Files
Paradise/code/game/objects/items/weapons/mops_cleaners.dm
baloh.matevz@gmail.com c2c7a3bcda - Variable declaration standardization. Big commit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3671 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-25 19:26:36 +00:00

431 lines
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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
/obj/item/weapon/cleaner
desc = "Space Cleaner!"
icon = 'janitor.dmi'
name = "space cleaner"
icon_state = "cleaner"
item_state = "cleaner"
flags = TABLEPASS|OPENCONTAINER|FPRINT|USEDELAY
slot_flags = SLOT_BELT
throwforce = 3
w_class = 2.0
throw_speed = 2
throw_range = 10
/obj/item/weapon/cleaner/New()
var/datum/reagents/R = new/datum/reagents(250)
reagents = R
R.my_atom = src
R.add_reagent("cleaner", 250)
/obj/item/weapon/cleaner/attack(mob/living/carbon/human/M as mob, mob/user as mob)
return
/obj/item/weapon/cleaner/afterattack(atom/A as mob|obj, mob/user as mob)
if (istype(A, /obj/item/weapon/storage ))
return
if (istype(A, /obj/effect/proc_holder/spell ))
return
else if (src.reagents.total_volume < 1)
user << "\blue [src] is empty!"
return
var/obj/effect/decal/D = new/obj/effect/decal(get_turf(src))
D.create_reagents(5)
src.reagents.trans_to(D, 5)
var/list/rgbcolor = list(0,0,0)
var/finalcolor
for(var/datum/reagent/re in D.reagents.reagent_list) // natural color mixing bullshit/algorithm
if(!finalcolor)
rgbcolor = GetColors(re.color)
finalcolor = re.color
else
var/newcolor[3]
var/prergbcolor[3]
prergbcolor = rgbcolor
newcolor = GetColors(re.color)
rgbcolor[1] = (prergbcolor[1]+newcolor[1])/2
rgbcolor[2] = (prergbcolor[2]+newcolor[2])/2
rgbcolor[3] = (prergbcolor[3]+newcolor[3])/2
finalcolor = rgb(rgbcolor[1], rgbcolor[2], rgbcolor[3])
// This isn't a perfect color mixing system, the more reagents that are inside,
// the darker it gets until it becomes absolutely pitch black! I dunno, maybe
// that's pretty realistic? I don't do a whole lot of color-mixing anyway.
// If you add brighter colors to it it'll eventually get lighter, though.
D.name = "chemicals"
D.icon = 'chempuff.dmi'
D.icon += finalcolor
playsound(src.loc, 'spray2.ogg', 50, 1, -6)
spawn(0)
for(var/i=0, i<3, i++)
step_towards(D,A)
D.reagents.reaction(get_turf(D))
for(var/atom/T in get_turf(D))
D.reagents.reaction(T)
sleep(3)
del(D)
if(isrobot(user)) //Cyborgs can clean forever if they keep charged
var/mob/living/silicon/robot/janitor = user
janitor.cell.charge -= 20
var/refill = src.reagents.get_master_reagent_id()
spawn(600)
src.reagents.add_reagent(refill, 10)
if(src.reagents.has_reagent("pacid"))
message_admins("[key_name_admin(user)] fired Polyacid from a Cleaner bottle.")
log_game("[key_name(user)] fired Polyacid from a Cleaner bottle.")
if(src.reagents.has_reagent("lube"))
message_admins("[key_name_admin(user)] fired Space lube from a Cleaner bottle.")
log_game("[key_name(user)] fired Space lube from a Cleaner bottle.")
return
/obj/item/weapon/cleaner/examine()
set src in usr
for(var/datum/reagent/R in reagents.reagent_list)
usr << text("\icon[] [] units of [] left!", src, round(R.volume), R.name)
//usr << text("\icon[] [] units of cleaner left!", src, src.reagents.total_volume)
..()
return
/obj/item/weapon/chemsprayer//Another copy paste with a tiny change it seems
desc = "A utility used to spray large amounts of reagent in a given area."
icon = 'gun.dmi'
name = "chem sprayer"
icon_state = "chemsprayer"
item_state = "chemsprayer"
flags = TABLEPASS|OPENCONTAINER|FPRINT|USEDELAY
slot_flags = SLOT_BELT
throwforce = 3
w_class = 3.0
throw_speed = 2
throw_range = 10
origin_tech = "combat=3;materials=3;engineering=3"
/obj/item/weapon/chemsprayer/New()
var/datum/reagents/R = new/datum/reagents(600)
reagents = R
R.my_atom = src
/obj/item/weapon/chemsprayer/attack(mob/living/carbon/human/M as mob, mob/user as mob)
return
/obj/item/weapon/chemsprayer/afterattack(atom/A as mob|obj, mob/user as mob)
if (istype(A, /obj/item/weapon/storage ))
return
if (istype(A, /obj/effect/proc_holder/spell ))
return
else if (src.reagents.total_volume < 1)
user << "\blue [src] is empty!"
