Files
Paradise/code/game/machinery/adv_med.dm
2015-07-09 02:48:34 -04:00

536 lines
18 KiB
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/obj/machinery/bodyscanner
var/mob/living/carbon/occupant
var/locked
name = "Body Scanner"
icon = 'icons/obj/Cryogenic2.dmi'
icon_state = "bodyscanner-open"
density = 1
dir = 8
anchored = 1
idle_power_usage = 1250
active_power_usage = 2500
light_color = "#00FF00"
power_change()
..()
if(!(stat & (BROKEN|NOPOWER)))
set_light(2)
else
set_light(0)
/obj/machinery/bodyscanner/New()
..()
component_parts = list()
component_parts += new /obj/item/weapon/circuitboard/bodyscanner(src)
component_parts += new /obj/item/weapon/stock_parts/scanning_module(src)
component_parts += new /obj/item/weapon/stock_parts/console_screen(src)
component_parts += new /obj/item/weapon/stock_parts/console_screen(src)
component_parts += new /obj/item/stack/cable_coil(src, 2)
RefreshParts()
/obj/machinery/bodyscanner/RefreshParts()
/obj/machinery/bodyscanner/attackby(var/obj/item/weapon/G as obj, var/mob/user as mob)
if (istype(G, /obj/item/weapon/screwdriver))
if(src.occupant)
user << "<span class='notice'>The maintenance panel is locked.</span>"
return
default_deconstruction_screwdriver(user, "bodyscanner-o", "bodyscanner-open", G)
return
if (istype(G, /obj/item/weapon/wrench))
if(src.occupant)
user << "<span class='notice'>The scanner is occupied.</span>"
return
if(panel_open)
user << "<span class='notice'>Close the maintenance panel first.</span>"
return
if(dir == 4)
dir = 8
else
dir = 4
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
if(exchange_parts(user, G))
return
default_deconstruction_crowbar(G)
if(istype(G, /obj/item/weapon/grab))
if(panel_open)
user << "\blue <b>Close the maintenance panel first.</b>"
return
if(!ismob(G:affecting))
return
if (src.occupant)
user << "\blue <B>The scanner is already occupied!</B>"
return
for(var/mob/living/carbon/slime/M in range(1,G:affecting))
if(M.Victim == G:affecting)
usr << "[G:affecting.name] will not fit into the sleeper because they have a slime latched onto their head."
return
var/mob/M = G:affecting
if (M.abiotic())
user << "\blue <B>Subject cannot have abiotic items on.</B>"
return
if (M.client)
M.client.perspective = EYE_PERSPECTIVE
M.client.eye = src
M.loc = src
src.occupant = M
src.icon_state = "body_scanner_1"
src.add_fingerprint(user)
//G = null
qdel(G)
return
/obj/machinery/bodyscanner/MouseDrop_T(atom/movable/O as mob|obj, mob/user as mob)
if(!istype(O))
return
if(O.loc == user) //no you can't pull things out of your ass
return
if(user.restrained() || user.stat || user.weakened || user.stunned || user.paralysis || user.resting) //are you cuffed, dying, lying, stunned or other
return
if(O.anchored || get_dist(user, src) > 1 || get_dist(user, O) > 1 || user.contents.Find(src)) // is the mob anchored, too far away from you, or are you too far away from the source
return
if(!ismob(O)) //humans only
return
if(istype(O, /mob/living/simple_animal) || istype(O, /mob/living/silicon)) //animals and robutts dont fit
return
if(!ishuman(user) && !isrobot(user)) //No ghosts or mice putting people into the sleeper
return
if(user.loc==null) // just in case someone manages to get a closet into the blue light dimension, as unlikely as that seems
return
if(!istype(user.loc, /turf) || !istype(O.loc, /turf)) // are you in a container/closet/pod/etc?
return
if(panel_open)
user << "\blue <B>Close the maintenance panel first.</B>"
return
if(occupant)
user << "\blue <B>The body scanner is already occupied!</B>"
return
var/mob/living/L = O
if(!istype(L) || L.buckled)
return
if(L.abiotic())
user << "\blue <B>Subject cannot have abiotic items on.</B>"
return
for(var/mob/living/carbon/slime/M in range(1,L))
if(M.Victim == L)
usr << "[L.name] will not fit into the body scanner because they have a slime latched onto their head."
