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vgstation13/code/modules/projectiles/gun.dm

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/obj/item/weapon/gun
name = "gun"
desc = "Its a gun. It's pretty terrible, though."
icon = 'icons/obj/gun.dmi'
icon_state = "detective"
item_state = "gun"
flags = FPRINT
siemens_coefficient = 1
slot_flags = SLOT_BELT
starting_materials = list(MAT_IRON = 2000)
w_type = RECYK_METAL
w_class = 3.0
throwforce = 5
throw_speed = 4
throw_range = 5
force = 5.0
origin_tech = "combat=1"
attack_verb = list("struck", "hit", "bashed")
mech_flags = MECH_SCAN_ILLEGAL
min_harm_label = 20
harm_label_examine = list("<span class='info'>A label is stuck to the trigger, but it is too small to get in the way.</span>", "<span class='warning'>A label firmly sticks the trigger to the guard!</span>")
var/fire_sound = 'sound/weapons/Gunshot.ogg'
var/obj/item/projectile/in_chamber = null
var/list/caliber //the ammo the gun will accept. Now multiple types (make sure to set them to =1)
var/silenced = 0
var/recoil = 0
var/ejectshell = 1
var/clumsy_check = 1
var/tmp/list/mob/living/target //List of who yer targeting.
var/tmp/lock_time = -100
var/tmp/mouthshoot = 0 ///To stop people from suiciding twice... >.>
var/automatic = 0 //Used to determine if you can target multiple people.
var/tmp/mob/living/last_moved_mob //Used to fire faster at more than one person.
var/tmp/told_cant_shoot = 0 //So that it doesn't spam them with the fact they cannot hit them.
var/firerate = 1 // 0 for one bullet after tarrget moves and aim is lowered,
//1 for keep shooting until aim is lowered
var/fire_delay = 2
var/last_fired = 0
/obj/item/weapon/gun/proc/ready_to_fire()
//writepanic("[__FILE__].[__LINE__] ([src.type])([usr ? usr.ckey : ""]) \\proc/ready_to_fire() called tick#: [world.time]")
if(world.time >= last_fired + fire_delay)
last_fired = world.time
return 1
else
return 0
/obj/item/weapon/gun/proc/process_chambered()
//writepanic("[__FILE__].[__LINE__] ([src.type])([usr ? usr.ckey : ""]) \\proc/process_chambered() called tick#: [world.time]")
return 0
/obj/item/weapon/gun/proc/special_check(var/mob/M) //Placeholder for any special checks, like detective's revolver.
//writepanic("[__FILE__].[__LINE__] ([src.type])([usr ? usr.ckey : ""]) \\proc/special_check() called tick#: [world.time]")
return 1
/obj/item/weapon/gun/emp_act(severity)
for(var/obj/O in contents)
O.emp_act(severity)
/obj/item/weapon/gun/afterattack(atom/A as mob|obj|turf|area, mob/living/user as mob|obj, flag, params, struggle = 0)
if(flag) return //we're placing gun on a table or in backpack
if(harm_labeled >= min_harm_label)
user << "<span class='warning'>A label sticks the trigger to the trigger guard!</span>" //Such a new feature, the player might not know what's wrong if it doesn't tell them.
return
if(istype(target, /obj/machinery/recharger) && istype(src, /obj/item/weapon/gun/energy)) return//Shouldnt flag take care of this?
if(user && user.client && user.client.gun_mode && !(A in target))
PreFire(A,user,params, "struggle" = struggle) //They're using the new gun system, locate what they're aiming at.
else
Fire(A,user,params, "struggle" = struggle) //Otherwise, fire normally.
