/
ballistic.dm
475 lines (439 loc) · 17.5 KB
/
ballistic.dm
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///Subtype for any kind of ballistic gun
///This has a shitload of vars on it, and I'm sorry for that, but it does make making new subtypes really easy
/obj/item/gun/ballistic
desc = "Now comes in flavors like GUN. Uses 10mm ammo, for some reason."
name = "projectile gun"
icon_state = "pistol"
w_class = WEIGHT_CLASS_NORMAL
has_safety = TRUE
safety = TRUE
///sound when inserting magazine
var/load_sound = 'sound/weapons/gun/general/magazine_insert_full.ogg'
///sound when inserting an empty magazine
var/load_empty_sound = 'sound/weapons/gun/general/magazine_insert_empty.ogg'
///volume of loading sound
var/load_sound_volume = 40
///whether loading sound should vary
var/load_sound_vary = TRUE
///sound of racking
var/rack_sound = 'sound/weapons/gun/general/bolt_rack.ogg'
///volume of racking
var/rack_sound_volume = 60
///whether racking sound should vary
var/rack_sound_vary = TRUE
///sound of when the bolt is locked back manually
var/lock_back_sound = 'sound/weapons/gun/general/slide_lock_1.ogg'
///volume of lock back
var/lock_back_sound_volume = 60
///whether lock back varies
var/lock_back_sound_vary = TRUE
///Sound of ejecting a magazine
var/eject_sound = 'sound/weapons/gun/general/magazine_remove_full.ogg'
///sound of ejecting an empty magazine
var/eject_empty_sound = 'sound/weapons/gun/general/magazine_remove_empty.ogg'
///volume of ejecting a magazine
var/eject_sound_volume = 40
///whether eject sound should vary
var/eject_sound_vary = TRUE
///sound of dropping the bolt or releasing a slide
var/bolt_drop_sound = 'sound/weapons/gun/general/bolt_drop.ogg'
///volume of bolt drop/slide release
var/bolt_drop_sound_volume = 60
///empty alarm sound (if enabled)
var/empty_alarm_sound = 'sound/weapons/gun/general/empty_alarm.ogg'
///empty alarm volume sound
var/empty_alarm_volume = 70
///whether empty alarm sound varies
var/empty_alarm_vary = TRUE
///Whether the gun will spawn loaded with a magazine
var/spawnwithmagazine = TRUE
///Compatible magazines with the gun
var/mag_type = /obj/item/ammo_box/magazine/m10mm //Removes the need for max_ammo and caliber info
///Whether the sprite has a visible magazine or not
var/mag_display = FALSE
///Whether the sprite has a visible ammo display or not
var/mag_display_ammo = FALSE
///Whether the sprite has a visible indicator for being empty or not.
var/empty_indicator = FALSE
///Whether the gun alarms when empty or not.
var/empty_alarm = FALSE
///Do we eject the magazine upon runing out of ammo?
var/empty_autoeject = FALSE
///Whether the gun supports multiple special mag types
var/special_mags = FALSE
///The bolt type of the gun, affects quite a bit of functionality, see combat.dm defines for bolt types: BOLT_TYPE_STANDARD; BOLT_TYPE_LOCKING; BOLT_TYPE_OPEN; BOLT_TYPE_NO_BOLT
var/bolt_type = BOLT_TYPE_STANDARD
///Used for locking bolt and open bolt guns. Set a bit differently for the two but prevents firing when true for both.
var/bolt_locked = FALSE
///Whether the gun has to be racked each shot or not.
var/semi_auto = TRUE
///Actual magazine currently contained within the gun
var/obj/item/ammo_box/magazine/magazine
///whether the gun ejects the chambered casing
var/casing_ejector = TRUE
///Whether the gun has an internal magazine or a detatchable one. Overridden by BOLT_TYPE_NO_BOLT.
var/internal_magazine = FALSE
///Phrasing of the bolt in examine and notification messages; ex: bolt, slide, etc.
var/bolt_wording = "bolt"
///Phrasing of the magazine in examine and notification messages; ex: magazine, box, etx
var/magazine_wording = "magazine"
///Phrasing of the cartridge in examine and notification messages; ex: bullet, shell, dart, etc.
var/cartridge_wording = "bullet"
///length between individual racks
var/rack_delay = 5
///time of the most recent rack, used for cooldown purposes
var/recent_rack = 0
///Whether the gun can be sawn off by sawing tools
var/can_be_sawn_off = FALSE
///Whether the gun can be tacloaded by slapping a fresh magazine directly on it
var/tac_reloads = TRUE //Snowflake mechanic no more.
