mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 02:09:41 +00:00
Conflicts: code/_helpers/names.dm code/game/jobs/job/silicon.dm code/game/objects/items.dm code/modules/mining/abandonedcrates.dm code/modules/mob/living/carbon/brain/life.dm code/modules/mob/living/carbon/human/life.dm code/modules/mob/living/simple_animal/friendly/spiderbot.dm code/modules/nano/modules/alarm_monitor.dm code/setup.dm
502 lines
16 KiB
Plaintext
502 lines
16 KiB
Plaintext
//cleansed 9/15/2012 17:48
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/*
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CONTAINS:
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MATCHES
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CIGARETTES
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CIGARS
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SMOKING PIPES
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CHEAP LIGHTERS
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ZIPPO
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CIGARETTE PACKETS ARE IN FANCY.DM
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*/
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//For anything that can light stuff on fire
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/obj/item/weapon/flame
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var/lit = 0
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/proc/isflamesource(A)
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if(istype(A, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = A
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return (WT.isOn())
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else if(istype(A, /obj/item/weapon/flame))
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var/obj/item/weapon/flame/F = A
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return (F.lit)
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else if(istype(A, /obj/item/device/assembly/igniter))
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return 1
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return 0
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///////////
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//MATCHES//
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///////////
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/obj/item/weapon/flame/match
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name = "match"
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desc = "A simple match stick, used for lighting fine smokables."
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icon = 'icons/obj/cigarettes.dmi'
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icon_state = "match_unlit"
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var/burnt = 0
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var/smoketime = 5
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w_class = 1.0
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origin_tech = list(TECH_MATERIAL = 1)
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slot_flags = SLOT_EARS
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attack_verb = list("burnt", "singed")
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/obj/item/weapon/flame/match/process()
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if(isliving(loc))
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var/mob/living/M = loc
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M.IgniteMob()
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var/turf/location = get_turf(src)
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smoketime--
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if(smoketime < 1)
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burn_out()
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return
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if(location)
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location.hotspot_expose(700, 5)
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return
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/obj/item/weapon/flame/match/dropped(mob/user as mob)
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//If dropped, put ourselves out
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//not before lighting up the turf we land on, though.
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if(lit)
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spawn(0)
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var/turf/location = src.loc
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if(istype(location))
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location.hotspot_expose(700, 5)
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burn_out()
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return ..()
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/obj/item/weapon/flame/match/proc/burn_out()
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lit = 0
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burnt = 1
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damtype = "brute"
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icon_state = "match_burnt"
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item_state = "cigoff"
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name = "burnt match"
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desc = "A match. This one has seen better days."
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processing_objects.Remove(src)
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//////////////////
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//FINE SMOKABLES//
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//////////////////
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/obj/item/clothing/mask/smokable
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name = "smokable item"
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desc = "You're not sure what this is. You should probably ahelp it."
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body_parts_covered = 0
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var/lit = 0
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var/icon_on
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var/icon_off
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var/type_butt = null
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var/chem_volume = 0
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var/smoketime = 0
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var/matchmes = "USER lights NAME with FLAME"
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var/lightermes = "USER lights NAME with FLAME"
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var/zippomes = "USER lights NAME with FLAME"
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var/weldermes = "USER lights NAME with FLAME"
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var/ignitermes = "USER lights NAME with FLAME"
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/obj/item/clothing/mask/smokable/New()
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..()
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flags |= NOREACT // so it doesn't react until you light it
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create_reagents(chem_volume) // making the cigarrete a chemical holder with a maximum volume of 15
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/obj/item/clothing/mask/smokable/Destroy()
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..()
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qdel(reagents)
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/obj/item/clothing/mask/smokable/process()
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var/turf/location = get_turf(src)
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smoketime--
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if(smoketime < 1)
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die()
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return
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if(location)
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location.hotspot_expose(700, 5)
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if(reagents && reagents.total_volume) // check if it has any reagents at all
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if(ishuman(loc))
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var/mob/living/carbon/human/C = loc
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if (src == C.wear_mask && C.check_has_mouth()) // if it's in the human/monkey mouth, transfer reagents to the mob
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reagents.trans_to_mob(C, REM, CHEM_INGEST, 0.2) // Most of it is not inhaled... balance reasons.
