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Paradise/code/game/objects/items/weapons/storage/secure.dm

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/*
* 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 = TRUE
var/code = ""
var/l_code = null
var/l_set = FALSE
var/l_setshort = FALSE
var/l_hacking = FALSE
var/open = FALSE
w_class = WEIGHT_CLASS_NORMAL
max_w_class = WEIGHT_CLASS_SMALL
max_combined_w_class = 14
/obj/item/storage/secure/examine(mob/user)
. = ..()
if(in_range(user, src))
. += "The service panel is [open ? "open" : "closed"]."
/obj/item/storage/secure/populate_contents()
new /obj/item/paper(src)
new /obj/item/pen(src)
/obj/item/storage/secure/attackby(obj/item/W as obj, mob/user as mob, params)
if(locked)
if((istype(W, /obj/item/melee/energy/blade)) && (!emagged))
emag_act(user, W)
if(istype(W, /obj/item/multitool) && open && !l_hacking)
user.show_message("<span class='danger'>Now attempting to reset internal memory, please hold.</span>", 1)
l_hacking = TRUE
if(do_after(usr, 100 * W.toolspeed, target = src))
if(prob(40))
l_setshort = TRUE
l_set = FALSE
user.show_message("<span class='danger'>Internal memory reset. Please give it a few seconds to reinitialize.</span>", 1)
sleep(80)
l_setshort = FALSE
l_hacking = FALSE
else
user.show_message("<span class='danger'>Unable to reset internal memory.</span>", 1)
l_hacking = FALSE
else
l_hacking = FALSE
return
//At this point you have exhausted all the special things to do when locked
// ... but it's still locked.
return
return ..()
/obj/item/storage/secure/screwdriver_act(mob/living/user, obj/item/I)
if(do_after(user, 20 * I.toolspeed, target = src))
open = !open
user.visible_message("<span class='notice'>[user] [open ? "opens" : "closes"] the service panel on [src].</span>", "<span class='notice'>You [open ? "open" : "close"] the service panel.</span>")
return TRUE
/obj/item/storage/secure/emag_act(user as mob, weapon as obj)
if(!emagged)
emagged = TRUE
overlays += image('icons/obj/storage.dmi', icon_sparking)
sleep(6)
overlays = null
overlays += image('icons/obj/storage.dmi', icon_locking)
locked = FALSE
if(istype(weapon, /obj/item/melee/energy/blade))
do_sparks(5, 0, loc)
playsound(loc, 'sound/weapons/blade1.ogg', 50, 1)
playsound(loc, "sparks", 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
to_chat(user, "You slice through the lock on [src].")
else
to_chat(user, "You short out the lock on [src].")
return
/obj/item/storage/secure/AltClick(mob/user)
if(!try_to_open())
return FALSE
return ..()
/obj/item/storage/secure/MouseDrop(over_object, src_location, over_location)
if(!try_to_open())
return FALSE
return ..()
/obj/item/storage/secure/proc/try_to_open()
if(locked)
add_fingerprint(usr)
to_chat(usr, "<span class='warning'>It's locked!</span>")
return FALSE
return TRUE
/obj/item/storage/secure/attack_self(mob/user as mob)
user.set_machine(src)
var/dat = text("<TT><B>[]</B><BR>\n\nLock Status: []", src, (locked ? "LOCKED" : "UNLOCKED"))
var/message = "Code"
if(!l_set && !emagged && !l_setshort)
dat += text("<p>\n<b>5-DIGIT PASSCODE NOT SET.<br>ENTER NEW PASSCODE.</b>")
if(emagged)
dat += text("<p>\n<font color=red><b>LOCKING SYSTEM ERROR - 1701</b></font>")
if(l_setshort)
dat += text("<p>\n<font color=red><b>ALERT: MEMORY SYSTEM ERROR - 6040 201</b></font>")
