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vgstation13/code/datums/spell.dm
2014-11-03 04:14:08 +01:00

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/obj/effect/proc_holder
var/panel = "Debug"//What panel the proc holder needs to go on.
var/list/spells = typesof(/obj/effect/proc_holder/spell) //needed for the badmin verb for now
/obj/effect/proc_holder/spell
name = "Spell"
desc = "A wizard spell"
panel = "Spells"//What panel the proc holder needs to go on.
density = 0
opacity = 0
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/charge_type = "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
var/charge_max = 100 //recharge time in deciseconds if charge_type = "recharge" or starting charges if charge_type = "charges"
var/charge_counter = 0 //can only cast spells if it equals recharge, ++ each decisecond if charge_type = "recharge" or -- each cast if charge_type = "charges"
var/still_recharging_msg = "<span class='notice'>The spell is still recharging.</span>"
var/holder_var_type = "bruteloss" //only used if charge_type equals to "holder_var"
var/holder_var_amount = 20 //same. The amount adjusted with the mob's var when the spell is used
var/ghost = 0 // Skip life check.
var/clothes_req = 1 //see if it requires clothes
var/human_req = 0 //spell can only be cast by humans
var/stat_allowed = 0 //see if it requires being conscious/alive, need to set to 1 for ghostpells
var/invocation = "HURP DURP" //what is uttered when the wizard casts the spell
var/invocation_type = "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/spell_level = 0 //if a spell can be taken multiple times, this raises
var/level_max = 4 //The max possible level_max is 4
var/cooldown_min = 0 //This defines what spell quickened four timeshas as a cooldown. Make sure to set this for every spell
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/centcomm_cancast = 1 //Whether or not the spell should be allowed on z2
/obj/effect/proc_holder/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))
user << "<span class='warning'>You shouldn't have this spell! Something's wrong.</span>"
return 0
if(usr.z == 2 && !centcomm_cancast) //Certain spells are not allowed on the centcomm zlevel
return 0
if(istype(usr, /mob/living/simple_animal))
var/mob/living/simple_animal/SA = usr
if(SA.purge)
SA << "<span class='warning'>The nullrod's power interferes with your own!</span>"
return 0
if(!skipcharge)
switch(charge_type)
if("recharge")
if(charge_counter < charge_max)
user << still_recharging_msg
return 0
if("charges")
if(!charge_counter)
user << "<span class='notice'>[name] has no charges left.</span>"
return 0
if(!ghost)
if(usr.stat && !stat_allowed)
usr << "Not when you're incapacitated."
return 0
if(ishuman(usr) || ismonkey(usr))
if(istype(usr.wear_mask, /obj/item/clothing/mask/muzzle))
usr << "Mmmf mrrfff!"
return 0
var/obj/effect/proc_holder/spell/noclothes/spell = locate() in user.spell_list
if(clothes_req && !(spell && istype(spell)))//clothes check
if(!usr.wearing_wiz_garb())
return 0
/* This is all rendered obsolete. Use mob.wearing_wiz_garb() instead.
if(!istype(usr, /mob/living/carbon/human))
usr << "You aren't a human, Why are you trying to cast a human spell, silly non-human? Casting human spells is for humans."
return 0
if(!istype(usr:wear_suit, /obj/item/clothing/suit/wizrobe) && !istype(user:wear_suit, /obj/item/clothing/suit/space/rig/wizard))
usr << "I don't feel strong enough without my robe."
return 0
if(!istype(usr:shoes, /obj/item/clothing/shoes/sandal))
usr << "I don't feel strong enough without my sandals."
return 0
if(!istype(usr:head, /obj/item/clothing/head/wizard) && !istype(user:head, /obj/item/clothing/head/helmet/space/rig/wizard))
usr << "I don't feel strong enough without my hat."
