Files
CHOMPStation2/code/modules/mob/living/say.dm
PsiOmega 0d0786dfa1 Allows dead humans to speak, even if muzzled.
Prevents a fate most cruel, at least when the ghost is still possessing its dead body.
2015-04-15 09:06:04 +02:00

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var/list/department_radio_keys = list(
":r" = "right ear", "#r" = "right ear", ".r" = "right ear",
":l" = "left ear", "#l" = "left ear", ".l" = "left ear",
":i" = "intercom", "#i" = "intercom", ".i" = "intercom",
":h" = "department", "#h" = "department", ".h" = "department",
":+" = "special", "#+" = "special", ".+" = "special", //activate radio-specific special functions
":c" = "Command", "#c" = "Command", ".c" = "Command",
":n" = "Science", "#n" = "Science", ".n" = "Science",
":m" = "Medical", "#m" = "Medical", ".m" = "Medical",
":e" = "Engineering", "#e" = "Engineering", ".e" = "Engineering",
":s" = "Security", "#s" = "Security", ".s" = "Security",
":w" = "whisper", "#w" = "whisper", ".w" = "whisper",
":t" = "Mercenary", "#t" = "Mercenary", ".t" = "Mercenary",
":u" = "Supply", "#u" = "Supply", ".u" = "Supply",
":v" = "Service", "#v" = "Service", ".v" = "Service",
":p" = "AI Private", "#p" = "AI Private", ".p" = "AI Private",
":R" = "right ear", "#R" = "right ear", ".R" = "right ear",
":L" = "left ear", "#L" = "left ear", ".L" = "left ear",
":I" = "intercom", "#I" = "intercom", ".I" = "intercom",
":H" = "department", "#H" = "department", ".H" = "department",
":C" = "Command", "#C" = "Command", ".C" = "Command",
":N" = "Science", "#N" = "Science", ".N" = "Science",
":M" = "Medical", "#M" = "Medical", ".M" = "Medical",
":E" = "Engineering", "#E" = "Engineering", ".E" = "Engineering",
":S" = "Security", "#S" = "Security", ".S" = "Security",
":W" = "whisper", "#W" = "whisper", ".W" = "whisper",
":T" = "Mercenary", "#T" = "Mercenary", ".T" = "Mercenary",
":U" = "Supply", "#U" = "Supply", ".U" = "Supply",
":V" = "Service", "#V" = "Service", ".V" = "Service",
":P" = "AI Private", "#P" = "AI Private", ".P" = "AI Private",
//kinda localization -- rastaf0
//same keys as above, but on russian keyboard layout. This file uses cp1251 as encoding.
":ê" = "right ear", "#ê" = "right ear", ".ê" = "right ear",
":ä" = "left ear", "#ä" = "left ear", ".ä" = "left ear",
":ø" = "intercom", "#ø" = "intercom", ".ø" = "intercom",
":ð" = "department", "#ð" = "department", ".ð" = "department",
":ñ" = "Command", "#ñ" = "Command", ".ñ" = "Command",
":ò" = "Science", "#ò" = "Science", ".ò" = "Science",
":ü" = "Medical", "#ü" = "Medical", ".ü" = "Medical",
":ó" = "Engineering", "#ó" = "Engineering", ".ó" = "Engineering",
":û" = "Security", "#û" = "Security", ".û" = "Security",
":ö" = "whisper", "#ö" = "whisper", ".ö" = "whisper",
":å" = "Mercenary", "#å" = "Mercenary", ".å" = "Mercenary",
":é" = "Supply", "#é" = "Supply", ".é" = "Supply",
)
var/list/channel_to_radio_key = new
proc/get_radio_key_from_channel(var/channel)
var/key = channel_to_radio_key[channel]
if(!key)
for(var/radio_key in department_radio_keys)
if(department_radio_keys[radio_key] == channel)
key = radio_key
break
if(!key)
key = ""
channel_to_radio_key[channel] = key
return key
/mob/living/proc/binarycheck()
if (istype(src, /mob/living/silicon/pai))
return
if (!ishuman(src))
return
var/mob/living/carbon/human/H = src
if (H.l_ear || H.r_ear)
var/obj/item/device/radio/headset/dongle
if(istype(H.l_ear,/obj/item/device/radio/headset))
dongle = H.l_ear
else
dongle = H.r_ear
if(!istype(dongle)) return
if(dongle.translate_binary) return 1
/mob/living/proc/get_default_language()
return default_language
/mob/living/proc/is_muzzled()
return 0
/mob/living/proc/handle_speech_problems(var/message, var/verb)
var/list/returns[3]
var/speech_problem_flag = 0
if((HULK in mutations) && health >= 25 && length(message))
message = "[uppertext(message)]!!!"
verb = pick("yells","roars","hollers")
speech_problem_flag = 1
if(slurring)
message = slur(message)
verb = pick("slobbers","slurs")
speech_problem_flag = 1
if(stuttering)
message = stutter(message)
verb = pick("stammers","stutters")
speech_problem_flag = 1
returns[1] = message
returns[2] = verb
returns[3] = speech_problem_flag
return returns
/mob/living/proc/handle_message_mode(message_mode, message, verb, speaking, used_radios, alt_name)
if(message_mode == "intercom")
for(var/obj/item/device/radio/intercom/I in view(1, null))
I.talk_into(src, message, verb, speaking)
used_radios += I
return 0
/mob/living/proc/handle_speech_sound()
var/list/returns[2]
returns[1] = null
returns[2] = null
return returns
/mob/living/proc/get_speech_ending(verb, var/ending)
if(ending=="!")
