Merge pull request #1505 from Krausus/TrayedStructureFixes

Fixes Morgues and Crematoriums
This commit is contained in:
Fox-McCloud
2015-07-13 07:50:39 -04:00
2 changed files with 150 additions and 125 deletions
+135 -125
View File
@@ -21,10 +21,10 @@
anchored = 1.0
/obj/structure/morgue/proc/update()
if(src.connected)
src.icon_state = "morgue0"
if(connected)
icon_state = "morgue0"
else
if(src.contents.len)
if(contents.len)
var/mob/living/M = locate() in contents
@@ -35,14 +35,14 @@
var/mob/dead/observer/G = M.get_ghost()
if(M.client)
src.icon_state = "morgue3"
icon_state = "morgue3"
else if(G && G.client) //There is a ghost and it is connected to the server
src.icon_state = "morgue5"
icon_state = "morgue5"
else
src.icon_state = "morgue2"
icon_state = "morgue2"
else src.icon_state = "morgue4"
else src.icon_state = "morgue1"
else icon_state = "morgue4"
else icon_state = "morgue1"
return
@@ -50,94 +50,99 @@
switch(severity)
if(1.0)
for(var/atom/movable/A as mob|obj in src)
A.loc = src.loc
A.loc = 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
A.loc = 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
A.loc = loc
ex_act(severity)
qdel(src)
return
return
/obj/structure/morgue/alter_health()
return src.loc
return 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 (connected)
for(var/atom/movable/A as mob|obj in connected.loc)
if (!( A.anchored ))
A.loc = src
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
//src.connected = null
qdel(src.connected)
playsound(loc, 'sound/items/Deconstruct.ogg', 50, 1)
qdel(connected)
connected = null
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"
playsound(loc, 'sound/items/Deconstruct.ogg', 50, 1)
connected = new /obj/structure/m_tray( loc )
step(connected, dir)
connected.layer = OBJ_LAYER
var/turf/T = get_step(src, dir)
if (T.contents.Find(connected))
connected.connected = 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.dir = src.dir
A.loc = connected.loc
connected.icon_state = "morguet"
connected.dir = dir
else
//src.connected = null
qdel(src.connected)
src.add_fingerprint(user)
qdel(connected)
connected = null
add_fingerprint(user)
update()
return
/obj/structure/morgue/attackby(P as obj, mob/user as mob, params)
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
var/t = input(user, "What would you like the label to be?", text("[]", name), null) as text
if (user.get_active_hand() != P)
return
if ((!in_range(src, usr) && src.loc != user))
if ((!in_range(src, usr) && loc != user))
return
t = sanitize(copytext(t,1,MAX_MESSAGE_LEN))
if (t)
src.name = text("Morgue- '[]'", t)
src.overlays += image(src.icon, "morgue_label")
name = text("Morgue- '[]'", t)
overlays += image(icon, "morgue_label")
else
src.name = "Morgue"
src.overlays.Cut()
src.add_fingerprint(user)
name = "Morgue"
overlays.Cut()
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
connected = new /obj/structure/m_tray( loc )
step(connected, EAST)
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"
if (T.contents.Find(connected))
connected.connected = 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"
A.loc = connected.loc
connected.icon_state = "morguet"
else
//src.connected = null
qdel(src.connected)
qdel(connected)
connected = null
return
/obj/structure/morgue/Destroy()
if(connected)
qdel(connected)
connected = null
return ..()
/*
* Morgue tray
@@ -155,15 +160,13 @@
/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 (connected)
for(var/atom/movable/A as mob|obj in loc)
if (!( A.anchored ))
A.loc = src.connected
//Foreach goto(26)
src.connected.connected = null
src.connected.update()
A.loc = connected
connected.connected = null
connected.update()
add_fingerprint(user)
//SN src = null
qdel(src)
return
return
@@ -175,13 +178,19 @@
return
if (!ismob(user) || user.stat || user.lying || user.stunned)
return
O.loc = src.loc
O.loc = 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
/obj/structure/m_tray/Destroy()
if(connected && connected.connected == src)
connected.connected = null
connected = null
return ..()
/*
* Crematorium
@@ -200,116 +209,106 @@
var/locked = 0
/obj/structure/crematorium/proc/update()
if (src.connected)
src.icon_state = "crema0"
if (connected)
icon_state = "crema0"
else
if (src.contents.len)
src.icon_state = "crema2"
if (contents.len)
icon_state = "crema2"
else
src.icon_state = "crema1"
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
A.loc = 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
A.loc = 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
A.loc = loc
ex_act(severity)
qdel(src)
return
return
/obj/structure/crematorium/alter_health()
return src.loc
return 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 ((connected) && (locked == 0))
