mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-16 12:07:48 +00:00
278 lines
7.0 KiB
Plaintext
278 lines
7.0 KiB
Plaintext
/* Morgue stuff
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* Contains:
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* Morgue
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* Morgue tray
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* Crematorium
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* Crematorium tray
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* Crematorium button
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*/
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/*
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* Bodycontainer
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* Parent class for morgue and crematorium
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* For overriding only
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*/
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/obj/structure/bodycontainer
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "morgue1"
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density = 1
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anchored = 1.0
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var/obj/structure/tray/connected = null
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var/locked = 0
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var/opendir = SOUTH
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/obj/structure/bodycontainer/New()
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..()
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/obj/structure/bodycontainer/Destroy()
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open()
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if(connected)
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qdel(connected)
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connected = null
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..()
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/obj/structure/bodycontainer/on_log()
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update_icon()
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/obj/structure/bodycontainer/update_icon()
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return
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/obj/structure/bodycontainer/alter_health()
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return src.loc
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/obj/structure/bodycontainer/attack_paw(mob/user as mob)
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return src.attack_hand(user)
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/obj/structure/bodycontainer/attack_hand(mob/user as mob)
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if(locked)
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user << "<span class='danger'>It's locked.</span>"
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return
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if(!connected)
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user << "That doesn't appear to have a tray."
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return
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if(connected.loc == src)
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open()
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else
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close()
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add_fingerprint(user)
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/obj/structure/bodycontainer/attackby(P as obj, mob/user as mob)
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if (istype(P, /obj/item/weapon/pen))
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var/t = stripped_input(user, "What would you like the label to be?", text("[]", name), null)
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if (user.get_active_hand() != P)
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return
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if ((!in_range(src, usr) && src.loc != user))
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return
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if (t)
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name = text("[]- '[]'", initial(name), t)
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else
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name = initial(name)
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add_fingerprint(user)
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/obj/structure/bodycontainer/container_resist()
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open()
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/obj/structure/bodycontainer/proc/open()
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playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
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var/turf/T = get_step(src, opendir)
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for(var/atom/movable/A in src)
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A.loc = T
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update_icon()
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/obj/structure/bodycontainer/proc/close()
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playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
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for(var/atom/movable/A in connected.loc)
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if(!A.anchored || A == connected)
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A.loc = src
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update_icon()
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/*
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* Morgue
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*/
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/obj/structure/bodycontainer/morgue
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name = "morgue"
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desc = "Used to keep bodies in until someone fetches them."
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icon_state = "morgue1"
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opendir = EAST
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/obj/structure/bodycontainer/morgue/New()
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connected = new/obj/structure/tray/m_tray(src)
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connected.connected = src
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..()
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/obj/structure/bodycontainer/morgue/update_icon()
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if (!connected || connected.loc != src) //open or the tray broke off somehow
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src.icon_state = "morgue0"
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else
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if(src.contents.len == 1) //empty except for the tray
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src.icon_state = "morgue1"
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else
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src.icon_state = "morgue2"//default dead no-client mob
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var/list/compiled = recursive_mob_check(src,0,0)//run through contents
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if(!length(compiled))//no mobs at all, but objects inside
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src.icon_state = "morgue3"
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return
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for(var/mob/living/M in compiled)
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if(M.client)
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src.icon_state = "morgue4"//clone that mofo
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break
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/*
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* Crematorium
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*/
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var/global/list/crematoriums = new/list()
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/obj/structure/bodycontainer/crematorium
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name = "crematorium"
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desc = "A human incinerator. Works well on barbeque nights."
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icon_state = "crema1"
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opendir = SOUTH
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var/id = 1
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/obj/structure/bodycontainer/crematorium/Destroy()
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crematoriums.Remove(src)
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..()
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/obj/structure/bodycontainer/crematorium/New()
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connected = new/obj/structure/tray/c_tray(src)
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connected.connected = src
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crematoriums.Add(src)
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..()
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/obj/structure/bodycontainer/crematorium/update_icon()
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if(!connected || connected.loc != src)
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icon_state = "crema0"
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else
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if(src.contents.len > 1)
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src.icon_state = "crema2"
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else
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src.icon_state = "crema1"
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if(locked)
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src.icon_state = "crema_active"
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return
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/obj/structure/bodycontainer/crematorium/proc/cremate(mob/user as mob)
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if(locked)
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return //don't let you cremate something twice or w/e
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if(contents.len <= 1)
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audible_message("<span class='danger'>You hear a hollow crackle.</span>")
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return
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else
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audible_message("<span class='danger'>You hear a roar as the crematorium activates.</span>")
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locked = 1
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update_icon()
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for(var/mob/living/M in contents)
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if (M.stat!=2)
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M.emote("scream")
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//Logging for this causes runtimes resulting in the cremator locking up. Commenting it out until that's figured out.
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//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
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user.attack_log +="\[[time_stamp()]\] Cremated <b>[M]/[M.ckey]</b>"
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log_attack("\[[time_stamp()]\] <b>[user]/[user.ckey]</b> cremated <b>[M]/[M.ckey]</b>")
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M.death(1)
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M.ghostize()
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qdel(M)
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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
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if(O != connected) //Creamtorium does not burn hot enough to destroy the tray
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qdel(O)
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new /obj/effect/decal/cleanable/ash(src)
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sleep(30)
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locked = 0
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update_icon()
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playsound(src.loc, 'sound/machines/ding.ogg', 50, 1) //you horrible people
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/*
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Crematorium Switch
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*/
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/obj/machinery/crema_switch/attack_hand(mob/user as mob)
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if(src.allowed(usr))
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for (var/obj/structure/bodycontainer/crematorium/C in crematoriums)
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if (C.id != id)
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continue
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C.cremate(user)
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else
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usr << "<span class='danger'>Access denied.</span>"
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return
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/obj/machinery/crema_switch/attackby(obj/item/W as obj, mob/user as mob)
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if(W.GetID())
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attack_hand(user)
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else
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return ..()
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/*
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* Generic Tray
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* Parent class for morguetray and crematoriumtray
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* For overriding only
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*/
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/obj/structure/tray
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icon = 'icons/obj/stationobjs.dmi'
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density = 1
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layer = 2.9
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var/obj/structure/bodycontainer/connected = null
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anchored = 1.0
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throwpass = 1
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/obj/structure/tray/Destroy()
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if(connected)
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connected.connected = null
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connected.update_icon()
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connected = null
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..()
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/obj/structure/tray/attack_paw(mob/user as mob)
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return src.attack_hand(user)
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/obj/structure/tray/attack_hand(mob/user as mob)
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if (src.connected)
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connected.close()
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add_fingerprint(user)
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else
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user << "That's not connected to anything."
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/obj/structure/tray/MouseDrop_T(atom/movable/O as mob|obj, mob/user as mob)
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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)))
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return
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if (!ismob(O) && !istype(O, /obj/structure/closet/body_bag))
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return
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if (!ismob(user) || user.stat || user.lying || user.stunned)
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return
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O.loc = src.loc
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if (user != O)
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for(var/mob/B in viewers(user, 3))
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B.show_message("<span class='danger'>[user] stuffs [O] into [src]!</span>", 1)
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//Foreach goto(99)
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return
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/*
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* Crematorium tray
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*/
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/obj/structure/tray/c_tray
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name = "crematorium tray"
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desc = "Apply body before burning."
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icon_state = "cremat"
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/*
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* Morgue tray
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*/
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/obj/structure/tray/m_tray
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name = "morgue tray"
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desc = "Apply corpse before closing."
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icon_state = "morguet"
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