/* Morgue stuff
* Contains:
* Morgue
* Morgue trays
* Crematorium
* Crematorium trays
*/
/*
* Morgue
*/
/obj/structure/morgue
name = "morgue"
desc = "Used to keep bodies in until someone fetches them."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "morgue1"
dir = EAST
density = TRUE
anchored = TRUE
var/obj/structure/m_tray/connected = null
/obj/structure/morgue/Destroy()
if(connected)
QDEL_NULL(connected)
return ..()
/obj/structure/morgue/update_icon()
if(connected)
icon_state = "morgue0"
else
if(contents.len)
icon_state = "morgue2"
else
icon_state = "morgue1"
return
/obj/structure/morgue/ex_act(severity)
switch(severity)
if(1.0)
for(var/atom/movable/A in src)
A.forceMove(src.loc)
ex_act(severity)
qdel(src)
return
if(2.0)
if(prob(50))
for(var/atom/movable/A in src)
A.forceMove(src.loc)
ex_act(severity)
qdel(src)
return
if(3.0)
if(prob(5))
for(var/atom/movable/A in src)
A.forceMove(src.loc)
ex_act(severity)
qdel(src)
return
return
/obj/structure/morgue/attack_hand(mob/user)
if(connected)
for(var/atom/movable/A in connected.loc)
if(!A.anchored)
A.forceMove(src)
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
playsound(src, 'sound/effects/roll.ogg', 5, 1)
QDEL_NULL(connected)
else
var/turf/S = get_step(src, src.dir)
if(!S)
return
else
if(S.contains_dense_objects())
to_chat(user, SPAN_WARNING("There's something in the way of \the [src]!"))
return
playsound(src, 'sound/effects/roll.ogg', 5, 1)
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
connected = new /obj/structure/m_tray(src.loc)
step(src.connected, src.dir)
connected.layer = OBJ_LAYER - 0.1
var/turf/T = get_step(src, src.dir)
if(T.contents.Find(connected))
connected.connected = src
icon_state = "morgue0"
for(var/atom/movable/A in src)
A.forceMove(connected.loc)
connected.icon_state = "morguet"
connected.set_dir(src.dir)
else
QDEL_NULL(connected)
add_fingerprint(user)
update_icon()
return
/obj/structure/morgue/attack_robot(var/mob/user)
if(Adjacent(user))
return attack_hand(user)
else return ..()
/obj/structure/morgue/attackby(obj/P, mob/user)
if(P.ispen())
var/t = input(user, "What would you like the label to be?", text("[]", src.name), null) as text
if(user.get_active_hand() != P)
return
if((!in_range(src, usr) && src.loc != user))
return
t = sanitizeSafe(t, MAX_NAME_LEN)
if(t)
name = "Morgue- '[t]'"
else
name = "Morgue"
add_fingerprint(user)
return
/obj/structure/morgue/relaymove(mob/user)
if(user.stat)
return
var/turf/S = get_step(src, src.dir)
if(!S)
return
else
if(S.contains_dense_objects())
to_chat(user, SPAN_WARNING("There's something in the way of \the [src]!"))