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else // else just remove some of the reagents
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reagents.remove_any(REM)
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/obj/item/clothing/mask/smokable/proc/light(var/flavor_text = "[usr] lights the [name].")
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if(!src.lit)
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src.lit = 1
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damtype = "fire"
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if(reagents.get_reagent_amount("phoron")) // the phoron explodes when exposed to fire
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var/datum/effect/effect/system/reagents_explosion/e = new()
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e.set_up(round(reagents.get_reagent_amount("phoron") / 2.5, 1), get_turf(src), 0, 0)
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e.start()
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qdel(src)
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return
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if(reagents.get_reagent_amount("fuel")) // the fuel explodes, too, but much less violently
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var/datum/effect/effect/system/reagents_explosion/e = new()
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e.set_up(round(reagents.get_reagent_amount("fuel") / 5, 1), get_turf(src), 0, 0)
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e.start()
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qdel(src)
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return
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flags &= ~NOREACT // allowing reagents to react after being lit
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reagents.handle_reactions()
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icon_state = icon_on
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item_state = icon_on
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if(ismob(loc))
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var/mob/living/M = loc
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M.update_inv_wear_mask(0)
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M.update_inv_l_hand(0)
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M.update_inv_r_hand(1)
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var/turf/T = get_turf(src)
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T.visible_message(flavor_text)
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set_light(2, 0.25, "#E38F46")
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processing_objects.Add(src)
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/obj/item/clothing/mask/smokable/proc/die(var/nomessage = 0)
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var/turf/T = get_turf(src)
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set_light(0)
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if (type_butt)
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var/obj/item/butt = new type_butt(T)
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transfer_fingerprints_to(butt)
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if(ismob(loc))
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var/mob/living/M = loc
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if (!nomessage)
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M << "<span class='notice'>Your [name] goes out.</span>"
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M.remove_from_mob(src) //un-equip it so the overlays can update
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M.update_inv_wear_mask(0)
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M.update_inv_l_hand(0)
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M.update_inv_r_hand(1)
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processing_objects.Remove(src)
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qdel(src)
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else
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new /obj/effect/decal/cleanable/ash(T)
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if(ismob(loc))
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var/mob/living/M = loc
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if (!nomessage)
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M << "<span class='notice'>Your [name] goes out, and you empty the ash.</span>"
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lit = 0
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icon_state = icon_off
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item_state = icon_off
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M.update_inv_wear_mask(0)
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M.update_inv_l_hand(0)
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M.update_inv_r_hand(1)
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processing_objects.Remove(src)
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/obj/item/clothing/mask/smokable/attackby(obj/item/weapon/W as obj, mob/user as mob)
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..()
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if(isflamesource(W))
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var/text = matchmes
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if(istype(W, /obj/item/weapon/flame/match))
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text = matchmes
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else if(istype(W, /obj/item/weapon/flame/lighter/zippo))
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text = zippomes
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else if(istype(W, /obj/item/weapon/flame/lighter))
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text = lightermes
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else if(istype(W, /obj/item/weapon/weldingtool))
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text = weldermes
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else if(istype(W, /obj/item/device/assembly/igniter))
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text = ignitermes
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text = replacetext(text, "USER", "[user]")
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text = replacetext(text, "NAME", "[name]")
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text = replacetext(text, "FLAME", "[W.name]")
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light(text)
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/obj/item/clothing/mask/smokable/cigarette
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name = "cigarette"
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desc = "A roll of tobacco and nicotine."
