// Converted everything related to vampires from client procs to ability holders and used // the opportunity to do some clean-up as well (Convair880). /////////////////////////////////////////////////// Setup ////////////////////////////////////////// /mob/proc/make_vampire() if (ishuman(src) || iscritter(src)) if (ishuman(src)) var/datum/abilityHolder/vampire/A = src.get_ability_holder(/datum/abilityHolder/vampire) if (A && istype(A)) return var/datum/abilityHolder/vampire/V = src.add_ability_holder(/datum/abilityHolder/vampire) V.addAbility(/datum/targetable/vampire/vampire_bite) V.addAbility(/datum/targetable/vampire/blood_tracking) V.addAbility(/datum/targetable/vampire/cancel_stuns) V.addAbility(/datum/targetable/vampire/glare) V.addAbility(/datum/targetable/vampire/hypnotize) if (src.mind) src.mind.is_vampire = V spawn (25) // Don't remove. if (src) src.assign_gimmick_skull() else if (iscritter(src)) // For testing. Just give them all abilities that are compatible. var/mob/living/critter/C = src if (isnull(C.abilityHolder)) // They do have a critter AH by default...or should. var/datum/abilityHolder/vampire/A2 = C.add_ability_holder(/datum/abilityHolder/vampire) if (!A2 || !istype(A2, /datum/abilityHolder/)) return C.abilityHolder.addAbility(/datum/targetable/vampire/cancel_stuns/mk2) C.abilityHolder.addAbility(/datum/targetable/vampire/glare) C.abilityHolder.addAbility(/datum/targetable/vampire/hypnotize) C.abilityHolder.addAbility(/datum/targetable/vampire/plague_touch) C.abilityHolder.addAbility(/datum/targetable/vampire/phaseshift_vampire) C.abilityHolder.addAbility(/datum/targetable/vampire/call_bats) C.abilityHolder.addAbility(/datum/targetable/vampire/vampire_scream) C.abilityHolder.addAbility(/datum/targetable/vampire/enthrall) if (C.mind) C.mind.is_vampire = C.abilityHolder if (src.mind && src.mind.special_role != "omnitraitor") src << browse(grabResource("html/traitorTips/vampireTips.html"),"window=antagTips;titlebar=1;size=600x400;can_minimize=0;can_resize=0") else return ////////////////////////////////////////////////// Helper procs //////////////////////////////////////////////// // Just a little helper or two since vampire parameters aren't tracked by mob vars anymore. /mob/proc/get_vampire_blood(var/total_blood = 0) if (!isvampire(src)) return 0 var/datum/abilityHolder/vampire/AH = src.get_ability_holder(/datum/abilityHolder/vampire) if (AH && istype(AH)) if (total_blood) return AH.vamp_blood else return AH.points else return 0 /mob/proc/change_vampire_blood(var/change = 0, var/total_blood = 0, var/set_null = 0) if (!isvampire(src)) return var/datum/abilityHolder/vampire/AH = src.get_ability_holder(/datum/abilityHolder/vampire) if (AH && istype(AH)) if (total_blood) if (AH.vamp_blood < 0) AH.vamp_blood = 0 if (haine_blood_debug) logTheThing("debug", src, null, "HAINE BLOOD DEBUG: [src]'s vamp_blood dropped below 0 and was reset to 0") if (set_null == 1) AH.vamp_blood = 0 else AH.vamp_blood = max(AH.vamp_blood + change, 0) else if (AH.points < 0) AH.points = 0 if (haine_blood_debug) logTheThing("debug", src, null, "HAINE BLOOD DEBUG: [src]'s vamp_blood_remaining dropped below 0 