mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 10:43:20 +00:00
498 lines
16 KiB
Plaintext
498 lines
16 KiB
Plaintext
/obj/item/weapon/gun
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name = "\improper Gun"
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desc = "Its a gun. It's pretty terrible, though."
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icon = 'gun.dmi'
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icon_state = "detective"
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item_state = "gun"
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flags = FPRINT | TABLEPASS | CONDUCT | ONBELT | USEDELAY
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m_amt = 2000
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w_class = 3.0
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throwforce = 5
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throw_speed = 4
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throw_range = 5
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force = 5.0
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origin_tech = "combat=1"
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var
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fire_sound = 'Gunshot.ogg'
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obj/item/projectile/in_chamber = null
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caliber = ""
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silenced = 0
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recoil = 0
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tmp/mob/target
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tmp/lock_time = -100
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mouthshoot = 0
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proc
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load_into_chamber()
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special_check(var/mob/M)
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load_into_chamber()
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return 0
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//Removing the lock and the buttons.
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dropped(mob/user as mob)
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if(target)
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target.NotTargeted(src)
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del(user.item_use_icon)
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del(user.gun_move_icon)
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del(user.gun_run_icon)
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return ..()
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special_check(var/mob/M) //Placeholder for any special checks, like detective's revolver.
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return 1
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emp_act(severity)
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for(var/obj/O in contents)
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O.emp_act(severity)
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//Handling lowering yer gun.
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attack_self()
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if(target)
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target.NotTargeted(src)
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usr.visible_message("\blue [usr] lowers \the [src]...")
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return 0
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return 1
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//Suiciding.
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attack(mob/living/M as mob, mob/living/user as mob, def_zone)
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if (M == user && user.zone_sel.selecting == "mouth" && load_into_chamber() && !mouthshoot)
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mouthshoot = 1
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M.visible_message("\red [user] sticks their gun in their mouth, ready to pull the trigger...")
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if(!do_after(user, 40))
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M.visible_message("\blue [user] decided life was worth living")
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return
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if(istype(src.in_chamber, /obj/item/projectile/bullet) && !istype(src.in_chamber, /obj/item/projectile/bullet/stunshot))
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M.apply_damage(75, BRUTE, "head", used_weapon = "Suicide attempt with a projectile weapon.")
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M.apply_damage(85, BRUTE, "chest")
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M.visible_message("\red [user] pulls the trigger.")
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else if(istype(src.in_chamber, /obj/item/projectile/bullet/stunshot) || istype(src.in_chamber, /obj/item/projectile/energy/electrode))
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M.apply_damage(10, BURN, "head", used_weapon = "Suicide attempt with a stun round.")
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M.visible_message("\red [user] pulls the trigger, but luckily it was a stun round.")
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else if(istype(src.in_chamber, /obj/item/projectile/beam) || istype(src.in_chamber, /obj/item/projectile/energy))
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M.apply_damage(75, BURN, "head", used_weapon = "Suicide attempt with an energy weapon")
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M.apply_damage(85, BURN, "chest")
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M.visible_message("\red [user] pulls the trigger.")
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else
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M.apply_damage(75, BRUTE, "head", used_weapon = "Suicide attempt with a gun")
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M.apply_damage(85, BRUTE, "chest")
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M.visible_message("\red [user] pulls the trigger. Ow.")
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del(in_chamber)
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mouthshoot = 0
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return
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else if(target && M == target)
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PreFire(M,user)
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return
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else if(user.a_intent == "hurt" && load_into_chamber() && (istype(src.in_chamber, /obj/item/projectile/beam) || istype(src.in_chamber, /obj/item/projectile/energy)\
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|| istype(src.in_chamber, /obj/item/projectile/bullet)))
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//Lets shoot them, then.
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user.visible_message("\red <b> [user] fires \the [src] point blank at [M]!</b>")
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M.apply_damage(30+in_chamber.damage,BRUTE,"Point Blank Shot") //So we'll put him an inch from death.
