/* 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 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( 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/mode_name = null var/requires_two_hands var/wielded_icon = "gun_wielded" var/next_fire_time = 0 var/sel_mode = 1 //index of the currently selected mode var/list/firemodes = list() //aiming system stuff var/keep_aim = 1 //1 for keep shooting until aim is lowered //0 for one bullet after tarrget moves and aim is lowered 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/told_cant_shoot = 0 //So that it doesn't spam them with the fact they cannot hit them. var/tmp/lock_time = -100 /obj/item/weapon/gun/New() ..() for(var/i in 1 to firemodes.len) firemodes[i] = new /datum/firemode(src, firemodes[i]) if(isnull(scoped_accuracy)) scoped_accuracy = accuracy /obj/item/weapon/gun/update_held_icon() if(requires_two_hands) var/mob/living/M = loc if(istype(M)) if(M.item_is_in_hands(src) && !M.hands_are_full()) name = "[initial(name)] (wielded)" item_state = wielded_icon else name = initial(name) item_state = initial(item_state) update_icon(ignore_inhands=1) // In case item_state is set somewhere else. ..() //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 var/mob/living/M = user if(HULK in M.mutations) M << "Your fingers are much too large for the trigger guard!" 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 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 if(user && user.a_intent == I_HELP) //regardless of what happens, refuse to shoot if help intent is on user << "You refrain from firing your [src] as your intent is set to help." 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 == O_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(!special_check(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 var/held_acc_mod = 0 var/held_disp_mod = 0 if(requires_two_hands) if(user.item_is_in_hands(src) && user.hands_are_full()) held_acc_mod = -3 held_disp_mod = 3 //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)] + held_acc_mod var/disp = dispersion[min(i, dispersion.len)] + held_disp_mod 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) update_icon() if(i < burst) sleep(burst_delay) if(!(target && target.loc)) target = targloc pointblank = 0 admin_attack_log(usr, attacker_message="Fired [src]", admin_message="fired a gun ([src]) (MODE: [src.mode_name]) [reflex ? "by reflex" : "manually"].") //update timing user.setClickCooldown(4) user.setMoveCooldown(move_delay) next_fire_time = world.time + fire_delay if(muzzle_flash) set_light(0) //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 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) if(silenced) playsound(user, fire_sound, 10, 1) else playsound(user, fire_sound, 50, 1) 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) 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 /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 //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, var/target_zone, var/params=null) var/obj/item/projectile/P = projectile if(!istype(P)) return 0 //default behaviour only applies to true projectiles if(params) P.set_clickpoint(params) //shooting while in shock var/x_offset = 0 var/y_offset = 0 if(istype(user, /mob/living/carbon)) var/mob/living/carbon/mob = user if(mob.shock_stage > 120) y_offset = rand(-2,2) x_offset = rand(-2,2) else if(mob.shock_stage > 70) y_offset = rand(-1,1) x_offset = rand(-1,1) return !P.launch_from_gun(target, user, src, target_zone, x_offset, y_offset) //apart of reskins that have two sprites, touching may result in frustration and breaks /obj/item/weapon/gun/projectile/colt/detective/attack_hand(var/mob/living/user) if(!unique_reskin && loc == user) reskin_gun(user) return ..() //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("\red [user] sticks their gun in their mouth, ready to pull the trigger...") if(!do_after(user, 40)) M.visible_message("\blue [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(silenced) playsound(user, fire_sound, 10, 1) else playsound(user, fire_sound, 50, 1) if(istype(in_chamber, /obj/item/projectile/beam/lastertag)) user.show_message("You feel rather silly, trying to commit suicide with a toy.") mouthshoot = 0 return in_chamber.on_hit(M) if (in_chamber.damage_type != HALLOSS) 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() else user << "Ow..." user.apply_effect(110,AGONY,0) 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) //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(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) accuracy = initial(accuracy) recoil = initial(recoil) /obj/item/weapon/gun/examine(mob/user) ..() if(firemodes.len > 1) var/datum/firemode/current_mode = firemodes[sel_mode] user << "The fire selector is set to [current_mode.name]." /obj/item/weapon/gun/proc/switch_firemodes(mob/user) 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) user << "\The [src] is now set to [mode_name]." return new_mode /obj/item/weapon/gun/attack_self(mob/user) switch_firemodes(user)