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Paradise/code/game/objects/structures/morgue.dm

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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 until someone fetches them."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "morgue1"
density = 1
max_integrity = 400
dir = EAST
var/obj/structure/m_tray/connected = null
var/list/status_descriptors = list(
"The tray is currently extended.",
"The tray is currently empty.",
"The tray contains an unviable body.",
"The tray contains a body that is responsive to revival techniques.",
"The tray contains something that is not a body.",
"The tray contains a body that might be responsive."
)
anchored = 1.0
var/open_sound = 'sound/items/deconstruct.ogg'
/obj/structure/morgue/Initialize()
. = ..()
update()
/obj/structure/morgue/proc/update()
if(connected)
icon_state = "morgue0"
desc = initial(desc) + "\n[status_descriptors[1]]"
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.mind && !M.mind.suicided)
if(M.client)
icon_state = "morgue3"
desc = initial(desc) + "\n[status_descriptors[4]]"
else if(G && G.client) //There is a ghost and it is connected to the server
icon_state = "morgue5"
desc = initial(desc) + "\n[status_descriptors[6]]"
else
icon_state = "morgue2"
desc = initial(desc) + "\n[status_descriptors[3]]"
else
icon_state = "morgue2"
desc = initial(desc) + "\n[status_descriptors[3]]"
else
icon_state = "morgue4"
desc = initial(desc) + "\n[status_descriptors[5]]"
else
icon_state = "morgue1"
desc = initial(desc) + "\n[status_descriptors[2]]"
return
/obj/structure/morgue/ex_act(severity)
switch(severity)
if(1.0)
for(var/atom/movable/A in src)
A.forceMove(loc)
ex_act(severity)
qdel(src)
return
if(2.0)
if(prob(50))
for(var/atom/movable/A in src)
A.forceMove(loc)
ex_act(severity)
qdel(src)
return
if(3.0)
if(prob(5))
for(var/atom/movable/A in src)
A.forceMove(loc)
ex_act(severity)
qdel(src)
return
return
/obj/structure/morgue/attack_hand(mob/user as mob)
if(connected)
for(var/atom/movable/A in connected.loc)
if(!( A.anchored ))
A.forceMove(src)
playsound(loc, open_sound, 50, 1)
QDEL_NULL(connected)
else
playsound(loc, open_sound, 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 in src)
A.forceMove(connected.loc)
connected.icon_state = "morguet"
connected.dir = dir
else
QDEL_NULL(connected)
add_fingerprint(user)
update()
return
/obj/structure/morgue/attackby(P as obj, mob/user as mob, params)
if(istype(P, /obj/item/pen))
var/t = rename_interactive(user, P)
if(isnull(t))
return
cut_overlays()
if(t)
add_overlay(image(icon, "morgue_label"))
add_fingerprint(user)
return
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 in src)
A.forceMove(connected.loc)
connected.icon_state = "morguet"
else
QDEL_NULL(connected)
return
/obj/structure/morgue/Destroy()
if(!connected)
var/turf/T = loc
for(var/atom/movable/A in src)
A.forceMove(T)
else
QDEL_NULL(connected)
return ..()
/obj/structure/morgue/container_resist(mob/living/L)
var/mob/living/carbon/CM = L
if(!istype(CM))
return
if(CM.stat || CM.restrained())
return
to_chat(CM, "<span class='alert'>You attempt to slide yourself out of \the [src]...</span>")
src.attack_hand(CM)
/obj/structure/morgue/get_remote_view_fullscreens(mob/user)
if(user.stat == DEAD || !(user.sight & (SEEOBJS|SEEMOBS)))
user.overlay_fullscreen("remote_view", /obj/screen/fullscreen/impaired, 2)
/*
* Morgue tray
*/
/obj/structure/m_tray
name = "morgue tray"
desc = "Apply corpse before closing. May float away in no-gravity."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "morguet"
density = 1
layer = 2.0
var/obj/structure/morgue/connected = null
anchored = 1.0
pass_flags = LETPASSTHROW
max_integrity = 350
/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)