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del(in_chamber)
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return
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else if(user.a_intent != "hurt" && load_into_chamber() && istype(src,/obj/item/weapon/gun/energy/taser))
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if (prob(50))
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if (M.paralysis < 60 && (!(M.mutations & 8)) )
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M.paralysis = 60
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else
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if (M.weakened < 60 && (!(M.mutations & 8)) )
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M.weakened = 60
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if (M.stuttering < 60 && (!(M.mutations & 8)) )
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M.stuttering = 60
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user.visible_message("\red <B>[M] has been stunned with the taser gun by [user]!</B>")
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del(in_chamber)
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return
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else
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return ..()
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//POWPOW!... Used to be afterattack.
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proc/Fire(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, params)//TODO: go over this
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if(istype(user, /mob/living))
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var/mob/living/M = user
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if ((M.mutations & CLUMSY) && prob(50))
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M << "\red \the [src] blows up in your face."
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M.take_organ_damage(0,20)
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M.drop_item()
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del(src)
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return
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if (!user.IsAdvancedToolUser())
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user << "\red You don't have the dexterity to do this!"
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return
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add_fingerprint(user)
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var/turf/curloc = user.loc
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var/turf/targloc = get_turf(target)
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if (!istype(targloc) || !istype(curloc))
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return
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if(!special_check(user)) return
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if(!load_into_chamber())
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user << "\red *click*";
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for(var/mob/M in orange(4,src.loc))
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M.show_message("*click, click*")
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return
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if(!in_chamber) return
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in_chamber.firer = user
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in_chamber.def_zone = user.zone_sel.selecting
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if(targloc == curloc)
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user.bullet_act(in_chamber)
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del(in_chamber)
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update_icon()
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return
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if(recoil)
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spawn()
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shake_camera(user, recoil + 1, recoil)
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if(silenced)
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playsound(user, fire_sound, 10, 1)
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else
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playsound(user, fire_sound, 50, 1)
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user.visible_message("\red [user] fires the [src]!", "\red You fire the [src]!", "\blue You hear a [istype(in_chamber, /obj/item/projectile/beam) ? "laser blast" : "gunshot"]!")
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in_chamber.original = targloc
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in_chamber.loc = get_turf(user)
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user.next_move = world.time + 4
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in_chamber.silenced = silenced
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in_chamber.current = curloc
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in_chamber.yo = targloc.y - curloc.y
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in_chamber.xo = targloc.x - curloc.x
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if(params)
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var/list/mouse_control = params2list(params)
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if(mouse_control["icon-x"])
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in_chamber.p_x = text2num(mouse_control["icon-x"])
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if(mouse_control["icon-y"])
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in_chamber.p_y = text2num(mouse_control["icon-y"])
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spawn()
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if(in_chamber) in_chamber.process()
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sleep(1)
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in_chamber = null
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update_icon()
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return
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//Aiming at the target mob.
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proc/Aim(var/mob/M)
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if(target != M)
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lock_time = world.time
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if(target)
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//usr.ClearRequest("Aim")
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target.NotTargeted(src)
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usr.visible_message("\red <b>[usr] turns \the [src] on [M]!</b>")
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else
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usr.visible_message("\red <b>[usr] aims \a [src] at [M]!</b>")
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for(var/mob/K in viewers(usr))
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K << 'TargetOn.ogg'
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M.Targeted(src)
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//HE MOVED, SHOOT HIM!
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proc/TargetActed()
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var/mob/M = loc
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if(target == M) return
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if(src != M.equipped())
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target.NotTargeted(src)
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return
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usr.last_move_intent = world.time
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Fire(target,usr)
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var/dir_to_fire = sd_get_approx_dir(M,target)
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if(dir_to_fire != M.dir)
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M.dir = dir_to_fire
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afterattack(atom/A as mob|obj|turf|area, mob/living/user as mob|obj, flag, params)
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if(flag) return //we're placing gun on a table or in backpack
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if(istype(target, /obj/machinery/recharger) && istype(src, /obj/item/weapon/gun/energy)) return//Shouldnt flag take care of this?
