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CHOMPStation2/code/game/machinery/telecomms/broadcaster.dm

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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
/*
The broadcaster sends processed messages to all radio devices in the game. They
do not have to be headsets; intercoms and station-bounced radios suffice.
They receive their message from a server after the message has been logged.
*/
var/list/recentmessages = list() // global list of recent messages broadcasted : used to circumvent massive radio spam
var/message_delay = 0 // To make sure restarting the recentmessages list is kept in sync
/obj/machinery/telecomms/broadcaster
name = "Subspace Broadcaster"
icon = 'icons/obj/stationobjs.dmi'
icon_state = "broadcaster"
desc = "A dish-shaped machine used to broadcast processed subspace signals."
density = 1
anchored = 1
use_power = 1
idle_power_usage = 25
machinetype = 5
heatgen = 0
delay = 7
circuitboard = "/obj/item/weapon/circuitboard/telecomms/broadcaster"
/obj/machinery/telecomms/broadcaster/receive_information(datum/signal/signal, obj/machinery/telecomms/machine_from)
// Don't broadcast rejected signals
if(signal.data["reject"])
return
//Is it a test signal?
if(signal.data["type"] == 4)
signal.data["done"] = 1
signal.data["level"] += listening_level
return
if(signal.data["message"])
// Prevents massive radio spam
signal.data["done"] = 1 // mark the signal as being broadcasted
// Search for the original signal and mark it as done as well
var/datum/signal/original = signal.data["original"]
if(original)
original.data["done"] = 1
var/datum/radio_frequency/connection = signal.data["connection"]
var/signal_message = "[connection.frequency]:[signal.data["message"]]:[signal.data["realname"]]:[listening_level]"
if(signal_message in recentmessages)
return
recentmessages.Add(signal_message)
if(signal.data["slow"] > 0)
sleep(signal.data["slow"]) // simulate the network lag if necessary
/** #### - Normal Broadcast - #### **/
if(signal.data["type"] == 0)
/* ###### Broadcast a message using signal.data ###### */
Broadcast_Message(signal.data["connection"], signal.data["mob"],
signal.data["vmask"], signal.data["vmessage"],
signal.data["radio"], signal.data["message"],
signal.data["name"], signal.data["job"],
signal.data["realname"], signal.data["vname"],, signal.data["compression"], listening_level)
/** #### - Simple Broadcast - #### **/
if(signal.data["type"] == 1)
/* ###### Broadcast a message using signal.data ###### */
Broadcast_SimpleMessage(signal.data["name"], signal.frequency,
signal.data["message"],null, null,
signal.data["compression"], listening_level)
/** #### - Artificial Broadcast - #### **/
// (Imitates a mob)
if(signal.data["type"] == 2)
/* ###### Broadcast a message using signal.data ###### */
// Parameter "data" as 4: AI can't track this person/mob
Broadcast_Message(signal.data["connection"], signal.data["mob"],
signal.data["vmask"], signal.data["vmessage"],
signal.data["radio"], signal.data["message"],
signal.data["name"], signal.data["job"],
signal.data["realname"], signal.data["vname"], 4, signal.data["compression"], listening_level)
if(!message_delay)
message_delay = 1
spawn(10)
message_delay = 0
recentmessages = list()
/* --- Do a snazzy animation! --- */
flick("broadcaster_send", src)
/obj/machinery/telecomms/broadcaster/Del()
// In case message_delay is left on 1, otherwise it won't reset the list and people can't say the same thing twice anymore.
if(message_delay)
message_delay = 0
/*
Basically just an empty shell for receiving and broadcasting radio messages. Not
very flexible, but it gets the job done.
