/
broadcaster.dm
619 lines (441 loc) · 21.3 KB
/
broadcaster.dm
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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
/*
The broadcaster sends processed messages to all radio devices in the game. They
do not have to be headsets; intercoms and station-bounced radios suffice.
They receive their message from a server after the message has been logged.
*/
var/global/list/recentmessages = list() // global list of recent messages broadcasted : used to circumvent massive radio spam
var/global/message_delay = 0 // To make sure restarting the recentmessages list is kept in sync
/obj/machinery/telecomms/broadcaster
name = "subspace broadcaster"
icon = 'icons/obj/machines/telecomms.dmi'
icon_state = "broadcaster"
desc = "A dish-shaped machine used to broadcast processed subspace signals."
density = TRUE
anchored = TRUE
idle_power_usage = 25
machinetype = 5
produces_heat = 0
delay = 7
circuitboard = /obj/item/stock_parts/circuitboard/telecomms/broadcaster
base_type = /obj/machinery/telecomms/broadcaster
outage_probability = 10
machine_name = "subspace broadcaster"
machine_desc = "A high-powered broadcaster that sends subspace signals to all connected radio devices in the area. Part of a telecommunications network."
/obj/machinery/telecomms/broadcaster/receive_information(datum/signal/signal, obj/machinery/telecomms/machine_from)
// Don't broadcast rejected signals
if(signal.data["reject"])
return
if(signal.data["message"])
// Prevents massive radio spam
signal.data["done"] = 1 // mark the signal as being broadcasted
// Search for the original signal and mark it as done as well
var/datum/signal/original = signal.data["original"]
if(original)
original.data["done"] = 1
original.data["compression"] = signal.data["compression"]
original.data["level"] = signal.data["level"]
var/signal_message = "[signal.frequency]:[signal.data["message"]]:[signal.data["realname"]]"
if(signal_message in recentmessages)
return
recentmessages.Add(signal_message)
if(signal.data["slow"] > 0)
sleep(signal.data["slow"]) // simulate the network lag if necessary
signal.data["level"] |= listening_levels
/** #### - Normal Broadcast - #### **/
if(signal.data["type"] == 0)
/* ###### Broadcast a message using signal.data ###### */
Broadcast_Message(signal.data["connection"], signal.data["mob"],
signal.data["vmask"], signal.data["vmessage"],
signal.data["radio"], signal.data["message"],
signal.data["name"], signal.data["job"],
signal.data["realname"], signal.data["vname"],,
signal.data["compression"], signal.data["level"], signal.frequency,
signal.data["verb"], signal.data["language"], signal.data["channel_tag"], signal.data["channel_color"])
/** #### - Simple Broadcast - #### **/
if(signal.data["type"] == 1)
/* ###### Broadcast a message using signal.data ###### */
Broadcast_SimpleMessage(signal.data["name"], signal.frequency,
signal.data["message"],null, null,
signal.data["compression"], listening_levels, signal.data["channel_tag"], signal.data["channel_color"])
/** #### - Artificial Broadcast - #### **/
// (Imitates a mob)
if(signal.data["type"] == 2)
/* ###### Broadcast a message using signal.data ###### */
// Parameter "data" as 4: AI can't track this person/mob
Broadcast_Message(signal.data["connection"], signal.data["mob"],
signal.data["vmask"], signal.data["vmessage"],
signal.data["radio"], signal.data["message"],
signal.data["name"], signal.data["job"],
signal.data["realname"], signal.data["vname"], 4, signal.data["compression"], signal.data["level"], signal.frequency,
signal.data["verb"], signal.data["language"], signal.data["channel_tag"], signal.data["channel_color"])
if(!message_delay)
message_delay = 1
spawn(10)
message_delay = 0
recentmessages = list()
/* --- Do a snazzy animation! --- */
flick("broadcaster_send", src)
/obj/machinery/telecomms/broadcaster/Destroy()
// In case message_delay is left on 1, otherwise it won't reset the list and people can't say the same thing twice anymore.
if(message_delay)
message_delay = 0
..()
/*
Basically just an empty shell for receiving and broadcasting radio messages. Not
very flexible, but it gets the job done.