///If we have the 'snowflake mechanic,' how long should it take to reload?
var/tactical_reload_delay = 1 SECONDS
/obj/item/gun/ballistic/Initialize()
. = ..()
if (!spawnwithmagazine)
bolt_locked = TRUE
update_appearance()
return
if (!magazine)
magazine = new mag_type(src)
chamber_round()
update_appearance()
/obj/item/gun/ballistic/update_icon_state()
if(current_skin)
icon_state = "[unique_reskin[current_skin]][sawn_off ? "_sawn" : ""]"
else
icon_state = "[base_icon_state || initial(icon_state)][sawn_off ? "_sawn" : ""]"
return ..()
/obj/item/gun/ballistic/update_overlays()
. = ..()
if (bolt_type == BOLT_TYPE_LOCKING)
. += "[icon_state]_bolt[bolt_locked ? "_locked" : ""]"
if (bolt_type == BOLT_TYPE_OPEN && bolt_locked)
. += "[icon_state]_bolt"
if (suppressed)
. += "[icon_state]_suppressor"
if (magazine)
if (special_mags)
. += "[icon_state]_mag_[magazine.base_icon_state]"
if (!magazine.ammo_count())
. += "[icon_state]_mag_empty"
else
. += "[icon_state]_mag"
var/capacity_number = 0
switch(get_ammo() / magazine.max_ammo)
if(0.2 to 0.39)
capacity_number = 20
if(0.4 to 0.59)
capacity_number = 40
if(0.6 to 0.79)
capacity_number = 60
if(0.8 to 0.99)
capacity_number = 80
if(1.0)
capacity_number = 100
if (capacity_number)
. += "[icon_state]_mag_[capacity_number]"
if(!chambered && empty_indicator)
. += "[icon_state]_empty"
/obj/item/gun/ballistic/process_chamber(empty_chamber = TRUE, from_firing = TRUE, chamber_next_round = TRUE)
if(!semi_auto && from_firing)
return
var/obj/item/ammo_casing/casing = chambered //Find chambered round
if(istype(casing)) //there's a chambered round
if(casing_ejector || !from_firing)
casing.on_eject()
chambered = null
else if(empty_chamber)
chambered = null
if (chamber_next_round && (magazine?.max_ammo > 1))
chamber_round()
SEND_SIGNAL(src, COMSIG_GUN_CHAMBER_PROCESSED)
///Used to chamber a new round and eject the old one
/obj/item/gun/ballistic/proc/chamber_round(keep_bullet = FALSE)
if (chambered || !magazine)
return
if (magazine.ammo_count())
chambered = magazine.get_round(keep_bullet || bolt_type == BOLT_TYPE_NO_BOLT)
if (bolt_type != BOLT_TYPE_OPEN)
chambered.forceMove(src)
///updates a bunch of racking related stuff and also handles the sound effects and the like
/obj/item/gun/ballistic/proc/rack(mob/user = null)
if (bolt_type == BOLT_TYPE_NO_BOLT) //If there's no bolt, nothing to rack
return
if (bolt_type == BOLT_TYPE_OPEN)
if(!bolt_locked) //If it's an open bolt, racking again would do nothing
if (user)
to_chat(user, "<span class='notice'>\The [src]'s [bolt_wording] is already cocked!</span>")
return
bolt_locked = FALSE
if (user)
to_chat(user, "<span class='notice'>You rack the [bolt_wording] of \the [src].</span>")
process_chamber(!chambered, FALSE)