return
connected = new /obj/structure/m_tray(src.loc)
step(connected, EAST)
connected.layer = OBJ_LAYER - 0.1
var/turf/T = get_step(src, EAST)
if(T.contents.Find(src.connected))
connected.connected = src
icon_state = "morgue0"
for(var/atom/movable/A in src)
A.forceMove(connected.loc)
connected.icon_state = "morguet"
else
QDEL_NULL(connected)
return
/*
* Morgue tray
*/
/obj/structure/m_tray
name = "morgue tray"
desc = "Apply corpse before closing."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "morguet"
density = TRUE
layer = 2.0
var/obj/structure/morgue/connected = null
anchored = TRUE
throwpass = TRUE
/obj/structure/m_tray/Destroy()
if(connected?.connected == src)
connected.connected = null
connected = null
return ..()
/obj/structure/m_tray/attack_hand(mob/user)
if(connected)
for(var/atom/movable/A in src.loc)
if(!A.anchored)
A.forceMove(connected)
connected.connected = null
connected.update_icon()
add_fingerprint(user)
qdel(src)
return
return
/obj/structure/m_tray/MouseDrop_T(atom/movable/O, mob/user )
if(!istype(O, /atom/movable) || O.anchored || get_dist(user, src) > 1 || get_dist(user, O) > 1 || user.contents.Find(src) || user.contents.Find(O))
return
if(!ismob(O) && !istype(O, /obj/structure/closet/body_bag))
return
if(!ismob(user) || user.stat || user.lying || user.stunned)
return
O.forceMove(src.loc)
if(user != O)
user.visible_message("[user] stuffs \the [O] into \the [src]!", SPAN_NOTICE("You stuff \the [O] into \the [src]."), range = 3)
/*
* Crematorium
*/
/obj/structure/crematorium
name = "crematorium"
desc = "A human incinerator. Works well on barbeque nights."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "crema1"
density = TRUE
anchored = TRUE
var/obj/structure/c_tray/connected = null
var/cremating = FALSE
var/locked = FALSE
var/id = 1
var/_wifi_id
var/datum/wifi/receiver/button/crematorium/wifi_receiver
/obj/structure/crematorium/Initialize()
. = ..()
if(_wifi_id)
wifi_receiver = new(_wifi_id, src)
/obj/structure/crematorium/Destroy()
if(connected)
QDEL_NULL(connected)
if(wifi_receiver)
QDEL_NULL(wifi_receiver)
return ..()
/obj/structure/crematorium/update_icon()
if(cremating)
icon_state = "crema_active"
return
if(connected)
icon_state = "crema0"
else
if(contents.len)
icon_state = "crema2"
else
icon_state = "crema1"
/obj/structure/crematorium/ex_act(severity)
switch(severity)
if(1.0)
for(var/atom/movable/A in src)
A.forceMove(src.loc)
ex_act(severity)
qdel(src)
return
if(2.0)
if(prob(50))
for(var/atom/movable/A in src)
A.forceMove(src.loc)
ex_act(severity)
qdel(src)
return
if(3.0)
if(prob(5))
for(var/atom/movable/A in src)
A.forceMove(src.loc)
ex_act(severity)
qdel(src)
return
return
/obj/structure/crematorium/attack_hand(mob/user as mob)
if(cremating)
to_chat(user, SPAN_WARNING("It's locked."))
return
if(connected && !locked)
for(var/atom/movable/A in connected.loc)
if(!A.anchored )
A.forceMove(src)
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
qdel(connected)
else if(!locked)
var/turf/S = get_step(src, src.dir)
if(!S)
return
else
if(S.contains_dense_objects())
to_chat(user, SPAN_WARNING("There's something in the way of \the [src]!"))
return
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
connected = new /obj/structure/c_tray(src.loc)
step(connected, src.dir)
connected.layer = OBJ_LAYER - 0.1
var/turf/T = get_step(src, src.dir)
if(T.contents.Find(connected))
connected.connected = src
src.icon_state = "crema0"
for(var/atom/movable/A in src)
A.forceMove(connected.loc)
connected.icon_state = "cremat"
else
qdel(src.connected)
add_fingerprint(user)
update_icon()
/obj/structure/crematorium/attackby(obj/P, mob/user as mob)
if(P.ispen())
var/t = input(user, "What would you like the label to be?", "[src.name]") as text
if(user.get_active_hand() != P)
return
if((!in_range(src, usr) > 1 && src.loc != user))
return
t = sanitizeSafe(t, MAX_NAME_LEN)
if(t)
name = "Crematorium- '[t]'"
else
name = "Crematorium"
add_fingerprint(user)
return
/obj/structure/crematorium/relaymove(mob/user)
if(user.stat || locked)
return
var/turf/S = get_step(src, src.dir)
if(!S)
return
else
if(S.contains_dense_objects())
to_chat(user, SPAN_WARNING("There's something in the way of \the [src]!"))
