/* * Absorbs /obj/item/secstorage. * Reimplements it only slightly to use existing storage functionality. * * Contains: * Secure Briefcase * Wall Safe */ // ----------------------------- // Generic Item // ----------------------------- /obj/item/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 = WEIGHT_CLASS_NORMAL max_single_weight_class = WEIGHT_CLASS_SMALL max_combined_volume = WEIGHT_CLASS_SMALL * 7 /obj/item/storage/secure/examine(mob/user, dist) . = ..() . += "The service panel is [src.open ? "open" : "closed"]." /obj/item/storage/secure/attackby(obj/item/W as obj, mob/user as mob) if(locked) if (istype(W, /obj/item/melee/ninja_energy_blade) && emag_act(INFINITY, user, "You slice through the lock of \the [src]")) var/datum/effect_system/spark_spread/spark_system = new /datum/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, /datum/soundbyte/sparks, 50, 1) return if (W.is_screwdriver()) if (do_after(user, 20 * W.tool_speed)) src.open =! src.open playsound(src, W.tool_sound, 50, 1) user.show_message(SPAN_NOTICE("You [(open ? "open" : "close")] the service panel.")) return if (istype(W, /obj/item/multitool) && (src.open == 1)&& (!src.l_hacking)) user.show_message("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("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("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 ..() /obj/item/storage/secure/attack_self(mob/user, datum/event_args/actor/actor) . = ..() if(.) return user.set_machine(src) var/dat = "[src]
\n\nLock Status: [(locked ? "LOCKED" : "UNLOCKED")]" var/message = "Code" if ((src.l_set == 0) && (!src.emagged) && (!src.l_setshort)) dat += "

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

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

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


\n>[message]
\n1-2-3
\n4-5-6
\n7-8-9
\nR-0-E
\n
" user << browse(HTML_SKELETON(dat), "window=caselock;size=300x280") /obj/item/storage/secure/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 ((l_set == 0) && (length(code) == 5) && (!l_setshort) && (code != "ERROR")) l_code = code l_set = 1 else if ((code == l_code) && (emagged == 0) && (l_set == 1)) locked = 0 obj_storage.set_locked(FALSE) set_overlays(icon_opened) code = null else code = "ERROR" else if ((href_list["type"] == "R") && (emagged == 0) && (!l_setshort)) locked = 1 cut_overlays() obj_storage.set_locked(TRUE) code = null else code += href_list["type"] if (length(src.code) > 5) code = "ERROR" for(var/mob/M in viewers(1, loc)) if ((M.client && M.machine == src)) attack_self(M) return return /obj/item/storage/secure/emag_act(remaining_charges, mob/user, feedback) if(!emagged) emagged = 1 add_overlay(icon_sparking) compile_overlays() sleep(6) set_overlays(icon_locking) locked = 0 obj_storage.set_locked(FALSE) to_chat(user, (feedback ? feedback : "You short out the lock of \the [src].")) return 1 // ----------------------------- // Secure Briefcase // ----------------------------- /obj/item/storage/secure/briefcase name = "secure briefcase" icon = 'icons/obj/storage.dmi' icon_state = "secure" item_state_slots = list(SLOT_ID_RIGHT_HAND = "case", SLOT_ID_LEFT_HAND = "case") desc = "A large briefcase with a digital locking system." damage_force = 8.0 throw_speed = 1 throw_range = 4 max_single_weight_class = WEIGHT_CLASS_NORMAL w_class = WEIGHT_CLASS_BULKY max_combined_volume = WEIGHT_VOLUME_NORMAL * 4 //LOADOUT ITEM /obj/item/storage/secure/briefcase/portable name = "Portable Secure Briefcase" desc = "A not-so large briefcase with a digital locking system. Holds less, but fits into more." w_class = WEIGHT_CLASS_NORMAL starts_with = list( /obj/item/paper, /obj/item/pen ) //DONATOR ITEM /obj/item/storage/secure/briefcase/vicase name = "VI's Secure Briefpack" w_class = WEIGHT_CLASS_BULKY max_single_weight_class = WEIGHT_CLASS_BULKY max_combined_volume = STORAGE_VOLUME_BACKPACK slot_flags = SLOT_BACK icon = 'icons/obj/clothing/backpack.dmi' icon_state = "securev" item_state_slots = list(SLOT_ID_RIGHT_HAND = "securev", SLOT_ID_LEFT_HAND = "securev") desc = "A large briefcase with a digital locking system and a magnetic attachment system." damage_force = 0 throw_speed = 1 throw_range = 4 // ----------------------------- // Secure Safe // ----------------------------- /obj/item/storage/secure/safe name = "secure safe" icon = 'icons/obj/storage.dmi' icon_state = "safe" icon_opened = "safe0" icon_locking = "safeb" icon_sparking = "safespark" damage_force = 8.0 w_class = WEIGHT_CLASS_HUGE max_single_weight_class = WEIGHT_CLASS_BULKY // This was 8 previously... anchored = 1.0 density = 0 insertion_blacklist = list(/obj/item/storage/secure/briefcase) starts_with = list( /obj/item/paper, /obj/item/pen ) /obj/item/storage/secure/safe/attack_hand(mob/user, datum/event_args/actor/clickchain/e_args) return attack_self(user)