Files
Yogstation/code/game/objects/items/weapons/storage/secure.dm
2016-01-17 19:03:12 +02:00

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/*
* 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_combined_w_class = 14
/obj/item/weapon/storage/secure/examine(mob/user)
..()
user << text("The service panel is [src.open ? "open" : "closed"].")
/obj/item/weapon/storage/secure/attackby(obj/item/weapon/W, mob/user, params)
if(locked)
if (istype(W, /obj/item/weapon/screwdriver))
if (do_after(user, 20/W.toolspeed, target = src))
src.open =! src.open
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(text("<span class='danger'>Now attempting to reset internal memory, please hold.</span>"), 1)
src.l_hacking = 1
if (do_after(usr, 100/W.toolspeed, target = src))
if (prob(40))
src.l_setshort = 1
src.l_set = 0
user.show_message(text("<span class='danger'>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(text("<span class='danger'>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
..()
/obj/item/weapon/storage/secure/emag_act(mob/user)
if(locked)
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
user << "<span class='notice'>You short out the lock on [src].</span>"
/obj/item/weapon/storage/secure/MouseDrop(over_object, src_location, over_location)
if (locked)
src.add_fingerprint(usr)
usr << "<span class='warning'>It's locked!</span>"
return 0
..()
/obj/item/weapon/storage/secure/attack_self(mob/user)
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")
/obj/item/weapon/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 ((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/storage_contents_dump_act(obj/item/weapon/storage/src_object, mob/user)
if(locked)
user << "<span class='warning'>It's locked!</span>"
return 0
return ..()
/obj/item/weapon/storage/secure/can_be_inserted(obj/item/W, stop_messages = 0)
if(locked)
return 0
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
hitsound = "swing_hit"
throw_speed = 2
throw_range = 4
w_class = 4
max_w_class = 3
max_combined_w_class = 21
attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "whacked")
/obj/item/weapon/storage/secure/briefcase/New()
new /obj/item/weapon/paper(src)
new /obj/item/weapon/pen(src)
return ..()
/obj/item/weapon/storage/secure/briefcase/attack_hand(mob/user)
if ((src.loc == user) && (src.locked == 1))
usr << "<span class='warning'>[src] is locked and cannot be opened!</span>"
else if ((src.loc == user) && (!src.locked))
playsound(src.loc, "rustle", 50, 1, -5)
if (user.s_active)
user.s_active.close(user) //Close and re-open
src.show_to(user)
else
..()
for(var/mob/M in range(1))
if (M.s_active == src)
src.close(M)
src.orient2hud(user)
src.add_fingerprint(user)
return
//Syndie variant of Secure Briefcase. Contains space cash, slightly more robust.
/obj/item/weapon/storage/secure/briefcase/syndie
force = 15
/obj/item/weapon/storage/secure/briefcase/syndie/New()
for(var/i = 0, i < storage_slots - 2, i++)
new /obj/item/stack/spacecash/c1000(src)
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
w_class = 8
max_w_class = 8
anchored = 1
density = 0
cant_hold = list(/obj/item/weapon/storage/secure/briefcase)
/obj/item/weapon/storage/secure/safe/New()
..()
new /obj/item/weapon/paper(src)
new /obj/item/weapon/pen(src)
/obj/item/weapon/storage/secure/safe/attack_hand(mob/user)
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)