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icon_state = "cigoff"
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throw_speed = 0.5
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item_state = "cigoff"
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w_class = 1
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slot_flags = SLOT_EARS | SLOT_MASK
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attack_verb = list("burnt", "singed")
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icon_on = "cigon" //Note - these are in masks.dmi not in cigarette.dmi
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icon_off = "cigoff"
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type_butt = /obj/item/weapon/cigbutt
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chem_volume = 15
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smoketime = 300
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matchmes = "<span class='notice'>USER lights their NAME with their FLAME.</span>"
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lightermes = "<span class='notice'>USER manages to light their NAME with FLAME.</span>"
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zippomes = "<span class='rose'>With a flick of their wrist, USER lights their NAME with their FLAME.</span>"
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weldermes = "<span class='notice'>USER casually lights the NAME with FLAME.</span>"
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ignitermes = "<span class='notice'>USER fiddles with FLAME, and manages to light their NAME.</span>"
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/obj/item/clothing/mask/smokable/cigarette/attackby(obj/item/weapon/W as obj, mob/user as mob)
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..()
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if(istype(W, /obj/item/weapon/melee/energy/sword))
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var/obj/item/weapon/melee/energy/sword/S = W
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if(S.active)
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light("<span class='warning'>[user] swings their [W], barely missing their nose. They light their [name] in the process.</span>")
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return
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/obj/item/clothing/mask/smokable/cigarette/afterattack(obj/item/weapon/reagent_containers/glass/glass, mob/user as mob, proximity)
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..()
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if(!proximity)
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return
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if(istype(glass)) //you can dip cigarettes into beakers
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var/transfered = glass.reagents.trans_to_obj(src, chem_volume)
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if(transfered) //if reagents were transfered, show the message
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user << "<span class='notice'>You dip \the [src] into \the [glass].</span>"
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else //if not, either the beaker was empty, or the cigarette was full
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if(!glass.reagents.total_volume)
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user << "<span class='notice'>[glass] is empty.</span>"
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else
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user << "<span class='notice'>[src] is full.</span>"
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/obj/item/clothing/mask/smokable/cigarette/attack_self(mob/user as mob)
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if(lit == 1)
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user.visible_message("<span class='notice'>[user] calmly drops and treads on the lit [src], putting it out instantly.</span>")
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die(1)
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return ..()
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////////////
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// CIGARS //
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////////////
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/obj/item/clothing/mask/smokable/cigarette/cigar
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name = "premium cigar"
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desc = "A brown roll of tobacco and... well, you're not quite sure. This thing's huge!"
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icon_state = "cigar2off"
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icon_on = "cigar2on"
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icon_off = "cigar2off"
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type_butt = /obj/item/weapon/cigbutt/cigarbutt
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throw_speed = 0.5
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item_state = "cigaroff"
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smoketime = 1500
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chem_volume = 20
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matchmes = "<span class='notice'>USER lights their NAME with their FLAME.</span>"
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lightermes = "<span class='notice'>USER manages to offend their NAME by lighting it with FLAME.</span>"
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zippomes = "<span class='rose'>With a flick of their wrist, USER lights their NAME with their FLAME.</span>"
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weldermes = "<span class='notice'>USER insults NAME by lighting it with FLAME.</span>"
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ignitermes = "<span class='notice'>USER fiddles with FLAME, and manages to light their NAME with the power of science.</span>"
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/obj/item/clothing/mask/smokable/cigarette/cigar/cohiba
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name = "\improper Cohiba Robusto cigar"
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desc = "There's little more you could want from a cigar."
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icon_state = "cigar2off"
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icon_on = "cigar2on"
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icon_off = "cigar2off"
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/obj/item/clothing/mask/smokable/cigarette/cigar/havana
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name = "premium Havanian cigar"
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desc = "A cigar fit for only the best of the best."
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icon_state = "cigar2off"
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icon_on = "cigar2on"
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icon_off = "cigar2off"
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smoketime = 7200
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chem_volume = 30
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/obj/item/weapon/cigbutt
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name = "cigarette butt"
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desc = "A manky old cigarette butt."