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if(user && user.client && user.client.gun_mode)
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PreFire(A,user,params)
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else
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Fire(A,user,params)
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//Compute how to fire.....
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proc/PreFire(atom/A as mob|obj|turf|area, mob/living/user as mob|obj, params)
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//GraphicTrace(usr.x,usr.y,A.x,A.y,usr.z)
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if(lock_time > world.time - 2) return
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if(!ismob(A))
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// var/mob/M = locate() in range(0,A)
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// if(M && !ismob(A))
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// if(M.type == /mob)
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// return FindTarget(M,user,params)
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var/mob/M = GunTrace(usr.x,usr.y,A.x,A.y,usr.z,usr)
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if(M && ismob(M) && isliving(M) && !target)
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if(!(M.client && M.client.admin_invis))
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Aim(M)
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return
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if(ismob(A) && isliving(A) && target != A)
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Aim(A)
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else if(lock_time < world.time + 10)
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Fire(A,user,params)
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else if(!target)
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Fire(A,user,params)
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//else
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//var/item/gun/G = usr.OHand
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//if(!G)
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//Fire(A,0)
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//else if(istype(G))
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//G.Fire(A,3)
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//Fire(A,2)
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//else
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//Fire(A)
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var/dir_to_fire = sd_get_approx_dir(usr,A)
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if(dir_to_fire != usr.dir)
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usr.dir = dir_to_fire
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//Yay, math!
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#define SIGN(X) ((X<0)?-1:1)
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proc/GunTrace(X1,Y1,X2,Y2,Z=1,exc_obj,PX1=16,PY1=16,PX2=16,PY2=16)
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//bluh << "Tracin' [X1],[Y1] to [X2],[Y2] on floor [Z]."
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var/turf/T
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var/mob/M
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if(X1==X2)
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if(Y1==Y2) return 0 //Light cannot be blocked on same tile
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else
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var/s = SIGN(Y2-Y1)
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Y1+=s
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while(1)
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T = locate(X1,Y1,Z)
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if(!T) return 0
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M = locate() in T
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if(M) return M
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M = locate() in orange(1,T)-exc_obj
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if(M) return M
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Y1+=s
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else
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var
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m=(32*(Y2-Y1)+(PY2-PY1))/(32*(X2-X1)+(PX2-PX1))
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b=(Y1+PY1/32-0.015625)-m*(X1+PX1/32-0.015625) //In tiles
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signX = SIGN(X2-X1)
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signY = SIGN(Y2-Y1)
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if(X1<X2) b+=m
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while(1)
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var/xvert = round(m*X1+b-Y1)
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if(xvert) Y1+=signY //Line exits tile vertically
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else X1+=signX //Line exits tile horizontally
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T = locate(X1,Y1,Z)
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if(!T) return 0
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M = locate() in T
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if(M) return M
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M = locate() in orange(1,T)-exc_obj
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if(M) return M
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return 0
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//Targeting management procs
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mob/var
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list/targeted_by
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target_time = -100
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last_move_intent = -100
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last_target_click = -5
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obj/effect/target_locked/target_locked = null
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mob/proc
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Targeted(var/obj/item/weapon/gun/I)
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if(!targeted_by) targeted_by = list()
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targeted_by += I
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I.target = src
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I.lock_time = world.time + 20 //Target has 1 second to realize they're targeted and stop (or target the opponent).
