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#define MOVES_HITSCAN -1 //Not actually hitscan but close as we get.
/obj/item/projectile
name = "projectile"
icon = 'icons/obj/projectiles.dmi'
icon_state = "bullet"
density = FALSE
anchored = TRUE
flags_1 = ABSTRACT_1
pass_flags = PASSTABLE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
hitsound = 'sound/weapons/pierce.ogg'
var/hitsound_wall = ""
resistance_flags = LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
var/def_zone = "" //Aiming at
var/mob/firer = null//Who shot it
var/suppressed = 0 //Attack message
var/yo = null
var/xo = null
var/atom/original = null // the original target clicked
var/turf/starting = null // the projectile's starting turf
var/list/permutated = list() // we've passed through these atoms, don't try to hit them again
var/p_x = 16
var/p_y = 16 // the pixel location of the tile that the player clicked. Default is the center
//Fired processing vars
var/fired = FALSE //Have we been fired yet
var/paused = FALSE //for suspending the projectile midair
var/last_projectile_move = 0
var/last_process = 0
var/time_offset = 0
var/old_pixel_x = 0
var/old_pixel_y = 0
var/pixel_x_increment = 0
var/pixel_y_increment = 0
var/pixel_x_offset = 0
var/pixel_y_offset = 0
var/new_x = 0
var/new_y = 0
var/speed = 0.8 //Amount of deciseconds it takes for projectile to travel
var/Angle = 0
var/nondirectional_sprite = FALSE //Set TRUE to prevent projectiles from having their sprites rotated based on firing angle
var/spread = 0 //amount (in degrees) of projectile spread
animate_movement = 0 //Use SLIDE_STEPS in conjunction with legacy
var/ricochets = 0
var/ricochets_max = 2
var/ricochet_chance = 30
var/ignore_source_check = FALSE
var/damage = 10
var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here
var/nodamage = 0 //Determines if the projectile will skip any damage inflictions
var/flag = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb
var/projectile_type = /obj/item/projectile
var/range = 50 //This will de-increment every step. When 0, it will delete the projectile.
var/is_reflectable = FALSE // Can it be reflected or not?
//Effects
var/stun = 0
var/knockdown = 0
var/unconscious = 0
var/irradiate = 0
var/stutter = 0
var/slur = 0
var/eyeblur = 0
var/drowsy = 0
var/stamina = 0
var/jitter = 0
var/forcedodge = 0 //to pass through everything
var/dismemberment = 0 //The higher the number, the greater the bonus to dismembering. 0 will not dismember at all.
var/impact_effect_type //what type of impact effect to show when hitting something
var/log_override = FALSE //is this type spammed enough to not log? (KAs)
/obj/item/projectile/Initialize()
. = ..()
permutated = list()
/obj/item/projectile/proc/Range()
range--
if(range <= 0 && loc)
on_range()
/obj/item/projectile/proc/on_range() //if we want there to be effects when they reach the end of their range
qdel(src)
//to get the correct limb (if any) for the projectile hit message
/mob/living/proc/check_limb_hit(hit_zone)
if(has_limbs)
return hit_zone
/mob/living/carbon/check_limb_hit(hit_zone)
if(get_bodypart(hit_zone))
return hit_zone
else //when a limb is missing the damage is actually passed to the chest
return "chest"
/obj/item/projectile/proc/prehit(atom/target)
return TRUE
/obj/item/projectile/proc/on_hit(atom/target, blocked = FALSE)
var/turf/target_loca = get_turf(target)
if(!isliving(target))
if(impact_effect_type)
new impact_effect_type(target_loca, target, src)
return 0
var/mob/living/L = target
if(blocked != 100) // not completely blocked
if(damage && L.blood_volume && damage_type == BRUTE)
var/splatter_dir = dir
if(starting)
splatter_dir = get_dir(starting, target_loca)
var/obj/item/bodypart/B = L.get_bodypart(def_zone)
if(B.status == BODYPART_ROBOTIC) // So if you hit a robotic, it sparks instead of bloodspatters
do_sparks(2, FALSE, target.loc)
if(prob(25))
new /obj/effect/decal/cleanable/oil(target_loca)
else if(isalien(L))
new /obj/effect/temp_visual/dir_setting/bloodsplatter/xenosplatter(target_loca, splatter_dir)
else
if(ishuman(target))
var/mob/living/carbon/human/H = target
new /obj/effect/temp_visual/dir_setting/bloodsplatter(target_loca, splatter_dir, bloodtype_to_color(H.dna.blood_type))
else
new /obj/effect/temp_visual/dir_setting/bloodsplatter(target_loca, splatter_dir, bloodtype_to_color())
if(prob(33))
L.add_splatter_floor(target_loca)
else if(impact_effect_type)
new impact_effect_type(target_loca, target, src)
var/organ_hit_text = ""
var/limb_hit = L.check_limb_hit(def_zone)//to get the correct message info.
