/obj/item/radio/intercom
name = "station intercom"
desc = "Talk through this."
icon_state = "intercom"
anchored = TRUE
w_class = WEIGHT_CLASS_BULKY
canhear_range = 2
dog_fashion = null
unscrewed = FALSE
/obj/item/radio/intercom/unscrewed
unscrewed = TRUE
/obj/item/radio/intercom/Initialize(mapload, ndir, building)
. = ..()
if(building)
setDir(ndir)
var/area/current_area = get_area(src)
if(!current_area)
return
RegisterSignal(current_area, COMSIG_AREA_POWER_CHANGE, .proc/AreaPowerCheck)
/obj/item/radio/intercom/examine(mob/user)
. = ..()
. += "Use [MODE_TOKEN_INTERCOM] when nearby to speak into it."
if(!unscrewed)
. += "It's screwed and secured to the wall."
else
. += "It's unscrewed from the wall, and can be detached."
/obj/item/radio/intercom/attackby(obj/item/I, mob/living/user, params)
if(I.tool_behaviour == TOOL_SCREWDRIVER)
if(unscrewed)
user.visible_message("[user] starts tightening [src]'s screws...", "You start screwing in [src]...")
if(I.use_tool(src, user, 30, volume=50))
user.visible_message("[user] tightens [src]'s screws!", "You tighten [src]'s screws.")
unscrewed = FALSE
else
user.visible_message("[user] starts loosening [src]'s screws...", "You start unscrewing [src]...")
if(I.use_tool(src, user, 40, volume=50))
user.visible_message("[user] loosens [src]'s screws!", "You unscrew [src], loosening it from the wall.")
unscrewed = TRUE
return
else if(I.tool_behaviour == TOOL_WRENCH)
if(!unscrewed)
to_chat(user, "You need to unscrew [src] from the wall first!")
return
user.visible_message("[user] starts unsecuring [src]...", "You start unsecuring [src]...")
I.play_tool_sound(src)
if(I.use_tool(src, user, 80))
user.visible_message("[user] unsecures [src]!", "You detach [src] from the wall.")
playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
new/obj/item/wallframe/intercom(get_turf(src))
qdel(src)
return
return ..()
/**
* Override attack_tk_grab instead of attack_tk because we actually want attack_tk's
* functionality. What we DON'T want is attack_tk_grab attempting to pick up the
* intercom as if it was an ordinary item.
*/
/obj/item/radio/intercom/attack_tk_grab(mob/user)
interact(user)
return COMPONENT_CANCEL_ATTACK_CHAIN
/obj/item/radio/intercom/attack_ai(mob/user)
interact(user)
/obj/item/radio/intercom/attack_hand(mob/user, list/modifiers)
. = ..()
if(.)
return
interact(user)
/obj/item/radio/intercom/ui_state(mob/user)
return GLOB.default_state
/obj/item/radio/intercom/can_receive(freq, level)
if(!on)
return FALSE
if(wires.is_cut(WIRE_RX))
return FALSE
if(!(0 in level))
var/turf/position = get_turf(src)
if(isnull(position) || !(position.z in level))
return FALSE
if(!listening)
return FALSE
if(freq == FREQ_SYNDICATE)
if(!(syndie))
return FALSE//Prevents broadcast of messages over devices lacking the encryption
return TRUE
/obj/item/radio/intercom/Hear(message, atom/movable/speaker, message_langs, raw_message, radio_freq, list/spans, list/message_mods = list())
if(message_mods[RADIO_EXTENSION] == MODE_INTERCOM)
return // Avoid hearing the same thing twice
return ..()
/obj/item/radio/intercom/emp_act(severity)
. = ..() // Parent call here will set `on` to FALSE.
update_appearance()
/obj/item/radio/intercom/end_emp_effect(curremp)
. = ..()
AreaPowerCheck() // Make sure the area/local APC is powered first before we actually turn back on.
/obj/item/radio/intercom/update_icon_state()
icon_state = on ? initial(icon_state) : "intercom-p"
return ..()
/**
* Proc called whenever the intercom's area loses or gains power. Responsible for setting the `on` variable and calling `update_icon()`.
*
* Normally called after the intercom's area recieves the `COMSIG_AREA_POWER_CHANGE` signal, but it can also be called directly.
* Arguments:
* * source - the area that just had a power change.
*/
/obj/item/radio/intercom/proc/AreaPowerCheck(datum/source)
SIGNAL_HANDLER
var/area/current_area = get_area(src)
if(!current_area)
on = FALSE
else
on = current_area.powered(AREA_USAGE_EQUIP) // set "on" to the equipment power status of our area.
update_appearance()
/obj/item/radio/intercom/add_blood_DNA(list/blood_dna)
return FALSE
//Created through the autolathe or through deconstructing intercoms. Can be applied to wall to make a new intercom on it!
/obj/item/wallframe/intercom
name = "intercom frame"
desc = "A ready-to-go intercom. Just slap it on a wall and screw it in!"
icon_state = "intercom"
result_path = /obj/item/radio/intercom/unscrewed
pixel_shift = 29
inverse = TRUE
custom_materials = list(/datum/material/iron = 75, /datum/material/glass = 25)
/obj/item/radio/intercom/chapel
name = "Confessional intercom"
anonymize = TRUE
frequency = 1481
broadcasting = TRUE
/obj/item/radio/intercom/directional/north
pixel_y = 22
/obj/item/radio/intercom/directional/south
pixel_y = -28
/obj/item/radio/intercom/directional/east
pixel_x = 28
/obj/item/radio/intercom/directional/west
pixel_x = -28