return
if(L == user)
visible_message("[user] climbs into the body scanner.", 3)
else
visible_message("[user] puts [L.name] into the body scanner.", 3)
if (L.client)
L.client.perspective = EYE_PERSPECTIVE
L.client.eye = src
L.loc = src
src.occupant = L
src.icon_state = "bodyscanner"
src.add_fingerprint(user)
return
/*/obj/machinery/bodyscanner/allow_drop()
return 0*/
/obj/machinery/bodyscanner/relaymove(mob/user as mob)
if (user.stat)
return
src.go_out()
return
/obj/machinery/bodyscanner/verb/eject()
set src in oview(1)
set category = "Object"
set name = "Eject Body Scanner"
if (usr.stat != 0)
return
src.go_out()
add_fingerprint(usr)
return
/obj/machinery/bodyscanner/verb/move_inside()
set src in oview(1)
set category = "Object"
set name = "Enter Body Scanner"
if (usr.stat != 0)
return
if (src.occupant)
usr << "\blue <B>The scanner is already occupied!</B>"
return
if (panel_open)
usr << "\blue <B>Close the maintenance panel first.</B>"
return
if (usr.abiotic())
usr << "\blue <B>Subject cannot have abiotic items on.</B>"
return
usr.pulling = null
usr.client.perspective = EYE_PERSPECTIVE
usr.client.eye = src
usr.loc = src
src.occupant = usr
src.icon_state = "bodyscanner"
for(var/obj/O in src)
//O = null
qdel(O)
//Foreach goto(124)
src.add_fingerprint(usr)
return
/obj/machinery/bodyscanner/proc/go_out()
if ((!( src.occupant ) || src.locked))
return
if (src.occupant.client)
src.occupant.client.eye = src.occupant.client.mob
src.occupant.client.perspective = MOB_PERSPECTIVE
src.occupant.loc = src.loc
src.occupant = null
src.icon_state = "body_scanner_0"
return
/obj/machinery/bodyscanner/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)
//Foreach goto(35)
//SN src = null
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)
//Foreach goto(108)
//SN src = null
qdel(src)
return
if(3.0)
if (prob(25))
for(var/atom/movable/A as mob|obj in src)
A.loc = src.loc
ex_act(severity)
//Foreach goto(181)
//SN src = null
qdel(src)
return
else
return
/obj/machinery/bodyscanner/blob_act()
if(prob(50))
for(var/atom/movable/A as mob|obj in src)
A.loc = src.loc
qdel(src)
/obj/machinery/body_scanconsole
var/obj/machinery/bodyscanner/connected
var/known_implants = list(/obj/item/weapon/implant/chem, /obj/item/weapon/implant/death_alarm, /obj/item/weapon/implant/loyalty, /obj/item/weapon/implant/tracking)
var/delete
var/temphtml
name = "Body Scanner Console"
icon = 'icons/obj/Cryogenic2.dmi'
icon_state = "bodyscannerconsole"
density = 1
anchored = 1
dir = 8
idle_power_usage = 250
active_power_usage = 500
var/printing = null
var/printing_text = null
/obj/machinery/body_scanconsole/power_change()
if(stat & BROKEN)
icon_state = "bodyscannerconsole-p"
else if(powered() && !panel_open)
icon_state = initial(icon_state)
stat &= ~NOPOWER
else
spawn(rand(0, 15))
src.icon_state = "bodyscannerconsole-p"
stat |= NOPOWER
/obj/machinery/body_scanconsole/New()
..()
component_parts = list()
component_parts += new /obj/item/weapon/circuitboard/bodyscanner_console(src)
component_parts += new /obj/item/weapon/stock_parts/console_screen(src)
component_parts += new /obj/item/weapon/stock_parts/console_screen(src)
component_parts += new /obj/item/stack/cable_coil(src, 2)
RefreshParts()
findscanner()
/obj/machinery/body_scanconsole/RefreshParts()
/obj/machinery/body_scanconsole/ex_act(severity)
switch(severity)
if(1.0)
//SN src = null
qdel(src)
return
if(2.0)
if (prob(50))
//SN src = null
qdel(src)
return
else
return
/obj/machinery/body_scanconsole/blob_act()
if(prob(50))
qdel(src)
/obj/machinery/body_scanconsole/proc/findscanner()
spawn( 5 )
var/obj/machinery/bodyscanner/bodyscannernew = null
// Loop through every direction
for(dir in list(NORTH,EAST,SOUTH,WEST))
// Try to find a scanner in that direction
bodyscannernew = locate(/obj/machinery/bodyscanner, get_step(src, dir))
src.connected = bodyscannernew
return
return
/*
/obj/machinery/body_scanconsole/process() //not really used right now
if(stat & (NOPOWER|BROKEN))
return
//use_power(250) // power stuff
// var/mob/M //occupant
// if (!( src.status )) //remove this
// return
// if ((src.connected && src.connected.occupant)) //connected & occupant ok
// M = src.connected.occupant
// else
// if (istype(M, /mob))
// //do stuff
// else
/// src.temphtml = "Process terminated due to lack of occupant in scanning chamber."
