mirror of
https://github.com/ParadiseSS13/Paradise.git
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315 lines
9.9 KiB
Plaintext
315 lines
9.9 KiB
Plaintext
#define DISPLAYCASE_FRAME_CIRCUIT 0
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#define DISPLAYCASE_FRAME_SCREWDRIVER 1
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// List and hook used to set up the captain's print on their display case
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var/global/list/captain_display_cases = list()
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/hook/captain_spawned/proc/displaycase(mob/living/carbon/human/captain)
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if(!captain_display_cases.len)
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return 1
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var/fingerprint = captain.get_full_print()
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for(var/obj/structure/displaycase/D in captain_display_cases)
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if(istype(D))
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D.ue = fingerprint
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return 1
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/obj/structure/displaycase_frame
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name = "display case frame"
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icon = 'icons/obj/stock_parts.dmi'
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icon_state = "box_glass"
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var/obj/item/weapon/airlock_electronics/circuit = null
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var/obj/item/device/assembly/prox_sensor/sensor = null
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var/state = DISPLAYCASE_FRAME_CIRCUIT
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/obj/structure/displaycase_frame/attackby(obj/item/weapon/W as obj, mob/user as mob, params)
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var/pstate = state
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var/turf/T = get_turf(src)
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switch(state)
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if(DISPLAYCASE_FRAME_CIRCUIT)
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if(istype(W, /obj/item/weapon/airlock_electronics) && W.icon_state != "door_electronics_smoked")
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user.drop_item()
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circuit = W
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circuit.forceMove(src)
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state++
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to_chat(user, "<span class='notice'>You add the airlock electronics to the frame.</span>")
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playsound(get_turf(src), 'sound/items/Deconstruct.ogg', 50, 1)
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if(istype(W, /obj/item/weapon/crowbar))
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new /obj/machinery/constructable_frame/machine_frame(T)
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var/obj/item/stack/sheet/glass/G = new /obj/item/stack/sheet/glass(T)
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G.amount = 5
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qdel(src)
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to_chat(user, "<span class='notice'>You pry the glass out of the frame.</span>")
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playsound(get_turf(src), 'sound/items/Crowbar.ogg', 50, 1)
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return
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if(DISPLAYCASE_FRAME_SCREWDRIVER)
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if(isscrewdriver(W))
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var/obj/structure/displaycase/C = new(T)
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if(circuit.one_access)
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C.req_access = null
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C.req_one_access = circuit.conf_access
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else
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C.req_access = circuit.conf_access
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C.req_one_access = null
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if(isprox(sensor))
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C.burglar_alarm = 1
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playsound(get_turf(src), 'sound/items/Screwdriver.ogg', 50, 1)
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qdel(src)
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return
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if(istype(W, /obj/item/weapon/crowbar))
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circuit.forceMove(T)
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circuit = null
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if(isprox(sensor))
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sensor.forceMove(T)
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sensor = null
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state--
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to_chat(user, "<span class='notice'>You pry the electronics out of the frame.</span>")
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playsound(get_turf(src), 'sound/items/Crowbar.ogg', 50, 1)
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if(isprox(W) && !isprox(sensor))
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user.drop_item()
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sensor = W
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sensor.forceMove(src)
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to_chat(user, "<span class='notice'>You add the proximity sensor to the frame.</span>")
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playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
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if(pstate != state)
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pstate = state
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update_icon()
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/obj/structure/displaycase_frame/update_icon()
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switch(state)
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if(1)
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icon_state = "box_glass_circuit"
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else
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icon_state = "box_glass"
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/obj/structure/displaycase
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name = "display case"
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "glassbox20"
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desc = "A display case for prized possessions. It taunts you to kick it."
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density = 1
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anchored = 1
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unacidable = 1 //Dissolving the case would also delete the contents.
