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A lot of new defines are now in inventory_sizes.dm, which contains; All the size identifiers (the thing that tells the game if something is bulky, or w/e). Storage costs for all the sizes, which are exponents of two, as previously. A few constants for inventory size. Also changes all storage item's capacity definitions by basing it off of how many 'normal slots' exist for it. This allows one to change the definition for all of the defines in the file, and everything will follow along without needing to change 500 files. In testing, I made all ITEMSIZE_COST_* defines doubled, and nothing had broke. The benefit of doing all of this is that it makes adding new weight classes in the future much simpler, and makes knowing how much space a container has easier, as seeing ITEMSIZE_COST_NORMAL * 7 means it can hold seven normal items.
196 lines
6.6 KiB
Plaintext
196 lines
6.6 KiB
Plaintext
/*
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* Absorbs /obj/item/weapon/secstorage.
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* Reimplements it only slightly to use existing storage functionality.
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*
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* Contains:
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* Secure Briefcase
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* Wall Safe
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*/
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// -----------------------------
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// Generic Item
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// -----------------------------
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/obj/item/weapon/storage/secure
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name = "secstorage"
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var/icon_locking = "secureb"
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var/icon_sparking = "securespark"
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var/icon_opened = "secure0"
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var/locked = 1
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var/code = ""
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var/l_code = null
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var/l_set = 0
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var/l_setshort = 0
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var/l_hacking = 0
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var/emagged = 0
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var/open = 0
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w_class = ITEMSIZE_NORMAL
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max_w_class = ITEMSIZE_SMALL
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max_storage_space = ITEMSIZE_SMALL * 7
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examine(mob/user)
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if(..(user, 1))
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user << text("The service panel is [src.open ? "open" : "closed"].")
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attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(locked)
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if (istype(W, /obj/item/weapon/melee/energy/blade) && emag_act(INFINITY, user, "You slice through the lock of \the [src]"))
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var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
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spark_system.set_up(5, 0, src.loc)
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spark_system.start()
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playsound(src.loc, 'sound/weapons/blade1.ogg', 50, 1)
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playsound(src.loc, "sparks", 50, 1)
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return
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if (istype(W, /obj/item/weapon/screwdriver))
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if (do_after(user, 20))
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src.open =! src.open
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user.show_message(text("<span class='notice'>You [] the service panel.</span>", (src.open ? "open" : "close")))
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return
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if ((istype(W, /obj/item/device/multitool)) && (src.open == 1)&& (!src.l_hacking))
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user.show_message("<span class='notice'>Now attempting to reset internal memory, please hold.</span>", 1)
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src.l_hacking = 1
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if (do_after(usr, 100))
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if (prob(40))
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src.l_setshort = 1
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src.l_set = 0
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user.show_message("<span class='notice'>Internal memory reset. Please give it a few seconds to reinitialize.</span>", 1)
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sleep(80)
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src.l_setshort = 0
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src.l_hacking = 0
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else
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user.show_message("<span class='warning'>Unable to reset internal memory.</span>", 1)
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src.l_hacking = 0
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else src.l_hacking = 0
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return
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//At this point you have exhausted all the special things to do when locked
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// ... but it's still locked.
