/* #define BRUTE "brute" #define BURN "burn" #define TOX "tox" #define OXY "oxy" #define CLONE "clone" #define ADD "add" #define SET "set" */ /obj/item/projectile name = "projectile" icon = 'icons/obj/projectiles.dmi' icon_state = "bullet" density = 1 unacidable = 1 anchored = 1 //There's a reason this is here, Mport. God fucking damn it -Agouri. Find&Fix by Pete. The reason this is here is to stop the curving of emitter shots. pass_flags = PASSTABLE mouse_opacity = 0 var/bumped = 0 //Prevents it from hitting more than one guy at once var/def_zone = "" //Aiming at var/mob/firer = null//Who shot it var/silenced = 0 //Attack message var/yo = null var/xo = null var/current = null var/shot_from = "" // name of the object which shot us var/atom/original = null // the target clicked (not necessarily where the projectile is headed). Should probably be renamed to 'target' or something. var/turf/starting = null // the projectile's starting turf var/list/permutated = list() // we've passed through these atoms, don't try to hit them again var/p_x = 16 var/p_y = 16 // the pixel location of the tile that the player clicked. Default is the center var/accuracy = 0 var/dispersion = 0.0 var/damage = 10 var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE, HALLOSS are the only things that should be in here var/nodamage = 0 //Determines if the projectile will skip any damage inflictions var/taser_effect = 0 //If set then the projectile will apply it's agony damage using stun_effect_act() to mobs it hits, and other damage will be ignored var/check_armour = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb //Cael - bio and rad are also valid var/projectile_type = /obj/item/projectile var/penetrating = 0 //If greater than zero, the projectile will pass through dense objects as specified by on_penetrate() var/kill_count = 50 //This will de-increment every process(). When 0, it will delete the projectile. //Effects var/incendiary = 0 //1 for ignite on hit, 2 for trail of fire. 3 maybe later for burst of fire around the impact point. - Mech var/flammability = 0 //Amount of fire stacks to add for the above. var/stun = 0 var/weaken = 0 var/paralyze = 0 var/irradiate = 0 var/stutter = 0 var/eyeblur = 0 var/drowsy = 0 var/agony = 0 var/reflected = 0 // This should be set to 1 if reflected by any means, to prevent infinite reflections. embed_chance = 0 //Base chance for a projectile to embed var/hitscan = 0 // whether the projectile should be hitscan var/step_delay = 1 // the delay between iterations if not a hitscan projectile // effect types to be used var/muzzle_type var/tracer_type var/impact_type var/vacuum_traversal = 1 //Determines if the projectile can exist in vacuum, if false, the projectile will be deleted if it enters vacuum. var/datum/plot_vector/trajectory // used to plot the path of the projectile var/datum/vector_loc/location // current location of the projectile in pixel space var/matrix/effect_transform // matrix to rotate and scale projectile effects - putting it here so it doesn't // have to be recreated multiple times //TODO: make it so this is called more reliably, instead of sometimes by bullet_act() and sometimes not /obj/item/projectile/proc/on_hit(var/atom/target, var/blocked = 0, var/def_zone = null) if(blocked >= 100) return 0//Full block if(!isliving(target)) return 0 // if(isanimal(target)) return 0 var/mob/living/L = target L.apply_effects(stun, weaken, paralyze, irradiate, stutter, eyeblur, drowsy, agony, blocked, incendiary, flammability) // add in AGONY! return 1 //called when the projectile stops flying because it collided with something /obj/item/projectile/proc/on_impact(var/atom/A) impact_effect(effect_transform) // generate impact effect return //Checks if the projectile is eligible for embedding. Not that it necessarily will. /obj/item/projectile/proc/can_embed() //embed