/obj/item/weapon/gun/proc/isHandgun()
//writepanic("[__FILE__].[__LINE__] ([src.type])([usr ? usr.ckey : ""]) \\/obj/item/weapon/gun/proc/isHandgun() called tick#: [world.time]")
return 1
/obj/item/weapon/gun/proc/Fire(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, params, reflex = 0, struggle = 0)//TODO: go over this
//writepanic("[__FILE__].[__LINE__] ([src.type])([usr ? usr.ckey : ""]) \\/obj/item/weapon/gun/proc/Fire() called tick#: [world.time]")
//Exclude lasertag guns from the M_CLUMSY check.
if(clumsy_check)
if(istype(user, /mob/living))
var/mob/living/M = user
if ((M_CLUMSY in M.mutations) && prob(50))
M << "<span class='danger'>[src] blows up in your face.</span>"
M.take_organ_damage(0,20)
M.drop_item(src)
qdel(src)
return
if (!user.IsAdvancedToolUser() || isMoMMI(user) || istype(user, /mob/living/carbon/monkey/diona))
user << "<span class='warning'>You don't have the dexterity to do this!</span>"
return
if(istype(user, /mob/living))
var/mob/living/M = user
if (M_HULK in M.mutations)
M << "<span class='warning'>Your meaty finger is much too large for the trigger guard!</span>"
return
if(ishuman(user))
var/mob/living/carbon/human/H=user
if(user.dna && user.dna.mutantrace == "adamantine")
user << "<span class='warning'>Your metal fingers don't fit in the trigger guard!</span>"
return
var/datum/organ/external/a_hand = H.get_active_hand_organ()
if(!a_hand.can_use_advanced_tools())
user << "<span class='warning'>Your [a_hand] doesn't have the dexterity to do this!</span>"
return
add_fingerprint(user)
var/turf/curloc = get_turf(user)
var/turf/targloc = get_turf(target)
if (!istype(targloc) || !istype(curloc))
return
if(!special_check(user))
return
if (!ready_to_fire())
if (world.time % 3) //to prevent spam
user << "<span class='warning'>[src] is not ready to fire again!"
return
if(!process_chambered()) //CHECK
return click_empty(user)
if(!in_chamber)
return
if(!istype(src, /obj/item/weapon/gun/energy/laser/redtag) && !istype(src, /obj/item/weapon/gun/energy/laser/redtag))
log_attack("[user.name] ([user.ckey]) fired \the [src] (proj:[in_chamber.name]) at [target] [ismob(target) ? "([target:ckey])" : ""] ([target.x],[target.y],[target.z])[struggle ? " due to being disarmed." :""]" )
in_chamber.firer = user
in_chamber.def_zone = user.zone_sel.selecting
if(targloc == curloc)
user.bullet_act(in_chamber)
del(in_chamber)
update_icon()
return
if(recoil)
spawn()
shake_camera(user, recoil + 1, recoil)
if(user.locked_to && isobj(user.locked_to) && !user.locked_to.anchored )
var/direction = get_dir(user,target)
spawn()
var/obj/B = user.locked_to
var/movementdirection = turn(direction,180)
B.Move(get_step(user,movementdirection), movementdirection)
sleep(1)
B.Move(get_step(user,movementdirection), movementdirection)
sleep(1)
B.Move(get_step(user,movementdirection), movementdirection)
sleep(1)
B.Move(get_step(user,movementdirection), movementdirection)
sleep(2)
B.Move(get_step(user,movementdirection), movementdirection)
sleep(2)
B.Move(get_step(user,movementdirection), movementdirection)
sleep(3)
B.Move(get_step(user,movementdirection), movementdirection)
sleep(3)
B.Move(get_step(user,movementdirection), movementdirection)
sleep(3)
B.Move(get_step(user,movementdirection), movementdirection)
if((istype(user.loc, /turf/space)) || (user.areaMaster.has_gravity == 0))
user.inertia_dir = get_dir(target, user)
step(user, user.inertia_dir)
if(silenced)
playsound(user, fire_sound, 10, 1)
else
playsound(user, fire_sound, 50, 1)
user.visible_message("<span class='warning'>[user] fires [src][reflex ? " by reflex":""]!</span>", \
"<span class='warning'>You fire [src][reflex ? "by reflex":""]!</span>", \
"You hear a [istype(in_chamber, /obj/item/projectile/beam) ? "laser blast" : "gunshot"]!")
