var/list/spells = typesof(/spell) //needed for the badmin verb for now /spell var/name = "Spell" var/abbreviation = "" //Used for feedback gathering var/desc = "A spell." parent_type = /datum var/panel = "Spells"//What panel the proc holder needs to go on. var/school = "evocation" //not relevant at now, but may be important later if there are changes to how spells work. the ones I used for now will probably be changed... maybe spell presets? lacking flexibility but with some other benefit? var/user_type = USER_TYPE_NOUSER // What kind of mob uses this spell var/specialization //Used for what list they belong to in the spellbook. SSOFFENSIVE, SSDEFENSIVE, SSUTILITY var/charge_type = Sp_RECHARGE //can be recharge or charges, see charge_max and charge_counter descriptions; can also be based on the holder's vars now, use "holder_var" for that; can ALSO be made to gradually drain the charge with Sp_GRADUAL //The following are allowed: Sp_RECHARGE (Recharges), Sp_CHARGES (Limited uses), Sp_GRADUAL (Gradually lose charges), Sp_PASSIVE (Does not cast) var/initial_charge_max = 100 //Used to calculate cooldown reduction var/charge_max = 100 //recharge time in deciseconds if charge_type = Sp_RECHARGE or starting charges if charge_type = Sp_CHARGES var/charge_counter = 0 //can only cast spells if it equals recharge, ++ each decisecond if charge_type = Sp_RECHARGE or -- each cast if charge_type = Sp_CHARGES var/minimum_charge = 0 //if set, the minimum charge_counter necessary to cast Sp_GRADUAL spells var/still_recharging_msg = "The spell is still recharging." var/silenced = 0 //not a binary (though it seems that it is at the moment) - the length of time we can't cast this for, set by the spell_master silence_spells() var/price = Sp_BASE_PRICE //How much does it cost to buy this spell from a spellbook var/quicken_price = Sp_BASE_PRICE * 0.5 //How much lowering the spell cooldown costs in the spellbook var/refund_price = 0 //If 0, non-refundable var/holder_var_type = "bruteloss" //only used if charge_type equals to "holder_var" var/holder_var_amount = 20 //Amount to adjust var when spell is used, THIS VALUE IS SUBTRACTED var/insufficient_holder_msg //Override for still recharging msg for holder variables var/datum/special_var_holder //if a holder var is stored on a different object or a datum var/spell_flags = NEEDSCLOTHES //Possible spell flags: //GHOSTCAST to make ghosts be able to cast this //NEEDSCLOTHES to forbit guys without wizard garb from casting this //NEEDSHUMAN to forbid non-humans to cast this //Z2NOCAST to forbit casting this on z-level 2 (centcomm, and wizard spawn) //STATALLOWED to allow dead/unconscious guys (and ghosts) to cast this //IGNOREPREV to make each new target not overlap with the previous one //CONSTRUCT_CHECK used by construct spells - checks for nullrods //NO_BUTTON to prevent spell from showing up in the HUD //WAIT_FOR_CLICK to make the spell cast on the next target you click //For targeted spells: //INCLUDEUSER to include user in the target selection //SELECTABLE to allow selecting a target for the spell //For AOE spells: //IGNOREDENSE to ignore dense turfs in selection //IGNORESPACE to ignore space turfs in selection var/autocast_flags //Flags for making AI-controlled spellcasters' life easier //Possible flags: //AUTOCAST_NOTARGET means that the AI can't pick a target for this spell by itself - a target must be given to it var/invocation = "HURP DURP" //what is uttered when the wizard casts the spell var/invocation_type = SpI_NONE //can be none, whisper, shout, and emote var/range = 7 //the range of the spell; outer radius for aoe spells var/message = "" //whatever it says to the guy affected by it var/selection_type = "view" //can be "range" or "view" var/atom/movable/holder //where the spell is. Normally the user, can be an item var/duration = 0 //how long the spell lasts var/list/spell_levels = list(Sp_SPEED = 0, Sp_POWER = 0) //the current spell levels - total spell levels can be obtained by just adding the two values var/list/level_max = list(Sp_TOTAL = 4, Sp_SPEED = 4, Sp_POWER = 0) //maximum possible levels in each category. Total does cover both. var/cooldown_reduc = 0 //If set, defines how much charge_max drops by every speed upgrade var/delay_reduc = 0 var/cooldown_min = 0 //minimum possible cooldown for a charging spell var/spell_aspect_flags //Flags for what this spell is 'based' upon, for interacting with other spells //For instance, a fire-based spell would have the FIRE flag var/overlay = 0 var/overlay_icon = 'icons/obj/wizard.dmi' var/overlay_icon_state = "spell" var/overlay_lifespan = 0 var/sparks_spread = 0 var/sparks_amt = 0 //cropped at 10 var/smoke_spread = 0 //1 - harmless, 2 - harmful var/smoke_amt = 0 //cropped at 10 var/critfailchance = 0 var/cast_delay = 1 var/cast_sound = "" var/use_progress_bar = FALSE var/hud_state = "" //name of the icon used in generating the spell hud object var/override_icon = "" var/override_base = "" var/icon_direction = SOUTH //Needs override_icon to be not null var/obj/abstract/screen/spell/connected_button var/currently_channeled = 0 var/gradual_casting = FALSE //equals TRUE while a Sp_GRADUAL spell is actively being cast var/list/holiday_required = list() // The holiday this spell is restricted to ! Leave empty if none. var/block = 0//prevents some spells from being spamed var/obj/delay_animation = null /////////////////////// ///SETUP AND PROCESS/// /////////////////////// /spell/New() ..() //still_recharging_msg = "[name] is still recharging." charge_counter = charge_max initial_charge_max = charge_max //Let's not add charge_max_initial to roughly 80 (at the time of this comment) spells /spell/proc/set_holder(var/new_holder) if(holder == new_holder) world.log << "[src] is trying to set its holder to the same holder!" holder = new_holder /spell/proc/process() spawn while(charge_counter < charge_max) if(holder && !holder.timestopped) if(gradual_casting) if(charge_counter <= 0) charge_counter = 0 gradual_casting = FALSE stop_casting(null, holder) else charge_counter-- else charge_counter++ sleep(1) return ///////////////// /////CASTING///// ///////////////// /spell/proc/on_right_click(mob/user) return /spell/proc/choose_targets(mob/user = usr) //depends on subtype - see targeted.dm, aoe_turf.dm, dumbfire.dm, or code in general folder return /spell/proc/is_valid_target(var/target, mob/user, options) if(options) return (target in options) return ((target in view_or_range(range, user, selection_type)) && istype(target, /mob/living)) /spell/proc/perform(mob/user = usr, skipcharge = 0, list/target_override) if(!holder) set_holder(user) //just in case var/list/targets = target_override if(before_channel(user) && !currently_channeled) return if(!targets && (spell_flags & WAIT_FOR_CLICK)) channel_spell(user, skipcharge) return if(cast_check(1, user)) if(gradual_casting) gradual_casting = FALSE stop_casting(targets, user) return else return if(!cast_check(skipcharge, user)) return if(cast_delay && !spell_do_after(user, cast_delay)) block = 0 if (delay_animation) qdel(delay_animation) delay_animation = null return block = 0 if (delay_animation) qdel(delay_animation) delay_animation = null if(before_target(user)) return if(!targets) targets = choose_targets(user) if(!cast_check(skipcharge, user)) return //Prevent queueing of spells by opening several choose target windows. if(targets && targets.len) targets = before_cast(targets, user) //applies any overlays and effects if(!targets.len) //before cast has rechecked what we can target return invocation(user, targets) user.attack_log += text("\[[time_stamp()]\] [user.real_name] ([user.ckey]) cast the spell [name].") user.invoke_event(/event/spellcast, list("spell" = src, "user" = user, "targets" = targets)) if(prob(critfailchance)) critfail(targets, user) else . = cast(targets, user) //return 1 to prevent take_charge if(!.) take_charge(user, skipcharge) after_cast(targets) //generates the sparks, smoke, target messages etc. //This is used with the wait_for_click spell flag to prepare spells to be cast on your next click /spell/proc/channel_spell(mob/user = usr, skipcharge = 0, force_remove = 0) if(!holder) set_holder(user) //just in case if(!force_remove && !currently_channeled) if(!cast_check(skipcharge, user)) return 0 user.remove_spell_channeling() //In case we're swapping from an older spell to this new one user.register_event(/event/uattack, src, .proc/channeled_spell) user.spell_channeling = src if(spell_flags & CAN_CHANNEL_RESTRAINED) user.register_event(/event/ruattack, src, .proc/channeled_spell) user.spell_channeling = src connected_button.name = "(Ready) [name]" currently_channeled = 1 connected_button.add_channeling() else user.unregister_event(/event/uattack, src, .proc/channeled_spell) user.unregister_event(/event/ruattack, src, .proc/channeled_spell) user.spell_channeling = null currently_channeled = 0 connected_button.remove_channeling() connected_button.name = name return 1 /spell/proc/channeled_spell(atom/atom) var/list/target = list(atom) var/mob/user = holder user.attack_delayer.delayNext(0) if(cast_check(1, holder) && is_valid_target(atom, user)) target = before_cast(target, user) //applies any overlays and effects if(!target.len) //before cast has rechecked what we can target return invocation(user, target) user.attack_log += text("\[[time_stamp()]\] [user.real_name] ([user.ckey]) cast the spell [name].") user.invoke_event(/event/spellcast, list("spell" = src, "user" = user, "targets" = target)) if(prob(critfailchance)) critfail(target, holder) else . = cast(target, holder) after_cast(target) if(!.) //Returning 1 will prevent us from removing the channeling and taking charge channel_spell(force_remove = 1) take_charge(holder, 0) return 1 return 0 /spell/proc/before_channel(mob/user) return /spell/proc/before_target(mob/user) return /spell/proc/cast(list/targets, mob/user) //the actual meat of the spell return /spell/proc/stop_casting(list/targets, mob/user) return /spell/proc/critfail(list/targets, mob/user) //the wizman has fucked up somehow return /spell/proc/adjust_var(mob/living/target = usr, varname, amount) //handles the adjustment of the var when the spell is used. has some hardcoded types if(!(varname in target.vars)) world.log << "Spell [varname] of user [usr] adjusting non-numeric value on [target], aborting" return switch(varname) if("bruteloss") target.adjustBruteLoss(amount) if("fireloss") target.adjustFireLoss(amount) if("toxloss") target.adjustToxLoss(amount) if("oxyloss") target.adjustOxyLoss(amount) if("stunned") target.AdjustStunned(amount) if("knockdown") target.AdjustKnockdown(amount) if("paralysis") target.AdjustParalysis(amount) if("plasma") target.AdjustPlasma(-amount) else target.vars[varname] -= amount //I bear no responsibility for the runtimes that'll happen if you try to adjust non-numeric or even non-existant vars /////////////////////////// /////CASTING WRAPPERS////// /////////////////////////// /spell/proc/before_cast(list/targets, user) var/list/valid_targets = list() var/list/options = view_or_range(range,user,selection_type) for(var/atom/target in targets) // Check range again (fixes long-range EI NATH) if(!is_valid_target(target, user, options)) continue valid_targets += target if(overlay) var/location if(istype(target,/mob/living)) location = target.loc else if(istype(target,/turf)) location = target var/obj/effect/overlay/spell = new /obj/effect/overlay(location) spell.icon = overlay_icon spell.icon_state = overlay_icon_state spell.anchored = 1 spell.setDensity(FALSE) spawn(overlay_lifespan) qdel(spell) spell = null return valid_targets /spell/proc/after_cast(list/targets) for(var/atom/target in targets) var/location = get_turf(target) if(istype(target,/mob/living) && message) to_chat(target, text("[message]")) if(sparks_spread) spark(location, sparks_amt, FALSE) if(smoke_spread) if(smoke_spread == 1) var/datum/effect/system/smoke_spread/smoke = new /datum/effect/system/smoke_spread() smoke.set_up(smoke_amt, 0, location) //no idea what the 0 is smoke.start() else if(smoke_spread == 2) var/datum/effect/system/smoke_spread/bad/smoke = new /datum/effect/system/smoke_spread/bad() smoke.set_up(smoke_amt, 0, location) //no idea what the 0 is smoke.start() ///////////////////// ////CASTING TOOLS//// ///////////////////// /*Checkers, cost takers, message makers, etc*/ /spell/proc/cast_check(skipcharge = 0,mob/user = usr) //checks if the spell can be cast based on its settings; skipcharge is used when an additional cast_check is called inside the spell if(!