return
playsound(src.loc, 'spray2.ogg', 50, 1, -6)
var/Sprays[3]
for(var/i=1, i<=3, i++) // intialize sprays
if(src.reagents.total_volume < 1) break
var/obj/effect/decal/D = new/obj/effect/decal(get_turf(src))
D.name = "chemicals"
D.icon = 'chempuff.dmi'
D.create_reagents(5)
src.reagents.trans_to(D, 5)
var/rgbcolor[3]
var/finalcolor
for(var/datum/reagent/re in D.reagents.reagent_list)
if(!finalcolor)
rgbcolor = GetColors(re.color)
finalcolor = re.color
else
var/newcolor[3]
var/prergbcolor[3]
prergbcolor = rgbcolor
newcolor = GetColors(re.color)
rgbcolor[1] = (prergbcolor[1]+newcolor[1])/2
rgbcolor[2] = (prergbcolor[2]+newcolor[2])/2
rgbcolor[3] = (prergbcolor[3]+newcolor[3])/2
finalcolor = rgb(rgbcolor[1], rgbcolor[2], rgbcolor[3])
D.icon += finalcolor
Sprays[i] = D
var/direction = get_dir(src, A)
var/turf/T = get_turf(A)
var/turf/T1 = get_step(T,turn(direction, 90))
var/turf/T2 = get_step(T,turn(direction, -90))
var/list/the_targets = list(T,T1,T2)
for(var/i=1, i<=Sprays.len, i++)
spawn()
var/obj/effect/decal/D = Sprays[i]
if(!D) continue
// Spreads the sprays a little bit
var/turf/my_target = pick(the_targets)
the_targets -= my_target
for(var/j=1, j<=rand(6,8), j++)
step_towards(D, my_target)
D.reagents.reaction(get_turf(D))
for(var/atom/t in get_turf(D))
D.reagents.reaction(t)
sleep(2)
del(D)
sleep(1)
if(isrobot(user)) //Cyborgs can clean forever if they keep charged
var/mob/living/silicon/robot/janitor = user
janitor.cell.charge -= 20
var/refill = src.reagents.get_master_reagent_id()
spawn(600)
src.reagents.add_reagent(refill, 10)
if((src.reagents.has_reagent("pacid")) || (src.reagents.has_reagent("lube"))) // Messages admins if someone sprays polyacid or space lube from a Chem Sprayer.
message_admins("[key_name_admin(user)] fired Polyacid/Space lube from a Chem Sprayer.") // Polymorph
log_game("[key_name(user)] fired Polyacid/Space lube from a Chem Sprayer.")
return
//A direct copy paste of the cleaner, fantastic.
/obj/item/weapon/pepperspray
desc = "Manufactured by UhangInc., used to blind and down an opponent quickly. It has three spray settings, and is currently set to 'low'."
icon = 'weapons.dmi'
name = "pepperspray"
icon_state = "pepperspray"
item_state = "pepperspray"
flags = TABLEPASS|FPRINT|USEDELAY
slot_flags = SLOT_BELT
throwforce = 3
w_class = 2.0
throw_speed = 2
throw_range = 10
var/setting = 1
/obj/item/weapon/pepperspray/New()
var/datum/reagents/R = new/datum/reagents(45)
reagents = R
R.my_atom = src
R.add_reagent("condensedcapsaicin", 45)
/obj/item/weapon/pepperspray/attack(mob/living/carbon/human/M as mob, mob/user as mob)
return
/obj/item/weapon/pepperspray/attack_self( mob/user as mob)
src.setting += 1
switch ( src.setting )
if (2)
user << "You change the spray to 'medium'."
src.desc = "Manufactured by UhangInc., used to blind and down an opponent quickly. It has three spray settings, and is currently set to 'medium'."
if (3)
user << "You change the spray to 'high'."
src.desc = "Manufactured by UhangInc., used to blind and down an opponent quickly. It has three spray settings, and is currently set to 'high'."
if (4)
src.setting = 1
user << "You change the spray to 'low'."
src.desc = "Manufactured by UhangInc., used to blind and down an opponent quickly. It has three spray settings, and is currently set to 'low'."
return
/obj/item/weapon/pepperspray/afterattack(atom/A as mob|obj, mob/user as mob)
if ( A == src )
return
if ( src.setting < 1 || src.setting > 3 ) // Stop var editing from breaking some maths further down
src.setting = 1
if (istype(A, /obj/item/weapon/storage ))
return
if (istype(A, /obj/effect/proc_holder/spell ))
return
else if (istype(A, /obj/structure/reagent_dispensers/peppertank) && get_dist(src,A) <= 1)
A.reagents.trans_to(src, 45)
user << "\blue Pepper spray refilled"
playsound(src.loc, 'refill.ogg', 50, 1, -6)
return
else if (src.reagents.total_volume < 1)
user << "\blue [src] is empty!"