must be enabled and damage type must be brute if(embed_chance == 0 || damage_type != BRUTE) return 0 return 1 /obj/item/projectile/proc/get_structure_damage() if(damage_type == BRUTE || damage_type == BURN) return damage return 0 //return 1 if the projectile should be allowed to pass through after all, 0 if not. /obj/item/projectile/proc/check_penetrate(var/atom/A) return 1 /obj/item/projectile/proc/check_fire(atom/target as mob, var/mob/living/user as mob) //Checks if you can hit them or not. check_trajectory(target, user, pass_flags, flags) //sets the click point of the projectile using mouse input params /obj/item/projectile/proc/set_clickpoint(var/params) var/list/mouse_control = params2list(params) if(mouse_control["icon-x"]) p_x = text2num(mouse_control["icon-x"]) if(mouse_control["icon-y"]) p_y = text2num(mouse_control["icon-y"]) //randomize clickpoint a bit based on dispersion if(dispersion) var/radius = round((dispersion*0.443)*world.icon_size*0.8) //0.443 = sqrt(pi)/4 = 2a, where a is the side length of a square that shares the same area as a circle with diameter = dispersion p_x = between(0, p_x + rand(-radius, radius), world.icon_size) p_y = between(0, p_y + rand(-radius, radius), world.icon_size) //called to launch a projectile /obj/item/projectile/proc/launch(atom/target, var/target_zone, var/x_offset=0, var/y_offset=0, var/angle_offset=0) var/turf/curloc = get_turf(src) var/turf/targloc = get_turf(target) if (!istype(targloc) || !istype(curloc)) return 1 if(targloc == curloc) //Shooting something in the same turf target.bullet_act(src, target_zone) on_impact(target) qdel(src) return 0 original = target def_zone = target_zone spawn() setup_trajectory(curloc, targloc, x_offset, y_offset, angle_offset) //plot the initial trajectory process() return 0 //called to launch a projectile from a gun /obj/item/projectile/proc/launch_from_gun(atom/target, mob/user, obj/item/weapon/gun/launcher, var/target_zone, var/x_offset=0, var/y_offset=0) if(user == target) //Shooting yourself user.bullet_act(src, target_zone) on_impact(user) qdel(src) return 0 loc = get_turf(user) //move the projectile out into the world firer = user shot_from = launcher.name silenced = launcher.silenced return launch(target, target_zone, x_offset, y_offset) //Used to change the direction of the projectile in flight. /obj/item/projectile/proc/redirect(var/new_x, var/new_y, var/atom/starting_loc, var/mob/new_firer=null) var/turf/new_target = locate(new_x, new_y, src.z) original = new_target if(new_firer) firer = src setup_trajectory(starting_loc, new_target) //Called when the projectile intercepts a mob. Returns 1 if the projectile hit the mob, 0 if it missed and should keep flying. /obj/item/projectile/proc/attack_mob(var/mob/living/target_mob, var/distance, var/miss_modifier=0) if(!istype(target_mob)) return //roll to-hit miss_modifier = max(15*(distance-2) - round(15*accuracy) + miss_modifier + round(15*target_mob.get_evasion()), 0) var/hit_zone = get_zone_with_miss_chance(def_zone, target_mob, miss_modifier, ranged_attack=(distance > 1 || original != target_mob)) //if the projectile hits a target we weren't originally aiming at then retain the chance to miss var/result = PROJECTILE_FORCE_MISS if(hit_zone) def_zone = hit_zone //set def_zone, so if the projectile ends up hitting someone else later (to be implemented), it is more likely to hit the same part result = target_mob.bullet_act(src, def_zone) if(result == PROJECTILE_FORCE_MISS) if(!silenced) visible_message("\The [src] misses [target_mob] narrowly!") return 0 //hit messages if(silenced) target_mob << "You've been hit in the [parse_zone(def_zone)] by \the [src]!" else visible_message("\The [target_mob] is hit by \the [src] in the [parse_zone(def_zone)]!")