mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
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197 lines
6.6 KiB
Plaintext
197 lines
6.6 KiB
Plaintext
// At minimum every mob has a hear_say proc.
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/mob/proc/hear_say(var/message, var/verb = "says", var/datum/language/language = null, var/alt_name = "",var/italics = 0, var/mob/speaker = null, var/sound/speech_sound, var/sound_vol)
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if(!client)
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return
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if(speaker && !speaker.client && istype(src,/mob/dead/observer) && client.prefs.toggles & CHAT_GHOSTEARS && !speaker in view(src))
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//Does the speaker have a client? It's either random stuff that observers won't care about (Experiment 97B says, 'EHEHEHEHEHEHEHE')
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//Or someone snoring. So we make it where they won't hear it.
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return
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if(sleeping || stat == 1)
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hear_sleep(message)
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return
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var/style = "body"
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//non-verbal languages are garbled if you can't see the speaker. Yes, this includes if they are inside a closet.
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if (language && (language.flags & NONVERBAL))
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if (!speaker || (src.sdisabilities & BLIND || src.blinded) || !(speaker in view(src)))
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message = stars(message)
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if(!say_understands(speaker,language))
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if(istype(speaker,/mob/living/simple_animal))
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var/mob/living/simple_animal/S = speaker
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message = pick(S.speak)
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else
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message = stars(message)
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if(language)
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style = language.colour
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var/speaker_name = speaker.name
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if(istype(speaker, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = speaker
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speaker_name = H.GetVoice()
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if(italics)
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message = "<i>[message]</i>"
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var/track = null
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if(istype(src, /mob/dead/observer))
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if(italics && client.prefs.toggles & CHAT_GHOSTRADIO)
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return
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if(speaker_name != speaker.real_name && speaker.real_name)
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speaker_name = "[speaker.real_name] ([speaker_name])"
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track = "(<a href='byond://?src=\ref[src];track=\ref[speaker]'>follow</a>) "
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if(client.prefs.toggles & CHAT_GHOSTEARS && speaker in view(src))
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message = "<b>[message]</b>"
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if(sdisabilities & DEAF || ear_deaf)
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if(speaker == src)
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src << "<span class='warning'>You cannot hear yourself speak!</span>"
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else
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src << "<span class='name'>[speaker_name]</span>[alt_name] talks but you cannot hear \him."
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else
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src << "<span class='game say'><span class='name'>[speaker_name]</span>[alt_name] [track][verb], <span class='message'><span class='[style]'>\"[message]\"</span></span></span>"
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if (speech_sound && (get_dist(speaker, src) <= world.view && src.z == speaker.z))
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var/turf/source = speaker? get_turf(speaker) : get_turf(src)
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src.playsound_local(source, speech_sound, sound_vol, 1)
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/mob/proc/hear_radio(var/message, var/verb="says", var/datum/language/language=null, var/part_a, var/part_b, var/mob/speaker = null, var/hard_to_hear = 0, var/vname ="")
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if(!client)
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return
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if(sleeping || stat==1) //If unconscious or sleeping
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hear_sleep(message)
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return
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var/track = null
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var/style = "body"
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//non-verbal languages are garbled if you can't see the speaker. Yes, this includes if they are inside a closet.
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if (language && (language.flags & NONVERBAL))
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if (!speaker || (src.sdisabilities & BLIND || src.blinded) || !(speaker in view(src)))
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message = stars(message)
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if(!say_understands(speaker,language))
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if(istype(speaker,/mob/living/simple_animal))
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var/mob/living/simple_animal/S = speaker
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message = pick(S.speak)
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else
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message = stars(message)
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if(language)
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verb = language.speech_verb
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style = language.colour
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if(hard_to_hear)
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message = stars(message)
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var/speaker_name = speaker.name
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if(vname)
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speaker_name = vname
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if(istype(speaker, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = speaker
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if(H.voice)
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speaker_name = H.voice
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if(hard_to_hear)
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speaker_name = "unknown"
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var/changed_voice
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if(istype(src, /mob/living/silicon/ai) && !hard_to_hear)
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var/jobname // the mob's "job"
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var/mob/living/carbon/human/impersonating //The crewmember being impersonated, if any.
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if (ishuman(speaker))
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var/mob/living/carbon/human/H = speaker
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if((H.wear_id && istype(H.wear_id,/obj/item/weapon/card/id/syndicate)) && (H.wear_mask && istype(H.wear_mask,/obj/item/clothing/mask/gas/voice)))
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changed_voice = 1
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var/mob/living/carbon/human/I = locate(speaker_name)
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if(I)
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impersonating = I
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jobname = impersonating.get_assignment()
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else
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jobname = "Unknown"
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else
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jobname = H.get_assignment()
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else if (iscarbon(speaker)) // Nonhuman carbon mob
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jobname = "No id"
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else if (isAI(speaker))
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jobname = "AI"
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else if (isrobot(speaker))
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jobname = "Cyborg"
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else if (istype(speaker, /mob/living/silicon/pai))
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jobname = "Personal AI"
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else
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jobname = "Unknown"
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if(changed_voice)
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if(impersonating)
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track = "<a href='byond://?src=\ref[src];trackname=[html_encode(speaker_name)];track=\ref[impersonating]'>[speaker_name] ([jobname])</a>"
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else
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track = "[speaker_name] ([jobname])"
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else
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track = "<a href='byond://?src=\ref[src];trackname=[html_encode(speaker_name)];track=\ref[speaker]'>[speaker_name] ([jobname])</a>"
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if(istype(src, /mob/dead/observer))
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if(speaker_name != speaker.real_name && !isAI(speaker)) //Announce computer and various stuff that broadcasts doesn't use it's real name but AI's can't pretend to be other mobs.
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speaker_name = "[speaker.real_name] ([speaker_name])"
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track = "[speaker_name] (<a href='byond://?src=\ref[src];track=\ref[speaker]'>follow</a>)"
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if(sdisabilities & DEAF || ear_deaf)
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if(prob(20))
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src << "<span class='warning'>You feel your headset vibrate but can hear nothing from it!</span>"
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else if(track)
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src << "[part_a][track][part_b][verb], <span class=\"[style]\">\"[message]\"</span></span></span>"
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else
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src << "[part_a][speaker_name][part_b][verb], <span class=\"[style]\">\"[message]\"</span></span></span>"
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/mob/proc/hear_signlang(var/message, var/verb = "gestures", var/datum/language/language, var/mob/speaker = null)
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if(!client)
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return
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if(say_understands(speaker, language))
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message = "<B>[src]</B> [verb], \"[message]\""
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else
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message = "<B>[src]</B> [verb]."
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if(src.status_flags & PASSEMOTES)
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for(var/obj/item/weapon/holder/H in src.contents)
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H.show_message(message)
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for(var/mob/living/M in src.contents)
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M.show_message(message)
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src.show_message(message)
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/mob/proc/hear_sleep(var/message)
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var/heard = ""
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if(prob(15))
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var/list/punctuation = list(",", "!", ".", ";", "?")
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var/list/messages = text2list(message, " ")
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var/R = rand(1, messages.len)
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var/heardword = messages[R]
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if(copytext(heardword,1, 1) in punctuation)
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heardword = copytext(heardword,2)
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if(copytext(heardword,-1) in punctuation)
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heardword = copytext(heardword,1,lentext(heardword))
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heard = "<span class = 'game_say'>...You hear something about...[heardword]</span>"
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else
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heard = "<span class = 'game_say'>...<i>You almost hear someone talking</i>...</span>"
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src << heard
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