Files
Paradise/code/game/objects/radio/radio.dm

724 lines
24 KiB
Plaintext

var/GLOBAL_RADIO_TYPE = 1 // radio type to use
// 0 = old radios
// 1 = new radios (subspace technology)
/obj/item/device/radio
icon = 'radio.dmi'
name = "station bounced radio"
suffix = "\[3\]"
icon_state = "walkietalkie"
item_state = "walkietalkie"
var
on = 1 // 0 for off
last_transmission
frequency = 1459 //common chat
traitor_frequency = 0 //tune to frequency to unlock traitor supplies
canhear_range = 3
obj/item/device/radio/patch_link = null
obj/item/device/uplink/radio/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
subspace_transmission = 0
// "Example" = FREQ_LISTENING|FREQ_BROADCASTING
flags = 450 // hello i'm a fucking idiot why is this 450?? CODE GODS PLEASE EXPLAIN~
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()
// If intercom: do a local power check loop
if(istype(src, /obj/item/device/radio/intercom))
spawn(5)
checkpower()
/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)
if(!on)
return
var/dat = {"
<html><head><title>[src]</title></head><body><TT>
Microphone: [broadcasting ? "<A href='byond://?src=\ref[src];talk=0'>Engaged</A>" : "<A href='byond://?src=\ref[src];talk=1'>Disengaged</A>"]<BR>
Speaker: [listening ? "<A href='byond://?src=\ref[src];listen=0'>Engaged</A>" : "<A href='byond://?src=\ref[src];listen=1'>Disengaged</A>"]<BR>
Frequency:
<A href='byond://?src=\ref[src];freq=-10'>-</A>
<A href='byond://?src=\ref[src];freq=-2'>-</A>
[format_frequency(frequency)]
<A href='byond://?src=\ref[src];freq=2'>+</A>
<A href='byond://?src=\ref[src];freq=10'>+</A><BR>
"}
for (var/ch_name in channels)
dat+=text_sec_channel(ch_name, channels[ch_name])
dat+={"[text_wires()]</TT></body></html>"}
user << browse(dat, "window=radio")
onclose(user, "radio")
return
/obj/item/device/radio/proc/text_wires()
if (!b_stat)
return ""
return {"
<hr>
Green Wire: <A href='byond://?src=\ref[src];wires=4'>[(wires & 4) ? "Cut" : "Mend"] Wire</A><BR>
Red Wire: <A href='byond://?src=\ref[src];wires=2'>[(wires & 2) ? "Cut" : "Mend"] Wire</A><BR>
Blue Wire: <A href='byond://?src=\ref[src];wires=1'>[(wires & 1) ? "Cut" : "Mend"] Wire</A><BR>
"}
/obj/item/device/radio/proc/text_sec_channel(var/chan_name, var/chan_stat)
var/list = !!(chan_stat&FREQ_LISTENING)!=0
return {"
<B>[chan_name]</B><br>
Speaker: <A href='byond://?src=\ref[src];ch_name=[chan_name];listen=[!list]'>[list ? "Engaged" : "Disengaged"]</A><BR>
"}
/obj/item/device/radio/proc/checkpower()
// Simple loop, checks for power. Strictly for intercoms
while(src)
if(!src.loc)
on = 0
var/area/A = get_area(src)
if(!A || !isarea(A) || !A.master)
on = 0
else
on = A.master.powered(EQUIP) // set "on" to the power status
if(!on)
icon_state = "intercom-p"
else
icon_state = "intercom"
sleep(30)
/obj/item/device/radio/Topic(href, href_list)
//..()
if (usr.stat || !on)
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["faketrack"])
var/mob/target = locate(href_list["track"])
var/mob/living/silicon/ai/A = locate(href_list["track2"])
if(A && target)
A:cameraFollow = target
A << text("Now tracking [] on camera.", target.name)
if (usr.machine == null)
usr.machine = usr
while (usr:cameraFollow == target)
usr << "Target is not on or near any active cameras on the station. We'll check again in 5 seconds (unless you use the cancel-camera verb)."
sleep(40)
continue
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/device/uplink/radio/T = traitorradio
var/obj/item/device/radio/R = src
R.loc = T
T.loc = usr
T.layer = R.layer
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.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/proc/autosay(var/message, var/from, var/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
if (!connection)
return
Broadcast_Message(connection, new /mob/living/silicon/ai(src), 0, "*garbled automated announcement*",
src, message, from, "Automated Announcement", from, "synthesized voice", 4, 0)
return
/obj/item/device/radio/talk_into(mob/M as mob, message, channel)
if(!on) return // the device has to be on
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.
