Files
Paradise/code/modules/projectiles/ammunition.dm
Fox-McCloud a019934e9e Pass I
2015-09-04 05:18:48 -04:00

146 lines
4.1 KiB
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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
throwforce = 1
w_class = 1.0
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/pellets = 1
var/deviation = 0
var/spread = 0
/obj/item/ammo_casing/New()
..()
if(projectile_type)
BB = new projectile_type(src)
pixel_x = rand(-10.0, 10)
pixel_y = rand(-10.0, 10)
dir = pick(alldirs)
update_icon()
/obj/item/ammo_casing/update_icon()
..()
icon_state = "[initial(icon_state)][BB ? "-live" : ""]"
desc = "[initial(desc)][BB ? "" : " This one is spent"]"
/obj/item/ammo_casing/attackby(obj/item/weapon/W as obj, mob/user as mob, params)
if(istype(W, /obj/item/weapon/screwdriver))
if(BB)
if(initial(BB.name) == "bullet")
var/tmp_label = ""
var/label_text = sanitize(input(user, "Inscribe some text into \the [initial(BB.name)]","Inscription",tmp_label))
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]\""
else
user << "\blue You can only inscribe a metal bullet." //because inscribing beanbags is silly
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
name = "ammo box (generic)"
desc = "A box of ammo?"
icon_state = "357"
icon = 'icons/obj/ammo.dmi'
flags = CONDUCT
slot_flags = SLOT_BELT
item_state = "syringe_kit"
materials = list(MAT_METAL=30000)
throwforce = 2
w_class = 1.0
throw_speed = 4
throw_range = 10
var/list/stored_ammo = list()
var/obj/item/ammo_casing/ammo_type
var/max_ammo = 7
var/multiple_sprites = 0
var/caliber = ""
var/multiload = 1
/obj/item/ammo_box/New()
for(var/i = 1, i <= max_ammo, i++)
stored_ammo += new ammo_type(src)
update_icon()
/obj/item/ammo_box/proc/get_round(var/keep = 0)
if (!stored_ammo.len)
return null
else
var/b = stored_ammo[stored_ammo.len]
stored_ammo -= b
if (keep)
stored_ammo.Insert(1,b)
return b
/obj/item/ammo_box/proc/give_round(var/obj/item/ammo_casing/r)
var/obj/item/ammo_casing/rb = r
if (rb)
if (stored_ammo.len < max_ammo && rb.caliber == caliber)
stored_ammo += rb
rb.loc = src
return 1
return 0
/obj/item/ammo_box/attackby(var/obj/item/A as obj, mob/user as mob, var/silent = 0, params)
var/num_loaded = 0
if(istype(A, /obj/item/ammo_box))
var/obj/item/ammo_box/AM = A
for(var/obj/item/ammo_casing/AC in AM.stored_ammo)
var/didload = give_round(AC)
if(didload)
AM.stored_ammo -= AC
num_loaded++
if(!multiload || !didload)
break
if(istype(A, /obj/item/ammo_casing))
var/obj/item/ammo_casing/AC = A
if(give_round(AC))
user.drop_item()
AC.loc = src
num_loaded++
if(num_loaded)
if(!silent)
user << "<span class='notice'>You load [num_loaded] shell\s into \the [src]!</span>"
A.update_icon()
update_icon()
/obj/item/ammo_box/attack_self(mob/user as mob)
var/obj/item/ammo_casing/A = get_round()
if(A)
user.put_in_hands(A)
user << "<span class='notice'>You remove a round from \the [src]!</span>"
update_icon()
/obj/item/ammo_box/update_icon()
switch(multiple_sprites)
if(1)
icon_state = "[initial(icon_state)]-[stored_ammo.len]"
if(2)
icon_state = "[initial(icon_state)]-[stored_ammo.len ? "[max_ammo]" : "0"]"
desc = "[initial(desc)] There are [stored_ammo.len] shell\s left!"
//Behavior for magazines
/obj/item/ammo_box/magazine/proc/ammo_count()
return stored_ammo.len