// At minimum every mob has a hear_say proc. /mob/proc/combine_message(var/list/message_pieces, var/verb, var/mob/speaker, always_stars = FALSE) var/iteration_count = 0 var/msg = "" // This is to make sure that the pieces have actually added something . = "[verb], \"" for(var/datum/multilingual_say_piece/SP in message_pieces) iteration_count++ var/piece = SP.message if(piece == "") continue if(SP.speaking && SP.speaking.flags & INNATE) // Fucking snowflake noise lang return SP.speaking.format_message(piece) if(iteration_count == 1) piece = capitalize(piece) if(SP.speaking) if(!say_understands(speaker, SP.speaking)) if(isanimal(speaker)) var/mob/living/simple_animal/S = speaker if(LAZYLEN(S.speak)) piece = pick(S.speak) else piece = stars(piece) else piece = SP.speaking.scramble(piece) if(always_stars) piece = stars(piece) piece = SP.speaking.format_message(piece) else if(!say_understands(speaker, null)) piece = stars(piece) if(isanimal(speaker)) var/mob/living/simple_animal/S = speaker if(LAZYLEN(S.speak)) piece = pick(S.speak) if(always_stars) piece = stars(piece) piece = "[piece]" msg += (piece + " ") if(msg == "") // There is literally no content left in this message, we need to shut this shit down . = "" // hear_say will suppress it else . = trim(. + trim(msg)) . += "\"" /mob/proc/hear_say(list/message_pieces, verb = "says", italics = 0, mob/speaker = null, sound/speech_sound, sound_vol, sound_frequency, use_voice = TRUE) if(!client) return 0 if(isobserver(src) && client.prefs.toggles & CHAT_GHOSTEARS) if(speaker && !speaker.client && !(speaker in view(src))) //Does the speaker have a client? It's either random stuff that observers won't care about (Experiment 97B says, 'EHEHEHEHEHEHEHE') //Or someone snoring. So we make it where they won't hear it. return 0 //make sure the air can transmit speech - hearer's side var/turf/T = get_turf(src) if(T && !isobserver(src)) var/datum/gas_mixture/environment = T.return_air() var/pressure = environment ? environment.return_pressure() : 0 if(pressure < SOUND_MINIMUM_PRESSURE && get_dist(speaker, src) > 1) return FALSE 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 = TRUE sound_vol *= 0.5 if(sleeping || stat == UNCONSCIOUS) hear_sleep(multilingual_to_message(message_pieces)) return 0 var/speaker_name = speaker.name if(use_voice && ishuman(speaker)) var/mob/living/carbon/human/H = speaker speaker_name = H.GetVoice() var/message = combine_message(message_pieces, verb, speaker) if(message == "") return if(italics) message = "[message]" var/track = null if(isobserver(src)) if(speaker_name != speaker.real_name && speaker.real_name) speaker_name = "[speaker.real_name] ([speaker_name])" track = "([ghost_follow_link(speaker, ghost=src)]) " if(client.prefs.toggles & CHAT_GHOSTEARS && (speaker in view(src))) message = "[message]" if(!can_hear()) // INNATE is the flag for audible-emote-language, so we don't want to show an "x talks but you cannot hear them" message if it's set // if(!language || !(language.flags & INNATE)) if(speaker == src) to_chat(src, "You cannot hear yourself speak!") else to_chat(src, "[speaker.name] talks but you cannot hear [speaker.p_them()].") else to_chat(src, "[speaker_name][use_voice ? speaker.GetAltName() : ""] [track][message]") if(speech_sound && (get_dist(speaker, src) <= world.view && src.z == speaker.z)) var/turf/source = speaker? get_turf(speaker) : get_turf(src) playsound_local(source, speech_sound, sound_vol, 1, sound_frequency) /mob/proc/hear_radio(list/message_pieces, verb = "says", part_a, part_b, mob/speaker = null, hard_to_hear = 0, vname = "", atom/follow_target) if(!client) return if(sleeping || stat == UNCONSCIOUS) //If unconscious or sleeping hear_sleep(multilingual_to_message(message_pieces)) return var/message = combine_message(message_pieces, verb, speaker, always_stars = hard_to_hear) if(message == "") return var/track = null if(!follow_target) follow_target = speaker var/speaker_name = handle_speaker_name(speaker, vname, hard_to_hear) track = handle_track(message, verb, speaker, speaker_name, follow_target, hard_to_hear) if(!can_hear()) if(prob(20)) to_chat(src, "You feel your headset vibrate but can hear nothing from it!") else if(track) to_chat(src, "[part_a][track][part_b][message]") else to_chat(src, "[part_a][speaker_name][part_b][message]") /mob/proc/handle_speaker_name(mob/speaker = null, vname, hard_to_hear) var/speaker_name = "unknown" if(speaker) speaker_name = speaker.name if(vname) speaker_name = vname if(hard_to_hear) speaker_name = "unknown" return speaker_name /mob/proc/handle_track(message, verb = "says", mob/speaker = null, speaker_name, atom/follow_target, hard_to_hear) return /mob/proc/hear_sleep(message) var/heard = "" if(prob(15)) message = strip_html_properly(message) var/list/punctuation = list(",", "!", ".", ";", "?") var/list/messages = splittext(message, " ") if(messages.len > 0) var/R = rand(1, messages.len) var/heardword = messages[R] if(copytext(heardword,1, 1) in punctuation) heardword = copytext(heardword,2) if(copytext(heardword,-1) in punctuation) heardword = copytext(heardword,1,length(heardword)) heard = "...You hear something about... '[heardword]'..." else heard = "...You almost hear something......" else heard = "...You almost hear someone talking..." to_chat(src, heard) /mob/proc/hear_holopad_talk(list/message_pieces, var/verb = "says", var/mob/speaker = null) var/message = combine_message(message_pieces, verb, speaker) var/name = speaker.name if(!say_understands(speaker)) name = speaker.voice_name var/rendered = "[name] [message]" to_chat(src, rendered)