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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 untill someone fetches them."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "morgue1"
dir = EAST
density = 1
var/obj/structure/m_tray/connected = null
var/list/occupants = list()
anchored = 1
// can_be_unanchored = 1
/obj/structure/morgue/Destroy()
if(connected)
qdel(connected)
connected = null
return ..()
/obj/structure/morgue/proc/get_occupants()
occupants.Cut()
for(var/mob/living/carbon/human/H in contents)
occupants += H
for(var/obj/structure/closet/body_bag/B in contents)
occupants += B.get_occupants()
/obj/structure/morgue/proc/update(var/broadcast=0)
if (src.connected)
src.icon_state = "morgue0"
else
if (src.contents.len)
src.icon_state = "morgue2"
get_occupants()
for (var/mob/living/carbon/human/H in occupants)
if(H.isSynthetic() || H.suiciding || !H.ckey || !H.client || (MUTATION_NOCLONE in H.mutations) || (H.species && H.species.species_flags & NO_SCAN))
src.icon_state = "morgue2"
break
else
src.icon_state = "morgue3"
if(broadcast)
GLOB.global_announcer.autosay("[src] was able to establish a mental interface with occupant.", "[src]", "Medical")
else
src.icon_state = "morgue1"
return
/obj/structure/morgue/legacy_ex_act(severity)
switch(severity)
if(1.0)
for(var/atom/movable/A as mob|obj in src)
A.forceMove(src.loc)
legacy_ex_act(severity)
qdel(src)
return
if(2.0)
if (prob(50))
for(var/atom/movable/A as mob|obj in src)
A.forceMove(src.loc)
legacy_ex_act(severity)
qdel(src)
return
if(3.0)
if (prob(5))
for(var/atom/movable/A as mob|obj in src)
A.forceMove(src.loc)
legacy_ex_act(severity)
qdel(src)
return
return
/obj/structure/morgue/attack_hand(mob/user, datum/event_args/actor/clickchain/e_args)
if (!anchored)
user.show_message(SPAN_WARNING("You can't open [src] while it's unanchored."))
return
if (src.connected)
close()
else
open()
src.add_fingerprint(user)
update()
/obj/structure/morgue/proc/close()
for(var/atom/movable/A as mob|obj in src.connected.loc)
if (!( A.anchored ))
A.forceMove(src)
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
qdel(src.connected)
src.connected = null
/obj/structure/morgue/proc/open()
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.forceMove(src.connected.loc)
src.connected.icon_state = "morguet"
src.connected.setDir(src.dir)
else
qdel(src.connected)
src.connected = null
/obj/structure/morgue/attackby(obj/item/W as obj, mob/user as mob)
if (istype(W, /obj/item/pen))
var/t = input(user, "What would you like the label to be?", name, null) as text
if (user.get_active_held_item() != W)
return
if ((!in_range(src, usr) && src.loc != user))
return
t = sanitizeSafe(t, MAX_NAME_LEN)
if (t)
name = "Morgue- '[t]'"
else
src.name = "Morgue"
if(istype(W, /obj/item/tool/wrench))
if(connected)
user.show_message(SPAN_WARNING("You can't move [src] while it's open."))
return
if(anchored)
user.show_message(SPAN_NOTICE("[src] can now be moved."))
playsound(src, W.tool_sound, 50, 1)
anchored = FALSE
else if(!anchored)
user.show_message(SPAN_NOTICE("[src] is now secured."))
playsound(src, W.tool_sound, 50, 1)
anchored = TRUE
src.add_fingerprint(user)
return
/obj/structure/morgue/relaymove(mob/user as mob)
if (user.stat)
return
if (user in src.occupants)
open()
/*
* Morgue tray
*/
/obj/structure/m_tray
name = "morgue tray"
desc = "Apply corpse before closing."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "morguet"
density = TRUE
pass_flags_self = ATOM_PASS_THROWN | ATOM_PASS_OVERHEAD_THROW
anchored = TRUE
plane = TURF_PLANE
var/obj/structure/morgue/connected = null
/obj/structure/m_tray/Destroy()
if(connected && connected.connected == src)
connected.connected = null
connected = null
return ..()
/obj/structure/m_tray/attack_hand(mob/user, datum/event_args/actor/clickchain/e_args)
if (src.connected)
for(var/atom/movable/A as mob|obj in src.loc)
if (!( A.anchored ))
A.forceMove(src.connected)
//Foreach goto(26)
src.connected.connected = null
src.connected.update()
add_fingerprint(user)
//SN src = null
qdel(src)
/obj/structure/m_tray/MouseDroppedOnLegacy(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) || !CHECK_MOBILITY(user, MOBILITY_CAN_USE))
return
O.forceMove(src.loc)
if (user != O)
for(var/mob/B in viewers(user, 3))
if ((B.client && !( B.has_status_effect(/datum/status_effect/sight/blindness) )))
to_chat(B, "<span class='warning'>\The [user] stuffs [O] into [src]!</span>")
return
/*
* Crematorium
*/
GLOBAL_LIST_BOILERPLATE(all_crematoriums, /obj/structure/morgue/crematorium)
/obj/structure/morgue/crematorium
name = "crematorium"
desc = "A human incinerator. Works well on barbeque nights."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "crema1"