(src in user.spell_list) && holder == user) to_chat(user, "You shouldn't have this spell! Something's wrong.") return 0 if(charge_type == Sp_PASSIVE) to_chat(user, "This is a passive spell, you cannot cast it!") return 0 if(silenced > 0) return if(user.reagents && user.reagents.has_reagent(ZOMBIEPOWDER)) to_chat(user, "You just can't seem to focus enough to do this.") return 0 var/ourz = user.z if(!ourz) var/turf/T = get_turf(user) if(!T) return 0 ourz = T.z if(map.zLevels.len < ourz || !ourz) WARNING("[user] is somehow on a zlevel [(ourz > map.zLevels.len) ? "higher" : "lower"] than our zlevels list! [map.zLevels.len] level\s, [map.nameLong] - [formatJumpTo(get_turf(user))]") return 0 if(istype(map.zLevels[ourz], /datum/zLevel/centcomm) && spell_flags & Z2NOCAST) //Certain spells are not allowed on the centcomm zlevel return 0 if(spell_flags & CONSTRUCT_CHECK) for(var/turf/T in range(holder, 1)) if(findNullRod(T)) return 0 if(istype(user, /mob/living/simple_animal) && holder == user) var/mob/living/simple_animal/SA = user if(SA.purge) to_chat(SA, "The nullrod's power interferes with your own!") return 0 if(!src.check_charge(skipcharge, user)) //sees if we can cast based on charges alone return 0 if(!(spell_flags & GHOSTCAST) && holder == user) if(user.stat && !(spell_flags & STATALLOWED)) to_chat(user, "Not when you're incapacitated.") return 0 if(ishuman(user) || ismonkey(user) && !(invocation_type in list(SpI_EMOTE, SpI_NONE))) if(istype(user.wear_mask, /obj/item/clothing/mask/muzzle)) to_chat(user, "Mmmf mrrfff!") return 0 var/spell/passive/noclothes/spell = locate() in user.spell_list if((spell_flags & NEEDSCLOTHES) && !(spell && istype(spell)) && holder == user)//clothes check if(!user.wearing_wiz_garb()) return 0 return 1 /spell/proc/check_charge(var/skipcharge, mob/user) //Arcane golems have no cooldowns on their spells if(istype(user, /mob/living/simple_animal/hostile/arcane_golem)) return 1 if(charge_type == Sp_PASSIVE) return 1 if(!skipcharge) if(charge_type & Sp_RECHARGE) if(charge_counter < charge_max) to_chat(user, still_recharging_msg) return 0 if(charge_type & Sp_CHARGES) if(!charge_counter) to_chat(user, "[name] has no charges left.") return 0 if(charge_type & Sp_HOLDVAR) if(special_var_holder) if(!(holder_var_type in special_var_holder.vars)) return 1 //ABORT if(special_var_holder.vars[holder_var_type] < holder_var_amount) to_chat(user, holder_var_recharging_msg()) return 0 else if(!(holder_var_type in user.vars)) return 1 //ABORT if(user.vars[holder_var_type] < holder_var_amount) to_chat(user, holder_var_recharging_msg()) return 0 if(charge_type & Sp_GRADUAL) if(charge_counter < minimum_charge) to_chat(user, still_recharging_msg) return 0 return 1 /spell/proc/holder_var_recharging_msg() if(insufficient_holder_msg) return insufficient_holder_msg return still_recharging_msg /spell/proc/take_charge(mob/user = user, var/skipcharge) if(!skipcharge) if(charge_type & Sp_RECHARGE) charge_counter = 0 //doesn't start recharging until the targets selecting ends src.process() if(charge_type & Sp_CHARGES) charge_counter-- //returns the charge if the targets selecting fails if(charge_type & Sp_HOLDVAR) if(special_var_holder) adjust_var(special_var_holder, holder_var_type, holder_var_amount) else adjust_var(user, holder_var_type, holder_var_amount) if(charge_type & Sp_GRADUAL) gradual_casting = TRUE charge_counter -= 1 process() if(charge_type & Sp_PASSIVE) process() /spell/proc/invocation(mob/user = usr, var/list/targets) //spelling the spell out and setting it on recharge/reducing charges amount switch(invocation_type) if(SpI_SHOUT) if(prob(50))//Auto-mute? Fuck that noise user.say(invocation) else user.say(replacetext(invocation," ","`")) if(SpI_WHISPER) if(prob(50)) user.whisper(invocation) else user.whisper(replacetext(invocation," ","`")) if(SpI_EMOTE) user.emote("me", 1, invocation) //the 1 means it's for everyone in view, the me makes it an emote, and the invocation is written accordingly. ///////////////////// ///UPGRADING PROCS/// ///////////////////// /spell/proc/can_improve(var/upgrade_type) if(level_max[Sp_TOTAL] <= ( spell_levels[Sp_SPEED] + spell_levels[Sp_POWER] )) //too many levels, can't do it return 0 if(upgrade_type && (upgrade_type in spell_levels) && (upgrade_type in level_max)) if(spell_levels[upgrade_type] >= level_max[upgrade_type]) return 0 return 1 /spell/proc/empower_spell() return /spell/proc/quicken_spell() if(!can_improve(Sp_SPEED)) return 0 spell_levels[Sp_SPEED]++ if(delay_reduc && cast_delay) cast_delay = max(0, cast_delay - delay_reduc) else if(cast_delay) cast_delay = round( max(0, initial(cast_delay) * ((level_max[Sp_SPEED] - spell_levels[Sp_SPEED]) / level_max[Sp_SPEED] ) ) ) if(charge_type == Sp_RECHARGE) if(cooldown_reduc) charge_max = max(cooldown_min, charge_max - cooldown_reduc) else charge_max = round(initial_charge_max - spell_levels[Sp_SPEED] * (initial_charge_max - cooldown_min)/ level_max[Sp_SPEED]) if(charge_max < charge_counter) charge_counter = charge_max var/temp = "" name = initial(name) switch(level_max[Sp_SPEED] - spell_levels[Sp_SPEED]) if(3) temp = "You have improved [name] into Efficient [name]." name = "Efficient [name]" if(2) temp = "You have improved [name] into Quickened [name]." name = "Quickened [name]" if(1) temp = "You have improved [name] into Free [name]." name = "Free [name]" if(0) temp = "You have improved [name] into Instant [name]." name = "Instant [name]" return temp /spell/proc/spell_do_after(var/mob/user as mob, delay as num, var/numticks = 5) if(!user || isnull(user)) return 0 if(numticks == 0) return 0 var/delayfraction = round(delay/numticks) var/originalstat = user.stat var/Location = user.loc var/image/progbar if(user && user.client && user.client.prefs.progress_bars) if(!progbar) progbar = image("icon" = 'icons/effects/doafter_icon.dmi', "loc" = user, "icon_state" = "prog_bar_0") progbar.pixel_z = WORLD_ICON_SIZE progbar.plane = HUD_PLANE progbar.layer = HUD_ABOVE_ITEM_LAYER progbar.appearance_flags = RESET_COLOR for (var/i = 1 to numticks) if(user && user.client && user.client.prefs.progress_bars) if(!progbar) progbar = image("icon" = 'icons/effects/doafter_icon.dmi', "loc" = user, "icon_state" = "prog_bar_0") progbar.pixel_z = WORLD_ICON_SIZE progbar.plane = HUD_PLANE progbar.layer = HUD_ABOVE_ITEM_LAYER progbar.appearance_flags = RESET_COLOR progbar.icon_state = "prog_bar_[round(((i / numticks) * 100), 10)]" user.client.images |= progbar sleep(delayfraction) if(!user || (!(spell_flags & (STATALLOWED|GHOSTCAST)) && user.stat != originalstat) || !(user.loc == Location)) if(progbar) progbar.icon_state = "prog_bar_stopped" spawn(2) if(user && user.client) user.client.images -= progbar if(progbar) progbar.loc = null return 0 if(user && user.client) user.client.images -= progbar if(progbar) progbar.loc = null return 1 //UPGRADES /spell/proc/apply_upgrade(upgrade_type) switch(upgrade_type) if(Sp_SPEED) return quicken_spell() if(Sp_POWER) return empower_spell() /spell/proc/get_upgrade_price(upgrade_type) if(upgrade_type == Sp_SPEED) return quicken_price return src.price ///INFO /spell/proc/get_upgrade_info(upgrade_type) switch(upgrade_type) if(Sp_SPEED) return "Reduce this spell's cooldown." if(Sp_POWER) return "Increase this spell's power." //Return a string that gets appended to the spell on the scoreboard /spell/proc/get_scoreboard_suffix() return /spell/proc/on_added(mob/user) return /spell/proc/on_removed(mob/user) return /spell/proc/on_holder_death(mob/user) return //To batch-remove wizard spells. Linked to mind.dm. /mob/proc/spellremove(var/mob/M as mob) for(var/spell/spell_to_remove in src.spell_list) remove_spell(spell_to_remove) // Does this clothing slot count as wizard garb? (Combines a few checks) /proc/is_wiz_garb(var/obj/item/clothing/C) return C && C.wizard_garb /*Checks if the wizard is wearing the proper attire. Made a proc so this is not repeated 14 (or more) times.*/ /mob/proc/wearing_wiz_garb() to_chat(src, "Silly creature, you're not a human. Only humans can cast this spell.") return 0 // Humans can wear clothes. /mob/living/carbon/human/wearing_wiz_garb() if(!is_wiz_garb(src.wear_suit)) to_chat(src, "I don't feel strong enough without my robe.") return 0 if(!is_wiz_garb(src.shoes)) to_chat(src, "I don't feel strong enough without my sandals.") return 0 if(!is_wiz_garb(src.head)) to_chat(src, "I don't feel strong enough without my hat.") return 0 return 1 // So can monkeys (FIXME) /* /mob/living/carbon/monkey/wearing_wiz_garb() if(!is_wiz_garb(src.wear_suit)) to_chat(src, "I don't feel strong enough without my robe.") return 0 if(!is_wiz_garb(src.shoes)) to_chat(src, "I don't feel strong enough without my sandals.") return 0 if(!is_wiz_garb(src.head)) to_chat(src, "I don't feel strong enough without my hat.") return 0 return 1 */