diff --git a/code/game/objects/items/devices/radio/radio.dm b/code/game/objects/items/devices/radio/radio.dm index d3aee944f7..09accd4f79 100644 --- a/code/game/objects/items/devices/radio/radio.dm +++ b/code/game/objects/items/devices/radio/radio.dm @@ -1,6 +1,3 @@ -var/GLOBAL_RADIO_TYPE = 1 // radio type to use - // 0 = old radios - // 1 = new radios (subspace technology) /obj/item/device/radio @@ -248,146 +245,85 @@ var/GLOBAL_RADIO_TYPE = 1 // radio type to use M.last_target_click = world.time - if(GLOBAL_RADIO_TYPE == 1) // NEW RADIO SYSTEMS: By Doohl + /* Quick introduction: + This new radio system uses a very robust FTL signaling technology unoriginally + dubbed "subspace" which is somewhat similar to 'blue-space' but can't + actually transmit large mass. Headsets are the only radio devices capable + of sending subspace transmissions to the Communications Satellite. - /* Quick introduction: - This new radio system uses a very robust FTL signaling technology unoriginally - dubbed "subspace" which is somewhat similar to 'blue-space' but can't - actually transmit large mass. Headsets are the only radio devices capable - of sending subspace transmissions to the Communications Satellite. + A headset sends a signal to a subspace listener/reciever elsewhere in space, + the signal gets processed and logged, and an audible transmission gets sent + to each individual headset. + */ - A headset sends a signal to a subspace listener/reciever elsewhere in space, - the signal gets processed and logged, and an audible transmission gets sent - to each individual headset. - */ + //#### Grab the connection datum ####// + var/datum/radio_frequency/connection = handle_message_mode(M, message, channel) + if (!istype(connection)) + return + if (!connection) + return - //#### Grab the connection datum ####// - var/datum/radio_frequency/connection = handle_message_mode(M, message, channel) - if (!istype(connection)) - return - if (!connection) - return + var/turf/position = get_turf(src) - var/turf/position = get_turf(src) + //#### Tagging the signal with all appropriate identity values ####// - //#### Tagging the signal with all appropriate identity values ####// - - // ||-- The mob's name identity --|| - var/displayname = M.name // grab the display name (name you get when you hover over someone's icon) - var/real_name = M.real_name // mob's real name - var/mobkey = "none" // player key associated with mob - var/voicemask = 0 // the speaker is wearing a voice mask - if(M.client) - mobkey = M.key // assign the mob's key + // ||-- The mob's name identity --|| + var/displayname = M.name // grab the display name (name you get when you hover over someone's icon) + var/real_name = M.real_name // mob's real name + var/mobkey = "none" // player key associated with mob + var/voicemask = 0 // the speaker is wearing a voice mask + if(M.client) + mobkey = M.key // assign the mob's key - var/jobname // the mob's "job" + var/jobname // the mob's "job" - // --- Human: use their actual job --- - if (ishuman(M)) - jobname = M:get_assignment() + // --- Human: use their actual job --- + if (ishuman(M)) + jobname = M:get_assignment() - // --- Carbon Nonhuman --- - else if (iscarbon(M)) // Nonhuman carbon mob - jobname = "No id" + // --- Carbon Nonhuman --- + else if (iscarbon(M)) // Nonhuman carbon mob + jobname = "No id" - // --- AI --- - else if (isAI(M)) - jobname = "AI" + // --- AI --- + else if (isAI(M)) + jobname = "AI" - // --- Cyborg --- - else if (isrobot(M)) - jobname = "Cyborg" + // --- Cyborg --- + else if (isrobot(M)) + jobname = "Cyborg" - // --- Personal AI (pAI) --- - else if (istype(M, /mob/living/silicon/pai)) - jobname = "Personal AI" + // --- Personal AI (pAI) --- + else if (istype(M, /mob/living/silicon/pai)) + jobname = "Personal AI" - // --- Unidentifiable mob --- - else - jobname = "Unknown" + // --- Unidentifiable mob --- + else + jobname = "Unknown" - // --- Modifications to the mob's identity --- + // --- Modifications to the mob's identity --- - // The mob is disguising their identity: - if (ishuman(M) && M.GetVoice() != real_name) - displayname = M.GetVoice() - jobname = "Unknown" - voicemask = 1 + // The mob is disguising their identity: + if (ishuman(M) && M.GetVoice() != real_name) + displayname = M.GetVoice() + jobname = "Unknown" + voicemask = 1 - /* ###### Radio headsets can only broadcast through subspace ###### */ - - if(subspace_transmission) - // First, we want to generate a new radio signal - var/datum/signal/signal = new - signal.transmission_method = 2 // 2 would be