/*
Defines a firing mode for a gun.
A firemode is created from a list of fire mode settings. Each setting modifies the value of the gun var with the same name.
If the fire mode value for a setting is null, it will be replaced with the initial value of that gun's variable when the firemode is created.
Obviously not compatible with variables that take a null value. If a setting is not present, then the corresponding var will not be modified.
*/
/datum/firemode
var/name = "default"
var/list/settings = list()
/datum/firemode/New(obj/item/weapon/gun/gun, list/properties = null)
..()
if(!properties) return
for(var/propname in properties)
var/propvalue = properties[propname]
if(propname == "mode_name")
name = propvalue
else if(isnull(propvalue))
settings[propname] = gun.vars[propname] //better than initial() as it handles list vars like burst_accuracy
else
settings[propname] = propvalue
/datum/firemode/proc/apply_to(obj/item/weapon/gun/gun)
for(var/propname in settings)
gun.vars[propname] = settings[propname]
//Parent gun type. Guns are weapons that can be aimed at mobs and act over a distance
/obj/item/weapon/gun
name = "gun"
desc = "Its a gun. It's pretty terrible, though."
icon = 'icons/obj/gun.dmi'
item_icons = list(//DEPRECATED. USE CONTAINED SPRITES IN FUTURE
slot_l_hand_str = 'icons/mob/items/lefthand_guns.dmi',
slot_r_hand_str = 'icons/mob/items/righthand_guns.dmi'
)
icon_state = "detective"
item_state = "gun"
flags = CONDUCT
slot_flags = SLOT_BELT|SLOT_HOLSTER
matter = list(DEFAULT_WALL_MATERIAL = 2000)
w_class = 3
throwforce = 5
throw_speed = 4
throw_range = 5
force = 5
origin_tech = list(TECH_COMBAT = 1)
attack_verb = list("struck", "hit", "bashed")
zoomdevicename = "scope"
var/burst = 1
var/fire_delay = 6 //delay after shooting before the gun can be used again
var/burst_delay = 2 //delay between shots, if firing in bursts
var/move_delay = 1
var/fire_sound = 'sound/weapons/Gunshot.ogg'
var/fire_sound_text = "gunshot"
var/recoil = 0 //screen shake
var/silenced = 0
var/muzzle_flash = 3
var/accuracy = 0 //accuracy is measured in tiles. +1 accuracy means that everything is effectively one tile closer for the purpose of miss chance, -1 means the opposite. launchers are not supported, at the moment.
var/scoped_accuracy = null
var/list/burst_accuracy = list(0) //allows for different accuracies for each shot in a burst. Applied on top of accuracy
var/list/dispersion = list(0)
var/reliability = 100
var/obj/item/device/firing_pin/pin = /obj/item/device/firing_pin//standard firing pin for most guns.
var/next_fire_time = 0
var/sel_mode = 1 //index of the currently selected mode
var/list/firemodes = list()
//wielding information
var/fire_delay_wielded = 0
var/recoil_wielded = 0
var/accuracy_wielded = 0
var/wielded = 0
var/needspin = TRUE
//aiming system stuff
var/multi_aim = 0 //Used to determine if you can target multiple people.
var/tmp/list/mob/living/aim_targets //List of who yer targeting.
var/tmp/mob/living/last_moved_mob //Used to fire faster at more than one person.
var/tmp/lock_time = -100
/obj/item/weapon/gun/Initialize(mapload)
. = ..()
for(var/i in 1 to firemodes.len)
firemodes[i] = new /datum/firemode(src, firemodes[i])
if(isnull(scoped_accuracy))
scoped_accuracy = accuracy
if (!pin && needspin)
pin = /obj/item/device/firing_pin
if(pin && needspin)
pin = new pin(src)
queue_icon_update()
//Checks whether a given mob can use the gun
//Any checks that shouldn't result in handle_click_empty() being called if they fail should go here.
//Otherwise, if you want handle_click_empty() to be called, check in consume_next_projectile() and return null there.
