/* Morgue stuff
* Contains:
* Morgue
* Morgue trays
* Creamatorium
* Creamatorium trays
*/
/*
* Morgue
*/
/obj/structure/morgue
name = "morgue"
desc = "Used to keep bodies in untill someone fetches them."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "morgue1"
dir = EAST
density = 1
var/obj/structure/m_tray/connected = null
anchored = 1.0
/obj/structure/morgue/proc/update()
if (src.connected)
src.icon_state = "morgue0"
else
if (src.contents.len)
src.icon_state = "morgue2"
else
src.icon_state = "morgue1"
return
/obj/structure/morgue/ex_act(severity)
switch(severity)
if(1.0)
for(var/atom/movable/A as mob|obj in src)
A.loc = src.loc
ex_act(severity)
qdel(src)
return
if(2.0)
if (prob(50))
for(var/atom/movable/A as mob|obj in src)
A.loc = src.loc
ex_act(severity)
qdel(src)
return
if(3.0)
if (prob(5))
for(var/atom/movable/A as mob|obj in src)
A.loc = src.loc
ex_act(severity)
qdel(src)
return
return
/obj/structure/morgue/alter_health()
return src.loc
/obj/structure/morgue/attack_hand(mob/user as mob)
if (src.connected)
for(var/atom/movable/A as mob|obj in src.connected.loc)
if (!( A.anchored ))
A.loc = src
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
//src.connected = null
qdel(src.connected)
else
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
src.connected = new /obj/structure/m_tray( src.loc )
step(src.connected, src.dir)
src.connected.layer = OBJ_LAYER
var/turf/T = get_step(src, src.dir)
if (T.contents.Find(src.connected))
src.connected.connected = src
src.icon_state = "morgue0"
for(var/atom/movable/A as mob|obj in src)
A.loc = src.connected.loc
src.connected.icon_state = "morguet"
src.connected.set_dir(src.dir)
else
//src.connected = null
qdel(src.connected)
src.add_fingerprint(user)
update()
return
/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 = sanitizeSafe(t, MAX_NAME_LEN)
if (t)
src.name = text("Morgue- '[]'", t)
else
src.name = "Morgue"
src.add_fingerprint(user)
return
/obj/structure/morgue/relaymove(mob/user as mob)
if (user.stat)
return
src.connected = new /obj/structure/m_tray( src.loc )
step(src.connected, EAST)
src.connected.layer = OBJ_LAYER
var/turf/T = get_step(src, EAST)
if (T.contents.Find(src.connected))
src.connected.connected = src
src.icon_state = "morgue0"
for(var/atom/movable/A as mob|obj in src)
A.loc = src.connected.loc
//Foreach goto(106)
src.connected.icon_state = "morguet"
else
//src.connected = null
qdel(src.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 = 1
layer = 2.0
var/obj/structure/morgue/connected = null
anchored = 1
throwpass = 1
/obj/structure/m_tray/attack_hand(mob/user as mob)
if (src.connected)
for(var/atom/movable/A as mob|obj in src.loc)
if (!( A.anchored ))
A.loc = src.connected
//Foreach goto(26)
src.connected.connected = null
src.connected.update()
add_fingerprint(user)
//SN src = null
qdel(src)
return
return
/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/proc/update()
if (src.connected)
src.icon_state = "crema0"
else
if (src.contents.len)
src.icon_state = "crema2"
else
src.icon_state = "crema1"
return
/obj/structure/crematorium/ex_act(severity)
switch(severity)
if(1.0)
for(var/atom/movable/A as mob|obj in src)
A.loc = src.loc
ex_act(severity)
qdel(src)
return
if(2.0)
if (prob(50))
for(var/atom/movable/A as mob|obj in src)
A.loc = src.loc
ex_act(severity)
qdel(src)
return
if(3.0)
if (prob(5))
for(var/atom/movable/A as mob|obj in src)
A.loc = src.loc
ex_act(severity)
qdel(src)
return
return
/obj/structure/crematorium/alter_health()
return src.loc
/obj/structure/crematorium/attack_hand(mob/user as mob)
// if (cremating) AWW MAN! THIS WOULD BE SO MUCH MORE FUN ... TO WATCH
// user.show_message("\red Uh-oh, that was a bad idea.", 1)
// //usr << "Uh-oh, that was a bad idea."
