Files
Bubberstation/code/game/objects/structures/bonfire.dm
AnturK 4d6a8bc537 515 Compatibility (#71161)
Makes the code compatible with 515.1594+

Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword

And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.

@tgstation/commit-access Since the .proc/stuff is pretty big change.

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-11-15 03:50:11 +00:00

196 lines
6.3 KiB
Plaintext

///how many fire stacks are applied when you step into a bonfire
#define BONFIRE_FIRE_STACK_STRENGTH 5
/**
* ## BONFIRES
*
* Structure that makes a big old fire. You can add rods to construct a grill for grilling meat, or a stake for buckling people to the fire,
* salem style. Keeping the fire on requires oxygen. You can dismantle the bonfire back into logs when it is unignited.
*/
/obj/structure/bonfire
name = "bonfire"
desc = "For grilling, broiling, charring, smoking, heating, roasting, toasting, simmering, searing, melting, and occasionally burning things."
icon = 'icons/obj/hydroponics/equipment.dmi'
icon_state = "bonfire"
light_color = LIGHT_COLOR_FIRE
density = FALSE
anchored = TRUE
buckle_lying = 0
pass_flags_self = PASSTABLE | LETPASSTHROW
///is the bonfire lit?
var/burning = FALSE
///icon for the bonfire while on. for a softer more burning embers icon, use "bonfire_warm"
var/burn_icon = "bonfire_on_fire"
///if the bonfire has a grill attached
var/grill = FALSE
/obj/structure/bonfire/dense
density = TRUE
/obj/structure/bonfire/prelit/Initialize(mapload)
. = ..()
start_burning()
/obj/structure/bonfire/Initialize(mapload)
. = ..()
var/static/list/loc_connections = list(
COMSIG_ATOM_ENTERED = PROC_REF(on_entered),
)
AddElement(/datum/element/connect_loc, loc_connections)
/obj/structure/bonfire/attackby(obj/item/used_item, mob/living/user, params)
if(istype(used_item, /obj/item/stack/rods) && !can_buckle && !grill)
var/obj/item/stack/rods/rods = used_item
var/choice = tgui_alert(user, "What would you like to construct?", "Bonfire", list("Stake","Grill"))
if(isnull(choice))
return
rods.use(1)
switch(choice)
if("Stake")
can_buckle = TRUE
buckle_requires_restraints = TRUE
to_chat(user, span_notice("You add a rod to \the [src]."))
var/mutable_appearance/rod_underlay = mutable_appearance('icons/obj/hydroponics/equipment.dmi', "bonfire_rod")
rod_underlay.pixel_y = 16
underlays += rod_underlay
if("Grill")
grill = TRUE
to_chat(user, span_notice("You add a grill to \the [src]."))
add_overlay("bonfire_grill")
else
return ..()
if(used_item.get_temperature())
start_burning()
if(grill)
if(istype(used_item, /obj/item/melee/roastingstick))
return FALSE
if(!user.combat_mode && !(used_item.item_flags & ABSTRACT))
if(user.temporarilyRemoveItemFromInventory(used_item))
used_item.forceMove(get_turf(src))
var/list/modifiers = params2list(params)
//Center the icon where the user clicked.
if(!LAZYACCESS(modifiers, ICON_X) || !LAZYACCESS(modifiers, ICON_Y))
return
//Clamp it so that the icon never moves more than 16 pixels in either direction (thus leaving the table turf)
used_item.pixel_x = used_item.base_pixel_x + clamp(text2num(LAZYACCESS(modifiers, ICON_X)) - 16, -(world.icon_size/2), world.icon_size/2)
used_item.pixel_y = used_item.base_pixel_y + clamp(text2num(LAZYACCESS(modifiers, ICON_Y)) - 16, -(world.icon_size/2), world.icon_size/2)
