Files
CHOMPStation2/code/game/objects/items/weapons/storage/secure.dm
2020-01-20 22:50:39 -05:00

195 lines
6.6 KiB
Plaintext

/*
* 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 = ITEMSIZE_NORMAL
max_w_class = ITEMSIZE_SMALL
max_storage_space = ITEMSIZE_SMALL * 7
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/melee/energy/blade) && emag_act(INFINITY, user, "You slice through the lock of \the [src]"))
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)
return
if (W.is_screwdriver())
if (do_after(user, 20 * W.toolspeed))
src.open =! src.open
playsound(src, W.usesound, 50, 1)
user.show_message(text("<span class='notice'>You [] the service panel.</span>", (src.open ? "open" : "close")))
return
if (istype(W, /obj/item/device/multitool) && (src.open == 1)&& (!src.l_hacking))
user.show_message("<span class='notice'>Now attempting to reset internal memory, please hold.</span>", 1)
src.l_hacking = 1
if (do_after(usr, 100))
if (prob(40))
src.l_setshort = 1
src.l_set = 0
user.show_message("<span class='notice'>Internal memory reset. Please give it a few seconds to reinitialize.</span>", 1)
sleep(80)
src.l_setshort = 0
src.l_hacking = 0
else
user.show_message("<span class='warning'>Unable to reset internal memory.</span>", 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("<TT><B>[]</B><BR>\n\nLock Status: []",src, (src.locked ? "LOCKED" : "UNLOCKED"))
var/message = "Code"
if ((src.l_set == 0) && (!src.emagged) && (!src.l_setshort))
dat += text("<p>\n<b>5-DIGIT PASSCODE NOT SET.<br>ENTER NEW PASSCODE.</b>")
if (src.emagged)
dat += text("<p>\n<font color=red><b>LOCKING SYSTEM ERROR - 1701</b></font>")
if (src.l_setshort)
dat += text("<p>\n<font color=red><b>ALERT: MEMORY SYSTEM ERROR - 6040 201</b></font>")
message = text("[]", src.code)
if (!src.locked)
message = "*****"
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)
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
/obj/item/weapon/storage/secure/emag_act(var/remaining_charges, var/mob/user, var/feedback)
if(!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
to_chat(user, (feedback ? feedback : "You short out the lock of \the [src]."))
return 1
// -----------------------------
// Secure Briefcase
// -----------------------------
/obj/item/weapon/storage/secure/briefcase
name = "secure briefcase"
icon = 'icons/obj/storage.dmi'
icon_state = "secure"
item_state_slots = list(slot_r_hand_str = "case", slot_l_hand_str = "case")
desc = "A large briefcase with a digital locking system."
force = 8.0
throw_speed = 1
throw_range = 4
max_w_class = ITEMSIZE_NORMAL
w_class = ITEMSIZE_LARGE
max_storage_space = ITEMSIZE_COST_NORMAL * 4
attack_hand(mob/user as mob)
if ((src.loc == user) && (src.locked == 1))
to_chat(user, "<span class='warning'>[src] is locked and cannot be opened!</span>")
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
// -----------------------------
// Secure Safe
// -----------------------------
/obj/item/weapon/storage/secure/safe
name = "secure safe"
desc = "It doesn't seem all that secure. Oh well, it'll do."
icon = 'icons/obj/storage.dmi'
icon_state = "safe"
icon_opened = "safe0"
icon_locking = "safeb"
icon_sparking = "safespark"
force = 8.0
w_class = ITEMSIZE_NO_CONTAINER
max_w_class = ITEMSIZE_LARGE // This was 8 previously...
anchored = 1.0
density = 0
cant_hold = list(/obj/item/weapon/storage/secure/briefcase)
starts_with = list(
/obj/item/weapon/paper,
/obj/item/weapon/pen
)
/obj/item/weapon/storage/secure/safe/attack_hand(mob/user as mob)
return attack_self(user)