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kiwistation/code/game/objects/items/weapons/surgery_tools.dm
T
daelith.rhedynfre db63e7b8fe Added eye surgery as a start to the surgical procedures.
Performed by targeting eyes while patient is on an operating table.
Steps are scalpel > retractor > hemostat > cautery.
These steps will change in the future, when surgery becomes a little more complicated. 
Really this is just an excuse for me to make the operating room which will follow this update shortly.

Included sterilizine, which is going to be part of future surgical updates.

Also fixed that thing where all the tools were named the same.

Changed a sprite that isn't in use yet for surgery

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@905 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-23 20:26:22 +00:00

359 lines
11 KiB
Plaintext

/*
CONTAINS:
RETRACTOR
HEMOSTAT
CAUTERY
SURGICAL DRILL
SCALPEL
CIRCULAR SAW
*/
/////////////
//RETRACTOR//
/////////////
/obj/item/weapon/retractor/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
if(!istype(M, /mob))
return
if(!(locate(/obj/machinery/optable, M.loc) && M.resting))
return ..()
if (user.zone_sel.selecting == "eyes")
var/mob/living/carbon/human/H = M
if(istype(M, /mob/living/carbon/human) && ((H.head && H.head.flags & HEADCOVERSEYES) || (H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) || (H.glasses && H.glasses.flags & GLASSESCOVERSEYES)))
// Eye surgery cannot be performed unless the head is clear
user << "\blue You're going to need to remove that mask/helmet/glasses first."
return
switch(M.eye_op_stage)
if(1.0)
for(var/mob/O in viewers(M, null))
if(O == (user || M))
continue
if(M == user)
O.show_message(text("\red [user] begins to have his eyes retracted."), 1)
else
O.show_message(text("\red [M] is having his eyes retracted by [user]."), 1)
if(M != user)
M << "\red [user] begins to seperate your eyes with [src]!"
user << "\red You seperate [M]'s eyes with [src]!"
else
user << "\red You begin to pry open your eyes with [src]!"
if(prob(25))
user << "\red You mess up!"
M.bruteloss += 15
M.updatehealth()
M:eye_op_stage = 2.0
else if((!(user.zone_sel.selecting == "head")) || (!(user.zone_sel.selecting == "groin")) || (!(istype(M, /mob/living/carbon/human))))
return ..()
return
////////////
//Hemostat//
////////////
/obj/item/weapon/hemostat/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
if(!istype(M, /mob))
return
if(!(locate(/obj/machinery/optable, M.loc) && M.resting))
return ..()
if (user.zone_sel.selecting == "eyes")
var/mob/living/carbon/human/H = M
if(istype(M, /mob/living/carbon/human) && ((H.head && H.head.flags & HEADCOVERSEYES) || (H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) || (H.glasses && H.glasses.flags & GLASSESCOVERSEYES)))
// Eye surgery cannot be performed unless the head is clear
user << "\blue You're going to need to remove that mask/helmet/glasses first."
return
switch(M.eye_op_stage)
if(2.0)
for(var/mob/O in viewers(M, null))
if(O == (user || M))
continue
if(M == user)
O.show_message(text("\red [user] begins to have his eyes mended."), 1)
else
O.show_message(text("\red [M] is having his eyes mended by [user]."), 1)
if(M != user)
M << "\red [user] begins to mend your eyes with [src]!"
user << "\red You mend [M]'s eyes with [src]!"
else
user << "\red You begin to mend your eyes with [src]!"
if(prob(25))
user << "\red You mess up!"
M.bruteloss += 15
M.updatehealth()
M:eye_op_stage = 3.0
else if((!(user.zone_sel.selecting == "head")) || (!(user.zone_sel.selecting == "groin")) || (!(istype(M, /mob/living/carbon/human))))
return ..()
return
///////////