// src:loc:poison += 20000000
// src:loc:firelevel = src:loc:poison
// return
if (cremating)
usr << "\red It's locked."
return
if ((src.connected) && (src.locked == 0))
for(var/atom/movable/A as mob|obj in src.connected.loc)
if (!( A.anchored ))
A.loc = src
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
//src.connected = null
qdel(src.connected)
else if (src.locked == 0)
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
src.connected = new /obj/structure/c_tray( src.loc )
step(src.connected, SOUTH)
src.connected.layer = OBJ_LAYER
var/turf/T = get_step(src, SOUTH)
if (T.contents.Find(src.connected))
src.connected.connected = src
src.icon_state = "crema0"
for(var/atom/movable/A as mob|obj in src)
A.loc = src.connected.loc
src.connected.icon_state = "cremat"
else
//src.connected = null
qdel(src.connected)
src.add_fingerprint(user)
update()
/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 = sanitizeSafe(t, MAX_NAME_LEN)
if (t)
src.name = text("Crematorium- '[]'", t)
else
src.name = "Crematorium"
src.add_fingerprint(user)
return
/obj/structure/crematorium/relaymove(mob/user as mob)
if (user.stat || locked)
return
src.connected = new /obj/structure/c_tray( src.loc )
step(src.connected, SOUTH)
src.connected.layer = OBJ_LAYER
var/turf/T = get_step(src, SOUTH)
if (T.contents.Find(src.connected))
src.connected.connected = src
src.icon_state = "crema0"
for(var/atom/movable/A as mob|obj in src)
A.loc = src.connected.loc
//Foreach goto(106)
src.connected.icon_state = "cremat"
else
//src.connected = null
qdel(src.connected)
return
/obj/structure/crematorium/proc/cremate(atom/A, mob/user as mob)
// for(var/obj/machinery/crema_switch/O in src) //trying to figure a way to call the switch, too drunk to sort it out atm
// if(var/on == 1)
// return
if(cremating)
return //don't let you cremate something twice or w/e
if(contents.len <= 0)
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
for(var/mob/living/M in contents)
if (M.stat!=2)
if (!iscarbon(M))
M.emote("scream")
else
var/mob/living/carbon/C = M
if (!(C.species && (C.species.flags & NO_PAIN)))
C.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 [user]/[user.ckey]" //No point in this when the mob's about to be deleted
//user.attack_log +="\[[time_stamp()]\] Cremated [M]/[M.ckey]"
//log_attack("\[[time_stamp()]\] [user]/[user.ckey] cremated [M]/[M.ckey]")
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)
new /obj/effect/decal/cleanable/ash(src)
sleep(30)
cremating = 0
locked = 0
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 = 1
layer = 2.0
var/obj/structure/crematorium/connected = null
anchored = 1
throwpass = 1
/obj/structure/c_tray/attack_hand(mob/user as mob)
if (src.connected)
for(var/atom/movable/A as mob|obj in src.loc)
if (!( A.anchored ))
A.loc = src.connected
//Foreach goto(26)
src.connected.connected = null
src.connected.update()
add_fingerprint(user)
//SN src = null
qdel(src)
return
return
/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/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
/obj/machinery/button/crematorium/attack_hand(mob/user as mob)
if(..())
return
if(src.allowed(usr))
for (var/obj/structure/crematorium/C in world)
if (C.id == id)
if (!C.cremating)
C.cremate(user)
else
usr << "Access denied."