant.canmove ) || assailant.lying))
del(src)
return
if(killing)
return
switch(S.id)
if(1.0)
if (state < 2)
if (!( allow_upgrade ))
return
if (prob(75))
for(var/mob/O in viewers(assailant, null))
O.show_message(text("\red [] has grabbed [] aggressively (now hands)!", assailant, affecting), 1)
state = 2
icon_state = "grabbed1"
else
for(var/mob/O in viewers(assailant, null))
O.show_message(text("\red [] has failed to grab [] aggressively!", assailant, affecting), 1)
del(src)
return
else
if (state < 3)
if(istype(affecting, /mob/living/carbon/human))
var/mob/living/carbon/human/H = affecting
if(FAT in H.mutations)
assailant << "\blue You can't strangle [affecting] through all that fat!"
return
/*Hrm might want to add this back in
//we should be able to strangle the Captain if he is wearing a hat
for(var/obj/item/clothing/C in list(H.head, H.wear_suit, H.wear_mask, H.w_uniform))
if(C.body_parts_covered & HEAD)
assailant << "\blue You have to take off [affecting]'s [C.name] first!"
return
if(istype(H.wear_suit, /obj/item/clothing/suit/space) || istype(H.wear_suit, /obj/item/clothing/suit/armor) || istype(H.wear_suit, /obj/item/clothing/suit/bio_suit) || istype(H.wear_suit, /obj/item/clothing/suit/swat_suit))
assailant << "\blue You can't strangle [affecting] through their suit collar!"
return
*/
if(istype(affecting, /mob/living/carbon/metroid))
assailant << "\blue You squeeze [affecting], but nothing interesting happens."
return
for(var/mob/O in viewers(assailant, null))
O.show_message(text("\red [] has reinforced his grip on [] (now neck)!", assailant, affecting), 1)
state = 3
icon_state = "grabbed+1"
if (!( affecting.buckled ))
affecting.loc = assailant.loc
affecting.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has had their neck grabbed by [assailant.name] ([assailant.ckey])</font>")
assailant.attack_log += text("\[[time_stamp()]\] <font color='red'>Grabbed the neck of [affecting.name] ([affecting.ckey])</font>")
log_attack("<font color='red'>[assailant.name] ([assailant.ckey]) grabbed the neck of [affecting.name] ([affecting.ckey])</font>")
hud1.icon_state = "disarm/kill"
hud1.name = "disarm/kill"
else
if (state >= 3 && !killing)
for(var/mob/O in viewers(assailant, null))
O.show_message(text("\red [] starts to tighten his grip on []'s neck!", assailant, affecting), 1)
hud1.icon_state = "disarm/kill1"
killing = 1
if(do_after(assailant, 50))
if(killing == 2)
return
if(!affecting)
del(src)
return
if ((!( assailant.canmove ) || assailant.lying))
del(src)
return
killing = 2
kill_loc = assailant.loc
for(var/mob/O in viewers(assailant, null))
O.show_message(text("\red [] has tightened his grip on []'s neck!", assailant, affecting), 1)
affecting.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been strangled (kill intent) by [assailant.name] ([assailant.ckey])</font>")
assailant.attack_log += text("\[[time_stamp()]\] <font color='red'>Strangled (kill intent) [affecting.name] ([affecting.ckey])</font>")
log_attack("<font color='red'>[assailant.name] ([assailant.ckey]) Strangled (kill intent) [affecting.name] ([affecting.ckey])</font>")
assailant.next_move = world.time + 10
affecting.losebreath += 1
else
for(var/mob/O in viewers(assailant, null))
O.show_message(text("\red [] was unable to tighten his grip on []'s neck!", assailant, affecting), 1)
killing = 0
hud1.icon_state = "disarm/kill"
return
/obj/item/weapon/grab/New()
..()
hud1 = new /obj/screen/grab( src )
hud1.icon_state = "reinforce"
hud1.name = "Reinforce Grab"
hud1.id = 1
hud1.master = src
return
/obj/item/weapon/grab/attack(mob/M as mob, mob/user as mob)
if(!affecting) return
if (M == affecting)
if (state < 3)
s_dbclick(hud1)
else
s_click(hud1)
return
if(M == assailant && state >= 2)
if( ( ishuman(user) && (FAT in user.mutations) && ismonkey(affecting) ) || ( isalien(user) && iscarbon(affecting) ) )
var/mob/living/carbon/attacker = user
for(var/mob/N in viewers(user, null))
if(N.client)
N.show_message(text("\red <B>[user] is attempting to devour [affecting]!</B>"), 1)
if(istype(user, /mob/living/carbon/alien/humanoid/hunter))
if(!do_mob(user, affecting)||!do_after(user, 30)) return
else
if(!do_mob(user, affecting)||!do_after(user, 100)) return
for(var/mob/N in viewers(user, null))
if(N.client)
N.show_message(text("\red <B>[user] devours [affecting]!</B>"), 1)
affecting.loc = user
attacker.stomach_contents.Add(affecting)
del(src)
/obj/item/weapon/grab/dropped()
del(src)
return
/obj/item/weapon/grab/Del()
del(hud1)
..()
return