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 = 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
if (!connection)
return
//#### 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
var/jobname // the mob's "job"
// --- Human: use their actual job ---
if (ishuman(M))
jobname = M:get_assignment()
// --- Carbon Nonhuman ---
else if (iscarbon(M)) // Nonhuman carbon mob
jobname = "No id"
// --- AI ---
else if (isAI(M))
jobname = "AI"
// --- Cyborg ---
else if (isrobot(M))
jobname = "Cyborg"
// --- Personal AI (pAI) ---
else if (istype(M, /mob/living/silicon/pai))
jobname = "Personal AI"
// --- Unidentifiable mob ---
else
jobname = "Unknown"
// --- Modifications to the mob's identity ---
// The mob is disguising their identity:
if (istype(M.wear_mask, /obj/item/clothing/mask/gas/voice))
if(M.wear_mask:vchange)
displayname = M.wear_mask:voice
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" = M.voice_message, // 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
)
signal.frequency = connection.frequency // Quick frequency set
//#### Sending the signal to all subspace receivers ####//
for(var/obj/machinery/telecomms/receiver/R in world)
R.receive_signal(signal)
// Allinone can act as receivers.
for(var/obj/machinery/telecomms/allinone/R in world)
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
var/datum/signal/signal = new
signal.transmission_method = 2
/* --- Try to send a normal subspace broadcast first */
signal.data = list(
"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" = M.voice_message, // 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
"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
)
signal.frequency = connection.frequency // Quick frequency set
for(var/obj/machinery/telecomms/receiver/R in world)
R.receive_signal(signal)
sleep(rand(10,25)) // wait a little...
if(signal.data["done"])
//we're done here.
return
// Oh my god; the comms are down or something because the signal hasn't been broadcasted yet.
// Send a mundane broadcast with limited targets:
Broadcast_Message(connection, M, voicemask, M.voice_message,
src, message, displayname, jobname, real_name, M.voice_name,
filter_type, signal.data["compression"])
else // OLD RADIO SYSTEMS: By Goons?
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
if (!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 = "<span class='radio'><span class='name'>"
//var/part_b = "</span><b> \icon[src]\[[format_frequency(frequency)]\]</b> <span class='message'>"
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 = "</span><b> \icon[src]\[[freq_text]\]</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'>"
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 = "</span><b> \[[freq_text]\]</b> <span class='message'>" // 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]<a href='byond://?src=\ref[src];track2=\ref[R];track=\ref[M]'>[N] ([J]) </a>[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]<a href='byond://?src=\ref[src];track2=\ref[R];track=\ref[M]'>[M.real_name] ([eqjobname]) </a>[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]<a href='byond://?src=\ref[src];track2=\ref[R];track=\ref[M]'>[M.voice_name] ([eqjobname]) </a>[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]<a href='byond://?src=\ref[src];track2=\ref[R];track=\ref[M]'>[M.voice_name]</a>[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)
/*
I'm removing this because this is apparently a REALLY REALLY bad thing and causes
people's transmissions to get cut off. This also means radios have no delay. A
fair price to pay for reliable radios. -- Doohl
if(last_transmission && world.time < (last_transmission + TRANSMISSION_DELAY))
return
last_transmission = world.time
*/
if (!(wires & WIRE_RECEIVE))
return
if (!on)
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
/* // UURAAAGH ALL THE CPUS, WASTED. ALL OF THEM. NO. -- Doohl
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
*/
/* Instead, let's individually search potential containers for mobs! More verbose but a LOT more efficient and less laggy */
// Check gamehelpers.dm for the proc definition:
return get_mobs_in_view(canhear_range, src)
/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(!istype(src, /obj/item/device/radio/beacon))
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
else return
/obj/item/device/radio/emp_act(severity)
broadcasting = 0
listening = 0
for (var/ch_name in channels)
channels[ch_name] = 0
..()
/obj/item/device/radio/proc/config(op)
for (var/ch_name in channels)
radio_controller.remove_object(src, radiochannels[ch_name])
secure_radio_connections = new
channels = op
for (var/ch_name in op)
secure_radio_connections[ch_name] = radio_controller.add_object(src, radiochannels[ch_name], RADIO_CHAT)
return