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CHOMPStation2/code/modules/projectiles/projectile.dm
PsiOmegaDelta 3185005496 Fixes #10410. Fixes #10411.
Removes improper code, that would cause spell projectiles to be deleted pre-maturely as well as cast the spell effect all too often.
Also removes completely unused code.
2015-08-11 13:36:56 +02:00

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/*
#define BRUTE "brute"
#define BURN "burn"
#define TOX "tox"
#define OXY "oxy"
#define CLONE "clone"
#define ADD "add"
#define SET "set"
*/
/obj/item/projectile
name = "projectile"
icon = 'icons/obj/projectiles.dmi'
icon_state = "bullet"
density = 1
unacidable = 1
anchored = 1 //There's a reason this is here, Mport. God fucking damn it -Agouri. Find&Fix by Pete. The reason this is here is to stop the curving of emitter shots.
pass_flags = PASSTABLE
mouse_opacity = 0
var/bumped = 0 //Prevents it from hitting more than one guy at once
var/def_zone = "" //Aiming at
var/mob/firer = null//Who shot it
var/silenced = 0 //Attack message
var/yo = null
var/xo = null
var/current = null
var/obj/shot_from = null // the object which shot us
var/atom/original = null // the original target clicked
var/turf/starting = null // the projectile's starting turf
var/list/permutated = list() // we've passed through these atoms, don't try to hit them again
var/p_x = 16
var/p_y = 16 // the pixel location of the tile that the player clicked. Default is the center
var/accuracy = 0
var/dispersion = 0.0
var/damage = 10
var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE, HALLOSS are the only things that should be in here
var/nodamage = 0 //Determines if the projectile will skip any damage inflictions
var/taser_effect = 0 //If set then the projectile will apply it's agony damage using stun_effect_act() to mobs it hits, and other damage will be ignored
var/check_armour = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb //Cael - bio and rad are also valid
var/projectile_type = /obj/item/projectile
var/penetrating = 0 //If greater than zero, the projectile will pass through dense objects as specified by on_penetrate()
var/kill_count = 50 //This will de-increment every process(). When 0, it will delete the projectile.
//Effects
var/stun = 0
var/weaken = 0
var/paralyze = 0
var/irradiate = 0
var/stutter = 0
var/eyeblur = 0
var/drowsy = 0
var/agony = 0
var/embed = 0 // whether or not the projectile can embed itself in the mob
var/hitscan = 0 // whether the projectile should be hitscan
var/step_delay = 1 // the delay between iterations if not a hitscan projectile
// effect types to be used
var/muzzle_type
var/tracer_type
var/impact_type
var/datum/plot_vector/trajectory // used to plot the path of the projectile
var/datum/vector_loc/location // current location of the projectile in pixel space
var/matrix/effect_transform // matrix to rotate and scale projectile effects - putting it here so it doesn't
// have to be recreated multiple times
//TODO: make it so this is called more reliably, instead of sometimes by bullet_act() and sometimes not
/obj/item/projectile/proc/on_hit(var/atom/target, var/blocked = 0, var/def_zone = null)
if(blocked >= 2) return 0//Full block
if(!isliving(target)) return 0
if(isanimal(target)) return 0
var/mob/living/L = target
L.apply_effects(stun, weaken, paralyze, irradiate, stutter, eyeblur, drowsy, agony, blocked) // add in AGONY!
return 1
//called when the projectile stops flying because it collided with something
/obj/item/projectile/proc/on_impact(var/atom/A)
impact_effect(effect_transform) // generate impact effect
return
//Checks if the projectile is eligible for embedding. Not that it necessarily will.
/obj/item/projectile/proc/can_embed()
//embed must be enabled and damage type must be brute
if(!embed || damage_type != BRUTE)
return 0
return 1
//return 1 if the projectile should be allowed to pass through after all, 0 if not.
/obj/item/projectile/proc/check_penetrate(var/atom/A)
return 1
/obj/item/projectile/proc/check_fire(atom/target as mob, var/mob/living/user as mob) //Checks if you can hit them or not.
check_trajectory(target, user, pass_flags, flags)
//sets the click point of the projectile using mouse input params
/obj/item/projectile/proc/set_clickpoint(var/params)
var/list/mouse_control = params2list(params)
if(mouse_control["icon-x"])
p_x = text2num(mouse_control["icon-x"])
if(mouse_control["icon-y"])
p_y = text2num(mouse_control["icon-y"])
//randomize clickpoint a bit based on dispersion
if(dispersion)
var/radius = round((dispersion*0.443)*world.icon_size*0.8) //0.443 = sqrt(pi)/4 = 2a, where a is the side length of a square that shares the same area as a circle with diameter = dispersion
p_x = between(0, p_x + rand(-radius, radius), world.icon_size)
p_y = between(0, p_y + rand(-radius, radius), world.icon_size)
//called to launch a projectile from a gun
/obj/item/projectile/proc/launch(atom/target, mob/user, obj/item/weapon/gun/launcher, var/target_zone, var/x_offset=0, var/y_offset=0)
var/turf/curloc = get_turf(user)
var/turf/targloc = get_turf(target)
if (!istype(targloc) || !istype(curloc))
return 1
firer = user
def_zone = target_zone
if(user == target) //Shooting yourself
user.bullet_act(src, target_zone)
on_impact(user)
qdel(src)
return 0
if(targloc == curloc) //Shooting something in the same turf
target.bullet_act(src, target_zone)
on_impact(target)
qdel(src)
return 0
original = target
loc = curloc
starting = curloc
current = curloc
yo = targloc.y - curloc.y + y_offset
xo = targloc.x - curloc.x + x_offset
shot_from = launcher
silenced = launcher.silenced
spawn()
process()
return 0
//Used to change the direction of the projectile in flight.