a subspace transmission. - // transmission_method could probably be enumerated through #define. Would be neater. - - // --- Finally, tag the actual signal with the appropriate values --- - signal.data = list( - // Identity-associated tags: - "mob" = M, // store a reference to the mob - "mobtype" = M.type, // the mob's type - "realname" = real_name, // the mob's real name - "name" = displayname, // the mob's display name - "job" = jobname, // the mob's job - "key" = mobkey, // the mob's key - "vmessage" = pick(M.speak_emote), // the message to display if the voice wasn't understood - "vname" = M.voice_name, // the name to display if the voice wasn't understood - "vmask" = voicemask, // 1 if the mob is using a voice gas mask - - // We store things that would otherwise be kept in the actual mob - // so that they can be logged even AFTER the mob is deleted or something - - // Other tags: - "compression" = rand(45,50), // compressed radio signal - "message" = message, // the actual sent message - "connection" = connection, // the radio connection to use - "radio" = src, // stores the radio used for transmission - "slow" = 0, // how much to sleep() before broadcasting - simulates net lag - "traffic" = 0, // dictates the total traffic sum that the signal went through - "type" = 0, // determines what type of radio input it is: normal broadcast - "server" = null, // the last server to log this signal - "reject" = 0, // if nonzero, the signal will not be accepted by any broadcasting machinery - "level" = position.z, // The source's z level - "language" = speaking, - "verb" = verb - ) - signal.frequency = connection.frequency // Quick frequency set - - //#### Sending the signal to all subspace receivers ####// - - for(var/obj/machinery/telecomms/receiver/R in telecomms_list) - R.receive_signal(signal) - - // Allinone can act as receivers. - for(var/obj/machinery/telecomms/allinone/R in telecomms_list) - R.receive_signal(signal) - - // Receiving code can be located in Telecommunications.dm - return - - - /* ###### Intercoms and station-bounced radios ###### */ - - var/filter_type = 2 - - /* --- Intercoms can only broadcast to other intercoms, but bounced radios can broadcast to bounced radios and intercoms --- */ - if(istype(src, /obj/item/device/radio/intercom)) - filter_type = 1 - + /* ###### Radio headsets can only broadcast through subspace ###### */ + if(subspace_transmission) + // First, we want to generate a new radio signal var/datum/signal/signal = new - signal.transmission_method = 2 - - - /* --- Try to send a normal subspace broadcast first */ + signal.transmission_method = 2 // 2 would be a subspace transmission. + // transmission_method could probably be enumerated through #define. Would be neater. + // --- Finally, tag the actual signal with the appropriate values --- signal.data = list( - + // Identity-associated tags: "mob" = M, // store a reference to the mob "mobtype" = M.type, // the mob's type "realname" = real_name, // the mob's real name @@ -396,192 +332,102 @@ var/GLOBAL_RADIO_TYPE = 1 // radio type to use "key" = mobkey, // the mob's key "vmessage" = pick(M.speak_emote), // the message to display if the voice wasn't understood "vname" = M.voice_name, // the name to display if the voice wasn't understood - "vmask" = voicemask, // 1 if the mob is using a voice gas mas + "vmask" = voicemask, // 1 if the mob is using a voice gas mask - "compression" = 0, // uncompressed radio signal + // We store things that would otherwise be kept in the actual mob + // so that they can be logged even AFTER the mob is deleted or something + + // Other tags: + "compression" = rand(45,50), // compressed radio signal "message" = message, // the actual sent message "connection" = connection, // the radio connection to use "radio" = src, // stores the radio used for transmission - "slow" = 0, - "traffic" = 0, - "type" = 0, - "server" = null, - "reject" = 0, - "level" = position.z, + "slow" = 0, // how much to sleep() before broadcasting - simulates net lag + "traffic" = 0, // dictates the total traffic sum that the signal went through + "type" = 0, // determines what type of radio input it is: normal broadcast + "server" = null, // the last server to log this signal + "reject" = 0, // if nonzero, the signal will not be accepted by any broadcasting machinery + "level" = position.z, // The source's z level "language" = speaking, "verb" = verb ) signal.frequency = connection.frequency // Quick frequency set + //#### Sending the signal to all subspace receivers ####// + for(var/obj/machinery/telecomms/receiver/R