*/
/obj/machinery/telecomms/allinone
name = "Telecommunications Mainframe"
icon = 'icons/obj/stationobjs.dmi'
icon_state = "comm_server"
desc = "A compact machine used for portable subspace telecommuniations processing."
density = 1
anchored = 1
use_power = 0
idle_power_usage = 0
machinetype = 6
heatgen = 0
var/intercept = 0 // if nonzero, broadcasts all messages to syndicate channel
/obj/machinery/telecomms/allinone/receive_signal(datum/signal/signal)
if(!on) // has to be on to receive messages
return
if(is_freq_listening(signal)) // detect subspace signals
signal.data["done"] = 1 // mark the signal as being broadcasted
signal.data["compression"] = 0
// Search for the original signal and mark it as done as well
var/datum/signal/original = signal.data["original"]
if(original)
original.data["done"] = 1
if(signal.data["slow"] > 0)
sleep(signal.data["slow"]) // simulate the network lag if necessary
/* ###### Broadcast a message using signal.data ###### */
var/datum/radio_frequency/connection = signal.data["connection"]
if(connection.frequency == SYND_FREQ) // if syndicate broadcast, just
Broadcast_Message(signal.data["connection"], signal.data["mob"],
signal.data["vmask"], signal.data["vmessage"],
signal.data["radio"], signal.data["message"],
signal.data["name"], signal.data["job"],
signal.data["realname"], signal.data["vname"],, signal.data["compression"], 0)
else
if(intercept)
Broadcast_Message(signal.data["connection"], signal.data["mob"],
signal.data["vmask"], signal.data["vmessage"],
signal.data["radio"], signal.data["message"],
signal.data["name"], signal.data["job"],
signal.data["realname"], signal.data["vname"], 3, signal.data["compression"], 0)
/**
Here is the big, bad function that broadcasts a message given the appropriate
parameters.
@param connection:
The datum generated in radio.dm, stored in signal.data["connection"].
@param M:
Reference to the mob/speaker, stored in signal.data["mob"]
@param vmask:
Boolean value if the mob is "hiding" its identity via voice mask, stored in
signal.data["vmask"]
@param vmessage:
If specified, will display this as the message; such as "chimpering"
for monkies if the mob is not understood. Stored in signal.data["vmessage"].
@param radio:
Reference to the radio broadcasting the message, stored in signal.data["radio"]
@param message:
The actual string message to display to mobs who understood mob M. Stored in
signal.data["message"]
@param name:
The name to display when a mob receives the message. signal.data["name"]
@param job:
The name job to display for the AI when it receives the message. signal.data["job"]
@param realname:
The "real" name associated with the mob. signal.data["realname"]
@param vname:
If specified, will use this name when mob M is not understood. signal.data["vname"]
@param data:
If specified:
1 -- Will only broadcast to intercoms
2 -- Will only broadcast to intercoms and station-bounced radios
3 -- Broadcast to syndicate frequency
4 -- AI can't track down this person. Useful for imitation broadcasts where you can't find the actual mob
@param compression:
If 0, the signal is audible
If nonzero, the signal may be partially inaudible or just complete gibberish.
@param level:
The Z level that the sending radio is on. 0 = Broadcast on all levels
**/
/proc/Broadcast_Message(var/datum/radio_frequency/connection, var/mob/M,
var/vmask, var/vmessage, var/obj/item/device/radio/radio,
var/message, var/name, var/job, var/realname, var/vname,
var/data, var/compression, var/level)
/* ###### Prepare the radio connection ###### */
var/display_freq = connection.frequency
var/list/obj/item/device/radio/radios = list()
// --- Broadcast only to intercom devices ---
if(data == 1)
for (var/obj/item/device/radio/intercom/R in connection.devices["[RADIO_CHAT]"])
if(R.receive_range(display_freq, level) > 0)
radios += R
// --- Broadcast only to intercoms and station-bounced radios ---
else if(data == 2)
for (var/obj/item/device/radio/R in connection.devices["[RADIO_CHAT]"])
if(istype(R, /obj/item/device/radio/headset))
continue
if(R.receive_range(display_freq, level) > 0)
radios += R
// --- Broadcast to syndicate radio! ---
else if(data == 3)
var/datum/radio_frequency/syndicateconnection = radio_controller.return_frequency(SYND_FREQ)
for (var/obj/item/device/radio/R in syndicateconnection.devices["[RADIO_CHAT]"])
if(R.receive_range(SYND_FREQ, level) > 0)
radios += R
// --- Broadcast to ALL radio devices ---
else
for (var/obj/item/device/radio/R in connection.devices["[RADIO_CHAT]"])
if(R.receive_range(display_freq, level) > 0)
radios += R
// Get a list of mobs who can hear from the radios we collected.