/obj/item/weapon/gun/proc/special_check(var/mob/user)
if(!istype(user, /mob/living))
return 0
if(!user.IsAdvancedToolUser())
return 0
if(user.disabilities & PACIFIST)
to_chat(user, "You don't want to risk harming anyone!")
return 0
var/mob/living/M = user
if(HULK in M.mutations)
M << "Your fingers are much too large for the trigger guard!"
return 0
if(ishuman(M))
var/mob/living/carbon/human/A = M
if(A.martial_art && A.martial_art.no_guns)
to_chat(A, "[A.martial_art.no_guns_message]")
return 0
if((CLUMSY in M.mutations) && prob(40)) //Clumsy handling
var/obj/P = consume_next_projectile()
if(P)
if(process_projectile(P, user, user, pick("l_foot", "r_foot")))
handle_post_fire(user, user)
user.visible_message(
"\The [user] shoots \himself in the foot with \the [src]!",
"You shoot yourself in the foot with \the [src]!"
)
M.drop_item()
else
handle_click_empty(user)
return 0
if(pin && needspin)
if(pin.pin_auth(user) || pin.emagged)
return 1
else
pin.auth_fail(user)
return 0
else
if(needspin)
to_chat(user, "[src]'s trigger is locked. This weapon doesn't have a firing pin installed!")
return 0
else
return 1
return 1
/obj/item/weapon/gun/emp_act(severity)
for(var/obj/O in contents)
O.emp_act(severity)
/obj/item/weapon/gun/afterattack(atom/A, mob/living/user, adjacent, params)
if(adjacent) return //A is adjacent, is the user, or is on the user's person
if(!user.aiming)
user.aiming = new(user)
if(user && user.client && user.aiming && user.aiming.active && user.aiming.aiming_at != A)
PreFire(A,user,params) //They're using the new gun system, locate what they're aiming at.
return
else
Fire(A,user,params) //Otherwise, fire normally.
/obj/item/weapon/gun/attack(atom/A, mob/living/user, def_zone)
if (A == user && user.zone_sel.selecting == "mouth" && !mouthshoot)
handle_suicide(user)
else if(user.a_intent == I_HURT) //point blank shooting
Fire(A, user, pointblank=1)
else
return ..() //Pistolwhippin'
/obj/item/weapon/gun/proc/Fire(atom/target, mob/living/user, clickparams, pointblank=0, reflex=0)
if(!user || !target) return
add_fingerprint(user)
if(user.client && (user.client.prefs.toggles_secondary & SAFETY_CHECK) && user.a_intent != I_HURT) //Check this first to save time.
user << "You refrain from firing, as you aren't on harm intent."
return
if(!special_check(user))
return
var/failure_chance = 100 - reliability
if(failure_chance && prob(failure_chance))
handle_reliability_fail(user)
return
if(world.time < next_fire_time)
if (world.time % 3) //to prevent spam
user << "[src] is not ready to fire again!"
return
var/shoot_time = (burst - 1)* burst_delay
user.setClickCooldown(shoot_time) //no clicking on things while shooting
user.setMoveCooldown(shoot_time) //no moving while shooting either
next_fire_time = world.time + shoot_time
//actually attempt to shoot
var/turf/targloc = get_turf(target) //cache this in case target gets deleted during shooting, e.g. if it was a securitron that got destroyed.
for(var/i in 1 to burst)
var/obj/projectile = consume_next_projectile(user)
if(!projectile)
handle_click_empty(user)
break
var/acc = burst_accuracy[min(i, burst_accuracy.len)]
var/disp = dispersion[min(i, dispersion.len)]
process_accuracy(projectile, user, target, acc, disp)
if(pointblank)
process_point_blank(projectile, user, target)
if(process_projectile(projectile, user, target, user.zone_sel.selecting, clickparams))
handle_post_fire(user, target, pointblank, reflex, i == burst)
update_icon()
if(i < burst)
sleep(burst_delay)
if(!(target && target.loc))
target = targloc
pointblank = 0
update_held_icon()
//update timing
user.setClickCooldown(DEFAULT_QUICK_COOLDOWN)
user.setMoveCooldown(move_delay)
next_fire_time = world.time + fire_delay
// Similar to the above proc, but does not require a user, which is ideal for things like turrets.
