Files
Bubberstation/code/game/objects/items/weapons/cards_ids.dm
2013-11-02 15:16:39 -04:00

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/* Cards
* Contains:
* DATA CARD
* ID CARD
* FINGERPRINT CARD HOLDER
* FINGERPRINT CARD
*/
/*
* DATA CARDS - Used for the teleporter
*/
/obj/item/weapon/card
name = "card"
desc = "Does card things."
icon = 'icons/obj/card.dmi'
w_class = 1.0
var/list/files = list( )
/obj/item/weapon/card/data
name = "data disk"
desc = "A disk of data."
icon_state = "data"
var/function = "storage"
var/data = "null"
var/special = null
item_state = "card-id"
/obj/item/weapon/card/data/verb/label(t as text)
set name = "Label Disk"
set category = "Object"
set src in usr
if (t)
src.name = text("Data Disk- '[]'", t)
else
src.name = "Data Disk"
src.add_fingerprint(usr)
return
/obj/item/weapon/card/data/clown
name = "coordinates to clown planet"
icon_state = "data"
item_state = "card-id"
layer = 3
level = 2
desc = "This card contains coordinates to the fabled Clown Planet. Handle with care."
function = "teleporter"
data = "Clown Land"
/*
* ID CARDS
*/
/obj/item/weapon/card/emag
desc = "It's a card with a magnetic strip attached to some circuitry."
name = "cryptographic sequencer"
icon_state = "emag"
item_state = "card-id"
origin_tech = "magnets=2;syndicate=2"
/obj/item/weapon/card/id
name = "identification card"
desc = "A card used to provide ID and determine access across the station."
icon_state = "id"
item_state = "card-id"
var/access = list()
var/registered_name = null // The name registered_name on the card
slot_flags = SLOT_ID
var/assignment = null
var/dorm = 0 // determines if this ID has claimed a dorm already
/obj/item/weapon/card/id/attack_self(mob/user as mob)
for(var/mob/O in viewers(user, null))
O.show_message(text("[] shows you: \icon[] []: assignment: []", user, src, src.name, src.assignment), 1)
src.add_fingerprint(user)
return
/obj/item/weapon/card/id/GetAccess()
return access
/obj/item/weapon/card/id/GetID()
return src
/obj/item/weapon/card/id/verb/read()
set name = "Read ID Card"
set category = "Object"
set src in usr
usr << text("\icon[] []: The current assignment on the card is [].", src, src.name, src.assignment)
return
/obj/item/weapon/card/id/silver
name = "identification card"
desc = "A silver card which shows honour and dedication."
icon_state = "silver"
item_state = "silver_id"
/obj/item/weapon/card/id/gold
name = "identification card"
desc = "A golden card which shows power and might."
icon_state = "gold"
item_state = "gold_id"
/obj/item/weapon/card/id/syndicate
name = "agent card"
access = list(access_maint_tunnels, access_syndicate)
origin_tech = "syndicate=3"
/obj/item/weapon/card/id/syndicate/afterattack(var/obj/item/weapon/O as obj, mob/user as mob, proximity)
if(!proximity) return
if(istype(O, /obj/item/weapon/card/id))
var/obj/item/weapon/card/id/I = O
src.access |= I.access
if(istype(user, /mob/living) && user.mind)
if(user.mind.special_role)
usr << "\blue The card's microscanners activate as you pass it over the ID, copying its access."
/obj/item/weapon/card/id/syndicate/attack_self(mob/user as mob)
if(!src.registered_name)
//Stop giving the players unsanitized unputs! You are giving ways for players to intentionally crash clients! -Nodrak
var t = copytext(sanitize(input(user, "What name would you like to put on this card?", "Agent card name", ishuman(user) ? user.real_name : user.name)),1,26)
if(!t || t == "Unknown" || t == "floor" || t == "wall" || t == "r-wall") //Same as mob/new_player/prefrences.dm
alert("Invalid name.")
return
src.registered_name = t
var u = copytext(sanitize(input(user, "What occupation would you like to put on this card?\nNote: This will not grant any access levels other than Maintenance.", "Agent card job assignment", "Assistant")),1,MAX_MESSAGE_LEN)
if(!u)
alert("Invalid assignment.")
src.registered_name = ""
return
src.assignment = u
src.name = "[src.registered_name]'s ID Card ([src.assignment])"
user << "\blue You successfully forge the ID card."
else
..()
/obj/item/weapon/card/id/syndicate_command
name = "syndicate ID card"
desc = "An ID straight from the Syndicate."
registered_name = "Syndicate"
assignment = "Syndicate Overlord"
access = list(access_syndicate)
/obj/item/weapon/card/id/captains_spare
name = "captain's spare ID"
desc = "The spare ID of the High Lord himself."
icon_state = "gold"
item_state = "gold_id"
registered_name = "Captain"
assignment = "Captain"
New()
var/datum/job/captain/J = new/datum/job/captain
access = J.get_access()
..()
/obj/item/weapon/card/id/centcom
name = "\improper Centcom ID"
desc = "An ID straight from Cent. Com."
icon_state = "centcom"
registered_name = "Central Command"
assignment = "General"
New()
access = get_all_centcom_access()
..()
/obj/item/weapon/card/id/prisoner
name = "prisoner ID card"
desc = "You are a number, you are not a free man."
icon_state = "orange"
item_state = "orange-id"
assignment = "Prisoner"
registered_name = "Scum"
var/goal = 0 //How far from freedom?
var/points = 0
/obj/item/weapon/card/id/prisoner/attack_self(mob/user as mob)
usr << "You have accumulated [points] out of the [goal] points you need for freedom."
/obj/item/weapon/card/id/prisoner/one
name = "Prisoner #13-001"
registered_name = "Prisoner #13-001"
/obj/item/weapon/card/id/prisoner/two
name = "Prisoner #13-002"
registered_name = "Prisoner #13-002"
/obj/item/weapon/card/id/prisoner/three
name = "Prisoner #13-003"
registered_name = "Prisoner #13-003"
/obj/item/weapon/card/id/prisoner/four
name = "Prisoner #13-004"
registered_name = "Prisoner #13-004"
/obj/item/weapon/card/id/prisoner/five
name = "Prisoner #13-005"
registered_name = "Prisoner #13-005"
/obj/item/weapon/card/id/prisoner/six
name = "Prisoner #13-006"
registered_name = "Prisoner #13-006"
/obj/item/weapon/card/id/prisoner/seven
name = "Prisoner #13-007"
registered_name = "Prisoner #13-007"