var/list/receive = get_mobs_in_radio_ranges(radios, level)
/* ###### Organize the receivers into categories for displaying the message ###### */
// Understood the message:
var/list/heard_masked = list() // masked name or no real name
var/list/heard_normal = list() // normal message
// Did not understand the message:
var/list/heard_voice = list() // voice message (ie "chimpers")
var/list/heard_garbled = list() // garbled message (ie "f*c* **u, **i*er!")
var/list/heard_gibberish= list() // completely screwed over message (ie "F%! (O*# *#!<>&**%!")
for (var/mob/R in receive)
/* --- Loop through the receivers and categorize them --- */
if (R.client && R.client.STFU_radio) //Adminning with 80 people on can be fun when you're trying to talk and all you can hear is radios.
continue
if(istype(M, /mob/new_player)) // we don't want new players to hear messages. rare but generates runtimes.
continue
// --- Check for compression ---
if(compression > 0)
heard_gibberish += R
continue
// --- Can understand the speech ---
if (R.say_understands(M))
// - Not human or wearing a voice mask -
if (!ishuman(M) || vmask)
heard_masked += R
// - Human and not wearing voice mask -
else
heard_normal += R
// --- Can't understand the speech ---
else
// - The speaker has a prespecified "voice message" to display if not understood -
if (vmessage)
heard_voice += R
// - Just display a garbled message -
else
heard_garbled += R
/* ###### Begin formatting and sending the message ###### */
if (length(heard_masked) || length(heard_normal) || length(heard_voice) || length(heard_garbled) || length(heard_gibberish))
/* --- Some miscellaneous variables to format the string output --- */
var/part_a = "<span class='radio'><span class='name'>" // goes in the actual output
var/freq_text // the name of the channel
// --- Set the name of the channel ---
switch(display_freq)
if(SYND_FREQ)
freq_text = "#unkn"
if(COMM_FREQ)
freq_text = "Command"
if(1351)
freq_text = "Science"
if(1355)
freq_text = "Medical"
if(1357)
freq_text = "Engineering"
if(1359)
freq_text = "Security"
if(1349)
freq_text = "Mining"
if(1347)
freq_text = "Cargo"
//There's probably a way to use the list var of channels in code\game\communications.dm to make the dept channels non-hardcoded, but I wasn't in an experimentive mood. --NEO
// --- If the frequency has not been assigned a name, just use the frequency as the name ---
if(!freq_text)
freq_text = format_frequency(display_freq)
// --- Some more pre-message formatting ---
var/part_b_extra = ""
if(data == 3) // intercepted radio message
part_b_extra = " <i>(Intercepted)</i>"
var/part_b = "</span><b> \icon[radio]\[[freq_text]\][part_b_extra]</b> <span class='message'>" // Tweaked for security headsets -- TLE
var/part_c = "</span></span>"
if (display_freq==SYND_FREQ)
part_a = "<span class='syndradio'><span class='name'>"
else if (display_freq==COMM_FREQ)
part_a = "<span class='comradio'><span class='name'>"
else if (display_freq in DEPT_FREQS)
part_a = "<span class='deptradio'><span class='name'>"
// --- Filter the message; place it in quotes apply a verb ---
var/quotedmsg = "\"" + message + "\"" //BS12 EDIT For Arrivals Computer
if(job == "Automated Announcement")
quotedmsg = message
else if(M)
quotedmsg = M.say_quote(message)
// --- This following recording is intended for research and feedback in the use of department radio channels ---
var/part_blackbox_b = "</span><b> \[[freq_text]\]</b> <span class='message'>" // Tweaked for security headsets -- TLE
var/blackbox_msg = "[part_a][name][part_blackbox_b][quotedmsg][part_c]"
//var/blackbox_admin_msg = "[part_a][M.name] (Real name: [M.real_name])[part_blackbox_b][quotedmsg][part_c]"
//BR.messages_admin += blackbox_admin_msg
if(istype(blackbox))
switch(display_freq)
if(1459)
blackbox.msg_common += blackbox_msg
if(1351)
blackbox.msg_science += blackbox_msg
if(1353)
blackbox.msg_command += blackbox_msg
if(1355)
blackbox.msg_medical += blackbox_msg
if(1357)
blackbox.msg_engineering += blackbox_msg
if(1359)
blackbox.msg_security += blackbox_msg
if(1441)
blackbox.msg_deathsquad += blackbox_msg
if(1213)
blackbox.msg_syndicate += blackbox_msg
if(1349)
blackbox.msg_mining += blackbox_msg
if(1347)
blackbox.msg_cargo += blackbox_msg
else
blackbox.messages += blackbox_msg
//End of research and feedback code.