// src.status = null
// src.updateDialog()
// return
*/
/obj/machinery/body_scanconsole/attackby(var/obj/item/weapon/G as obj, var/mob/user as mob, params)
if (istype(G, /obj/item/weapon/screwdriver))
default_deconstruction_screwdriver(user, "bodyscannerconsole-p", "bodyscannerconsole", G)
return
if (istype(G, /obj/item/weapon/wrench))
if(panel_open)
user << "<span class='notice'>Close the maintenance panel first.</span>"
return
if(dir == 4)
dir = 8
else
dir = 4
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
if(exchange_parts(user, G))
return
default_deconstruction_crowbar(G)
/obj/machinery/body_scanconsole/attack_ai(user as mob)
return src.attack_hand(user)
/obj/machinery/body_scanconsole/attack_hand(user as mob)
if(..())
return
if(stat & (NOPOWER|BROKEN))
return
if (panel_open)
user << "<span class='notice'>Close the maintenance panel first.</span>"
return
if(!src.connected)
findscanner()
if (src.connected)
if(!connected.occupant)
user << "<span class='notice'>The scanner is empty.</span>"
return
if(!ishuman(connected.occupant))
user << "\red This device can only scan compatible lifeforms."
return
var/dat
if (src.delete && src.temphtml) //Window in buffer but its just simple message, so nothing
src.delete = src.delete
else if (!src.delete && src.temphtml) //Window in buffer - its a menu, dont add clear message
dat = text("[]<BR><BR><A href='?src=\ref[];clear=1'>Main Menu</A>", src.temphtml, src)
else
if (src.connected) //Is something connected?
var/mob/living/carbon/human/occupant = src.connected.occupant
dat = "<font color='blue'><B>Occupant Statistics:</B></FONT><BR>" //Blah obvious
if (istype(occupant)) //is there REALLY someone in there?