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var/health = 30
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var/obj/item/occupant = null
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var/destroyed = 0
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var/locked = 0
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var/burglar_alarm = 0
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var/ue = null
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var/image/occupant_overlay = null
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var/obj/item/weapon/airlock_electronics/circuit
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/obj/structure/displaycase/captains_laser
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name = "captain's display case"
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desc = "A display case for the captain's antique laser gun. Hooked up with an anti-theft system."
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burglar_alarm = 1
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/obj/structure/displaycase/captains_laser/New()
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captain_display_cases += src
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req_access = list(access_captain)
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locked = 1
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spawn(5)
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occupant = new /obj/item/weapon/gun/energy/laser/captain(src)
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update_icon()
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/obj/structure/displaycase/Destroy()
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dump()
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qdel(circuit)
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circuit = null
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return ..()
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/obj/structure/displaycase/captains_laser/Destroy()
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captain_display_cases -= src
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return ..()
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/obj/structure/displaycase/examine(mob/user)
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..(user)
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to_chat(user, "<span class='notice'>Peering through the glass, you see that it contains:</span>")
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if(occupant)
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to_chat(user, "[bicon(occupant)] <span class='notice'>\A [occupant].</span>")
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else
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to_chat(user, "Nothing.")
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/obj/structure/displaycase/proc/dump()
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if(occupant)
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occupant.forceMove(get_turf(src))
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occupant = null
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occupant_overlay = null
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/obj/structure/displaycase/ex_act(severity)
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switch(severity)
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if(1)
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new /obj/item/weapon/shard(loc)
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if(occupant)
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dump()
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qdel(src)
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if(2)
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if(prob(50))
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src.health -= 15
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src.healthcheck()
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if(3)
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if(prob(50))
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src.health -= 5
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src.healthcheck()
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/obj/structure/displaycase/bullet_act(var/obj/item/projectile/Proj)
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if((Proj.damage_type == BRUTE || Proj.damage_type == BURN))
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health -= Proj.damage
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..()
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src.healthcheck()
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return
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/obj/structure/displaycase/blob_act()
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if(prob(75))
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new /obj/item/weapon/shard(loc)
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if(occupant) dump()
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qdel(src)
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/obj/structure/displaycase/proc/healthcheck()
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if(src.health <= 0)
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health = 0
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if(!( src.destroyed ))
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src.density = 0
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src.destroyed = 1
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new /obj/item/weapon/shard(loc)
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playsound(get_turf(src), "shatter", 70, 1)
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update_icon()
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spawn(0)
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burglar_alarm()
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else
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playsound(get_turf(src), 'sound/effects/Glasshit.ogg', 75, 1)
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return
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/obj/structure/displaycase/proc/burglar_alarm()
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if(burglar_alarm)
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var/area/alarmed = get_area(src)
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alarmed.burglaralert(src)
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visible_message("<span class='danger'>The burglar alarm goes off!</span>")
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// Play the burglar alarm three times
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for(var/i = 0, i < 4, i++)
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playsound(src, 'sound/machines/burglar_alarm.ogg', 50, 0)
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sleep(74) // 7.4 seconds long
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/obj/structure/displaycase/update_icon()
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if(src.destroyed)
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src.icon_state = "glassbox2b"
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else
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src.icon_state = "glassbox2[locked]"
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overlays = 0
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if(occupant)
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var/icon/occupant_icon=getFlatIcon(occupant)
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occupant_icon.Scale(16,16)
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occupant_overlay = image(occupant_icon)
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occupant_overlay.pixel_x = 8
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occupant_overlay.pixel_y = 8
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if(locked)
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occupant_overlay.alpha = 128
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overlays += occupant_overlay
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return
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/obj/structure/displaycase/attackby(obj/item/weapon/W as obj, mob/user as mob, params)
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if(istype(W, /obj/item/weapon/card))
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var/obj/item/weapon/card/id/I = W
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if(!check_access(I))
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to_chat(user, "<span class='warning'>Access denied.</span>")
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return
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locked = !locked
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if(!locked)
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to_chat(user, "[bicon(src)] <span class='notice'>\The [src] clicks as locks release, and it slowly opens for you.</span>")
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else
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to_chat(user, "[bicon(src)] <span class='notice'>You close \the [src] and swipe your card, locking it.</span>")
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update_icon()
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return
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if(istype(W,/obj/item/weapon/crowbar) && (!locked || destroyed))
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user.visible_message("[user.name] pries \the [src] apart.", \
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"You pry \the [src] apart.", \
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"You hear something pop.")
