initial commit - cross reference with 5th port - obviously has compile errors
This commit is contained in:
@@ -0,0 +1,436 @@
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#define TARGET_CLOSEST 1
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#define TARGET_RANDOM 2
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/obj/effect/proc_holder
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var/panel = "Debug"//What panel the proc holder needs to go on.
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var/list/spells = typesof(/obj/effect/proc_holder/spell) //needed for the badmin verb for now
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/obj/effect/proc_holder/proc/InterceptClickOn(mob/user, params, atom/A)
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return
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/obj/effect/proc_holder/spell
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name = "Spell"
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desc = "A wizard spell"
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panel = "Spells"
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var/sound = null //The sound the spell makes when it is cast
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anchored = 1 // Crap like fireball projectiles are proc_holders, this is needed so fireballs don't get blown back into your face via atmos etc.
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pass_flags = PASSTABLE
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density = 0
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opacity = 0
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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?
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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
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var/charge_max = 100 //recharge time in deciseconds if charge_type = "recharge" or starting charges if charge_type = "charges"
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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"
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var/still_recharging_msg = "<span class='notice'>The spell is still recharging.</span>"
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var/holder_var_type = "bruteloss" //only used if charge_type equals to "holder_var"
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var/holder_var_amount = 20 //same. The amount adjusted with the mob's var when the spell is used
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var/clothes_req = 1 //see if it requires clothes
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var/cult_req = 0 //SPECIAL SNOWFLAKE clothes required for cult only spells
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var/human_req = 0 //spell can only be cast by humans
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var/nonabstract_req = 0 //spell can only be cast by mobs that are physical entities
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var/stat_allowed = 0 //see if it requires being conscious/alive, need to set to 1 for ghostpells
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var/phase_allowed = 0 // If true, the spell can be cast while phased, eg. blood crawling, ethereal jaunting
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var/invocation = "HURP DURP" //what is uttered when the wizard casts the spell
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var/invocation_emote_self = null
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var/invocation_type = "none" //can be none, whisper, emote and shout
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var/range = 7 //the range of the spell; outer radius for aoe spells
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var/message = "" //whatever it says to the guy affected by it
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var/selection_type = "view" //can be "range" or "view"
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var/spell_level = 0 //if a spell can be taken multiple times, this raises
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var/level_max = 4 //The max possible level_max is 4
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var/cooldown_min = 0 //This defines what spell quickened four times has as a cooldown. Make sure to set this for every spell
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var/player_lock = 1 //If it can be used by simple mobs
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var/overlay = 0
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var/overlay_icon = 'icons/obj/wizard.dmi'
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var/overlay_icon_state = "spell"
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var/overlay_lifespan = 0
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var/sparks_spread = 0
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var/sparks_amt = 0 //cropped at 10
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var/smoke_spread = 0 //1 - harmless, 2 - harmful
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var/smoke_amt = 0 //cropped at 10
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var/critfailchance = 0
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var/centcom_cancast = 1 //Whether or not the spell should be allowed on z2
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var/datum/action/spell_action/action = null
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var/action_icon = 'icons/mob/actions.dmi'
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var/action_icon_state = "spell_default"
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var/action_background_icon_state = "bg_spell"
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/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
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if(player_lock)
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if(!user.mind || !(src in user.mind.spell_list) && !(src in user.mob_spell_list))
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user << "<span class='warning'>You shouldn't have this spell! Something's wrong.</span>"
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return 0
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else
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if(!(src in user.mob_spell_list))
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return 0
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var/turf/T = get_turf(user)
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if(T.z == ZLEVEL_CENTCOM && (!centcom_cancast || ticker.mode.name == "ragin' mages")) //Certain spells are not allowed on the centcom zlevel
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user << "<span class='notice'>You can't cast this spell here.</span>"
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return 0
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if(!skipcharge)
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switch(charge_type)
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if("recharge")
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if(charge_counter < charge_max)
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user << still_recharging_msg
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return 0
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if("charges")
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if(!charge_counter)
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user << "<span class='notice'>[name] has no charges left.</span>"
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return 0
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if(user.stat && !stat_allowed)
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user << "<span class='notice'>Not when you're incapacitated.</span>"
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return 0
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if(!phase_allowed && istype(user.loc, /obj/effect/dummy))
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user << "<span class='notice'>[name] cannot be cast unless you are completely manifested in the material plane.</span>"
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return 0
