Files
GS13NG/code/modules/spells/spell.dm
kevinz000 9fd9f60855 compile
2020-01-11 10:49:44 -08:00

548 lines
20 KiB
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#define TARGET_CLOSEST 1
#define TARGET_RANDOM 2
/obj/effect/proc_holder
var/panel = "Debug"//What panel the proc holder needs to go on.
var/active = FALSE //Used by toggle based abilities.
var/ranged_mousepointer
var/mob/living/ranged_ability_user
var/ranged_clickcd_override = -1
var/has_action = TRUE
var/datum/action/spell_action/action = null
var/action_icon = 'icons/mob/actions/actions_spells.dmi'
var/action_icon_state = "spell_default"
var/action_background_icon_state = "bg_spell"
var/base_action = /datum/action/spell_action
/obj/effect/proc_holder/Initialize()
. = ..()
if(has_action)
action = new base_action(src)
/obj/effect/proc_holder/proc/on_gain(mob/living/user)
return
/obj/effect/proc_holder/proc/on_lose(mob/living/user)
return
/obj/effect/proc_holder/proc/fire(mob/living/user)
return TRUE
/obj/effect/proc_holder/proc/get_panel_text()
return ""
GLOBAL_LIST_INIT(spells, typesof(/obj/effect/proc_holder/spell)) //needed for the badmin verb for now
/obj/effect/proc_holder/Destroy()
if(ranged_ability_user)
remove_ranged_ability()
return ..()
/obj/effect/proc_holder/singularity_act()
return
/obj/effect/proc_holder/singularity_pull()
return
/obj/effect/proc_holder/proc/InterceptClickOn(mob/living/caller, params, atom/A)
if(caller.ranged_ability != src || ranged_ability_user != caller) //I'm not actually sure how these would trigger, but, uh, safety, I guess?
to_chat(caller, "<span class='warning'><b>[caller.ranged_ability.name]</b> has been disabled.</span>")
caller.ranged_ability.remove_ranged_ability()
return TRUE //TRUE for failed, FALSE for passed.
if(ranged_clickcd_override >= 0)
ranged_ability_user.next_click = world.time + ranged_clickcd_override
else
ranged_ability_user.next_click = world.time + CLICK_CD_CLICK_ABILITY
ranged_ability_user.face_atom(A)
return FALSE
/obj/effect/proc_holder/proc/add_ranged_ability(mob/living/user, msg, forced)
if(!user || !user.client)
return
if(user.ranged_ability && user.ranged_ability != src)
if(forced)
to_chat(user, "<span class='warning'><b>[user.ranged_ability.name]</b> has been replaced by <b>[name]</b>.</span>")
user.ranged_ability.remove_ranged_ability()
else
return
user.ranged_ability = src
user.click_intercept = src
user.update_mouse_pointer()
ranged_ability_user = user
if(msg)
to_chat(ranged_ability_user, msg)
active = TRUE
update_icon()
/obj/effect/proc_holder/proc/remove_ranged_ability(msg)
if(!ranged_ability_user || !ranged_ability_user.client || (ranged_ability_user.ranged_ability && ranged_ability_user.ranged_ability != src)) //To avoid removing the wrong ability
return
ranged_ability_user.ranged_ability = null
ranged_ability_user.click_intercept = null
ranged_ability_user.update_mouse_pointer()
if(msg)
to_chat(ranged_ability_user, msg)
ranged_ability_user = null
active = FALSE
update_icon()
/obj/effect/proc_holder/spell
name = "Spell"
desc = "A wizard spell."
panel = "Spells"
var/sound = null //The sound the spell makes when it is cast
anchored = TRUE // Crap like fireball projectiles are proc_holders, this is needed so fireballs don't get blown back into your face via atmos etc.