and was reset to 0") if (set_null == 1) AH.points = 0 else AH.points = max(AH.points + change, 0) return /mob/proc/check_vampire_power(var/which_power = 3) // 1: thermal | 2: xray | 3: full power if (!isvampire(src)) return 0 if (!which_power) return 0 var/datum/abilityHolder/vampire/AH = src.get_ability_holder(/datum/abilityHolder/vampire) if (AH && istype(AH)) switch (which_power) if (1) if (AH.has_thermal == 1) return 1 else return 0 if (2) if (AH.has_xray == 1) return 1 else return 0 if (3) if (AH.has_fullpower == 1) return 1 else return 0 else return 0 else return 0 ////////////////////////////////////////////////// Ability holder ///////////////////////////////////////////// /obj/screen/ability/vampire clicked(params) var/datum/targetable/vampire/spell = owner var/datum/abilityHolder/holder = owner.holder if (!istype(spell)) return if (!spell.holder) return if(params["shift"] && params["ctrl"]) if(owner.waiting_for_hotkey) holder.cancel_action_binding() return else owner.waiting_for_hotkey = 1 src.updateIcon() boutput(usr, "Please press a number to bind this ability to...") return if (!isturf(owner.holder.owner.loc)) boutput(owner.holder.owner, "You can't use this spell here.") return if (spell.targeted && usr:targeting_spell == owner) usr:targeting_spell = null usr.update_cursor() return if (spell.targeted) if (world.time < spell.last_cast) return owner.holder.owner.targeting_spell = owner owner.holder.owner.update_cursor() else spawn spell.handleCast() return /datum/abilityHolder/vampire usesPoints = 1 regenRate = 0 tabName = "Vampire" notEnoughPointsMessage = "You need more blood to use this ability." var/vamp_blood = 0 points = 0 // Replaces the old vamp_blood_remaining var. var/vamp_blood_tracking = 1 var/mob/vamp_isbiting = null // Note: please use mob.get_vampire_blood() & mob.change_vampire_blood() instead of changing the numbers directly. // At the time of writing, sight (thermal, x-ray) and chapel checks can be found in human.dm. var/has_thermal = 0 var/has_xray = 0 var/has_fullpower = 0 // These are thresholds in relation to vamp_blood. Last_power exists only for unlock checks as stuff // might deduct something from vamp_blood, though it shouldn't happen on a regular basis. var/last_power = 0 var/level1 = 200 var/level2 = 300 var/level3 = 400 var/level4 = 600 var/level5 = 800 var/level6 = 1000 // Full power. onAbilityStat() // In the 'Vampire' tab. ..() stat("Blood:", src.vamp_blood) stat("Blood remaining:", src.points) return proc/blood_tracking_output(var/deduct = 0) if (!src.owner || !ismob(src.owner)) return if (!istype(src, /datum/abilityHolder/vampire)) return if (!src.vamp_blood_tracking) return if (deduct > 1) boutput(src.owner, __blue("You used [deduct] units of blood, and have [src.points - deduct] remaining.")) else boutput(src.owner, __blue("You have accumulated [src.vamp_blood] units of blood and [src.points] left to use.")) return proc/check_for_unlocks() if (!src.owner || !ismob(src.owner)) return if (!istype(src, /datum/abilityHolder/vampire)) return if (!src.last_power && src.vamp_blood >= src.level1) src.last_power = 1 src.has_thermal = 1 boutput(src.owner, __blue("