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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if((invocation_type == "whisper" || invocation_type == "shout") && H.is_muzzled())
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user << "<span class='notice'>You can't get the words out!</span>"
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return 0
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if(clothes_req) //clothes check
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if(!istype(H.wear_suit, /obj/item/clothing/suit/wizrobe) && !istype(H.wear_suit, /obj/item/clothing/suit/space/hardsuit/wizard))
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H << "<span class='notice'>I don't feel strong enough without my robe.</span>"
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return 0
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if(!istype(H.shoes, /obj/item/clothing/shoes/sandal))
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H << "<span class='notice'>I don't feel strong enough without my sandals.</span>"
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return 0
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if(!istype(H.head, /obj/item/clothing/head/wizard) && !istype(H.head, /obj/item/clothing/head/helmet/space/hardsuit/wizard))
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H << "<span class='notice'>I don't feel strong enough without my hat.</span>"
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return 0
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if(cult_req) //CULT_REQ CLOTHES CHECK
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if(!istype(H.wear_suit, /obj/item/clothing/suit/magusred) && !istype(H.wear_suit, /obj/item/clothing/suit/space/hardsuit/cult))
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H << "<span class='notice'>I don't feel strong enough without my armor.</span>"
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return 0
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if(!istype(H.head, /obj/item/clothing/head/magus) && !istype(H.head, /obj/item/clothing/head/helmet/space/hardsuit/cult))
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H << "<span class='notice'>I don't feel strong enough without my helmet.</span>"
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return 0
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else
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if(clothes_req || human_req)
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user << "<span class='notice'>This spell can only be cast by humans!</span>"
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return 0
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if(nonabstract_req && (isbrain(user) || ispAI(user)))
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user << "<span class='notice'>This spell can only be cast by physical beings!</span>"
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return 0
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if(!skipcharge)
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switch(charge_type)
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if("recharge")
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charge_counter = 0 //doesn't start recharging until the targets selecting ends
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if("charges")
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charge_counter-- //returns the charge if the targets selecting fails
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if("holdervar")
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adjust_var(user, holder_var_type, holder_var_amount)
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return 1
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/obj/effect/proc_holder/spell/proc/invocation(mob/user = usr) //spelling the spell out and setting it on recharge/reducing charges amount
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switch(invocation_type)
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if("shout")
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if(prob(50))//Auto-mute? Fuck that noise
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user.say(invocation)
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else
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user.say(replacetext(invocation," ","`"))
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if("whisper")
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if(prob(50))
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user.whisper(invocation)
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else
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user.whisper(replacetext(invocation," ","`"))
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if("emote")
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user.visible_message(invocation, invocation_emote_self) //same style as in mob/living/emote.dm
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/obj/effect/proc_holder/spell/proc/playMagSound()
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playsound(get_turf(usr), sound,50,1)
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/obj/effect/proc_holder/spell/New()
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..()
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action = new(src)
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still_recharging_msg = "<span class='notice'>[name] is still recharging.</span>"
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charge_counter = charge_max
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/obj/effect/proc_holder/spell/Destroy()
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qdel(action)
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return ..()
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/obj/effect/proc_holder/spell/Click()
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if(cast_check())
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choose_targets()
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return 1
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/obj/effect/proc_holder/spell/proc/choose_targets(mob/user = usr) //depends on subtype - /targeted or /aoe_turf
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return
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/obj/effect/proc_holder/spell/proc/start_recharge()
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if(action)
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action.UpdateButtonIcon()
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while(charge_counter < charge_max && !qdeleted(src))
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sleep(1)
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charge_counter++
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if(action)
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action.UpdateButtonIcon()
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/obj/effect/proc_holder/spell/proc/perform(list/targets, recharge = 1, mob/user = usr) //if recharge is started is important for the trigger spells
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before_cast(targets)
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invocation(user)
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if(user && user.ckey)
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user.attack_log += text("\[[time_stamp()]\] <span class='danger'>[user.real_name] ([user.ckey]) cast the spell [name].</span>")
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spawn(0)
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if(charge_type == "recharge" && recharge)
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start_recharge()
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if(sound)
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playMagSound()
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if(prob(critfailchance))
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critfail(targets)
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else
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cast(targets,user=user)
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after_cast(targets)
