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CHOMPStation2/code/modules/projectiles/gun.dm
2015-04-05 08:29:59 +01:00

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//Parent gun type. Guns are weapons that can be aimed at mobs and act over a distance
/obj/item/weapon/gun
name = "gun"
desc = "Its a gun. It's pretty terrible, though."
icon = 'icons/obj/gun.dmi'
item_icons = list(
icon_l_hand = 'icons/mob/items/lefthand_guns.dmi',
icon_r_hand = 'icons/mob/items/righthand_guns.dmi',
)
icon_state = "detective"
item_state = "gun"
flags = CONDUCT
slot_flags = SLOT_BELT|SLOT_HOLSTER
matter = list("metal" = 2000)
w_class = 3
throwforce = 5
throw_speed = 4
throw_range = 5
force = 5
origin_tech = "combat=1"
attack_verb = list("struck", "hit", "bashed")
zoomdevicename = "scope"
var/fire_delay = 6
var/fire_sound = 'sound/weapons/Gunshot.ogg'
var/fire_sound_text = "gunshot"
var/recoil = 0 //screen shake
var/silenced = 0
var/accuracy = 0 //accuracy is measured in tiles. +1 accuracy means that everything is effectively one tile closer for the purpose of miss chance, -1 means the opposite. launchers are not supported, at the moment.
var/scoped_accuracy = null
var/last_fired = 0
//aiming system stuff
var/keep_aim = 1 //1 for keep shooting until aim is lowered
//0 for one bullet after tarrget moves and aim is lowered
var/multi_aim = 0 //Used to determine if you can target multiple people.
var/tmp/list/mob/living/aim_targets //List of who yer targeting.
var/tmp/mob/living/last_moved_mob //Used to fire faster at more than one person.
var/tmp/told_cant_shoot = 0 //So that it doesn't spam them with the fact they cannot hit them.
var/tmp/lock_time = -100
/obj/item/weapon/gun/New()
..()
if(isnull(scoped_accuracy))
scoped_accuracy = accuracy
//Returns 1 if the gun is able to be fired
/obj/item/weapon/gun/proc/ready_to_fire()
if(world.time >= last_fired + fire_delay)
last_fired = world.time
return 1
else
return 0
//Checks whether a given mob can use the gun
//Any checks that shouldn't result in handle_click_empty() being called if they fail should go here.
//Otherwise, if you want handle_click_empty() to be called, check in consume_next_projectile() and return null there.
/obj/item/weapon/gun/proc/special_check(var/mob/user)
if(!istype(user, /mob/living))
return 0
if(!user.IsAdvancedToolUser())
return 0
var/mob/living/M = user
if(HULK in M.mutations)
M << "<span class='danger'>Your fingers are much too large for the trigger guard!</span>"
return 0
if((CLUMSY in M.mutations) && prob(40)) //Clumsy handling
var/obj/P = consume_next_projectile()
if(P)
if(process_projectile(P, user, user, pick("l_foot", "r_foot")))
handle_post_fire(user, user)
user.visible_message(
"<span class='danger'>[user] shoots \himself in the foot with \the [src]!</span>",
"<span class='danger'>You shoot yourself in the foot with \the [src]!</span>"
)
M.drop_item()
else
handle_click_empty(user)
return 0
return 1
/obj/item/weapon/gun/emp_act(severity)
for(var/obj/O in contents)
O.emp_act(severity)
/obj/item/weapon/gun/afterattack(atom/A, mob/living/user, adjacent, params)
if(adjacent) return //A is adjacent, is the user, or is on the user's person
//decide whether to aim or shoot normally
var/aiming = 0
if(user && user.client && !(A in aim_targets))
var/client/C = user.client
//If help intent is on and we have clicked on an eligible target, switch to aim mode automatically
if(user.a_intent == I_HELP && isliving(A) && !C.gun_mode)
C.ToggleGunMode()
if(C.gun_mode)
aiming = PreFire(A,user,params) //They're using the new gun system, locate what they're aiming at.
if (!aiming)
if(user && user.a_intent == I_HELP) //regardless of what happens, refuse to shoot if help intent is on
user << "\red You refrain from firing your [src] as your intent is set to help."
else
Fire(A,user,params) //Otherwise, fire normally.
/obj/item/weapon/gun/attack(atom/A, mob/living/user, def_zone)
if (A == user && user.zone_sel.selecting == "mouth" && !mouthshoot)
handle_suicide(user)
else if(user.a_intent == I_HURT) //point blank shooting
Fire(A, user, pointblank=1)
else
return ..() //Pistolwhippin'
/obj/item/weapon/gun/proc/Fire(atom/target, mob/living/user, params, pointblank=0, reflex=0)
if(!user || !target) return
add_fingerprint(user)
if(!special_check(user))
return
if (!ready_to_fire())
if (world.time % 3) //to prevent spam
user << "<span class='warning'>[src] is not ready to fire again!"
return
var/obj/projectile = consume_next_projectile(user)
if(!projectile)
handle_click_empty(user)
return
user.next_move = world.time + 4
if(process_projectile(projectile, user, target, user.zone_sel.selecting, params, pointblank, reflex))
handle_post_fire(user, target, pointblank, reflex)
update_icon()
update_held_icon()
//obtains the next projectile to fire
/obj/item/weapon/gun/proc/consume_next_projectile()
return null
//used by aiming code
/obj/item/weapon/gun/proc/can_hit(atom/target as mob, var/mob/living/user as mob)
if(!special_check(user))
return 2
//just assume we can shoot through glass and stuff. No big deal, the player can just choose to not target someone
//on the other side of a window if it makes a difference. Or if they run behind a window, too bad.