if(limb_hit)
organ_hit_text = " in \the [parse_zone(limb_hit)]"
if(suppressed)
playsound(loc, hitsound, 5, 1, -1)
to_chat(L, "<span class='userdanger'>You're shot by \a [src][organ_hit_text]!</span>")
else
if(hitsound)
var/volume = vol_by_damage()
playsound(loc, hitsound, volume, 1, -1)
L.visible_message("<span class='danger'>[L] is hit by \a [src][organ_hit_text]!</span>", \
"<span class='userdanger'>[L] is hit by \a [src][organ_hit_text]!</span>", null, COMBAT_MESSAGE_RANGE)
L.on_hit(src)
var/reagent_note
if(reagents && reagents.reagent_list)
reagent_note = " REAGENTS:"
for(var/datum/reagent/R in reagents.reagent_list)
reagent_note += R.id + " ("
reagent_note += num2text(R.volume) + ") "
add_logs(firer, L, "shot", src, reagent_note)
return L.apply_effects(stun, knockdown, unconscious, irradiate, slur, stutter, eyeblur, drowsy, blocked, stamina, jitter)
/obj/item/projectile/proc/vol_by_damage()
if(src.damage)
return Clamp((src.damage) * 0.67, 30, 100)// Multiply projectile damage by 0.67, then clamp the value between 30 and 100
else
return 50 //if the projectile doesn't do damage, play its hitsound at 50% volume
/obj/item/projectile/Collide(atom/A)
if(check_ricochet(A) && check_ricochet_flag(A) && ricochets < ricochets_max)
ricochets++
if(A.handle_ricochet(src))
ignore_source_check = TRUE
return FALSE
if(firer && !ignore_source_check)
if(A == firer || (A == firer.loc && istype(A, /obj/mecha))) //cannot shoot yourself or your mech
loc = A.loc
return FALSE
var/distance = get_dist(get_turf(A), starting) // Get the distance between the turf shot from and the mob we hit and use that for the calculations.
def_zone = ran_zone(def_zone, max(100-(7*distance), 5)) //Lower accurancy/longer range tradeoff. 7 is a balanced number to use.
if(isturf(A) && hitsound_wall)
var/volume = Clamp(vol_by_damage() + 20, 0, 100)
if(suppressed)
volume = 5
playsound(loc, hitsound_wall, volume, 1, -1)
var/turf/target_turf = get_turf(A)
if(!prehit(A))
if(forcedodge)
loc = target_turf
return FALSE
var/permutation = A.bullet_act(src, def_zone) // searches for return value, could be deleted after run so check A isn't null
if(permutation == -1 || forcedodge)// the bullet passes through a dense object!
loc = target_turf
if(A)
permutated.Add(A)
return FALSE
else
if(A && A.density && !ismob(A) && !(A.flags_1 & ON_BORDER_1)) //if we hit a dense non-border obj or dense turf then we also hit one of the mobs on that tile.
