/obj/structure/displaycase name = "display case" icon = 'icons/obj/stationobjs.dmi' icon_state = "glassbox0" desc = "A display case for prized possessions." density = 1 anchored = 1 resistance_flags = ACID_PROOF armor = list(melee = 30, bullet = 0, laser = 0, energy = 0, bomb = 10, bio = 0, rad = 0, fire = 70, acid = 100) obj_integrity = 200 max_integrity = 200 integrity_failure = 50 var/obj/item/showpiece = null var/alert = 0 var/open = 0 var/obj/item/weapon/electronics/airlock/electronics var/start_showpiece_type = null //add type for items on display /obj/structure/displaycase/New() ..() if(start_showpiece_type) showpiece = new start_showpiece_type (src) update_icon() /obj/structure/displaycase/examine(mob/user) ..() if(showpiece) user << "There's [showpiece] inside." if(alert) user << "Hooked up with an anti-theft system." /obj/structure/displaycase/proc/dump() if (showpiece) showpiece.loc = src.loc showpiece = null /obj/structure/displaycase/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0) switch(damage_type) if(BRUTE) playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1) if(BURN) playsound(src.loc, 'sound/items/Welder.ogg', 100, 1) /obj/structure/displaycase/deconstruct(disassembled = TRUE) if(!(flags & NODECONSTRUCT)) dump() if(!disassembled) new /obj/item/weapon/shard( src.loc ) trigger_alarm() qdel(src) /obj/structure/displaycase/obj_break(damage_flag) if(!broken && !(flags & NODECONSTRUCT)) density = 0 broken = 1 new /obj/item/weapon/shard( src.loc ) playsound(src, "shatter", 70, 1) update_icon() trigger_alarm() /obj/structure/displaycase/proc/trigger_alarm() //Activate Anti-theft if(alert) var/area/alarmed = get_area(src) alarmed.burglaralert(src) playsound(src, "sound/effects/alert.ogg", 50, 1) /* */ /obj/structure/displaycase/proc/is_directional(atom/A) try getFlatIcon(A,defdir=4) catch return 0 return 1 /obj/structure/displaycase/proc/get_flat_icon_directional(atom/A) //Get flatIcon even if dir is mismatched for directionless icons //SLOW var/icon/I if(is_directional(A)) I = getFlatIcon(A) else var/old_dir = A.dir A.setDir(2) I = getFlatIcon(A) A.setDir(old_dir) return I /obj/structure/displaycase/update_icon() var/icon/I if(open) I = icon('icons/obj/stationobjs.dmi',"glassbox_open") else I = icon('icons/obj/stationobjs.dmi',"glassbox0") if(broken) I = icon('icons/obj/stationobjs.dmi',"glassboxb0") if(showpiece) var/icon/S = get_flat_icon_directional(showpiece) 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) if(W.GetID() && electronics && !broken) if(allowed(user)) user << "You [open ? "close":"open"] the [src]" open = !open update_icon() else user << "Access denied." else if(!alert && istype(W,/obj/item/weapon/crowbar)) if(broken) if(showpiece) user << "Remove the displayed object first." else user << "You remove the destroyed case" qdel(src) else user << "You start to [open ? "close":"open"] the [src]" if(do_after(user, 20/W.toolspeed, target = src)) user << "You [open ? "close":"open"] the [src]" open = !open update_icon() else if(open && !showpiece) if(user.drop_item()) W.loc = src showpiece = W user << "You put [W] on display" update_icon() else if(istype(W, /obj/item/stack/sheet/glass) && broken) var/obj/item/stack/sheet/glass/G = W if(G.get_amount() < 2) user << "You need two glass sheets to fix the case!" return user << "You start fixing [src]..." if(do_after(user, 20, target = src)) G.use(2) broken = 0 obj_integrity = max_integrity update_icon() else return ..() /obj/structure/displaycase/attack_paw(mob/user) return src.attack_hand(user) /obj/structure/displaycase/attack_hand(mob/user) user.changeNext_move(CLICK_CD_MELEE) if (showpiece && (broken || open)) dump() user << "You deactivate the hover field built into the case." src.add_fingerprint(user) update_icon() return else //prevents remote "kicks" with TK if (!Adjacent(user)) return user.do_attack_animation(src) user.visible_message("[user] kicks the display case.", \ "You kick the display case.") take_damage(2) /obj/structure/displaycase_chassis anchored = 1 density = 0 name = "display case chassis" desc = "wooden base of display case" icon = 'icons/obj/stationobjs.dmi' icon_state = "glassbox_chassis" var/obj/item/weapon/electronics/airlock/electronics /obj/structure/displaycase_chassis/attackby(obj/item/I, mob/user, params) if(istype(I, /obj/item/weapon/wrench)) user << "You start disassembling [src]..." playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1) if(do_after(user, 30/I.toolspeed, target = src)) playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1) new /obj/item/stack/sheet/mineral/wood(get_turf(src)) qdel(src) else if(istype(I, /obj/item/weapon/electronics/airlock)) user << "You start installing the electronics into [src]..." playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1) if(user.unEquip(I) && do_after(user, 30, target = src)) I.loc = src electronics = I user << "You install the airlock electronics." else if(istype(I, /obj/item/stack/sheet/glass)) var/obj/item/stack/sheet/glass/G = I if(G.get_amount() < 10) user << "You need ten glass sheets to do this!" return user << "You start adding [G] to [src]..." if(do_after(user, 20, target = src)) G.use(10) var/obj/structure/displaycase/display = new(src.loc) if(electronics) electronics.loc = display display.electronics = electronics if(electronics.one_access) display.req_one_access = electronics.accesses else display.req_access = electronics.accesses qdel(src) else return ..() /obj/structure/displaycase/captain alert = 1 start_showpiece_type = /obj/item/weapon/gun/energy/laser/captain /obj/structure/displaycase/labcage name = "lab cage" desc = "A glass lab container for storing interesting creatures." start_showpiece_type = /obj/item/clothing/mask/facehugger/lamarr