Files
Bubberstation/code/game/objects/items/devices/flashlight.dm
phil235 0ec876d9fe Refactored the item's action system. Items can now hold multiple actions.
The "set internals" button of tank items now turn green when it's used as internals.
Removed research scanner from drones (since cyborgs don't have it, it's more consistent)
Removed the ignore_madkadjust mask var.
The sechailer mask now has an adjust mask action button, so I removed the adjust verb that it was using.
The item's action are now created on item/New() instead of trying to create it every time someone picks the item up.
I split hud/action.dm, the datum/action stuff is now in the datum folder (/datum/action.dm), whereas the code for action buttons is kept in the hud folder under action_button.dm. Also I moved some /datum/action code that was in some files back into datum/action.dm where it belongs.
2016-02-23 19:37:42 +01:00

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/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 = CONDUCT
slot_flags = SLOT_BELT
materials = list(MAT_METAL=50, MAT_GLASS=20)
actions_types = list(/datum/action/item_action/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(mob/user = null)
if(on)
icon_state = "[initial(icon_state)]-on"
if(loc == user)
user.AddLuminosity(brightness_on)
else if(isturf(loc))
SetLuminosity(brightness_on)
else
icon_state = initial(icon_state)
if(loc == user)
user.AddLuminosity(-brightness_on)
else if(isturf(loc))
SetLuminosity(0)
/obj/item/device/flashlight/attack_self(mob/user)
if(!isturf(user.loc))
user << "<span class='warning'>You cannot turn the light on while in this [user.loc]!</span>" //To prevent some lighting anomalities.
return 0
on = !on
update_brightness(user)
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
return 1
/obj/item/device/flashlight/attack(mob/living/carbon/human/M, mob/living/carbon/human/user)
add_fingerprint(user)
if(on && user.zone_selected == "eyes")
if((user.disabilities & CLUMSY || user.getBrainLoss() >= 60) && prob(50)) //too dumb to use flashlight properly
return ..() //just hit them in the head
if(!user.IsAdvancedToolUser())
user << "<span class='warning'>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_cover & HEADCOVERSEYES) || (H.wear_mask && H.wear_mask.flags_cover & MASKCOVERSEYES) || (H.glasses && H.glasses.flags_cover & GLASSESCOVERSEYES)))
user << "<span class='notice'>You're going to need to remove that [(H.head && H.head.flags_cover & HEADCOVERSEYES) ? "helmet" : (H.wear_mask && H.wear_mask.flags_cover & MASKCOVERSEYES) ? "mask": "glasses"] first.</span>"
return
if(M == user) //they're using it on themselves
if(M.flash_eyes(visual = 1))
M.visible_message("[M] directs [src] to \his eyes.", \
"<span class='notice'>You wave the light in front of your eyes! Trippy!</span>")
else
M.visible_message("[M] directs [src] to \his eyes.", \
"<span class='notice'>You wave the light in front of your eyes.</span>")
else
user.visible_message("<span class='warning'>[user] directs [src] to [M]'s eyes.</span>", \
"<span class='danger'>You direct [src] to [M]'s eyes.</span>")
var/mob/living/carbon/C = M
if(istype(C))
if(C.stat == DEAD || (C.disabilities & BLIND)) //mob is dead or fully blind
user << "<span class='warning'>[C] pupils don't react to the light!</span>"
else if(C.dna.check_mutation(XRAY)) //mob has X-RAY vision
user << "<span class='danger'>[C] pupils give an eerie glow!</span>"
else //they're okay!
if(C.flash_eyes(visual = 1))
user << "<span class='notice'>[C]'s pupils narrow.</span>"
else
return ..()
/obj/item/device/flashlight/pickup(mob/user)
..()
if(on)
user.AddLuminosity(brightness_on)
SetLuminosity(0)
/obj/item/device/flashlight/dropped(mob/user)
..()
if(on)
user.AddLuminosity(-brightness_on)
SetLuminosity(brightness_on)
/obj/item/device/flashlight/pen
name = "penlight"
desc = "A pen-sized light, used by medical staff. It can also be used to create a hologram to alert people of incoming medical assistance."
icon_state = "penlight"
item_state = ""
flags = CONDUCT
brightness_on = 2
var/holo_cooldown = 0
/obj/item/device/flashlight/pen/afterattack(atom/target, mob/user, proximity_flag)
if(!proximity_flag)
if(holo_cooldown)
user << "<span class='warning'>[src] is not ready yet!</span>"
return
var/T = get_turf(target)
if(locate(/mob/living) in T)
CreateHolo(T, user)
return
..()
/obj/item/device/flashlight/pen/proc/CreateHolo(tturf,creator)
var/obj/effect/medical_holosign/M = new /obj/effect/medical_holosign(tturf)
M.visible_message("<span class='danger'>[creator] created a medical hologram!</span>")
holo_cooldown = 1
spawn(100)
holo_cooldown = 0
return
/obj/effect/medical_holosign
name = "medical holosign"
desc = "A small holographic barrier that indicates a medic is coming to treat a patient."