/obj/item/weapon/gun/proc/Fire_userless(atom/target)
if(!target)
return
if(world.time < next_fire_time)
return
var/shoot_time = (burst - 1)* burst_delay
next_fire_time = world.time + shoot_time
var/turf/targloc = get_turf(target) //cache this in case target gets deleted during shooting, e.g. if it was a securitron that got destroyed.
for(var/i in 1 to burst)
var/obj/projectile = consume_next_projectile()
if(!projectile)
handle_click_empty()
break
if(istype(projectile, /obj/item/projectile))
var/obj/item/projectile/P = projectile
var/acc = burst_accuracy[min(i, burst_accuracy.len)]
var/disp = dispersion[min(i, dispersion.len)]
P.accuracy = accuracy + acc
P.dispersion = disp
P.shot_from = src.name
P.silenced = silenced
P.launch_projectile(target)
if(silenced)
playsound(src, fire_sound, 10, 1)
else
playsound(src, fire_sound, 50, 1)
if (muzzle_flash)
set_light(muzzle_flash)
addtimer(CALLBACK(src, /atom/.proc/set_light, 0), 2, TIMER_UNIQUE | TIMER_OVERRIDE)
update_icon()
if(i < burst)
sleep(burst_delay)
if(!(target && target.loc))
target = targloc
//update timing
next_fire_time = world.time + fire_delay
accuracy = initial(accuracy) //Reset the gun's accuracy
//obtains the next projectile to fire
/obj/item/weapon/gun/proc/consume_next_projectile()
return null
//used by aiming code
/obj/item/weapon/gun/proc/can_hit(atom/target as mob, var/mob/living/user as mob)
if(!special_check(user))
return 2
//just assume we can shoot through glass and stuff. No big deal, the player can just choose to not target someone
//on the other side of a window if it makes a difference. Or if they run behind a window, too bad.
return (target in check_trajectory(target, user))
//called if there was no projectile to shoot
/obj/item/weapon/gun/proc/handle_click_empty(mob/user)
if (user)
user.visible_message("*click click*", "*click*")
else
src.visible_message("*click click*")
playsound(src.loc, 'sound/weapons/empty.ogg', 100, 1)
//called after successfully firing
/obj/item/weapon/gun/proc/handle_post_fire(mob/user, atom/target, var/pointblank=0, var/reflex=0, var/playemote = 1)
if(silenced)
playsound(user, fire_sound, 10, 1)
else
playsound(user, fire_sound, 50, 1)
if (playemote)
if(reflex)
user.visible_message(
"\The [user] fires \the [src][pointblank ? " point blank at \the [target]":""] by reflex!",
"You fire \the [src] by reflex!",
"You hear a [fire_sound_text]!"
)
else
user.visible_message(
"\The [user] fires \the [src][pointblank ? " point blank at \the [target]":""]!",
"You fire \the [src]!",
"You hear a [fire_sound_text]!"
)
if(muzzle_flash)
set_light(muzzle_flash)
addtimer(CALLBACK(src, /atom/.proc/set_light, 0), 2)
if(recoil)
spawn()
shake_camera(user, recoil+1, recoil)
update_icon()
/obj/item/weapon/gun/proc/process_point_blank(obj/projectile, mob/user, atom/target)
var/obj/item/projectile/P = projectile
if(!istype(P))
return //default behaviour only applies to true projectiles
//default point blank multiplier
var/damage_mult = 1.3
//determine multiplier due to the target being grabbed
if(ismob(target))
var/mob/M = target
if(M.grabbed_by.len)
var/grabstate = 0
for(var/obj/item/weapon/grab/G in M.grabbed_by)
grabstate = max(grabstate, G.state)
if(grabstate >= GRAB_NECK)
damage_mult = 2.5
else if(grabstate >= GRAB_AGGRESSIVE)
damage_mult = 1.5
P.damage *= damage_mult
//you can't miss at point blank..
P.can_miss = 1
/obj/item/weapon/gun/proc/process_accuracy(obj/projectile, mob/user, atom/target, acc_mod, dispersion)
var/obj/item/projectile/P = projectile
if(!istype(P))
return //default behaviour only applies to true projectiles
//Accuracy modifiers
P.accuracy = accuracy + acc_mod
P.dispersion = dispersion
//Increasing accuracy across the board, ever so slightly
P.accuracy += 1
//accuracy bonus from aiming
if (aim_targets && (target in aim_targets))
//If you aim at someone beforehead, it'll hit more often.
