/obj/item/ammo_casing name = "bullet casing" desc = "A bullet casing." icon = 'icons/obj/ammo.dmi' icon_state = "s-casing" randpixel = 10 slot_flags = SLOT_BELT | SLOT_EARS throwforce = 1 w_class = ITEMSIZE_TINY preserve_item = 1 drop_sound = 'sound/items/drop/ring.ogg' pickup_sound = 'sound/items/pickup/ring.ogg' var/leaves_residue = 1 var/caliber = "" //Which kind of guns it can be loaded into var/projectile_type //The bullet type to create when New() is called var/obj/item/projectile/BB = null //The loaded bullet - make it so that the projectiles are created only when needed? var/caseless = null //Caseless ammo deletes its self once the projectile is fired. /obj/item/ammo_casing/New() ..() if(ispath(projectile_type)) BB = new projectile_type(src) randpixel_xy() //removes the projectile from the ammo casing /obj/item/ammo_casing/proc/expend() . = BB BB = null set_dir(pick(cardinal)) //spin spent casings update_icon() /obj/item/ammo_casing/attackby(obj/item/I as obj, mob/user as mob) if(I.is_screwdriver()) if(!BB) to_chat(user, "There is no bullet in the casing to inscribe anything into.") return var/tmp_label = "" var/label_text = sanitizeSafe(input(user, "Inscribe some text into \the [initial(BB.name)]","Inscription",tmp_label), MAX_NAME_LEN) if(length(label_text) > 20) to_chat(user, "The inscription can be at most 20 characters long.") else if(!label_text) to_chat(user, "You scratch the inscription off of [initial(BB)].") BB.name = initial(BB.name) else to_chat(user, "You inscribe \"[label_text]\" into \the [initial(BB.name)].") BB.name = "[initial(BB.name)] (\"[label_text]\")" else if(istype(I, /obj/item/ammo_magazine) && isturf(loc)) // Mass magazine reloading. var/obj/item/ammo_magazine/box = I if (!box.can_remove_ammo || box.reloading) return ..() box.reloading = TRUE var/boolets = 0 var/turf/floor = loc for(var/obj/item/ammo_casing/bullet in floor) if(box.stored_ammo.len >= box.max_ammo) break if(box.caliber == bullet.caliber && bullet.BB) if (boolets < 1) to_chat(user, "You start collecting shells.") // Say it here so it doesn't get said if we don't find anything useful. if(do_after(user,5,box)) if(box.stored_ammo.len >= box.max_ammo) // Double check because these can change during the wait. break if(bullet.loc != floor) continue bullet.forceMove(box) box.stored_ammo.Add(bullet) box.update_icon() boolets++ else break if(boolets > 0) to_chat(user, "You collect [boolets] shell\s. [box] now contains [box.stored_ammo.len] shell\s.") else to_chat(user, "You fail to collect anything!") box.reloading = FALSE else return ..() /obj/item/ammo_casing/update_icon() if(!BB) icon_state = "[initial(icon_state)]-spent" /obj/item/ammo_casing/examine(mob/user) . = ..() if (!BB) . += "This one is spent." //Gun loading types #define SINGLE_CASING 1 //The gun only accepts ammo_casings. ammo_magazines should never have this as their mag_type. #define SPEEDLOADER 2 //Transfers casings from the mag to the gun when used. #define MAGAZINE 4 //The magazine item itself goes inside the gun //An item that holds casings and can be used to put them inside guns /obj/item/ammo_magazine name = "magazine" desc = "A magazine for some kind of gun." icon_state = ".357" icon = 'icons/obj/ammo.dmi' slot_flags = SLOT_BELT item_state = "syringe_kit" matter = list(DEFAULT_WALL_MATERIAL = 500) throwforce = 5 w_class = ITEMSIZE_SMALL throw_speed = 4 throw_range = 10 preserve_item = 1 var/list/stored_ammo = list() 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. var/caliber = ".357" var/max_ammo = 7 var/ammo_type = /obj/item/ammo_casing //ammo type that is initially loaded var/initial_ammo = null var/can_remove_ammo = TRUE // Can this thing have bullets removed one-by-one? As of first implementation, only affects smart magazines var/reloading = FALSE // Is this magazine being reloaded, currently? - Currently only useful for automatic pickups, ignored by manual reloading. var/multiple_sprites = 0 //because BYOND doesn't support numbers as keys in associative lists var/list/icon_keys = list() //keys var/list/ammo_states = list() //values /obj/item/ammo_magazine/New() ..