mirror of
https://github.com/ParadiseSS13/Paradise.git
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484 lines
13 KiB
Plaintext
484 lines
13 KiB
Plaintext
/* Morgue stuff
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* Contains:
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* Morgue
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* Morgue trays
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* Creamatorium
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* Creamatorium trays
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*/
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/*
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* Morgue
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*/
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/obj/structure/morgue
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name = "morgue"
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desc = "Used to keep bodies in untill someone fetches them."
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "morgue1"
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density = 1
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dir = EAST
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var/obj/structure/m_tray/connected = null
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anchored = 1.0
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/obj/structure/morgue/proc/update()
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if(connected)
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icon_state = "morgue0"
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else
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if(contents.len)
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var/mob/living/M = locate() in contents
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var/obj/structure/closet/body_bag/B = locate() in contents
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if(M==null) M = locate() in B
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if(M)
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var/mob/dead/observer/G = M.get_ghost()
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if(M.client)
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icon_state = "morgue3"
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else if(G && G.client) //There is a ghost and it is connected to the server
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icon_state = "morgue5"
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else
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icon_state = "morgue2"
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else icon_state = "morgue4"
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else icon_state = "morgue1"
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return
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/obj/structure/morgue/ex_act(severity)
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switch(severity)
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if(1.0)
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for(var/atom/movable/A as mob|obj in src)
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A.forceMove(loc)
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ex_act(severity)
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qdel(src)
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return
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if(2.0)
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if (prob(50))
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for(var/atom/movable/A as mob|obj in src)
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A.forceMove(loc)
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ex_act(severity)
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qdel(src)
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return
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if(3.0)
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if (prob(5))
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for(var/atom/movable/A as mob|obj in src)
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A.forceMove(loc)
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ex_act(severity)
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qdel(src)
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return
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return
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/obj/structure/morgue/alter_health()
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return loc
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/obj/structure/morgue/attack_hand(mob/user as mob)
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if (connected)
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for(var/atom/movable/A as mob|obj in connected.loc)
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if (!( A.anchored ))
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A.forceMove(src)
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playsound(loc, 'sound/items/Deconstruct.ogg', 50, 1)
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qdel(connected)
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connected = null
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else
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playsound(loc, 'sound/items/Deconstruct.ogg', 50, 1)
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connected = new /obj/structure/m_tray( loc )
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step(connected, dir)
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connected.layer = OBJ_LAYER
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var/turf/T = get_step(src, dir)
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if (T.contents.Find(connected))
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connected.connected = src
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icon_state = "morgue0"
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for(var/atom/movable/A as mob|obj in src)
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A.forceMove(connected.loc)
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connected.icon_state = "morguet"
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connected.dir = dir
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else
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qdel(connected)
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connected = null
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add_fingerprint(user)
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update()
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return
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/obj/structure/morgue/attackby(P as obj, mob/user as mob, params)
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if (istype(P, /obj/item/weapon/pen))
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var/t = input(user, "What would you like the label to be?", text("[]", name), null) as text
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if (user.get_active_hand() != P)
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return
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if ((!in_range(src, usr) && loc != user))
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return
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t = sanitize(copytext(t,1,MAX_MESSAGE_LEN))
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if (t)
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name = text("Morgue- '[]'", t)
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overlays += image(icon, "morgue_label")
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else
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name = "Morgue"
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overlays.Cut()
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add_fingerprint(user)
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return
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/obj/structure/morgue/relaymove(mob/user as mob)
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if (user.stat)
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return
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connected = new /obj/structure/m_tray( loc )
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step(connected, dir)
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connected.layer = OBJ_LAYER
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var/turf/T = get_step(src, dir)
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if (T.contents.Find(connected))
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connected.connected = src
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icon_state = "morgue0"
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for(var/atom/movable/A as mob|obj in src)
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A.forceMove(connected.loc)
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connected.icon_state = "morguet"
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else
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qdel(connected)
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connected = null
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return
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/obj/structure/morgue/Destroy()
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if(connected)
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qdel(connected)
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connected = null
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return ..()
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/obj/structure/morgue/container_resist(var/mob/living/L)
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var/mob/living/carbon/CM = L
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if(!istype(CM))
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return
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if (CM.stat || CM.restrained())
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return
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CM << "<span class='alert'>You attempt to slide yourself out of \the [src]...</span>"
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src.attack_hand(CM)
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/*
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* Morgue tray
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*/
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/obj/structure/m_tray
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name = "morgue tray"
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desc = "Apply corpse before closing."
