Files
Polaris/code/modules/mob/mob_grab.dm
mwerezak 6479c909cd Updates grabs
Replaces broken client/Process_Grab(), makes resisting neck grabs
actually work. Fixes the grabbed_by list filling up with null entries
when a grab is broken. Aggressive grabs now prevent movement, can still
be quickly broken using resist or disarm. Neck grabs are easier to
resist if the grabber has moved recently. Some minor cleanup.
2015-02-17 23:40:51 -05:00

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#define UPGRADE_COOLDOWN 40
#define UPGRADE_KILL_TIMER 100
/obj/item/weapon/grab
name = "grab"
flags = NOBLUDGEON
var/obj/screen/grab/hud = null
var/mob/affecting = null
var/mob/assailant = null
var/state = GRAB_PASSIVE
var/allow_upgrade = 1
var/last_upgrade = 0
layer = 21
abstract = 1
item_state = "nothing"
w_class = 5.0
/obj/item/weapon/grab/New(mob/user, mob/victim)
..()
loc = user
assailant = user
affecting = victim
if(affecting.anchored)
del(src)
return
affecting.grabbed_by += src
hud = new /obj/screen/grab(src)
hud.icon_state = "reinforce"
hud.name = "reinforce grab"
hud.master = src
/obj/item/weapon/grab/Del()
//make sure the grabbed_by list doesn't fill up with nulls
if(affecting) affecting.grabbed_by -= src
..()
//Used by throw code to hand over the mob, instead of throwing the grab. The grab is then deleted by the throw code.
/obj/item/weapon/grab/proc/throw()
if(affecting)
if(affecting.buckled)
return null
if(state >= GRAB_AGGRESSIVE)
return affecting
return null
//This makes sure that the grab screen object is displayed in the correct hand.
/obj/item/weapon/grab/proc/synch()
if(affecting)
if(assailant.r_hand == src)
hud.screen_loc = ui_rhand
else
hud.screen_loc = ui_lhand
/obj/item/weapon/grab/process()
confirm()
if(assailant.client)
assailant.client.screen -= hud
assailant.client.screen += hud
if(assailant.pulling == affecting)
assailant.stop_pulling()
if(state <= GRAB_AGGRESSIVE)
allow_upgrade = 1
//disallow upgrading if we're grabbing more than one person
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 == GRAB_AGGRESSIVE)
affecting.drop_l_hand()
affecting.drop_r_hand()
//disallow upgrading past aggressive if we're being grabbed aggressively
for(var/obj/item/weapon/grab/G in affecting.grabbed_by)
if(G == src) continue
if(G.state >= GRAB_AGGRESSIVE)
allow_upgrade = 0
if(allow_upgrade)
hud.icon_state = "reinforce"
else
hud.icon_state = "!reinforce"
else if(!affecting.buckled)
affecting.loc = assailant.loc
if(state >= GRAB_NECK)
affecting.Stun(1)
if(isliving(affecting))
var/mob/living/L = affecting
L.adjustOxyLoss(1)
if(state >= GRAB_KILL)
//affecting.apply_effect(STUTTER, 5) //would do this, but affecting isn't declared as mob/living for some stupid reason.
affecting.stuttering = max(affecting.stuttering, 5) //It will hamper your voice, being choked and all.
affecting.Weaken(5) //Should keep you down unless you get help.
