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CHOMPStation2/code/game/objects/items/weapons/cigs_lighters.dm

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//cleansed 9/15/2012 17:48
/*
CONTAINS:
MATCHES
CIGARETTES
CIGARS
SMOKING PIPES
CHEAP LIGHTERS
ZIPPO
CIGARETTE PACKETS ARE IN FANCY.DM
*/
//For anything that can light stuff on fire
/obj/item/weapon/flame
var/lit = 0
///////////
//MATCHES//
///////////
/obj/item/weapon/flame/match
name = "match"
desc = "A simple match stick, used for lighting fine smokables."
icon = 'icons/obj/cigarettes.dmi'
icon_state = "match_unlit"
var/burnt = 0
var/smoketime = 5
w_class = 1.0
origin_tech = "materials=1"
attack_verb = list("burnt", "singed")
/obj/item/weapon/flame/match/process()
var/turf/location = get_turf(src)
smoketime--
if(smoketime < 1)
burn_out()
return
if(location)
location.hotspot_expose(700, 5)
return
/obj/item/weapon/flame/match/dropped(mob/user as mob)
if(lit)
burn_out()
return ..()
/obj/item/weapon/flame/match/proc/burn_out()
lit = 0
burnt = 1
damtype = "brute"
icon_state = "match_burnt"
item_state = "cigoff"
name = "burnt match"
desc = "A match. This one has seen better days."
processing_objects.Remove(src)
//////////////////
//FINE SMOKABLES//
//////////////////
/obj/item/clothing/mask/cigarette
name = "cigarette"
desc = "A roll of tobacco and nicotine."
icon_state = "cigoff"
throw_speed = 0.5
item_state = "cigoff"
w_class = 1
body_parts_covered = 0
attack_verb = list("burnt", "singed")
var/lit = 0
var/icon_on = "cigon" //Note - these are in masks.dmi not in cigarette.dmi
var/icon_off = "cigoff"
var/type_butt = /obj/item/weapon/cigbutt
var/lastHolder = null
var/smoketime = 300
var/chem_volume = 15
body_parts_covered = 0
/obj/item/clothing/mask/cigarette/New()
..()
flags |= NOREACT // so it doesn't react until you light it
create_reagents(chem_volume) // making the cigarrete a chemical holder with a maximum volume of 15
/obj/item/clothing/mask/cigarette/Del()
..()
del(reagents)
/obj/item/clothing/mask/cigarette/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if(istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(WT.isOn())//Badasses dont get blinded while lighting their cig with a welding tool
light("<span class='notice'>[user] casually lights the [name] with [W].</span>")
else if(istype(W, /obj/item/weapon/flame/lighter/zippo))
var/obj/item/weapon/flame/lighter/zippo/Z = W
if(Z.lit)
light("<span class='rose'>With a flick of their wrist, [user] lights their [name] with their [W].</span>")
else if(istype(W, /obj/item/weapon/flame/lighter))
var/obj/item/weapon/flame/lighter/L = W
if(L.lit)
light("<span class='notice'>[user] manages to light their [name] with [W].</span>")
else if(istype(W, /obj/item/weapon/flame/match))
var/obj/item/weapon/flame/match/M = W
if(M.lit)
light("<span class='notice'>[user] lights their [name] with their [W].</span>")
else if(istype(W, /obj/item/weapon/melee/energy/sword))
var/obj/item/weapon/melee/energy/sword/S = W
if(S.active)
light("<span class='warning'>[user] swings their [W], barely missing their nose. They light their [name] in the process.</span>")
else if(istype(W, /obj/item/device/assembly/igniter))
light("<span class='notice'>[user] fiddles with [W], and manages to light their [name].</span>")
//can't think of any other way to update the overlays :<
user.update_inv_wear_mask(0)
user.update_inv_l_hand(0)
user.update_inv_r_hand(1)
return
/obj/item/clothing/mask/cigarette/afterattack(obj/item/weapon/reagent_containers/glass/glass, mob/user as mob, proximity)
..()
if(!proximity) return
if(istype(glass)) //you can dip cigarettes into beakers
var/transfered = glass.reagents.trans_to(src, chem_volume)
if(transfered) //if reagents were transfered, show the message
user << "<span class='notice'>You dip \the [src] into \the [glass].</span>"
else //if not, either the beaker was empty, or the cigarette was full
if(!glass.reagents.total_volume)
user << "<span class='notice'>[glass] is empty.</span>"
else
user << "<span class='notice'>[src] is full.</span>"
/obj/item/clothing/mask/cigarette/proc/light(var/flavor_text = "[usr] lights the [name].")