var/cremating = 0
var/id = 1
var/locked = 0
/obj/structure/morgue/crematorium/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/morgue/crematorium/attack_hand(mob/user, datum/event_args/actor/clickchain/e_args)
if (cremating)
to_chat(usr, "<span class='warning'>It's locked.</span>")
return
if ((src.connected) && (src.locked == 0))
for(var/atom/movable/A as mob|obj in src.connected.loc)
if (!( A.anchored ))
A.forceMove(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/m_tray/c_tray( src.loc )
step(src.connected, dir)
src.connected.layer = OBJ_LAYER
var/turf/T = get_step(src, dir)
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.forceMove(src.connected.loc)
src.connected.icon_state = "cremat"
else
qdel(src.connected)
src.connected = null
src.add_fingerprint(user)
update()
/obj/structure/morgue/crematorium/attackby(P as obj, mob/user as mob)
if (istype(P, /obj/item/pen))
var/t = input(user, "What would you like the label to be?", name, null) as text
if (user.get_active_held_item() != P)
return
if ((!in_range(src, usr) > 1 && loc != user))
return
t = sanitizeSafe(t, MAX_NAME_LEN)
if (t)
name = "Crematorium- '[t]'"
else
name = "Crematorium"
add_fingerprint(user)
return
/obj/structure/morgue/crematorium/relaymove(mob/user as mob)
if (user.stat || locked)
return
src.connected = new /obj/structure/m_tray/c_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 = "crema0"
for(var/atom/movable/A as mob|obj in src)
A.forceMove(src.connected.loc)
src.connected.icon_state = "cremat"
else
qdel(src.connected)
src.connected = null
return
/obj/structure/morgue/crematorium/proc/cremate(atom/A, mob/user as mob)
if(cremating)
return //don't let you cremate something twice or w/e
if(contents.len <= 0)
for (var/mob/M in viewers(src))
to_chat(M,"<span class='warning'>You hear a hollow crackle.</span>")
return
else
if(!!length(src.get_all_contents_filtered(cached_typecacheof(/obj/item/disk/nuclear))))
to_chat(user,"You get the feeling that you shouldn't cremate one of the items in the cremator.")
return
for (var/mob/M in viewers(src))
to_chat(M,"<span class='warning'>You hear a roar as the crematorium activates.</span>")
cremating = 1
locked = 1
for(var/mob/living/M in contents)
if (M.stat!=2)
if (!iscarbon(M))
M.emote_nosleep("scream")
else
var/mob/living/carbon/C = M
if (C.can_feel_pain())
C.emote_nosleep("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)
new /obj/effect/debris/cleanable/ash(src)
sleep(30)
cremating = 0
locked = 0
playsound(src.loc, 'sound/machines/ding.ogg', 50, 1)
return
/*
* Crematorium tray
*/
/obj/structure/m_tray/c_tray
name = "crematorium tray"
desc = "Apply body before burning."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "cremat"
/obj/machinery/button/crematorium
name = "crematorium igniter"
desc = "Burn baby burn!"
icon = 'icons/obj/power.dmi'
icon_state = "crema_switch"
req_access = list(ACCESS_GENERAL_CREMATOR)
id = 1
/obj/machinery/button/crematorium/attack_hand(mob/user, datum/event_args/actor/clickchain/e_args)
if(..())
return
if(src.allowed(user))
for (var/obj/structure/morgue/crematorium/C in GLOB.all_crematoriums)
if (C.id == id)
if (!C.cremating)
C.cremate(user)
else
to_chat(user,"<span class='warning'>Access denied.</span>")
//! ## VR FILE MERGE ## !//
/obj/structure/morgue/crematorium/vr
var/list/allowed_items = list(/obj/item/organ,
/obj/item/implant,
/obj/item/material/shard/shrapnel,
/mob/living)
/obj/structure/morgue/crematorium/vr/cremate(atom/A, mob/user as mob)
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("<span class='warning'>You hear a hollow crackle.</span>", 1)
return
else
if(!!length(src.get_all_contents_filtered(cached_typecacheof(/obj/item/disk/nuclear))))
to_chat(usr, "You get the feeling that you shouldn't cremate one of the items in the cremator.")
return
for(var/I in contents)
if(!(I in allowed_items))
to_chat(user, "<span class='notice'>\The [src] cannot cremate while there are items inside!</span>")
return
if(istype(I, /mob/living))
var/mob/living/cremated = I
for(var/Z in cremated.contents)
if(!(Z in allowed_items))
to_chat(user, "<span class='notice'>\The [src] cannot cremate while there are items inside!</span>")
return
for (var/mob/M in viewers(src))
M.show_message("<span class='warning'>You hear a roar as the crematorium activates.</span>", 1)
cremating = 1
locked = 1
for(var/mob/living/M in contents)
if (M.stat!=2)
if (!iscarbon(M))
M.emote_nosleep("scream")
else
var/mob/living/carbon/C = M
if (C.can_feel_pain())
C.emote_nosleep("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)
new /obj/effect/debris/cleanable/ash(src)
sleep(30)
cremating = 0
locked = 0
playsound(src.loc, 'sound/machines/ding.ogg', 50, 1)
return