Files
Bubberstation/code/game/objects/structures/morgue.dm
unknown 6491bcd5f1 Fixed hand labelers being unable to label storage items.
Fixed being unable to resist out of wrapped lockers.
Fixed being unable to resist out of lockers inside morgues.
Fixed mechs being able to spam doors they do not have access to.
2016-07-01 20:32:32 -04:00

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/* Morgue stuff
* Contains:
* Morgue
* Morgue tray
* Crematorium
* Crematorium tray
* Crematorium button
*/
/*
* Bodycontainer
* Parent class for morgue and crematorium
* For overriding only
*/
/obj/structure/bodycontainer
icon = 'icons/obj/stationobjs.dmi'
icon_state = "morgue1"
density = 1
anchored = 1
var/obj/structure/tray/connected = null
var/locked = 0
var/opendir = SOUTH
/obj/structure/bodycontainer/New()
..()
/obj/structure/bodycontainer/Destroy()
open()
if(connected)
qdel(connected)
connected = null
return ..()
/obj/structure/bodycontainer/on_log()
update_icon()
/obj/structure/bodycontainer/update_icon()
return
/obj/structure/bodycontainer/alter_health()
return src.loc
/obj/structure/bodycontainer/relaymove(mob/user)
if(user.stat || !isturf(loc))
return
open()
/obj/structure/bodycontainer/attack_paw(mob/user)
return src.attack_hand(user)
/obj/structure/bodycontainer/attack_hand(mob/user)
if(locked)
user << "<span class='danger'>It's locked.</span>"
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/bodycontainer/attackby(obj/P, mob/user, params)
add_fingerprint(user)
if(istype(P, /obj/item/weapon/pen))
var/t = stripped_input(user, "What would you like the label to be?", text("[]", name), null)
if (user.get_active_hand() != P)
return
if ((!in_range(src, usr) && src.loc != user))
return
if (t)
name = text("[]- '[]'", initial(name), t)
else
name = initial(name)
else
return ..()
/obj/structure/bodycontainer/container_resist()
open()
/obj/structure/bodycontainer/relay_container_resist(mob/living/user, obj/O)
user << "<span class='notice'>You slam yourself into the side of [O].</span>"
container_resist()
/obj/structure/bodycontainer/proc/open()
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
var/turf/T = get_step(src, opendir)
for(var/atom/movable/AM in src)
AM.forceMove(T)
update_icon()
/obj/structure/bodycontainer/proc/close()
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
for(var/atom/movable/AM in connected.loc)
if(!AM.anchored || AM == connected)
AM.forceMove(src)
update_icon()
/obj/structure/bodycontainer/get_remote_view_fullscreens(mob/user)
if(user.stat == DEAD || !(user.sight & (SEEOBJS|SEEMOBS)))
user.overlay_fullscreen("remote_view", /obj/screen/fullscreen/impaired, 2)
/*
* Morgue
*/
/obj/structure/bodycontainer/morgue
name = "morgue"
desc = "Used to keep bodies in until someone fetches them."
icon_state = "morgue1"
opendir = EAST
/obj/structure/bodycontainer/morgue/New()
connected = new/obj/structure/tray/m_tray(src)
connected.connected = src
..()
/obj/structure/bodycontainer/morgue/update_icon()
if (!connected || connected.loc != src) // Open or tray is gone.
icon_state = "morgue0"
else
if(contents.len == 1) // Empty
icon_state = "morgue1"
else
icon_state = "morgue2" // Dead, brainded mob.
var/list/compiled = recursive_mob_check(src, 0, 0) // Search for mobs in all contents.
if(!length(compiled)) // No mobs?
icon_state = "morgue3"
return
for(var/mob/living/M in compiled)
if(M.client)
icon_state = "morgue4" // Cloneable
break
/*
* Crematorium
*/
var/global/list/crematoriums = new/list()
/obj/structure/bodycontainer/crematorium
name = "crematorium"
desc = "A human incinerator. Works well on barbeque nights."
icon_state = "crema1"
opendir = SOUTH
var/id = 1
/obj/structure/bodycontainer/crematorium/Destroy()
crematoriums.Remove(src)
return ..()
/obj/structure/bodycontainer/crematorium/New()
connected = new/obj/structure/tray/c_tray(src)
connected.connected = src
crematoriums.Add(src)
..()
/obj/structure/bodycontainer/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(locked)
src.icon_state = "crema_active"
return
/obj/structure/bodycontainer/crematorium/proc/cremate(mob/user)
if(locked)
return //don't let you cremate something twice or w/e
if(contents.len <= 1)
audible_message("<span class='italics'>You hear a hollow crackle.</span>")
return
else
audible_message("<span class='italics'>You hear a roar as the crematorium activates.</span>")
locked = 1
update_icon()
for(var/mob/living/M in contents)
if (M.stat != DEAD)
M.emote("scream")
if(user)
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>")
else
log_attack("\[[time_stamp()]\] <b>UNKNOWN</b> cremated <b>[M]/[M.ckey]</b>")
M.death(1)
if(M) //some animals get automatically deleted on death.
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)
locked = 0
update_icon()
playsound(src.loc, 'sound/machines/ding.ogg', 50, 1) //you horrible people
/*
* Generic Tray
* Parent class for morguetray and crematoriumtray
* For overriding only
*/
/obj/structure/tray
icon = 'icons/obj/stationobjs.dmi'
density = 1
layer = BELOW_OBJ_LAYER
var/obj/structure/bodycontainer/connected = null
anchored = 1
pass_flags = LETPASSTHROW
/obj/structure/tray/Destroy()
if(connected)
connected.connected = null
connected.update_icon()
connected = null
return ..()
/obj/structure/tray/attack_paw(mob/user)
return src.attack_hand(user)
/obj/structure/tray/attack_hand(mob/user)
if (src.connected)
connected.close()
add_fingerprint(user)
else
user << "<span class='warning'>That's not connected to anything!</span>"
/obj/structure/tray/MouseDrop_T(atom/movable/O as mob|obj, mob/user)
if(!istype(O, /atom/movable) || O.anchored || !Adjacent(user) || !user.Adjacent(O) || O.loc == user)
return
if(!ismob(O))
if(!istype(O, /obj/structure/closet/body_bag))
return
else
var/mob/M = O
if(M.buckled)
return
if(!ismob(user) || user.lying || user.incapacitated())
return
O.loc = src.loc
if (user != O)
visible_message("<span class='warning'>[user] stuffs [O] into [src].</span>")
return
/*
* Crematorium tray
*/
/obj/structure/tray/c_tray
name = "crematorium tray"
desc = "Apply body before burning."
icon_state = "cremat"
/*
* Morgue tray
*/
/obj/structure/tray/m_tray
name = "morgue tray"
desc = "Apply corpse before closing."
icon_state = "morguet"
/obj/structure/tray/m_tray/CanPass(atom/movable/mover, turf/target, height=0)
if(height == 0)
return 1
if(istype(mover) && mover.checkpass(PASSTABLE))
return 1
if(locate(/obj/structure/table) in get_turf(mover))
return 1
else
return 0
/obj/structure/tray/m_tray/CanAStarPass(ID, dir, caller)
. = !density
if(ismovableatom(caller))
var/atom/movable/mover = caller
. = . || mover.checkpass(PASSTABLE)