/obj/item/radio/intercom name = "station intercom (General)" desc = "A reliable form of communication even during local communication blackouts." icon_state = "intercom" layer = ABOVE_WINDOW_LAYER anchored = TRUE w_class = WEIGHT_CLASS_BULKY canhear_range = 2 flags = CONDUCT blocks_emissive = FALSE var/circuitry_installed = 1 var/buildstage = 0 var/custom_name dog_fashion = null /obj/item/radio/intercom/custom name = "station intercom (Custom)" custom_name = TRUE broadcasting = FALSE listening = FALSE /obj/item/radio/intercom/interrogation name = "station intercom (Interrogation)" custom_name = TRUE frequency = AIRLOCK_FREQ /obj/item/radio/intercom/private name = "station intercom (Private)" custom_name = TRUE frequency = AI_FREQ /obj/item/radio/intercom/command name = "station intercom (Command)" custom_name = TRUE frequency = COMM_FREQ /obj/item/radio/intercom/specops name = "\improper Special Operations intercom" custom_name = TRUE frequency = ERT_FREQ /obj/item/radio/intercom/department canhear_range = 5 custom_name = TRUE broadcasting = FALSE listening = TRUE /obj/item/radio/intercom/department/medbay name = "station intercom (Medbay)" frequency = MED_I_FREQ /obj/item/radio/intercom/department/security name = "station intercom (Security)" frequency = SEC_I_FREQ /obj/item/radio/intercom/New(turf/loc, direction, building = 3) . = ..() buildstage = building if(buildstage) update_operating_status() else if(direction) setDir(direction) set_pixel_offsets_from_dir(28, -28, 28, -28) b_stat = TRUE on = FALSE GLOB.global_intercoms.Add(src) update_icon(UPDATE_ICON_STATE | UPDATE_OVERLAYS) /obj/item/radio/intercom/Initialize() . = ..() if(!custom_name) name = "station intercom (General)" /obj/item/radio/intercom/department/medbay/New() ..() internal_channels = GLOB.default_medbay_channels.Copy() /obj/item/radio/intercom/department/security/New() ..() internal_channels = list( num2text(PUB_FREQ) = list(), num2text(SEC_I_FREQ) = list(ACCESS_SECURITY) ) /obj/item/radio/intercom/syndicate name = "illicit intercom" desc = "Communicate with your minions. Evilly" frequency = SYND_FREQ syndiekey = new /obj/item/encryptionkey/syndicate/nukeops /obj/item/radio/intercom/syndicate/New() ..() internal_channels[num2text(SYND_FREQ)] = list(ACCESS_SYNDICATE) /obj/item/radio/intercom/pirate name = "pirate radio intercom" desc = "You wouldn't steal a space shuttle. Piracy. It's a crime!" /obj/item/radio/intercom/pirate/New() ..() internal_channels.Cut() internal_channels = list( num2text(PUB_FREQ) = list(), num2text(AI_FREQ) = list(), num2text(COMM_FREQ)= list(), num2text(ENG_FREQ) = list(), num2text(MED_FREQ) = list(), num2text(MED_I_FREQ)=list(), num2text(SEC_FREQ) = list(), num2text(SEC_I_FREQ)=list(), num2text(SCI_FREQ) = list(), num2text(SUP_FREQ) = list(), num2text(SRV_FREQ) = list() ) /obj/item/radio/intercom/Destroy() GLOB.global_intercoms.Remove(src) return ..() /obj/item/radio/intercom/attack_ai(mob/user) add_hiddenprint(user) add_fingerprint(user) attack_self(user) /obj/item/radio/intercom/attack_hand(mob/user) add_fingerprint(user) attack_self(user) /obj/item/radio/intercom/receive_range(freq, level) if(!is_listening()) return -1 if(!(0 in level)) var/turf/position = get_turf(src) // TODO: Integrate radio with the space manager if(isnull(position) || !(position.z in level)) return -1 if(freq in SSradio.ANTAG_FREQS) if(!(syndiekey)) return -1//Prevents broadcast of messages over devices lacking the encryption return canhear_range /obj/item/radio/intercom/examine(mob/user) . = ..() switch(buildstage) if(0) . += "The frame is welded to the wall, but missing circuitry." if(1) . += "The speaker needs to be wired, though the board could be pried out." if(2) . += "The intercom is wired, and the maintenance panel is unscrewed." /obj/item/radio/intercom/attackby(obj/item/W, mob/user) if(istype(W, /obj/item/stack/tape_roll)) //eww return else if(iscoil(W) && buildstage == 1) var/obj/item/stack/cable_coil/coil = W if(coil.get_amount() < 5) to_chat(user, "You need more cable for this!") return if(do_after(user, 10 * coil.toolspeed, target = src) && buildstage == 1) coil.use(5) to_chat(user, "You wire \the [src]!") buildstage = 2 return 1 else if(istype(W,/obj/item/intercom_electronics) && buildstage == 0) playsound(get_turf(src), W.usesound, 50, 1) if(do_after(user, 10 * W.toolspeed, target = src) && buildstage == 0) qdel(W) to_chat(user, "You insert \the [W] into \the [src]!") buildstage = 1 return 1 else return ..