#define MOVES_HITSCAN -1 //Not actually hitscan but close as we get. /obj/item/projectile name = "projectile" icon = 'icons/obj/projectiles.dmi' icon_state = "bullet" density = FALSE anchored = TRUE flags_1 = ABSTRACT_1 pass_flags = PASSTABLE mouse_opacity = MOUSE_OPACITY_TRANSPARENT hitsound = 'sound/weapons/pierce.ogg' var/hitsound_wall = "" resistance_flags = LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF var/def_zone = "" //Aiming at var/mob/firer = null//Who shot it var/suppressed = FALSE //Attack message var/yo = null var/xo = null var/atom/original = null // the original target clicked var/turf/starting = null // the projectile's starting turf var/list/permutated = list() // we've passed through these atoms, don't try to hit them again var/p_x = 16 var/p_y = 16 // the pixel location of the tile that the player clicked. Default is the center //Fired processing vars var/fired = FALSE //Have we been fired yet var/paused = FALSE //for suspending the projectile midair var/last_projectile_move = 0 var/last_process = 0 var/time_offset = 0 var/old_pixel_x = 0 var/old_pixel_y = 0 var/pixel_x_increment = 0 var/pixel_y_increment = 0 var/pixel_x_offset = 0 var/pixel_y_offset = 0 var/new_x = 0 var/new_y = 0 var/speed = 0.8 //Amount of deciseconds it takes for projectile to travel var/Angle = 0 var/nondirectional_sprite = FALSE //Set TRUE to prevent projectiles from having their sprites rotated based on firing angle var/spread = 0 //amount (in degrees) of projectile spread animate_movement = 0 //Use SLIDE_STEPS in conjunction with legacy var/ricochets = 0 var/ricochets_max = 2 var/ricochet_chance = 30 var/ignore_source_check = FALSE var/damage = 10 var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here var/nodamage = 0 //Determines if the projectile will skip any damage inflictions var/flag = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb var/projectile_type = /obj/item/projectile var/range = 50 //This will de-increment every step. When 0, it will delete the projectile. var/is_reflectable = FALSE // Can it be reflected or not? //Effects var/stun = 0 var/knockdown = 0 var/unconscious = 0 var/irradiate = 0 var/stutter = 0 var/slur = 0 var/eyeblur = 0 var/drowsy = 0 var/stamina = 0 var/jitter = 0 var/forcedodge = 0 //to pass through everything var/dismemberment = 0 //The higher the number, the greater the bonus to dismembering. 0 will not dismember at all. var/impact_effect_type //what type of impact effect to show when hitting something var/log_override = FALSE //is this type spammed enough to not log? (KAs) /obj/item/projectile/New() permutated = list() return ..() /obj/item/projectile/proc/Range() range-- if(range <= 0 && loc) on_range() /obj/item/projectile/proc/on_range() //if we want there to be effects when they reach the end of their range qdel(src) //to get the correct limb (if any) for the projectile hit message /mob/living/proc/check_limb_hit(hit_zone) if(has_limbs) return hit_zone /mob/living/carbon/check_limb_hit(hit_zone) if(get_bodypart(hit_zone)) return hit_zone else //when a limb is missing the damage is actually passed to the chest return "chest" /obj/item/projectile/proc/prehit(atom/target) return TRUE /obj/item/projectile/proc/on_hit(atom/target, blocked = FALSE) var/turf/target_loca = get_turf(target) if(!nodamage && (damage_type == BRUTE || damage_type == BURN) && istype(target_loca, /turf/closed/wall) && prob(75)) var/turf/closed/wall/W = target_loca var/mutable_appearance/decal = mutable_appearance('icons/effects/effects.dmi', "bullet_hole", TURF_DECAL_LAYER) if(target == original) decal.pixel_x = target.pixel_x + p_x - 16 decal.pixel_y = target.pixel_y + p_y - 16 else decal.pixel_x = target.pixel_x + rand(2, -2) decal.pixel_y = target.pixel_y + rand(2, -2) W.add_damage_decal(decal) if(!isliving(target)) if(impact_effect_type) new impact_effect_type(target_loca, target, src) return 0 var/mob/living/L = target if(blocked != 100) // not completely blocked if(damage && L.blood_volume && damage_type == BRUTE) var/splatter_dir = dir if(starting) splatter_dir = get_dir(starting, target_loca) if(isalien(L)) new /obj/effect/temp_visual/dir_setting/bloodsplatter/xenosplatter(target_loca, splatter_dir) else new /obj/effect/temp_visual/dir_setting/bloodsplatter(target_loca, splatter_dir) if(prob(33)) L.add_splatter_floor(target_loca) else if(impact_effect_type) new impact_effect_type(target_loca, target, src) var/organ_hit_text = "" var/limb_hit = L.check_limb_hit(def_zone)//to