Merge pull request #975 from ZomgPonies/pixelfire

Pixel travel projectiles. WIP
This commit is contained in:
Fox-McCloud
2015-05-09 18:34:57 -04:00
5 changed files with 208 additions and 121 deletions
+8 -1
View File
@@ -10,8 +10,9 @@
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
var/buck = 0
var/pellets = 1
var/deviation = 0
var/spread = 0
/obj/item/ammo_casing/New()
@@ -50,6 +51,12 @@
else
user << "\blue There is no bullet in the casing to inscribe anything into."
/obj/item/ammo_casing/proc/newshot() //For energy weapons, shotgun shells and wands (!).
if (!BB)
BB = new projectile_type(src)
return
//Boxes of ammo
/obj/item/ammo_box
@@ -46,8 +46,8 @@
desc = "A 12 gauge buckshot shell."
icon_state = "gshell"
projectile_type = "/obj/item/projectile/bullet/pellet"
buck = 5
deviation = 0.8
pellets = 5
deviation = 30
/obj/item/ammo_casing/shotgun/beanbag
@@ -64,8 +64,8 @@
icon_state = "gshell"
projectile_type = "/obj/item/projectile/bullet/pellet/weak"
m_amt = 250
buck = 5
deviation = 0.8
pellets = 5
deviation = 30
/obj/item/ammo_casing/shotgun/improvised/overload
name = "overloaded improvised shell"
@@ -74,12 +74,12 @@
icon_state = "improvshell"
projectile_type = /obj/item/projectile/bullet/pellet/random
m_amt = 250
buck = 5
deviation = 1.0
pellets = 5
deviation = 30
/obj/item/ammo_casing/shotgun/improvised/overload/New()
..()
buck = rand(3, 8)
pellets = rand(3, 8)
/obj/item/ammo_casing/shotgun/stunslug
name = "taser slug"
@@ -120,8 +120,8 @@
desc = "A shotgun shell which fires a spread of incendiary pellets."
icon_state = "ishell2"
projectile_type = "/obj/item/projectile/bullet/incendiary/shell/dragonsbreath"
buck = 4
deviation = 0.9
pellets = 4
deviation = 30
/obj/item/ammo_casing/shotgun/ion
name = "ion shell"
@@ -129,8 +129,8 @@
The unique properties of the crystal splot the pulse into a spread of individually weaker bolts."
icon_state = "ionshell"
projectile_type = /obj/item/projectile/ion/weak
buck = 4
deviation = 0.9
pellets = 4
deviation = 30
/obj/item/ammo_casing/shotgun/laserslug
name = "laser slug"
+82 -73
View File
@@ -35,13 +35,14 @@
var/automatic = 0 //Used to determine if you can target multiple people.
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/firerate = 1 // 0 for one bullet after tarrget moves and aim is lowered,
var/firerate = 1 // 0 for one bullet after tarrget moves and aim is lowered,
//1 for keep shooting until aim is lowered
var/fire_delay = 0
var/last_fired = 0
var/obj/item/device/flashlight/F = null
var/can_flashlight = 0
var/heavy_weapon = 0
var/randomspread = 0
proc/ready_to_fire()
if(world.time >= last_fired + fire_delay)
@@ -73,8 +74,8 @@
return
/obj/item/weapon/gun/afterattack(atom/A as mob|obj|turf|area, mob/living/user as mob|obj, flag, params)
if(flag) return //we're placing gun on a table or in backpack
if(istype(target, /obj/machinery/recharger) && istype(src, /obj/item/weapon/gun/energy)) return//Shouldnt flag take care of this?
if(flag) return //we're placing gun on a table or in backpack
if(istype(target, /obj/machinery/recharger) && istype(src, /obj/item/weapon/gun/energy)) return//Shouldnt flag take care of this?
if(user && user.client && user.client.gun_mode && !(A in target))
PreFire(A,user,params) //They're using the new gun system, locate what they're aiming at.
