Files
Yogstation/code/modules/projectiles/gun.dm
MrStonedOne b50e8d2a63 removes a bunch of unneeded spawns
spawns have a high overhead.

I only went for easy targets, almost every spawn could be removed with a few subsystems in place to handle delays or cooldowns
2016-01-02 18:23:02 -08:00

499 lines
14 KiB
Plaintext

#define SAWN_INTACT 0
#define SAWN_OFF 1
#define SAWN_SAWING -1
/obj/item/weapon/gun
name = "gun"
desc = "It's a gun. It's pretty terrible, though."
icon = 'icons/obj/guns/projectile.dmi'
icon_state = "detective"
item_state = "gun"
flags = CONDUCT
slot_flags = SLOT_BELT
materials = list(MAT_METAL=2000)
w_class = 3
throwforce = 5
throw_speed = 3
throw_range = 5
force = 5
origin_tech = "combat=1"
needs_permit = 1
attack_verb = list("struck", "hit", "bashed")
var/fire_sound = "gunshot"
var/suppressed = 0 //whether or not a message is displayed when fired
var/can_suppress = 0
var/can_unsuppress = 1
var/recoil = 0 //boom boom shake the room
var/clumsy_check = 1
var/obj/item/ammo_casing/chambered = null
var/trigger_guard = 1 //trigger guard on the weapon, hulks can't fire them with their big meaty fingers
var/sawn_desc = null //description change if weapon is sawn-off
var/sawn_state = SAWN_INTACT
var/burst_size = 1 //how large a burst is
var/fire_delay = 0 //rate of fire for burst firing and semi auto
var/semicd = 0 //cooldown handler
var/heavy_weapon = 0
var/unique_rename = 0 //allows renaming with a pen
var/unique_reskin = 0 //allows one-time reskinning
var/reskinned = 0 //whether or not the gun has been reskinned
var/list/options = list()
lefthand_file = 'icons/mob/inhands/guns_lefthand.dmi'
righthand_file = 'icons/mob/inhands/guns_righthand.dmi'
var/obj/item/device/firing_pin/pin = /obj/item/device/firing_pin //standard firing pin for most guns
var/obj/item/device/flashlight/F = null
var/can_flashlight = 0
var/list/upgrades = list()
var/ammo_x_offset = 0 //used for positioning ammo count overlay on sprite
var/ammo_y_offset = 0
var/flight_x_offset = 0
var/flight_y_offset = 0
//Zooming
var/zoomable = FALSE //whether the gun generates a Zoom action on creation
var/zoomed = FALSE //Zoom toggle
var/zoom_amt = 3 //Distance in TURFs to move the user's screen forward (the "zoom" effect)
var/datum/action/toggle_scope_zoom/azoom
/obj/item/weapon/gun/New()
..()
if(pin)
pin = new pin(src)
build_zooming()
/obj/item/weapon/gun/CheckParts()
var/obj/item/weapon/gun/G = locate(/obj/item/weapon/gun) in contents
if(G)
G.loc = loc
qdel(G.pin)
G.pin = null
visible_message("[G] can now fit a new pin, but old one was destroyed in the process.")
qdel(src)
/obj/item/weapon/gun/examine(mob/user)
..()
if(pin)
user << "It has [pin] installed."
else
user << "It doesn't have a firing pin installed, and won't fire."
/obj/item/weapon/gun/proc/process_chamber()
return 0
//check if there's enough ammo/energy/whatever to shoot one time
//i.e if clicking would make it shoot
/obj/item/weapon/gun/proc/can_shoot()
return 1
/obj/item/weapon/gun/proc/shoot_with_empty_chamber(mob/living/user as mob|obj)
user << "<span class='danger'>*click*</span>"
playsound(user, 'sound/weapons/empty.ogg', 100, 1)
return
/obj/item/weapon/gun/proc/shoot_live_shot(mob/living/user as mob|obj, pointblank = 0, mob/pbtarget = null, message = 1)
if(recoil)
shake_camera(user, recoil + 1, recoil)
if(suppressed)
playsound(user, fire_sound, 10, 1)
else
playsound(user, fire_sound, 50, 1)
if(!message)
return
if(pointblank)
user.visible_message("<span class='danger'>[user] fires [src] point blank at [pbtarget]!</span>", "<span class='danger'>You fire [src] point blank at [pbtarget]!</span>", "<span class='italics'>You hear a [istype(src, /obj/item/weapon/gun/energy) ? "laser blast" : "gunshot"]!</span>")
else
user.visible_message("<span class='danger'>[user] fires [src]!</span>", "<span class='danger'>You fire [src]!</span>", "You hear a [istype(src, /obj/item/weapon/gun/energy) ? "laser blast" : "gunshot"]!")
