Files
Bubberstation/code/game/objects/items/devices/flashlight.dm
petethegoat@gmail.com 8ff7285645 Updates HUD stuff!
The main goal was to remove all the pointless shit in the UI style dmis, but this commit actually goes a bit deeper than that.

Formally renames the "hurt" intent to "harm", in line with everything else in the world.

Removes the old screen1_... .dmis. They've been replaced with screen_... .dmis. They function much the same.
screen_gen.dmi is used for things which apply to multiple UI styles, such as storage slot sprites, or the intent selector. (These can still be overridden in HUD code, though.)

Item action buttons have been changed to use a template from the UI style, and the icon_state of the item.
var/icon_action_button has been removed- varvar/action_button_name must be used instead to add action buttons for items.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5826 316c924e-a436-60f5-8080-3fe189b3f50e
2013-03-08 21:32:00 +00:00

211 lines
6.4 KiB
Plaintext

/obj/item/device/flashlight
name = "flashlight"
desc = "A hand-held emergency light."
icon = 'icons/obj/lighting.dmi'
icon_state = "flashlight"
item_state = "flashlight"
w_class = 2
flags = FPRINT | TABLEPASS | CONDUCT
slot_flags = SLOT_BELT
m_amt = 50
g_amt = 20
action_button_name = "Toggle Light"
var/on = 0
var/brightness_on = 4 //luminosity when on
/obj/item/device/flashlight/initialize()
..()
if(on)
icon_state = "[initial(icon_state)]-on"
SetLuminosity(brightness_on)
else
icon_state = initial(icon_state)
SetLuminosity(0)
/obj/item/device/flashlight/proc/update_brightness(var/mob/user = null)
if(on)
icon_state = "[initial(icon_state)]-on"
if(loc == user)
user.SetLuminosity(user.luminosity + brightness_on)
else if(isturf(loc))
SetLuminosity(brightness_on)
else
icon_state = initial(icon_state)
if(loc == user)
user.SetLuminosity(user.luminosity - brightness_on)
else if(isturf(loc))
SetLuminosity(0)
/obj/item/device/flashlight/attack_self(mob/user)
if(!isturf(user.loc))
user << "You cannot turn the light on while in this [user.loc]." //To prevent some lighting anomalities.
return 0
on = !on
update_brightness(user)
return 1
/obj/item/device/flashlight/attack(mob/living/M as mob, mob/living/user as mob)
add_fingerprint(user)
if(on && user.zone_sel.selecting == "eyes")
if(((CLUMSY in user.mutations) || user.getBrainLoss() >= 60) && prob(50)) //too dumb to use flashlight properly
return ..() //just hit them in the head
if(!(istype(user, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey") //don't have dexterity
user << "<span class='notice'>You don't have the dexterity to do this!</span>"
return
var/mob/living/carbon/human/H = M //mob has protective eyewear
if(istype(M, /mob/living/carbon/human) && ((H.head && H.head.flags & HEADCOVERSEYES) || (H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) || (H.glasses && H.glasses.flags & GLASSESCOVERSEYES)))
user << "<span class='notice'>You're going to need to remove that [(H.head && H.head.flags & HEADCOVERSEYES) ? "helmet" : (H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) ? "mask": "glasses"] first.</span>"
return
if(M == user) //they're using it on themselves
if(!M.blinded)
flick("flash", M.flash)
M.visible_message("<span class='notice'>[M] directs [src] to \his eyes.</span>", \
"<span class='notice'>You wave the light in front of your eyes! Trippy!</span>")
else
M.visible_message("<span class='notice'>[M] directs [src] to \his eyes.</span>", \
"<span class='notice'>You wave the light in front of your eyes.</span>")
return