*/
/obj/machinery/telecomms/allinone
name = "telecommunications mainframe"
icon = 'icons/obj/machines/telecomms.dmi'
icon_state = "comm_server"
desc = "A compact machine used for portable subspace telecommuniations processing."
density = TRUE
anchored = TRUE
use_power = POWER_USE_OFF
idle_power_usage = 0
machinetype = 6
produces_heat = 0
circuitboard = /obj/item/stock_parts/circuitboard/telecomms/allinone
construct_state = /singleton/machine_construction/tcomms/panel_closed/cannot_print
machine_name = "telecommunications mainframe"
machine_desc = "An awkward, clunky machine that serves as an all-in-one telecommunications hub. Provides peer-to-peer communication, and not much else."
var/listening_freqs
var/channel_color
var/channel_name
var/intercept = 0 // if nonzero, broadcasts all messages to syndicate channel
/obj/machinery/telecomms/allinone/Initialize()
if(!listening_freqs)
listening_freqs = ANTAG_FREQS //Covers any updates to ANTAG_FREQS
return ..()
/obj/machinery/telecomms/allinone/receive_signal(datum/signal/signal)
if(!on) // has to be on to receive messages
return
if(is_freq_listening(signal)) // detect subspace signals
if(length(freq_listening)) //If we are actively listening to this frequency, go ahead and use the real signal
signal.data["done"] = 1 // mark the signal as being broadcasted
signal.data["compression"] = 0
// Search for the original signal and mark it as done as well
var/datum/signal/original = signal.data["original"]
if(original)
original.data["done"] = 1
if(signal.data["slow"] > 0)
sleep(signal.data["slow"]) // simulate the network lag if necessary
/* ###### Broadcast a message using signal.data ###### */
var/datum/radio_frequency/connection = signal.data["connection"]
if(connection.frequency in listening_freqs) // if antag broadcast, just
Broadcast_Message(signal.data["connection"], signal.data["mob"],
signal.data["vmask"], signal.data["vmessage"],
signal.data["radio"], signal.data["message"],
signal.data["name"], signal.data["job"],
signal.data["realname"], signal.data["vname"],, signal.data["compression"], list(0), connection.frequency,
signal.data["verb"], signal.data["language"], channel_name ? channel_name : signal.data["channel_tag"], channel_color ? channel_color : signal.data["channel_color"])
else
if(intercept)
Broadcast_Message(signal.data["connection"], signal.data["mob"],
signal.data["vmask"], signal.data["vmessage"],
signal.data["radio"], signal.data["message"],
signal.data["name"], signal.data["job"],
signal.data["realname"], signal.data["vname"], 3, signal.data["compression"], list(0), connection.frequency,
signal.data["verb"], signal.data["language"], signal.data["channel_tag"], signal.data["channel_color"])
else //If we are not actively listening and just pulling from every frequency, use a copy so that other telecomms networks aren't affected
var/datum/signal/copy = new
copy.transmission_method = 2
copy.frequency = signal.frequency
copy.data = signal.data.Copy()
copy.data["done"] = 1 // mark the signal as being broadcasted
copy.data["compression"] = 0
if(copy.data["slow"] > 0)
sleep(copy.data["slow"]) // simulate the network lag if necessary
/* ###### Broadcast a message using signal.data ###### */
var/datum/radio_frequency/connection = copy.data["connection"]
if(connection.frequency in listening_freqs) // if antag broadcast, just
Broadcast_Message(copy.data["connection"], copy.data["mob"],
copy.data["vmask"], copy.data["vmessage"],
copy.data["radio"], copy.data["message"],
copy.data["name"], copy.data["job"],
copy.data["realname"], copy.data["vname"],, copy.data["compression"], list(0), connection.frequency,
copy.data["verb"], copy.data["language"], channel_name ? channel_name : copy.data["channel_tag"], channel_color ? channel_color : copy.data["channel_color"])
else
if(intercept)
Broadcast_Message(copy.data["connection"], copy.data["mob"],
copy.data["vmask"], copy.data["vmessage"],
copy.data["radio"], copy.data["message"],
copy.data["name"], copy.data["job"],
copy.data["realname"], copy.data["vname"], 3, copy.data["compression"], list(0), connection.frequency,
copy.data["verb"], copy.data["language"], copy.data["channel_tag"], copy.data["channel_color"])
/**
Here is the big, bad function that broadcasts a message given the appropriate
parameters.