else
@@ -113,11 +114,6 @@
add_fingerprint(user)
var/turf/curloc = get_turf(user)
var/turf/targloc = get_turf(target)
if (!istype(targloc) || !istype(curloc))
return
if(!special_check(user))
return
@@ -129,23 +125,40 @@
if(!process_chambered()) //CHECK
return click_empty(user)
if(!in_chamber)
return
if(heavy_weapon)
if(user.get_inactive_hand())
recoil = 4 //one-handed kick
else
recoil = initial(recoil)
in_chamber.firer = user
in_chamber.def_zone = user.zone_sel.selecting
if(targloc == curloc)
user.bullet_act(in_chamber)
qdel(in_chamber)
update_icon()
if (istype(in_chamber, /obj/item/projectile/bullet/blank)) // A hacky way of making blank shotgun shells work again. Honk.
in_chamber.delete()
in_chamber = null
return
user.changeNext_move(CLICK_CD_RANGE)
var/spread = 0
var/turf/targloc = get_turf(target)
if(chambered)
for (var/i = max(1, chambered.pellets), i > 0, i--) //Previous way of doing it fucked up math for spreading. This way, even the first projectile is part of the spread code.
if(i != max(1, chambered.pellets)) //Have we fired the initial chambered bullet yet?
in_chamber = new chambered.projectile_type()
ready_projectile(target, user)
prepare_shot(in_chamber)
if(chambered.deviation)
if(randomspread) //Random spread
spread = (rand() - 0.5) * chambered.deviation
else //Smart spread
spread = (i / chambered.pellets - 0.5) * chambered.deviation
if(!process_projectile(targloc, user, params, spread))
return 0
else
ready_projectile(target, user)
prepare_shot(in_chamber)
if(!process_projectile(targloc, user, params, spread))
return 0
if(recoil)
spawn()
shake_camera(user, recoil + 1, recoil)
@@ -164,76 +177,71 @@
user.visible_message("<span class='danger'>[src] flies out of [user]'s hands!</span>", "<span class='userdanger'>[src] kicks out of your grip!</span>")
user.drop_item()
if (istype(in_chamber, /obj/item/projectile/bullet/blank)) // A hacky way of making blank shotgun shells work again. Honk.
in_chamber.delete()
in_chamber = null
return
update_icon()
if(user.hand)
user.update_inv_l_hand()
else
user.update_inv_r_hand()
/obj/item/weapon/gun/proc/ready_projectile(atom/target as mob|obj|turf, mob/living/user)
in_chamber.firer = user
in_chamber.def_zone = user.zone_sel.selecting
in_chamber.original = target
return
/obj/item/weapon/gun/proc/process_projectile(var/turf/targloc, mob/living/user as mob|obj, params, spread)
var/turf/curloc = user.loc
if (!istype(targloc) || !istype(curloc) || !in_chamber)
return 0
if(targloc == curloc) //Fire the projectile
user.bullet_act(in_chamber)
qdel(in_chamber)
update_icon()
return 1
in_chamber.loc = get_turf(user)
in_chamber.starting = get_turf(user)
in_chamber.shot_from = src
user.changeNext_move(CLICK_CD_RANGE)
in_chamber.silenced = silenced
in_chamber.current = curloc
in_chamber.yo = targloc.y - curloc.y
in_chamber.xo = targloc.x - curloc.x
if(istype(user, /mob/living/carbon))
var/mob/living/carbon/mob = user
if(mob.shock_stage > 120)
in_chamber.yo += rand(-2,2)
in_chamber.xo += rand(-2,2)
else if(mob.shock_stage > 70)
in_chamber.yo += rand(-1,1)
in_chamber.xo += rand(-1,1)
