47909d525f
Also smoke reaction now uses the TOUCH method instead of VAPOR, to differentiate smoke and foam. Mob without internals or gas masks also ingests reagents in the smoke. Moved nanofrost smoke code to effects/effect_system/effects_smoke.dm
410 lines
15 KiB
Plaintext
410 lines
15 KiB
Plaintext
#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/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 = "sound/weapons/badZap.ogg"
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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/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/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(((!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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if(user.z == ZLEVEL_CENTCOM && !centcom_cancast) //Certain spells are not allowed on the centcom zlevel
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return 0
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if(user.z == ZLEVEL_CENTCOM && ticker.mode.name == "ragin' mages")
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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(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/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/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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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/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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while(charge_counter < charge_max && isnull(gc_destroyed))
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sleep(1)
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charge_counter++
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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()
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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(prob(critfailchance))
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critfail(targets)
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else
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cast(targets)
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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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spawn(overlay_lifespan)
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qdel(spell)
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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/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/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/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/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)
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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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return
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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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return
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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 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)
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return
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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)
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return
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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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if(user.z == ZLEVEL_CENTCOM && !centcom_cancast) //Certain spells are not allowed on the centcom zlevel
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return 0
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if(user.z == ZLEVEL_CENTCOM && ticker.mode.name == "ragin' mages")
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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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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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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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return 0
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if(!istype(H.shoes, /obj/item/clothing/shoes/sandal))
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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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return 0
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else
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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 |