@param connection:
The datum generated in radio.dm, stored in signal.data["connection"].
@param M:
Reference to the mob/speaker, stored in signal.data["mob"]
@param vmask:
Boolean value if the mob is "hiding" its identity via voice mask, stored in
signal.data["vmask"]
@param vmessage:
If specified, will display this as the message; such as "chimpering"
for monkies if the mob is not understood. Stored in signal.data["vmessage"].
@param radio:
Reference to the radio broadcasting the message, stored in signal.data["radio"]
@param message:
The actual string message to display to mobs who understood mob M. Stored in
signal.data["message"]
@param name:
The name to display when a mob receives the message. signal.data["name"]
@param job:
The name job to display for the AI when it receives the message. signal.data["job"]
@param realname:
The "real" name associated with the mob. signal.data["realname"]
@param vname:
If specified, will use this name when mob M is not understood. signal.data["vname"]
@param data:
If specified:
1 -- Will only broadcast to intercoms
2 -- Will only broadcast to intercoms and station-bounced radios
3 -- Broadcast to syndicate frequency
4 -- AI can't track down this person. Useful for imitation broadcasts where you can't find the actual mob
@param compression:
If 0, the signal is audible
If nonzero, the signal may be partially inaudible or just complete gibberish.
@param level:
The list of Z levels that the sending radio is broadcasting to. Having 0 in the list broadcasts on all levels
@param freq
The frequency of the signal
@param channel_tag
The "name" of the frequency. Displayed in brackets before the message
@param channel_color
Color of the radio message
**/
/proc/Broadcast_Message(datum/radio_frequency/connection, mob/M,
vmask, vmessage, obj/item/device/radio/radio,
message, name, job, realname, vname,
data, compression, list/level, freq, verbage = "says", datum/language/speaking = null,
channel_tag, channel_color)
/* ###### Prepare the radio connection ###### */
var/display_freq = freq
var/list/obj/item/device/radio/radios = list()
// --- Broadcast only to intercom devices ---
if(data == 1)
for (var/obj/item/device/radio/intercom/R in connection.devices["[RADIO_CHAT]"])
if(R.receive_range(display_freq, level) > -1)
radios += R
// --- Broadcast only to intercoms and station-bounced radios ---
else if(data == 2)
for (var/obj/item/device/radio/R in connection.devices["[RADIO_CHAT]"])
if(istype(R, /obj/item/device/radio/headset))
continue
if(R.receive_range(display_freq, level) > -1)
radios += R
// --- Broadcast to antag radios! ---
else if(data == 3)
for(var/antag_freq in ANTAG_FREQS)
var/datum/radio_frequency/antag_connection = radio_controller.return_frequency(antag_freq)
for (var/obj/item/device/radio/R in antag_connection.devices["[RADIO_CHAT]"])
if(R.intercept && R.receive_range(antag_freq, level) > -1)
radios += R
// --- Broadcast to ALL radio devices ---
else
for (var/obj/item/device/radio/R in connection.devices["[RADIO_CHAT]"])
if(R.receive_range(display_freq, level) > -1)
radios += R
for(var/obj/item/device/radio/R in radios)
if((R.last_radio_sound + 1 SECOND) < world.time && R != radio)
playsound(R.loc, 'sound/effects/radio_chatter.ogg', 10, 0, -6)
R.last_radio_sound = world.time
// Get a list of mobs who can hear from the radios we collected.
var/list/receive = get_mobs_in_radio_ranges(radios)
/* ###### Organize the receivers into categories for displaying the message ###### */
// Understood the message:
var/list/heard_masked = list() // masked name or no real name
var/list/heard_normal = list() // normal message
// Did not understand the message:
var/list/heard_voice = list() // voice message (ie "chimpers")
var/list/heard_garbled = list() // garbled message (ie "f*c* **u, **i*er!")
var/list/heard_gibberish= list() // completely screwed over message (ie "F%! (O*# *#!<>&**%!")
for (var/mob/R in receive)
/* --- Loop through the receivers and categorize them --- */
if(istype(R, /mob/new_player)) // we don't want new players to hear messages. rare but generates runtimes.
