Interesting stuff!
As you might want to gather and treat the wounded without the benefit of tables or beds (due to resource constraints or otherwise), I went with an activity zone for the hospital. I've added a few options to activity zone placement to make that a little easier (they can overlap now, you can flow them out like rooms, and delete a single zone regardless of overlaps). This'll also be a good test for using zones for things like dynamic workshops (way) later if things go that direction, as hospital zones will need to manage several buildings. It might also be useful for some military applications for this release.
Groundbreaking. This is pretty much the beginning of the "realistic rooms" side of all development right there. Designating a "work area" for some purpose, then stocking it with furniture and equipment to do things. Reminds me, appropriately, of Theme Hospital.
Also-
In any case, next up are the specific goings-on at the hospital. Unfortunately for the critters, this means repeated applications of (1) create a hospital zone and staff settings (2) debug-chop a dwarf (3) see how it goes.
Welp, I added some new code to the hospital functions. Here we go!EMBARK
DWARFS
CLICK "What's that dot in the sk- OH ARMOK MY LEGS!"
"Come quickly Dr. Urist, his bones need setting!"
"Huh, wuzzat? Sorry, but these trade goods simply must reach the depot."
"WHY ARE MY BONES STILL BREAKING! THEY'RE NOT EVEN ATTACHED NOW!"
Must've missed a pointer somewhere...I recall the creation-myths of Hurac'an, who made the first sentient proto-men to experiment with his godly powers. A vengeful dress-rehearsal, before he made humans for reals. You think we're cruel? Life really sucks in Toady's test forts.