mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-09 07:57:00 +00:00
284 lines
9.0 KiB
Plaintext
284 lines
9.0 KiB
Plaintext
/obj/item/ammo_casing
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name = "bullet casing"
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desc = "A bullet casing."
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icon = 'icons/obj/ammo.dmi'
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icon_state = "s-casing"
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randpixel = 10
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slot_flags = SLOT_BELT | SLOT_EARS
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throwforce = 1
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w_class = ITEMSIZE_TINY
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preserve_item = 1
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drop_sound = 'sound/items/drop/ring.ogg'
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pickup_sound = 'sound/items/pickup/ring.ogg'
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var/leaves_residue = 1
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var/caliber = "" //Which kind of guns it can be loaded into
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var/projectile_type //The bullet type to create when New() is called
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var/obj/item/projectile/BB = null //The loaded bullet - make it so that the projectiles are created only when needed?
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var/caseless = null //Caseless ammo deletes its self once the projectile is fired.
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/obj/item/ammo_casing/Initialize(mapload)
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. = ..()
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if(ispath(projectile_type))
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BB = new projectile_type(src)
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randpixel_xy()
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/obj/item/ammo_casing/Destroy()
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QDEL_NULL(BB)
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return ..()
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//removes the projectile from the ammo casing
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/obj/item/ammo_casing/proc/expend()
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. = BB
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BB = null
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set_dir(pick(GLOB.cardinal)) //spin spent casings
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update_icon()
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/obj/item/ammo_casing/attackby(obj/item/I as obj, mob/user as mob)
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if(I.has_tool_quality(TOOL_SCREWDRIVER))
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if(!BB)
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to_chat(user, span_blue("There is no bullet in the casing to inscribe anything into."))
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return
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var/tmp_label = ""
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var/label_text = sanitizeSafe(tgui_input_text(user, "Inscribe some text into \the [initial(BB.name)]","Inscription",tmp_label,MAX_NAME_LEN, encode = FALSE), MAX_NAME_LEN)
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if(length(label_text) > 20)
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to_chat(user, span_red("The inscription can be at most 20 characters long."))
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else if(!label_text)
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to_chat(user, span_blue("You scratch the inscription off of [initial(BB)]."))
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BB.name = initial(BB.name)
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else
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to_chat(user, span_blue("You inscribe \"[label_text]\" into \the [initial(BB.name)]."))
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BB.name = "[initial(BB.name)] (\"[label_text]\")"
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else if(istype(I, /obj/item/ammo_magazine) && isturf(loc)) // Mass magazine reloading.
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var/obj/item/ammo_magazine/box = I
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if (!box.can_remove_ammo || box.reloading)
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return ..()
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box.reloading = TRUE
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var/boolets = 0
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var/turf/floor = loc
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for(var/obj/item/ammo_casing/bullet in floor)
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if(box.stored_ammo.len >= box.max_ammo)
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break
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if(box.caliber == bullet.caliber && bullet.BB)
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if (boolets < 1)
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to_chat(user, span_notice("You start collecting shells.")) // Say it here so it doesn't get said if we don't find anything useful.
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if(do_after(user, 5, target = box))
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if(box.stored_ammo.len >= box.max_ammo) // Double check because these can change during the wait.
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break
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if(bullet.loc != floor)
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continue
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bullet.forceMove(box)
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box.stored_ammo.Add(bullet)
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box.update_icon()
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boolets++
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else
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break
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if(boolets > 0)
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to_chat(user, span_notice("You collect [boolets] shell\s. [box] now contains [box.stored_ammo.len] shell\s."))
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else
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to_chat(user, span_warning("You fail to collect anything!"))
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box.reloading = FALSE
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else
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return ..()
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/obj/item/ammo_casing/update_icon()
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if(!BB)
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icon_state = "[initial(icon_state)]-spent"
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/obj/item/ammo_casing/examine(mob/user)
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. = ..()
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if (!BB)
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. += "This one is spent."
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//An item that holds casings and can be used to put them inside guns
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/obj/item/ammo_magazine
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name = "magazine"
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desc = "A magazine for some kind of gun."
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icon_state = ".357"
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icon = 'icons/obj/ammo.dmi'
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slot_flags = SLOT_BELT
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item_state = "syringe_kit"
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matter = list(MAT_STEEL = 500)
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throwforce = 5
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w_class = ITEMSIZE_SMALL
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throw_speed = 4
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throw_range = 10
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preserve_item = 1
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var/list/stored_ammo = list()
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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.
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var/caliber = ".357"
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var/max_ammo = 7
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var/ammo_type = /obj/item/ammo_casing //ammo type that is initially loaded
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var/initial_ammo = null
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var/can_remove_ammo = TRUE // Can this thing have bullets removed one-by-one? As of first implementation, only affects smart magazines
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var/reloading = FALSE // Is this magazine being reloaded, currently? - Currently only useful for automatic pickups, ignored by manual reloading.
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var/multiple_sprites = 0
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//because BYOND doesn't support numbers as keys in associative lists
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var/list/icon_keys = list() //keys
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var/list/ammo_states = list() //values
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/obj/item/ammo_magazine/Initialize(mapload)
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. = ..()
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pixel_x = rand(-5, 5)
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pixel_y = rand(-5, 5)
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if(multiple_sprites)
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initialize_magazine_icondata(src)
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if(isnull(initial_ammo))
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initial_ammo = max_ammo
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if(initial_ammo)
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for(var/i in 1 to initial_ammo)
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stored_ammo += new ammo_type(src)
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update_icon()
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/obj/item/ammo_magazine/attackby(obj/item/W as obj, mob/user as mob)
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if(istype(W, /obj/item/ammo_casing))
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var/obj/item/ammo_casing/C = W
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if(C.caliber != caliber)
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to_chat(user, span_warning("[C] does not fit into [src]."))