if(heavy_weapon)
if(user.get_inactive_hand())
if(prob(15))
if(user.drop_item())
user.visible_message("<span class='danger'>[src] flies out of [user]'s hands!</span>", "<span class='userdanger'>[src] kicks out of your grip!</span>")
/obj/item/weapon/gun/emp_act(severity)
for(var/obj/O in contents)
O.emp_act(severity)
/obj/item/weapon/gun/afterattack(atom/target as mob|obj|turf, mob/living/carbon/human/user as mob|obj, flag, params)//TODO: go over this
if(flag) //It's adjacent, is the user, or is on the user's person
if(target in user.contents) //can't shoot stuff inside us.
return
if(!ismob(target) || user.a_intent == "harm") //melee attack
return
if(user.zone_sel.selecting == "mouth")
handle_suicide(user, target, params)
return
if(target == user) //so we can't shoot ourselves (unless mouth selected)
return
//Exclude lasertag guns from the CLUMSY check.
if(clumsy_check && can_shoot())
if(istype(user, /mob/living))
var/mob/living/M = user
if (M.disabilities & CLUMSY && prob(40))
user << "<span class='userdanger'>You shoot yourself in the foot with \the [src]!</span>"
var/shot_leg = pick("l_leg", "r_leg")
process_fire(user,user,0,params, zone_override = shot_leg)
M.drop_item()
return
if(isliving(user))
var/mob/living/L = user
if(!can_trigger_gun(L))
return
process_fire(target,user,1,params)
/obj/item/weapon/gun/proc/can_trigger_gun(mob/living/carbon/user)
if (!user.IsAdvancedToolUser())
user << "<span class='warning'>You don't have the dexterity to do this!</span>"
return 0
if(!handle_pins(user))
return 0
if(trigger_guard)
if(user.has_dna())
if(user.dna.check_mutation(HULK))
user << "<span class='warning'>Your meaty finger is much too large for the trigger guard!</span>"
return 0
if(NOGUNS in user.dna.species.specflags)
user << "<span class='warning'>Your fingers don't fit in the trigger guard!</span>"
return 0
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(H.martial_art && H.martial_art.name == "The Sleeping Carp") //great dishonor to famiry
user << "<span class='warning'>Use of ranged weaponry would bring dishonor to the clan.</span>"
return 0
return 1
/obj/item/weapon/gun/proc/handle_pins(mob/living/user)
if(pin)
if(pin.pin_auth(user) || pin.emagged)
return 1
else
pin.auth_fail(user)
return 0
else
user << "<span class='warning'>\The [src]'s trigger is locked. This weapon doesn't have a firing pin installed!</span>"
return 0
obj/item/weapon/gun/proc/newshot()
return
/obj/item/weapon/gun/proc/process_fire(atom/target as mob|obj|turf, mob/living/user as mob|obj, message = 1, params, zone_override)
add_fingerprint(user)
if(semicd)
return
if(heavy_weapon)
if(user.get_inactive_hand())
recoil = 4 //one-handed kick
else
recoil = initial(recoil)
if(burst_size > 1)
for(var/i = 1 to burst_size)
if(!user)
break
if(!issilicon(user))
if( i>1 && !(src in get_both_hands(user))) //for burst firing
break
if(chambered)
if(!chambered.fire(target, user, params, , suppressed, zone_override))
shoot_with_empty_chamber(user)
break
else
if(get_dist(user, target) <= 1) //Making sure whether the target is in vicinity for the pointblank shot
shoot_live_shot(user, 1, target, message)
else
shoot_live_shot(user, 0, target, message)
else
shoot_with_empty_chamber(user)
break
process_chamber()
update_icon()
sleep(fire_delay)
else
if(chambered)
if(!chambered.fire(target, user, params, , suppressed, zone_override))