for(var/atom/movable/A as mob|obj in 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
playsound(loc, 'sound/items/Deconstruct.ogg', 50, 1)
qdel(connected)
connected = null
else if (locked == 0)
playsound(loc, 'sound/items/Deconstruct.ogg', 50, 1)
connected = new /obj/structure/c_tray( loc )
step(connected, SOUTH)
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"
if (T.contents.Find(connected))
connected.connected = src
icon_state = "crema0"
for(var/atom/movable/A as mob|obj in src)
A.loc = src.connected.loc
src.connected.icon_state = "cremat"
A.loc = connected.loc
connected.icon_state = "cremat"
else
//src.connected = null
qdel(src.connected)
src.add_fingerprint(user)
qdel(connected)
connected = null
add_fingerprint(user)
update()
/obj/structure/crematorium/attackby(P as obj, mob/user as mob, params)
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
var/t = input(user, "What would you like the label to be?", text("[]", name), null) as text
if (user.get_active_hand() != P)
return
if ((!in_range(src, usr) > 1 && src.loc != user))
if ((!in_range(src, usr) > 1 && loc != user))
return
t = sanitize(copytext(t,1,MAX_MESSAGE_LEN))
if (t)
src.name = text("Crematorium- '[]'", t)
name = text("Crematorium- '[]'", t)
else
src.name = "Crematorium"
src.add_fingerprint(user)
name = "Crematorium"
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
connected = new /obj/structure/c_tray( loc )
step(connected, SOUTH)
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"
if (T.contents.Find(connected))
connected.connected = 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"
A.loc = connected.loc
connected.icon_state = "cremat"
else
//src.connected = null
qdel(src.connected)
qdel(connected)
connected = null
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
/obj/structure/crematorium/proc/cremate(mob/user as mob)
if(cremating)
return //don't let you cremate something twice or w/e
@@ -319,10 +318,10 @@
return
else
if(!isemptylist(src.search_contents_for(/obj/item/weapon/disk/nuclear)))
if(!isemptylist(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
if(!isemptylist(src.search_contents_for(/obj/item/flag/nation)))
if(!isemptylist(search_contents_for(/obj/item/flag/nation)))
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))
@@ -335,10 +334,10 @@
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>")
if(istype(user))
M.attack_log += "\[[time_stamp()]\] Has been cremated by <b>[user]/[user.ckey]</b>"
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)
@@ -351,9 +350,15 @@
cremating = 0
locked = 0
update()
playsound(src.loc, 'sound/machines/ding.ogg', 50, 1)
playsound(loc, 'sound/machines/ding.ogg', 50, 1)
return
/obj/structure/crematorium/Destroy()
if(connected)
qdel(connected)
connected = null
return ..()
/*
* Crematorium tray
@@ -370,15 +375,14 @@
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 (connected)
for(var/atom/movable/A as mob|obj in loc)
if (!( A.anchored ))
A.loc = src.connected
A.loc = connected
//Foreach goto(26)
src.connected.connected = null
src.connected.update()
connected.connected = null
connected.update()
add_fingerprint(user)
//SN src = null
qdel(src)
return
return
@@ -390,7 +394,7 @@
return
if (!ismob(user) || user.stat || user.lying || user.stunned)
return
O.loc = src.loc
O.loc = loc
if (user != O)
for(var/mob/B in viewers(user, 3))
if ((B.client && !( B.blinded )))
@@ -398,8 +402,14 @@
//Foreach goto(99)
return
/obj/structure/m_tray/Destroy()
if(connected && connected.connected == src)
connected.connected = null
connected = null
return ..()
/obj/machinery/crema_switch/attack_hand(mob/user as mob)
if(src.allowed(usr))
if(allowed(usr))
for (var/obj/structure/crematorium/C in world)
if (C.id == id)
if (!C.cremating)
+15
View File
@@ -485,6 +485,10 @@
if ((!(L.stat) && !(L.restrained())))
resist_grab(L) //this passes L because the proc requires a typecasted mob/living instead of just 'src'
// Sliding out of a morgue/crematorium
if(loc && (istype(loc, /obj/structure/morgue) || istype(loc, /obj/structure/crematorium)))
resist_tray(L)
//unbuckling yourself
if(L.buckled && (L.last_special <= world.time) )
resist_buckle(L) //this passes L because the proc requires a typecasted mob/living instead of just 'src'
@@ -687,6 +691,17 @@
BD.attack_hand(usr)
C.open()
// resist_tray allows a mob to slide themselves out of a morgue or crematorium
/mob/living/proc/resist_tray(var/mob/living/carbon/CM)
if(!istype(CM))
return
if (usr.stat || usr.restrained())
return
usr << "<span class='alert'>You attempt to slide yourself out of \the [loc]...</span>"
var/obj/structure/S = loc
S.attack_hand(src)
/* resist_stop_drop_roll allows a mob to stop, drop, and roll in order to put out a fire burning on them.
*/////
/mob/living/proc/resist_stop_drop_roll(var/mob/living/carbon/CM)