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/obj/effect/proc_holder/spell/proc/before_cast(list/targets)
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if(overlay)
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for(var/atom/target in targets)
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var/location
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if(istype(target,/mob/living))
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location = target.loc
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else if(istype(target,/turf))
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location = target
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var/obj/effect/overlay/spell = new /obj/effect/overlay(location)
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spell.icon = overlay_icon
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spell.icon_state = overlay_icon_state
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spell.anchored = 1
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spell.density = 0
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QDEL_IN(spell, overlay_lifespan)
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/obj/effect/proc_holder/spell/proc/after_cast(list/targets)
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for(var/atom/target in targets)
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var/location
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if(istype(target,/mob/living))
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location = target.loc
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else if(istype(target,/turf))
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location = target
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if(istype(target,/mob/living) && message)
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target << text("[message]")
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if(sparks_spread)
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var/datum/effect_system/spark_spread/sparks = new
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sparks.set_up(sparks_amt, 0, location) //no idea what the 0 is
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sparks.start()
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if(smoke_spread)
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if(smoke_spread == 1)
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var/datum/effect_system/smoke_spread/smoke = new
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smoke.set_up(smoke_amt, location)
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smoke.start()
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else if(smoke_spread == 2)
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var/datum/effect_system/smoke_spread/bad/smoke = new
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smoke.set_up(smoke_amt, location)
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smoke.start()
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else if(smoke_spread == 3)
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var/datum/effect_system/smoke_spread/sleeping/smoke = new
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smoke.set_up(smoke_amt, location)
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smoke.start()
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/obj/effect/proc_holder/spell/proc/cast(list/targets,mob/user = usr)
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return
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/obj/effect/proc_holder/spell/proc/critfail(list/targets)
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return
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/obj/effect/proc_holder/spell/proc/revert_cast(mob/user = usr) //resets recharge or readds a charge
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switch(charge_type)
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if("recharge")
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charge_counter = charge_max
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if("charges")
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charge_counter++
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if("holdervar")
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adjust_var(user, holder_var_type, -holder_var_amount)
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/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
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switch(type)
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if("bruteloss")
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target.adjustBruteLoss(amount)
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if("fireloss")
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target.adjustFireLoss(amount)
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if("toxloss")
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target.adjustToxLoss(amount)
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if("oxyloss")
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target.adjustOxyLoss(amount)
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if("stunned")
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target.AdjustStunned(amount)
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if("weakened")
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target.AdjustWeakened(amount)
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if("paralysis")
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target.AdjustParalysis(amount)
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else
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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
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/obj/effect/proc_holder/spell/targeted //can mean aoe for mobs (limited/unlimited number) or one target mob
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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
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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
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var/include_user = 0 //if it includes usr in the target list
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var/random_target = 0 // chooses random viable target instead of asking the caster
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var/random_target_priority = TARGET_CLOSEST // if random_target is enabled how it will pick the target
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/obj/effect/proc_holder/spell/aoe_turf //affects all turfs in view or range (depends)
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var/inner_radius = -1 //for all your ring spell needs
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/obj/effect/proc_holder/spell/targeted/choose_targets(mob/user = usr)
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var/list/targets = list()
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switch(max_targets)
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if(0) //unlimited
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for(var/mob/living/target in view_or_range(range, user, selection_type))
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targets += target
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if(1) //single target can be picked
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if(range < 0)
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targets += user
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else
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var/possible_targets = list()
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for(var/mob/living/M in view_or_range(range, user, selection_type))
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if(!include_user && user == M)
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continue
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possible_targets += M
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//targets += input("Choose the target for the spell.", "Targeting") as mob in possible_targets
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//Adds a safety check post-input to make sure those targets are actually in range.