//X has fired Y is now given by the guns so you cant tell who shot you if you could not see the shooter //admin logs if(!no_attack_log) if(istype(firer, /mob)) var/attacker_message = "shot with \a [src.type]" var/victim_message = "shot with \a [src.type]" var/admin_message = "shot (\a [src.type])" admin_attack_log(firer, target_mob, attacker_message, victim_message, admin_message) else if(target_mob) // Sometimes the target_mob gets gibbed or something. target_mob.attack_log += "\[[time_stamp()]\] UNKNOWN SUBJECT (No longer exists) shot [target_mob]/[target_mob.ckey] with \a [src]" msg_admin_attack("UNKNOWN shot [target_mob] ([target_mob.ckey]) with \a [src] (JMP)") //sometimes bullet_act() will want the projectile to continue flying if (result == PROJECTILE_CONTINUE) return 0 return 1 /obj/item/projectile/Bump(atom/A as mob|obj|turf|area, forced=0) if(A == src) return 0 //no if(A == firer) loc = A.loc return 0 //cannot shoot yourself if((bumped && !forced) || (A in permutated)) return 0 var/passthrough = 0 //if the projectile should continue flying var/distance = get_dist(starting,loc) bumped = 1 if(ismob(A)) var/mob/M = A if(istype(A, /mob/living)) //if they have a neck grab on someone, that person gets hit instead var/obj/item/weapon/grab/G = locate() in M if(G && G.state >= GRAB_NECK) visible_message("\The [M] uses [G.affecting] as a shield!") if(Bump(G.affecting, forced=1)) return //If Bump() returns 0 (keep going) then we continue on to attack M. passthrough = !attack_mob(M, distance) else passthrough = 1 //so ghosts don't stop bullets else passthrough = (A.bullet_act(src, def_zone) == PROJECTILE_CONTINUE) //backwards compatibility if(isturf(A)) for(var/obj/O in A) O.bullet_act(src) for(var/mob/living/M in A) attack_mob(M, distance) //penetrating projectiles can pass through things that otherwise would not let them if(!passthrough && penetrating > 0) if(check_penetrate(A)) passthrough = 1 penetrating-- //the bullet passes through a dense object! if(passthrough) //move ourselves onto A so we can continue on our way. if(A) if(istype(A, /turf)) loc = A else loc = A.loc permutated.Add(A) bumped = 0 //reset bumped variable! return 0 //stop flying on_impact(A) density = 0 invisibility = 101 qdel(src) return 1 /obj/item/projectile/ex_act() return //explosions probably shouldn't delete projectiles /obj/item/projectile/CanPass(atom/movable/mover, turf/target, height=0, air_group=0) return 1 /obj/item/projectile/process() var/first_step = 1 spawn while(src && src.loc) if(kill_count-- < 1) on_impact(src.loc) //for any final impact behaviours qdel(src) return if((!( current ) || loc == current)) current = locate(min(max(x + xo, 1), world.maxx), min(max(y + yo, 1), world.maxy), z) if((x == 1 || x == world.maxx || y == 1 || y == world.maxy)) qdel(src) return trajectory.increment() // increment the current location location = trajectory.return_location(location) // update the locally stored location data update_light() //energy projectiles will look glowy and fun if(!location) qdel(src) // if it's left the world... kill it return if (is_below_sound_pressure(get_turf(src)) && !vacuum_traversal) //Deletes projectiles that aren't supposed to bein vacuum if they leave pressurised areas qdel(src) return before_move() Move(location.return_turf()) if(!bumped && !isturf(original)) if(loc == get_turf(original)) if(!