return
playsound(src.loc, 'spray2.ogg', 50, 1, -6)
var/Sprays[1] // BubbleWrap - single spray
for(var/i=1, i<=1, i++) // intialize sprays
if(src.reagents.total_volume < 1) break
var/obj/effect/decal/D = new/obj/effect/decal(get_turf(src))
D.name = "chemicals"
D.icon = 'chempuff.dmi'
var/xfer_volume = round(45/(4-src.setting)) // Use more spray per spray on higher settings
D.create_reagents(xfer_volume)
src.reagents.trans_to(D, xfer_volume)
var/rgbcolor[3]
var/finalcolor
for(var/datum/reagent/re in D.reagents.reagent_list)
if(!finalcolor)
rgbcolor = GetColors(re.color)
finalcolor = re.color
else
var/newcolor[3]
var/prergbcolor[3]
prergbcolor = rgbcolor
newcolor = GetColors(re.color)
rgbcolor[1] = (prergbcolor[1]+newcolor[1])/2
rgbcolor[2] = (prergbcolor[2]+newcolor[2])/2
rgbcolor[3] = (prergbcolor[3]+newcolor[3])/2
finalcolor = rgb(rgbcolor[1], rgbcolor[2], rgbcolor[3])
D.icon += finalcolor
Sprays[i] = D
//var/direction = get_dir(src, A)
//var/turf/T = get_turf(A)
//var/turf/T1 = get_step(T,turn(direction, 90))
//var/turf/T2 = get_step(T,turn(direction, -90))
//var/list/the_targets = list(T,T1,T2)
for(var/i=1, i<=Sprays.len, i++)
spawn()
var/obj/effect/decal/D = Sprays[i]
if(!D) continue
// Spreads the sprays a little bit
var/turf/my_target = get_turf(A) //pick(the_targets)
//the_targets -= my_target
var/list/affected = new() // BubbleWrap
for(var/j=1, j<=rand(6,8), j++)
step_towards(D, my_target)
D.reagents.reaction(get_turf(D))
for(var/atom/t in get_turf(D))
if ( !(t in affected) ) // Only spray each person once, removes chat spam
D.reagents.reaction(t)
affected += t
sleep(2)
del(D)
sleep(1)
if(isrobot(user)) //Cyborgs can clean forever if they keep charged
var/mob/living/silicon/robot/janitor = user
janitor.cell.charge -= 20
var/refill = src.reagents.get_master_reagent_id()
spawn(600)
src.reagents.add_reagent(refill, 45)
return
/obj/item/weapon/pepperspray/examine()
set src in usr
usr << "\icon[src] [src.reagents.total_volume] units of spray left!"
..()
return
// MOP
/obj/item/weapon/mop
desc = "The world of janitalia wouldn't be complete without a mop."
name = "mop"
icon = 'janitor.dmi'
icon_state = "mop"
var/mopping = 0
var/mopcount = 0
force = 3.0
throwforce = 10.0
throw_speed = 5
throw_range = 10
w_class = 3.0
flags = FPRINT | TABLEPASS
/obj/item/weapon/mop/New()
var/datum/reagents/R = new/datum/reagents(5)
reagents = R
R.my_atom = src
obj/item/weapon/mop/proc/clean(turf/simulated/A as turf)
src.reagents.reaction(A,1,10)
A.clean_blood()
for(var/obj/effect/rune/R in A)
del(R)
for(var/obj/effect/decal/cleanable/R in A)
del(R)
for(var/obj/effect/overlay/R in A)
del(R)
/obj/effect/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/mop))
return
..()
/obj/item/weapon/mop/afterattack(atom/A, mob/user as mob)
if (src.reagents.total_volume < 1 || mopcount >= 5)
user << "\blue Your mop is dry!"
return
if (istype(A, /turf/simulated))
for(var/mob/O in viewers(user, null))
O.show_message("\red <B>[user] begins to clean \the [A]</B>", 1)
sleep(40)
if(A)
clean(A)
user << "\blue You have finished mopping!"
mopcount++
else if (istype(A, /obj/effect/decal/cleanable) || istype(A, /obj/effect/overlay) || istype(A, /obj/effect/rune))
for(var/mob/O in viewers(user, null))
O.show_message("\red <B>[user] begins to clean \the [get_turf(A)]</B>", 1)
sleep(40)
if(A)
clean(get_turf(A))
user << "\blue You have finished mopping!"
mopcount++
if(mopcount >= 5) //Okay this stuff is an ugly hack and i feel bad about it.
spawn(5)
src.reagents.clear_reagents()
mopcount = 0
return
/*
* Hope it's okay to stick this shit here: it basically just turns a hexadecimal color into rgb
*/
/proc/GetColors(hex)
hex = uppertext(hex)
var/hi1 = text2ascii(hex, 2)
var/lo1 = text2ascii(hex, 3)
var/hi2 = text2ascii(hex, 4)
var/lo2 = text2ascii(hex, 5)
var/hi3 = text2ascii(hex, 6)
var/lo3 = text2ascii(hex, 7)
return list(((hi1>= 65 ? hi1-55 : hi1-48)<<4) | (lo1 >= 65 ? lo1-55 : lo1-48),
((hi2 >= 65 ? hi2-55 : hi2-48)<<4) | (lo2 >= 65 ? lo2-55 : lo2-48),
((hi3 >= 65 ? hi3-55 : hi3-48)<<4) | (lo3 >= 65 ? lo3-55 : lo3-48))