/obj/item/device/radio
icon = 'radio.dmi'
name = "station bounced radio"
suffix = "\[3\]"
icon_state = "walkietalkie"
item_state = "walkietalkie"
var
last_transmission
frequency = 1459 //common chat
traitor_frequency = 0 //tune to frequency to unlock traitor supplies
obj/item/device/radio/patch_link = null
obj/item/weapon/syndicate_uplink/traitorradio = null
wires = WIRE_SIGNAL | WIRE_RECEIVE | WIRE_TRANSMIT
b_stat = 0
broadcasting = 0
listening = 1
freerange = 0 // 0 - Sanitize frequencies, 1 - Full range
list/channels = list() //see communications.dm for full list. First channes is a "default" for :h
// "Example" = FREQ_LISTENING|FREQ_BROADCASTING
flags = 450
throw_speed = 2
throw_range = 9
w_class = 2
g_amt = 25
m_amt = 75
var/const
WIRE_SIGNAL = 1 //sends a signal, like to set off a bomb or electrocute someone
WIRE_RECEIVE = 2
WIRE_TRANSMIT = 4
TRANSMISSION_DELAY = 5 // only 2/second/radio
FREQ_LISTENING = 1
//FREQ_BROADCASTING = 2
/obj/item/device/radio
var
datum/radio_frequency/radio_connection
list/datum/radio_frequency/secure_radio_connections = new
proc
set_frequency(new_frequency)
radio_controller.remove_object(src, frequency)
frequency = new_frequency
radio_connection = radio_controller.add_object(src, frequency, RADIO_CHAT)
/obj/item/device/radio/New()
..()
if(radio_controller)
initialize()
/obj/item/device/radio/initialize()
if(freerange)
if(frequency < 1200 || frequency > 1600)
frequency = sanitize_frequency(frequency)
else if (frequency < 1441 || frequency > 1489)
world.log << "[src] ([type]) has a frequency of [frequency], sanitizing."
frequency = sanitize_frequency(frequency)
set_frequency(frequency)
for (var/ch_name in channels)
secure_radio_connections[ch_name] = radio_controller.add_object(src, radiochannels[ch_name], RADIO_CHAT)
/obj/item/device/radio/attack_self(mob/user as mob)
user.machine = src
interact(user)
/obj/item/device/radio/proc/interact(mob/user as mob)
var/dat = {"
[src]
Microphone: [broadcasting ? "Engaged" : "Disengaged"]
Speaker: [listening ? "Engaged" : "Disengaged"]
Frequency:
-
-
[format_frequency(frequency)]
+
+
"}
for (var/ch_name in channels)
dat+=text_sec_channel(ch_name, channels[ch_name])
dat+={"[text_wires()]"}
user << browse(dat, "window=radio")
onclose(user, "radio")
return
/obj/item/device/radio/proc/text_wires()
if (!b_stat)
return ""
return {"
Green Wire: [(wires & 4) ? "Cut" : "Mend"] Wire
Red Wire: [(wires & 2) ? "Cut" : "Mend"] Wire
Blue Wire: [(wires & 1) ? "Cut" : "Mend"] Wire
"}
/obj/item/device/radio/proc/text_sec_channel(var/chan_name, var/chan_stat)
var/list = !!(chan_stat&FREQ_LISTENING)!=0
return {"
[chan_name]
Speaker: [list ? "Engaged" : "Disengaged"]
"}
/obj/item/device/radio/Topic(href, href_list)
//..()
if (usr.stat)
return
if (!(issilicon(usr) || (usr.contents.Find(src) || ( in_range(src, usr) && istype(loc, /turf) ))))
usr << browse(null, "window=radio")
return
usr.machine = src
if (href_list["track"])
var/mob/target = locate(href_list["track"])
var/mob/living/silicon/ai/A = locate(href_list["track2"])
if(A && target)
A.ai_actual_track(target)
return
else if (href_list["freq"])
var/new_frequency = (frequency + text2num(href_list["freq"]))
if (!freerange || (frequency < 1200 || frequency > 1600))
new_frequency = sanitize_frequency(new_frequency)
set_frequency(new_frequency)
if (traitor_frequency && frequency == traitor_frequency)
usr.machine = null
usr << browse(null, "window=radio")
// now transform the regular radio, into a (disguised)syndicate uplink!