continue
// Ghosts hearing all radio chat don't want to hear syndicate intercepts, they're duplicates
if(data == 3 && isghost(R) && R.get_preference_value(/datum/client_preference/ghost_radio) == GLOB.PREF_ALL_CHATTER)
continue
// --- Check for compression ---
if(compression > 0)
heard_gibberish += R
continue
// --- Can understand the speech ---
if (!M || R.say_understands(M))
// - Not human or wearing a voice mask -
if (!M || !ishuman(M) || vmask)
heard_masked += R
// - Human and not wearing voice mask -
else
heard_normal += R
// --- Can't understand the speech ---
else
// - The speaker has a prespecified "voice message" to display if not understood -
if (vmessage)
heard_voice += R
// - Just display a garbled message -
else
heard_garbled += R
/* ###### Begin formatting and sending the message ###### */
if (length(heard_masked) || length(heard_normal) || length(heard_voice) || length(heard_garbled) || length(heard_gibberish))
/* --- Some miscellaneous variables to format the string output --- */
var/freq_text = format_frequency(display_freq)
if(channel_tag)
freq_text = channel_tag
// Default to commons channel green
if(!channel_color)
channel_color = channel_color_presets["Global Green"]
var/part_b_extra = ""
if(data == 3) // intercepted radio message
part_b_extra = " <i>(Intercepted)</i>"
var/part_a = "<span style='color: [channel_color]'><b>\[[freq_text]\][part_b_extra]</b> <span class='name'>" // goes in the actual output
// --- Some more pre-message formatting ---
var/part_b = "</span> <span class='message'>" // Tweaked for security headsets -- TLE
var/part_c = "</span></span>"
/* ###### Send the message ###### */
/* --- Process all the mobs that heard a masked voice (understood) --- */
if (length(heard_masked))
for (var/mob/R in heard_masked)
R.hear_radio(message,verbage, speaking, part_a, part_b, part_c, M, 0, name)
/* --- Process all the mobs that heard the voice normally (understood) --- */
if (length(heard_normal))
for (var/mob/R in heard_normal)
R.hear_radio(message, verbage, speaking, part_a, part_b, part_c, M, 0, realname)
/* --- Process all the mobs that heard the voice normally (did not understand) --- */
if (length(heard_voice))
for (var/mob/R in heard_voice)
R.hear_radio(message,verbage, speaking, part_a, part_b, part_c, M,0, vname)
/* --- Process all the mobs that heard a garbled voice (did not understand) --- */
// Displays garbled message (ie "f*c* **u, **i*er!")
if (length(heard_garbled))
for (var/mob/R in heard_garbled)
R.hear_radio(message, verbage, speaking, part_a, part_b, part_c, M, 1, vname)
/* --- Complete gibberish. Usually happens when there's a compressed message --- */
if (length(heard_gibberish))
for (var/mob/R in heard_gibberish)
R.hear_radio(message, verbage, speaking, part_a, part_b, part_c, M, compression)
return 1
/proc/Broadcast_SimpleMessage(source, frequency, text, data, mob/M, compression, level, channel_tag, channel_color)
/* ###### Prepare the radio connection ###### */
if(!M)
var/mob/living/carbon/human/H = new
M = H
var/datum/radio_frequency/connection = radio_controller.return_frequency(frequency)
var/display_freq = connection.frequency
var/list/receive = list()
// --- Broadcast only to intercom devices ---
if(data == 1)
for (var/obj/item/device/radio/intercom/R in connection.devices["[RADIO_CHAT]"])
var/turf/position = get_turf(R)
if(position && position.z == level)
receive |= R.send_hear(display_freq, level)
// --- Broadcast only to intercoms and station-bounced radios ---
else if(data == 2)
for (var/obj/item/device/radio/R in connection.devices["[RADIO_CHAT]"])
if(istype(R, /obj/item/device/radio/headset))
continue
var/turf/position = get_turf(R)
if(position && position.z == level)
receive |= R.send_hear(display_freq)
// --- Broadcast to antag radios! ---
else if(data == 3)
for(var/freq in ANTAG_FREQS)
var/datum/radio_frequency/antag_connection = radio_controller.return_frequency(freq)
for (var/obj/item/device/radio/R in antag_connection.devices["[RADIO_CHAT]"])
var/turf/position = get_turf(R)
if(position && position.z == level)
receive |= R.send_hear(freq)
// --- Broadcast to ALL radio devices ---
else
for (var/obj/item/device/radio/R in connection.devices["[RADIO_CHAT]"])
var/turf/position = get_turf(R)
if(position && position.z == level)
receive |= R.send_hear(display_freq)
/* ###### Organize the receivers into categories for displaying the message ###### */
// Understood the message:
var/list/heard_normal = list() // normal message
// Did not understand the message:
var/list/heard_garbled = list() // garbled message (ie "f*c* **u, **i*er!")
