/obj/item/ammo_casing name = "bullet casing" desc = "A bullet casing." icon = 'icons/obj/ammo.dmi' icon_state = "s-casing" randpixel = 10 obj_flags = OBJ_FLAG_CONDUCTABLE slot_flags = SLOT_BELT | SLOT_EARS throwforce = 1 w_class = WEIGHT_CLASS_TINY var/leaves_residue = 1 var/caliber = "" //Which kind of guns it can be loaded into var/max_stack = 5 // how many of us can fit in a pile var/projectile_type //The bullet type to create when New() is called var/obj/projectile/BB = null //The loaded bullet - make it so that the projectiles are created only when needed? var/spent_icon = "s-casing-spent" drop_sound = SFX_CASING_DROP pickup_sound = 'sound/items/pickup/ring.ogg' var/reload_sound = 'sound/weapons/reload_bullet.ogg' //sound that plays when inserted into gun. /obj/item/ammo_casing/feedback_hints(mob/user, distance, is_adjacent) . += ..() if (!BB) . += "This one is spent." /obj/item/ammo_casing/Initialize() . = ..() if(ispath(projectile_type)) BB = new projectile_type(src) else expend() // allows spawning spent casings by nulling projectile_type randpixel_xy() transform = turn(transform,rand(0,360)) /obj/item/ammo_casing/Destroy() QDEL_NULL(BB) . = ..() //removes the projectile from the ammo casing /obj/item/ammo_casing/proc/expend() . = BB BB = null set_dir(pick(GLOB.alldirs)) //spin spent casings update_icon() /obj/item/ammo_casing/attackby(obj/item/attacking_item, mob/user) if(attacking_item.tool_behaviour == TOOL_SCREWDRIVER) if(!BB) to_chat(user, SPAN_NOTICE("There is no bullet in the casing to inscribe anything into.")) return var/tmp_label = "" var/label_text = sanitizeSafe( tgui_input_text(user, "Inscribe some text into \the [initial(BB.name)]", "Inscription", tmp_label, MAX_NAME_LEN), MAX_NAME_LEN ) if(length(label_text) > 20) to_chat(user, SPAN_WARNING("The inscription can be at most 20 characters long.")) else if(!label_text) to_chat(user, SPAN_NOTICE("You scratch the inscription off of [initial(BB)].")) BB.name = initial(BB.name) else to_chat(user, SPAN_NOTICE("You inscribe \"[label_text]\" into \the [initial(BB.name)].")) BB.name = "[initial(BB.name)] (\"[label_text]\")" else if(istype(attacking_item, /obj/item/ammo_casing)) if(attacking_item.type != src.type) to_chat(user, SPAN_WARNING("Ammo of different types cannot stack!")) return if(max_stack == 1) to_chat(user, SPAN_WARNING("\The [src] cannot be stacked!")) return var/obj/item/ammo_casing/B = attacking_item if(!src.BB && B.BB) to_chat(user, SPAN_WARNING("That round is spent!")) return if(!B.BB && src.BB) to_chat(user, SPAN_WARNING("Your round is spent!")) return var/obj/item/ammo_pile/pile = new /obj/item/ammo_pile(get_turf(user), list(src, attacking_item)) user.put_in_hands(pile) ..() /obj/item/ammo_casing/update_icon() if(spent_icon && !BB) icon_state = spent_icon //Gun loading types #define SINGLE_CASING 1 //The gun only accepts ammo_casings. ammo_magazines should never have this as their mag_type. #define SPEEDLOADER 2 //Transfers casings from the mag to the gun when used. #define MAGAZINE 4 //The magazine item itself goes inside the gun //An item that holds casings and can be used to put them inside guns /obj/item/ammo_magazine name = "magazine" desc = "A magazine for some kind of gun." icon_state = "357" icon = 'icons/obj/ammo.dmi' obj_flags = OBJ_FLAG_CONDUCTABLE slot_flags = SLOT_BELT item_state = "box" matter = list(MATERIAL_STEEL = 500) throwforce = 5 w_class = WEIGHT_CLASS_SMALL throw_speed = 4 throw_range = 10 var/list/stored_ammo = list() var/mag_type = SPEEDLOADER //ammo_magazines can only be used with compatible guns. This is not a bitflag, the load_method