(original in permutated)) if(Bump(original)) return if(first_step) muzzle_effect(effect_transform) first_step = 0 else if(!bumped) tracer_effect(effect_transform) if(incendiary >= 2) var/trail_volume = (flammability * 0.10) new /obj/effect/decal/cleanable/liquid_fuel/flamethrower_fuel(src.loc, trail_volume, src.dir) if(!hitscan) sleep(step_delay) //add delay between movement iterations if it's not a hitscan weapon /obj/item/projectile/proc/before_move() return /obj/item/projectile/proc/setup_trajectory(turf/startloc, turf/targloc, var/x_offset = 0, var/y_offset = 0) // setup projectile state starting = startloc current = startloc yo = targloc.y - startloc.y + y_offset xo = targloc.x - startloc.x + x_offset // trajectory dispersion var/offset = 0 if(dispersion) var/radius = round(dispersion*9, 1) offset = rand(-radius, radius) // plot the initial trajectory trajectory = new() trajectory.setup(starting, original, pixel_x, pixel_y, angle_offset=offset) // generate this now since all visual effects the projectile makes can use it effect_transform = new() effect_transform.Scale(trajectory.return_hypotenuse(), 1) effect_transform.Turn(-trajectory.return_angle()) //no idea why this has to be inverted, but it works transform = turn(transform, -(trajectory.return_angle() + 90)) //no idea why 90 needs to be added, but it works /obj/item/projectile/proc/muzzle_effect(var/matrix/T) if(silenced) return if(ispath(muzzle_type)) var/obj/effect/projectile/M = new muzzle_type(get_turf(src)) if(istype(M)) M.set_transform(T) M.pixel_x = location.pixel_x M.pixel_y = location.pixel_y M.update_light() M.activate() /obj/item/projectile/proc/tracer_effect(var/matrix/M) if(ispath(tracer_type)) var/obj/effect/projectile/P = new tracer_type(location.loc) if(istype(P)) P.set_transform(M) P.pixel_x = location.pixel_x P.pixel_y = location.pixel_y P.update_light() if(!hitscan) P.activate(step_delay) //if not a hitscan projectile, remove after a single delay else P.activate() /obj/item/projectile/proc/impact_effect(var/matrix/M) if(ispath(tracer_type)) var/obj/effect/projectile/P = new impact_type(location.loc) if(istype(P)) P.set_transform(M) P.pixel_x = location.pixel_x P.pixel_y = location.pixel_y P.update_light() P.activate() //"Tracing" projectile /obj/item/projectile/test //Used to see if you can hit them. invisibility = 101 //Nope! Can't see me! yo = null xo = null var/result = 0 //To pass the message back to the gun. /obj/item/projectile/test/Bump(atom/A as mob|obj|turf|area) if(A == firer) loc = A.loc return //cannot shoot yourself if(istype(A, /obj/item/projectile)) return if(istype(A, /obj/structure/foamedmetal)) //Turrets can detect through foamed metal, but will have to blast through it. Similar to windows, if someone runs behind it, a person should probably just not shoot. return if(istype(A, /mob/living) || istype(A, /obj/mecha) || istype(A, /obj/vehicle)) result = 2 //We hit someone, return 1! return result = 1 return /obj/item/projectile/test/launch(atom/target) var/turf/curloc = get_turf(src) var/turf/targloc = get_turf(target) if(!curloc || !targloc) return 0 original = target //plot the initial trajectory setup_trajectory(curloc, targloc) return process(targloc) /obj/item/projectile/test/process(var/turf/targloc) while(src) //Loop on through! if(result) return (result - 1) if((!( targloc ) || loc == targloc)) targloc = locate(min(max(x + xo, 1), world.maxx), min(max(y + yo, 1), world.maxy), z) //Finding the target turf at map edge trajectory.increment() // increment the current location location = trajectory.return_location(location) // update the locally stored location data Move(location.return_turf()) var/mob/living/M = locate() in get_turf(src) if(istype(M)) //If there is someting living... return 1 //Return 1 else M = locate() in get_step(src,targloc) if(istype(M)) return 1 //Helper proc to check if you can hit them or not. /proc/check_trajectory(atom/target as mob|obj, atom/firer as mob|obj, var/pass_flags=PASSTABLE|PASSGLASS|PASSGRILLE, flags=null) if(!istype(target) || !istype(firer)) return 0 var/obj/item/projectile/test/trace = new /obj/item/projectile/test(get_turf(firer)) //Making the test.... //Set the flags and pass flags to that of the real projectile... if(!isnull(flags)) trace.flags = flags trace.pass_flags = pass_flags var/output = trace.launch(target) //Test it! qdel(trace) //No need for it anymore return output //Send it back to the gun!