var/aitrack = ""
/* ###### Send the message ###### */
/* --- Process all the mobs that heard a masked voice (understood) --- */
if (length(heard_masked))
var/N = name
var/J = job
var/rendered = "[part_a][N][part_b][quotedmsg][part_c]"
for (var/mob/R in heard_masked)
aitrack = "<a href='byond://?src=\ref[radio];track2=\ref[R];track=\ref[M]'>"
if(data == 4)
aitrack = "<a href='byond://?src=\ref[radio];track2=\ref[R];faketrack=\ref[M]'>"
if(istype(R, /mob/living/silicon/ai))
R.show_message("[part_a][aitrack][N] ([J]) </a>[part_b][quotedmsg][part_c]", 2)
else
R.show_message(rendered, 2)
/* --- Process all the mobs that heard the voice normally (understood) --- */
if (length(heard_normal))
var/rendered = "[part_a][realname][part_b][quotedmsg][part_c]"
for (var/mob/R in heard_normal)
aitrack = "<a href='byond://?src=\ref[radio];track2=\ref[R];track=\ref[M]'>"
if(data == 4)
aitrack = "<a href='byond://?src=\ref[radio];track2=\ref[R];faketrack=\ref[M]'>"
if(istype(R, /mob/living/silicon/ai))
R.show_message("[part_a][aitrack][realname] ([job]) </a>[part_b][quotedmsg][part_c]", 2)
else
R.show_message(rendered, 2)
/* --- Process all the mobs that heard the voice normally (did not understand) --- */
// Does not display message; displayes the mob's voice_message (ie "chimpers")
if (length(heard_voice))
var/rendered = "[part_a][vname][part_b][M.voice_message][part_c]"
for (var/mob/R in heard_voice)
aitrack = "<a href='byond://?src=\ref[radio];track2=\ref[R];track=\ref[M]'>"
if(data == 4)
aitrack = "<a href='byond://?src=\ref[radio];track2=\ref[R];faketrack=\ref[M]'>"
if(istype(R, /mob/living/silicon/ai))
R.show_message("[part_a][aitrack][vname] ([job]) </a>[part_b][vmessage]][part_c]", 2)
else
R.show_message(rendered, 2)
/* --- Process all the mobs that heard a garbled voice (did not understand) --- */
// Displays garbled message (ie "f*c* **u, **i*er!")
