Files
Bubberstation/code/game/objects/items/devices/radio/intercom.dm
SkyratBot 0fd25257a9 [MIRROR] Fix blood overlays on energy daggers [MDB IGNORE] (#18682)
* Fix blood overlays on energy daggers

* CLANG

* has this ever worked?

Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
2023-01-13 21:56:37 -08:00

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/obj/item/radio/intercom //ICON OVERRIDEN IN SKYRAT AESTHETICS - SEE MODULE
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
item_flags = NO_BLOOD_ON_ITEM
overlay_speaker_idle = "intercom_s"
overlay_speaker_active = "intercom_recieve"
overlay_mic_idle = "intercom_m"
overlay_mic_active = null
/obj/item/radio/intercom/unscrewed
unscrewed = TRUE
/obj/item/radio/intercom/prison
name = "prison intercom"
desc = "A station intercom. It looks like it has been modified to not broadcast."
/obj/item/radio/intercom/prison/Initialize(mapload, ndir, building)
. = ..()
wires?.cut(WIRE_TX)
/obj/item/radio/intercom/Initialize(mapload, ndir, building)
. = ..()
var/area/current_area = get_area(src)
if(!current_area)
return
RegisterSignal(current_area, COMSIG_AREA_POWER_CHANGE, PROC_REF(AreaPowerCheck))
GLOB.intercoms_list += src
/obj/item/radio/intercom/Destroy()
. = ..()
GLOB.intercoms_list -= src
/obj/item/radio/intercom/examine(mob/user)
. = ..()
. += span_notice("Use [MODE_TOKEN_INTERCOM] when nearby to speak into it.")
if(!unscrewed)
. += span_notice("It's <b>screwed</b> and secured to the wall.")
else
. += span_notice("It's <i>unscrewed</i> from the wall, and can be <b>detached</b>.")
if(anonymize)
. += span_notice("Speaking through this intercom will anonymize your voice.")
if(freqlock == RADIO_FREQENCY_UNLOCKED)
if(obj_flags & EMAGGED)
. += span_warning("Its frequency lock has been shorted...")
else
. += span_notice("It has a frequency lock set to [frequency/10].")
/obj/item/radio/intercom/screwdriver_act(mob/living/user, obj/item/tool)
if(unscrewed)
user.visible_message(span_notice("[user] starts tightening [src]'s screws..."), span_notice("You start screwing in [src]..."))
if(tool.use_tool(src, user, 30, volume=50))
user.visible_message(span_notice("[user] tightens [src]'s screws!"), span_notice("You tighten [src]'s screws."))
unscrewed = FALSE
else
user.visible_message(span_notice("[user] starts loosening [src]'s screws..."), span_notice("You start unscrewing [src]..."))
if(tool.use_tool(src, user, 40, volume=50))
user.visible_message(span_notice("[user] loosens [src]'s screws!"), span_notice("You unscrew [src], loosening it from the wall."))
unscrewed = TRUE
return TRUE
/obj/item/radio/intercom/wrench_act(mob/living/user, obj/item/tool)
. = TRUE
if(!unscrewed)
to_chat(user, span_warning("You need to unscrew [src] from the wall first!"))
return
user.visible_message(span_notice("[user] starts unsecuring [src]..."), span_notice("You start unsecuring [src]..."))
tool.play_tool_sound(src)
if(tool.use_tool(src, user, 80))
user.visible_message(span_notice("[user] unsecures [src]!"), span_notice("You detach [src] from the wall."))
playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
new/obj/item/wallframe/intercom(get_turf(src))
qdel(src)
/**
* 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, list/levels)
if(levels != RADIO_NO_Z_LEVEL_RESTRICTION)
var/turf/position = get_turf(src)
if(isnull(position) || !(position.z in levels))
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(), message_range)
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/emag_act(mob/user, obj/item/card/emag/emag_card)
if(obj_flags & EMAGGED)
return
switch(freqlock)
// Emagging an intercom with an emaggable lock will remove the lock
if(RADIO_FREQENCY_EMAGGABLE_LOCK)
balloon_alert(user, "frequency lock cleared")
playsound(src, SFX_SPARKS, 75, TRUE, SILENCED_SOUND_EXTRARANGE)
freqlock = RADIO_FREQENCY_UNLOCKED
obj_flags |= EMAGGED
// A fully locked one will do nothing, as locked is intended to be used for stuff that should never be changed
if(RADIO_FREQENCY_LOCKED)
balloon_alert(user, "can't override frequency lock!")
playsound(src, 'sound/machines/buzz-two.ogg', 50, FALSE, SILENCED_SOUND_EXTRARANGE)
// Emagging an unlocked one will do nothing, for now
else
return
return ..()
/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)
set_on(FALSE)
else
set_on(current_area.powered(AREA_USAGE_EQUIP)) // set "on" to the equipment power status of our area.
update_appearance()
//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 = 26
custom_materials = list(/datum/material/iron = 75, /datum/material/glass = 25)
MAPPING_DIRECTIONAL_HELPERS(/obj/item/radio/intercom, 26)
/obj/item/radio/intercom/chapel
name = "Confessional intercom"
desc = "Talk through this... to confess your many sins. Conceals your voice, to keep them secret."
anonymize = TRUE
freqlock = RADIO_FREQENCY_EMAGGABLE_LOCK
/obj/item/radio/intercom/chapel/Initialize(mapload, ndir, building)
. = ..()
set_frequency(1481)
set_broadcasting(TRUE)
/obj/item/radio/intercom/command
name = "command intercom"
desc = "The command team's special extended-frequency intercom. Mostly just used for eavesdropping, gossiping about subordinates, and complaining about the higher-ups."
icon_state = "intercom_command"
freerange = TRUE
MAPPING_DIRECTIONAL_HELPERS(/obj/item/radio/intercom/prison, 26)
MAPPING_DIRECTIONAL_HELPERS(/obj/item/radio/intercom/chapel, 26)
MAPPING_DIRECTIONAL_HELPERS(/obj/item/radio/intercom/command, 26)