var on guns is. var/caliber = "357" var/max_ammo = 7 /// Ammo type that is initially loaded var/ammo_type = /obj/item/ammo_casing var/initial_ammo = null var/multiple_sprites = FALSE //because BYOND doesn't support numbers as keys in associative lists var/list/icon_keys = list() //keys var/list/ammo_states = list() //values /// sound item plays when it is inserted into a gun. var/insert_sound = SFX_RELOAD_METAL_SLIDE /// sound item plays when it is ejected from a gun. var/eject_sound = 'sound/weapons/magazine_eject.ogg' drop_sound = 'sound/items/drop/ammo_magazine.ogg' pickup_sound = 'sound/items/pickup/ammo_magazine.ogg' /obj/item/ammo_magazine/feedback_hints(mob/user, distance, is_adjacent) . += ..() . += "There [(stored_ammo.len == 1)? "is" : "are"] [stored_ammo.len] round\s left!" /obj/item/ammo_magazine/Initialize() . = ..() if(multiple_sprites) initialize_magazine_icondata(src) if(isnull(initial_ammo)) initial_ammo = max_ammo if(initial_ammo) for(var/i in 1 to initial_ammo) stored_ammo += new ammo_type(src) update_icon() /obj/item/ammo_magazine/Destroy() QDEL_LIST(stored_ammo) . = ..() /obj/item/ammo_magazine/attackby(obj/item/attacking_item, mob/user) if(istype(attacking_item, /obj/item/ammo_casing)) var/obj/item/ammo_casing/C = attacking_item if(C.caliber != caliber) to_chat(user, SPAN_WARNING("[C] does not fit into [src].")) return if(stored_ammo.len >= max_ammo) to_chat(user, SPAN_WARNING("[src] is full!")) return user.remove_from_mob(C) C.forceMove(src) stored_ammo.Insert(1, C) //add to the head of the list update_icon() else if(istype(attacking_item, /obj/item/gun) && ishuman(user)) var/mob/living/carbon/human/H = user if(H.check_weapon_affinity(attacking_item)) // if we have gun-kata, we can reload by attacking a magazine attacking_item.attackby(src, user) /obj/item/ammo_magazine/attack_self(mob/user) if(!stored_ammo.len) to_chat(user, SPAN_NOTICE("[src] is already empty!")) return to_chat(user, SPAN_NOTICE("You empty [src].")) for(var/obj/item/ammo_casing/C in stored_ammo) C.forceMove(user.loc) playsound(C, SFX_CASING_DROP, 50, FALSE) C.set_dir(pick(GLOB.alldirs)) stored_ammo.Cut() update_icon() /obj/item/ammo_magazine/update_icon() if(multiple_sprites) //find the lowest key greater than or equal to stored_ammo.len var/new_state = null for(var/idx in 1 to icon_keys.len) var/ammo_count = icon_keys[idx] if (ammo_count >= stored_ammo.len) new_state = ammo_states[idx] break icon_state = (new_state)? new_state : initial(icon_state) if(!length(stored_ammo)) recyclable = TRUE else recyclable = FALSE //magazine icon state caching (caching lists are in SSicon_cache) /proc/initialize_magazine_icondata(var/obj/item/ammo_magazine/M) var/list/magazine_icondata_keys = SSicon_cache.magazine_icondata_keys var/list/magazine_icondata_states = SSicon_cache.magazine_icondata_states var/typestr = "[M.type]" if(!(typestr in magazine_icondata_keys) || !(typestr in magazine_icondata_states)) magazine_icondata_cache_add(M) M.icon_keys = magazine_icondata_keys[typestr] M.ammo_states = magazine_icondata_states[typestr] /proc/magazine_icondata_cache_add(var/obj/item/ammo_magazine/M) var/list/magazine_icondata_keys = SSicon_cache.magazine_icondata_keys var/list/magazine_icondata_states = SSicon_cache.magazine_icondata_states var/list/icon_keys = list() var/list/ammo_states = list() var/list/states = icon_states(M.icon) for(var/i = 0, i <= M.max_ammo, i++) var/ammo_state = "[M.icon_state]-[i]" if(ammo_state in states) icon_keys += i ammo_states += ammo_state magazine_icondata_keys["[M.type]"] = icon_keys magazine_icondata_states["[M.type]"] = ammo_states