if(!src.lit)
src.lit = 1
damtype = "fire"
if(reagents.get_reagent_amount("phoron")) // the phoron explodes when exposed to fire
var/datum/effect/effect/system/reagents_explosion/e = new()
e.set_up(round(reagents.get_reagent_amount("phoron") / 2.5, 1), get_turf(src), 0, 0)
e.start()
del(src)
return
if(reagents.get_reagent_amount("fuel")) // the fuel explodes, too, but much less violently
var/datum/effect/effect/system/reagents_explosion/e = new()
e.set_up(round(reagents.get_reagent_amount("fuel") / 5, 1), get_turf(src), 0, 0)
e.start()
del(src)
return
flags &= ~NOREACT // allowing reagents to react after being lit
reagents.handle_reactions()
icon_state = icon_on
item_state = icon_on
var/turf/T = get_turf(src)
T.visible_message(flavor_text)
processing_objects.Add(src)
/obj/item/clothing/mask/cigarette/process()
var/turf/location = get_turf(src)
smoketime--
if(smoketime < 1)
die()
return
if(location)
location.hotspot_expose(700, 5)
if(reagents && reagents.total_volume) // check if it has any reagents at all
if(iscarbon(loc) && (src == loc:wear_mask)) // if it's in the human/monkey mouth, transfer reagents to the mob
if(istype(loc, /mob/living/carbon/human))
var/mob/living/carbon/human/H = loc
if(H.species.flags & IS_SYNTHETIC)
return
var/mob/living/carbon/C = loc
if(prob(15)) // so it's not an instarape in case of acid
reagents.reaction(C, INGEST)
reagents.trans_to(C, REAGENTS_METABOLISM)
else // else just remove some of the reagents
reagents.remove_any(REAGENTS_METABOLISM)
return
/obj/item/clothing/mask/cigarette/attack_self(mob/user as mob)
if(lit == 1)
user.visible_message("<span class='notice'>[user] calmly drops and treads on the lit [src], putting it out instantly.</span>")
die()
return ..()
/obj/item/clothing/mask/cigarette/proc/die()
var/turf/T = get_turf(src)
var/obj/item/butt = new type_butt(T)
transfer_fingerprints_to(butt)
if(ismob(loc))
var/mob/living/M = loc
M << "<span class='notice'>Your [name] goes out.</span>"
M.u_equip(src) //un-equip it so the overlays can update
M.update_inv_wear_mask(0)
processing_objects.Remove(src)
del(src)
////////////
// CIGARS //
////////////
/obj/item/clothing/mask/cigarette/cigar
name = "premium cigar"
desc = "A brown roll of tobacco and... well, you're not quite sure. This thing's huge!"
icon_state = "cigar2off"
icon_on = "cigar2on"
icon_off = "cigar2off"
type_butt = /obj/item/weapon/cigbutt/cigarbutt
throw_speed = 0.5
item_state = "cigaroff"
smoketime = 1500
chem_volume = 20
/obj/item/clothing/mask/cigarette/cigar/cohiba
name = "\improper Cohiba Robusto cigar"
desc = "There's little more you could want from a cigar."
icon_state = "cigar2off"
icon_on = "cigar2on"
icon_off = "cigar2off"
/obj/item/clothing/mask/cigarette/cigar/havana
name = "premium Havanian cigar"
desc = "A cigar fit for only the best of the best."
icon_state = "cigar2off"
icon_on = "cigar2on"
icon_off = "cigar2off"
smoketime = 7200
chem_volume = 30
/obj/item/weapon/cigbutt
name = "cigarette butt"
desc = "A manky old cigarette butt."