if (bolt_type == BOLT_TYPE_LOCKING && !chambered)
bolt_locked = TRUE
playsound(src, lock_back_sound, lock_back_sound_volume, lock_back_sound_vary)
else
playsound(src, rack_sound, rack_sound_volume, rack_sound_vary)
update_appearance()
///Drops the bolt from a locked position
/obj/item/gun/ballistic/proc/drop_bolt(mob/user = null)
playsound(src, bolt_drop_sound, bolt_drop_sound_volume, FALSE)
if (user)
to_chat(user, "<span class='notice'>You drop the [bolt_wording] of \the [src].</span>")
chamber_round()
bolt_locked = FALSE
update_appearance()
///Handles all the logic needed for magazine insertion
/obj/item/gun/ballistic/proc/insert_magazine(mob/user, obj/item/ammo_box/magazine/AM, display_message = TRUE)
if(!istype(AM, mag_type))
to_chat(user, "<span class='warning'>\The [AM] doesn't seem to fit into \the [src]...</span>")
return FALSE
if(user.transferItemToLoc(AM, src))
magazine = AM
if (display_message)
to_chat(user, "<span class='notice'>You load a new [magazine_wording] into \the [src].</span>")
if (magazine.ammo_count())
playsound(src, load_sound, load_sound_volume, load_sound_vary)
else
playsound(src, load_empty_sound, load_sound_volume, load_sound_vary)
if (bolt_type == BOLT_TYPE_OPEN && !bolt_locked)
chamber_round(TRUE)
update_appearance()
return TRUE
else
to_chat(user, "<span class='warning'>You cannot seem to get \the [src] out of your hands!</span>")
return FALSE
///Handles all the logic of magazine ejection, if tac_load is set that magazine will be tacloaded in the place of the old eject
/obj/item/gun/ballistic/proc/eject_magazine(mob/user, display_message = TRUE, obj/item/ammo_box/magazine/tac_load = null)
if(bolt_type == BOLT_TYPE_OPEN)
chambered = null
if (magazine.ammo_count())
playsound(src, eject_sound, eject_sound_volume, eject_sound_vary)
else
playsound(src, eject_empty_sound, eject_sound_volume, eject_sound_vary)
magazine.forceMove(drop_location())
var/obj/item/ammo_box/magazine/old_mag = magazine
old_mag.update_appearance()
magazine = null
if (display_message)
to_chat(user, "<span class='notice'>You pull the [magazine_wording] out of \the [src].</span>")
update_appearance()
if (tac_load)
if(do_after(user, tactical_reload_delay, TRUE, src))
if (insert_magazine(user, tac_load, FALSE))
to_chat(user, "<span class='notice'>You perform a tactical reload on \the [src].</span>")
else
to_chat(user, "<span class='warning'>You dropped the old [magazine_wording], but the new one doesn't fit. How embarassing.</span>")
else
to_chat(user, "<span class='warning'>Your reload was interupted!</span>")
return
if(user)
user.put_in_hands(old_mag)
update_appearance()
/obj/item/gun/ballistic/can_shoot()
if(safety)
return FALSE
return chambered
/obj/item/gun/ballistic/attackby(obj/item/A, mob/user, params)
. = ..()
if (.)