if (length(heard_garbled))
quotedmsg = M.say_quote(stars(message))
var/rendered = "[part_a][vname][part_b][quotedmsg][part_c]"
for (var/mob/R in heard_garbled)
aitrack = "<a href='byond://?src=\ref[radio];track2=\ref[R];track=\ref[M]'>"
if(data == 4)
aitrack = "<a href='byond://?src=\ref[radio];track2=\ref[R];faketrack=\ref[M]'>"
if(istype(R, /mob/living/silicon/ai))
R.show_message("[part_a][aitrack][vname]</a>[part_b][quotedmsg][part_c]", 2)
else
R.show_message(rendered, 2)
/* --- Complete gibberish. Usually happens when there's a compressed message --- */
if (length(heard_gibberish))
quotedmsg = M.say_quote(Gibberish(message, compression + 50))
var/rendered = "[part_a][Gibberish(M.real_name, compression + 50)][part_b][quotedmsg][part_c]"
for (var/mob/R in heard_gibberish)
aitrack = "<a href='byond://?src=\ref[radio];track2=\ref[R];track=\ref[M]'>"
if(data == 4)
aitrack = "<a href='byond://?src=\ref[radio];track2=\ref[R];faketrack=\ref[M]'>"
if(istype(R, /mob/living/silicon/ai))
R.show_message("[part_a][aitrack][Gibberish(realname, compression + 50)] ([Gibberish(job, compression + 50)]) </a>[part_b][quotedmsg][part_c]", 2)
else
R.show_message(rendered, 2)
/proc/Broadcast_SimpleMessage(var/source, var/frequency, var/text, var/data, var/mob/M, var/compression, var/level)
/* ###### Prepare the radio connection ###### */
if(!M)
var/mob/living/carbon/human/H = new
M = H
var/datum/radio_frequency/connection = radio_controller.return_frequency(frequency)
var/display_freq = connection.frequency
var/list/receive = list()
// --- Broadcast only to intercom devices ---
if(data == 1)
for (var/obj/item/device/radio/intercom/R in connection.devices["[RADIO_CHAT]"])
var/turf/position = get_turf(R)
if(position && position.z == level)
receive |= R.send_hear(display_freq, level)
// --- Broadcast only to intercoms and station-bounced radios ---
else if(data == 2)
for (var/obj/item/device/radio/R in connection.devices["[RADIO_CHAT]"])
if(istype(R, /obj/item/device/radio/headset))
continue
var/turf/position = get_turf(R)
if(position && position.z == level)
receive |= R.send_hear(display_freq)
// --- Broadcast to syndicate radio! ---
else if(data == 3)
var/datum/radio_frequency/syndicateconnection = radio_controller.return_frequency(SYND_FREQ)
for (var/obj/item/device/radio/R in syndicateconnection.devices["[RADIO_CHAT]"])
var/turf/position = get_turf(R)
if(position && position.z == level)
receive |= R.send_hear(SYND_FREQ)
// --- Broadcast to ALL radio devices ---
else
for (var/obj/item/device/radio/R in connection.devices["[RADIO_CHAT]"])
var/turf/position = get_turf(R)
if(position && position.z == level)
receive |= R.send_hear(display_freq)
/* ###### Organize the receivers into categories for displaying the message ###### */
// Understood the message:
var/list/heard_normal = list() // normal message
// Did not understand the message:
var/list/heard_garbled = list() // garbled message (ie "f*c* **u, **i*er!")
var/list/heard_gibberish= list() // completely screwed over message (ie "F%! (O*# *#!<>&**%!")
for (var/mob/R in receive)
/* --- Loop through the receivers and categorize them --- */
if (R.client && R.client.STFU_radio) //Adminning with 80 people on can be fun when you're trying to talk and all you can hear is radios.
continue
// --- Check for compression ---
if(compression > 0)
heard_gibberish += R
continue
// --- Can understand the speech ---
if (R.say_understands(M))
heard_normal += R
// --- Can't understand the speech ---
else
// - Just display a garbled message -
heard_garbled += R
/* ###### Begin formatting and sending the message ###### */
if (length(heard_normal) || length(heard_garbled) || length(heard_gibberish))
/* --- Some miscellaneous variables to format the string output --- */
var/part_a = "<span class='radio'><span class='name'>" // goes in the actual output
var/freq_text // the name of the channel
// --- Set the name of the channel ---
switch(display_freq)
if(SYND_FREQ)
freq_text = "#unkn"
if(COMM_FREQ)
freq_text = "Command"
if(1351)
freq_text = "Science"
if(1355)
freq_text = "Medical"
if(1357)
freq_text = "Engineering"
if(1359)
freq_text = "Security"
if(1349)
freq_text = "Mining"
if(1347)
freq_text = "Cargo"