icon = 'icons/effects/effects.dmi'
icon_state = "medi_holo"
layer = 4.1
mouse_opacity = 0
/obj/effect/medical_holosign/New()
playsound(loc, 'sound/machines/ping.ogg', 50, 0)
spawn(30)
qdel(src)
return
/obj/item/device/flashlight/seclite
name = "seclite"
desc = "A robust flashlight used by security."
icon_state = "seclite"
item_state = "seclite"
force = 9 // Not as good as a stun baton.
brightness_on = 5 // A little better than the standard flashlight.
hitsound = 'sound/weapons/genhit1.ogg'
// 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 = CONDUCT
materials = list()
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"
/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)
//Bananalamp
obj/item/device/flashlight/lamp/bananalamp
name = "banana lamp"
desc = "Only a clown would think to make a ghetto banana-shaped lamp. Even has a goofy pullstring."
icon_state = "bananalamp"
item_state = "bananalamp"
// 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
brightness_on = 7 // Pretty bright.
icon_state = "flare"
item_state = "flare"
actions_types = list()
var/fuel = 0
var/on_damage = 7
var/produce_heat = 1500
heat = 1000
/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)
icon_state = "[initial(icon_state)]-empty"
SSobj.processing -= src
/obj/item/device/flashlight/flare/proc/turn_off()
on = 0
force = initial(src.force)
damtype = initial(src.damtype)
if(ismob(loc))
var/mob/U = loc
update_brightness(U)
else
update_brightness(null)
/obj/item/device/flashlight/flare/update_brightness(mob/user = null)
..()
if(on)
item_state = "[initial(item_state)]-on"
else
item_state = "[initial(item_state)]"
/obj/item/device/flashlight/flare/attack_self(mob/user)
// Usual checks
if(!fuel)
user << "<span class='warning'>It's out of fuel!</span>"
return
if(on)
return
. = ..()
// All good, turn it on.
if(.)
user.visible_message("<span class='notice'>[user] lights \the [src].</span>", "<span class='notice'>You light \the [src]!</span>")
force = on_damage
damtype = "fire"
SSobj.processing += src
/obj/item/device/flashlight/flare/is_hot()
return on * heat
/obj/item/device/flashlight/flare/torch
name = "torch"
desc = "A torch fashioned from some leaves and a log."
w_class = 4
brightness_on = 4
icon_state = "torch"
item_state = "torch"
on_damage = 10
slot_flags = null
/obj/item/device/flashlight/lantern
name = "lantern"
icon_state = "lantern"
item_state = "lantern"
desc = "A mining lantern."
brightness_on = 6 // luminosity when on
/obj/item/device/flashlight/slime
gender = PLURAL
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
slot_flags = SLOT_BELT
materials = list()
brightness_on = 6 //luminosity when on
/obj/item/device/flashlight/emp
origin_tech = "magnets=4;syndicate=5"
var/emp_max_charges = 4
var/emp_cur_charges = 4
var/charge_tick = 0
/obj/item/device/flashlight/emp/New()
..()
SSobj.processing |= src
/obj/item/device/flashlight/emp/Destroy()
SSobj.processing.Remove(src)
return ..()
/obj/item/device/flashlight/emp/process()
charge_tick++
if(charge_tick < 10) return 0
charge_tick = 0
emp_cur_charges = min(emp_cur_charges+1, emp_max_charges)
return 1
/obj/item/device/flashlight/emp/attack(mob/living/M, mob/living/user)
if(on && user.zone_selected == "eyes") // call original attack proc only if aiming at the eyes
..()
return
/obj/item/device/flashlight/emp/afterattack(atom/A as mob|obj, mob/user, proximity)
if(!proximity) return
if(istype(A, /obj/item/weapon/storage/) && A.loc == user)
return
if (emp_cur_charges > 0)
emp_cur_charges -= 1
A.visible_message("<span class='danger'>[user] blinks \the [src] at \the [A].", \
"<span class='userdanger'>[user] blinks \the [src] at \the [A].")
if(ismob(A))
var/mob/M = A
add_logs(user, M, "attacked", "EMP-light")
user << "\The [src] now has [emp_cur_charges] charge\s."
A.emp_act(1)
else
user << "<span class='warning'>\The [src] needs time to recharge!</span>"
return