Files
VOREStation/code/game/objects/items/weapons/flamethrower.dm
rastaf.zero@gmail.com 09e0bcf987 Stackable items redo. Many improvements, massive code clean up.
Metal and related materials now noticeable more user-friendly.
Added new canister color: yellow "CAUTION". Used for newly created from metal canisters. Can be relabeled once.
Some typos were fixed.
dsay verb now uses fakekey in stealth mode.
AI cannot remove the cell from the charger.
Added alientalk chat prefix: ":a" by Barhandar. Also added keyboard layout independent russian prefixes.
Binary translator done by more convenient may by Barhandar.
Is possible now to wash bloody hands in sink.
Probably fixed bug causes gibbed revheads be not counted as dead.
Some other fixes.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@752 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-03 01:26:01 +00:00

340 lines
9.7 KiB
Plaintext

/*
CONTAINS:
GETLINEEEEEEEEEEEEEEEEEEEEE
(well not really but it should)
*/
/obj/item/weapon/flamethrower
name = "flamethrower"
icon_state = "flamethrower"
item_state = "flamethrower_0"
desc = "You are a firestarter!"
flags = FPRINT | TABLEPASS| CONDUCT
force = 3.0
throwforce = 10.0
throw_speed = 1
throw_range = 5
w_class = 3.0
var/processing = 0
var/operating = 0
var/throw_amount = 100
var/lit = 0 //on or off
var/turf/previousturf = null
var/obj/item/weapon/weldingtool/part1 = null
var/obj/item/stack/rods/part2 = null
var/obj/item/device/igniter/part3 = null
var/obj/item/weapon/tank/plasma/part4 = null
m_amt = 500
// PantsNote: Dumping this shit in here until I'm sure it works.
/obj/item/assembly/weld_rod/Del()
//src.part1 = null
del(src.part1)
//src.part2 = null
del(src.part2)
..()
return
/obj/item/assembly/w_r_ignite/Del()
//src.part1 = null
del(src.part1)
//src.part2 = null
del(src.part2)
//src.part3 = null
del(src.part3)
..()
return
/obj/item/weapon/flamethrower/Del()
//src.part1 = null
del(src.part1)
//src.part2 = null
del(src.part2)
//src.part3 = null
del(src.part3)
//src.part4 = null
del(src.part4)
..()
return
/obj/item/assembly/weld_rod/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/wrench) )
var/turf/T = src.loc
if (ismob(T))
T = T.loc
src.part1.loc = T
src.part2.loc = T
src.part1.master = null
src.part2.master = null
src.part1 = null
src.part2 = null
del(src)
if (istype(W, /obj/item/device/igniter))
var/obj/item/device/igniter/I = W
if (!( I.status ))
return
var/obj/item/assembly/weld_rod/S = src
var/obj/item/assembly/w_r_ignite/R = new /obj/item/assembly/w_r_ignite( user )
R.part1 = S.part1
S.part1.loc = R
S.part1.master = R
R.part2 = S.part2
S.part2.loc = R
S.part2.master = R
S.layer = initial(S.layer)
if (user.client)
user.client.screen -= S
if (user.r_hand == S)
user.u_equip(S)
user.r_hand = R
else
user.u_equip(S)
user.l_hand = R
I.master = R
I.layer = initial(I.layer)
user.u_equip(I)
if (user.client)
user.client.screen -= I
I.loc = R
src.loc = R
R.part3 = I
R.layer = 20
R.loc = user
S.part1 = null
S.part2 = null
//S = null
del(S)
src.add_fingerprint(user)
return
/obj/item/assembly/w_r_ignite/attackby(obj/item/weapon/W as obj, mob/user as mob)
if ((istype(W, /obj/item/weapon/wrench) && !( src.status )))
var/turf/T = src.loc
if (ismob(T))
T = T.loc
src.part1.loc = T
src.part2.loc = T
src.part3.loc = T
src.part1.master = null
src.part2.master = null
src.part3.master = null
src.part1 = null
src.part2 = null
src.part3 = null
del(src)
return
if (istype(W, /obj/item/weapon/screwdriver))
src.status = !( src.status )
if (src.status)
user.show_message("\blue The igniter is now secured!", 1)
src.icon_state = "flamethrower"
else
user.show_message("\blue The igniter is now unsecured!", 1)
src.icon_state = "flamethrower"
src.add_fingerprint(user)
return
/obj/item/weapon/flamethrower/process()
if(!lit)
processing_items.Remove(src)
return null
var/turf/location = src.loc
if(istype(location, /mob/))
var/mob/M = location
if(M.l_hand == src || M.r_hand == src)
location = M.loc
if(isturf(location)) //start a fire if possible
location.hotspot_expose(700, 2)
/obj/item/weapon/flamethrower/attackby(obj/item/W as obj, mob/user as mob)
if(user.stat || user.restrained() || user.lying)
return
if (istype(W,/obj/item/weapon/tank/plasma))
if(src.part4)
user << "\red There appears to already be a plasma tank loaded in the flamethrower!"