var/t1
switch(occupant.stat) // obvious, see what their status is
if(0)
t1 = "Conscious"
if(1)
t1 = "Unconscious"
else
t1 = "*dead*"
if (!istype(occupant,/mob/living/carbon/human))
dat += "<font color='red'>This device can only scan human occupants.</FONT>"
else
dat += text("[]\tHealth %: [] ([])</FONT><BR>", (occupant.health > 50 ? "<font color='blue'>" : "<font color='red'>"), occupant.health, t1)
if(occupant.virus2.len)
dat += text("<font color='red'>Viral pathogen detected in blood stream.</font><BR>")
dat += text("[]\t-Brute Damage %: []</FONT><BR>", (occupant.getBruteLoss() < 60 ? "<font color='blue'>" : "<font color='red'>"), occupant.getBruteLoss())
dat += text("[]\t-Respiratory Damage %: []</FONT><BR>", (occupant.getOxyLoss() < 60 ? "<font color='blue'>" : "<font color='red'>"), occupant.getOxyLoss())
dat += text("[]\t-Toxin Content %: []</FONT><BR>", (occupant.getToxLoss() < 60 ? "<font color='blue'>" : "<font color='red'>"), occupant.getToxLoss())
dat += text("[]\t-Burn Severity %: []</FONT><BR><BR>", (occupant.getFireLoss() < 60 ? "<font color='blue'>" : "<font color='red'>"), occupant.getFireLoss())
dat += text("[]\tRadiation Level %: []</FONT><BR>", (occupant.radiation < 10 ?"<font color='blue'>" : "<font color='red'>"), occupant.radiation)
dat += text("[]\tGenetic Tissue Damage %: []</FONT><BR>", (occupant.getCloneLoss() < 1 ?"<font color='blue'>" : "<font color='red'>"), occupant.getCloneLoss())
dat += text("[]\tApprox. Brain Damage %: []</FONT><BR>", (occupant.getBrainLoss() < 1 ?"<font color='blue'>" : "<font color='red'>"), occupant.getBrainLoss())
dat += text("Paralysis Summary %: [] ([] seconds left!)<BR>", occupant.paralysis, round(occupant.paralysis / 4))
dat += text("Body Temperature: [occupant.bodytemperature-T0C]&deg;C ([occupant.bodytemperature*1.8-459.67]&deg;F)<BR><HR>")
if(occupant.has_brain_worms())
dat += "Large growth detected in frontal lobe, possibly cancerous. Surgical removal is recommended.<BR/>"
if(occupant.vessel)
var/blood_volume = round(occupant.vessel.get_reagent_amount("blood"))
var/blood_percent = blood_volume / 560
blood_percent *= 100
dat += text("[]\tBlood Level %: [] ([] units)</FONT><BR>", (blood_volume > 448 ?"<font color='blue'>" : "<font color='red'>"), blood_percent, blood_volume)
if(occupant.reagents)
dat += text("Epinephrine units: [] units<BR>", occupant.reagents.get_reagent_amount("Epinephrine"))
dat += text("Ether: [] units<BR>", occupant.reagents.get_reagent_amount("ether"))
dat += text("[]\tSilver Sulfadiazine: [] units</FONT><BR>", (occupant.reagents.get_reagent_amount("silver_sulfadiazine") < 30 ? "<font color='black'>" : "<font color='red'>"), occupant.reagents.get_reagent_amount("silver_sulfadiazine"))
dat += text("[]\tStyptic Powder: [] units<BR>", (occupant.reagents.get_reagent_amount("styptic_powder") < 30 ? "<font color='black'>" : "<font color='red'>"), occupant.reagents.get_reagent_amount("styptic_powder"))
dat += text("[]\tsalbutamol: [] units<BR>", (occupant.reagents.get_reagent_amount("salbutamol") < 30 ? "<font color='black'>" : "<font color='red'>"), occupant.reagents.get_reagent_amount("salbutamol"))
dat += "<HR><table border='1'>"
dat += "<tr>"
dat += "<th>Organ</th>"
dat += "<th>Burn Damage</th>"
dat += "<th>Brute Damage</th>"
dat += "<th>Other Wounds</th>"
dat += "</tr>"
for(var/obj/item/organ/external/e in occupant.organs)
dat += "<tr>"
var/AN = ""
var/open = ""
var/infected = ""
var/robot = ""
var/imp = ""
var/bled = ""
var/splint = ""
var/internal_bleeding = ""
var/lung_ruptured = ""