get the correct message info. if(limb_hit) organ_hit_text = " in \the [parse_zone(limb_hit)]" if(suppressed) playsound(loc, hitsound, 5, 1, -1) to_chat(L, "You're shot by \a [src][organ_hit_text]!") else if(hitsound) var/volume = vol_by_damage() playsound(loc, hitsound, volume, 1, -1) L.visible_message("[L] is hit by \a [src][organ_hit_text]!", \ "[L] is hit by \a [src][organ_hit_text]!", null, COMBAT_MESSAGE_RANGE) L.on_hit(src) var/reagent_note if(reagents && reagents.reagent_list) reagent_note = " REAGENTS:" for(var/datum/reagent/R in reagents.reagent_list) reagent_note += R.id + " (" reagent_note += num2text(R.volume) + ") " add_logs(firer, L, "shot", src, reagent_note) return L.apply_effects(stun, knockdown, unconscious, irradiate, slur, stutter, eyeblur, drowsy, blocked, stamina, jitter) /obj/item/projectile/proc/vol_by_damage() if(src.damage) return Clamp((src.damage) * 0.67, 30, 100)// Multiply projectile damage by 0.67, then clamp the value between 30 and 100 else return 50 //if the projectile doesn't do damage, play its hitsound at 50% volume /obj/item/projectile/Collide(atom/A) if(check_ricochet(A) && check_ricochet_flag(A) && ricochets < ricochets_max) ricochets++ if(A.handle_ricochet(src)) ignore_source_check = TRUE return FALSE if(firer && !ignore_source_check) if(A == firer || (A == firer.loc && ismecha(A))) //cannot shoot yourself or your mech loc = A.loc return FALSE var/distance = get_dist(get_turf(A), starting) // Get the distance between the turf shot from and the mob we hit and use that for the calculations. def_zone = ran_zone(def_zone, max(100-(7*distance), 5)) //Lower accurancy/longer range tradeoff. 7 is a balanced number to use. if(isturf(A) && hitsound_wall) var/volume = Clamp(vol_by_damage() + 20, 0, 100) if(suppressed) volume = 5 playsound(loc, hitsound_wall, volume, 1, -1) var/turf/target_turf = get_turf(A) if(!prehit(A)) if(forcedodge) loc = target_turf return FALSE var/permutation = select_target(A,target_turf) // searches for return value, could be deleted after run so check A isn't null if(permutation == -1 || forcedodge)// the bullet passes through a dense object! loc = target_turf if(A) permutated.Add(A) return FALSE qdel(src) return TRUE /obj/item/projectile/proc/select_target(atom/A,target_turf) if((A && A.density && !(A.flags_1 & ON_BORDER_1)) && (istype(A,/obj/machinery) || isturf(A))) //if we hit a dense non-border obj or dense turf then we also hit one of the mobs on that tile. var/list/mobs_list = list() var/list/machine_list = list() for(var/mob/living/L in target_turf) mobs_list += L for(var/obj/machinery/m in target_turf) if(m.density) machine_list += m var/permutationbackup if(isturf(A)) permutationbackup = A.bullet_act(src, def_zone) // Just in case the turf can deflect bullets if(mobs_list.len || machine_list.len) var/atom/movable/selected_target if(mobs_list.Find(original) || machine_list.Find(original)) selected_target = original else if(mobs_list.len) selected_target = pick(mobs_list) else selected_target = pick(machine_list) if(!prehit(selected_target)) return FALSE return selected_target.bullet_act(src, def_zone) return permutationbackup else return A.bullet_act(src, def_zone) /obj/item/projectile/proc/check_ricochet() if(prob(ricochet_chance)) return TRUE return FALSE /obj/item/projectile/proc/check_ricochet_flag(atom/A) if(A.flags_1 & CHECK_RICOCHET_1) return TRUE return FALSE /obj/item/projectile/Process_Spacemove(var/movement_dir = 0) return TRUE //Bullets don't drift in space /obj/item/projectile/process() last_process = world.time if(!loc || !fired) fired = FALSE return PROCESS_KILL if(paused || !isturf(loc)) last_projectile_move += world.time - last_process //Compensates for pausing, so it doesn't become a hitscan projectile when unpaused from charged up ticks. return var/elapsed_time_deciseconds = (world.time - last_projectile_move) + time_offset time_offset = 0 var/required_moves = speed > 0? Floor(elapsed_time_deciseconds / speed) : MOVES_HITSCAN //Would be better if a 0 speed made hitscan but everyone hates those so I can't make it a universal system :< if(required_moves == MOVES_HITSCAN) required_moves = SSprojectiles.global_max_tick_moves else if(required_moves > SSprojectiles.global_max_tick_moves) var/overrun = required_moves - SSprojectiles.global_max_tick_moves required_moves = SSprojectiles.global_max_tick_moves time_offset += overrun * speed time_offset += Modulus(elapsed_time_deciseconds, speed) for(var/i in 1 to