Files
CHOMPStation2/code/modules/projectiles/ammunition.dm
Neerti 828dacf485 Centralizes weight class definitions
A lot of new defines are now in inventory_sizes.dm, which contains;
All the size identifiers (the thing that tells the game if something is bulky, or w/e).
Storage costs for all the sizes, which are exponents of two, as previously.
A few constants for inventory size.

Also changes all storage item's capacity definitions by basing it off of how many 'normal slots' exist for it.  This allows one to change the definition for all of the defines in the file, and everything will follow along without needing to change 500 files.  In testing, I made all ITEMSIZE_COST_* defines doubled, and nothing had broke.

The benefit of doing all of this is that it makes adding new weight classes in the future much simpler, and makes knowing how much space a container has easier, as seeing ITEMSIZE_COST_NORMAL * 7 means it can hold seven normal items.
2016-09-22 00:51:51 -04:00

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/obj/item/ammo_casing
name = "bullet casing"
desc = "A bullet casing."
icon = 'icons/obj/ammo.dmi'
icon_state = "s-casing"
flags = CONDUCT
slot_flags = SLOT_BELT | SLOT_EARS
throwforce = 1
w_class = ITEMSIZE_TINY
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/spent_icon = null
/obj/item/ammo_casing/New()
..()
if(ispath(projectile_type))
BB = new projectile_type(src)
pixel_x = rand(-10, 10)
pixel_y = rand(-10, 10)
//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/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/screwdriver))
if(!BB)
user << "\blue 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)
user << "\red The inscription can be at most 20 characters long."
else if(!label_text)
user << "\blue You scratch the inscription off of [initial(BB)]."
BB.name = initial(BB.name)
else
user << "\blue You inscribe \"[label_text]\" into \the [initial(BB.name)]."
BB.name = "[initial(BB.name)] (\"[label_text]\")"
/obj/item/ammo_casing/update_icon()
/* if(spent_icon && !BB)
icon_state = spent_icon*/
if(!BB) // This is really just a much better way of doing this.
icon_state = "[initial(icon_state)]-spent"
/obj/item/ammo_casing/examine(mob/user)
..()
if (!BB)
user << "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'
flags = CONDUCT
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
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/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)
user << "<span class='warning'>[C] does not fit into [src].</span>"
return
if(stored_ammo.len >= max_ammo)
user << "<span class='warning'>[src] is full!</span>"
return
user.remove_from_mob(C)
C.loc = src
stored_ammo.Insert(1, C) //add to the head of the list
update_icon()
if(istype(W, /obj/item/ammo_magazine/clip))
var/obj/item/ammo_magazine/clip/L = W
if(L.caliber != caliber)
user << "<span class='warning'>The ammo in [L] does not fit into [src].</span>"
return
if(!L.stored_ammo.len)
user << "<span class='warning'>There's no more ammo [L]!</span>"
return
if(stored_ammo.len >= max_ammo)
user << "<span class='warning'>[src] is full!</span>"
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.loc = src
stored_ammo.Insert(1, AC) //add it to the head of our magazine's list
L.update_icon()
playsound(user.loc, 'sound/weapons/flipblade.ogg', 50, 1)
update_icon()
/obj/item/ammo_magazine/attack_self(mob/user)
if(!stored_ammo.len)
user << "<span class='notice'>[src] is already empty!</span>"
return
user << "<span class='notice'>You empty [src].</span>"
for(var/obj/item/ammo_casing/C in stored_ammo)
C.loc = user.loc
C.set_dir(pick(cardinal))
stored_ammo.Cut()
update_icon()
/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)
..()
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 = 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