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return
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if(stored_ammo.len >= max_ammo)
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to_chat(user, span_warning("[src] is full!"))
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return
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user.remove_from_mob(C)
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C.forceMove(src)
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stored_ammo.Add(C)
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update_icon()
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if(istype(W, /obj/item/ammo_magazine/clip))
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var/obj/item/ammo_magazine/clip/L = W
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if(L.caliber != caliber)
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to_chat(user, span_warning("The ammo in [L] does not fit into [src]."))
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return
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if(!L.stored_ammo.len)
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to_chat(user, span_warning("There's no more ammo [L]!"))
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return
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if(stored_ammo.len >= max_ammo)
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to_chat(user, span_warning("[src] is full!"))
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return
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var/obj/item/ammo_casing/AC = L.stored_ammo[1] //select the next casing.
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L.stored_ammo -= AC //Remove this casing from loaded list of the clip.
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AC.forceMove(src)
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stored_ammo.Insert(1, AC) //add it to the head of our magazine's list
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L.update_icon()
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playsound(src, 'sound/weapons/flipblade.ogg', 50, 1)
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update_icon()
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// This dumps all the bullets right on the floor
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/obj/item/ammo_magazine/attack_self(mob/user)
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if(can_remove_ammo)
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if(!stored_ammo.len)
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to_chat(user, span_notice("[src] is already empty!"))
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return
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to_chat(user, span_notice("You empty [src]."))
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playsound(src, "casing_sound", 50, 1)
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spawn(7)
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playsound(src, "casing_sound", 50, 1)
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spawn(10)
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playsound(src, "casing_sound", 50, 1)
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for(var/obj/item/ammo_casing/C in stored_ammo)
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C.loc = user.loc
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C.set_dir(pick(GLOB.cardinal))
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stored_ammo.Cut()
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update_icon()
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else
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to_chat(user, span_notice("\The [src] is not designed to be unloaded."))
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return
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// This puts one bullet from the magazine into your hand
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/obj/item/ammo_magazine/attack_hand(mob/user)
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if(can_remove_ammo) // For Smart Magazines
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if(user.get_inactive_hand() == src)
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if(stored_ammo.len)
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var/obj/item/ammo_casing/C = stored_ammo[stored_ammo.len]
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stored_ammo-=C
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user.put_in_hands(C)
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user.visible_message("\The [user] removes \a [C] from [src].", span_notice("You remove \a [C] from [src]."))
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update_icon()
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return
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..()
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/obj/item/ammo_magazine/update_icon()
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if(multiple_sprites)
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//find the lowest key greater than or equal to stored_ammo.len
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var/new_state = null
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for(var/idx in 1 to icon_keys.len)
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var/ammo_count = icon_keys[idx]
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if (ammo_count >= stored_ammo.len)
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new_state = ammo_states[idx]
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break
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icon_state = (new_state)? new_state : initial(icon_state)
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/obj/item/ammo_magazine/examine(mob/user)
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. = ..()
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. += "There [(stored_ammo.len == 1)? "is" : "are"] [stored_ammo.len] round\s left!"
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//magazine icon state caching
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GLOBAL_LIST_EMPTY(magazine_icondata_keys)
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GLOBAL_LIST_EMPTY(magazine_icondata_states)
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/proc/initialize_magazine_icondata(var/obj/item/ammo_magazine/M)
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var/typestr = M.type
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if(!(typestr in GLOB.magazine_icondata_keys) || !(typestr in GLOB.magazine_icondata_states))
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magazine_icondata_cache_add(M)
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M.icon_keys = GLOB.magazine_icondata_keys[typestr]
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M.ammo_states = GLOB.magazine_icondata_states[typestr]
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/proc/magazine_icondata_cache_add(var/obj/item/ammo_magazine/M)
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var/list/icon_keys = list()
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var/list/ammo_states = list()
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var/list/states = cached_icon_states(M.icon)
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for(var/i = 0, i <= M.max_ammo, i++)
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var/ammo_state = "[M.icon_state]-[i]"
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if(ammo_state in states)
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icon_keys += i
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ammo_states += ammo_state
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GLOB.magazine_icondata_keys[M.type] = icon_keys
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GLOB.magazine_icondata_states[M.type] = ammo_states
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/*
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* Ammo Boxes
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*/
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/obj/item/ammo_magazine/ammo_box
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name = "ammo box"
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desc = "A box that holds some kind of ammo."
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icon = 'icons/obj/ammo_boxes.dmi'
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icon_state = "pistol"
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slot_flags = null //You can't fit a box on your belt
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item_state = "paper"
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matter = null
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throwforce = 3
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throw_speed = 5
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throw_range = 12
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preserve_item = 1
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caliber = ".357"
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drop_sound = 'sound/items/drop/matchbox.ogg'
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pickup_sound = 'sound/items/pickup/matchbox.ogg'
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/obj/item/ammo_magazine/ammo_box/click_alt(mob/user)
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if(can_remove_ammo)
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if(isliving(user) && Adjacent(user))
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if(stored_ammo.len)
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var/obj/item/ammo_casing/C = stored_ammo[stored_ammo.len]
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stored_ammo-=C
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user.put_in_hands(C)
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user.visible_message("\The [user] removes \a [C] from [src].", span_notice("You remove \a [C] from [src]."))
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update_icon()
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return
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..()
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/obj/item/ammo_magazine/ammo_box/examine(mob/user)
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. = ..()
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. += to_chat(user, span_notice("Alt-click to extract contents."))
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