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var/mob/M
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if(!random_target)
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M = input("Choose the target for the spell.", "Targeting") as null|mob in possible_targets
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else
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switch(random_target_priority)
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if(TARGET_RANDOM)
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M = pick(possible_targets)
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if(TARGET_CLOSEST)
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for(var/mob/living/L in possible_targets)
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if(M)
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if(get_dist(user,L) < get_dist(user,M))
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if(los_check(user,L))
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M = L
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else
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if(los_check(user,L))
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M = L
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if(M in view_or_range(range, user, selection_type)) targets += M
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else
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var/list/possible_targets = list()
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for(var/mob/living/target in view_or_range(range, user, selection_type))
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possible_targets += target
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for(var/i=1,i<=max_targets,i++)
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if(!possible_targets.len)
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break
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if(target_ignore_prev)
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var/target = pick(possible_targets)
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possible_targets -= target
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targets += target
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else
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targets += pick(possible_targets)
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if(!include_user && (user in targets))
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targets -= user
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if(!targets.len) //doesn't waste the spell
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revert_cast(user)
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return
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perform(targets,user=user)
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/obj/effect/proc_holder/spell/aoe_turf/choose_targets(mob/user = usr)
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var/list/targets = list()
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for(var/turf/target in view_or_range(range,user,selection_type))
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if(!(target in view_or_range(inner_radius,user,selection_type)))
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targets += target
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if(!targets.len) //doesn't waste the spell
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revert_cast()
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return
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perform(targets,user=user)
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/obj/effect/proc_holder/spell/proc/can_be_cast_by(mob/caster)
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if((human_req || clothes_req) && !ishuman(caster))
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return 0
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return 1
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/obj/effect/proc_holder/spell/targeted/proc/los_check(mob/A,mob/B)
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//Checks for obstacles from A to B
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var/obj/dummy = new(A.loc)
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dummy.pass_flags |= PASSTABLE
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for(var/turf/turf in getline(A,B))
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for(var/atom/movable/AM in turf)
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if(!AM.CanPass(dummy,turf,1))
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qdel(dummy)
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return 0
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qdel(dummy)
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return 1
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/obj/effect/proc_holder/spell/proc/can_cast(mob/user = usr)
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if(((!user.mind) || !(src in user.mind.spell_list)) && !(src in user.mob_spell_list))
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return 0
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switch(charge_type)
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if("recharge")
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if(charge_counter < charge_max)
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return 0
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if("charges")
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if(!charge_counter)
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return 0
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||||
if(user.stat && !stat_allowed)
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return 0
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||||
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||||
if(!ishuman(user))
|
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if(clothes_req || human_req)
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return 0
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if(nonabstract_req && (isbrain(user) || ispAI(user)))
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return 0
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return 1
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/obj/effect/proc_holder/spell/self //Targets only the caster. Good for buffs and heals, but probably not wise for fireballs (although they usually fireball themselves anyway, honke)
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range = -1 //Duh
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/obj/effect/proc_holder/spell/self/choose_targets(mob/user = usr)
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||||
if(!user)
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revert_cast()
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return
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perform(null,user=user)
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||||
|
||||
/obj/effect/proc_holder/spell/self/basic_heal //This spell exists mainly for debugging purposes, and also to show how casting works
|
||||
name = "Lesser Heal"
|
||||
desc = "Heals a small amount of brute and burn damage."
|
||||
human_req = 1
|
||||
clothes_req = 0
|
||||
charge_max = 100
|
||||
cooldown_min = 50
|
||||
invocation = "Victus sano!"
|
||||
invocation_type = "whisper"
|
||||
school = "restoration"
|
||||
sound = 'sound/magic/Staff_Healing.ogg'
|
||||
|
||||
/obj/effect/proc_holder/spell/self/basic_heal/cast(mob/living/carbon/human/user) //Note the lack of "list/targets" here. Instead, use a "user" var depending on mob requirements.
|
||||
//Also, notice the lack of a "for()" statement that looks through the targets. This is, again, because the spell can only have a single target.
|
||||
user.visible_message("<span class='warning'>A wreath of gentle light passes over [user]!</span>", "<span class='notice'>You wreath yourself in healing light!</span>")
|
||||
user.adjustBruteLoss(-10)
|
||||
user.adjustFireLoss(-10)
|
||||
Reference in New Issue
Block a user