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "morguet"
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density = 1
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layer = 2.0
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var/obj/structure/morgue/connected = null
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anchored = 1.0
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throwpass = 1
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/obj/structure/m_tray/attack_hand(mob/user as mob)
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if (connected)
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for(var/atom/movable/A as mob|obj in loc)
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if (!( A.anchored ))
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A.forceMove(connected)
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connected.connected = null
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connected.update()
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add_fingerprint(user)
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qdel(src)
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return
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return
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/obj/structure/m_tray/MouseDrop_T(atom/movable/O as mob|obj, mob/user as mob)
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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)))
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return
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if (!ismob(O) && !istype(O, /obj/structure/closet/body_bag))
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return
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if (!ismob(user) || user.stat || user.lying || user.stunned)
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return
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O.forceMove(loc)
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if (user != O)
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for(var/mob/B in viewers(user, 3))
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if ((B.client && !( B.blinded )))
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B << text("\red [] stuffs [] into []!", user, O, src)
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return
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/obj/structure/m_tray/Destroy()
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if(connected && connected.connected == src)
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connected.connected = null
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connected = null
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return ..()
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/*
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* Crematorium
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*/
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/obj/structure/crematorium
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name = "crematorium"
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desc = "A human incinerator. Works well on barbeque nights."
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "crema1"
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density = 1
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var/obj/structure/c_tray/connected = null
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anchored = 1.0
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var/cremating = 0
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var/id = 1
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var/locked = 0
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/obj/structure/crematorium/proc/update()
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if (connected)
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icon_state = "crema0"
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else
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if (contents.len)
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icon_state = "crema2"
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else
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icon_state = "crema1"
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return
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/obj/structure/crematorium/ex_act(severity)
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switch(severity)
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if(1.0)
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for(var/atom/movable/A as mob|obj in src)
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A.forceMove(loc)
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ex_act(severity)
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qdel(src)
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return
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if(2.0)
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if (prob(50))
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for(var/atom/movable/A as mob|obj in src)
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A.forceMove(loc)
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ex_act(severity)
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qdel(src)
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return
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if(3.0)
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if (prob(5))
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for(var/atom/movable/A as mob|obj in src)
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A.forceMove(loc)
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ex_act(severity)
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qdel(src)
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return
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return
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/obj/structure/crematorium/alter_health()
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return loc
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/obj/structure/crematorium/attack_hand(mob/user as mob)
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if (cremating)
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usr << "\red It's locked."
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return
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if ((connected) && (locked == 0))
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for(var/atom/movable/A as mob|obj in connected.loc)
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if (!( A.anchored ))
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A.forceMove(src)
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playsound(loc, 'sound/items/Deconstruct.ogg', 50, 1)
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qdel(connected)
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connected = null
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else if (locked == 0)
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playsound(loc, 'sound/items/Deconstruct.ogg', 50, 1)
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connected = new /obj/structure/c_tray( loc )
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step(connected, SOUTH)
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connected.layer = OBJ_LAYER
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var/turf/T = get_step(src, SOUTH)
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if (T.contents.Find(connected))
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connected.connected = src
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icon_state = "crema0"
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for(var/atom/movable/A as mob|obj in src)
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A.forceMove(connected.loc)
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connected.icon_state = "cremat"
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else
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qdel(connected)
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connected = null
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add_fingerprint(user)
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update()
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/obj/structure/crematorium/attackby(P as obj, mob/user as mob, params)
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if (istype(P, /obj/item/weapon/pen))
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var/t = input(user, "What would you like the label to be?", text("[]", name), null) as text
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if (user.get_active_hand() != P)
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return
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if ((!in_range(src, usr) > 1 && loc != user))
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return
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t = sanitize(copytext(t,1,MAX_MESSAGE_LEN))
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if (t)
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name = text("Crematorium- '[]'", t)
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else
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name = "Crematorium"
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add_fingerprint(user)
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return
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/obj/structure/crematorium/relaymove(mob/user as mob)
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if (user.stat || locked)
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return
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connected = new /obj/structure/c_tray( loc )
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step(connected, SOUTH)
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connected.layer = OBJ_LAYER
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var/turf/T = get_step(src, SOUTH)
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if (T.contents.Find(connected))
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connected.connected = src
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icon_state = "crema0"
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for(var/atom/movable/A as mob|obj in src)
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A.forceMove(connected.loc)
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connected.icon_state = "cremat"
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else
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qdel(connected)
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connected = null
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return
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/obj/structure/crematorium/proc/cremate(mob/user as mob)
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if(cremating)
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return //don't let you cremate something twice or w/e
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if(contents.len <= 0)
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for (var/mob/M in viewers(src))
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M.show_message("<span class='warning'>You hear a hollow crackle.</span>", 1)
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return
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else
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for (var/mob/M in viewers(src))
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M.show_message("<span class='warning'>You hear a roar as the crematorium activates.</span>", 1)
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cremating = 1
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locked = 1
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icon_state = "crema_active"
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for(var/mob/living/M in search_contents_for(/mob/living))
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if(!M || !isnull(M.gcDestroyed))
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continue
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if (M.stat!=2)
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M.emote("scream")
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if(istype(user))
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M.attack_log += "\[[time_stamp()]\] <font color='orange'>Has been cremated by [user.name] ([user.ckey])</font>"
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user.attack_log +="\[[time_stamp()]\] <font color='red'>Cremated [M.name] ([M.ckey])</font>"
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log_attack("[user.name] ([user.ckey]) cremated [M.name] ([M.ckey])")
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M.death(1)
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M.ghostize()
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qdel(M)
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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
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qdel(O)
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new /obj/effect/decal/cleanable/ash(src)
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sleep(30)
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cremating = 0
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locked = 0
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update()
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playsound(loc, 'sound/machines/ding.ogg', 50, 1)
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return
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/obj/structure/crematorium/Destroy()
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if(connected)
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qdel(connected)
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connected = null
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return ..()
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/obj/structure/crematorium/container_resist(var/mob/living/L)
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var/mob/living/carbon/CM = L
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if(!istype(CM))
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return
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if (CM.stat || CM.restrained())
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return
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CM << "<span class='alert'>You attempt to slide yourself out of \the [src]...</span>"
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src.attack_hand(CM)
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/*
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* Crematorium tray
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*/
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/obj/structure/c_tray
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name = "crematorium tray"
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desc = "Apply body before burning."