in telecomms_list) R.receive_signal(signal) + // Allinone can act as receivers. + for(var/obj/machinery/telecomms/allinone/R in telecomms_list) + R.receive_signal(signal) - sleep(rand(10,25)) // wait a little... - - if(signal.data["done"] && position.z in signal.data["level"]) - // we're done here. - return - - // Oh my god; the comms are down or something because the signal hasn't been broadcasted yet in our level. - // Send a mundane broadcast with limited targets: - - //THIS IS TEMPORARY. YEAH RIGHT - if(!connection) return //~Carn - - Broadcast_Message(connection, M, voicemask, pick(M.speak_emote), - src, message, displayname, jobname, real_name, M.voice_name, - filter_type, signal.data["compression"], list(position.z), connection.frequency,verb,speaking) + // Receiving code can be located in Telecommunications.dm + return + /* ###### Intercoms and station-bounced radios ###### */ - else // OLD RADIO SYSTEMS: By Goons? + var/filter_type = 2 - var/datum/radio_frequency/connection = null - if(channel && channels && channels.len > 0) - if (channel == "department") - //world << "DEBUG: channel=\"[channel]\" switching to \"[channels[1]]\"" - channel = channels[1] - connection = secure_radio_connections[channel] - else - connection = radio_connection - channel = null - if (!istype(connection)) - return - var/display_freq = connection.frequency + /* --- Intercoms can only broadcast to other intercoms, but bounced radios can broadcast to bounced radios and intercoms --- */ + if(istype(src, /obj/item/device/radio/intercom)) + filter_type = 1 - //world << "DEBUG: used channel=\"[channel]\" frequency= \"[display_freq]\" connection.devices.len = [connection.devices.len]" - var/eqjobname + var/datum/signal/signal = new + signal.transmission_method = 2 - if (ishuman(M)) - eqjobname = M:get_assignment() - else if (iscarbon(M)) - eqjobname = "No id" //only humans can wear ID - else if (isAI(M)) - eqjobname = "AI" - else if (isrobot(M)) - eqjobname = "Cyborg"//Androids don't really describe these too well, in my opinion. - else if (istype(M, /mob/living/silicon/pai)) - eqjobname = "Personal AI" - else - eqjobname = "Unknown" - if (!(wires & WIRE_TRANSMIT)) - return + /* --- Try to send a normal subspace broadcast first */ - var/list/receive = list() + signal.data = list( - //for (var/obj/item/device/radio/R in radio_connection.devices) - for (var/obj/item/device/radio/R in connection.devices["[RADIO_CHAT]"]) // Modified for security headset code -- TLE - //if(R.accept_rad(src, message)) - receive |= R.send_hear(display_freq, 0) + "mob" = M, // store a reference to the mob + "mobtype" = M.type, // the mob's type + "realname" = real_name, // the mob's real name + "name" = displayname, // the mob's display name + "job" = jobname, // the mob's job + "key" = mobkey, // the mob's key + "vmessage" = pick(M.speak_emote), // the message to display if the voice wasn't understood + "vname" = M.voice_name, // the name to display if the voice wasn't understood + "vmask" = voicemask, // 1 if the mob is using a voice gas mas - //world << "DEBUG: receive.len=[receive.len]" - var/list/heard_masked = list() // masked name or no real name - var/list/heard_normal = list() // normal message - var/list/heard_voice = list() // voice message - var/list/heard_garbled = list() // garbled message + "compression" = 0, // uncompressed radio signal + "message" = message, // the actual sent message + "connection" = connection, // the radio connection to use + "radio" = src, // stores the radio used for transmission + "slow" = 0, + "traffic" = 0, + "type" = 0, + "server" = null, + "reject" = 0, + "level" = position.z, + "language" = speaking, + "verb" = verb + ) + signal.frequency = connection.frequency // Quick frequency set - for (var/mob/R in receive) - if (R.client && !(R.client.prefs.toggles & CHAT_RADIO)) //Adminning with 80 people on can be fun when you're trying to talk and all you can hear is radios. - continue - if (R.say_understands(M)) - if (ishuman(M) && M.GetVoice() != M.real_name) - heard_masked += R - else - heard_normal += R - else - heard_voice += R + for(var/obj/machinery/telecomms/receiver/R in telecomms_list) + R.receive_signal(signal) - if (length(heard_masked) || length(heard_normal) || length(heard_voice) || length(heard_garbled)) - var/part_a = "" - //var/part_b = " \icon[src]\[[format_frequency(frequency)]\] " - var/freq_text= get_frequency_name(display_freq) - var/part_b = " \icon[src]\[[freq_text]\] " // Tweaked for security headsets -- TLE - var/part_c = "" + sleep(rand(10,25)) // wait a little... - if (display_freq in ANTAG_FREQS) - part_a = "" - else if (display_freq==COMM_FREQ) - part_a = "" - else if (display_freq in DEPT_FREQS) - part_a = "" + if(signal.data["done"] && position.z in signal.data["level"]) + // we're done here. + return - var/quotedmsg = M.say_quote(message) + // Oh my god; the comms are down or something because the signal hasn't been broadcasted yet in our level. + // Send a mundane broadcast with limited targets: - //This following recording is intended for research and feedback in the use of department radio channels. + //THIS IS TEMPORARY. YEAH RIGHT + if(!connection) return //~Carn - var/part_blackbox_b = " \[[freq_text]\] " // Tweaked for security headsets -- TLE - var/blackbox_msg = "[part_a][M.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]" - if(istype(blackbox)) - //BR.messages_admin += blackbox_admin_msg - switch(display_freq) - if(PUB_FREQ) - blackbox.msg_common += blackbox_msg - if(SCI_FREQ) - blackbox.msg_science += blackbox_msg - if(COMM_FREQ) - blackbox.msg_command += blackbox_msg - if(MED_FREQ) - blackbox.msg_medical += blackbox_msg - if(ENG_FREQ) - blackbox.msg_engineering += blackbox_msg - if(SEC_FREQ) - blackbox.msg_security += blackbox_msg - if(DTH_FREQ) - blackbox.msg_deathsquad += blackbox_msg - if(SYND_FREQ) - blackbox.msg_syndicate += blackbox_msg - if(SUP_FREQ) - blackbox.msg_cargo += blackbox_msg - else - blackbox.messages += blackbox_msg + Broadcast_Message(connection, M, voicemask, pick(M.speak_emote), + src, message, displayname, jobname, real_name, M.voice_name, + filter_type, signal.data["compression"], list(position.z), connection.frequency,verb,speaking) - //End of research and feedback code. - - if (length(heard_masked)) - var/N = M.name - var/J = eqjobname - if(ishuman(M) && M.GetVoice() != M.real_name) - N = M.GetVoice() - J = "Unknown" - var/rendered = "[part_a][N][part_b][quotedmsg][part_c]" - for (var/mob/R in heard_masked) - if(istype(R, /mob/living/silicon/ai)) - R.show_message("[part_a][N] ([J]) [part_b][quotedmsg][part_c]", 2) - else - R.show_message(rendered, 2) - - if (length(heard_normal)) - var/rendered = "[part_a][M.real_name][part_b][quotedmsg][part_c]" - - for (var/mob/R in heard_normal) - if(istype(R, /mob/living/silicon/ai)) - R.show_message("[part_a][M.real_name] ([eqjobname]) [part_b][quotedmsg][part_c]", 2) - else - R.show_message(rendered, 2) - - if (length(heard_voice)) - var/rendered = "[part_a][M.voice_name][part_b][pick(M.speak_emote)][part_c]" - - for (var/mob/R in heard_voice) - if(istype(R, /mob/living/silicon/ai)) - R.show_message("[part_a][M.voice_name] ([eqjobname]) [part_b][pick(M.speak_emote)][part_c]", 2) - else - R.show_message(rendered, 2) - - if (length(heard_garbled)) - quotedmsg = M.say_quote(stars(message)) - var/rendered = "[part_a][M.voice_name][part_b][quotedmsg][part_c]" - - for (var/mob/R in heard_voice) - if(istype(R, /mob/living/silicon/ai)) - R.show_message("[part_a][M.voice_name][part_b][quotedmsg][part_c]", 2) - else - R.show_message(rendered, 2) /obj/item/device/radio/hear_talk(mob/M as mob, msg, var/verb = "says", var/datum/language/speaking = null) diff --git a/code/modules/admin/verbs/debug.dm b/code/modules/admin/verbs/debug.dm index 431abb22d0..8eaf21b99e 100644 --- a/code/modules/admin/verbs/debug.dm +++ b/code/modules/admin/verbs/debug.dm @@ -426,15 +426,6 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that -/client/proc/cmd_switch_radio() - set category = "Debug" - set name = "Switch Radio Mode" - set desc = "Toggle between normal radios and experimental radios. Have a coder present if you do this." - - GLOBAL_RADIO_TYPE = !GLOBAL_RADIO_TYPE // toggle - log_admin("[key_name(src)] has turned the experimental radio system [GLOBAL_RADIO_TYPE ? "on" : "off"].") - message_admins("[key_name_admin(src)] has turned the experimental radio system [GLOBAL_RADIO_TYPE ? "on" : "off"].", 0) - feedback_add_details("admin_verb","SRM") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc! /client/proc/cmd_admin_areatest() set category = "Mapping" diff --git a/code/modules/mob/living/carbon/human/say.dm b/code/modules/mob/living/carbon/human/say.dm index 3d4bf5cf85..d8675e55f1 100644 --- a/code/modules/mob/living/carbon/human/say.dm +++ b/code/modules/mob/living/carbon/human/say.dm @@ -162,9 +162,7 @@ if(findtext(temp, "*", 1, 2)) //emotes return - world << "Text after stuff is [temp]" temp = copytext(trim_left(temp), 1, rand(5,8)) - world << "Text after trimming is [temp]" var/trimmed = trim_left(temp) if(length(trimmed))