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Bubberstation/code/game/objects/structures/morgue.dm
MrPerson 41042d5efd Small rewrite of crematorium and morgue so they work right.
Only issue is that the damn things don't GC. Also lots of duplicate code between the two, still some other shittiness, but this is much better. I really just wanted to fix the bug where after usage you can't use em again until the tray gets deleted rather than GC'd.
On the plus side, they don't constantly make and delete trays every time someone opens them.

Also, and this is important, I uncommented the crematorium usage logging. It didn't runtime in testing so it should be good to go.
2014-03-24 04:01:27 -07:00

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/* Morgue stuff
* Contains:
* Morgue
* Morgue trays
* Creamatorium
* Creamatorium 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"
density = 1
var/obj/structure/m_tray/connected = null
anchored = 1.0
/obj/structure/morgue/New()
connected = new(src)
connected.connected = src
..()
/obj/structure/morgue/Destroy()
open()
if(connected)
qdel(connected)
connected = null
..()
/obj/structure/morgue/on_log()
update_icon()
/obj/structure/morgue/update_icon()
if (!connected || connected.loc != src) //open or the tray broke off somehow
src.icon_state = "morgue0"
else
if(src.contents.len == 1) //empty except for the tray
src.icon_state = "morgue1"
else
src.icon_state = "morgue2"//default dead no-client mob
var/list/compiled = recursive_mob_check(src,0,0)//run through contents
if(!length(compiled))//no mobs at all, but objects inside
src.icon_state = "morgue3"
return
for(var/mob/living/M in compiled)
if(M.client)
src.icon_state = "morgue4"//clone that mofo
break
/obj/structure/morgue/alter_health()
return src.loc
/obj/structure/morgue/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/structure/morgue/attack_hand(mob/user as mob)
if(!connected)
user << "That doesn't appear to have a tray."
return
if(connected.loc == src)
open()
else
close()
add_fingerprint(user)
/obj/structure/morgue/attackby(P as obj, mob/user as mob)
if (istype(P, /obj/item/weapon/pen))
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 = copytext(sanitize(t),1,MAX_MESSAGE_LEN)
if (t)
src.name = text("Morgue- '[]'", t)
else
src.name = "Morgue"
add_fingerprint(user)
/obj/structure/morgue/container_resist()
open()
/obj/structure/morgue/proc/open()
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
var/turf/T = get_step(src, EAST)
for(var/atom/movable/A in src)
A.loc = T
update_icon()
/obj/structure/morgue/proc/close()
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
for(var/atom/movable/A in connected.loc)
if(!A.anchored || A == connected)
A.loc = src
update_icon()
/*
* Morgue tray
*/
/obj/structure/m_tray
name = "morgue tray"
desc = "Apply corpse before closing."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "morguet"
density = 1
layer = 2.0
var/obj/structure/morgue/connected = null
anchored = 1.0
throwpass = 1
/obj/structure/m_tray/Destroy()
if(connected)
connected.connected = null
connected.update_icon()
connected = null
..()
/obj/structure/m_tray/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/structure/m_tray/attack_hand(mob/user as mob)
if (src.connected)
connected.close()
add_fingerprint(user)
else
user << "That's not connected to anything."
/obj/structure/m_tray/MouseDrop_T(atom/movable/O as mob|obj, mob/user as mob)
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.loc = src.loc
if (user != O)
for(var/mob/B in viewers(user, 3))
if ((B.client && !( B.blinded )))
B << text("\red [] stuffs [] into []!", user, O, src)
return
/*
* Crematorium
*/
/obj/structure/crematorium
name = "crematorium"
desc = "A human incinerator. Works well on barbeque nights."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "crema1"
density = 1
var/obj/structure/c_tray/connected = null
anchored = 1.0
var/cremating = 0
var/id = 1
var/locked = 0
/obj/structure/crematorium/New()
connected = new(src)
connected.connected = src
..()
/obj/structure/crematorium/Destroy()
open()
if(connected)
qdel(connected)
connected = null
..()
/obj/structure/crematorium/update_icon()
if(!connected || connected.loc != src)
icon_state = "crema0"
else
if(src.contents.len > 1)
src.icon_state = "crema2"
else
src.icon_state = "crema1"
if(cremating)
src.icon_state = "crema_active"
return
/obj/structure/crematorium/alter_health()
return src.loc
/obj/structure/crematorium/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/structure/crematorium/attack_hand(mob/user as mob)
if (cremating || locked)
user << "\red It's locked."
