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149 lines
5.2 KiB
Plaintext
149 lines
5.2 KiB
Plaintext
var/list/department_radio_keys = list(
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":r" = "right ear", "#r" = "right ear", ".r" = "right ear",
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":l" = "left ear", "#l" = "left ear", ".l" = "left ear",
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":i" = "intercom", "#i" = "intercom", ".i" = "intercom",
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":h" = "department", "#h" = "department", ".h" = "department",
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":+" = "special", "#+" = "special", ".+" = "special", //activate radio-specific special functions
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":c" = "Command", "#c" = "Command", ".c" = "Command",
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":n" = "Science", "#n" = "Science", ".n" = "Science",
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":m" = "Medical", "#m" = "Medical", ".m" = "Medical",
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":e" = "Engineering", "#e" = "Engineering", ".e" = "Engineering",
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":s" = "Security", "#s" = "Security", ".s" = "Security",
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":w" = "whisper", "#w" = "whisper", ".w" = "whisper",
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":t" = "Syndicate", "#t" = "Syndicate", ".t" = "Syndicate",
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":u" = "Supply", "#u" = "Supply", ".u" = "Supply",
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":z" = "Service", "#z" = "Service", ".z" = "Service",
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":p" = "AI Private", "#p" = "AI Private", ".p" = "AI Private",
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":R" = "right ear", "#R" = "right ear", ".R" = "right ear",
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":L" = "left ear", "#L" = "left ear", ".L" = "left ear",
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":I" = "intercom", "#I" = "intercom", ".I" = "intercom",
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":H" = "department", "#H" = "department", ".H" = "department",
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":C" = "Command", "#C" = "Command", ".C" = "Command",
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":N" = "Science", "#N" = "Science", ".N" = "Science",
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":M" = "Medical", "#M" = "Medical", ".M" = "Medical",
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":E" = "Engineering", "#E" = "Engineering", ".E" = "Engineering",
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":S" = "Security", "#S" = "Security", ".S" = "Security",
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":W" = "whisper", "#W" = "whisper", ".W" = "whisper",
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":T" = "Syndicate", "#T" = "Syndicate", ".T" = "Syndicate",
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":U" = "Supply", "#U" = "Supply", ".U" = "Supply",
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":Z" = "Service", "#Z" = "Service", ".Z" = "Service",
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":P" = "AI Private", "#P" = "AI Private", ".P" = "AI Private"
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)
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var/list/channel_to_radio_key = new
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proc/get_radio_key_from_channel(var/channel)
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var/key = channel_to_radio_key[channel]
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if(!key)
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for(var/radio_key in department_radio_keys)
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if(department_radio_keys[radio_key] == channel)
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key = radio_key
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break
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if(!key)
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key = ""
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channel_to_radio_key[channel] = key
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return key
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/mob/living/proc/binarycheck()
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if (istype(src, /mob/living/silicon/pai))
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return
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if (!ishuman(src))
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return
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var/mob/living/carbon/human/H = src
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if (H.l_ear || H.r_ear)
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var/obj/item/device/radio/headset/dongle
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if(istype(H.l_ear,/obj/item/device/radio/headset))
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dongle = H.l_ear
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else
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dongle = H.r_ear
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if(!istype(dongle)) return
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if(dongle.translate_binary) return 1
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/mob/living/proc/get_default_language()
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return default_language
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/mob/living/say(var/message, var/datum/language/speaking = null, var/verb="says", var/alt_name="", var/italics=0, var/message_range = world.view, var/sound/speech_sound, var/sound_vol)
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var/turf/T = get_turf(src)
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//handle nonverbal and sign languages here
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if (speaking)
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if (speaking.flags & NONVERBAL)
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if (prob(30))
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src.custom_emote(1, "[pick(speaking.signlang_verb)].")
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if (speaking.flags & SIGNLANG)
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return say_signlang(message, pick(speaking.signlang_verb), speaking)
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var/list/listening = list()
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var/list/listening_obj = list()
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if(T)
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//make sure the air can transmit speech - speaker's side
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var/datum/gas_mixture/environment = T.return_air()
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var/pressure = (environment)? environment.return_pressure() : 0
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if(pressure < SOUND_MINIMUM_PRESSURE)
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message_range = 1
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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
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italics = 1
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sound_vol *= 0.5 //muffle the sound a bit, so it's like we're actually talking through contact
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var/list/hear = hear(message_range, T)
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var/list/hearturfs = list()
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for(var/I in hear)
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if(istype(I, /mob/))
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var/mob/M = I
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listening += M
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hearturfs += M.locs[1]
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for(var/obj/O in M.contents)
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listening_obj |= O
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else if(istype(I, /obj/))
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var/obj/O = I
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hearturfs += O.locs[1]
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listening_obj |= O
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for(var/mob/M in player_list)
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if (!M.client)
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continue //skip monkeys and leavers
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if (istype(M, /mob/new_player))
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continue
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if(M.stat == DEAD && M.client && (M.client.prefs.toggles & CHAT_GHOSTEARS) && src.client) // src.client is so that ghosts don't have to listen to mice
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listening |= M
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continue
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if(M.loc && M.locs[1] in hearturfs)
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listening |= M
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var/speech_bubble_test = say_test(message)
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var/image/speech_bubble = image('icons/mob/talk.dmi',src,"h[speech_bubble_test]")
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spawn(30) qdel(speech_bubble)
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for(var/mob/M in listening)
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M << speech_bubble
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M.hear_say(message, verb, speaking, alt_name, italics, src, speech_sound, sound_vol)
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for(var/obj/O in listening_obj)
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spawn(0)
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if(O) //It's possible that it could be deleted in the meantime.
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O.hear_talk(src, message, verb, speaking)
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log_say("[name]/[key] : [message]")
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return 1
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/mob/living/proc/say_signlang(var/message, var/verb="gestures", var/datum/language/language)
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for (var/mob/O in viewers(src, null))
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O.hear_signlang(message, verb, language, src)
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return 1
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/obj/effect/speech_bubble
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var/mob/parent
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/mob/living/proc/GetVoice()
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return name
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