shoot_with_empty_chamber(user)
return
else
if(get_dist(user, target) <= 1) //Making sure whether the target is in vicinity for the pointblank shot
shoot_live_shot(user, 1, target, message)
else
shoot_live_shot(user, 0, target, message)
else
shoot_with_empty_chamber(user)
return
process_chamber()
update_icon()
semicd = 1
spawn(fire_delay)
semicd = 0
if(user)
if(user.hand)
user.update_inv_l_hand()
else
user.update_inv_r_hand()
feedback_add_details("gun_fired","[src.type]")
/obj/item/weapon/gun/attack(mob/M as mob, mob/user)
if(user.a_intent == "harm") //Flogging
..()
else
return
/obj/item/weapon/gun/attackby(obj/item/A, mob/user, params)
if(istype(A, /obj/item/device/flashlight/seclite))
var/obj/item/device/flashlight/seclite/S = A
if(can_flashlight)
if(!F)
if(!user.unEquip(A))
return
user << "<span class='notice'>You click [S] into place on [src].</span>"
if(S.on)
SetLuminosity(0)
F = S
A.loc = src
update_icon()
update_gunlight(user)
verbs += /obj/item/weapon/gun/proc/toggle_gunlight
if(istype(A, /obj/item/weapon/screwdriver))
if(F)
for(var/obj/item/device/flashlight/seclite/S in src)
user << "<span class='notice'>You unscrew the seclite from [src].</span>"
F = null
S.loc = get_turf(user)
update_gunlight(user)
S.update_brightness(user)
update_icon()
verbs -= /obj/item/weapon/gun/proc/toggle_gunlight
if(unique_rename)
if(istype(A, /obj/item/weapon/pen))
rename_gun(user)
..()
return
/obj/item/weapon/gun/proc/toggle_gunlight()
set name = "Toggle Gunlight"
set category = "Object"
set desc = "Click to toggle your weapon's attached flashlight."
if(!F)
return
var/mob/living/carbon/human/user = usr
if(!isturf(user.loc))
user << "<span class='warning'>You cannot turn the light on while in this [user.loc]!</span>"
F.on = !F.on
user << "<span class='notice'>You toggle the gunlight [F.on ? "on":"off"].</span>"
playsound(user, 'sound/weapons/empty.ogg', 100, 1)
update_gunlight(user)
return
/obj/item/weapon/gun/proc/update_gunlight(mob/user = null)
if(F)
action_button_name = "Toggle Gunlight"
if(F.on)
if(loc == user)
user.AddLuminosity(F.brightness_on)
else if(isturf(loc))
SetLuminosity(F.brightness_on)
else
if(loc == user)
user.AddLuminosity(-F.brightness_on)
else if(isturf(loc))
SetLuminosity(0)
update_icon()
else
action_button_name = null
if(loc == user)
user.AddLuminosity(-5)
else if(isturf(loc))
SetLuminosity(0)
return
/obj/item/weapon/gun/pickup(mob/user)
if(F)
if(F.on)
user.AddLuminosity(F.brightness_on)
SetLuminosity(0)
if(azoom)
azoom.Grant(user)
/obj/item/weapon/gun/dropped(mob/user)
if(F)
if(F.on)
user.AddLuminosity(-F.brightness_on)
SetLuminosity(F.brightness_on)
zoom(user,FALSE)
if(azoom)
azoom.Remove(user)
/obj/item/weapon/gun/AltClick(mob/user)
..()
if(user.incapacitated())
user << "<span class='warning'>You can't do that right now!</span>"
return
if(unique_reskin && !reskinned && loc == user)
reskin_gun(user)
/obj/item/weapon/gun/proc/reskin_gun(mob/M)
var/choice = input(M,"Warning, you can only reskin your weapon once!","Reskin Gun") in options
if(src && choice && !M.stat && in_range(M,src) && !M.restrained() && M.canmove)
if(options[choice] == null)
return
if(sawn_state == SAWN_OFF)
icon_state = options[choice] + "-sawn"
else
icon_state = options[choice]
M << "Your gun is now skinned as [choice]. Say hello to your new friend."
