Files
CHOMPStation2/code/modules/projectiles/ammunition.dm
mwerezak fc6dfb5f1b Ammo magazine and casing update
Rewrites ammo magazines and casings to be a bit more logical.
Updates gun/projectile and all subtypes to work with the new ammo code.
2015-02-09 21:32:49 -05:00

130 lines
4.2 KiB
Plaintext

/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
throwforce = 1
w_class = 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?
/obj/item/ammo_casing/New()
..()
if(ispath(projectile_type))
BB = new projectile_type(src)
pixel_x = rand(-10, 10)
pixel_y = rand(-10, 10)
set_dir(pick(cardinal))
/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 = sanitize(copytext(input(user, "Inscribe some text into \the [initial(BB.name)]","Inscription",tmp_label), 1, 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/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("metal" = 500)
throwforce = 5
w_class = 2
throw_speed = 4
throw_range = 10
var/list/stored_ammo = list()
var/mag_type = SPEEDLOADER //ammo_magazines can only be used with compatible guns
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
var/list/icon_map = list()
/obj/item/ammo_magazine/New()
if(multiple_sprites)
//should probably be cached or something.
icon_map = list(max_ammo = icon_state)
var/list/states = icon_states(icon)
for(var/i = 0, i <= max_ammo, i++)
var/ammo_state = "[icon_state]-[i]"
if(ammo_state in states)
//icon_map += i //so stupid BYOND understands that it's an association
icon_map[i] = ammo_state
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()
/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
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/i in icon_map)
if (i >= stored_ammo.len)
new_state = icon_map[i]
break
icon_state = (new_state)? new_state : initial(icon_state)
/obj/item/ammo_magazine/examine(mob/user)
..()
user << "There [(stored_ammo.len > 1)? "are" : "is"] [stored_ammo.len] round\s left!"