for(var/datum/wound/W in e.wounds) if(W.internal)
internal_bleeding = "<br>Internal bleeding"
break
if(istype(e, /obj/item/organ/external/chest) && occupant.is_lung_ruptured())
lung_ruptured = "Lung ruptured:"
if(e.status & ORGAN_SPLINTED)
splint = "Splinted:"
if(e.status & ORGAN_BLEEDING)
bled = "Bleeding:"
if(e.status & ORGAN_BROKEN)
AN = "[e.broken_description]:"
if(e.status & ORGAN_ROBOT)
robot = "Prosthetic:"
if(e.open)
open = "Open:"
switch (e.germ_level)
if (INFECTION_LEVEL_ONE to INFECTION_LEVEL_ONE + 200)
infected = "Mild Infection:"
if (INFECTION_LEVEL_ONE + 200 to INFECTION_LEVEL_ONE + 300)
infected = "Mild Infection+:"
if (INFECTION_LEVEL_ONE + 300 to INFECTION_LEVEL_ONE + 400)
infected = "Mild Infection++:"
if (INFECTION_LEVEL_TWO to INFECTION_LEVEL_TWO + 200)
infected = "Acute Infection:"
if (INFECTION_LEVEL_TWO + 200 to INFECTION_LEVEL_TWO + 300)
infected = "Acute Infection+:"
if (INFECTION_LEVEL_TWO + 300 to INFECTION_LEVEL_TWO + 400)
infected = "Acute Infection++:"
if (INFECTION_LEVEL_THREE to INFINITY)
infected = "Septic:"
var/unknown_body = 0
for(var/I in e.implants)
if(is_type_in_list(I,known_implants))
imp += "[I] implanted:"
else
unknown_body++
if(unknown_body || e.hidden)
imp += "Unknown body present:"
if(!AN && !open && !infected & !imp)
AN = "None:"
if(!(e.status & ORGAN_DESTROYED))
dat += "<td>[e.name]</td><td>[e.burn_dam]</td><td>[e.brute_dam]</td><td>[robot][bled][AN][splint][open][infected][imp][internal_bleeding][lung_ruptured]</td>"
else
dat += "<td>[e.name]</td><td>-</td><td>-</td><td>Not Found</td>"
dat += "</tr>"
for(var/obj/item/organ/i in occupant.internal_organs)
var/mech = i.desc
var/infection = "None"
switch (i.germ_level)
if (1 to INFECTION_LEVEL_ONE + 200)
infection = "Mild Infection:"
if (INFECTION_LEVEL_ONE + 200 to INFECTION_LEVEL_ONE + 300)
infection = "Mild Infection+:"
if (INFECTION_LEVEL_ONE + 300 to INFECTION_LEVEL_ONE + 400)
infection = "Mild Infection++:"
if (INFECTION_LEVEL_TWO to INFECTION_LEVEL_TWO + 200)
infection = "Acute Infection:"
if (INFECTION_LEVEL_TWO + 200 to INFECTION_LEVEL_TWO + 300)
infection = "Acute Infection+:"
if (INFECTION_LEVEL_TWO + 300 to INFINITY)
infection = "Acute Infection++:"
dat += "<tr>"
dat += "<td>[i.name]</td><td>N/A</td><td>[i.damage]</td><td>[infection]:[mech]</td><td></td>"
dat += "</tr>"
dat += "</table>"
if(occupant.sdisabilities & BLIND)
dat += text("<font color='red'>Cataracts detected.</font><BR>")
if(occupant.sdisabilities & NEARSIGHTED)
dat += text("<font color='red'>Retinal misalignment detected.</font><BR>")
src.printing_text = dat
dat += "<BR><BR><A href='?src=\ref[src];print_p=1;name=[occupant.name]'>Print medical condition</A><BR>"
else
dat += "\The [src] is empty."
else
dat = "<font color='red'> Error: No Body Scanner connected.</font>"
dat += text("<A href='?src=\ref[];mach_close=scanconsole'>Close</A>", user)
user << browse(dat, "window=scanconsole;size=430x600")
return
/obj/machinery/body_scanconsole/Topic(href, href_list)
if(..())
return 1
if (href_list["print_p"])
if (!(src.printing) && src.printing_text)
src.printing = 1
for(var/mob/O in viewers(usr))
O.show_message("\blue \the [src] rattles and prints out a sheet of paper.", 1)
var/obj/item/weapon/paper/P = new /obj/item/weapon/paper( src.loc )
P.info = "<CENTER><B>Body Scan - [href_list["name"]]</B></CENTER><BR>"
P.info += "<b>Time of scan:</b> [worldtime2text(world.time)]<br><br>"
P.info += "[src.printing_text]"
P.info += "<br><br><b>Notes:</b><br>"
P.name = "Body Scan - [href_list["name"]]"
src.printing = null
src.printing_text = null