/* * 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("You [open ? "open" : "close"] the service panel.", 1) return if ((istype(W, /obj/item/device/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/W.toolspeed, target = src)) 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 return ..() /obj/item/weapon/storage/secure/emag_act(mob/user) if(locked) if(!emagged) emagged = 1 src.add_overlay(image('icons/obj/storage.dmi', icon_sparking)) sleep(6) src.overlays = null add_overlay(image('icons/obj/storage.dmi', icon_locking)) locked = 0 user << "You short out the lock on [src]." /obj/item/weapon/storage/secure/MouseDrop(over_object, src_location, over_location) if (locked) src.add_fingerprint(usr) usr << "It's locked!" return 0 ..() /obj/item/weapon/storage/secure/attack_self(mob/user) user.set_machine(src) var/dat = text("[]
\n\nLock Status: []",src, (src.locked ? "LOCKED" : "UNLOCKED")) var/message = "Code" if ((src.l_set == 0) && (!src.emagged) && (!src.l_setshort)) dat += text("

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

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

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


\n>[]
\n1-2-3
\n4-5-6
\n7-8-9
\nR-0-E
\n
", 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 add_overlay(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 << "It's locked!" 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 << "[src] is locked and cannot be opened!" 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)