() pixel_x = rand(-5, 5) pixel_y = rand(-5, 5) if(multiple_sprites) initialize_magazine_icondata(src) if(isnull(initial_ammo)) initial_ammo = max_ammo if(initial_ammo) for(var/i in 1 to initial_ammo) stored_ammo += new ammo_type(src) update_icon() /obj/item/ammo_magazine/attackby(obj/item/weapon/W as obj, mob/user as mob) if(istype(W, /obj/item/ammo_casing)) var/obj/item/ammo_casing/C = W if(C.caliber != caliber) to_chat(user, "[C] does not fit into [src].") return if(stored_ammo.len >= max_ammo) to_chat(user, "[src] is full!") return user.remove_from_mob(C) C.forceMove(src) stored_ammo.Add(C) update_icon() if(istype(W, /obj/item/ammo_magazine/clip)) var/obj/item/ammo_magazine/clip/L = W if(L.caliber != caliber) to_chat(user, "The ammo in [L] does not fit into [src].") return if(!L.stored_ammo.len) to_chat(user, "There's no more ammo [L]!") return if(stored_ammo.len >= max_ammo) to_chat(user, "[src] is full!") return var/obj/item/ammo_casing/AC = L.stored_ammo[1] //select the next casing. L.stored_ammo -= AC //Remove this casing from loaded list of the clip. AC.forceMove(src) stored_ammo.Insert(1, AC) //add it to the head of our magazine's list L.update_icon() playsound(src, 'sound/weapons/flipblade.ogg', 50, 1) update_icon() // This dumps all the bullets right on the floor /obj/item/ammo_magazine/attack_self(mob/user) if(can_remove_ammo) if(!stored_ammo.len) to_chat(user, "[src] is already empty!") return to_chat(user, "You empty [src].") playsound(src, "casing_sound", 50, 1) spawn(7) playsound(src, "casing_sound", 50, 1) spawn(10) playsound(src, "casing_sound", 50, 1) for(var/obj/item/ammo_casing/C in stored_ammo) C.loc = user.loc C.set_dir(pick(cardinal)) stored_ammo.Cut() update_icon() else to_chat(user, "\The [src] is not designed to be unloaded.") return // This puts one bullet from the magazine into your hand /obj/item/ammo_magazine/attack_hand(mob/user) if(can_remove_ammo) // For Smart Magazines if(user.get_inactive_hand() == src) if(stored_ammo.len) var/obj/item/ammo_casing/C = stored_ammo[stored_ammo.len] stored_ammo-=C user.put_in_hands(C) user.visible_message("\The [user] removes \a [C] from [src].", "You remove \a [C] from [src].") update_icon() return ..() /obj/item/ammo_magazine/update_icon() if(multiple_sprites) //find the lowest key greater than or equal to stored_ammo.len var/new_state = null for(var/idx in 1 to icon_keys.len) var/ammo_count = icon_keys[idx] if (ammo_count >= stored_ammo.len) new_state = ammo_states[idx] break icon_state = (new_state)? new_state : initial(icon_state) /obj/item/ammo_magazine/examine(mob/user) . = ..() . += "There [(stored_ammo.len == 1)? "is" : "are"] [stored_ammo.len] round\s left!" //magazine icon state caching /var/global/list/magazine_icondata_keys = list() /var/global/list/magazine_icondata_states = list() /proc/initialize_magazine_icondata(var/obj/item/ammo_magazine/M) var/typestr = "[M.type]" if(!(typestr in magazine_icondata_keys) || !(typestr in magazine_icondata_states)) magazine_icondata_cache_add(M) M.icon_keys = magazine_icondata_keys[typestr] M.ammo_states = magazine_icondata_states[typestr] /proc/magazine_icondata_cache_add(var/obj/item/ammo_magazine/M) var/list/icon_keys = list() var/list/ammo_states = list() var/list/states = cached_icon_states(M.icon) for(var/i = 0, i <= M.max_ammo, i++) var/ammo_state = "[M.icon_state]-[i]" if(ammo_state in states) icon_keys += i ammo_states += ammo_state magazine_icondata_keys["[M.type]"] = icon_keys magazine_icondata_states["[M.type]"] = ammo_states