/obj/item/weapon/arrow/standard
name = "arrow"
desc = "It's got a tip for you - get the point?"
icon = 'icons/obj/guns/projectile/bows.dmi'
icon_state = "arrow"
item_state = "bolt"
throwforce = 8
w_class = ITEMSIZE_NORMAL
sharp = TRUE
edge = FALSE
/obj/item/weapon/arrow/energy
name = "hardlight arrow"
desc = "An arrow made out of energy! Classic?"
icon = 'icons/obj/guns/projectile/bows.dmi'
icon_state = "hardlight"
item_state = "bolt"
throwforce = 10
w_class = ITEMSIZE_NORMAL
sharp = FALSE
edge = TRUE
/obj/item/weapon/arrow/energy/throw_impact(atom/hit_atom)
. = ..()
qdel(src)
/obj/item/weapon/gun/launcher/crossbow/bow
name = "shortbow"
desc = "A common shortbow, capable of firing arrows at high speed towards a target. Useful for hunting while keeping quiet."
icon = 'icons/obj/guns/projectile/bows.dmi'
icon_override = 'icons/obj/guns/projectile/bows.dmi'
icon_state = "bow"
item_state = "bow"
fire_sound = 'sound/weapons/punchmiss.ogg' // TODO: Decent THWOK noise.
fire_sound_text = "a solid thunk"
fire_delay = 25
slot_flags = SLOT_BACK
tension = 3
var/drawn = FALSE
/obj/item/weapon/gun/launcher/crossbow/bow/proc/unload(mob/user)
var/obj/item/weapon/arrow/A = bolt
bolt = null
drawn = FALSE
A.forceMove(get_turf(user))
user.put_in_hands(A)
/obj/item/weapon/gun/launcher/crossbow/bow/consume_next_projectile(mob/user)
if(!drawn)
to_chat(user, "\The [src] is not drawn back!")
return null
return bolt
/obj/item/weapon/gun/launcher/crossbow/bow/handle_post_fire(mob/user, atom/target)
bolt = null
drawn = FALSE
update_icon()
..()
/obj/item/weapon/gun/launcher/crossbow/bow/attack_self(mob/living/user)
if(bolt)
user.visible_message("[user] relaxes the tension on [src]'s string and removes [bolt].","You relax the tension on [src]'s string and remove [bolt].")
unload(user)
update_icon()
else
draw(user)
/obj/item/weapon/gun/launcher/crossbow/bow/draw(var/mob/user)
if(!bolt)
to_chat(user, "You don't have anything nocked to [src].")
return
if(user.restrained())
return
current_user = user
user.visible_message("[user] begins to draw back the string of [src].","You begin to draw back the string of [src].")
if(do_after(user, 25, src, exclusive = TASK_ALL_EXCLUSIVE))
drawn = TRUE
user.visible_message("[user] draws the string on [src] back fully!", "You draw the string on [src] back fully!")
else
user.visible_message("[user] stops drawing and relaxes the string of [src].","You stop drawing back and relax the string of [src].")
drawn = FALSE
update_icon()
/obj/item/weapon/gun/launcher/crossbow/bow/attackby(obj/item/W as obj, mob/user)
if(!bolt && istype(W,/obj/item/weapon/arrow/standard))
user.drop_from_inventory(W, src)
bolt = W
user.visible_message("[user] slides [bolt] into [src].","You slide [bolt] into [src].")
update_icon()
/obj/item/weapon/gun/launcher/crossbow/bow/update_icon()
if(drawn)
icon_state = "[initial(icon_state)]_firing"
else if(bolt)
icon_state = "[initial(icon_state)]_loaded"
else
icon_state = "[initial(icon_state)]"
/obj/item/weapon/gun/launcher/crossbow/bow/hardlight
name = "hardlight bow"
icon_state = "bow_hardlight"
item_state = "bow_hardlight"
desc = "An energy bow, capable of producing arrows from an internal power supply."
/obj/item/weapon/gun/launcher/crossbow/bow/hardlight/unload(mob/user)
qdel_null(bolt)
/obj/item/weapon/gun/launcher/crossbow/bow/hardlight/attack_self(mob/living/user)
if(drawn)
user.visible_message("[user] relaxes the tension on [src]'s string.","You relax the tension on [src]'s string.")
drawn = FALSE
update_icon()
else if(!bolt)
user.visible_message("[user] fabricates a new hardlight projectile with [src].","You fabricate a new hardlight projectile with [src].")
bolt = new /obj/item/weapon/arrow/energy(src)
update_icon()
else
draw(user)