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icon = 'icons/obj/clothing/masks.dmi'
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icon_state = "cigbutt"
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w_class = 1
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slot_flags = SLOT_EARS
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throwforce = 1
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/obj/item/weapon/cigbutt/New()
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..()
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pixel_x = rand(-10,10)
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pixel_y = rand(-10,10)
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transform = turn(transform,rand(0,360))
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/obj/item/weapon/cigbutt/cigarbutt
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name = "cigar butt"
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desc = "A manky old cigar butt."
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icon_state = "cigarbutt"
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/obj/item/clothing/mask/smokable/cigarette/cigar/attackby(obj/item/weapon/W as obj, mob/user as mob)
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..()
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user.update_inv_wear_mask(0)
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user.update_inv_l_hand(0)
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user.update_inv_r_hand(1)
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/////////////////
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//SMOKING PIPES//
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/////////////////
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/obj/item/clothing/mask/smokable/pipe
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name = "smoking pipe"
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desc = "A pipe, for smoking. Probably made of meershaum or something."
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icon_state = "pipeoff"
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item_state = "pipeoff"
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icon_on = "pipeon" //Note - these are in masks.dmi
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icon_off = "pipeoff"
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smoketime = 0
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chem_volume = 50
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matchmes = "<span class='notice'>USER lights their NAME with their FLAME.</span>"
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lightermes = "<span class='notice'>USER manages to light their NAME with FLAME.</span>"
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zippomes = "<span class='rose'>With much care, USER lights their NAME with their FLAME.</span>"
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weldermes = "<span class='notice'>USER recklessly lights NAME with FLAME.</span>"
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ignitermes = "<span class='notice'>USER fiddles with FLAME, and manages to light their NAME with the power of science.</span>"
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/obj/item/clothing/mask/smokable/pipe/New()
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..()
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name = "empty [initial(name)]"
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/obj/item/clothing/mask/smokable/pipe/light(var/flavor_text = "[usr] lights the [name].")
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if(!src.lit && src.smoketime)
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src.lit = 1
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damtype = "fire"
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icon_state = icon_on
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item_state = icon_on
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var/turf/T = get_turf(src)
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T.visible_message(flavor_text)
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processing_objects.Add(src)
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if(ismob(loc))
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var/mob/living/M = loc
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M.update_inv_wear_mask(0)
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M.update_inv_l_hand(0)
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M.update_inv_r_hand(1)
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/obj/item/clothing/mask/smokable/pipe/attack_self(mob/user as mob)
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if(lit == 1)
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user.visible_message("<span class='notice'>[user] puts out [src].</span>", "<span class='notice'>You put out [src].</span>")
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lit = 0
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icon_state = icon_off
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item_state = icon_off
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processing_objects.Remove(src)
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else if (smoketime)
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var/turf/location = get_turf(user)
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user.visible_message("<span class='notice'>[user] empties out [src].</span>", "<span class='notice'>You empty out [src].</span>")
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new /obj/effect/decal/cleanable/ash(location)
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smoketime = 0
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reagents.clear_reagents()
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name = "empty [initial(name)]"
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/obj/item/clothing/mask/smokable/pipe/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W, /obj/item/weapon/melee/energy/sword))
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return
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..()
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if (istype(W, /obj/item/weapon/reagent_containers/food/snacks))
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var/obj/item/weapon/reagent_containers/food/snacks/grown/G = W
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if (!G.dry)
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user << "<span class='notice'>[G] must be dried before you stuff it into [src].</span>"
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return
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if (smoketime)
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user << "<span class='notice'>[src] is already packed.</span>"
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return
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smoketime = 1000
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if(G.reagents)
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G.reagents.trans_to_obj(src, G.reagents.total_volume)
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name = "[G.name]-packed [initial(name)]"
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qdel(G)
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else if(istype(W, /obj/item/weapon/flame/lighter))
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var/obj/item/weapon/flame/lighter/L = W
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if(L.lit)
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light("<span class='notice'>[user] manages to light their [name] with [W].</span>")
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else if(istype(W, /obj/item/weapon/flame/match))
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var/obj/item/weapon/flame/match/M = W
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if(M.lit)
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light("<span class='notice'>[user] lights their [name] with their [W].</span>")
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else if(istype(W, /obj/item/device/assembly/igniter))
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light("<span class='notice'>[user] fiddles with [W], and manages to light their [name] with the power of science.</span>")
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user.update_inv_wear_mask(0)
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user.update_inv_l_hand(0)
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user.update_inv_r_hand(1)
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/obj/item/clothing/mask/smokable/pipe/cobpipe
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name = "corn cob pipe"
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desc = "A nicotine delivery system popularized by folksy backwoodsmen, kept popular in the modern age and beyond by space hipsters."
