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CHOMPStation2/code/game/objects/items/weapons/flamethrower.dm
Neerti 828dacf485 Centralizes weight class definitions
A lot of new defines are now in inventory_sizes.dm, which contains;
All the size identifiers (the thing that tells the game if something is bulky, or w/e).
Storage costs for all the sizes, which are exponents of two, as previously.
A few constants for inventory size.

Also changes all storage item's capacity definitions by basing it off of how many 'normal slots' exist for it.  This allows one to change the definition for all of the defines in the file, and everything will follow along without needing to change 500 files.  In testing, I made all ITEMSIZE_COST_* defines doubled, and nothing had broke.

The benefit of doing all of this is that it makes adding new weight classes in the future much simpler, and makes knowing how much space a container has easier, as seeing ITEMSIZE_COST_NORMAL * 7 means it can hold seven normal items.
2016-09-22 00:51:51 -04:00

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/obj/item/weapon/flamethrower
name = "flamethrower"
desc = "You are a firestarter!"
icon = 'icons/obj/flamethrower.dmi'
icon_state = "flamethrowerbase"
item_icons = list(
slot_l_hand_str = 'icons/mob/items/lefthand_guns.dmi',
slot_r_hand_str = 'icons/mob/items/righthand_guns.dmi',
)
item_state = "flamethrower_0"
flags = CONDUCT
force = 3.0
throwforce = 10.0
throw_speed = 1
throw_range = 5
w_class = ITEMSIZE_NORMAL
origin_tech = list(TECH_COMBAT = 1, TECH_PHORON = 1)
matter = list(DEFAULT_WALL_MATERIAL = 500)
var/status = 0
var/throw_amount = 100
var/lit = 0 //on or off
var/operating = 0//cooldown
var/turf/previousturf = null
var/obj/item/weapon/weldingtool/weldtool = null
var/obj/item/device/assembly/igniter/igniter = null
var/obj/item/weapon/tank/phoron/ptank = null
/obj/item/weapon/flamethrower/Destroy()
if(weldtool)
qdel(weldtool)
if(igniter)
qdel(igniter)
if(ptank)
qdel(ptank)
..()
return
/obj/item/weapon/flamethrower/process()
if(!lit)
processing_objects.Remove(src)
return null
var/turf/location = loc
if(istype(location, /mob/))
var/mob/living/M = location
if(M.item_is_in_hands(src))
location = M.loc
if(isturf(location)) //start a fire if possible
location.hotspot_expose(700, 2)
return
/obj/item/weapon/flamethrower/update_icon()
overlays.Cut()
if(igniter)
overlays += "+igniter[status]"
if(ptank)
overlays += "+ptank"
if(lit)
overlays += "+lit"
item_state = "flamethrower_1"
else
item_state = "flamethrower_0"
return
/obj/item/weapon/flamethrower/afterattack(atom/target, mob/user, proximity)
if(!proximity) return
// Make sure our user is still holding us
if(user && user.get_active_hand() == src)
var/turf/target_turf = get_turf(target)
if(target_turf)
var/turflist = getline(user, target_turf)
flame_turf(turflist)
/obj/item/weapon/flamethrower/attackby(obj/item/W as obj, mob/user as mob)
if(user.stat || user.restrained() || user.lying) return
if(iswrench(W) && !status)//Taking this apart
var/turf/T = get_turf(src)
if(weldtool)
weldtool.loc = T
weldtool = null
if(igniter)
igniter.loc = T
igniter = null
if(ptank)
ptank.loc = T
ptank = null
PoolOrNew(/obj/item/stack/rods, T)
qdel(src)
return
if(isscrewdriver(W) && igniter && !lit)
status = !status
user << "<span class='notice'>[igniter] is now [status ? "secured" : "unsecured"]!</span>"
update_icon()
return
if(isigniter(W))
var/obj/item/device/assembly/igniter/I = W
if(I.secured) return
if(igniter) return
user.drop_item()
I.loc = src
igniter = I
update_icon()
return
if(istype(W,/obj/item/weapon/tank/phoron))
if(ptank)