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "cremat"
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density = 1
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layer = 2.0
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var/obj/structure/crematorium/connected = null
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anchored = 1.0
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throwpass = 1
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/obj/structure/c_tray/attack_hand(mob/user as mob)
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if (connected)
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for(var/atom/movable/A as mob|obj in loc)
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if (!( A.anchored ))
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A.forceMove(connected)
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//Foreach goto(26)
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connected.connected = null
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connected.update()
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add_fingerprint(user)
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qdel(src)
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return
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return
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/obj/structure/c_tray/MouseDrop_T(atom/movable/O as mob|obj, mob/user as mob)
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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)))
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return
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if (!ismob(O) && !istype(O, /obj/structure/closet/body_bag))
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return
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if (!ismob(user) || user.stat || user.lying || user.stunned)
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return
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O.forceMove(loc)
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if (user != O)
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for(var/mob/B in viewers(user, 3))
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if ((B.client && !( B.blinded )))
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B << text("\red [] stuffs [] into []!", user, O, src)
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//Foreach goto(99)
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return
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/obj/structure/c_tray/Destroy()
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if(connected && connected.connected == src)
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connected.connected = null
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connected = null
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return ..()
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/obj/machinery/crema_switch/attack_hand(mob/user as mob)
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if(allowed(usr))
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for (var/obj/structure/crematorium/C in world)
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if (C.id == id)
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if (!C.cremating)
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C.cremate(user)
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else
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usr << "\red Access denied."
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return
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/hook/Login/proc/update_morgue(var/client/client, var/mob/L)
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//Update morgues on login/logout
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if (L.stat == DEAD)
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var/obj/structure/morgue/Morgue = null
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var/mob/living/carbon/human/C = null
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if (istype(L,/mob/dead/observer)) //We're a ghost, let's find our corpse
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var/mob/dead/observer/G = L
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if(!G.mind) //This'll probably break morgue sprites, but the line under the next If statement causes runtimes with Assume Direct Control.
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return
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if (G.can_reenter_corpse && G.mind.current)
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C = G.mind.current
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else if (istype(L,/mob/living/carbon/human))
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C = L
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if (C) //We found our corpse, is it inside a morgue?
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if (istype(C.loc,/obj/structure/morgue))
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Morgue = C.loc
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else if (istype(C.loc,/obj/structure/closet/body_bag))
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var/obj/structure/closet/body_bag/B = C.loc
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if (istype(B.loc,/obj/structure/morgue))
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Morgue = B.loc
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if (Morgue)
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Morgue.update()
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/hook/Logout/proc/update_morgue(var/client/client, var/mob/L)
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//Update morgues on login/logout
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if (L.stat == DEAD)
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var/obj/structure/morgue/Morgue = null
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var/mob/living/carbon/human/C = null
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if (istype(L,/mob/dead/observer)) //We're a ghost, let's find our corpse
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var/mob/dead/observer/G = L
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if(!G.mind) //This'll probably break morgue sprites, but the line under the next If statement causes runtimes with Assume Direct Control.
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return 1
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if (G.can_reenter_corpse && G.mind.current)
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C = G.mind.current
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else if (istype(L,/mob/living/carbon/human))
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C = L
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if (C) //We found our corpse, is it inside a morgue?
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if (istype(C.loc,/obj/structure/morgue))
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Morgue = C.loc
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else if (istype(C.loc,/obj/structure/closet/body_bag))
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var/obj/structure/closet/body_bag/B = C.loc
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if (istype(B.loc,/obj/structure/morgue))
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Morgue = B.loc
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if (Morgue)
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Morgue.update()
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