pass_flags = PASSTABLE
density = FALSE
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/recharging = TRUE
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/clothes_req = 1 //see if it requires clothes
var/cult_req = 0 //SPECIAL SNOWFLAKE clothes required for cult only spells
var/human_req = 0 //spell can only be cast by humans
var/nonabstract_req = 0 //spell can only be cast by mobs that are physical entities
var/stat_allowed = 0 //see if it requires being conscious/alive, need to set to 1 for ghostpells
var/phase_allowed = 0 // If true, the spell can be cast while phased, eg. blood crawling, ethereal jaunting
var/antimagic_allowed = TRUE // If false, the spell cannot be cast while under the effect of antimagic
var/invocation = "HURP DURP" //what is uttered when the wizard casts the spell
var/invocation_emote_self = null
var/invocation_type = "none" //can be none, whisper, emote and shout
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 times has as a cooldown. Make sure to set this for every spell
var/player_lock = 1 //If it can be used by simple mobs
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/centcom_cancast = 1 //Whether or not the spell should be allowed on z2
action_icon = 'icons/mob/actions/actions_spells.dmi'
action_icon_state = "spell_default"
action_background_icon_state = "bg_spell"
base_action = /datum/action/spell_action/spell
/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(player_lock)
if(!user.mind || !(src in user.mind.spell_list) && !(src in user.mob_spell_list))
to_chat(user, "<span class='warning'>You shouldn't have this spell! Something's wrong.</span>")
return FALSE
else
if(!(src in user.mob_spell_list))
return FALSE
var/turf/T = get_turf(user)
if(is_centcom_level(T.z) && !centcom_cancast) //Certain spells are not allowed on the centcom zlevel
to_chat(user, "<span class='notice'>You can't cast this spell here.</span>")
return FALSE
if(!skipcharge)
if(!charge_check(user))
return FALSE
if(user.stat && !stat_allowed)
to_chat(user, "<span class='notice'>Not when you're incapacitated.</span>")
return FALSE
if(!antimagic_allowed)
var/antimagic = user.anti_magic_check(TRUE, FALSE, chargecost = 0, self = TRUE)
if(antimagic)
if(isitem(antimagic))
to_chat(user, "<span class='notice'>[antimagic] is interfering with your magic.</span>")
else
to_chat(user, "<span class='notice'>Magic seems to flee from you, you can't gather enough power to cast this spell.</span>")
return FALSE
if(!phase_allowed && istype(user.loc, /obj/effect/dummy))
to_chat(user, "<span class='notice'>[name] cannot be cast unless you are completely manifested in the material plane.</span>")
return FALSE
if(ishuman(user))
var/mob/living/carbon/human/H = user
if((invocation_type == "whisper" || invocation_type == "shout") && !H.can_speak_vocal())
to_chat(user, "<span class='notice'>You can't get the words out!</span>")
return FALSE
var/list/casting_clothes = typecacheof(list(/obj/item/clothing/suit/wizrobe,
/obj/item/clothing/suit/space/hardsuit/wizard,
/obj/item/clothing/head/wizard,
/obj/item/clothing/head/helmet/space/hardsuit/wizard,
/obj/item/clothing/suit/space/hardsuit/shielded/wizard,
/obj/item/clothing/head/helmet/space/hardsuit/shielded/wizard))
if(clothes_req) //clothes check
if(!is_type_in_typecache(H.wear_suit, casting_clothes))
to_chat(H, "<span class='notice'>I don't feel strong enough without my robe.</span>")
return FALSE
if(!is_type_in_typecache(H.head, casting_clothes))
to_chat(H, "<span class='notice'>I don't feel strong enough without my hat.</span>")
return FALSE
if(cult_req) //CULT_REQ CLOTHES CHECK
if(!istype(H.wear_suit, /obj/item/clothing/suit/magusred) && !istype(H.wear_suit, /obj/item/clothing/suit/space/hardsuit/cult))
to_chat(H, "<span class='notice'>I don't feel strong enough without my armor.</span>")
return FALSE
if(!istype(H.head, /obj/item/clothing/head/magus) && !istype(H.head, /obj/item/clothing/head/helmet/space/hardsuit/cult))
to_chat(H, "<span class='notice'>I don't feel strong enough without my helmet.</span>")
return FALSE
else
if(clothes_req || human_req)
to_chat(user, "<span class='notice'>This spell can only be cast by humans!</span>")
return FALSE
if(nonabstract_req && (isbrain(user) || ispAI(user)))
to_chat(user, "<span class='notice'>This spell can only be cast by physical beings!</span>")
return FALSE
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)
if(action)
action.UpdateButtonIcon()
return 1
/obj/effect/proc_holder/spell/proc/charge_check(mob/user, silent = FALSE)
switch(charge_type)
if("recharge")
if(charge_counter < charge_max)
if(!silent)
to_chat(user, still_recharging_msg)
return FALSE
if("charges")
if(!charge_counter)
if(!silent)
to_chat(user, "<span class='notice'>[name] has no charges left.</span>")
return FALSE
return TRUE
/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, forced = "spell")
else
user.say(replacetext(invocation," ","`"), forced = "spell")
if("whisper")
if(prob(50))
user.whisper(invocation)
else
user.whisper(replacetext(invocation," ","`"))
if("emote")
user.visible_message(invocation, invocation_emote_self) //same style as in mob/living/emote.dm
/obj/effect/proc_holder/spell/proc/playMagSound()
playsound(get_turf(usr), sound,50,1)
/obj/effect/proc_holder/spell/Initialize()
. = ..()
START_PROCESSING(SSfastprocess, src)
still_recharging_msg = "<span class='notice'>[name] is still recharging.</span>"
charge_counter = charge_max
/obj/effect/proc_holder/spell/Destroy()
STOP_PROCESSING(SSfastprocess, src)
qdel(action)
return ..()
/obj/effect/proc_holder/spell/Click()
if(cast_check())
choose_targets()
return 1
/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/can_target(mob/living/target)
return TRUE
/obj/effect/proc_holder/spell/proc/start_recharge()
recharging = TRUE
/obj/effect/proc_holder/spell/process()
if(recharging && charge_type == "recharge" && (charge_counter < charge_max))
charge_counter += 2 //processes 5 times per second instead of 10.
