/* * Absorbs /obj/item/weapon/secstorage. * Reimplements it only slightly to use existing storage functionality. * * Contains: * Secure Briefcase * Wall Safe */ // ----------------------------- // Generic Item // ----------------------------- /obj/item/weapon/storage/secure name = "secstorage" var/icon_locking = "secureb" var/icon_sparking = "securespark" var/icon_opened = "secure0" var/locked = 1 var/code = "" var/l_code = null var/l_set = 0 var/l_setshort = 0 var/l_hacking = 0 var/emagged = 0 var/open = 0 w_class = 3 max_w_class = 2 max_storage_space = 14 examine(mob/user) if(..(user, 1)) user << text("The service panel is [src.open ? "open" : "closed"].") attackby(obj/item/weapon/W as obj, mob/user as mob) if(locked) if ( (istype(W, /obj/item/weapon/card/emag)||istype(W, /obj/item/weapon/melee/energy/blade)) && (!src.emagged)) emagged = 1 src.overlays += image('icons/obj/storage.dmi', icon_sparking) sleep(6) src.overlays = null overlays += image('icons/obj/storage.dmi', icon_locking) locked = 0 if(istype(W, /obj/item/weapon/melee/energy/blade)) var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread() spark_system.set_up(5, 0, src.loc) spark_system.start() playsound(src.loc, 'sound/weapons/blade1.ogg', 50, 1) playsound(src.loc, "sparks", 50, 1) user << "You slice through the lock on [src]." else user << "You short out the lock on [src]." return if (istype(W, /obj/item/weapon/screwdriver)) if (do_after(user, 20)) src.open =! src.open user.show_message(text("\blue You [] the service panel.", (src.open ? "open" : "close"))) return if ((istype(W, /obj/item/device/multitool)) && (src.open == 1)&& (!src.l_hacking)) user.show_message(text("\red Now attempting to reset internal memory, please hold."), 1) src.l_hacking = 1 if (do_after(usr, 100)) if (prob(40)) src.l_setshort = 1 src.l_set = 0 user.show_message(text("\red Internal memory reset. Please give it a few seconds to reinitialize."), 1) sleep(80) src.l_setshort = 0 src.l_hacking = 0 else user.show_message(text("\red Unable to reset internal memory."), 1) src.l_hacking = 0 else src.l_hacking = 0 return //At this point you have exhausted all the special things to do when locked // ... but it's still locked. return // -> storage/attackby() what with handle insertion, etc ..() MouseDrop(over_object, src_location, over_location) if (locked) src.add_fingerprint(usr) return ..() attack_self(mob/user as mob) user.set_machine(src) var/dat = text("[]
\n\nLock Status: []",src, (src.locked ? "LOCKED" : "UNLOCKED")) var/message = "Code" if ((src.l_set == 0) && (!src.emagged) && (!src.l_setshort)) dat += text("

\n5-DIGIT PASSCODE NOT SET.
ENTER NEW PASSCODE.
") if (src.emagged) dat += text("

\nLOCKING SYSTEM ERROR - 1701") if (src.l_setshort) dat += text("

\nALERT: MEMORY SYSTEM ERROR - 6040 201") message = text("[]", src.code) if (!src.locked) message = "*****" dat += text("


\n>[]
\n1-2-3
\n4-5-6
\n7-8-9
\nR-0-E
\n
", message, src, src, src, src, src, src, src, src, src, src, src, src) user << browse(dat, "window=caselock;size=300x280") Topic(href, href_list) ..() if ((usr.stat || usr.restrained()) || (get_dist(src, usr) > 1)) return if (href_list["type"]) if (href_list["type"] == "E") if ((src.l_set == 0) && (length(src.code) == 5) && (!src.l_setshort) && (src.code != "ERROR")) src.l_code = src.code src.l_set = 1 else if ((src.code == src.l_code) && (src.emagged == 0) && (src.l_set == 1)) src.locked = 0 src.overlays = null overlays += image('icons/obj/storage.dmi', icon_opened) src.code = null else src.code = "ERROR" else if ((href_list["type"] == "R") && (src.emagged == 0) && (!src.l_setshort)) src.locked = 1 src.overlays = null src.code = null src.close(usr) else src.code += text("[]", href_list["type"]) if (length(src.code) > 5) src.code = "ERROR" src.add_fingerprint(usr) for(var/mob/M in viewers(1, src.loc)) if ((M.client && M.machine == src)) src.attack_self(M) return return // ----------------------------- // Secure Briefcase // ----------------------------- /obj/item/weapon/storage/secure/briefcase name = "secure briefcase" icon = 'icons/obj/storage.dmi' icon_state = "secure" item_state = "sec-case" desc = "A large briefcase with a digital locking system." force = 8.0 throw_speed = 1 throw_range = 4 w_class = 4.0 New() ..() new /obj/item/weapon/paper(src) new /obj/item/weapon/pen(src) attack_hand(mob/user as mob) if ((src.loc == user) && (src.locked == 1)) usr << "\red [src] is locked and cannot be opened!" else if ((src.loc == user) && (!src.locked)) src.open(usr) else ..() for(var/mob/M in range(1)) if (M.s_active == src) src.close(M) src.add_fingerprint(user) return //I consider this worthless but it isn't my code so whatever. Remove or uncomment. /*attack(mob/M as mob, mob/living/user as mob) if ((CLUMSY in user.mutations) && prob(50)) user << "\red The [src] slips out of your hand and hits your head." user.take_organ_damage(10) user.Paralyse(2) return M.attack_log += text("\[[time_stamp()]\] Has been attacked with [src.name] by [user.name] ([user.ckey])") user.attack_log += text("\[[time_stamp()]\] Used the [src.name] to attack [M.name] ([M.ckey])") log_attack("[user.name] ([user.ckey]) attacked [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])") var/t = user:zone_sel.selecting if (t == "head") if(ishuman(M)) var/mob/living/carbon/human/H = M if (H.stat < 2 && H.health < 50 && prob(90)) // ******* Check if (istype(H, /obj/item/clothing/head) && H.flags & 8 && prob(80)) H << "\red The helmet protects you from being hit hard in the head!" return var/time = rand(2, 6) if (prob(75)) H.Paralyse(time) else H.Stun(time) if(H.stat != 2) H.stat = 1 for(var/mob/O in viewers(H, null)) O.show_message(text("\red [] has been knocked unconscious!", H), 1, "\red You hear someone fall.", 2) else H << text("\red [] tried to knock you unconcious!",user) H.eye_blurry += 3 return*/ // ----------------------------- // Secure Safe // ----------------------------- /obj/item/weapon/storage/secure/safe name = "secure safe" icon = 'icons/obj/storage.dmi' icon_state = "safe" icon_opened = "safe0" icon_locking = "safeb" icon_sparking = "safespark" force = 8.0 w_class = 8.0 max_w_class = 8 anchored = 1.0 density = 0 cant_hold = list(/obj/item/weapon/storage/secure/briefcase) New() ..() new /obj/item/weapon/paper(src) new /obj/item/weapon/pen(src) attack_hand(mob/user as mob) return attack_self(user) /obj/item/weapon/storage/secure/safe/HoS/New() ..() //new /obj/item/weapon/storage/lockbox/clusterbang(src) This item is currently broken... and probably shouldnt exist to begin with (even though it's cool)