//Cautery//
///////////
/obj/item/weapon/cautery/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
if(!istype(M, /mob))
return
if(!(locate(/obj/machinery/optable, M.loc) && M.resting))
return ..()
if (user.zone_sel.selecting == "eyes")
var/mob/living/carbon/human/H = M
if(istype(M, /mob/living/carbon/human) && ((H.head && H.head.flags & HEADCOVERSEYES) || (H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) || (H.glasses && H.glasses.flags & GLASSESCOVERSEYES)))
// Eye surgery cannot be performed unless the head is clear
user << "\blue You're going to need to remove that mask/helmet/glasses first."
return
switch(M.eye_op_stage)
if(3.0)
for(var/mob/O in viewers(M, null))
if(O == (user || M))
continue
if(M == user)
O.show_message(text("\red [user] begins to have his eyes cauterized."), 1)
else
O.show_message(text("\red [M] is having his eyes cauterized by [user]."), 1)
if(M != user)
M << "\red [user] begins to cauterize your eyes!"
user << "\red You cauterize [M]'s eyes with [src]!"
else
user << "\red You begin to cauterize your eyes!"
if(prob(25))
user << "\red You mess up!"
M.bruteloss += 15
M.updatehealth()
M.sdisabilities &= ~1
M:eye_op_stage = 0.0
else if((!(user.zone_sel.selecting == "head")) || (!(user.zone_sel.selecting == "groin")) || (!(istype(M, /mob/living/carbon/human))))
return ..()
return
//obj/item/weapon/surgicaldrill
///////////
//SCALPEL//
///////////
/obj/item/weapon/scalpel/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
if(!istype(M, /mob))
return
if((usr.mutations & 16) && prob(50))
M << "\red You stab yourself in the eye."
M.sdisabilities |= 1
M.weakened += 4
M.bruteloss += 10
src.add_fingerprint(user)
if(!(locate(/obj/machinery/optable, M.loc) && M.resting))
return ..()
if(user.zone_sel.selecting == "head")
var/mob/living/carbon/human/H = M
if(istype(M, /mob/living/carbon/human) && ((H.head && H.head.flags & HEADCOVERSEYES) || (H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) || (H.glasses && H.glasses.flags & GLASSESCOVERSEYES)))
// you can't stab someone in the eyes wearing a mask!
user << "\blue You're going to need to remove that mask/helmet/glasses first."
return
switch(M:brain_op_stage)
if(0.0)
for(var/mob/O in viewers(M, null))
if(O == (user || M))
continue
if(M == user)
O.show_message(text("\red [user] begins to cut open his skull with [src]!"), 1)
else
O.show_message(text("\red [M] is beginning to have his head cut open with [src] by [user]."), 1)
if(M != user)
M << "\red [user] begins to cut open your head with [src]!"
user << "\red You cut [M]'s head open with [src]!"
else
user << "\red You begin to cut open your head with [src]!"
if(prob(25))
user << "\red You mess up!"
M.bruteloss += 15
if(istype(M, /mob/living/carbon/human))
var/datum/organ/external/affecting = M.organs["head"]
affecting.take_damage(7)
else
M.bruteloss += 7
M.updatehealth()
M:brain_op_stage = 1.0
if(2.0)
for(var/mob/O in viewers(M, null))
if(O == (user || M))
continue
if(M == user)
O.show_message(text("\red [user] begin to delicately remove the connections to his brain with [src]!"), 1)
else
O.show_message(text("\red [M] is having his connections to the brain delicately severed with [src] by [user]."), 1)
if(M != user)
M << "\red [user] begins to cut open your head with [src]!"
user << "\red You cut [M]'s head open with [src]!"
else
user << "\red You begin to delicately remove the connections to the brain with [src]!"
if(prob(25))
user << "\red You nick an artery!"
M.bruteloss += 75
if(istype(M, /mob/living/carbon/human))
var/datum/organ/external/affecting = M.organs["head"]
affecting.take_damage(7)
else
M.bruteloss += 7
M.updatehealth()
