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Yogstation/code/modules/projectiles/projectile.dm
2015-03-31 18:30:09 +12:00

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/obj/item/projectile
name = "projectile"
icon = 'icons/obj/projectiles.dmi'
icon_state = "bullet"
density = 1
unacidable = 1
pass_flags = PASSTABLE
mouse_opacity = 0
hitsound = 'sound/weapons/pierce.ogg'
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
var/suppressed = 0 //Attack message
var/yo = null
var/xo = null
var/current = 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
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/kill_count = 50 //This will de-increment every step. When 0, it will delete the projectile.
//Effects
var/stun = 0
var/weaken = 0
var/paralyze = 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
// 1 to pass solid objects, 2 to pass solid turfs (results in bugs, bugs and tons of bugs)
var/range = 0
var/proj_hit = 0
/obj/item/projectile/proc/Range()
if(range)
range--
if(range <= 0)
on_range()
else
return
/obj/item/projectile/proc/on_range() //if we want there to be effects when they reach the end of their range
proj_hit = 1
qdel(src)
/obj/item/projectile/proc/on_hit(atom/target, blocked = 0, hit_zone)
if(!isliving(target)) return 0
if(isanimal(target)) return 0
var/mob/living/L = target
L.on_hit(type)
return L.apply_effects(stun, weaken, paralyze, irradiate, stutter, slur, 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/Bump(atom/A)
if(A == firer || A == src)
loc = A.loc
return 0 //cannot shoot yourself
if(bumped)//Stops multihit projectiles
return 1
bumped = 1
if(isliving(A))
var/mob/living/M = A
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) + ") "
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(suppressed)
playsound(loc, hitsound, 5, 1, -1)
M << "<span class='userdanger'>You've been shot by \a [src] in \the [parse_zone(def_zone)]!</span>"
else
if(hitsound)
var/volume = vol_by_damage()
playsound(loc, hitsound, volume, 1, -1)
M.visible_message("<span class='danger'>[M] is hit by \a [src] in the [parse_zone(def_zone)]!</span>", \
"<span class='userdanger'>[M] is hit by \a [src] in the [parse_zone(def_zone)]!</span>") //X has fired Y is now given by the guns so you cant tell who shot you if you could not see the shooter
add_logs(firer, M, "shot", object="[src]", addition=reagent_note)
var/turf/new_loc = get_turf(A)
var/permutation = A.bullet_act(src, def_zone) // 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!
bumped = 0 // reset bumped variable!
loc = new_loc
permutated.Add(A)
Range()
return 0
qdel(src)
/obj/item/projectile/CanPass(atom/movable/mover, turf/target, height=0)
if(height==0) return 1
if(istype(mover, /obj/item/projectile))
return prob(95)
else
return 1
/obj/item/projectile/Process_Spacemove(var/movement_dir = 0)
return 1 //Bullets don't drift in space
/obj/item/projectile/proc/fire()
spawn()
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)
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)