var/obj/item/weapon/syndicate_uplink/T = traitorradio
var/obj/item/device/radio/R = src
R.loc = T
T.loc = usr
R.layer = 0
if (usr.client)
usr.client.screen -= R
if (usr.r_hand == R)
usr.u_equip(R)
usr.r_hand = T
else
usr.u_equip(R)
usr.l_hand = T
R.loc = T
T.layer = 20
T.attack_self(usr)
return
else if (href_list["talk"])
broadcasting = text2num(href_list["talk"])
else if (href_list["listen"])
var/chan_name = href_list["ch_name"]
if (!chan_name)
listening = text2num(href_list["listen"])
else
if (channels[chan_name] & FREQ_LISTENING)
channels[chan_name] &= ~FREQ_LISTENING
else
channels[chan_name] |= FREQ_LISTENING
else if (href_list["wires"])
var/t1 = text2num(href_list["wires"])
if (!( istype(usr.equipped(), /obj/item/weapon/wirecutters) ))
return
if (wires & t1)
wires &= ~t1
else
wires |= t1
if (!( master ))
if (istype(loc, /mob))
interact(loc)
else
updateDialog()
else
if (istype(master.loc, /mob))
interact(master.loc)
else
updateDialog()
add_fingerprint(usr)
/obj/item/device/radio/talk_into(mob/M as mob, message, channel)
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
//world << "DEBUG: used channel=\"[channel]\" frequency= \"[display_freq]\" connection.devices.len = [connection.devices.len]"
var/eqjobname
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
var/list/receive = 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)
//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
for (var/mob/R in receive)
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 (R.say_understands(M))
if (!ishuman(M) || istype(M.wear_mask, /obj/item/clothing/mask/gas/voice))
heard_masked += R
else
heard_normal += R
else
if (M.voice_message)
heard_voice += R
else
heard_garbled += R
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
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(!freq_text)
freq_text = format_frequency(display_freq)
var/part_b = " \icon[src]\[[freq_text]\] " // Tweaked for security headsets -- TLE
var/part_c = ""
if (display_freq==SYND_FREQ)
part_a = ""
else if (display_freq==COMM_FREQ)
part_a = ""
else if (display_freq in DEPT_FREQS)
part_a = ""
var/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 = " \[[freq_text]\] " // 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]"
for (var/obj/machinery/blackbox_recorder/BR in world)
//BR.messages_admin += blackbox_admin_msg
switch(display_freq)
if(1459)
BR.msg_common += blackbox_msg
if(1351)
BR.msg_science += blackbox_msg
if(1353)
BR.msg_command += blackbox_msg
if(1355)
BR.msg_medical += blackbox_msg
if(1357)
BR.msg_engineering += blackbox_msg
if(1359)
BR.msg_security += blackbox_msg
if(1441)
BR.msg_deathsquad += blackbox_msg
if(1213)
BR.msg_syndicate += blackbox_msg
if(1349)
BR.msg_mining += blackbox_msg
if(1347)
BR.msg_cargo += blackbox_msg
else
BR.messages += blackbox_msg
//End of research and feedback code.
if (length(heard_masked))
var/N = M.name
var/J = eqjobname
if (istype(M.wear_mask, /obj/item/clothing/mask/gas/voice)&&M.wear_mask:vchange)
//To properly have the ninja show up on radio. Could also be useful for similar items.
//Would not be necessary but the mob could be wearing a mask that is not a voice changer.
N = M.wear_mask:voice
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][M.voice_message][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][M.voice_message][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)
if (broadcasting)
talk_into(M, msg)
/*
/obj/item/device/radio/proc/accept_rad(obj/item/device/radio/R as obj, message)
if ((R.frequency == frequency && message))
return 1
else if
else
return null
return
*/
/obj/item/device/radio/proc/send_hear(freq)
if(last_transmission && world.time < (last_transmission + TRANSMISSION_DELAY))
return
last_transmission = world.time
if (!(wires & WIRE_RECEIVE))
return
if (!freq) //recieved on main frequency
if (!listening)
return
else
var/accept = (freq==frequency && listening)
if (!accept)
for (var/ch_name in channels)
var/datum/radio_frequency/RF = secure_radio_connections[ch_name]
if (RF.frequency==freq && (channels[ch_name]&FREQ_LISTENING))
accept = 1
break
if (!accept)
return
var/turf/T = get_turf(src)
var/list/hear = hearers(1, T)
var/list/V
//find mobs in lockers, cryo and intellicards, brains, MMIs, and so on.
for (var/mob/M in world)
if (isturf(M.loc))
continue //if M can hear us it is already was found by hearers()
if (!M.client)
continue //skip monkeys and leavers
if (!V) //lasy initialisation
V = view(1, T)
if (get_turf(M) in V) //this slow, but I don't think we'd have a lot of wardrobewhores every round --rastaf0
hear+=M
return hear
/obj/item/device/radio/examine()
set src in view()
..()
if ((in_range(src, usr) || loc == usr))
if (b_stat)
usr.show_message("\blue \the [src] can be attached and modified!")
else
usr.show_message("\blue \the [src] can not be modified or attached!")
return
/obj/item/device/radio/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
user.machine = src
if (!( istype(W, /obj/item/weapon/screwdriver) ))
return
b_stat = !( b_stat )
if (b_stat)
user.show_message("\blue The radio can now be attached and modified!")
else
user.show_message("\blue The radio can no longer be modified or attached!")
updateDialog()
//Foreach goto(83)
add_fingerprint(user)
return
/obj/item/device/radio/emp_act(severity)
broadcasting = 0
listening = 0
for (var/ch_name in channels)
channels[ch_name] = 0
..()