M:brain_op_stage = 3.0
else
..()
return
else if(user.zone_sel.selecting == "eyes")
user << "\blue So far so good."
var/mob/living/carbon/human/H = M
if(istype(M, /mob/living/carbon/human) && ((H.head && H.head.flags & HEADCOVERSEYES) || (H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) || (H.glasses && H.glasses.flags & GLASSESCOVERSEYES)))
// Eye surgery cannot be performed unless the head is clear
user << "\blue You're going to need to remove that mask/helmet/glasses first."
return
switch(M:eye_op_stage)
if(0.0)
for(var/mob/O in viewers(M, null))
if(O == (user || M))
continue
if(M == user)
O.show_message(text("\red [user] begins to cut around his eyes with [src]!"), 1)
else
O.show_message(text("\red [M] is beginning to have his eyes incised with [src] by [user]."), 1)
if(M != user)
M << "\red [user] begins to cut open your eyes with [src]!"
user << "\red You make an incision around [M]'s eyes with [src]!"
else
user << "\red You begin to cut open your eyes with [src]!"
if(prob(25))
user << "\red You mess up!"
M.bruteloss += 15
user << "\blue So far so good before."
M.updatehealth()
M:eye_op_stage = 1.0
user << "\blue So far so good after."
else if((!(user.zone_sel.selecting == "head")) || (!(user.zone_sel.selecting == "groin")) || (!(istype(M, /mob/living/carbon/human))))
return ..()
return
////////////////
//CIRCULAR SAW//
////////////////
/obj/item/weapon/circular_saw/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
if(!istype(M, /mob))
return
if((usr.mutations & 16) && prob(50))
M << "\red You cut out your eyes."
M.sdisabilities |= 1
M.weakened += 4
M.bruteloss += 10
src.add_fingerprint(user)
if(!(locate(/obj/machinery/optable, M.loc) && M.resting))
return ..()
if(user.zone_sel.selecting == "head")
var/mob/living/carbon/human/H = M
if(istype(M, /mob/living/carbon/human) && ((H.head && H.head.flags & HEADCOVERSEYES) || (H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) || (H.glasses && H.glasses.flags & GLASSESCOVERSEYES)))
// you can't stab someone in the eyes wearing a mask!
user << "\blue You're going to need to remove that mask/helmet/glasses first."
return
switch(M:brain_op_stage)
if(1.0)
for(var/mob/O in viewers(M, null))
if(O == (user || M))
continue
if(M == user)
O.show_message(text("\red [user] saws open his skull with [src]!"), 1)
else
O.show_message(text("\red [M] has his skull sawed open with [src] by [user]."), 1)
if(M != user)
M << "\red [user] begins to saw open your head with [src]!"
user << "\red You saw [M]'s head open with [src]!"
else
user << "\red You begin to saw open your head with [src]!"
if(prob(25))
user << "\red You mess up!"
M.bruteloss += 40
if(istype(M, /mob/living/carbon/human))
var/datum/organ/external/affecting = M.organs["head"]
affecting.take_damage(7)
else
M.bruteloss += 7
M.updatehealth()
M:brain_op_stage = 2.0
if(3.0)
for(var/mob/O in viewers(M, null))
if(O == (user || M))
continue
if(M == user)
O.show_message(text("\red [user] severs his brain's connection to the spine with [src]!"), 1)
else
O.show_message(text("\red [M] has his spine's connection to the brain severed with [src] by [user]."), 1)
if(M != user)
M << "\red [user] severs your brain's connection to the spine with [src]!"
user << "\red You sever [M]'s brain's connection to the spine with [src]!"
else
user << "\red You sever your brain's connection to the spine with [src]!"
M:brain_op_stage = 4.0
M.death()
var/obj/item/brain/B = new /obj/item/brain(M.loc)
B.owner = M
else
..()
return
else if((!(user.zone_sel.selecting == "head")) || (!(user.zone_sel.selecting == "groin")) || (!(istype(M, /mob/living/carbon/human))))
return ..()
return