Display cases

This commit is contained in:
AnturK
2015-09-17 17:53:24 +02:00
parent a48254f31a
commit ac813a0ced
5 changed files with 72 additions and 117 deletions
+71 -25
View File
@@ -1,22 +1,22 @@
/obj/structure/displaycase
name = "display case"
icon = 'icons/obj/stationobjs.dmi'
icon_state = "glassbox1"
desc = "A display case for prized possessions. Hooked up with an anti-theft system."
icon_state = "glassbox0"
desc = "A display case for prized possessions."
density = 1
anchored = 1
unacidable = 1//Dissolving the case would also delete the gun.
var/health = 30
var/occupied = 1
var/destroyed = 0
var/obj/item/showpiece = null
var/alert = 0
var/open = 0
/obj/structure/displaycase/ex_act(severity, target)
switch(severity)
if (1)
new /obj/item/weapon/shard( src.loc )
if (occupied)
new /obj/item/weapon/gun/energy/laser/captain( src.loc )
occupied = 0
dump()
qdel(src)
if (2)
if (prob(50))
@@ -27,6 +27,13 @@
src.health -= 5
src.healthcheck()
/obj/structure/displaycase/examine(mob/user)
..()
if(showpiece)
user << "<span class='notice'>There's [showpiece] inside.</span>"
if(alert)
user << "<span class='notice'>Hooked up with an anti-theft system.</span>"
/obj/structure/displaycase/bullet_act(obj/item/projectile/Proj)
if((Proj.damage_type == BRUTE || Proj.damage_type == BURN))
@@ -35,16 +42,17 @@
src.healthcheck()
return
/obj/structure/displaycase/proc/dump()
if (showpiece)
showpiece.loc = src.loc
showpiece = null
/obj/structure/displaycase/blob_act()
if (prob(75))
new /obj/item/weapon/shard( src.loc )
if (occupied)
new /obj/item/weapon/gun/energy/laser/captain( src.loc )
occupied = 0
dump()
qdel(src)
/obj/structure/displaycase/proc/healthcheck()
if (src.health <= 0)
if (!( src.destroyed ))
@@ -55,27 +63,46 @@
update_icon()
//Activate Anti-theft
var/area/alarmed = get_area(src)
alarmed.burglaralert(src)
playsound(src, "sound/effects/alert.ogg", 50, 1)
if(alert)
var/area/alarmed = get_area(src)
alarmed.burglaralert(src)
playsound(src, "sound/effects/alert.ogg", 50, 1)
else
playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
return
/obj/structure/displaycase/update_icon()
if(src.destroyed)
src.icon_state = "glassboxb[src.occupied]"
else
src.icon_state = "glassbox[src.occupied]"
var/icon/I = icon('icons/obj/stationobjs.dmi',"glassbox[destroyed || open?"b":""]0")
if(showpiece)
var/icon/S = getFlatIcon(showpiece) //Guns got overlays
S.Scale(17,17)
I.Blend(S,ICON_UNDERLAY,8,8)
src.icon = I
return
/obj/structure/displaycase/attackby(obj/item/weapon/W, mob/user, params)
user.changeNext_move(CLICK_CD_MELEE)
src.health -= W.force
src.healthcheck()
..()
if(!alert && istype(W,/obj/item/weapon/crowbar))
if(destroyed && !showpiece)
user << "<span class='notice'>You remove the destroyed case</span>"
qdel(src)
return
user << "<span class='notice'>You start to [open ? "close":"open"] the [src]</span>"
if(do_after(user, 20, target = src))
open = !open
user << "<span class='notice'>You [open ? "close":"open"] the [src]</span>"
update_icon()
else if(open)
if(user.unEquip(W))
W.loc = src
showpiece = W
user << "<span class='notice'>You put [W] on display</span>"
update_icon()
else
user.changeNext_move(CLICK_CD_MELEE)
src.health -= W.force
src.healthcheck()
..()
return
/obj/structure/displaycase/attack_paw(mob/user)
@@ -83,10 +110,9 @@
/obj/structure/displaycase/attack_hand(mob/user)
user.changeNext_move(CLICK_CD_MELEE)
if (src.destroyed && src.occupied)
new /obj/item/weapon/gun/energy/laser/captain( src.loc )
if (showpiece && (destroyed || open))
dump()
user << "<span class='notice'>You deactivate the hover field built into the case.</span>"
src.occupied = 0
src.add_fingerprint(user)
update_icon()
return
@@ -98,3 +124,23 @@
return
/obj/structure/displaycase/captain
alert = 1
/obj/structure/displaycase/captain/New()
..()
showpiece = new /obj/item/weapon/gun/energy/laser/captain (src)
update_icon()
/obj/structure/displaycase/labcage
name = "lab cage"
desc = "A glass lab container for storing interesting creatures."
/obj/structure/displaycase/labcage/New()
..()
var/obj/item/clothing/mask/facehugger/A = new /obj/item/clothing/mask/facehugger(src)
A.sterile = 1
A.name = "Lamarr"
showpiece = A
update_icon()
@@ -1,91 +0,0 @@
/obj/structure/lamarr
name = "lab cage"
icon = 'icons/obj/stationobjs.dmi'
icon_state = "labcage1"
desc = "A glass lab container for storing interesting creatures."
density = 1
anchored = 1
unacidable = 1//Dissolving the case would also delete Lamarr
var/health = 30
var/occupied = 1
var/destroyed = 0
/obj/structure/lamarr/ex_act(severity, target)
switch(severity)
if (1)
new /obj/item/weapon/shard( src.loc )
Break()
qdel(src)
if (2)
if (prob(50))
src.health -= 15
src.healthcheck()
if (3)
if (prob(50))
src.health -= 5
src.healthcheck()
/obj/structure/lamarr/bullet_act(obj/item/projectile/Proj)
health -= Proj.damage
..()
src.healthcheck()
return
/obj/structure/lamarr/blob_act()
if (prob(75))
new /obj/item/weapon/shard( src.loc )
Break()
qdel(src)
/obj/structure/lamarr/proc/healthcheck()
if (src.health <= 0)
if (!( src.destroyed ))
src.density = 0
src.destroyed = 1
new /obj/item/weapon/shard( src.loc )
playsound(src, "shatter", 70, 1)
Break()
else
playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
return
/obj/structure/lamarr/update_icon()
if(src.destroyed)
src.icon_state = "labcageb[src.occupied]"
else
src.icon_state = "labcage[src.occupied]"
return
/obj/structure/lamarr/attackby(obj/item/weapon/W, mob/user, params)
user.changeNext_move(CLICK_CD_MELEE)
src.health -= W.force
src.healthcheck()
..()
return
/obj/structure/lamarr/attack_paw(mob/user)
return src.attack_hand(user)
/obj/structure/lamarr/attack_hand(mob/user)
user.changeNext_move(CLICK_CD_MELEE)
if (src.destroyed)
return
else
user.visible_message("<span class='warning'>[user] kicks the lab cage.</span>", \
"<span class='danger'>You kick the lab cage.</span>")
src.health -= 2
healthcheck()
return
/obj/structure/lamarr/proc/Break()
if(occupied)
var/obj/item/clothing/mask/facehugger/A = new /obj/item/clothing/mask/facehugger( src.loc )
A.sterile = 1
A.name = "Lamarr"
occupied = 0
update_icon()
return