Files
Paradise/code/game/objects/items/devices/flashlight.dm
2016-08-29 17:27:56 -04:00

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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"
set_light(brightness_on)
else
icon_state = initial(icon_state)
set_light(0)
/obj/item/device/flashlight/proc/update_brightness(var/mob/user = null)
if(on)
icon_state = "[initial(icon_state)]-on"
set_light(brightness_on)
else
icon_state = initial(icon_state)
set_light(0)
/obj/item/device/flashlight/attack_self(mob/user)
if(!isturf(user.loc))
to_chat(user, "You cannot turn the light on while in this [user.loc].")//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/M as mob, mob/living/user as mob)
add_fingerprint(user)
if(on && user.zone_sel.selecting == "eyes")
if(((CLUMSY in user.mutations) || user.getBrainLoss() >= 60) && prob(50)) //too dumb to use flashlight properly
return ..() //just hit them in the head
if(!(istype(user, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey") //don't have dexterity
to_chat(user, "<span class='notice'>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 & HEADCOVERSEYES) || (H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) || (H.glasses && H.glasses.flags & GLASSESCOVERSEYES)))
to_chat(user, "<span class='notice'>You're going to need to remove that [(H.head && H.head.flags & HEADCOVERSEYES) ? "helmet" : (H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) ? "mask": "glasses"] first.</span>")
return
if(M == user) //they're using it on themselves
if(M.flash_eyes(visual = 1))
M.visible_message("<span class='notice'>[M] directs [src] to \his eyes.</span>", \
"<span class='notice'>You wave the light in front of your eyes! Trippy!</span>")
else
M.visible_message("<span class='notice'>[M] directs [src] to \his eyes.</span>", \
"<span class='notice'>You wave the light in front of your eyes.</span>")
else
user.visible_message("<span class='notice'>[user] directs [src] to [M]'s eyes.</span>", \
"<span class='notice'>You direct [src] to [M]'s eyes.</span>")
if(istype(M, /mob/living/carbon/human)) //robots and aliens are unaffected
if(M.stat == DEAD || M.disabilities & BLIND) //mob is dead or fully blind
to_chat(user, "<span class='notice'>[M] pupils does not react to the light!</span>")
else if(XRAY in M.mutations) //mob has X-RAY vision
to_chat(user, "<span class='notice'>[M] pupils give an eerie glow!</span>")
else //they're okay!
if(M.flash_eyes(visual = 1))
to_chat(user, "<span class='notice'>[M]'s pupils narrow.</span>")
else
return ..()
/obj/item/device/flashlight/pen
name = "penlight"
desc = "A pen-sized light, used by medical staff."
icon_state = "penlight"
item_state = ""
w_class = 1
slot_flags = SLOT_BELT | SLOT_EARS
flags = CONDUCT
brightness_on = 2
/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'
/obj/item/device/flashlight/drone
name = "low-power flashlight"
desc = "A miniature lamp, that might be used by small robots."
icon_state = "penlight"
item_state = ""
flags = CONDUCT
brightness_on = 2
w_class = 1
// 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 = 8 // Made it brighter (from 7 to 8).
light_color = "#ff0000" // changed colour to a more brighter red.
icon_state = "flare"
item_state = "flare"
var/fuel = 0
var/on_damage = 7
var/produce_heat = 1500
/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)
src.icon_state = "[initial(icon_state)]-empty"
processing_objects -= src
/obj/item/device/flashlight/flare/proc/turn_off()
on = 0
src.force = initial(src.force)
src.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(var/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)
to_chat(user, "<span class='notice'>It's out of fuel.</span>")
return
if(on)
return
. = ..()
// All good, turn it on.
if(.)
user.visible_message("<span class='notice'>[user] activates the flare.</span>", "<span class='notice'>You pull the cord on the flare, activating it!</span>")
src.force = on_damage
src.damtype = "fire"
processing_objects += src
/obj/item/device/flashlight/flare/torch
name = "torch"
desc = "A torch fashioned from some leaves and a log."
w_class = 4
brightness_on = 7
icon_state = "torch"
item_state = "torch"
on_damage = 10
/obj/item/device/flashlight/slime
gender = PLURAL
name = "glowing slime extract"
desc = "A glowing ball of what appears to be amber."
icon = 'icons/obj/lighting.dmi'
icon_state = "floor1" //not a slime extract sprite but... something close enough!
item_state = "slime"
w_class = 1
brightness_on = 6
light_color = "#FFBF00"
materials = list()
on = 1 //Bio-luminesence has one setting, on.
/obj/item/device/flashlight/slime/New()
set_light(brightness_on)
spawn(1) //Might be sloppy, but seems to be necessary to prevent further runtimes and make these work as intended... don't judge me!
update_brightness()
icon_state = initial(icon_state)
/obj/item/device/flashlight/slime/attack_self(mob/user)
return //Bio-luminescence does not toggle.
/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()
..()
processing_objects.Add(src)
/obj/item/device/flashlight/emp/Destroy()
processing_objects.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 as mob, mob/living/user as mob)
if(on && user.zone_sel.selecting == "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(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", object="EMP-light")
to_chat(user, "[src] now has [emp_cur_charges] charge\s.")
A.emp_act(1)
else
to_chat(user, "<span class='warning'>\The [src] needs time to recharge!</span>")
return