mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-01-22 07:13:08 +00:00
219 lines
7.3 KiB
Plaintext
219 lines
7.3 KiB
Plaintext
/obj/item/ammo_casing
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name = "bullet casing"
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desc = "A bullet casing."
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icon = 'icons/obj/ammo.dmi'
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icon_state = "s-casing"
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randpixel = 10
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obj_flags = OBJ_FLAG_CONDUCTABLE
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slot_flags = SLOT_BELT | SLOT_EARS
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throwforce = 1
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w_class = ITEMSIZE_TINY
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var/leaves_residue = 1
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var/caliber = "" //Which kind of guns it can be loaded into
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var/max_stack = 5 // how many of us can fit in a pile
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var/projectile_type //The bullet type to create when New() is called
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var/obj/item/projectile/BB = null //The loaded bullet - make it so that the projectiles are created only when needed?
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var/spent_icon = "s-casing-spent"
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drop_sound = /singleton/sound_category/casing_drop_sound
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pickup_sound = 'sound/items/pickup/ring.ogg'
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var/reload_sound = 'sound/weapons/reload_bullet.ogg' //sound that plays when inserted into gun.
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/obj/item/ammo_casing/Initialize()
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. = ..()
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if(ispath(projectile_type))
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BB = new projectile_type(src)
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else
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expend() // allows spawning spent casings by nulling projectile_type
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randpixel_xy()
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transform = turn(transform,rand(0,360))
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/obj/item/ammo_casing/Destroy()
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QDEL_NULL(BB)
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. = ..()
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//removes the projectile from the ammo casing
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/obj/item/ammo_casing/proc/expend()
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. = BB
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BB = null
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set_dir(pick(GLOB.alldirs)) //spin spent casings
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update_icon()
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/obj/item/ammo_casing/attackby(obj/item/attacking_item, mob/user)
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if(attacking_item.isscrewdriver())
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if(!BB)
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to_chat(user, SPAN_NOTICE("There is no bullet in the casing to inscribe anything into."))
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return
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var/tmp_label = ""
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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 )
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if(length(label_text) > 20)
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to_chat(user, SPAN_WARNING("The inscription can be at most 20 characters long."))
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else if(!label_text)
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to_chat(user, SPAN_NOTICE("You scratch the inscription off of [initial(BB)]."))
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BB.name = initial(BB.name)
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else
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to_chat(user, SPAN_NOTICE("You inscribe \"[label_text]\" into \the [initial(BB.name)]."))
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BB.name = "[initial(BB.name)] (\"[label_text]\")"
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else if(istype(attacking_item, /obj/item/ammo_casing))
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if(attacking_item.type != src.type)
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to_chat(user, SPAN_WARNING("Ammo of different types cannot stack!"))
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return
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if(max_stack == 1)
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to_chat(user, SPAN_WARNING("\The [src] cannot be stacked!"))
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return
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if(!src.BB)
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to_chat(user, SPAN_WARNING("That round is spent!"))
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return
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var/obj/item/ammo_casing/B = attacking_item
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if(!B.BB)
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to_chat(user, SPAN_WARNING("Your round is spent!"))
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return
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var/obj/item/ammo_pile/pile = new /obj/item/ammo_pile(get_turf(user), list(src, attacking_item))
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user.put_in_hands(pile)
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..()
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/obj/item/ammo_casing/update_icon()
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if(spent_icon && !BB)
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icon_state = spent_icon
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/obj/item/ammo_casing/get_examine_text(mob/user, distance, is_adjacent, infix, suffix)
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. = ..()
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if (!BB)
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. += "This one is spent."
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//Gun loading types
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#define SINGLE_CASING 1 //The gun only accepts ammo_casings. ammo_magazines should never have this as their mag_type.
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#define SPEEDLOADER 2 //Transfers casings from the mag to the gun when used.
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#define MAGAZINE 4 //The magazine item itself goes inside the gun
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//An item that holds casings and can be used to put them inside guns
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/obj/item/ammo_magazine
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name = "magazine"
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desc = "A magazine for some kind of gun."
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icon_state = "357"
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icon = 'icons/obj/ammo.dmi'
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obj_flags = OBJ_FLAG_CONDUCTABLE
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slot_flags = SLOT_BELT
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item_state = "box"
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matter = list(DEFAULT_WALL_MATERIAL = 500)
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throwforce = 5
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w_class = ITEMSIZE_SMALL
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throw_speed = 4
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throw_range = 10
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var/list/stored_ammo = list()
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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.