var/list/mobs_list = list()
for(var/mob/living/L in target_turf)
mobs_list += L
if(mobs_list.len)
var/mob/living/picked_mob = pick(mobs_list)
if(!prehit(picked_mob))
return FALSE
if(ismob(picked_mob.buckled))
picked_mob = picked_mob.buckled
picked_mob.bullet_act(src, def_zone)
qdel(src)
return TRUE
/obj/item/projectile/proc/check_ricochet()
if(prob(ricochet_chance))
return TRUE
return FALSE
/obj/item/projectile/proc/check_ricochet_flag(atom/A)
if(A.flags_1 & CHECK_RICOCHET_1)
return TRUE
return FALSE
/obj/item/projectile/Process_Spacemove(var/movement_dir = 0)
return TRUE //Bullets don't drift in space
/obj/item/projectile/process()
last_process = world.time
if(!loc || !fired)
fired = FALSE
return PROCESS_KILL
if(paused || !isturf(loc))
last_projectile_move += world.time - last_process //Compensates for pausing, so it doesn't become a hitscan projectile when unpaused from charged up ticks.
return
var/elapsed_time_deciseconds = (world.time - last_projectile_move) + time_offset
time_offset = 0
var/required_moves = speed > 0? Floor(elapsed_time_deciseconds / speed) : MOVES_HITSCAN //Would be better if a 0 speed made hitscan but everyone hates those so I can't make it a universal system :<
if(required_moves == MOVES_HITSCAN)
required_moves = SSprojectiles.global_max_tick_moves
else
if(required_moves > SSprojectiles.global_max_tick_moves)
var/overrun = required_moves - SSprojectiles.global_max_tick_moves
required_moves = SSprojectiles.global_max_tick_moves
time_offset += overrun * speed
time_offset += Modulus(elapsed_time_deciseconds, speed)
for(var/i in 1 to required_moves)
pixel_move(required_moves)
/obj/item/projectile/proc/fire(angle, atom/direct_target)
//If no angle needs to resolve it from xo/yo!
if(!log_override && firer && original)
add_logs(firer, original, "fired at", src, " [get_area(src)]")
if(direct_target)
prehit(direct_target)
direct_target.bullet_act(src, def_zone)
qdel(src)
return
if(isnum(angle))
setAngle(angle)
if(spread)
setAngle(Angle + ((rand() - 0.5) * spread))
if(isnull(Angle)) //Try to resolve through offsets if there's no angle set.
var/turf/starting = get_turf(src)
var/turf/target = locate(Clamp(starting + xo, 1, world.maxx), Clamp(starting + yo, 1, world.maxy), starting.z)
setAngle(Get_Angle(src, target))
if(!nondirectional_sprite)
var/matrix/M = new
M.Turn(Angle)
transform = M
old_pixel_x = pixel_x
old_pixel_y = pixel_y
last_projectile_move = world.time
fired = TRUE
if(!isprocessing)
START_PROCESSING(SSprojectiles, src)
/obj/item/projectile/proc/setAngle(new_angle) //wrapper for overrides.