required_moves) pixel_move(required_moves) /obj/item/projectile/proc/fire(angle, atom/direct_target) //If no angle needs to resolve it from xo/yo! if(!log_override && firer && original) add_logs(firer, original, "fired at", src, " [get_area(src)]") if(direct_target) prehit(direct_target) direct_target.bullet_act(src, def_zone) qdel(src) return if(isnum(angle)) setAngle(angle) if(spread) setAngle(Angle + ((rand() - 0.5) * spread)) if(isnull(Angle)) //Try to resolve through offsets if there's no angle set. var/turf/starting = get_turf(src) var/turf/target = locate(Clamp(starting + xo, 1, world.maxx), Clamp(starting + yo, 1, world.maxy), starting.z) setAngle(Get_Angle(src, target)) if(!nondirectional_sprite) var/matrix/M = new M.Turn(Angle) transform = M old_pixel_x = pixel_x old_pixel_y = pixel_y last_projectile_move = world.time fired = TRUE if(!isprocessing) START_PROCESSING(SSprojectiles, src) /obj/item/projectile/proc/setAngle(new_angle) //wrapper for overrides. Angle = new_angle return TRUE /obj/item/projectile/proc/pixel_move(moves) if(!nondirectional_sprite) var/matrix/M = new M.Turn(Angle) transform = M pixel_x_increment=round((sin(Angle)+16*sin(Angle)*2), 1) //round() is a floor operation when only one argument is supplied, we don't want that here pixel_y_increment=round((cos(Angle)+16*cos(Angle)*2), 1) pixel_x_offset = old_pixel_x + pixel_x_increment pixel_y_offset = old_pixel_y + pixel_y_increment new_x = x new_y = y while(pixel_x_offset > 16) pixel_x_offset -= 32 old_pixel_x -= 32 new_x++// x++ while(pixel_x_offset < -16) pixel_x_offset += 32 old_pixel_x += 32 new_x-- while(pixel_y_offset > 16) pixel_y_offset -= 32 old_pixel_y -= 32 new_y++ while(pixel_y_offset < -16) pixel_y_offset += 32 old_pixel_y += 32 new_y-- step_towards(src, locate(new_x, new_y, z)) pixel_x = old_pixel_x pixel_y = old_pixel_y //var/animation_time = ((SSprojectiles.flags & SS_TICKER? (SSprojectiles.wait * world.tick_lag) : SSprojectiles.wait) / moves) animate(src, pixel_x = pixel_x_offset, pixel_y = pixel_y_offset, time = 1, flags = ANIMATION_END_NOW) old_pixel_x = pixel_x_offset old_pixel_y = pixel_y_offset if(can_hit_target(original, permutated)) Collide(original) Range() last_projectile_move = world.time //Returns true if the target atom is on our current turf and above the right layer /obj/item/projectile/proc/can_hit_target(atom/target, var/list/passthrough) if(target && (target.layer >= PROJECTILE_HIT_THRESHHOLD_LAYER) || ismob(target)) if(loc == get_turf(target)) if(!(target in passthrough)) return TRUE return FALSE /obj/item/projectile/proc/preparePixelProjectile(atom/target, atom/source, params, spread = 0) var/turf/curloc = get_turf(source) var/turf/targloc = get_turf(target) forceMove(get_turf(source)) starting = get_turf(source) original = target yo = targloc.y - curloc.y xo = targloc.x - curloc.x if(isliving(source) && params) var/list/calculated = calculate_projectile_angle_and_pixel_offsets(source, params) p_x = calculated[2] p_y = calculated[3] if(spread) setAngle(calculated[1] + spread) else setAngle(calculated[1]) else setAngle(Get_Angle(src, targloc)) /proc/calculate_projectile_angle_and_pixel_offsets(mob/user, params) var/list/mouse_control = params2list(params) var/p_x = 0 var/p_y = 0 var/angle = 0 if(mouse_control["icon-x"]) p_x = text2num(mouse_control["icon-x"]) if(mouse_control["icon-y"]) 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 = splittext(mouse_control["screen-loc"], ",") //Split X+Pixel_X up into list(X, Pixel_X) var/list/screen_loc_X = splittext(screen_loc_params[1],":") //Split Y+Pixel_Y up into list(Y, Pixel_Y) var/list/screen_loc_Y = splittext(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 //Calculate the "resolution" of screen based on client's view and world's icon size. This will work if the user can view more tiles than average. var/screenview = (user.client.view * 2 + 1) * world.icon_size //Refer to http://www.byond.com/docs/ref/info.html#/client/var/view for mad maths var/ox = round(screenview/2) - user.client.pixel_x //"origin" x var/oy = round(screenview/2) - user.client.pixel_y //"origin" y angle = Atan2(y - oy, x - ox) return list(angle, p_x, p_y) /obj/item/projectile/Crossed(atom/movable/AM) //A mob moving on a tile with a projectile is hit by it. ..() if(isliving(AM) && AM.density && !checkpass(PASSMOB)) Collide(AM) /obj/item/projectile/Destroy() STOP_PROCESSING(SSprojectiles, src) return ..() /obj/item/projectile/experience_pressure_difference() return