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Paradise/code/game/objects/items/devices/radio/intercom.dm
2025-07-27 20:52:39 +00:00

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/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
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
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
/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(mapload)
. = ..()
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__legacy__attackchain(user)
/obj/item/radio/intercom/attack_hand(mob/user)
add_fingerprint(user)
attack_self__legacy__attackchain(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)
. += "<span class='notice'>The frame is <b>welded</b> to the wall, but missing <i>circuitry</i>.</span>"
if(1)
. += "<span class='notice'>The speaker needs to be <i>wired</i>, though the board could be <b>pried</b> out.</span>"
if(2)
. += "<span class='notice'>The intercom is <b>wired</b>, and the maintenance panel is <i>unscrewed</i>.</span>"
/obj/item/radio/intercom/attackby__legacy__attackchain(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, "<span class='warning'>You need more cable for this!</span>")
return
if(do_after(user, 10 * coil.toolspeed, target = src) && buildstage == 1)
coil.use(5)
to_chat(user, "<span class='notice'>You wire \the [src]!</span>")
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, "<span class='notice'>You insert \the [W] into \the [src]!</span>")
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, "<span class='notice'>You begin removing the electronics...</span>")
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, "<span class='notice'>The circuit board pops out!</span>")
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, "<span class='notice'>You secure the electronics!</span>")
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, "<span class='notice'>You start slicing [src] from the wall...</span>")
if(I.use_tool(src, user, 10, amount = 3, volume = I.tool_volume))
to_chat(user, "<span class='notice'>You cut [src] free from the wall!</span>")
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"
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)