user.visible_message("<span class='warning'>[user] stuffs [O] into [src]!</span>")
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(ismovable(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
var/open_sound = 'sound/items/deconstruct.ogg'
/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 in src)
A.forceMove(loc)
ex_act(severity)
qdel(src)
return
if(2.0)
if(prob(50))
for(var/atom/movable/A in src)
A.forceMove(loc)
ex_act(severity)
qdel(src)
return
if(3.0)
if(prob(5))
for(var/atom/movable/A in src)
A.forceMove(loc)
ex_act(severity)
qdel(src)
return
return
/obj/structure/crematorium/attack_hand(mob/user as mob)
if(cremating)
to_chat(usr, "<span class='warning'>It's locked.</span>")
return
if((connected) && (locked == 0))
for(var/atom/movable/A in connected.loc)
if(!( A.anchored ))
A.forceMove(src)
playsound(loc, open_sound, 50, 1)
QDEL_NULL(connected)
else if(locked == 0)
playsound(loc, open_sound, 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 in src)
A.forceMove(connected.loc)
connected.icon_state = "cremat"
else
QDEL_NULL(connected)
add_fingerprint(user)
update()
/obj/structure/crematorium/attackby(P as obj, mob/user as mob, params)
if(istype(P, /obj/item/pen))
rename_interactive(user, P)
add_fingerprint(user)
return
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 in src)
A.forceMove(connected.loc)
connected.icon_state = "cremat"
else
QDEL_NULL(connected)
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("<span class='warning'>You hear a hollow crackle.</span>", 1)
return
else
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
icon_state = "crema_active"
for(var/mob/living/M in search_contents_for(/mob/living))
if(QDELETED(M))
continue
if(M.stat!=2)
M.emote("scream")
if(istype(user))
add_attack_logs(user, M, "Cremated")
M.death(1)
if(QDELETED(M))
continue // Re-check for mobs that delete themselves on death
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)
var/turf/T = loc
for(var/atom/movable/A in src)
A.forceMove(T)
else
QDEL_NULL(connected)
return ..()
/obj/structure/crematorium/container_resist(mob/living/L)
var/mob/living/carbon/CM = L
if(!istype(CM))
return
if(CM.stat || CM.restrained())
return
to_chat(CM, "<span class='alert'>You attempt to slide yourself out of \the [src]...</span>")
src.attack_hand(CM)
/obj/structure/crematorium/get_remote_view_fullscreens(mob/user)
if(user.stat == DEAD || !(user.sight & (SEEOBJS|SEEMOBS)))
user.overlay_fullscreen("remote_view", /obj/screen/fullscreen/impaired, 2)
/*
* 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
pass_flags = LETPASSTHROW
/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)
user.visible_message("<span class='warning'>[user] stuffs [O] into [src]!</span>")
//Foreach goto(99)
return
/obj/structure/c_tray/Destroy()
if(connected && connected.connected == src)
connected.connected = null
connected = null
return ..()
// Crematorium switch
/obj/machinery/crema_switch
desc = "Burn baby burn!"
name = "crematorium igniter"
icon = 'icons/obj/power.dmi'
icon_state = "crema_switch"
power_channel = EQUIP
use_power = IDLE_POWER_USE
idle_power_usage = 100
active_power_usage = 5000
anchored = 1.0
req_access = list(ACCESS_CREMATORIUM)
var/on = 0
var/area/area = null
var/otherarea = null
var/id = 1
/obj/machinery/crema_switch/attack_ghost(mob/user)
if(user.can_advanced_admin_interact())
return attack_hand(user)
/obj/machinery/crema_switch/attack_hand(mob/user)
if(powered(power_channel)) // Do we have power?
if(allowed(usr) || user.can_advanced_admin_interact())
use_power(400000)
for(var/obj/structure/crematorium/C in world)
if(C.id == id)
if(!C.cremating)
C.cremate(user)
else
to_chat(usr, "<span class='warning'>Access denied.</span>")
/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()