affecting.losebreath = min(affecting.losebreath + 2, 3)
/obj/item/weapon/grab/proc/s_click(obj/screen/S)
if(!affecting)
return
if(state == GRAB_UPGRADING)
return
if(assailant.next_move > world.time)
return
if(world.time < (last_upgrade + UPGRADE_COOLDOWN))
return
if(!assailant.canmove || assailant.lying)
del(src)
return
last_upgrade = world.time
if(state < GRAB_AGGRESSIVE)
if(!allow_upgrade)
return
assailant.visible_message("<span class='warning'>[assailant] has grabbed [affecting] aggressively (now hands)!</span>")
state = GRAB_AGGRESSIVE
icon_state = "grabbed1"
else if(state < GRAB_NECK)
if(isslime(affecting))
assailant << "<span class='notice'>You squeeze [affecting], but nothing interesting happens.</span>"
return
assailant.visible_message("<span class='warning'>[assailant] has reinforced \his grip on [affecting] (now neck)!</span>")
state = GRAB_NECK
icon_state = "grabbed+1"
if(!affecting.buckled)
affecting.loc = assailant.loc
affecting.attack_log += "\[[time_stamp()]\] <font color='orange'>Has had their neck grabbed by [assailant.name] ([assailant.ckey])</font>"
assailant.attack_log += "\[[time_stamp()]\] <font color='red'>Grabbed the neck of [affecting.name] ([affecting.ckey])</font>"
msg_admin_attack("[key_name(assailant)] grabbed the neck of [key_name(affecting)]")
hud.icon_state = "disarm/kill"
hud.name = "disarm/kill"
else if(state < GRAB_UPGRADING)
assailant.visible_message("<span class='danger'>[assailant] starts to tighten \his grip on [affecting]'s neck!</span>")
hud.icon_state = "disarm/kill1"
state = GRAB_UPGRADING
if(do_after(assailant, UPGRADE_KILL_TIMER))
if(state == GRAB_KILL)
return
if(!affecting)
del(src)
return
if(!assailant.canmove || assailant.lying)
del(src)
return
state = GRAB_KILL
assailant.visible_message("<span class='danger'>[assailant] has tightened \his grip on [affecting]'s neck!</span>")
affecting.attack_log += "\[[time_stamp()]\] <font color='orange'>Has been strangled (kill intent) by [assailant.name] ([assailant.ckey])</font>"
assailant.attack_log += "\[[time_stamp()]\] <font color='red'>Strangled (kill intent) [affecting.name] ([affecting.ckey])</font>"
msg_admin_attack("[key_name(assailant)] strangled (kill intent) [key_name(affecting)]")
assailant.next_move = world.time + 10
affecting.losebreath += 1
else
assailant.visible_message("<span class='warning'>[assailant] was unable to tighten \his grip on [affecting]'s neck!</span>")
hud.icon_state = "disarm/kill"
state = GRAB_NECK
//This is used to make sure the victim hasn't managed to yackety sax away before using the grab.
/obj/item/weapon/grab/proc/confirm()
if(!assailant || !affecting)
del(src)
return 0
if(affecting)
if(!isturf(assailant.loc) || ( !isturf(affecting.loc) || assailant.loc != affecting.loc && get_dist(assailant, affecting) > 1) )
del(src)
return 0
return 1
/obj/item/weapon/grab/attack(mob/M, mob/user)
if(!affecting)
return
if(M == affecting)
s_click(hud)
return
if(M == assailant && state >= GRAB_AGGRESSIVE)
var/can_eat
if((FAT in user.mutations) && ismonkey(affecting))
can_eat = 1
else
var/mob/living/carbon/human/H = user
if(istype(H) && H.species.gluttonous)
if(H.species.gluttonous == 2)
can_eat = 2
else if(!ishuman(affecting) && !ismonkey(affecting) && (affecting.small || iscarbon(affecting)))
can_eat = 1
if(can_eat)
var/mob/living/carbon/attacker = user
user.visible_message("<span class='danger'>[user] is attempting to devour [affecting]!</span>")
if(can_eat == 2)
if(!do_mob(user, affecting)||!do_after(user, 30)) return
else
if(!do_mob(user, affecting)||!do_after(user, 100)) return
user.visible_message("<span class='danger'>[user] devours [affecting]!</span>")
affecting.loc = user
attacker.stomach_contents.Add(affecting)
del(src)
/obj/item/weapon/grab/dropped()
del(src)
/obj/item/weapon/grab/Del()
del(hud)
..()