/* 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"
density = 1
dir = EAST
var/obj/structure/m_tray/connected = null
anchored = 1.0
/obj/structure/morgue/proc/update()
if(connected)
icon_state = "morgue0"
else
if(contents.len)
var/mob/living/M = locate() in contents
var/obj/structure/closet/body_bag/B = locate() in contents
if(M==null) M = locate() in B
if(M)
var/mob/dead/observer/G = M.get_ghost()
if(M.client)
icon_state = "morgue3"
else if(G && G.client) //There is a ghost and it is connected to the server
icon_state = "morgue5"
else
icon_state = "morgue2"
else icon_state = "morgue4"
else 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.forceMove(loc)
ex_act(severity)
qdel(src)
return
if(2.0)
if(prob(50))
for(var/atom/movable/A as mob|obj in src)
A.forceMove(loc)
ex_act(severity)
qdel(src)
return
if(3.0)
if(prob(5))
for(var/atom/movable/A as mob|obj in src)
A.forceMove(loc)
ex_act(severity)
qdel(src)
return
return
/obj/structure/morgue/alter_health()
return loc
/obj/structure/morgue/attack_hand(mob/user as mob)
if(connected)
for(var/atom/movable/A as mob|obj in connected.loc)
if(!( A.anchored ))
A.forceMove(src)
playsound(loc, 'sound/items/Deconstruct.ogg', 50, 1)
qdel(connected)
connected = null
else
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.forceMove(connected.loc)
connected.icon_state = "morguet"
connected.dir = dir
else
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("[]", name), null) as text
if(user.get_active_hand() != P)
return
if((!in_range(src, usr) && loc != user))
return
t = sanitize(copytext(t,1,MAX_MESSAGE_LEN))
if(t)
name = text("Morgue- '[]'", t)
overlays += image(icon, "morgue_label")
else
name = "Morgue"
overlays.Cut()
add_fingerprint(user)
return
/obj/structure/morgue/relaymove(mob/user as mob)
if(user.stat)
return
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.forceMove(connected.loc)
connected.icon_state = "morguet"
else
qdel(connected)
connected = null
return
/obj/structure/morgue/Destroy()
if(connected)
qdel(connected)
connected = null
return ..()
/obj/structure/morgue/container_resist(var/mob/living/L)
var/mob/living/carbon/CM = L
if(!istype(CM))
return
if(CM.stat || CM.restrained())
return
to_chat(CM, "You attempt to slide yourself out of \the [src]...")
src.attack_hand(CM)
/*
* 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 = 1.0
throwpass = 1
/obj/structure/m_tray/attack_hand(mob/user as mob)
if(connected)
for(var/atom/movable/A as mob|obj in loc)
if(!( A.anchored ))
A.forceMove(connected)
connected.connected = null
connected.update()
add_fingerprint(user)
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.forceMove(loc)
if(user != O)
for(var/mob/B in viewers(user, 3))
if((B.client && !( B.blinded )))
to_chat(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 ..()
/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)
/*
* 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(connected)
icon_state = "crema0"
else
if(contents.len)
icon_state = "crema2"
else
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.forceMove(loc)
ex_act(severity)
qdel(src)
return
if(2.0)
if(prob(50))
for(var/atom/movable/A as mob|obj in src)
A.forceMove(loc)
ex_act(severity)
qdel(src)
return
if(3.0)
if(prob(5))
for(var/atom/movable/A as mob|obj in src)
A.forceMove(loc)
ex_act(severity)
qdel(src)
return
return
/obj/structure/crematorium/alter_health()
return loc
/obj/structure/crematorium/attack_hand(mob/user as mob)
if(cremating)
to_chat(usr, "\red It's locked.")
return
if((connected) && (locked == 0))
for(var/atom/movable/A as mob|obj in connected.loc)
if(!( A.anchored ))
A.forceMove(src)
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(connected))
connected.connected = src
icon_state = "crema0"
for(var/atom/movable/A as mob|obj in src)
A.forceMove(connected.loc)
connected.icon_state = "cremat"
else
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("[]", name), null) as text
if(user.get_active_hand() != P)
return
if((!in_range(src, usr) > 1 && loc != user))
return
t = sanitize(copytext(t,1,MAX_MESSAGE_LEN))
if(t)
name = text("Crematorium- '[]'", t)
else
name = "Crematorium"
add_fingerprint(user)
return
/obj/structure/crematorium/relaymove(mob/user as mob)
if(user.stat || locked)
return
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(connected))
connected.connected = src
icon_state = "crema0"
for(var/atom/movable/A as mob|obj in src)
A.forceMove(connected.loc)
connected.icon_state = "cremat"
else
qdel(connected)
connected = null
return
/obj/structure/crematorium/proc/cremate(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("You hear a hollow crackle.", 1)
return
else
for(var/mob/M in viewers(src))
M.show_message("You hear a roar as the crematorium activates.", 1)
cremating = 1
locked = 1
icon_state = "crema_active"
for(var/mob/living/M in search_contents_for(/mob/living))
if(!M || !isnull(M.gcDestroyed))
continue
if(M.stat!=2)
M.emote("scream")
if(istype(user))
M.attack_log += "\[[time_stamp()]\] Has been cremated by [user.name] ([user.ckey])"
user.attack_log +="\[[time_stamp()]\] Cremated [M.name] ([M.ckey])"
log_attack("[user.name] ([user.ckey]) cremated [M.name] ([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
update()
playsound(loc, 'sound/machines/ding.ogg', 50, 1)
return
/obj/structure/crematorium/Destroy()
if(connected)
qdel(connected)
connected = null
return ..()
/obj/structure/crematorium/container_resist(var/mob/living/L)
var/mob/living/carbon/CM = L
if(!istype(CM))
return
if(CM.stat || CM.restrained())
return
to_chat(CM, "You attempt to slide yourself out of \the [src]...")
src.attack_hand(CM)
/*
* 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 = 1.0
throwpass = 1
/obj/structure/c_tray/attack_hand(mob/user as mob)
if(connected)
for(var/atom/movable/A as mob|obj in loc)
if(!( A.anchored ))
A.forceMove(connected)
//Foreach goto(26)
connected.connected = null
connected.update()
add_fingerprint(user)
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.forceMove(loc)
if(user != O)
for(var/mob/B in viewers(user, 3))
if((B.client && !( B.blinded )))
to_chat(B, text("\red [] stuffs [] into []!", user, O, src))
//Foreach goto(99)
return
/obj/structure/c_tray/Destroy()
if(connected && connected.connected == src)
connected.connected = null
connected = null
return ..()
/obj/machinery/crema_switch/attack_hand(mob/user as mob)
if(allowed(usr))
for(var/obj/structure/crematorium/C in world)
if(C.id == id)
if(!C.cremating)
C.cremate(user)
else
to_chat(usr, "\red Access denied.")
return
/mob/proc/update_morgue()
if(stat == DEAD)
var/obj/structure/morgue/morgue
var/mob/living/C = src
var/mob/dead/observer/G = src
if(istype(G) && G.can_reenter_corpse && G.mind) //We're a ghost, let's find our corpse
C = G.mind.current
if(istype(C)) //We found our corpse, is it inside a morgue?
morgue = get(C.loc, /obj/structure/morgue)
if(morgue)
morgue.update()
/hook/mob_login/proc/update_morgue(var/client/client, var/mob/mob)
//Update morgues on login
mob.update_morgue()
return 1
/hook/mob_logout/proc/update_morgue(var/client/client, var/mob/mob)
//Update morgues on logout
mob.update_morgue()
return 1