if(charge_counter >= charge_max)
action.UpdateButtonIcon()
charge_counter = charge_max
recharging = FALSE
/obj/effect/proc_holder/spell/proc/perform(list/targets, recharge = TRUE, mob/user = usr) //if recharge is started is important for the trigger spells
before_cast(targets)
invocation(user)
if(user && user.ckey)
user.log_message("<span class='danger'>cast the spell [name].</span>", LOG_ATTACK)
if(recharge)
recharging = TRUE
if(sound)
playMagSound()
cast(targets,user=user)
after_cast(targets)
if(action)
action.UpdateButtonIcon()
/obj/effect/proc_holder/spell/proc/before_cast(list/targets)
if(overlay)
for(var/atom/target in targets)
var/location
if(isliving(target))
location = target.loc
else if(isturf(target))
location = target
var/obj/effect/overlay/spell = new /obj/effect/overlay(location)
spell.icon = overlay_icon
spell.icon_state = overlay_icon_state
spell.anchored = TRUE
spell.density = FALSE
QDEL_IN(spell, overlay_lifespan)
/obj/effect/proc_holder/spell/proc/after_cast(list/targets)
for(var/atom/target in targets)
var/location
if(isliving(target))
location = target.loc
else if(isturf(target))
location = target
if(isliving(target) && message)
to_chat(target, text("[message]"))
if(sparks_spread)
do_sparks(sparks_amt, FALSE, location)
if(smoke_spread)
if(smoke_spread == 1)
var/datum/effect_system/smoke_spread/smoke = new
smoke.set_up(smoke_amt, location)
smoke.start()
else if(smoke_spread == 2)
var/datum/effect_system/smoke_spread/bad/smoke = new
smoke.set_up(smoke_amt, location)
smoke.start()
else if(smoke_spread == 3)
var/datum/effect_system/smoke_spread/sleeping/smoke = new
smoke.set_up(smoke_amt, location)
smoke.start()
/obj/effect/proc_holder/spell/proc/cast(list/targets,mob/user = usr)
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)
if(action)
action.UpdateButtonIcon()
/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
if (!istype(target))
return
switch(type)
if("bruteloss")
target.adjustBruteLoss(amount)
if("fireloss")
target.adjustFireLoss(amount)
if("toxloss")
target.adjustToxLoss(amount)
if("oxyloss")
target.adjustOxyLoss(amount)
if("stun")
target._REFACTORING_AdjustStun(amount)
if("knockdown")
target._REFACTORING_AdjustKnockdown(amount)
if("unconscious")
target.AdjustUnconscious(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-existent vars
/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
var/random_target = 0 // chooses random viable target instead of asking the caster
var/random_target_priority = TARGET_CLOSEST // if random_target is enabled how it will pick the target
/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))
if(!can_target(target))
continue
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
if(!can_target(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
if(!random_target)
M = input("Choose the target for the spell.", "Targeting") as null|mob in possible_targets
else
switch(random_target_priority)
if(TARGET_RANDOM)
M = pick(possible_targets)
if(TARGET_CLOSEST)
for(var/mob/living/L in possible_targets)
if(M)
if(get_dist(user,L) < get_dist(user,M))
if(los_check(user,L))
M = L
else
if(los_check(user,L))
M = L
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))
if(!can_target(target))
continue
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,user=user)
/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(!can_target(target))
continue
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,user=user)
/obj/effect/proc_holder/spell/proc/updateButtonIcon(status_only, force)
action.UpdateButtonIcon(status_only, force)
/obj/effect/proc_holder/spell/proc/can_be_cast_by(mob/caster)
if((human_req || clothes_req) && !ishuman(caster))
return 0
return 1
/obj/effect/proc_holder/spell/targeted/proc/los_check(mob/A,mob/B)
//Checks for obstacles from A to B
var/obj/dummy = new(A.loc)
dummy.pass_flags |= PASSTABLE
for(var/turf/turf in getline(A,B))
for(var/atom/movable/AM in turf)
if(!AM.CanPass(dummy,turf,1))
qdel(dummy)
return 0
qdel(dummy)
return 1
/obj/effect/proc_holder/spell/proc/can_cast(mob/user = usr)
if(((!user.mind) || !(src in user.mind.spell_list)) && !(src in user.mob_spell_list))
return FALSE
if(!charge_check(user,TRUE))
return FALSE
if(user.stat && !stat_allowed)
return FALSE
if(!antimagic_allowed && user.anti_magic_check(TRUE, FALSE, chargecost = 0, self = TRUE))
return FALSE
if(!ishuman(user))
if(clothes_req || human_req)
return FALSE
if(nonabstract_req && (isbrain(user) || ispAI(user)))
return FALSE
return TRUE
/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)
range = -1 //Duh
/obj/effect/proc_holder/spell/self/choose_targets(mob/user = usr)
if(!user)
revert_cast()
return
perform(null,user=user)
/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)