return
if (!internal_magazine && istype(A, /obj/item/ammo_box/magazine))
var/obj/item/ammo_box/magazine/AM = A
if (!magazine)
insert_magazine(user, AM)
else
if (tac_reloads)
eject_magazine(user, FALSE, AM)
else
to_chat(user, "<span class='notice'>There's already a [magazine_wording] in \the [src].</span>")
return
if (istype(A, /obj/item/ammo_casing) || istype(A, /obj/item/ammo_box))
if (bolt_type == BOLT_TYPE_NO_BOLT || internal_magazine)
if (chambered && !chambered.BB)
chambered.on_eject()
chambered = null
var/num_loaded = magazine.attackby(A, user, params)
if (num_loaded)
to_chat(user, "<span class='notice'>You load [num_loaded] [cartridge_wording]\s into \the [src].</span>")
playsound(src, load_sound, load_sound_volume, load_sound_vary)
if (chambered == null && bolt_type == BOLT_TYPE_NO_BOLT)
chamber_round()
A.update_appearance()
update_appearance()
return
if(istype(A, /obj/item/suppressor))
var/obj/item/suppressor/S = A
if(!can_suppress)
to_chat(user, "<span class='warning'>You can't seem to figure out how to fit [S] on [src]!</span>")
return
if(!user.is_holding(src))
to_chat(user, "<span class='warning'>You need be holding [src] to fit [S] to it!</span>")
return
if(suppressed)
to_chat(user, "<span class='warning'>[src] already has a suppressor!</span>")
return
if(user.transferItemToLoc(A, src))
to_chat(user, "<span class='notice'>You screw \the [S] onto \the [src].</span>")
install_suppressor(A)
return
if (can_be_sawn_off)
if (sawoff(user, A))
return
return FALSE
/obj/item/gun/ballistic/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
if (sawn_off)
bonus_spread += SAWN_OFF_ACC_PENALTY
. = ..()
///Installs a new suppressor, assumes that the suppressor is already in the contents of src
/obj/item/gun/ballistic/proc/install_suppressor(obj/item/suppressor/S)
suppressed = S
w_class += S.w_class //so pistols do not fit in pockets when suppressed
update_appearance()
/obj/item/gun/ballistic/AltClick(mob/user)
if (unique_reskin && !current_skin && user.canUseTopic(src, BE_CLOSE, NO_DEXTERITY))
reskin_obj(user)
return
if(loc == user)
if(suppressed && can_unsuppress)
var/obj/item/suppressor/S = suppressed
if(!user.is_holding(src))
return ..()
to_chat(user, "<span class='notice'>You unscrew \the [suppressed] from \the [src].</span>")
user.put_in_hands(suppressed)
w_class -= S.w_class
suppressed = null
update_appearance()
return
///Prefire empty checks for the bolt drop
/obj/item/gun/ballistic/proc/prefire_empty_checks()
if (!chambered && !get_ammo())
if (bolt_type == BOLT_TYPE_OPEN && !bolt_locked)
bolt_locked = TRUE
playsound(src, bolt_drop_sound, bolt_drop_sound_volume)
update_appearance()
///postfire empty checks for bolt locking and sound alarms
/obj/item/gun/ballistic/proc/postfire_empty_checks(last_shot_succeeded)
if (!chambered && !get_ammo())
if (empty_alarm && last_shot_succeeded)
playsound(src, empty_alarm_sound, empty_alarm_volume, empty_alarm_vary)
update_appearance()
if (empty_autoeject && last_shot_succeeded && !internal_magazine)
eject_magazine(display_message = FALSE)
update_appearance()
if (last_shot_succeeded && bolt_type == BOLT_TYPE_LOCKING)
bolt_locked = TRUE
update_appearance()
/obj/item/gun/ballistic/afterattack()
prefire_empty_checks()
. = ..() //The gun actually firing
postfire_empty_checks(.)
//ATTACK HAND IGNORING PARENT RETURN VALUE
/obj/item/gun/ballistic/attack_hand(mob/user)
if(!internal_magazine && loc == user && user.is_holding(src) && magazine)
eject_magazine(user)
return
return ..()
/obj/item/gun/ballistic/unique_action(mob/living/user)
if(bolt_type == BOLT_TYPE_NO_BOLT)
chambered = null
var/num_unloaded = 0
for(var/obj/item/ammo_casing/CB in get_ammo_list(FALSE, TRUE))
CB.forceMove(drop_location())
CB.bounce_away(FALSE, NONE)
num_unloaded++
SSblackbox.record_feedback("tally", "station_mess_created", 1, CB.name)
if (num_unloaded)
to_chat(user, "<span class='notice'>You unload [num_unloaded] [cartridge_wording]\s from [src].</span>")
playsound(user, eject_sound, eject_sound_volume, eject_sound_vary)
update_appearance()
else
to_chat(user, "<span class='warning'>[src] is empty!</span>")
return
if(bolt_type == BOLT_TYPE_LOCKING && bolt_locked)
drop_bolt(user)
return
if (recent_rack > world.time)
return
recent_rack = world.time + rack_delay
rack(user)
return
/obj/item/gun/ballistic/examine(mob/user)
. = ..()
var/count_chambered = !(bolt_type == BOLT_TYPE_NO_BOLT || bolt_type == BOLT_TYPE_OPEN)
. += "It has [get_ammo(count_chambered)] round\s remaining."