return 0
*/
if(!skipcharge)
switch(charge_type)
if("recharge")
charge_counter = 0 //doesn't start recharging until the targets selecting ends
if("charges")
charge_counter-- //returns the charge if the targets selecting fails
if("holdervar")
adjust_var(user, holder_var_type, holder_var_amount)
return 1
/obj/effect/proc_holder/spell/proc/invocation(mob/user = usr) //spelling the spell out and setting it on recharge/reducing charges amount
switch(invocation_type)
if("shout")
if(prob(50))//Auto-mute? Fuck that noise
user.say(invocation)
else
user.say(replacetext(invocation," ","`"))
if("whisper")
if(prob(50))
user.whisper(invocation)
else
user.whisper(replacetext(invocation," ","`"))
if("emote")
user.visible_message(invocation)
/obj/effect/proc_holder/spell/New()
..()
still_recharging_msg = "<span class='notice'>[name] is still recharging.</span>"
charge_counter = charge_max
/obj/effect/proc_holder/spell/Click()
..()
if(!cast_check())
return
choose_targets()
/obj/effect/proc_holder/spell/proc/choose_targets(mob/user = usr) //depends on subtype - /targeted or /aoe_turf
return
/obj/effect/proc_holder/spell/proc/start_recharge()
while(charge_counter < charge_max)
sleep(1)
charge_counter++
/obj/effect/proc_holder/spell/proc/perform(list/targets, recharge = 1, mob/user = usr) //if recharge is started is important for the trigger spells
before_cast(targets)
invocation()
user.attack_log += text("\[[time_stamp()]\] <font color='red'>[user.real_name] ([user.ckey]) cast the spell [name].</font>")
spawn(0)
if(charge_type == "recharge" && recharge)
start_recharge()
if(prob(critfailchance))
critfail(targets)
else
cast(targets)
after_cast(targets)
/obj/effect/proc_holder/spell/proc/before_cast(list/targets)
var/valid_targets[0]
for(var/atom/target in targets)
// Check range again (fixes long-range EI NATH)
if(!(target in view_or_range(range,usr,selection_type)))
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.density = 0
spawn(overlay_lifespan)
del(spell)
return valid_targets
/obj/effect/proc_holder/spell/proc/after_cast(list/targets)
for(var/atom/target in targets)
var/location
if(istype(target,/mob/living))
location = target.loc
else if(istype(target,/turf))
location = target
if(istype(target,/mob/living) && message)
target << text("[message]")
if(sparks_spread)
var/datum/effect/effect/system/spark_spread/sparks = new /datum/effect/effect/system/spark_spread()
sparks.set_up(sparks_amt, 0, location) //no idea what the 0 is
sparks.start()
if(smoke_spread)
if(smoke_spread == 1)
var/datum/effect/effect/system/smoke_spread/smoke = new /datum/effect/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/effect/system/smoke_spread/bad/smoke = new /datum/effect/effect/system/smoke_spread/bad()
smoke.set_up(smoke_amt, 0, location) //no idea what the 0 is
smoke.start()
/obj/effect/proc_holder/spell/proc/cast(list/targets)
return
/obj/effect/proc_holder/spell/proc/critfail(list/targets)
return
/obj/effect/proc_holder/spell/proc/revert_cast(mob/user = usr) //resets recharge or readds a charge
switch(charge_type)
if("recharge")
charge_counter = charge_max
if("charges")
charge_counter++
if("holdervar")
adjust_var(user, holder_var_type, -holder_var_amount)
return
/obj/effect/proc_holder/spell/proc/adjust_var(mob/living/target = usr, type, amount) //handles the adjustment of the var when the spell is used. has some hardcoded types
switch(type)
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("weakened")
target.AdjustWeakened(amount)
if("paralysis")
target.AdjustParalysis(amount)
else
target.vars[type] += amount //I bear no responsibility for the runtimes that'll happen if you try to adjust non-numeric or even non-existant vars
return
/obj/effect/proc_holder/spell/targeted //can mean aoe for mobs (limited/unlimited number) or one target mob
var/max_targets = 1 //leave 0 for unlimited targets in range, 1 for one selectable target in range, more for limited number of casts (can all target one guy, depends on target_ignore_prev) in range
var/target_ignore_prev = 1 //only important if max_targets > 1, affects if the spell can be cast multiple times at one person from one cast
var/include_user = 0 //if it includes usr in the target list
/obj/effect/proc_holder/spell/aoe_turf //affects all turfs in view or range (depends)
var/inner_radius = -1 //for all your ring spell needs
/obj/effect/proc_holder/spell/targeted/choose_targets(mob/user = usr)
var/list/targets = list()
switch(max_targets)
if(0) //unlimited
for(var/mob/living/target in view_or_range(range, user, selection_type))
targets += target
if(1) //single target can be picked
if(range < 0)
targets += user
else
var/possible_targets = list()
for(var/mob/living/M in view_or_range(range, user, selection_type))
if(!include_user && user == M)
continue
possible_targets += M
//targets += input("Choose the target for the spell.", "Targeting") as mob in possible_targets
//Adds a safety check post-input to make sure those targets are actually in range.
var/mob/M = input("Choose the target for the spell.", "Targeting") as mob in possible_targets
if(M in view_or_range(range, user, selection_type)) targets += M
else
var/list/possible_targets = list()
for(var/mob/living/target in view_or_range(range, user, selection_type))
possible_targets += target
for(var/i=1,i<=max_targets,i++)
if(!possible_targets.len)
break
if(target_ignore_prev)
var/target = pick(possible_targets)
possible_targets -= target
targets += target
else
targets += pick(possible_targets)
if(!include_user && (user in targets))
targets -= user
if(!targets.len) //doesn't waste the spell
revert_cast(user)
return
perform(targets)
return
/obj/effect/proc_holder/spell/aoe_turf/choose_targets(mob/user = usr)
var/list/targets = list()
for(var/turf/target in view_or_range(range,user,selection_type))
if(!(target in view_or_range(inner_radius,user,selection_type)))
targets += target
if(!targets.len) //doesn't waste the spell
revert_cast()
return
perform(targets)
return