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CHOMPStation2/code/modules/projectiles/guns/projectile/bow.dm
mwerezak 1b33ca943d Separates the sharp flag into edge and sharp
Now weapons can properly cause cuts without necessarily having a greater
chance to remove limbs.

Also separates is_sharp, has_edge, and can_puncture.
2014-06-15 20:25:39 -04:00

290 lines
8.7 KiB
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/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"
flags = FPRINT | TABLEPASS
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/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/shard/shrapnel/S = new()
S.loc = get_turf(src)
src.Del()
/obj/item/weapon/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"
w_class = 5.0
flags = FPRINT | TABLEPASS | CONDUCT
slot_flags = SLOT_BELT | SLOT_BACK
w_class = 3.0
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/mob/living/current_user = null // Used to see if the person drawing the bow started drawing it.
var/obj/item/weapon/arrow = null // Nocked arrow.
var/obj/item/weapon/cell/cell = null // Used for firing special projectiles like rods.
/obj/item/weapon/crossbow/attackby(obj/item/W as obj, mob/user as mob)
if(!arrow)
if (istype(W,/obj/item/weapon/arrow))
user.drop_item()
arrow = W
arrow.loc = src
user.visible_message("[user] slides [arrow] into [src].","You slide [arrow] into [src].")
icon_state = "crossbow-nocked"
return
else if(istype(W,/obj/item/stack/rods))
var/obj/item/stack/rods/R = W
R.use(1)
arrow = new /obj/item/weapon/arrow/rod(src)
arrow.fingerprintslast = src.fingerprintslast
arrow.loc = src
icon_state = "crossbow-nocked"
user.visible_message("[user] haphazardly jams [arrow] into [src].","You jam [arrow] into [src].")
if(cell)
if(cell.charge >= 500)
user << "<span class='notice'>[arrow] plinks and crackles as it begins to glow red-hot.</span>"
arrow.throwforce = 15
arrow.icon_state = "metal-rod-superheated"
cell.use(500)
return
if(istype(W, /obj/item/weapon/cell))
if(!cell)
user.drop_item()
W.loc = src
cell = W
user << "<span class='notice'>You jam [cell] into [src] and wire it to the firing coil.</span>"
if(arrow)
if(istype(arrow,/obj/item/weapon/arrow/rod) && arrow.throwforce < 15 && cell.charge >= 500)
user << "<span class='notice'>[arrow] plinks and crackles as it begins to glow red-hot.</span>"
arrow.throwforce = 15
arrow.icon_state = "metal-rod-superheated"
cell.use(500)
else
user << "<span class='notice'>[src] already has a cell installed.</span>"
else if(istype(W, /obj/item/weapon/screwdriver))
if(cell)
var/obj/item/C = cell
C.loc = get_turf(user)
cell = null
user << "<span class='notice'>You jimmy [cell] out of [src] with [W].</span>"
else
user << "<span class='notice'>[src] doesn't have a cell installed.</span>"
else
..()
/obj/item/weapon/crossbow/attack_self(mob/living/user as mob)
if(tension)
if(arrow)
user.visible_message("[user] relaxes the tension on [src]'s string and removes [arrow].","You relax the tension on [src]'s string and remove [arrow].")
var/obj/item/weapon/arrow/A = arrow
A.loc = get_turf(src)
A.removed(user)
arrow = null
else
user.visible_message("[user] relaxes the tension on [src]'s string.","You relax the tension on [src]'s string.")
tension = 0
icon_state = "crossbow"
else
draw(user)
/obj/item/weapon/crossbow/proc/draw(var/mob/user as mob)
if(!arrow)
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
spawn(25) increase_tension(user)
/obj/item/weapon/crossbow/proc/increase_tension(var/mob/user as mob)
if(!arrow || !tension || current_user != user) //Arrow has been fired, bow has been relaxed or user has changed.
return
tension++
icon_state = "crossbow-drawn"
if(tension>=max_tension)
tension = max_tension
usr << "[src] clunks as you draw the string to its maximum tension!"
else
user.visible_message("[usr] draws back the string of [src]!","You continue drawing back the string of [src]!")
spawn(25) increase_tension(user)
/obj/item/weapon/crossbow/afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, flag, params)
if (istype(target, /obj/item/weapon/storage/backpack ))
src.dropped()
return
else if (target.loc == user.loc)
return
else if (locate (/obj/structure/table, src.loc))
return
else if(target == user)
return
if(!tension)
user << "You haven't drawn back the bolt!"
return 0
if (!arrow)
user << "You have no arrow nocked to [src]!"
return 0
else
spawn(0) Fire(target,user,params)
/obj/item/weapon/crossbow/proc/Fire(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, params, reflex = 0)
add_fingerprint(user)
var/turf/curloc = get_turf(user)
var/turf/targloc = get_turf(target)
if (!istype(targloc) || !istype(curloc))
return
user.visible_message("<span class='danger'>[user] releases [src] and sends [arrow] streaking toward [target]!</span>","<span class='danger'>You release [src] and send [arrow] streaking toward [target]!</span>")
var/obj/item/weapon/arrow/A = arrow
A.loc = get_turf(user)
A.throw_at(target,10,tension*release_speed)
arrow = null
tension = 0
icon_state = "crossbow"
/obj/item/weapon/crossbow/dropped(mob/user)
if(arrow)
var/obj/item/weapon/arrow/A = arrow
A.loc = get_turf(src)
A.removed(user)
arrow = null
tension = 0
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()
..()
switch(buildstate)
if(1) usr << "It has a loose rod frame in place."
if(2) usr << "It has a steel backbone welded in place."
if(3) usr << "It has a steel backbone and a cell mount installed."
if(4) usr << "It has a steel backbone, plastic lath and a cell mount installed."
if(5) usr << "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.amount >= 3)
R.use(3)
user << "\blue You assemble a backbone of rods around the wooden stock."
buildstate++
update_icon()
else
user << "\blue 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 << "\blue You weld the rods into place."
buildstate++
update_icon()
return
else if(istype(W,/obj/item/weapon/cable_coil))
var/obj/item/weapon/cable_coil/C = W
if(buildstate == 2)
if(C.amount >= 5)
C.use(5)
user << "\blue You wire a crude cell mount into the top of the crossbow."
buildstate++
update_icon()
else
user << "\blue You need at least five segments of cable coil to complete this task."
return
else if(buildstate == 4)
if(C.amount >= 5)
C.use(5)
user << "\blue You string a steel cable across the crossbow's lath."
buildstate++
update_icon()
else
user << "\blue You need at least five segments of cable coil to complete this task."
return
else if(istype(W,/obj/item/stack/sheet/mineral/plastic))
if(buildstate == 3)
var/obj/item/stack/sheet/mineral/plastic/P = W
if(P.amount >= 3)
P.use(3)
user << "\blue You assemble and install a heavy plastic lath onto the crossbow."
buildstate++
update_icon()
else
user << "\blue You need at least three plastic sheets to complete this task."
return
else if(istype(W,/obj/item/weapon/screwdriver))
if(buildstate == 5)
user << "\blue You secure the crossbow's various parts."
new /obj/item/weapon/crossbow(get_turf(src))
del(src)
return
else
..()