//AMMUNITION /obj/item/weapon/arrow name = "bolt" desc = "It's got a tip for you - get the point?" icon = 'icons/obj/weapons.dmi' icon_state = "bolt" item_state = "bolt" throwforce = 8 w_class = 3.0 sharp = 1 edge = 0 /obj/item/weapon/arrow/proc/removed() //Helper for metal rods falling apart. return /obj/item/weapon/spike name = "alloy spike" desc = "It's about a foot of weird silver metal with a wicked point." sharp = 1 edge = 0 throwforce = 5 w_class = 2 icon = 'icons/obj/weapons.dmi' icon_state = "metal-rod" item_state = "bolt" /obj/item/weapon/arrow/quill name = "vox quill" desc = "A wickedly barbed quill from some bizarre animal." icon = 'icons/obj/weapons.dmi' icon_state = "quill" item_state = "quill" throwforce = 5 /obj/item/weapon/arrow/rod name = "metal rod" desc = "Don't cry for me, Orithena." icon_state = "metal-rod" /obj/item/weapon/arrow/rod/removed(mob/user) if(throwforce == 15) // The rod has been superheated - we don't want it to be useable when removed from the bow. user << "[src] shatters into a scattering of overstressed metal shards as it leaves the crossbow." var/obj/item/weapon/material/shard/shrapnel/S = new() S.loc = get_turf(src) qdel(src) /obj/item/weapon/gun/launcher/crossbow name = "powered crossbow" desc = "A 2557AD twist on an old classic. Pick up that can." icon = 'icons/obj/weapons.dmi' icon_state = "crossbow" item_state = "crossbow-solid" fire_sound = 'sound/weapons/punchmiss.ogg' // TODO: Decent THWOK noise. fire_sound_text = "a solid thunk" fire_delay = 25 slot_flags = SLOT_BACK var/obj/item/bolt var/tension = 0 // Current draw on the bow. var/max_tension = 5 // Highest possible tension. var/release_speed = 5 // Speed per unit of tension. var/obj/item/weapon/cell/cell = null // Used for firing superheated rods. var/current_user // Used to check if the crossbow has changed hands since being drawn. /obj/item/weapon/gun/launcher/crossbow/update_release_force() release_force = tension*release_speed /obj/item/weapon/gun/launcher/crossbow/consume_next_projectile(mob/user=null) if(tension <= 0) user << "\The [src] is not drawn back!" return null return bolt /obj/item/weapon/gun/launcher/crossbow/handle_post_fire(mob/user, atom/target) bolt = null tension = 0 update_icon() ..() /obj/item/weapon/gun/launcher/crossbow/attack_self(mob/living/user as mob) if(tension) 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].") bolt.loc = get_turf(src) var/obj/item/weapon/arrow/A = bolt bolt = null A.removed(user) else user.visible_message("[user] relaxes the tension on [src]'s string.","You relax the tension on [src]'s string.") tension = 0 update_icon() else draw(user) /obj/item/weapon/gun/launcher/crossbow/proc/draw(var/mob/user as mob) if(!bolt) 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].") tension = 1 while(bolt && tension && loc == current_user) if(!do_after(user, 25)) //crossbow strings don't just magically pull back on their own. user.visible_message("[usr] stops drawing and relaxes the string of [src].","You stop drawing back and relax the string of [src].") tension = 0 update_icon() return //double check that the user hasn't removed the bolt in the meantime if(!(bolt && tension && loc == current_user)) return tension++ update_icon() if(tension >= max_tension) tension = max_tension usr << "[src] clunks as you draw the string to its maximum tension!" return user.visible_message("[usr] draws back the string of [src]!","You continue drawing back the string of [src]!") /obj/item/weapon/gun/launcher/crossbow/proc/increase_tension(var/mob/user as mob) if(!bolt || !tension || current_user != user) //Arrow has been fired, bow has been relaxed or user has changed. return /obj/item/weapon/gun/launcher/crossbow/attackby(obj/item/W as obj, mob/user as mob) if(!bolt) if (istype(W,/obj/item/weapon/arrow)) user.drop_from_inventory(W, src) bolt = W user.visible_message("[user] slides [bolt] into [src].","You slide [bolt] into [src].") update_icon() return else if(istype(W,/obj/item/stack/rods)) var/obj/item/stack/rods/R = W if (R.use(1)) bolt = new /obj/item/weapon/arrow/rod(src) bolt.fingerprintslast = src.fingerprintslast bolt.loc = src update_icon() user.visible_message("[user] jams [bolt] into [src].","You jam [bolt] into [src].") superheat_rod(user) return if(istype(W, /obj/item/weapon/cell)) if(!cell) user.drop_item() cell = W cell.loc = src user << "You jam [cell] into [src] and wire it to the firing coil." superheat_rod(user) else user << "[src] already has a cell installed." else if(istype(W, /obj/item/weapon/screwdriver)) if(cell) var/obj/item/C = cell C.loc = get_turf(user) user << "You jimmy [cell] out of [src] with [W]." cell = null else user << "[src] doesn't have a cell installed." else ..() /obj/item/weapon/gun/launcher/crossbow/proc/superheat_rod(var/mob/user) if(!user || !cell || !bolt) return if(cell.charge < 500) return if(bolt.throwforce >= 15) return if(!istype(bolt,/obj/item/weapon/arrow/rod)) return user << "[bolt] plinks and crackles as it begins to glow red-hot." bolt.throwforce = 15 bolt.icon_state = "metal-rod-superheated" cell.use(500) /obj/item/weapon/gun/launcher/crossbow/update_icon() if(tension > 1) icon_state = "crossbow-drawn" else if(bolt) icon_state = "crossbow-nocked" else icon_state = "crossbow" // Crossbow construction. /obj/item/weapon/crossbowframe name = "crossbow frame" desc = "A half-finished crossbow." icon_state = "crossbowframe0" item_state = "crossbow-solid" var/buildstate = 0 /obj/item/weapon/crossbowframe/update_icon() icon_state = "crossbowframe[buildstate]" /obj/item/weapon/crossbowframe/examine(mob/user) ..(user) switch(buildstate) if(1) user << "It has a loose rod frame in place." if(2) user << "It has a steel backbone welded in place." if(3) user << "It has a steel backbone and a cell mount installed." if(4) user << "It has a steel backbone, plastic lath and a cell mount installed." if(5) user << "It has a steel cable loosely strung across the lath." /obj/item/weapon/crossbowframe/attackby(obj/item/W as obj, mob/user as mob) if(istype(W,/obj/item/stack/rods)) if(buildstate == 0) var/obj/item/stack/rods/R = W if(R.use(3)) user << "You assemble a backbone of rods around the wooden stock." buildstate++ update_icon() else user << "You need at least three rods to complete this task." return else if(istype(W,/obj/item/weapon/weldingtool)) if(buildstate == 1) var/obj/item/weapon/weldingtool/T = W if(T.remove_fuel(0,user)) if(!src || !T.isOn()) return playsound(src.loc, 'sound/items/Welder2.ogg', 100, 1) user << "You weld the rods into place." buildstate++ update_icon() return else if(istype(W,/obj/item/stack/cable_coil)) var/obj/item/stack/cable_coil/C = W if(buildstate == 2) if(C.use(5)) user << "You wire a crude cell mount into the top of the crossbow." buildstate++ update_icon() else user << "You need at least five segments of cable coil to complete this task." return else if(buildstate == 4) if(C.use(5)) user << "You string a steel cable across the crossbow's lath." buildstate++ update_icon() else user << "You need at least five segments of cable coil to complete this task." return else if(istype(W,/obj/item/stack/material/plastic)) if(buildstate == 3) var/obj/item/stack/material/plastic/P = W if(P.use(3)) user << "You assemble and install a heavy plastic lath onto the crossbow." buildstate++ update_icon() else user << "You need at least three plastic sheets to complete this task." return else if(istype(W,/obj/item/weapon/screwdriver)) if(buildstate == 5) user << "You secure the crossbow's various parts." new /obj/item/weapon/gun/launcher/crossbow(get_turf(src)) qdel(src) return else ..()