Angle = new_angle
return TRUE
/obj/item/projectile/proc/pixel_move(moves)
if(!nondirectional_sprite)
var/matrix/M = new
M.Turn(Angle)
transform = M
pixel_x_increment=round((sin(Angle)+16*sin(Angle)*2), 1) //round() is a floor operation when only one argument is supplied, we don't want that here
pixel_y_increment=round((cos(Angle)+16*cos(Angle)*2), 1)
pixel_x_offset = old_pixel_x + pixel_x_increment
pixel_y_offset = old_pixel_y + pixel_y_increment
new_x = x
new_y = y
while(pixel_x_offset > 16)
pixel_x_offset -= 32
old_pixel_x -= 32
new_x++// x++
while(pixel_x_offset < -16)
pixel_x_offset += 32
old_pixel_x += 32
new_x--
while(pixel_y_offset > 16)
pixel_y_offset -= 32
old_pixel_y -= 32
new_y++
while(pixel_y_offset < -16)
pixel_y_offset += 32
old_pixel_y += 32
new_y--
step_towards(src, locate(new_x, new_y, z))
pixel_x = old_pixel_x
pixel_y = old_pixel_y
//var/animation_time = ((SSprojectiles.flags & SS_TICKER? (SSprojectiles.wait * world.tick_lag) : SSprojectiles.wait) / moves)
animate(src, pixel_x = pixel_x_offset, pixel_y = pixel_y_offset, time = 1, flags = ANIMATION_END_NOW)
old_pixel_x = pixel_x_offset
old_pixel_y = pixel_y_offset
if(can_hit_target(original, permutated))
Collide(original)
Range()
last_projectile_move = world.time
//Returns true if the target atom is on our current turf and above the right layer
/obj/item/projectile/proc/can_hit_target(atom/target, var/list/passthrough)
if(target && (target.layer >= PROJECTILE_HIT_THRESHHOLD_LAYER) || ismob(target))
if(loc == get_turf(target))
if(!(target in passthrough))
return TRUE
return FALSE
/obj/item/projectile/proc/preparePixelProjectile(atom/target, atom/source, params, spread = 0)
var/turf/curloc = get_turf(source)
var/turf/targloc = get_turf(target)
forceMove(get_turf(source))
starting = get_turf(source)
original = target
yo = targloc.y - curloc.y
xo = targloc.x - curloc.x
if(isliving(source) && params)
var/list/calculated = calculate_projectile_angle_and_pixel_offsets(source, params)
p_x = calculated[2]
p_y = calculated[3]
if(spread)
setAngle(calculated[1] + spread)
else
setAngle(calculated[1])
else
setAngle(Get_Angle(src, targloc))
/proc/calculate_projectile_angle_and_pixel_offsets(mob/user, params)
var/list/mouse_control = params2list(params)
var/p_x = 0
var/p_y = 0
var/angle = 0
if(mouse_control["icon-x"])
p_x = text2num(mouse_control["icon-x"])
if(mouse_control["icon-y"])
p_y = text2num(mouse_control["icon-y"])
if(mouse_control["screen-loc"])
//Split screen-loc up into X+Pixel_X and Y+Pixel_Y
var/list/screen_loc_params = splittext(mouse_control["screen-loc"], ",")
//Split X+Pixel_X up into list(X, Pixel_X)
var/list/screen_loc_X = splittext(screen_loc_params[1],":")
//Split Y+Pixel_Y up into list(Y, Pixel_Y)
var/list/screen_loc_Y = splittext(screen_loc_params[2],":")
// to_chat(world, "X: [screen_loc_X[1]] PixelX: [screen_loc_X[2]] / Y: [screen_loc_Y[1]] PixelY: [screen_loc_Y[2]]")
var/x = text2num(screen_loc_X[1]) * 32 + text2num(screen_loc_X[2]) - 32
var/y = text2num(screen_loc_Y[1]) * 32 + text2num(screen_loc_Y[2]) - 32
//Calculate the "resolution" of screen based on client's view and world's icon size. This will work if the user can view more tiles than average.
var/screenview = (user.client.view * 2 + 1) * world.icon_size //Refer to http://www.byond.com/docs/ref/info.html#/client/var/view for mad maths
var/ox = round(screenview/2) - user.client.pixel_x //"origin" x
var/oy = round(screenview/2) - user.client.pixel_y //"origin" y
// to_chat(world, "Pixel position: [x] [y]")
angle = Atan2(y - oy, x - ox)
// to_chat(world, "Angle: [angle]")
return list(angle, p_x, p_y)
/obj/item/projectile/Crossed(atom/movable/AM) //A mob moving on a tile with a projectile is hit by it.
..()
if(isliving(AM) && AM.density && !checkpass(PASSMOB))
Collide(AM)
/obj/item/projectile/Destroy()
STOP_PROCESSING(SSprojectiles, src)
return ..()
/obj/item/projectile/experience_pressure_difference()
return