else
return ..()
/obj/structure/bonfire/attack_hand(mob/user, list/modifiers)
. = ..()
if(.)
return
if(burning)
to_chat(user, span_warning("You need to extinguish [src] before removing the logs!"))
return
if(!has_buckled_mobs() && do_after(user, 50, target = src))
for(var/obj/item/grown/log/bonfire_log in contents)
bonfire_log.forceMove(drop_location())
bonfire_log.pixel_x += rand(1,4)
bonfire_log.pixel_y += rand(1,4)
if(can_buckle || grill)
new /obj/item/stack/rods(loc, 1)
qdel(src)
return
/obj/structure/bonfire/proc/check_oxygen()
if(isopenturf(loc))
var/turf/open/bonfire_turf = loc
if(bonfire_turf.air)
var/loc_gases = bonfire_turf.air.gases
if(loc_gases[/datum/gas/oxygen] && loc_gases[/datum/gas/oxygen][MOLES] >= 5)
return TRUE
return FALSE
/obj/structure/bonfire/proc/start_burning()
if(burning || !check_oxygen())
return
icon_state = burn_icon
burning = TRUE
set_light(6)
bonfire_burn()
particles = new /particles/bonfire()
START_PROCESSING(SSobj, src)
/obj/structure/bonfire/fire_act(exposed_temperature, exposed_volume)
start_burning()
/obj/structure/bonfire/proc/on_entered(datum/source, atom/movable/entered)
SIGNAL_HANDLER
if(burning)
if(!grill)
bonfire_burn()
return
//Not currently burning, let's see if we can ignite it.
if(isliving(entered))
var/mob/living/burning_body = entered
if(burning_body.on_fire)
start_burning()
visible_message(span_notice("[entered] runs over [src], starting its fire!"))
else if(entered.resistance_flags & ON_FIRE)
start_burning()
visible_message(span_notice("[entered]'s fire spreads to [src], setting it ablaze!"))
/obj/structure/bonfire/proc/bonfire_burn(delta_time = 2)
var/turf/current_location = get_turf(src)
if(!grill)
current_location.hotspot_expose(1000, 250 * delta_time, 1)
for(var/burn_target in current_location)
if(burn_target == src)
continue
else if(isliving(burn_target))
var/mob/living/burn_victim = burn_target
burn_victim.adjust_fire_stacks(BONFIRE_FIRE_STACK_STRENGTH * 0.5 * delta_time)
burn_victim.ignite_mob()
else if(isobj(burn_target))
var/obj/burned_object = burn_target
if(grill && isitem(burned_object))
var/obj/item/grilled_item = burned_object
SEND_SIGNAL(grilled_item, COMSIG_ITEM_GRILL_PROCESS, src, delta_time) //Not a big fan, maybe make this use fire_act() in the future.
continue
burned_object.fire_act(1000, 250 * delta_time)
/obj/structure/bonfire/process(delta_time)
if(!check_oxygen())
extinguish()
return
bonfire_burn(delta_time)
/obj/structure/bonfire/extinguish()
if(burning)
icon_state = "bonfire"
burning = FALSE
set_light(0)
QDEL_NULL(particles)
STOP_PROCESSING(SSobj, src)
/obj/structure/bonfire/buckle_mob(mob/living/buckled_mob, force = FALSE, check_loc = TRUE)
if(..())
buckled_mob.pixel_y += 13
/obj/structure/bonfire/unbuckle_mob(mob/living/buckled_mob, force = FALSE, can_fall = TRUE)
if(..())
buckled_mob.pixel_y -= 13
/particles/bonfire
icon = 'icons/effects/particles/bonfire.dmi'
icon_state = "bonfire"
width = 100
height = 100
count = 1000
spawning = 4
lifespan = 0.7 SECONDS
fade = 1 SECONDS
grow = -0.01
velocity = list(0, 0)
position = generator("circle", 0, 16, NORMAL_RAND)
drift = generator("vector", list(0, -0.2), list(0, 0.2))
gravity = list(0, 0.95)
scale = generator("vector", list(0.3, 0.3), list(1,1), NORMAL_RAND)
rotation = 30
spin = generator("num", -20, 20)