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src << "((\red <b>Your character is being targeted. They have 2 seconds to stop any click or move actions.</b> \black While targeted, they may \
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drag and drop items in or into the map, speak, and click on interface buttons. Clicking on the map, their items \
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(other than a weapon to de-target), or moving will result in being fired upon. \red The aggressor may also fire manually, \
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so try not to get on their bad side.\black ))"
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if(targeted_by.len == 1)
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spawn(0)
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target_locked = new /obj/effect/target_locked(src)
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overlays += target_locked
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spawn flick("locking",target_locked)
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var/mob/T = I.loc
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//Adding the buttons to the controler person
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if(T)
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T.item_use_icon = new /obj/screen/gun/item(null)
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T.gun_move_icon = new /obj/screen/gun/move(null)
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if(T.client)
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T.client.screen += T.item_use_icon
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T.client.screen += T.gun_move_icon
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while(targeted_by && T.client)
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sleep(1)
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if(last_move_intent > I.lock_time + 10 && !T.client.target_can_move) //If the target moved while targeted
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I.TargetActed()
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I.lock_time = world.time + 10
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else if(last_move_intent > I.lock_time + 10 && !T.client.target_can_run && m_intent == "run") //If the target ran while targeted
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I.TargetActed()
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I.lock_time = world.time + 10
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if(last_target_click > I.lock_time + 10 && !T.client.target_can_click) //If the target clicked the map to pick something up/shoot/etc
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I.TargetActed()
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I.lock_time = world.time + 10
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NotTargeted(var/obj/item/weapon/gun/I,silent)
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if(!silent)
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for(var/mob/M in viewers(src))
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M << 'TargetOff.ogg'
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del(target_locked)
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targeted_by -= I
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I.target = null
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var/mob/T = I.loc
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if(T && ismob(T))
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del(T.item_use_icon)
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del(T.gun_move_icon)
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del(T.gun_run_icon)
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if(!targeted_by.len) del targeted_by
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spawn(1) update_clothing()
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/* Captive(var/obj/item/weapon/gun/I)
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Sound(src,'CounterAttack.ogg')
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if(!targeted_by) targeted_by = list()
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targeted_by += I
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I.target = src
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// Stun("Captive")
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I.lock_time = world.time + 10 //Target has 1 second to realize they're targeted and stop (or target the opponent).
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src << "(Your character is being held captive. They have 1 second to stop any click or move actions. While held, they may \
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drag and drop items in or into the map, speak, and click on interface buttons. Clicking on the map or their items \
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(other than a weapon to de-target) will result in being attacked. The aggressor may also attack manually, \
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so try not to get on their bad side.)"
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if(targeted_by.len == 1)
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var/mob/T = I.loc
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while(targeted_by)
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sleep(1)
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if(last_target_click > I.lock_time + 10 && !T.target_can_click) //If the target clicked the map to pick something up/shoot/etc
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I.TargetActed()
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NotCaptive(var/obj/item/weapon/gun/I,silent)
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if(!silent) Sound(src,'SwordSheath.ogg')
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// UnStun("Captive")
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targeted_by -= I
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I.target = null
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if(!targeted_by.len) del targeted_by*/
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//Used to overlay the awesome stuff
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/obj/effect
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// target_locking
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// icon = 'icons/effects/Targeted.dmi'
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// icon_state = "locking"
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// layer = 99
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target_locked
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icon = 'icons/effects/Targeted.dmi'
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icon_state = "locked"
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layer = 99
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// captured
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// icon = 'Captured.dmi'
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// layer = 99
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//If you move out of range, it isn't going to still stay locked on you any more.
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client/var
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target_can_move = 0
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target_can_run = 0
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target_can_click = 0
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gun_mode = 0
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mob/Move()
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. = ..()
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for(var/obj/item/weapon/gun/G in targeted_by)
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var/mob/M = G.loc
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if(!(M in view(src)))
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//ClearRequest("Aim")
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NotTargeted(G)
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for(var/obj/item/weapon/gun/G in src)
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if(G.target)
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if(!(G.target in view(src)))
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//ClearRequest("Aim")
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G.target.NotTargeted(G)
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client/verb
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//These are called by the on-screen buttons, adjusting what the victim can and cannot do.