/obj/item/projectile/proc/redirect(var/new_x, var/new_y, var/atom/starting_loc, var/mob/new_firer=null)
original = locate(new_x, new_y, src.z)
starting = starting_loc
current = starting_loc
if(new_firer)
firer = src
yo = new_y - starting_loc.y
xo = new_x - starting_loc.x
setup_trajectory()
//Called when the projectile intercepts a mob. Returns 1 if the projectile hit the mob, 0 if it missed and should keep flying.
/obj/item/projectile/proc/attack_mob(var/mob/living/target_mob, var/distance, var/miss_modifier=0)
if(!istype(target_mob))
return
//roll to-hit
miss_modifier = max(15*(distance-2) - round(15*accuracy) + miss_modifier, 0)
var/hit_zone = get_zone_with_miss_chance(def_zone, target_mob, miss_modifier, ranged_attack=(distance > 1 || original != target_mob)) //if the projectile hits a target we weren't originally aiming at then retain the chance to miss
var/result = PROJECTILE_FORCE_MISS
if(hit_zone)
def_zone = hit_zone //set def_zone, so if the projectile ends up hitting someone else later (to be implemented), it is more likely to hit the same part
result = target_mob.bullet_act(src, def_zone)
if(result == PROJECTILE_FORCE_MISS)
visible_message("<span class='notice'>\The [src] misses [target_mob] narrowly!</span>")
return 0
//hit messages
if(silenced)
target_mob << "<span class='danger'>You've been hit in the [parse_zone(def_zone)] by \the [src]!</span>"
else
visible_message("<span class='danger'>\The [target_mob] is hit by \the [src] in the [parse_zone(def_zone)]!</span>")//X has fired Y is now given by the guns so you cant tell who shot you if you could not see the shooter
//admin logs
if(!no_attack_log)
if(istype(firer, /mob))
var/attacker_message = "shot with \a [src.type]"
var/victim_message = "shot with \a [src.type]"
var/admin_message = "shot (\a [src.type])"
admin_attack_log(firer, target_mob, attacker_message, victim_message, admin_message)
else
target_mob.attack_log += "\[[time_stamp()]\] <b>UNKNOWN SUBJECT (No longer exists)</b> shot <b>[target_mob]/[target_mob.ckey]</b> with <b>\a [src]</b>"
msg_admin_attack("UNKNOWN shot [target_mob] ([target_mob.ckey]) with \a [src] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[target_mob.x];Y=[target_mob.y];Z=[target_mob.z]'>JMP</a>)")
//sometimes bullet_act() will want the projectile to continue flying
if (result == PROJECTILE_CONTINUE)
return 0
return 1
/obj/item/projectile/Bump(atom/A as mob|obj|turf|area, forced=0)
if(A == src)
return 0 //no
if(A == firer)
loc = A.loc
return 0 //cannot shoot yourself
if((bumped && !forced) || (A in permutated))
return 0
var/passthrough = 0 //if the projectile should continue flying
var/distance = get_dist(starting,loc)
bumped = 1
if(ismob(A))
var/mob/M = A
if(istype(A, /mob/living))
//if they have a neck grab on someone, that person gets hit instead
var/obj/item/weapon/grab/G = locate() in M
if(G && G.state >= GRAB_NECK)
visible_message("<span class='danger'>\The [M] uses [G.affecting] as a shield!</span>")
if(Bump(G.affecting, forced=1))
return //If Bump() returns 0 (keep going) then we continue on to attack M.
passthrough = !attack_mob(M, distance)
else
passthrough = 1 //so ghosts don't stop bullets
else
passthrough = (A.bullet_act(src, def_zone) == PROJECTILE_CONTINUE) //backwards compatibility
if(isturf(A))
for(var/obj/O in A)
O.bullet_act(src)
for(var/mob/living/M in A)
attack_mob(M, distance)
//penetrating projectiles can pass through things that otherwise would not let them
if(!passthrough && penetrating > 0)
if(check_penetrate(A))
passthrough = 1
penetrating--
//the bullet passes through a dense object!
if(passthrough)
//move ourselves onto A so we can continue on our way.
if(A)
if(istype(A, /turf))
loc = A
else
loc = A.loc
permutated.Add(A)
bumped = 0 //reset bumped variable!