return check_trajectory(target, user)
//called if there was no projectile to shoot
/obj/item/weapon/gun/proc/handle_click_empty(mob/user)
if (user)
user.visible_message("*click click*", "<span class='danger'>*click*</span>")
else
src.visible_message("*click click*")
playsound(src.loc, 'sound/weapons/empty.ogg', 100, 1)
//called after successfully firing
/obj/item/weapon/gun/proc/handle_post_fire(mob/user, atom/target, var/pointblank=0, var/reflex=0)
if(silenced)
playsound(user, fire_sound, 10, 1)
else
playsound(user, fire_sound, 50, 1)
if(reflex)
user.visible_message(
"<span class='reflex_shoot'><b>\The [user] fires \the [src][pointblank ? " point blank at \the [target]":""] by reflex!<b></span>",
"<span class='reflex_shoot'>You fire \the [src] by reflex!</span>",
"You hear a [fire_sound_text]!"
)
else
user.visible_message(
"<span class='danger'>\The [user] fires \the [src][pointblank ? " point blank at \the [target]":""]!</span>",
"<span class='warning'>You fire \the [src]!</span>",
"You hear a [fire_sound_text]!"
)
if(recoil)
spawn()
shake_camera(user, recoil+1, recoil)
update_icon()
//does the actual shooting
/obj/item/weapon/gun/proc/process_projectile(obj/projectile, mob/user, atom/target, var/target_zone, var/params=null, var/pointblank=0, var/reflex=0)
if(!istype(projectile, /obj/item/projectile))
return 0 //default behaviour only applies to true projectiles
var/obj/item/projectile/P = projectile
//shooting while in shock
var/x_offset = 0
var/y_offset = 0
if(istype(user, /mob/living/carbon))
var/mob/living/carbon/mob = user
if(mob.shock_stage > 120)
y_offset = rand(-2,2)
x_offset = rand(-2,2)
else if(mob.shock_stage > 70)
y_offset = rand(-1,1)
x_offset = rand(-1,1)
//Point blank bonus
if(pointblank)
var/damage_mult = 1.3 //default point blank multiplier
//determine multiplier due to the target being grabbed
if(ismob(target))
var/mob/M = target
if(M.grabbed_by.len)
var/grabstate = 0
for(var/obj/item/weapon/grab/G in M.grabbed_by)
grabstate = max(grabstate, G.state)
if(grabstate >= GRAB_NECK)
damage_mult = 3.0
else if (grabstate >= GRAB_AGGRESSIVE)
damage_mult = 1.5
P.damage *= damage_mult
if(params)
P.set_clickpoint(params)
return !P.launch(target, user, src, target_zone, x_offset, y_offset)
//Suicide handling.
/obj/item/weapon/gun/var/mouthshoot = 0 //To stop people from suiciding twice... >.>
/obj/item/weapon/gun/proc/handle_suicide(mob/living/user)
if(!ishuman(user))
return
var/mob/living/carbon/human/M = user
mouthshoot = 1
M.visible_message("\red [user] sticks their gun in their mouth, ready to pull the trigger...")
if(!do_after(user, 40))
M.visible_message("\blue [user] decided life was worth living")
mouthshoot = 0
return
var/obj/item/projectile/in_chamber = consume_next_projectile()
if (istype(in_chamber))
user.visible_message("<span class = 'warning'>[user] pulls the trigger.</span>")
if(silenced)
playsound(user, fire_sound, 10, 1)
else
playsound(user, fire_sound, 50, 1)
if(istype(in_chamber, /obj/item/projectile/beam/lastertag))
user.show_message("<span class = 'warning'>You feel rather silly, trying to commit suicide with a toy.</span>")
mouthshoot = 0
return
in_chamber.on_hit(M)
if (in_chamber.damage_type != HALLOSS)
user.apply_damage(in_chamber.damage*2.5, in_chamber.damage_type, "head", used_weapon = "Point blank shot in the mouth with \a [in_chamber]", sharp=1)
user.death()
else
user << "<span class = 'notice'>Ow...</span>"
user.apply_effect(110,AGONY,0)
del(in_chamber)
mouthshoot = 0
return
else
handle_click_empty(user)
mouthshoot = 0
return
/obj/item/weapon/gun/proc/toggle_scope(var/zoom_amount=2.0)
//looking through a scope limits your periphereal vision
//still, increase the view size by a tiny amount so that sniping isn't too restricted to NSEW
var/zoom_offset = round(world.view * zoom_amount)
var/view_size = round(world.view + zoom_amount)
var/scoped_accuracy_mod = zoom_offset
zoom(zoom_offset, view_size)
if(zoom)
accuracy = scoped_accuracy + scoped_accuracy_mod
if(recoil)
recoil = round(recoil*zoom_amount+1) //recoil is worse when looking through a scope
//make sure accuracy and recoil are reset regardless of how the item is unzoomed.
/obj/item/weapon/gun/zoom()
..()
if(!zoom)
accuracy = initial(accuracy)
recoil = initial(recoil)