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Aurora.3/code/modules/detectivework/tools/evidencebag.dm

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//CONTAINS: Evidence bags and fingerprint cards
/obj/item/evidencebag
name = "evidence bag"
desc = "An empty evidence bag."
desc_info = "Click drag this onto an object to put it inside. Click it in-hand to remove an object from it."
icon = 'icons/obj/forensics.dmi'
icon_state = "evidenceobj"
item_state = ""
w_class = ITEMSIZE_SMALL
var/obj/item/stored_item = null
var/label_text = ""
/obj/item/evidencebag/Initialize()
. = ..()
AddComponent(/datum/component/base_name, name)
/obj/item/evidencebag/MouseDrop(var/obj/item/I as obj)
if (!ishuman(usr))
return
var/mob/living/carbon/human/user = usr
if (!(user.l_hand == src || user.r_hand == src))
return //bag must be in your hands to use
if (isturf(I.loc))
if (!user.Adjacent(I))
return
else
//If it isn't on the floor. Do some checks to see if it's in our hands or a box. Otherwise give up.
if(istype(I.loc,/obj/item/storage)) //in a container.
var/sdepth = I.storage_depth(user)
if (sdepth == -1 || sdepth > 1)
return //too deeply nested to access
var/obj/item/storage/U = I.loc
user.client.screen -= I
U.contents.Remove(I)
else if(user.l_hand == I) //in a hand
user.drop_l_hand()
else if(user.r_hand == I) //in a hand
user.drop_r_hand()
else
return
if(!istype(I) || I.anchored)
return
if(istype(I, /obj/item/evidencebag))
to_chat(user, "<span class='notice'>You find putting a plastic bag in another plastic bag to be slightly absurd and think better of it.</span>")
return
if(I.w_class > 3)
to_chat(user, "<span class='notice'>[I] won't fit in [src].</span>")
return
if(contents.len)
to_chat(user, "<span class='notice'>[src] already has something inside it.</span>")
return
user.visible_message("<b>[user]</b> puts \the [I] into \the [src].", SPAN_NOTICE("You put \the [I] inside \the [src]."),\
"You hear a rustle as someone puts something into a plastic bag.")
store_item(I)
/obj/item/evidencebag/proc/store_item(obj/item/I)
icon_state = "evidence"
var/mutable_appearance/MA = new(I)
MA.pixel_x = 0
MA.pixel_y = 0
MA.layer = FLOAT_LAYER
add_overlay(list(MA, "evidence"))
desc = "A plastic bag containing [I]."
I.forceMove(src)
stored_item = I
w_class = I.w_class
/obj/item/evidencebag/attack_self(mob/user as mob)
if(contents.len)
var/obj/item/I = contents[1]
user.visible_message("<b>[user]</b> takes \the [I] out of \the [src].", SPAN_NOTICE("You take \the [I] out of \the [src]."),\
"You hear someone rustle around in a plastic bag, and remove something.")
cut_overlays() //remove the overlays
user.put_in_hands(I)
stored_item = null
w_class = initial(w_class)
icon_state = "evidenceobj"
desc = "An empty evidence bag."
else
to_chat(user, "[src] is empty.")
icon_state = "evidenceobj"
return
/obj/item/evidencebag/examine(mob/user)
..(user)
if (stored_item) user.examinate(stored_item)
/obj/item/evidencebag/attackby(obj/item/W as obj, mob/user as mob)
if(W.ispen() || istype(W, /obj/item/device/flashlight/pen))
var/tmp_label = sanitizeSafe(input(user, "Enter a label for [name]", "Label", label_text), MAX_NAME_LEN)
if(length(tmp_label) > MAX_NAME_LEN)
to_chat(user, SPAN_NOTICE("The label can be at most [MAX_NAME_LEN] characters long."))
else
to_chat(user, "<span class='notice'>You set the label to \"[tmp_label]\".</span>")
label_text = tmp_label
update_name_label()
return
. = ..()
/obj/item/evidencebag/proc/update_name_label(var/base_name = initial(name))
SEND_SIGNAL(src, COMSIG_BASENAME_SETNAME, args)
if(label_text == "")
name = base_name
else
name = "[base_name] ([label_text])"