if(chambered) // Beep boop buckshot
var/target_x = targloc.x
var/target_y = targloc.y
var/target_z = targloc.z
if(in_chamber)
in_chamber.process()
while(chambered.buck > 0)
var/dx = round(gaussian(0,chambered.deviation),1)
var/dy = round(gaussian(0,chambered.deviation),1)
targloc = locate(target_x+dx, target_y+dy, target_z)
if(!targloc || targloc == curloc)
break
in_chamber = new chambered.projectile_type()
prepare_shot(in_chamber)
in_chamber.original = target
in_chamber.loc = get_turf(user)
in_chamber.starting = get_turf(user)
in_chamber.current = curloc
in_chamber.yo = targloc.y - curloc.y
in_chamber.xo = targloc.x - curloc.x
if(in_chamber)
in_chamber.process()
chambered.buck--
if(params)
var/list/mouse_control = params2list(params)
if(mouse_control["icon-x"])
in_chamber.p_x = text2num(mouse_control["icon-x"])
if(mouse_control["icon-y"])
in_chamber.p_y = text2num(mouse_control["icon-y"])
if(mouse_control["screen-loc"])
//Split screen-loc up into X+Pixel_X and Y+Pixel_Y
var/list/screen_loc_params = text2list(mouse_control["screen-loc"], ",")
spawn()
if(in_chamber)
in_chamber.process()
sleep(1)
//Split X+Pixel_X up into list(X, Pixel_X)
var/list/screen_loc_X = text2list(screen_loc_params[1],":")
//Split Y+Pixel_Y up into list(Y, Pixel_Y)
var/list/screen_loc_Y = text2list(screen_loc_params[2],":")
var/x = text2num(screen_loc_X[1]) * 32 + text2num(screen_loc_X[2]) - 32
var/y = text2num(screen_loc_Y[1]) * 32 + text2num(screen_loc_Y[2]) - 32
var/ox = round(544/2) //"origin" x - Basically center of the screen. This is a bad way of doing it because if you are able to view MORE than 17 tiles at a time your aim will get fucked.
var/oy = round(544/2) //"origin" y - Basically center of the screen.
var/angle = Atan2(y - oy, x - ox)
in_chamber.Angle = angle
if(istype(user, /mob/living/carbon)) //Increase spread based on shock
var/mob/living/carbon/mob = user
if(mob.shock_stage > 120)
spread += rand(-5,5)
else if(mob.shock_stage > 70)
spread += rand(-2,2)
if(spread)
in_chamber.Angle += spread
if(in_chamber)
in_chamber.process()
in_chamber = null
update_icon()
if(user.hand)
user.update_inv_l_hand()
else
user.update_inv_r_hand()
return 1
/obj/item/weapon/gun/proc/can_fire()
return process_chambered()
@@ -378,4 +386,5 @@
if(F)
if(F.on)
user.AddLuminosity(-F.brightness_on)
SetLuminosity(F.brightness_on)
SetLuminosity(F.brightness_on)
+107 -36
View File
@@ -19,6 +19,7 @@
pass_flags = PASSTABLE
mouse_opacity = 0
hitsound = 'sound/weapons/pierce.ogg'
animate_movement = 0
var/bumped = 0 //Prevents it from hitting more than one guy at once
var/def_zone = "" //Aiming at
var/mob/firer = null//Who shot it
@@ -60,6 +61,11 @@
var/chatlog_attacks = 1
var/speed = 1 //Amount of deciseconds it takes for projectile to travel. Animation is adjusted accordingly.
var/Angle = 0 //For new projectiles
var/spread = 0 //Amount of degrees by which the projectiles will be spread DURING MOVEMENT. It exists for chaotic types of projectiles, like bees or something.
var/legacy = 0 //Use the legacy projectile system or new pixel movement?