return 0
//stop flying
on_impact(A)
density = 0
invisibility = 101
qdel(src)
return 1
/obj/item/projectile/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group || (height==0)) return 1
if(istype(mover, /obj/item/projectile))
return prob(95) //ha
else
return 1
/obj/item/projectile/process()
var/first_step = 1
//plot the initial trajectory
setup_trajectory()
spawn while(src && src.loc)
if(kill_count-- < 1)
on_impact(src.loc) //for any final impact behaviours
qdel(src)
return
if((!( current ) || loc == current))
current = locate(min(max(x + xo, 1), world.maxx), min(max(y + yo, 1), world.maxy), z)
if((x == 1 || x == world.maxx || y == 1 || y == world.maxy))
qdel(src)
return
trajectory.increment() // increment the current location
location = trajectory.return_location(location) // update the locally stored location data
if(!location)
qdel(src) // if it's left the world... kill it
return
before_move()
Move(location.return_turf())
if(!bumped && !isturf(original))
if(loc == get_turf(original))
if(!(original in permutated))
if(Bump(original))
qdel(src)
return
if(first_step)
muzzle_effect(effect_transform)
first_step = 0
else if(!bumped)
tracer_effect(effect_transform)
if(!hitscan)
sleep(step_delay) //add delay between movement iterations if it's not a hitscan weapon
/obj/item/projectile/proc/before_move()
return
/obj/item/projectile/proc/setup_trajectory()
// trajectory dispersion
var/offset = 0
if(dispersion)
var/radius = round(dispersion*9, 1)
offset = rand(-radius, radius)
// plot the initial trajectory
trajectory = new()
trajectory.setup(starting, original, pixel_x, pixel_y, angle_offset=offset)
// generate this now since all visual effects the projectile makes can use it
effect_transform = new()
effect_transform.Scale(trajectory.return_hypotenuse(), 1)
effect_transform.Turn(-trajectory.return_angle()) //no idea why this has to be inverted, but it works
transform = turn(transform, -(trajectory.return_angle() + 90)) //no idea why 90 needs to be added, but it works
/obj/item/projectile/proc/muzzle_effect(var/matrix/T)
if(silenced)
return
if(ispath(muzzle_type))
var/obj/effect/projectile/M = new muzzle_type(get_turf(src))
if(istype(M))
M.set_transform(T)
M.pixel_x = location.pixel_x
M.pixel_y = location.pixel_y
M.activate()
/obj/item/projectile/proc/tracer_effect(var/matrix/M)
if(ispath(tracer_type))
var/obj/effect/projectile/P = new tracer_type(location.loc)
if(istype(P))
P.set_transform(M)
P.pixel_x = location.pixel_x
P.pixel_y = location.pixel_y
if(!hitscan)
P.activate(step_delay) //if not a hitscan projectile, remove after a single delay
else
P.activate()
/obj/item/projectile/proc/impact_effect(var/matrix/M)
if(ispath(tracer_type))
var/obj/effect/projectile/P = new impact_type(location.loc)
if(istype(P))
P.set_transform(M)
P.pixel_x = location.pixel_x
P.pixel_y = location.pixel_y
P.activate()
//"Tracing" projectile
/obj/item/projectile/test //Used to see if you can hit them.
invisibility = 101 //Nope! Can't see me!
yo = null
xo = null
var/target = null
var/result = 0 //To pass the message back to the gun.
/obj/item/projectile/test/Bump(atom/A as mob|obj|turf|area)
if(A == firer)
loc = A.loc
return //cannot shoot yourself
if(istype(A, /obj/item/projectile))
return
if(istype(A, /mob/living) || istype(A, /obj/mecha) || istype(A, /obj/vehicle))
result = 2 //We hit someone, return 1!
return
result = 1
return
/obj/item/projectile/test/process()
var/turf/curloc = get_turf(src)
var/turf/targloc = get_turf(target)
if(!curloc || !targloc)
return 0
yo = targloc.y - curloc.y
xo = targloc.x - curloc.x
target = targloc
original = target
starting = curloc
//plot the initial trajectory
setup_trajectory()
while(src) //Loop on through!
if(result)
return (result - 1)
if((!( target ) || loc == target))
target = locate(min(max(x + xo, 1), world.maxx), min(max(y + yo, 1), world.maxy), z) //Finding the target turf at map edge
trajectory.increment() // increment the current location
location = trajectory.return_location(location) // update the locally stored location data
Move(location.return_turf())
var/mob/living/M = locate() in get_turf(src)
if(istype(M)) //If there is someting living...
return 1 //Return 1
else
M = locate() in get_step(src,target)
if(istype(M))
return 1
/proc/check_trajectory(atom/target as mob|obj, atom/firer as mob|obj, var/pass_flags=PASSTABLE|PASSGLASS|PASSGRILLE, flags=null) //Checks if you can hit them or not.
if(!istype(target) || !istype(firer))
return 0
var/obj/item/projectile/test/trace = new /obj/item/projectile/test(get_turf(firer)) //Making the test....
trace.target = target
if(!isnull(flags))
trace.flags = flags //Set the flags...
trace.pass_flags = pass_flags //And the pass flags to that of the real projectile...
var/output = trace.process() //Test it!
qdel(trace) //No need for it anymore
return output //Send it back to the gun!