in_chamber.original = target
in_chamber.loc = get_turf(user)
in_chamber.starting = get_turf(user)
in_chamber.shot_from = src
user.delayNextAttack(4) // TODO: Should be delayed per-gun.
in_chamber.silenced = silenced
in_chamber.current = curloc
in_chamber.OnFired()
in_chamber.yo = targloc.y - curloc.y
in_chamber.xo = targloc.x - curloc.x
in_chamber.inaccurate = (istype(user.locked_to, /obj/structure/bed/chair/vehicle))
if(params)
var/list/mouse_control = params2list(params)
if(mouse_control["icon-x"])
in_chamber.p_x = text2num(mouse_control["icon-x"])
if(mouse_control["icon-y"])
in_chamber.p_y = text2num(mouse_control["icon-y"])
spawn()
if(in_chamber)
in_chamber.process()
sleep(1)
in_chamber = null
update_icon()
if(user.hand)
user.update_inv_l_hand()
else
user.update_inv_r_hand()
/obj/item/weapon/gun/proc/can_fire()
//writepanic("[__FILE__].[__LINE__] ([src.type])([usr ? usr.ckey : ""]) \\/obj/item/weapon/gun/proc/can_fire() called tick#: [world.time]")
return process_chambered()
/obj/item/weapon/gun/proc/can_hit(var/mob/living/target as mob, var/mob/living/user as mob)
//writepanic("[__FILE__].[__LINE__] ([src.type])([usr ? usr.ckey : ""]) \\/obj/item/weapon/gun/proc/can_hit() called tick#: [world.time]")
return in_chamber.check_fire(target,user)
/obj/item/weapon/gun/proc/click_empty(mob/user = null)
//writepanic("[__FILE__].[__LINE__] ([src.type])([usr ? usr.ckey : ""]) \\/obj/item/weapon/gun/proc/click_empty() called tick#: [world.time]")
if (user)
user.visible_message("*click click*", "<span class='danger'>*click*</span>")
playsound(user, 'sound/weapons/empty.ogg', 100, 1)
else
src.visible_message("*click click*")
playsound(get_turf(src), 'sound/weapons/empty.ogg', 100, 1)
/obj/item/weapon/gun/attack(mob/living/M as mob, mob/living/user as mob, def_zone)
//Suicide handling.
if (M == user && user.zone_sel.selecting == "mouth" && !mouthshoot)
if(istype(M.wear_mask, /obj/item/clothing/mask/happy))
M << "<span class='sinister'>BUT WHY? I'M SO HAPPY!</span>"
return
mouthshoot = 1
M.visible_message("<span class='warning'>[user] sticks their gun in their mouth, ready to pull the trigger...</span>")
if(!do_after(user,src, 40))
M.visible_message("<span class='notice'>[user] decided life was worth living</span>")
mouthshoot = 0
return
if (process_chambered())
user.visible_message("<span class = 'warning'>[user] pulls the trigger.</span>")
if(silenced)
playsound(user, fire_sound, 10, 1)
else
playsound(user, fire_sound, 50, 1)
in_chamber.on_hit(M)
if (!in_chamber.nodamage)
user.apply_damage(in_chamber.damage*2.5, in_chamber.damage_type, "head", used_weapon = "Point blank shot in the mouth with \a [in_chamber]")
user.stat=2 // Just to be sure
user.death()
else
user << "<span class = 'notice'>Ow...</span>"
user.apply_effect(110,AGONY,0)
del(in_chamber)
mouthshoot = 0
return
else
click_empty(user)
mouthshoot = 0
return
if (src.process_chambered())
//Point blank shooting if on harm intent or target we were targeting.
if(user.a_intent == I_HURT)
user.visible_message("<span class='danger'> \The [user] fires \the [src] point blank at [M]!</span>")
in_chamber.damage *= 1.3
src.Fire(M,user,0,0,1)
return
else if(target && M in target)
src.Fire(M,user,0,0,1) ///Otherwise, shoot!
return
else
return ..() //Pistolwhippin'