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var/turf/T = get_turf(src)
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playsound(T, 'sound/items/Crowbar.ogg', 50, 1)
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dump()
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var/obj/item/weapon/airlock_electronics/C = circuit
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if(!C)
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C = new (src)
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C.one_access = !(req_access && req_access.len>0)
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if(!C.one_access)
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C.conf_access = req_access
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else
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C.conf_access = req_one_access
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if(!destroyed)
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var/obj/structure/displaycase_frame/F = new(T)
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F.state = DISPLAYCASE_FRAME_SCREWDRIVER
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F.circuit = C
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F.circuit.forceMove(F)
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if(burglar_alarm)
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new /obj/item/device/assembly/prox_sensor(T)
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F.update_icon()
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else
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C.forceMove(T)
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circuit = null
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new /obj/machinery/constructable_frame/machine_frame(T)
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qdel(src)
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return
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if(user.a_intent == I_HARM)
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if(locked && !destroyed)
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src.health -= W.force
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src.healthcheck()
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..()
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else if(!locked)
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dump()
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to_chat(user, "<span class='danger'>You smash \the [W] into the delicate electronics at the bottom of the case, and deactivate the hover field.</span>")
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update_icon()
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else
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if(locked)
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to_chat(user, "<span class='warning'>It's locked, you can't put anything into it.</span>")
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return
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if(!occupant)
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to_chat(user, "<span class='notice'>You insert \the [W] into \the [src], and it floats as the hoverfield activates.</span>")
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user.drop_item()
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W.forceMove(src)
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occupant=W
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update_icon()
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/obj/structure/displaycase/attack_hand(mob/user as mob)
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if(destroyed || (!locked && user.a_intent == I_HARM))
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if(occupant)
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dump()
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to_chat(user, "<span class='danger'>You smash your fist into the delicate electronics at the bottom of the case, and deactivate the hover field.</span>")
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src.add_fingerprint(user)
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update_icon()
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else
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if(user.a_intent == I_HARM)
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user.changeNext_move(CLICK_CD_MELEE)
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user.do_attack_animation(src)
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user.visible_message("<span class='danger'>[user.name] kicks \the [src]!</span>", \
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"<span class='danger'>You kick \the [src]!</span>", \
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"You hear glass crack.")
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src.health -= 2
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healthcheck()
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else if(!locked)
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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var/print = H.get_full_print()
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if(!ue)
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to_chat(user, "<span class='notice'>Your press your thumb against the fingerprint scanner, registering your identity with the case.</span>")
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ue = print
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return
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if(ue != print)
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to_chat(user, "<span class='warning'>Access denied.</span>")
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return
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if(occupant)
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to_chat(user, "<span class='notice'>Your press your thumb against the fingerprint scanner, and deactivate the hover field built into the case.</span>")
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dump()
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update_icon()
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else
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to_chat(src, "[bicon(src)] <span class='warning'>\The [src] is empty!</span>")
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else
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user.visible_message("[user.name] gently runs his hands over \the [src] in appreciation of its contents.", \
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"You gently run your hands over \the [src] in appreciation of its contents.", \
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"You hear someone streaking glass with their greasy hands.")
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#undef DISPLAYCASE_FRAME_CIRCUIT
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#undef DISPLAYCASE_FRAME_SCREWDRIVER |