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vgstation13/code/game/objects/structures/displaycase.dm

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/obj/structure/displaycase_frame
name = "display case frame"
icon = 'icons/obj/stock_parts.dmi'
icon_state="box_glass"
var/obj/item/weapon/circuitboard/airlock/circuit=null
var/state=0
/obj/structure/displaycase_frame/attackby(obj/item/weapon/W as obj, mob/user as mob)
var/pstate=state
var/turf/T=get_turf(src)
switch(state)
if(0)
if(istype(W, /obj/item/weapon/circuitboard/airlock))
user.drop_item()
circuit=W
circuit.loc=src
state++
playsound(get_turf(src), 'sound/items/Screwdriver.ogg', 50, 1)
if(istype(W, /obj/item/weapon/crowbar))
new /obj/machinery/constructable_frame(T)
new /obj/item/stack/sheet/glass(T)
del(src)
playsound(get_turf(src), 'sound/items/Crowbar.ogg', 50, 1)
return
if(1)
if(isscrewdriver(W))
var/obj/structure/displaycase/C=new(T)
if(circuit.one_access)
C.req_access = null
C.req_one_access = circuit.conf_access
else
C.req_access = circuit.conf_access
C.req_one_access = null
playsound(get_turf(src), 'sound/items/Screwdriver.ogg', 50, 1)
del(src)
return
if(istype(W, /obj/item/weapon/crowbar))
circuit.loc=T
circuit=null
state--
playsound(get_turf(src), 'sound/items/Crowbar.ogg', 50, 1)
if(pstate!=state)
pstate=state
update_icon()
/obj/structure/displaycase_frame/update_icon()
switch(state)
if(1)
icon_state="box_glass_circuit"
else
icon_state="box_glass"
/obj/structure/displaycase
name = "display case"
icon = 'icons/obj/stationobjs.dmi'
icon_state = "glassbox20"
desc = "A display case for prized possessions. It taunts you to kick it."
density = 1
anchored = 1
unacidable = 1//Dissolving the case would also delete the gun.
var/health = 30
var/obj/item/occupant = null
var/destroyed = 0
var/locked = 0
var/ue=null
var/icon/occupant_overlay=null
var/obj/item/weapon/circuitboard/airlock/circuit
/obj/structure/displaycase/captains_laser/New()
occupant=new /obj/item/weapon/gun/energy/laser/captain(src)
locked=1
req_access=list(access_captain)
update_icon()
/obj/structure/displaycase/examine()
..()
usr << "\blue Peering through the glass, you see that it contains:"
if(occupant)
usr << "\icon[occupant] \blue \A [occupant]"
else:
usr << "Nothing."
/obj/structure/displaycase/proc/dump()
if(occupant)
occupant.loc=get_turf(src)
occupant=null
occupant_overlay=null
/obj/structure/displaycase/ex_act(severity)
switch(severity)
if (1)
new /obj/item/weapon/shard( src.loc )
if (occupant)
dump()
qdel(src)
if (2)
if (prob(50))
src.health -= 15
src.healthcheck()
if (3)
if (prob(50))
src.health -= 5
src.healthcheck()
/obj/structure/displaycase/bullet_act(var/obj/item/projectile/Proj)
health -= Proj.damage
..()
src.healthcheck()
return
/obj/structure/displaycase/blob_act()
if (prob(75))
new /obj/item/weapon/shard( src.loc )
if(occupant) dump()
del(src)
/obj/structure/displaycase/meteorhit(obj/O as obj)
new /obj/item/weapon/shard( src.loc )
if(occupant) dump()
del(src)
/obj/structure/displaycase/proc/healthcheck()
if (src.health <= 0)
if (!( src.destroyed ))
src.density = 0
src.destroyed = 1
new /obj/item/weapon/shard( src.loc )
playsound(get_turf(src), "shatter", 70, 1)
update_icon()
else
playsound(get_turf(src), 'sound/effects/Glasshit.ogg', 75, 1)
return
/obj/structure/displaycase/update_icon()
if(src.destroyed)
src.icon_state = "glassbox2b"
else
src.icon_state = "glassbox2[locked]"
underlays.Cut()
if(occupant)
if(!occupant_overlay)
occupant_overlay=getFlatIcon(occupant)
occupant_overlay.Scale(16,16)
occupant_overlay.Shift(NORTH, 8)
occupant_overlay.Shift(EAST, 8)
underlays += occupant_overlay
return
/obj/structure/displaycase/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/card))
var/obj/item/weapon/card/id/I=W
if(!check_access(I))
user << "\red Access denied."
return
locked = !locked
if(!locked)
user << "\icon[src] \blue \The [src] clicks as locks release, and it slowly opens for you."
else
user << "\icon[src] \blue You close \the [src] and swipe your card, locking it."
update_icon()
return
if(istype(W,/obj/item/weapon/crowbar) && (!locked || destroyed))
user.visible_message("[user.name] pries \the [src] apart.", \
"You pry \the [src] apart.", \
"You hear something pop.")
var/turf/T=get_turf(src)
playsound(T, 'sound/items/Crowbar.ogg', 50, 1)
dump()
var/obj/item/weapon/circuitboard/airlock/C=circuit
if(!C)
C=new (src)
C.one_access=!(req_access && req_access.len>0)
if(!C.one_access)
C.conf_access=req_access
else
C.conf_access=req_one_access
if(!destroyed)
var/obj/structure/displaycase_frame/F=new(T)
F.state=1
F.circuit=C
F.circuit.loc=F
F.update_icon()
else
C.loc=T
circuit=null
new /obj/machinery/constructable_frame(T)
del(src)
if(user.a_intent == "hurt")
src.health -= W.force
src.healthcheck()
..()
else
if(locked)
user << "\red It's locked, you can't put anything into it."
return
if(!occupant)
user << "\blue You insert \the [W] into \the [src], and it floats as the hoverfield activates."
user.drop_item()
W.loc=src
occupant=W
update_icon()
/obj/structure/displaycase/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/structure/displaycase/proc/getPrint(mob/user as mob)
return md5(user:dna:uni_identity)
/obj/structure/displaycase/attack_hand(mob/user as mob)
if (destroyed)
if(occupant)
dump()
user << "\red You smash your fist into the delicate electronics at the bottom of the case, and deactivate the hover field permanently."
src.add_fingerprint(user)
update_icon()
else
if(user.a_intent == "hurt")
user.visible_message("\red [user.name] kicks \the [src]!", \
"\red You kick \the [src]!", \
"You hear glass crack.")
src.health -= 2
healthcheck()
else if(!locked)
if(ishuman(user))
if(!ue)
user << "\blue Your press your thumb against the fingerprint scanner, registering your identity with the case."
ue = getPrint(user)
return
if(ue!=getPrint(user))
user << "\red Access denied."
return
user << "\blue Your press your thumb against the fingerprint scanner, and deactivate the hover field built into the case."
if(occupant)
dump()
update_icon()
else
src << "\icon[src] \red \The [src] is empty!"
else
user.visible_message("[user.name] gently runs his hands over \the [src] in appreciation of its contents.", \
"You gently run your hands over \the [src] in appreciation of its contents.", \
"You hear someone streaking glass with their greasy hands.")