icon = 'icons/obj/clothing/masks.dmi'
icon_state = "cigbutt"
w_class = 1
throwforce = 1
/obj/item/weapon/cigbutt/New()
..()
pixel_x = rand(-10,10)
pixel_y = rand(-10,10)
transform = turn(transform,rand(0,360))
/obj/item/weapon/cigbutt/cigarbutt
name = "cigar butt"
desc = "A manky old cigar butt."
icon_state = "cigarbutt"
/obj/item/clothing/mask/cigarette/cigar/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(WT.isOn())
light("<span class='notice'>[user] insults [name] by lighting it with [W].</span>")
else if(istype(W, /obj/item/weapon/flame/lighter/zippo))
var/obj/item/weapon/flame/lighter/zippo/Z = W
if(Z.lit)
light("<span class='rose'>With a flick of their wrist, [user] lights their [name] with their [W].</span>")
else if(istype(W, /obj/item/weapon/flame/lighter))
var/obj/item/weapon/flame/lighter/L = W
if(L.lit)
light("<span class='notice'>[user] manages to offend their [name] by lighting it with [W].</span>")
else if(istype(W, /obj/item/weapon/flame/match))
var/obj/item/weapon/flame/match/M = W
if(M.lit)
light("<span class='notice'>[user] lights their [name] with their [W].</span>")
else if(istype(W, /obj/item/weapon/melee/energy/sword))
var/obj/item/weapon/melee/energy/sword/S = W
if(S.active)
light("<span class='warning'>[user] swings their [W], barely missing their nose. They light their [name] in the process.</span>")
else if(istype(W, /obj/item/device/assembly/igniter))
light("<span class='notice'>[user] fiddles with [W], and manages to light their [name] with the power of science.</span>")
/////////////////
//SMOKING PIPES//
/////////////////
/obj/item/clothing/mask/cigarette/pipe
name = "smoking pipe"
desc = "A pipe, for smoking. Probably made of meershaum or something."
icon_state = "pipeoff"
item_state = "pipeoff"
icon_on = "pipeon" //Note - these are in masks.dmi
icon_off = "pipeoff"
smoketime = 100
/obj/item/clothing/mask/cigarette/pipe/light(var/flavor_text = "[usr] lights the [name].")
if(!src.lit)
src.lit = 1
damtype = "fire"
icon_state = icon_on
item_state = icon_on
var/turf/T = get_turf(src)
T.visible_message(flavor_text)
processing_objects.Add(src)
/obj/item/clothing/mask/cigarette/pipe/process()
var/turf/location = get_turf(src)
smoketime--
if(smoketime < 1)
new /obj/effect/decal/cleanable/ash(location)
if(ismob(loc))
var/mob/living/M = loc
M << "<span class='notice'>Your [name] goes out, and you empty the ash.</span>"
lit = 0
icon_state = icon_off
item_state = icon_off
M.update_inv_wear_mask(0)
processing_objects.Remove(src)
return
if(location)
location.hotspot_expose(700, 5)
return
/obj/item/clothing/mask/cigarette/pipe/attack_self(mob/user as mob) //Refills the pipe. Can be changed to an attackby later, if loose tobacco is added to vendors or something.
if(lit == 1)
user.visible_message("<span class='notice'>[user] puts out [src].</span>")
lit = 0
icon_state = icon_off
item_state = icon_off
processing_objects.Remove(src)
return
if(smoketime <= 0)
user << "<span class='notice'>You refill the pipe with tobacco.</span>"
smoketime = initial(smoketime)
return
/obj/item/clothing/mask/cigarette/pipe/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(WT.isOn())//
light("<span class='notice'>[user] recklessly lights [name] with [W].</span>")
else if(istype(W, /obj/item/weapon/flame/lighter/zippo))
var/obj/item/weapon/flame/lighter/zippo/Z = W
if(Z.lit)
light("<span class='rose'>With much care, [user] lights their [name] with their [W].</span>")
else if(istype(W, /obj/item/weapon/flame/lighter))
var/obj/item/weapon/flame/lighter/L = W
if(L.lit)
light("<span class='notice'>[user] manages to light their [name] with [W].</span>")
else if(istype(W, /obj/item/weapon/flame/match))
var/obj/item/weapon/flame/match/M = W
if(M.lit)
light("<span class='notice'>[user] lights their [name] with their [W].</span>")
else if(istype(W, /obj/item/device/assembly/igniter))
light("<span class='notice'>[user] fiddles with [W], and manages to light their [name] with the power of science.</span>")
/obj/item/clothing/mask/cigarette/pipe/cobpipe
name = "corn cob pipe"
desc = "A nicotine delivery system popularized by folksy backwoodsmen, kept popular in the modern age and beyond by space hipsters."