user.visible_message("<span class='notice'>[user] directs [src] to [M]'s eyes.</span>", \
"<span class='notice'>You direct [src] to [M]'s eyes.</span>")
if(istype(M, /mob/living/carbon/human) || istype(M, /mob/living/carbon/monkey)) //robots and aliens are unaffected
if(M.stat == DEAD || M.sdisabilities & BLIND) //mob is dead or fully blind
user << "<span class='notice'>[M] pupils does not react to the light!</span>"
else if(XRAY in M.mutations) //mob has X-RAY vision
user << "<span class='notice'>[M] pupils give an eerie glow!</span>"
else //they're okay!
if(!M.blinded)
flick("flash", M.flash) //flash the affected mob
user << "<span class='notice'>[M]'s pupils narrow.</span>"
else
return ..()
/obj/item/device/flashlight/pickup(mob/user)
if(on)
user.SetLuminosity(user.luminosity + brightness_on)
SetLuminosity(0)
/obj/item/device/flashlight/dropped(mob/user)
if(on)
user.SetLuminosity(user.luminosity - brightness_on)
SetLuminosity(brightness_on)
/obj/item/device/flashlight/pen
name = "penlight"
desc = "A pen-sized light, used by medical staff."
icon_state = "penlight"
item_state = ""
flags = FPRINT | TABLEPASS | CONDUCT
brightness_on = 2
// the desk lamps are a bit special
/obj/item/device/flashlight/lamp
name = "desk lamp"
desc = "A desk lamp with an adjustable mount."
icon_state = "lamp"
item_state = "lamp"
brightness_on = 5
w_class = 4
flags = FPRINT | TABLEPASS | CONDUCT
m_amt = 0
g_amt = 0
on = 1
// green-shaded desk lamp
/obj/item/device/flashlight/lamp/green
desc = "A classic green-shaded desk lamp."
icon_state = "lampgreen"
item_state = "lampgreen"
brightness_on = 5
/obj/item/device/flashlight/lamp/verb/toggle_light()
set name = "Toggle light"
set category = "Object"
set src in oview(1)
if(!usr.stat)
attack_self(usr)
// FLARES
/obj/item/device/flashlight/flare
name = "flare"
desc = "A red Nanotrasen issued flare. There are instructions on the side, it reads 'pull cord, make light'."
w_class = 2.0
brightness_on = 7 // Pretty bright.
icon_state = "flare"
item_state = "flare"
action_button_name = null //just pull it manually, neckbeard.
var/fuel = 0
var/on_damage = 7
var/produce_heat = 1500
/obj/item/device/flashlight/flare/New()
fuel = rand(800, 1000) // Sorry for changing this so much but I keep under-estimating how long X number of ticks last in seconds.
..()
/obj/item/device/flashlight/flare/process()
var/turf/pos = get_turf(src)
if(pos)
pos.hotspot_expose(produce_heat, 5)
fuel = max(fuel - 1, 0)
if(!fuel || !on)
turn_off()
if(!fuel)
src.icon_state = "[initial(icon_state)]-empty"
processing_objects -= src
/obj/item/device/flashlight/flare/proc/turn_off()
on = 0
src.force = initial(src.force)
src.damtype = initial(src.damtype)
if(ismob(loc))
var/mob/U = loc
update_brightness(U)
else
update_brightness(null)
/obj/item/device/flashlight/flare/attack_self(mob/user)
// Usual checks
if(!fuel)
user << "<span class='notice'>It's out of fuel.</span>"
return
if(on)
return
. = ..()
// All good, turn it on.
if(.)
user.visible_message("<span class='notice'>[user] activates the flare.</span>", "<span class='notice'>You pull the cord on the flare, activating it!</span>")
src.force = on_damage
src.damtype = "fire"
processing_objects += src
/obj/item/device/flashlight/slime
name = "glowing slime extract"
desc = "Extract from a yellow slime. It emits a strong light when squeezed."
icon = 'icons/obj/lighting.dmi'
icon_state = "slime"
item_state = "slime"
w_class = 2
flags = FPRINT | TABLEPASS | CONDUCT
slot_flags = SLOT_BELT
m_amt = 0
g_amt = 0
brightness_on = 6 //luminosity when on