//There's probably a way to use the list var of channels in code\game\communications.dm to make the dept channels non-hardcoded, but I wasn't in an experimentive mood. --NEO
// --- If the frequency has not been assigned a name, just use the frequency as the name ---
if(!freq_text)
freq_text = format_frequency(display_freq)
// --- Some more pre-message formatting ---
var/part_b_extra = ""
if(data == 3) // intercepted radio message
part_b_extra = " <i>(Intercepted)</i>"
// Create a radio headset for the sole purpose of using its icon
var/obj/item/device/radio/headset/radio = new
var/part_b = "</span><b> \icon[radio]\[[freq_text]\][part_b_extra]</b> <span class='message'>" // Tweaked for security headsets -- TLE
var/part_c = "</span></span>"
if (display_freq==SYND_FREQ)
part_a = "<span class='syndradio'><span class='name'>"
else if (display_freq==COMM_FREQ)
part_a = "<span class='comradio'><span class='name'>"
else if (display_freq in DEPT_FREQS)
part_a = "<span class='deptradio'><span class='name'>"
// --- This following recording is intended for research and feedback in the use of department radio channels ---
var/part_blackbox_b = "</span><b> \[[freq_text]\]</b> <span class='message'>" // Tweaked for security headsets -- TLE
var/blackbox_msg = "[part_a][source][part_blackbox_b]\"[text]\"[part_c]"
//var/blackbox_admin_msg = "[part_a][M.name] (Real name: [M.real_name])[part_blackbox_b][quotedmsg][part_c]"
//BR.messages_admin += blackbox_admin_msg
if(istype(blackbox))
switch(display_freq)
if(1459)
blackbox.msg_common += blackbox_msg
if(1351)
blackbox.msg_science += blackbox_msg
if(1353)
blackbox.msg_command += blackbox_msg
if(1355)
blackbox.msg_medical += blackbox_msg
if(1357)
blackbox.msg_engineering += blackbox_msg
if(1359)
blackbox.msg_security += blackbox_msg
if(1441)
blackbox.msg_deathsquad += blackbox_msg
if(1213)
blackbox.msg_syndicate += blackbox_msg
if(1349)
blackbox.msg_mining += blackbox_msg
if(1347)
blackbox.msg_cargo += blackbox_msg
else
blackbox.messages += blackbox_msg
//End of research and feedback code.
/* ###### Send the message ###### */
/* --- Process all the mobs that heard the voice normally (understood) --- */
if (length(heard_normal))
var/rendered = "[part_a][source][part_b]\"[text]\"[part_c]"
for (var/mob/R in heard_normal)
R.show_message(rendered, 2)
/* --- Process all the mobs that heard a garbled voice (did not understand) --- */
// Displays garbled message (ie "f*c* **u, **i*er!")
if (length(heard_garbled))
var/quotedmsg = "\"[stars(text)]\""
var/rendered = "[part_a][source][part_b][quotedmsg][part_c]"
for (var/mob/R in heard_garbled)
R.show_message(rendered, 2)
/* --- Complete gibberish. Usually happens when there's a compressed message --- */
if (length(heard_gibberish))
var/quotedmsg = "\"[Gibberish(text, compression + 50)]\""
var/rendered = "[part_a][Gibberish(source, compression + 50)][part_b][quotedmsg][part_c]"
for (var/mob/R in heard_gibberish)
R.show_message(rendered, 2)
//Use this to test if an obj can communicate with a Telecommunications Network
/atom/proc/test_telecomms()
var/datum/signal/signal = src.telecomms_process()
var/turf/position = get_turf(src)
return (position.z in signal.data["level"] && signal.data["done"])
/atom/proc/telecomms_process()
// First, we want to generate a new radio signal
var/datum/signal/signal = new
signal.transmission_method = 2 // 2 would be a subspace transmission.
var/turf/pos = get_turf(src)
// --- Finally, tag the actual signal with the appropriate values ---
signal.data = list(
"slow" = 0, // how much to sleep() before broadcasting - simulates net lag
"message" = "TEST",
"compression" = rand(45, 50), // If the signal is compressed, compress our message too.
"traffic" = 0, // dictates the total traffic sum that the signal went through
"type" = 4, // determines what type of radio input it is: test broadcast
"reject" = 0,
"done" = 0,
"level" = pos.z // The level it is being broadcasted at.
)
signal.frequency = 1459// Common channel
//#### Sending the signal to all subspace receivers ####//
for(var/obj/machinery/telecomms/receiver/R in telecomms_list)
R.receive_signal(signal)
sleep(rand(10,25))
//world.log << "Level: [signal.data["level"]] - Done: [signal.data["done"]]"
return signal