var/list/heard_gibberish= list() // completely screwed over message (ie "F%! (O*# *#!<>&**%!")
for (var/mob/R in receive)
/* --- Loop through the receivers and categorize them --- */
// --- Check for compression ---
if(compression > 0)
heard_gibberish += R
continue
// --- Can understand the speech ---
if (R.say_understands(M))
heard_normal += R
// --- Can't understand the speech ---
else
// - Just display a garbled message -
heard_garbled += R
/* ###### Begin formatting and sending the message ###### */
if (length(heard_normal) || length(heard_garbled) || length(heard_gibberish))
/* --- Some miscellaneous variables to format the string output --- */
var/freq_text = format_frequency(display_freq)
if(channel_tag)
freq_text = channel_tag
if(!channel_color)
channel_color = channel_color_presets["Global Green"]
var/part_a = "<span style='color: [channel_color]'><span class='name'>" // goes in the actual output
// --- Some more pre-message formatting ---
var/part_b_extra = ""
if(data == 3) // intercepted radio message
part_b_extra = " <i>(Intercepted)</i>"
var/part_b = "</span><b> \[[freq_text]\][part_b_extra]</b> <span class='message'>" // Tweaked for security headsets -- TLE
var/part_c = "</span></span>"
//End of research and feedback code.
/* ###### Send the message ###### */
/* --- Process all the mobs that heard the voice normally (understood) --- */
if (length(heard_normal))
var/rendered = "[part_a][source][part_b]\"[text]\"[part_c]"
for (var/mob/R in heard_normal)
R.show_message(rendered, 2)
/* --- Process all the mobs that heard a garbled voice (did not understand) --- */
// Displays garbled message (ie "f*c* **u, **i*er!")
if (length(heard_garbled))
var/quotedmsg = "\"[stars(text)]\""
var/rendered = "[part_a][source][part_b][quotedmsg][part_c]"
for (var/mob/R in heard_garbled)
R.show_message(rendered, 2)
/* --- Complete gibberish. Usually happens when there's a compressed message --- */
if (length(heard_gibberish))
var/quotedmsg = "\"[Gibberish(text, compression + 50)]\""
var/rendered = "[part_a][Gibberish(source, compression + 50)][part_b][quotedmsg][part_c]"
for (var/mob/R in heard_gibberish)
R.show_message(rendered, 2)
//Use this to test if an obj can communicate with a Telecommunications Network
/atom/proc/test_telecomms()
var/datum/signal/signal = src.telecomms_process()
var/turf/position = get_turf(src)
return (position.z in signal.data["level"] && signal.data["done"])
/atom/proc/telecomms_process(do_sleep = 1)
// First, we want to generate a new radio signal
var/datum/signal/signal = new
signal.transmission_method = 2 // 2 would be a subspace transmission.
var/turf/pos = get_turf(src)
// --- Finally, tag the actual signal with the appropriate values ---
signal.data = list(
"slow" = 0, // how much to sleep() before broadcasting - simulates net lag
"message" = "TEST",
"compression" = rand(45, 50), // If the signal is compressed, compress our message too.
"traffic" = 0, // dictates the total traffic sum that the signal went through
"type" = 4, // determines what type of radio input it is: test broadcast
"reject" = 0,
"done" = 0,
"level" = pos ? pos.z : 0 // The level it is being broadcasted at.
)
signal.frequency = PUB_FREQ// Common channel
//#### Sending the signal to all subspace receivers ####//
for(var/obj/machinery/telecomms/receiver/R in telecomms_list)
R.receive_signal(signal)
if(do_sleep)
sleep(rand(10,25))
//to_world_log("Level: [signal.data["level"]] - Done: [signal.data["done"]]")
return signal