icon_state = "cobpipeoff"
item_state = "cobpipeoff"
icon_on = "cobpipeon" //Note - these are in masks.dmi
icon_off = "cobpipeoff"
smoketime = 400
/////////
//ZIPPO//
/////////
/obj/item/weapon/flame/lighter
name = "cheap lighter"
desc = "A cheap-as-free lighter."
icon = 'icons/obj/items.dmi'
icon_state = "lighter-g"
item_state = "lighter-g"
var/icon_on = "lighter-g-on"
var/icon_off = "lighter-g"
w_class = 1
throwforce = 4
flags = TABLEPASS | CONDUCT
slot_flags = SLOT_BELT
attack_verb = list("burnt", "singed")
/obj/item/weapon/flame/lighter/zippo
name = "\improper Zippo lighter"
desc = "The zippo."
icon_state = "zippo"
item_state = "zippo"
icon_on = "zippoon"
icon_off = "zippo"
/obj/item/weapon/flame/lighter/random
New()
var/color = pick("r","c","y","g")
icon_on = "lighter-[color]-on"
icon_off = "lighter-[color]"
icon_state = icon_off
/obj/item/weapon/flame/lighter/attack_self(mob/living/user)
if(user.r_hand == src || user.l_hand == src)
if(!lit)
lit = 1
icon_state = icon_on
item_state = icon_on
if(istype(src, /obj/item/weapon/flame/lighter/zippo) )
user.visible_message("<span class='rose'>Without even breaking stride, [user] flips open and lights [src] in one smooth movement.</span>")
else
if(prob(95))
user.visible_message("<span class='notice'>After a few attempts, [user] manages to light the [src].</span>")
else
user << "<span class='warning'>You burn yourself while lighting the lighter.</span>"
if (user.l_hand == src)
user.apply_damage(2,BURN,"l_hand")
else
user.apply_damage(2,BURN,"r_hand")
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>")
user.SetLuminosity(user.luminosity + 2)
processing_objects.Add(src)
else
lit = 0
icon_state = icon_off
item_state = icon_off
if(istype(src, /obj/item/weapon/flame/lighter/zippo) )
user.visible_message("<span class='rose'>You hear a quiet click, as [user] shuts off [src] without even looking at what they're doing.")
else
user.visible_message("<span class='notice'>[user] quietly shuts off the [src].")
user.SetLuminosity(user.luminosity - 2)
processing_objects.Remove(src)
else
return ..()
return
/obj/item/weapon/flame/lighter/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
if(!istype(M, /mob))
return
if(istype(M.wear_mask, /obj/item/clothing/mask/cigarette) && user.zone_sel.selecting == "mouth" && lit)
var/obj/item/clothing/mask/cigarette/cig = M.wear_mask
if(M == user)
cig.attackby(src, user)
else
if(istype(src, /obj/item/weapon/flame/lighter/zippo))
cig.light("<span class='rose'>[user] whips the [name] out and holds it for [M].</span>")
else
cig.light("<span class='notice'>[user] holds the [name] out for [M], and lights the [cig.name].</span>")
else
..()
/obj/item/weapon/flame/lighter/process()
var/turf/location = get_turf(src)
if(location)
location.hotspot_expose(700, 5)
return
/obj/item/weapon/flame/lighter/pickup(mob/user)
if(lit)
SetLuminosity(0)
user.SetLuminosity(user.luminosity+2)
return
/obj/item/weapon/flame/lighter/dropped(mob/user)
if(lit)
user.SetLuminosity(user.luminosity-2)
SetLuminosity(2)
return