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AllowTargetMove()
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set hidden=1
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spawn(1) target_can_move = !target_can_move
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if(!target_can_move)
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// winset(usr,"default.target_can_move","is-flat=true;border=sunken")
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usr << "Target may now walk."
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usr.gun_run_icon = new /obj/screen/gun/run(null)
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screen += usr.gun_run_icon
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if(usr.gun_move_icon)
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usr.gun_move_icon.dir = 1
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usr.gun_move_icon.name = "Disallow Walking"
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else
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// winset(usr,"default.target_can_move","is-flat=false;border=none")
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usr << "Target may no longer move."
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target_can_run = 0
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del(usr.gun_run_icon)
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if(usr.gun_move_icon)
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usr.gun_move_icon.dir = 2
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usr.gun_move_icon.name = "Allow Walking"
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for(var/obj/item/weapon/gun/G in usr)
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G.lock_time = world.time + 5
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if(G.target)
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if(!target_can_move)
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G.target << "Your character may now <b>walk</b> at the discretion of their targeter."
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else
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G.target << "\red <b>Your character will now be shot if they move.</b>"
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AllowTargetRun()
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set hidden=1
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spawn(1) target_can_run = !target_can_run
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if(!target_can_run)
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// winset(usr,"default.target_can_move","is-flat=true;border=sunken")
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usr << "Target may now run."
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if(usr.gun_run_icon)
|
|
usr.gun_run_icon.dir = 1
|
|
usr.gun_run_icon.name = "Disallow Running"
|
|
else
|
|
// winset(usr,"default.target_can_move","is-flat=false;border=none")
|
|
usr << "Target may no longer run."
|
|
if(usr.gun_run_icon)
|
|
usr.gun_run_icon.dir = 2
|
|
usr.gun_run_icon.name = "Allow Running"
|
|
for(var/obj/item/weapon/gun/G in src)
|
|
G.lock_time = world.time + 5
|
|
if(G.target)
|
|
if(!target_can_run)
|
|
G.target << "Your character may now <b>run</b> at the discretion of their targeter."
|
|
else
|
|
G.target << "\red <b>Your character will now be shot if they run.</b>"
|
|
AllowTargetClick()
|
|
set hidden=1
|
|
spawn(1) target_can_click = !target_can_click
|
|
if(!target_can_click)
|
|
// winset(usr,"default.target_can_click","is-flat=true;border=sunken")
|
|
usr << "Target may now use items."
|
|
if(usr.item_use_icon)
|
|
usr.item_use_icon.dir = 1
|
|
usr.item_use_icon.name = "Disallow Item Use"
|
|
else
|
|
// winset(usr,"default.target_can_click","is-flat=false;border=none")
|
|
usr << "Target may no longer use items."
|
|
if(usr.item_use_icon)
|
|
usr.item_use_icon.dir = 2
|
|
usr.item_use_icon.name = "Allow Item Use"
|
|
for(var/obj/item/weapon/gun/G in src)
|
|
G.lock_time = world.time + 5
|
|
if(G.target)
|
|
if(!target_can_click)
|
|
G.target << "Your character may now <b>use items</b> at the discretion of their targeter."
|
|
else
|
|
G.target << "\red <b>Your character will now be shot if they use items.</b>"
|
|
|
|
ToggleGunMode()
|
|
set hidden = 1
|
|
spawn(1) gun_mode = !gun_mode
|
|
if(!gun_mode)
|
|
// winset(usr,"default.target_can_click","is-flat=true;border=sunken")
|
|
usr << "You will now take people captive."
|
|
if(usr.gun_setting_icon)
|
|
usr.gun_setting_icon.dir = 2
|
|
else
|
|
// winset(usr,"default.target_can_click","is-flat=false;border=none")
|
|
usr << "You will now shoot where you target."
|
|
if(usr.gun_setting_icon)
|
|
usr.gun_setting_icon.dir = 1 |