return
if (!connected)
user << "That doesn't appear to have a tray."
return
if(connected.loc == src)
open()
else
close()
add_fingerprint(user)
/obj/structure/crematorium/attackby(P as obj, mob/user as mob)
if (istype(P, /obj/item/weapon/pen))
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) > 1 && src.loc != user))
return
t = copytext(sanitize(t),1,MAX_MESSAGE_LEN)
if (t)
src.name = text("Crematorium- '[]'", t)
else
src.name = "Crematorium"
src.add_fingerprint(user)
return
/obj/structure/crematorium/container_resist()
open()
/obj/structure/crematorium/proc/cremate(mob/user as mob)
if(cremating)
return //don't let you cremate something twice or w/e
if(contents.len <= 1)
for (var/mob/M in viewers(src))
M.show_message("\red You hear a hollow crackle.", 1)
return
else
if(!isemptylist(src.search_contents_for(/obj/item/weapon/disk/nuclear)))
usr << "You get the feeling that you shouldn't cremate one of the items in the cremator."
return
for (var/mob/M in viewers(src))
M.show_message("\red You hear a roar as the crematorium activates.", 1)
cremating = 1
locked = 1
update_icon()
for(var/mob/living/M in contents)
if (M.stat!=2)
M.emote("scream")
//Logging for this causes runtimes resulting in the cremator locking up. Commenting it out until that's figured out.
//M.attack_log += "\[[time_stamp()]\] Has been cremated by <b>[user]/[user.ckey]</b>" //No point in this when the mob's about to be deleted
user.attack_log +="\[[time_stamp()]\] Cremated <b>[M]/[M.ckey]</b>"
log_attack("\[[time_stamp()]\] <b>[user]/[user.ckey]</b> cremated <b>[M]/[M.ckey]</b>")
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
if(O != connected) //Creamtorium does not burn hot enough to destroy the tray
qdel(O)
new /obj/effect/decal/cleanable/ash(src)
sleep(30)
cremating = 0
locked = 0
update_icon()
playsound(src.loc, 'sound/machines/ding.ogg', 50, 1)
/obj/structure/crematorium/proc/open()
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
var/turf/T = get_step(src, SOUTH)
for(var/atom/movable/A in src)
A.loc = T
update_icon()
/obj/structure/crematorium/proc/close()
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
for(var/atom/movable/A in connected.loc)
if(!A.anchored || A == connected)
A.loc = src
update_icon()
/*
* Crematorium tray
*/
/obj/structure/c_tray
name = "crematorium tray"
desc = "Apply body before burning."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "cremat"
density = 1
layer = 2.0
var/obj/structure/crematorium/connected = null
anchored = 1.0
throwpass = 1
/obj/structure/c_tray/Destroy()
if(connected)
connected.connected = null
connected.update_icon()
connected = null
..()
/obj/structure/c_tray/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/structure/c_tray/attack_hand(mob/user as mob)
if (src.connected)
connected.close()
add_fingerprint(user)
else
user << "That's not connected to anything."
/obj/structure/c_tray/MouseDrop_T(atom/movable/O as mob|obj, mob/user as mob)
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.loc = src.loc
if (user != O)
for(var/mob/B in viewers(user, 3))
if ((B.client && !( B.blinded )))
B << text("\red [] stuffs [] into []!", user, O, src)
//Foreach goto(99)
return
/obj/machinery/crema_switch/attack_hand(mob/user as mob)
if(src.allowed(usr))
for (var/obj/structure/crematorium/C in world)
if (C.id == id)
if (!C.cremating)
C.cremate(user)
else
usr << "\red Access denied."
return