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var/caliber = "357"
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var/max_ammo = 7
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/// Ammo type that is initially loaded
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var/ammo_type = /obj/item/ammo_casing
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var/initial_ammo = null
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var/multiple_sprites = FALSE
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//because BYOND doesn't support numbers as keys in associative lists
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var/list/icon_keys = list() //keys
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var/list/ammo_states = list() //values
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/// sound item plays when it is inserted into a gun.
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var/insert_sound = /singleton/sound_category/metal_slide_reload
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/// sound item plays when it is ejected from a gun.
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var/eject_sound = 'sound/weapons/magazine_eject.ogg'
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/obj/item/ammo_magazine/Initialize()
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. = ..()
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if(multiple_sprites)
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initialize_magazine_icondata(src)
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if(isnull(initial_ammo))
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initial_ammo = max_ammo
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if(initial_ammo)
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for(var/i in 1 to initial_ammo)
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stored_ammo += new ammo_type(src)
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update_icon()
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/obj/item/ammo_magazine/Destroy()
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QDEL_LIST(stored_ammo)
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. = ..()
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/obj/item/ammo_magazine/attackby(obj/item/attacking_item, mob/user)
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if(istype(attacking_item, /obj/item/ammo_casing))
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var/obj/item/ammo_casing/C = attacking_item
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if(C.caliber != caliber)
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to_chat(user, SPAN_WARNING("[C] does not fit into [src]."))
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return
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if(stored_ammo.len >= max_ammo)
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to_chat(user, SPAN_WARNING("[src] is full!"))
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return
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user.remove_from_mob(C)
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C.forceMove(src)
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stored_ammo.Insert(1, C) //add to the head of the list
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update_icon()
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else if(istype(attacking_item, /obj/item/gun) && ishuman(user))
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var/mob/living/carbon/human/H = user
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if(H.check_weapon_affinity(attacking_item)) // if we have gun-kata, we can reload by attacking a magazine
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attacking_item.attackby(src, user)
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/obj/item/ammo_magazine/attack_self(mob/user)
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if(!stored_ammo.len)
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to_chat(user, SPAN_NOTICE("[src] is already empty!"))
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return
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to_chat(user, SPAN_NOTICE("You empty [src]."))
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for(var/obj/item/ammo_casing/C in stored_ammo)
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C.forceMove(user.loc)
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playsound(C, /singleton/sound_category/casing_drop_sound, 50, FALSE)
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C.set_dir(pick(GLOB.alldirs))
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stored_ammo.Cut()
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update_icon()
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/obj/item/ammo_magazine/update_icon()
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if(multiple_sprites)
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//find the lowest key greater than or equal to stored_ammo.len
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var/new_state = null
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for(var/idx in 1 to icon_keys.len)
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var/ammo_count = icon_keys[idx]
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if (ammo_count >= stored_ammo.len)
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new_state = ammo_states[idx]
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break
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icon_state = (new_state)? new_state : initial(icon_state)
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if(!length(stored_ammo))
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recyclable = TRUE
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else
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recyclable = FALSE
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/obj/item/ammo_magazine/get_examine_text(mob/user, distance, is_adjacent, infix, suffix)
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. = ..()
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. += "There [(stored_ammo.len == 1)? "is" : "are"] [stored_ammo.len] round\s left!"
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//magazine icon state caching (caching lists are in SSicon_cache)
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/proc/initialize_magazine_icondata(var/obj/item/ammo_magazine/M)
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var/list/magazine_icondata_keys = SSicon_cache.magazine_icondata_keys
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var/list/magazine_icondata_states = SSicon_cache.magazine_icondata_states
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var/typestr = "[M.type]"
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if(!(typestr in magazine_icondata_keys) || !(typestr in magazine_icondata_states))
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magazine_icondata_cache_add(M)
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M.icon_keys = magazine_icondata_keys[typestr]
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M.ammo_states = magazine_icondata_states[typestr]
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/proc/magazine_icondata_cache_add(var/obj/item/ammo_magazine/M)
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var/list/magazine_icondata_keys = SSicon_cache.magazine_icondata_keys
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var/list/magazine_icondata_states = SSicon_cache.magazine_icondata_states
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var/list/icon_keys = list()
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var/list/ammo_states = list()
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var/list/states = icon_states(M.icon)
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for(var/i = 0, i <= M.max_ammo, i++)
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var/ammo_state = "[M.icon_state]-[i]"
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if(ammo_state in states)
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icon_keys += i
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ammo_states += ammo_state
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magazine_icondata_keys["[M.type]"] = icon_keys
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magazine_icondata_states["[M.type]"] = ammo_states
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