user << "<span class='notice'>There appears to already be a phoron tank loaded in [src]!</span>"
return
user.drop_item()
ptank = W
W.loc = src
update_icon()
return
if(istype(W, /obj/item/device/analyzer))
var/obj/item/device/analyzer/A = W
A.analyze_gases(src, user)
return
..()
return
/obj/item/weapon/flamethrower/attack_self(mob/user as mob)
if(user.stat || user.restrained() || user.lying) return
user.set_machine(src)
if(!ptank)
user << "<span class='notice'>Attach a phoron tank first!</span>"
return
var/dat = text("<TT><B>Flamethrower (<A HREF='?src=\ref[src];light=1'>[lit ? "<font color='red'>Lit</font>" : "Unlit"]</a>)</B><BR>\n Tank Pressure: [ptank.air_contents.return_pressure()]<BR>\nAmount to throw: <A HREF='?src=\ref[src];amount=-100'>-</A> <A HREF='?src=\ref[src];amount=-10'>-</A> <A HREF='?src=\ref[src];amount=-1'>-</A> [throw_amount] <A HREF='?src=\ref[src];amount=1'>+</A> <A HREF='?src=\ref[src];amount=10'>+</A> <A HREF='?src=\ref[src];amount=100'>+</A><BR>\n<A HREF='?src=\ref[src];remove=1'>Remove phorontank</A> - <A HREF='?src=\ref[src];close=1'>Close</A></TT>")
user << browse(dat, "window=flamethrower;size=600x300")
onclose(user, "flamethrower")
return
/obj/item/weapon/flamethrower/Topic(href,href_list[])
if(href_list["close"])
usr.unset_machine()
usr << browse(null, "window=flamethrower")
return
if(usr.stat || usr.restrained() || usr.lying) return
usr.set_machine(src)
if(href_list["light"])
if(!ptank) return
if(ptank.air_contents.gas["phoron"] < 1) return
if(!status) return
lit = !lit
if(lit)
processing_objects.Add(src)
if(href_list["amount"])
throw_amount = throw_amount + text2num(href_list["amount"])
throw_amount = max(50, min(5000, throw_amount))
if(href_list["remove"])
if(!ptank) return
usr.put_in_hands(ptank)
ptank = null
lit = 0
usr.unset_machine()
usr << browse(null, "window=flamethrower")
for(var/mob/M in viewers(1, loc))
if((M.client && M.machine == src))
attack_self(M)
update_icon()
return
//Called from turf.dm turf/dblclick
/obj/item/weapon/flamethrower/proc/flame_turf(turflist)
if(!lit || operating) return
operating = 1
for(var/turf/T in turflist)
if(T.density || istype(T, /turf/space))
break
if(!previousturf && length(turflist)>1)
previousturf = get_turf(src)
continue //so we don't burn the tile we be standin on
if(previousturf && LinkBlocked(previousturf, T))
break
ignite_turf(T)
sleep(1)
previousturf = null
operating = 0
for(var/mob/M in viewers(1, loc))
if((M.client && M.machine == src))
attack_self(M)
return
/obj/item/weapon/flamethrower/proc/ignite_turf(turf/target)
//TODO: DEFERRED Consider checking to make sure tank pressure is high enough before doing this...
//Transfer 5% of current tank air contents to turf
var/datum/gas_mixture/air_transfer = ptank.air_contents.remove_ratio(0.02*(throw_amount/100))
//air_transfer.toxins = air_transfer.toxins * 5 // This is me not comprehending the air system. I realize this is retarded and I could probably make it work without fucking it up like this, but there you have it. -- TLE
new/obj/effect/decal/cleanable/liquid_fuel/flamethrower_fuel(target,air_transfer.gas["phoron"],get_dir(loc,target))
air_transfer.gas["phoron"] = 0
target.assume_air(air_transfer)
//Burn it based on transfered gas
//target.hotspot_expose(part4.air_contents.temperature*2,300)
target.hotspot_expose((ptank.air_contents.temperature*2) + 380,500) // -- More of my "how do I shot fire?" dickery. -- TLE
//location.hotspot_expose(1000,500,1)
return
/obj/item/weapon/flamethrower/full/New(var/loc)
..()
weldtool = new /obj/item/weapon/weldingtool(src)
weldtool.status = 0
igniter = new /obj/item/device/assembly/igniter(src)
igniter.secured = 0
status = 1
update_icon()
return