return
connected = new /obj/structure/c_tray(src.loc)
step(connected, src.dir)
connected.layer = OBJ_LAYER - 0.1
var/turf/T = get_step(src, src.dir)
if(T.contents.Find(src.connected))
connected.connected = src
icon_state = "crema0"
for(var/atom/movable/A in src)
A.forceMove(connected.loc)
connected.icon_state = "cremat"
else
QDEL_NULL(connected)
return
/obj/structure/crematorium/proc/cremate(atom/A, mob/user)
if(cremating)
return
if(contents.len <= 0)
visible_message(SPAN_WARNING("You hear a hollow crackle coming from \the [src]."), range = 3)
else
visible_message(SPAN_WARNING("You hear a roar as \the [src] activates."))
cremating = TRUE
locked = TRUE
update_icon()
for(var/mob/living/M in contents)
if(M.stat < UNCONSCIOUS)
if(!iscarbon(M))
M.emote("scream")
else
var/mob/living/carbon/C = M
if(C.can_feel_pain())
C.emote("scream")
M.death(1)
M.ghostize()
qdel(M)
for(var/obj/O in contents) //obj instead of obj/item so that bodybags and ashes get destroyed. We dont want tons and tons of ash piling up
qdel(O)
var/obj/effect/decal/cleanable/ash/F = new /obj/effect/decal/cleanable/ash(src)
F.layer = OBJ_LAYER
sleep(30)
cremating = FALSE
locked = FALSE
update_icon()
playsound(src.loc, 'sound/machines/ding.ogg', 50, 1)
return
/*
* Crematorium tray
*/
/obj/structure/c_tray
name = "crematorium tray"
desc = "Apply body before burning."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "cremat"
density = TRUE
anchored = TRUE
throwpass = TRUE
layer = 2.0
var/obj/structure/crematorium/connected = null
/obj/structure/c_tray/Destroy()
if(connected?.connected == src)
connected.connected = null
connected = null
return ..()
/obj/structure/c_tray/attack_hand(mob/user)
if(connected)
for(var/atom/movable/A in src.loc)
if(!A.anchored)
A.forceMove(src.connected)
connected.connected = null
connected.update_icon()
add_fingerprint(user)
qdel(src)
return
return
/obj/structure/c_tray/MouseDrop_T(atom/movable/O, mob/user)
if(!istype(O, /atom/movable) || O.anchored || get_dist(user, src) > 1 || get_dist(user, O) > 1 || user.contents.Find(src) || user.contents.Find(O))
return
if(!ismob(O) && !istype(O, /obj/structure/closet/body_bag))
return
if(!ismob(user) || user.stat || user.lying || user.stunned)
return
O.forceMove(src.loc)
if(user != O)
user.visible_message("[user] stuffs \the [O] into \the [src]!", SPAN_NOTICE("You stuff \the [O] into \the [src]."), range = 3)
return
/obj/machinery/button/crematorium
name = "crematorium igniter"
desc = "Burn baby burn!"
icon = 'icons/obj/power.dmi'
icon_state = "crema_switch"
req_access = list(access_crematorium)
id = 1
var/cremate_dir // something for mappers, setting will make a crematorium in one step in this direction toggle
/obj/machinery/button/crematorium/update_icon()
return
/obj/machinery/button/crematorium/attack_hand(mob/user)
if(!allowed(user))
to_chat(user, SPAN_WARNING("Access denied."))
return
if(..())
return
var/list/obj/structure/crematorium/crematoriums = list()
if(!cremate_dir)
for(var/obj/structure/crematorium/C in range(3, src))
if(C.id == id)
crematoriums += C
else
var/turf/T = get_step(src, cremate_dir)
var/obj/structure/crematorium/C = locate() in T
if(C?.id == id)
crematoriums += C
for(var/thing in crematoriums)
var/obj/structure/crematorium/C = thing
if(!C.cremating)
C.cremate(user)