if (!chambered)
. += "It does not seem to have a round chambered."
if (bolt_locked)
. += "The [bolt_wording] is locked back and needs to be released before firing."
if (suppressed)
. += "It has a suppressor attached that can be removed with <b>alt+click</b>."
. += "You can [bolt_wording] [src] by pressing the <b>unqiue action</b> key. By default, this is <b>space</b>"
///Gets the number of bullets in the gun
/obj/item/gun/ballistic/proc/get_ammo(countchambered = TRUE)
var/boolets = 0 //mature var names for mature people
if (chambered && countchambered)
boolets++
if (magazine)
boolets += magazine.ammo_count()
return boolets
///gets a list of every bullet in the gun
/obj/item/gun/ballistic/proc/get_ammo_list(countchambered = TRUE, drop_all = FALSE)
var/list/rounds = list()
if(chambered && countchambered)
rounds.Add(chambered)
if(drop_all)
chambered = null
rounds.Add(magazine.ammo_list(drop_all))
return rounds
GLOBAL_LIST_INIT(gun_saw_types, typecacheof(list(
/obj/item/gun/energy/plasmacutter,
/obj/item/melee/transforming/energy,
)))
///Handles all the logic of sawing off guns,
/obj/item/gun/ballistic/proc/sawoff(mob/user, obj/item/saw)
if(!saw.get_sharpness() || !is_type_in_typecache(saw, GLOB.gun_saw_types) && !saw.tool_behaviour == TOOL_SAW) //needs to be sharp. Otherwise turned off eswords can cut this.
return
if(sawn_off)
to_chat(user, "<span class='warning'>\The [src] is already shortened!</span>")
return
if(bayonet)
to_chat(user, "<span class='warning'>You cannot saw-off \the [src] with \the [bayonet] attached!</span>")
return
user.changeNext_move(CLICK_CD_MELEE)
user.visible_message("<span class='notice'>[user] begins to shorten \the [src].</span>", "<span class='notice'>You begin to shorten \the [src]...</span>")
//if there's any live ammo inside the gun, makes it go off
if(blow_up(user))
user.visible_message("<span class='danger'>\The [src] goes off!</span>", "<span class='danger'>\The [src] goes off in your face!</span>")
return
if(do_after(user, 30, target = src))
if(sawn_off)
return
user.visible_message("<span class='notice'>[user] shortens \the [src]!</span>", "<span class='notice'>You shorten \the [src].</span>")
name = "sawn-off [src.name]"
desc = sawn_desc
w_class = WEIGHT_CLASS_NORMAL
item_state = "gun"
slot_flags &= ~ITEM_SLOT_BACK //you can't sling it on your back
slot_flags |= ITEM_SLOT_BELT //but you can wear it on your belt (poorly concealed under a trenchcoat, ideally)
recoil = SAWN_OFF_RECOIL
sawn_off = TRUE
update_appearance()
return TRUE
///used for sawing guns, causes the gun to fire without the input of the user
/obj/item/gun/ballistic/proc/blow_up(mob/user)
. = FALSE
for(var/obj/item/ammo_casing/AC in magazine.stored_ammo)
if(AC.BB)
process_fire(user, user, FALSE)
. = TRUE
/obj/item/suppressor
name = "suppressor"
desc = "A syndicate small-arms suppressor for maximum espionage."
icon = 'icons/obj/guns/projectile.dmi'
icon_state = "suppressor"
w_class = WEIGHT_CLASS_TINY
/obj/item/suppressor/specialoffer
name = "cheap suppressor"
desc = "A foreign knock-off suppressor, it feels flimsy, cheap, and brittle. Still fits most weapons."