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icon_state = "cobpipeoff"
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item_state = "cobpipeoff"
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icon_on = "cobpipeon" //Note - these are in masks.dmi
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icon_off = "cobpipeoff"
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chem_volume = 35
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/////////
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//ZIPPO//
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/////////
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/obj/item/weapon/flame/lighter
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name = "cheap lighter"
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desc = "A cheap-as-free lighter."
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icon = 'icons/obj/items.dmi'
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icon_state = "lighter-g"
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item_state = "lighter-g"
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w_class = 1
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throwforce = 4
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flags = CONDUCT
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slot_flags = SLOT_BELT
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attack_verb = list("burnt", "singed")
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var/base_state
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/obj/item/weapon/flame/lighter/zippo
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name = "\improper Zippo lighter"
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desc = "The zippo."
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icon_state = "zippo"
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item_state = "zippo"
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/obj/item/weapon/flame/lighter/random
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New()
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icon_state = "lighter-[pick("r","c","y","g")]"
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item_state = icon_state
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base_state = icon_state
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/obj/item/weapon/flame/lighter/attack_self(mob/living/user)
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if(!base_state)
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base_state = icon_state
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if(user.r_hand == src || user.l_hand == src)
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if(!lit)
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lit = 1
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icon_state = "[base_state]on"
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item_state = "[base_state]on"
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if(istype(src, /obj/item/weapon/flame/lighter/zippo) )
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user.visible_message("<span class='rose'>Without even breaking stride, [user] flips open and lights [src] in one smooth movement.</span>")
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else
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if(prob(95))
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user.visible_message("<span class='notice'>After a few attempts, [user] manages to light the [src].</span>")
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else
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user << "<span class='warning'>You burn yourself while lighting the lighter.</span>"
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if (user.l_hand == src)
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user.apply_damage(2,BURN,"l_hand")
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else
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user.apply_damage(2,BURN,"r_hand")
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user.visible_message("<span class='notice'>After a few attempts, [user] manages to light the [src], they however burn their finger in the process.</span>")
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set_light(2)
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processing_objects.Add(src)
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else
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lit = 0
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icon_state = "[base_state]"
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item_state = "[base_state]"
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if(istype(src, /obj/item/weapon/flame/lighter/zippo) )
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user.visible_message("<span class='rose'>You hear a quiet click, as [user] shuts off [src] without even looking at what they're doing.</span>")
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else
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user.visible_message("<span class='notice'>[user] quietly shuts off the [src].</span>")
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set_light(0)
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processing_objects.Remove(src)
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else
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return ..()
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return
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/obj/item/weapon/flame/lighter/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
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if(!istype(M, /mob))
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return
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M.IgniteMob()
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if(istype(M.wear_mask, /obj/item/clothing/mask/smokable/cigarette) && user.zone_sel.selecting == "mouth" && lit)
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var/obj/item/clothing/mask/smokable/cigarette/cig = M.wear_mask
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if(M == user)
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cig.attackby(src, user)
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else
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if(istype(src, /obj/item/weapon/flame/lighter/zippo))
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cig.light("<span class='rose'>[user] whips the [name] out and holds it for [M].</span>")
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else
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cig.light("<span class='notice'>[user] holds the [name] out for [M], and lights the [cig.name].</span>")
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else
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..()
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/obj/item/weapon/flame/lighter/process()
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var/turf/location = get_turf(src)
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if(location)
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location.hotspot_expose(700, 5)
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return
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