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return
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// -> storage/attackby() what with handle insertion, etc
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..()
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MouseDrop(over_object, src_location, over_location)
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if (locked)
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src.add_fingerprint(usr)
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return
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..()
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attack_self(mob/user as mob)
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user.set_machine(src)
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var/dat = text("<TT><B>[]</B><BR>\n\nLock Status: []",src, (src.locked ? "LOCKED" : "UNLOCKED"))
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var/message = "Code"
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if ((src.l_set == 0) && (!src.emagged) && (!src.l_setshort))
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dat += text("<p>\n<b>5-DIGIT PASSCODE NOT SET.<br>ENTER NEW PASSCODE.</b>")
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if (src.emagged)
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dat += text("<p>\n<font color=red><b>LOCKING SYSTEM ERROR - 1701</b></font>")
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if (src.l_setshort)
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dat += text("<p>\n<font color=red><b>ALERT: MEMORY SYSTEM ERROR - 6040 201</b></font>")
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message = text("[]", src.code)
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if (!src.locked)
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message = "*****"
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dat += text("<HR>\n>[]<BR>\n<A href='?src=\ref[];type=1'>1</A>-<A href='?src=\ref[];type=2'>2</A>-<A href='?src=\ref[];type=3'>3</A><BR>\n<A href='?src=\ref[];type=4'>4</A>-<A href='?src=\ref[];type=5'>5</A>-<A href='?src=\ref[];type=6'>6</A><BR>\n<A href='?src=\ref[];type=7'>7</A>-<A href='?src=\ref[];type=8'>8</A>-<A href='?src=\ref[];type=9'>9</A><BR>\n<A href='?src=\ref[];type=R'>R</A>-<A href='?src=\ref[];type=0'>0</A>-<A href='?src=\ref[];type=E'>E</A><BR>\n</TT>", message, src, src, src, src, src, src, src, src, src, src, src, src)
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user << browse(dat, "window=caselock;size=300x280")
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Topic(href, href_list)
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..()
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if ((usr.stat || usr.restrained()) || (get_dist(src, usr) > 1))
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return
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if (href_list["type"])
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if (href_list["type"] == "E")
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if ((src.l_set == 0) && (length(src.code) == 5) && (!src.l_setshort) && (src.code != "ERROR"))
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src.l_code = src.code
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src.l_set = 1
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else if ((src.code == src.l_code) && (src.emagged == 0) && (src.l_set == 1))
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src.locked = 0
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src.overlays = null
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overlays += image('icons/obj/storage.dmi', icon_opened)
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src.code = null
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else
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src.code = "ERROR"
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else
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if ((href_list["type"] == "R") && (src.emagged == 0) && (!src.l_setshort))
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src.locked = 1
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src.overlays = null
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src.code = null
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src.close(usr)
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else
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src.code += text("[]", href_list["type"])
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if (length(src.code) > 5)
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src.code = "ERROR"
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src.add_fingerprint(usr)
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for(var/mob/M in viewers(1, src.loc))
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if ((M.client && M.machine == src))
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src.attack_self(M)
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return
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return
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/obj/item/weapon/storage/secure/emag_act(var/remaining_charges, var/mob/user, var/feedback)
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if(!emagged)
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emagged = 1
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src.overlays += image('icons/obj/storage.dmi', icon_sparking)
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sleep(6)
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src.overlays = null
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overlays += image('icons/obj/storage.dmi', icon_locking)
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locked = 0
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user << (feedback ? feedback : "You short out the lock of \the [src].")
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return 1
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// -----------------------------
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// Secure Briefcase
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// -----------------------------
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/obj/item/weapon/storage/secure/briefcase
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name = "secure briefcase"
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icon = 'icons/obj/storage.dmi'
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icon_state = "secure"
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item_state_slots = list(slot_r_hand_str = "case", slot_l_hand_str = "case")
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desc = "A large briefcase with a digital locking system."
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force = 8.0
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throw_speed = 1
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throw_range = 4
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w_class = ITEMSIZE_LARGE
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attack_hand(mob/user as mob)
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if ((src.loc == user) && (src.locked == 1))
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usr << "<span class='warning'>[src] is locked and cannot be opened!</span>"
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else if ((src.loc == user) && (!src.locked))
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src.open(usr)
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else
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..()
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for(var/mob/M in range(1))
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if (M.s_active == src)
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src.close(M)
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src.add_fingerprint(user)
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return
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// -----------------------------
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// Secure Safe
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// -----------------------------
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/obj/item/weapon/storage/secure/safe
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name = "secure safe"
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icon = 'icons/obj/storage.dmi'
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icon_state = "safe"
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icon_opened = "safe0"
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icon_locking = "safeb"
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icon_sparking = "safespark"
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force = 8.0
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w_class = ITEMSIZE_NO_CONTAINER
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max_w_class = ITEMSIZE_LARGE // This was 8 previously...
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anchored = 1.0
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density = 0
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cant_hold = list(/obj/item/weapon/storage/secure/briefcase)
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New()
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..()
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new /obj/item/weapon/paper(src)
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new /obj/item/weapon/pen(src)
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attack_hand(mob/user as mob)
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return attack_self(user)
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/obj/item/weapon/storage/secure/safe/HoS/New()
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..()
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//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)
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