reskinned = 1
return
/obj/item/weapon/gun/proc/rename_gun(mob/M)
var/input = stripped_input(M,"What do you want to name the gun?", ,"", MAX_NAME_LEN)
if(src && input && !M.stat && in_range(M,src) && !M.restrained() && M.canmove)
name = input
M << "You name the gun [input]. Say hello to your new friend."
return
/obj/item/weapon/gun/proc/handle_suicide(mob/living/carbon/human/user, mob/living/carbon/human/target, params)
if(!ishuman(user) || !ishuman(target))
return
if(semicd)
return
if(user == target)
target.visible_message("<span class='warning'>[user] sticks [src] in their mouth, ready to pull the trigger...</span>", \
"<span class='userdanger'>You stick [src] in your mouth, ready to pull the trigger...</span>")
else
target.visible_message("<span class='warning'>[user] points [src] at [target]'s head, ready to pull the trigger...</span>", \
"<span class='userdanger'>[user] points [src] at your head, ready to pull the trigger...</span>")
semicd = 1
if(!do_mob(user, target, 120) || user.zone_sel.selecting != "mouth")
if(user)
if(user == target)
user.visible_message("<span class='notice'>[user] decided life was worth living.</span>")
else if(target && target.Adjacent(user))
target.visible_message("<span class='notice'>[user] has decided to spare [target]'s life.</span>", "<span class='notice'>[user] has decided to spare your life!</span>")
semicd = 0
return
semicd = 0
if(!can_trigger_gun(user))
return
target.visible_message("<span class='warning'>[user] pulls the trigger!</span>", "<span class='userdanger'>[user] pulls the trigger!</span>")
if(chambered && chambered.BB)
chambered.BB.damage *= 5
process_fire(target, user, 1, params)
/obj/item/weapon/gun/proc/unlock() //used in summon guns and as a convience for admins
if(pin)
qdel(pin)
pin = new /obj/item/device/firing_pin
/////////////
// ZOOMING //
/////////////
/datum/action/toggle_scope_zoom
name = "Toggle Scope"
check_flags = AB_CHECK_ALIVE|AB_CHECK_RESTRAINED|AB_CHECK_STUNNED|AB_CHECK_LYING
button_icon_state = "sniper_zoom"
var/obj/item/weapon/gun/gun = null
/datum/action/toggle_scope_zoom/Trigger()
gun.zoom(owner)
/datum/action/toggle_scope_zoom/IsAvailable()
. = ..()
if(!. && gun)
gun.zoom(owner, FALSE)
/datum/action/toggle_scope_zoom/Remove(mob/living/L)
gun.zoom(L, FALSE)
..()
/obj/item/weapon/gun/proc/zoom(mob/living/user, forced_zoom)
if(!user || !user.client)
return
switch(forced_zoom)
if(FALSE)
zoomed = FALSE
if(TRUE)
zoomed = TRUE
else
zoomed = !zoomed
if(zoomed)
var/_x = 0
var/_y = 0
switch(user.dir)
if(NORTH)
_y = zoom_amt
if(EAST)
_x = zoom_amt
if(SOUTH)
_y = -zoom_amt
if(WEST)
_x = -zoom_amt
user.client.pixel_x = world.icon_size*_x
user.client.pixel_y = world.icon_size*_y
else
user.client.pixel_x = 0
user.client.pixel_y = 0
//Proc, so that gun accessories/scopes/etc. can easily add zooming.
/obj/item/weapon/gun/proc/build_zooming()
if(azoom)
return
if(zoomable)
azoom = new()
azoom.gun = src