Your vampiric vision has improved (thermal)!

")) src.addAbility(/datum/targetable/vampire/plague_touch) if (src.last_power == 1 && src.vamp_blood >= src.level2) src.last_power = 2 src.addAbility(/datum/targetable/vampire/phaseshift_vampire) src.addAbility(/datum/targetable/vampire/radio_jammer) if (src.last_power == 2 && src.vamp_blood >= src.level3) src.last_power = 3 src.addAbility(/datum/targetable/vampire/call_bats) src.addAbility(/datum/targetable/vampire/vampire_scream) if (src.last_power == 3 && src.vamp_blood >= src.level4) src.last_power = 4 src.removeAbility(/datum/targetable/vampire/cancel_stuns) src.addAbility(/datum/targetable/vampire/cancel_stuns/mk2) src.addAbility(/datum/targetable/vampire/vamp_cloak) if (src.last_power == 4 && src.vamp_blood >= src.level5) src.last_power = 5 src.addAbility(/datum/targetable/vampire/enthrall) if (src.last_power == 5 && src.vamp_blood >= src.level6) src.last_power = 6 src.has_xray = 1 src.has_fullpower = 1 boutput(src.owner, __blue("

Your vampiric vision has improved (x-ray)!

")) boutput(src.owner, __blue("

You have attained full power and are now too powerful to be harmed or stopped by the chapel's aura.

")) return ///////////////////////////////////////////// Vampire spell parent ////////////////////////////////////////////////// // If you change the blood cost, cooldown etc of an ability, don't forget to update vampireTips.html too! // Notes: // - If an ability isn't available from the beginning, add an unlock_message to notify the player of unlocks. // - Vampire abilities are logged. Please keep it that way when you make additions. // - Add this snippet at the bottom of cast() if the ability isn't free. Optional but basic feedback for the player. // var/datum/abilityHolder/vampire/H = holder // if (istype(H)) H.blood_tracking_output(src.pointCost) // - You should also call the proc if you make the player pay for an interrupted attempt to use the ability, for // instance when employing do_mob() checks. /datum/targetable/vampire icon = 'icons/mob/critter_ui.dmi' icon_state = "template" // Vampire ability sprites don't exist yet. cooldown = 0 last_cast = 0 pointCost = 0 preferred_holder_type = /datum/abilityHolder/vampire var/when_stunned = 0 // 0: Never | 1: Ignore mob.stunned and mob.weakened | 2: Ignore all incapacitation vars var/not_when_handcuffed = 0 var/unlock_message = null New() var/obj/screen/ability/vampire/B = new /obj/screen/ability/vampire(null) B.icon = src.icon B.icon_state = src.icon_state B.owner = src B.name = src.name B.desc = src.desc src.object = B return onAttach(var/datum/abilityHolder/H) ..() // Start_on_cooldown check. if (src.unlock_message && src.holder && src.holder.owner) boutput(src.holder.owner, __blue("

[src.unlock_message]

")) return updateObject() ..() if (!src.object) src.object = new /obj/screen/ability/vampire() object.icon = src.icon object.owner = src if (src.last_cast > world.time) var/pttxt = "" if (pointCost) pttxt = " \[[pointCost]\]" object.name = "[src.name][pttxt] ([round((src.last_cast-world.time)/10)])" object.icon_state = src.icon_state + "_cd" else var/pttxt = "" if (pointCost) pttxt = " \[[pointCost]\]" object.name = "[src.name][pttxt]" object.icon_state = src.icon_state return proc/incapacitation_check(var/stunned_only_is_okay = 0) if (!holder) return 0 var/mob/living/M = holder.owner if (!M || !ismob(M)) return 0 switch (stunned_only_is_okay) if (0) if (M.stat != 0 || M.stunned > 0 || M.paralysis > 0 || M.weakened > 0) return 0 else return 1 if (1) if (M.stat != 0 || M.paralysis > 0) return 0 else return 1 else return 1 castcheck() if (!holder) return 0 var/mob/living/M = holder.owner if (!M) return 0 if (!(iscarbon(M) || iscritter(M))) boutput(M, __red("You cannot use any powers in your current form.")) return 0 if (M.transforming) boutput(M, __red("You can't use any powers right now.")) return 0 if (incapacitation_check(src.when_stunned) != 1) boutput(M, __red("You can't use this ability while incapacitated!")) return 0 if (src.not_when_handcuffed == 1 && M.restrained()) boutput(M, __red("You can't use this ability when restrained!")) return 0 if (istype(get_area(M), /area/station/chapel) && M.check_vampire_power(3) != 1) boutput(M, __red("Your powers do not work in this holy place!")) return 0 return 1 cast(atom/target) . = ..() actions.interrupt(holder.owner, INTERRUPT_ACT) return