message = text("[]", code)
if(!locked)
message = "*****"
dat += {"<HR>\n>[message]<BR>\n
<A href='?src=[UID()];type=1'>1</A>-
<A href='?src=[UID()];type=2'>2</A>-
<A href='?src=[UID()];type=3'>3</A><BR>\n
<A href='?src=[UID()];type=4'>4</A>-
<A href='?src=[UID()];type=5'>5</A>-
<A href='?src=[UID()];type=6'>6</A><BR>\n
<A href='?src=[UID()];type=7'>7</A>-
<A href='?src=[UID()];type=8'>8</A>-
<A href='?src=[UID()];type=9'>9</A><BR>\n
<A href='?src=[UID()];type=R'>R</A>-
<A href='?src=[UID()];type=0'>0</A>-
<A href='?src=[UID()];type=E'>E</A><BR>\n</TT>"}
user << browse(dat, "window=caselock;size=300x280")
/obj/item/storage/secure/Topic(href, href_list)
..()
if(usr.incapacitated() || (get_dist(src, usr) > 1))
return
if(href_list["type"])
if(href_list["type"] == "E")
if(!l_set && length(code) == 5 && !l_setshort && code != "ERROR")
l_code = code
l_set = TRUE
else if(code == l_code && !emagged && l_set)
locked = FALSE
overlays = null
overlays += image('icons/obj/storage.dmi', icon_opened)
code = null
else
code = "ERROR"
else
if(href_list["type"] == "R" && !emagged && !l_setshort)
locked = TRUE
overlays = null
code = null
if(usr.s_active == src)
close(usr)
else
code += text("[]", href_list["type"])
if(length(code) > 5)
code = "ERROR"
add_fingerprint(usr)
for(var/mob/M in viewers(1, loc))
if((M.client && M.machine == src))
attack_self(M)
return
return
/obj/item/storage/secure/can_be_inserted(obj/item/W as obj, stop_messages = 0)
if(!locked)
return ..()
if(!stop_messages)
to_chat(usr, "<span class='notice'>[src] is locked!</span>")
return 0
/obj/item/storage/secure/hear_talk(mob/living/M as mob, list/message_pieces)
return
/obj/item/storage/secure/hear_message(mob/living/M as mob, msg)
return
// -----------------------------
// Secure Briefcase
// -----------------------------
/obj/item/storage/secure/briefcase
name = "secure briefcase"
desc = "A large briefcase with a digital locking system."
icon = 'icons/obj/storage.dmi'
icon_state = "secure"
item_state = "sec-case"
flags = CONDUCT
hitsound = "swing_hit"
force = 8
throw_speed = 2
throw_range = 4
w_class = WEIGHT_CLASS_BULKY
max_w_class = WEIGHT_CLASS_NORMAL
max_combined_w_class = 21
attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "whacked")
/obj/item/storage/secure/briefcase/attack_hand(mob/user as mob)
if(loc == user && locked)
to_chat(usr, "<span class='warning'>[src] is locked and cannot be opened!</span>")
else if((loc == user) && !locked)
playsound(loc, "rustle", 50, 1, -5)
if(user.s_active)
user.s_active.close(user) //Close and re-open
show_to(user)
else
..()
for(var/mob/M in range(1))
if(M.s_active == src)
close(M)
orient2hud(user)
add_fingerprint(user)
return
//Syndie variant of Secure Briefcase. Contains space cash, slightly more robust.
/obj/item/storage/secure/briefcase/syndie
force = 15
/obj/item/storage/secure/briefcase/syndie/populate_contents()
..()
for(var/I in 1 to 3)
new /obj/item/stack/spacecash/c200(src)
// -----------------------------
// 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"
force = 8
w_class = WEIGHT_CLASS_HUGE
max_w_class = 8
anchored = TRUE
density = FALSE
cant_hold = list(/obj/item/storage/secure/briefcase)
/obj/item/storage/secure/safe/attack_hand(mob/user as mob)
return attack_self(user)