Files
Bubberstation/code/game/objects/items/candle.dm
Watermelon914 375a20e49b Refactors most spans into span procs (#59645)
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.

Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.

(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
2021-06-14 13:03:53 -07:00

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#define CANDLE_LUMINOSITY 2
/obj/item/candle
name = "red candle"
desc = "In Greek myth, Prometheus stole fire from the Gods and gave it to \
humankind. The jewelry he kept for himself."
icon = 'icons/obj/candle.dmi'
icon_state = "candle1"
inhand_icon_state = "candle1"
w_class = WEIGHT_CLASS_TINY
light_color = LIGHT_COLOR_FIRE
heat = 1000
/// How many seconds it burns for
var/wax = 2000
var/lit = FALSE
var/infinite = FALSE
var/start_lit = FALSE
/obj/item/candle/Initialize()
. = ..()
if(start_lit)
light()
/obj/item/candle/update_icon_state()
icon_state = "candle[(wax > 800) ? ((wax > 1500) ? 1 : 2) : 3][lit ? "_lit" : ""]"
return ..()
/obj/item/candle/attackby(obj/item/W, mob/user, params)
var/msg = W.ignition_effect(src, user)
if(msg)
light(msg)
else
return ..()
/obj/item/candle/fire_act(exposed_temperature, exposed_volume)
if(!lit)
light() //honk
return ..()
/obj/item/candle/get_temperature()
return lit * heat
/obj/item/candle/proc/light(show_message)
if(!lit)
lit = TRUE
if(show_message)
usr.visible_message(show_message)
set_light(CANDLE_LUMINOSITY)
START_PROCESSING(SSobj, src)
update_appearance()
/obj/item/candle/proc/put_out_candle()
if(!lit)
return
lit = FALSE
update_appearance()
set_light(0)
return TRUE
/obj/item/candle/extinguish()
put_out_candle()
return ..()
/obj/item/candle/process(delta_time)
if(!lit)
return PROCESS_KILL
if(!infinite)
wax -= delta_time
if(wax <= 0)
new /obj/item/trash/candle(loc)
qdel(src)
update_appearance()
open_flame()
/obj/item/candle/attack_self(mob/user)
if(put_out_candle())
user.visible_message(span_notice("[user] snuffs [src]."))
/obj/item/candle/infinite
infinite = TRUE
start_lit = TRUE
#undef CANDLE_LUMINOSITY