return
src.part4 = W
W.loc = src
if (user.client)
user.client.screen -= W
user.u_equip(W)
lit = 0
force = 3
damtype = "brute"
icon_state = "flamethrower0"
item_state = "flamethrower_0"
else if (istype(W, /obj/item/device/analyzer) && get_dist(user, src) <= 1 && src.part4)
var/obj/item/weapon/icon = src
for (var/mob/O in viewers(user, null))
O << "\red [user] has used the analyzer on \icon[icon]"
var/pressure = src.part4.air_contents.return_pressure()
var/total_moles = src.part4.air_contents.total_moles()
user << "\blue Results of analysis of \icon[icon]"
if (total_moles>0)
var/o2_concentration = src.part4.air_contents.oxygen/total_moles
var/n2_concentration = src.part4.air_contents.nitrogen/total_moles
var/co2_concentration = src.part4.air_contents.carbon_dioxide/total_moles
var/plasma_concentration = src.part4.air_contents.toxins/total_moles
var/unknown_concentration = 1-(o2_concentration+n2_concentration+co2_concentration+plasma_concentration)
user << "\blue Pressure: [round(pressure,0.1)] kPa"
user << "\blue Nitrogen: [round(n2_concentration*100)]%"
user << "\blue Oxygen: [round(o2_concentration*100)]%"
user << "\blue CO2: [round(co2_concentration*100)]%"
user << "\blue Plasma: [round(plasma_concentration*100)]%"
if(unknown_concentration>0.01)
user << "\red Unknown: [round(unknown_concentration*100)]%"
user << "\blue Temperature: [round(src.part4.air_contents.temperature-T0C)]&deg;C"
else
user << "\blue Tank is empty!"
// PantsNote: Flamethrower disassmbly.
else if (istype(W, /obj/item/weapon/screwdriver))
var/obj/item/weapon/flamethrower/S = src
if (( S.part4 ))
return
var/obj/item/assembly/w_r_ignite/R = new /obj/item/assembly/w_r_ignite( user )
R.part1 = S.part1
S.part1.loc = R
S.part1.master = R
R.part2 = S.part2
S.part2.loc = R
S.part2.master = R
R.part3 = S.part3
S.part3.loc = R
S.part3.master = R
S.layer = initial(S.layer)
if (user.client)
user.client.screen -= S
if (user.r_hand == S)
user.u_equip(S)
user.r_hand = R
else
user.u_equip(S)
user.l_hand = R
src.master = R
src.layer = initial(src.layer)
user.u_equip(src)
if (user.client)
user.client.screen -= src
src.loc = R
R.layer = 20
R.loc = user
S.part1 = null
S.part2 = null
S.part3 = null
//S = null
del(S)
user << "\blue The igniter is now unsecured!"
else return ..()
return
/obj/item/weapon/flamethrower/Topic(href,href_list[])
if (href_list["close"])
usr.machine = null
usr << browse(null, "window=flamethrower")
return
if(usr.stat || usr.restrained() || usr.lying)
return
usr.machine = src
if (href_list["light"])
if(!src.part4) return
if(src.part4.air_contents.toxins < 1) return
lit = !(lit)
if(lit)
icon_state = "flamethrower1"
item_state = "flamethrower_1"
force = 17
damtype = "fire"
processing_items.Add(src)
else
icon_state = "flamethrower0"
item_state = "flamethrower_0"
force = 3
damtype = "brute"
if (href_list["amount"])
src.throw_amount = src.throw_amount + text2num(href_list["amount"])
src.throw_amount = max(50,min(5000,src.throw_amount))
if (href_list["remove"])
if(!src.part4) return
var/obj/item/weapon/tank/plasma/A = src.part4
A.loc = get_turf(src)
A.layer = initial(A.layer)
src.part4 = null
lit = 0
force = 3
damtype = "brute"
icon_state = "flamethrower"
item_state = "flamethrower_0"
usr.machine = null
usr << browse(null, "window=flamethrower")
for(var/mob/M in viewers(1, src.loc))
if ((M.client && M.machine == src))
src.attack_self(M)
return
/obj/item/weapon/flamethrower/attack_self(mob/user as mob)
if(user.stat || user.restrained() || user.lying)
return
user.machine = src
if (!src.part4)
user << "\red Attach a plasma tank first!"
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: [src.part4.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> [src.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 plasmatank</A> - <A HREF='?src=\ref[src];close=1'>Close</A></TT>")
user << browse(dat, "window=flamethrower;size=600x300")
onclose(user, "flamethrower")
return
// gets this 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, src.loc))
if ((M.client && M.machine == src))
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 = part4.air_contents.remove_ratio(0.05)
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
target.assume_air(air_transfer)
//Burn it based on transfered gas
//target.hotspot_expose(part4.air_contents.temperature*2,300)
target.hotspot_expose((part4.air_contents.temperature*2) + 380,500) // -- More of my "how do I shot fire?" dickery. -- TLE
//location.hotspot_expose(1000,500,1)