//Kinda balanced by fact you need like 2 seconds to aim
//As opposed to no-delay pew pew
P.accuracy += 2
//does the actual launching of the projectile
/obj/item/weapon/gun/proc/process_projectile(obj/projectile, mob/user, atom/target, target_zone, params)
var/obj/item/projectile/P = projectile
if(!istype(P))
return 0 //default behaviour only applies to true projectiles
//shooting while in shock
var/added_spread = 0
if(istype(user, /mob/living/carbon))
var/mob/living/carbon/mob = user
if(mob.shock_stage > 120)
added_spread = 30
else if(mob.shock_stage > 70)
added_spread = 15
return !P.launch_from_gun(target, target_zone, user, params, null, added_spread, src)
//Suicide handling.
/obj/item/weapon/gun/var/mouthshoot = 0 //To stop people from suiciding twice... >.>
/obj/item/weapon/gun/proc/handle_suicide(mob/living/user)
if(!ishuman(user))
return
var/mob/living/carbon/human/M = user
mouthshoot = 1
M.visible_message("[user] sticks their gun in their mouth, ready to pull the trigger...")
if(!do_after(user, 40))
M.visible_message("[user] decided life was worth living")
mouthshoot = 0
return
var/obj/item/projectile/in_chamber = consume_next_projectile()
if (istype(in_chamber))
user.visible_message("[user] pulls the trigger.")
if (!pin && needspin)//Checks the pin of the gun.
user.visible_message("*click click*")
mouthshoot = 0
return
if (!pin.pin_auth() && needspin)
user.visible_message("*click click*")
mouthshoot = 0
return
if(silenced)
playsound(user, fire_sound, 10, 1)
else
playsound(user, fire_sound, 50, 1)
in_chamber.on_hit(M)
if (in_chamber.damage == 0)
user.show_message("You feel rather silly, trying to commit suicide with a toy.")
mouthshoot = 0
return
else if (in_chamber.damage_type == HALLOSS)
user << "Ow..."
user.apply_effect(110,AGONY,0)
else
log_and_message_admins("[key_name(user)] commited suicide using \a [src]")
user.apply_damage(in_chamber.damage*2.5, in_chamber.damage_type, "head", used_weapon = "Point blank shot in the mouth with \a [in_chamber]", sharp=1)
user.death()
qdel(in_chamber)
mouthshoot = 0
return
else
handle_click_empty(user)
mouthshoot = 0
return
/obj/item/weapon/gun/proc/toggle_scope(var/zoom_amount=2.0, var/mob/user)
//looking through a scope limits your periphereal vision
//still, increase the view size by a tiny amount so that sniping isn't too restricted to NSEW
var/zoom_offset = round(world.view * zoom_amount)
var/view_size = round(world.view + zoom_amount)
var/scoped_accuracy_mod = zoom_offset
zoom(user, zoom_offset, view_size)
if(zoom)
accuracy = scoped_accuracy + scoped_accuracy_mod
if(recoil)
recoil = round(recoil*zoom_amount+1) //recoil is worse when looking through a scope
//make sure accuracy and recoil are reset regardless of how the item is unzoomed.
/obj/item/weapon/gun/zoom()
..()
if(!zoom)
if(can_wield() && wielded)
if(accuracy_wielded)
accuracy = accuracy_wielded
else
accuracy = initial(accuracy)
if(recoil_wielded)
recoil = recoil_wielded
else
recoil = initial(recoil)
else
accuracy = initial(accuracy)
recoil = initial(recoil)
/obj/item/weapon/gun/examine(mob/user)
..()
if(needspin)
if(pin)
to_chat(user, "\The [pin] is installed in the trigger mechanism.")
else
to_chat(user, "It doesn't have a firing pin installed, and won't fire.")
if(firemodes.len > 1)
var/datum/firemode/current_mode = firemodes[sel_mode]
to_chat(user, "The fire selector is set to [current_mode.name].")
/obj/item/weapon/gun/proc/switch_firemodes()
if(firemodes.len <= 1)
return null
sel_mode++
if(sel_mode > firemodes.len)
sel_mode = 1
var/datum/firemode/new_mode = firemodes[sel_mode]
new_mode.apply_to(src)
return new_mode
/obj/item/weapon/gun/attack_self(mob/user)
var/datum/firemode/new_mode = switch_firemodes(user)
if(new_mode)
user << "\The [src] is now set to [new_mode.name]."
//Handling of rifles and two-handed weapons.