return pick("exclaims","shouts","yells")
if(ending=="?")
return "asks"
return verb
/mob/living/say(var/message, var/datum/language/speaking = null, var/verb="says", var/alt_name="")
if(client)
if(client.prefs.muted & MUTE_IC)
src << "\red You cannot speak in IC (Muted)."
return
if(stat)
if(stat == 2)
return say_dead(message)
return
if(is_muzzled())
src << "<span class='danger'>You're muzzled and cannot speak!</span>"
return
var/message_mode = parse_message_mode(message, "headset")
switch(copytext(message,1,2))
if("*") return emote(copytext(message,2))
if("^") return custom_emote(1, copytext(message,2))
//parse the radio code and consume it
if (message_mode)
if (message_mode == "headset")
message = copytext(message,2) //it would be really nice if the parse procs could do this for us.
else
message = copytext(message,3)
message = trim_left(message)
//parse the language code and consume it
if(!speaking)
speaking = parse_language(message)
if(speaking)
message = copytext(message,2+length(speaking.key))
else
speaking = get_default_language()
var/ending = copytext(message, length(message))
if (speaking)
// This is broadcast to all mobs with the language,
// irrespective of distance or anything else.
if(speaking.flags & HIVEMIND)
speaking.broadcast(src,trim(message))
return
//If we've gotten this far, keep going!
verb = speaking.get_spoken_verb(ending)
else
verb = get_speech_ending(verb, ending)
message = trim_left(message)
if(!(speaking && (speaking.flags & NO_STUTTER)))
var/list/handle_s = handle_speech_problems(message, verb)
message = handle_s[1]
verb = handle_s[2]
if(!message || message == "")
return
var/list/obj/item/used_radios = new
if(handle_message_mode(message_mode, message, verb, speaking, used_radios, alt_name))
return
var/list/handle_v = handle_speech_sound()
var/sound/speech_sound = handle_v[1]
var/sound_vol = handle_v[2]
var/italics = 0
var/message_range = world.view
//speaking into radios
if(used_radios.len)
italics = 1
message_range = 1
if(speaking)
message_range = speaking.get_talkinto_msg_range(message)
var/msg
if(!speaking || !(speaking.flags & NO_TALK_MSG))
msg = "<span class='notice'>\The [src] talks into \the [used_radios[1]]</span>"
for(var/mob/living/M in hearers(5, src))
if((M != src) && msg)
M.show_message(msg)
if (speech_sound)
sound_vol *= 0.5
var/turf/T = get_turf(src)
//handle nonverbal and sign languages here
if (speaking)
if (speaking.flags & NONVERBAL)
if (prob(30))
src.custom_emote(1, "[pick(speaking.signlang_verb)].")
if (speaking.flags & SIGNLANG)
return say_signlang(message, pick(speaking.signlang_verb), speaking)
var/list/listening = list()
var/list/listening_obj = list()
if(T)
//make sure the air can transmit speech - speaker's side
var/datum/gas_mixture/environment = T.return_air()
var/pressure = (environment)? environment.return_pressure() : 0
if(pressure < SOUND_MINIMUM_PRESSURE)
message_range = 1
if (pressure < ONE_ATMOSPHERE*0.4) //sound distortion pressure, to help clue people in that the air is thin, even if it isn't a vacuum yet
italics = 1
sound_vol *= 0.5 //muffle the sound a bit, so it's like we're actually talking through contact
var/list/hear = hear(message_range, T)
var/list/hearturfs = list()
for(var/I in hear)
if(istype(I, /mob/))
var/mob/M = I
listening += M
hearturfs += M.locs[1]
for(var/obj/O in M.contents)
listening_obj |= O
else if(istype(I, /obj/))
var/obj/O = I
hearturfs += O.locs[1]
listening_obj |= O
for(var/mob/M in player_list)
if(M.stat == DEAD && M.client && (M.client.prefs.toggles & CHAT_GHOSTEARS))
listening |= M
continue
if(M.loc && M.locs[1] in hearturfs)
listening |= M
var/speech_bubble_test = say_test(message)
var/image/speech_bubble = image('icons/mob/talk.dmi',src,"h[speech_bubble_test]")
spawn(30) del(speech_bubble)
for(var/mob/M in listening)
M << speech_bubble
M.hear_say(message, verb, speaking, alt_name, italics, src, speech_sound, sound_vol)
for(var/obj/O in listening_obj)
spawn(0)
if(O) //It's possible that it could be deleted in the meantime.
O.hear_talk(src, message, verb, speaking)
log_say("[name]/[key] : [message]")
return 1
/mob/living/proc/say_signlang(var/message, var/verb="gestures", var/datum/language/language)
for (var/mob/O in viewers(src, null))
O.hear_signlang(message, verb, language, src)
return 1
/obj/effect/speech_bubble
var/mob/parent
/mob/living/proc/GetVoice()
return name