proc/delete()
// Garbage collect the projectiles
loc = null
@@ -174,43 +180,108 @@
return 1
process()
spawn while(src)
if(kill_count < 1)
del(src)
return
kill_count--
if((!( current ) || loc == current))
current = locate(min(max(x + xo, 1), world.maxx), min(max(y + yo, 1), world.maxy), z)
if((x == 1 || x == world.maxx || y == 1 || y == world.maxy))
del(src)
return
step_towards(src, current)
sleep(1)
if(!bumped && !isturf(original))
if(loc == get_turf(original))
if(!(original in permutated))
Bump(original)
sleep(1)
Range()
return
proc/dumbfire(var/dir) // for spacepods, go snowflake go
if(!dir)
del(src)
if(kill_count < 1)
del(src)
kill_count--
spawn while(src)
var/turf/T = get_step(src, dir)
step_towards(src, T)
sleep(1)
if(!bumped && !isturf(original))
if(loc == get_turf(original))
if(!(original in permutated))
Bump(original)
sleep(1)
return
process(var/setAngle)
if(setAngle) Angle = setAngle
if(!legacy)
spawn() //New projectile system
while(loc)
if(kill_count < 1)
qdel(src)
return
kill_count--
if((!( current ) || loc == current))
current = locate(Clamp(x+xo,1,world.maxx),Clamp(y+yo,1,world.maxy),z)
if(!Angle)
Angle=round(Get_Angle(src,current))
//world << "[Angle] angle"
//overlays.Cut()
//var/icon/I=new(initial(icon),icon_state) //using initial(icon) makes sure that the angle for that is reset as well
//I.Turn(Angle)
//I.DrawBox(rgb(255,0,0,50),1,1,32,32)
//icon = I
if(spread) //Chaotic spread
Angle += (rand() - 0.5) * spread
var/matrix/M = new//matrix(transform)
M.Turn(Angle)
transform = M
var/Pixel_x=round(sin(Angle)+16*sin(Angle)*2)
var/Pixel_y=round(cos(Angle)+16*cos(Angle)*2)
var/pixel_x_offset = pixel_x + Pixel_x
var/pixel_y_offset = pixel_y + Pixel_y
var/new_x = x
var/new_y = y
//Not sure if using whiles for this is good
while(pixel_x_offset > 16)
//world << "Pre-adjust coords (x++): xy [pixel_x] xy offset [pixel_x_offset]"
pixel_x_offset -= 32
pixel_x -= 32
new_x++// x++
while(pixel_x_offset < -16)
//world << "Pre-adjust coords (x--): xy [pixel_x] xy offset [pixel_x_offset]"
pixel_x_offset += 32
pixel_x += 32
new_x--
while(pixel_y_offset > 16)
//world << "Pre-adjust coords (y++): py [pixel_y] py offset [pixel_y_offset]"
pixel_y_offset -= 32
pixel_y -= 32
new_y++
while(pixel_y_offset < -16)
//world << "Pre-adjust coords (y--): py [pixel_y] py offset [pixel_y_offset]"
pixel_y_offset += 32
pixel_y += 32
new_y--
speed = round(speed) //Just in case.
step_towards(src, locate(new_x, new_y, z)) //Original projectiles stepped towards 'current'
if(speed <= 1) //We should really only animate at speed 2
pixel_x = pixel_x_offset
pixel_y = pixel_y_offset
else
animate(src, pixel_x = pixel_x_offset, pixel_y = pixel_y_offset, time = max(1, (speed <= 3 ? speed - 1 : speed)))
/*
var/turf/T = get_turf(src)
if(T)
T.color = "#6666FF"
spawn(10)
T.color = initial(T.color)
*/
if(!bumped && ((original && original.layer>=2.75) || ismob(original)))
if(loc == get_turf(original))
if(!(original in permutated))
Bump(original)
Range()
sleep(max(1, speed))
else
spawn() //Old projectile system
while(loc)
if(kill_count < 1)
qdel(src)
return
kill_count--
if((!( current ) || loc == current))
current = locate(Clamp(x+xo,1,world.maxx),Clamp(y+yo,1,world.maxy),z)
if(!Angle)
Angle=round(Get_Angle(src,current))
var/matrix/M = new//matrix(transform)
M.Turn(Angle)
transform = M //So there's no need to give icons directions again
step_towards(src, current)
if(!bumped && ((original && original.layer>=2.75) || ismob(original)))
if(loc == get_turf(original))
if(!(original in permutated))
Bump(original)
Range()
sleep(1)
proc/dumbfire(var/dir)
current = get_ranged_target_turf(src, dir, world.maxx) //world.maxx is the range. Not sure how to handle this better.
process()
/obj/item/projectile/test //Used to see if you can hit them.
invisibility = 101 //Nope! Can't see me!