() /obj/item/radio/intercom/AltClick(mob/user) . = ..() if(broadcasting) investigate_log("had its hotmic toggled on via hotkey by [key_name(user)].", INVESTIGATE_HOTMIC) ///Allows us to track who spams all these on if they do. /obj/item/radio/intercom/crowbar_act(mob/user, obj/item/I) if(buildstage != 1) return . = TRUE if(!I.tool_use_check(user, 0)) return to_chat(user, "You begin removing the electronics...") if(!I.use_tool(src, user, 10, volume = I.tool_volume) || buildstage != 1) return new /obj/item/intercom_electronics(get_turf(src)) to_chat(user, "The circuit board pops out!") buildstage = 0 /obj/item/radio/intercom/screwdriver_act(mob/user, obj/item/I) if(buildstage != 2) return ..() . = TRUE if(!I.tool_use_check(user, 0)) return if(!I.use_tool(src, user, 10, volume = I.tool_volume) || buildstage != 2) return update_icon(UPDATE_ICON_STATE) on = TRUE b_stat = FALSE buildstage = 3 to_chat(user, "You secure the electronics!") update_icon(UPDATE_ICON_STATE) update_operating_status() for(var/i, i<= 5, i++) wires.on_cut(i, 1) /obj/item/radio/intercom/wirecutter_act(mob/user, obj/item/I) if(!(buildstage == 3 && b_stat && wires.is_all_cut())) return ..() . = TRUE if(!I.use_tool(src, user, 0, volume = I.tool_volume)) return WIRECUTTER_SNIP_MESSAGE new /obj/item/stack/cable_coil(get_turf(src),5) on = FALSE b_stat = TRUE buildstage = 1 update_icon(UPDATE_ICON_STATE | UPDATE_OVERLAYS) update_operating_status(FALSE) /obj/item/radio/intercom/welder_act(mob/user, obj/item/I) if(buildstage != 0) return . = TRUE if(!I.tool_use_check(user, 3)) return to_chat(user, "You start slicing [src] from the wall...") if(I.use_tool(src, user, 10, amount = 3, volume = I.tool_volume)) to_chat(user, "You cut [src] free from the wall!") new /obj/item/mounted/frame/intercom(get_turf(src)) qdel(src) /obj/item/radio/intercom/update_icon_state() if(!circuitry_installed) icon_state="intercom-frame" else icon_state = "intercom[!on?"-p":""][b_stat ? "-open":""]" /obj/item/radio/intercom/update_overlays() . = ..() underlays.Cut() if(on && buildstage == 3) underlays += emissive_appearance(icon, "intercom_lightmask") /obj/item/radio/intercom/proc/update_operating_status(on = TRUE) if(!loc) // We init a few radios in nullspace to prevent them from needing power. return var/area/current_area = get_area(src) if(on) RegisterSignal(current_area.powernet, COMSIG_POWERNET_POWER_CHANGE, PROC_REF(local_powernet_check)) else UnregisterSignal(current_area.powernet, COMSIG_POWERNET_POWER_CHANGE) /** * Proc called whenever the intercom's local powernet loses or gains power. Responsible for setting the `on` variable and calling `update_icon()`. * * Normally called after the intercom's local powernet sends the `COMSIG_POWERNET_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/local_powernet_check(datum/source) var/area/current_area = get_area(src) if(!current_area) on = FALSE set_light(0) else on = current_area.powernet.has_power(PW_CHANNEL_EQUIPMENT) // set "on" to the equipment power status of our area. set_light(1, LIGHTING_MINIMUM_POWER) update_icon(UPDATE_ICON_STATE | UPDATE_OVERLAYS) /obj/item/intercom_electronics name = "intercom electronics" icon = 'icons/obj/doors/door_assembly.dmi' icon_state = "door_electronics" desc = "Looks like a circuit. Probably is." w_class = WEIGHT_CLASS_SMALL materials = list(MAT_METAL = 100, MAT_GLASS = 100) origin_tech = "engineering=2;programming=1" toolspeed = 1 usesound = 'sound/items/deconstruct.ogg' /obj/item/radio/intercom/locked freqlock = TRUE custom_name = TRUE /obj/item/radio/intercom/locked/ai_private name = "\improper AI intercom" frequency = AI_FREQ /obj/item/radio/intercom/locked/confessional name = "confessional intercom" frequency = 1480 /obj/item/radio/intercom/locked/prison name = "prison intercom" desc = "A reliable form of communication even during local communication blackouts. It looks like it has been modified to not broadcast. Not so reliable, I guess..." /obj/item/radio/intercom/locked/prison/New() ..() wires.cut(WIRE_RADIO_TRANSMIT)