/obj/item/weapon/gun/proc/can_wield()
return 0
/obj/item/weapon/gun/proc/toggle_wield(mob/user as mob)
if(!can_wield())
return
if(!istype(user.get_active_hand(), /obj/item/weapon/gun))
user << "You need to be holding the [name] in your active hand"
return
if(!istype(user, /mob/living/carbon/human))
user << "It's too heavy for you to stabilize properly."
return
var/mob/living/carbon/human/M = user
if(istype(M.species, /datum/species/monkey))
user << "It's too heavy for you to stabilize properly."
return
if(wielded)
unwield()
user << "You are no-longer stabilizing the [name] with both hands."
var/obj/item/weapon/gun/offhand/O = user.get_inactive_hand()
if(O && istype(O))
O.unwield()
else
O = user.get_active_hand()
if(O && istype(O))
O.unwield()
return
else
if(user.get_inactive_hand())
user << "You need your other hand to be empty."
return
wield()
user << "You stabilize the [initial(name)] with both hands."
var/obj/item/weapon/gun/offhand/O = new(user)
O.name = "[initial(name)] - offhand"
O.desc = "Your second grip on the [initial(name)]."
user.put_in_inactive_hand(O)
return
/obj/item/weapon/gun/proc/unwield()
wielded = 0
if(fire_delay_wielded)
fire_delay = initial(fire_delay)
if(recoil_wielded)
recoil = initial(recoil)
if(accuracy_wielded)
accuracy = initial(accuracy)
update_icon()
update_held_icon()
/obj/item/weapon/gun/proc/wield()
wielded = 1
if(fire_delay_wielded)
fire_delay = fire_delay_wielded
if(recoil_wielded)
recoil = recoil_wielded
if(accuracy_wielded)
accuracy = accuracy_wielded
update_icon()
update_held_icon()
/obj/item/weapon/gun/mob_can_equip(M as mob, slot)
//Cannot equip wielded items.
if(can_wield())
if(wielded)
M << "Lower the [initial(name)] first!"
return 0
return ..()
/obj/item/weapon/gun/dropped(mob/living/user as mob)
..()
//Unwields the item when dropped, deletes the offhand
if(can_wield())
if(user)
var/obj/item/weapon/gun/O = user.get_inactive_hand()
if(istype(O))
O.unwield()
return unwield()
/obj/item/weapon/gun/pickup(mob/user)
if(can_wield())
unwield()
///////////OFFHAND///////////////
/obj/item/weapon/gun/offhand
w_class = 5.0
icon = 'icons/obj/weapons.dmi'
icon_state = "offhand"
item_state = "nothing"
name = "offhand"
needspin = FALSE
unwield()
if (ismob(loc))
var/mob/the_mob = loc
the_mob.drop_from_inventory(src)
else
qdel(src)
wield()
if (ismob(loc))
var/mob/the_mob = loc
the_mob.drop_from_inventory(src)
else
qdel(src)
dropped(mob/living/user as mob)
if(user)
var/obj/item/weapon/gun/O = user.get_inactive_hand()
if(istype(O))
user << "You are no-longer stabilizing the [name] with both hands."
O.unwield()
unwield()
if (!QDELETED(src))
qdel(src)
mob_can_equip(M as mob, slot)
return 0
obj/item/weapon/gun/Destroy()
if (istype(pin))
QDEL_NULL(pin)
return ..()
/obj/item/weapon/gun/proc/handle_reliability_fail(var/mob/user)
var/severity = 1
if(prob(100-reliability))
severity = 2
if(prob(100-reliability))
severity = 3
switch(severity)
if(1)
small_fail(user)
if(2)
medium_fail(user)
else
critical_fail(user)
/obj/item/weapon/gun/proc/small_fail(var/mob/user)
return
/obj/item/weapon/gun/proc/medium_fail(var/mob/user)
return
/obj/item/weapon/gun/proc/critical_fail(var/mob/user)
return
/obj/item/weapon/gun/attackby(var/obj/item/I as obj, var/mob/user as mob)
if(!pin)
return ..()
if(isscrewdriver(I))
visible_message("[user] begins to try and pry out [src]'s firing pin!")
if(do_after(user,45 SECONDS,act_target = src))
if(pin.durable)
visible_message("[user] pops the [pin] out of [src]!")
pin.forceMove(get_turf(src))
pin = null//clear it out.
else
user.visible_message(
"[user] breaks some electronics free from [src] with a crack.",
"You apply a bit too much force to [pin], and it breaks in two. Oops.",
"You hear a metallic crack.")
qdel(pin)
pin = null
.=..()