Files
Paradise/code/modules/mob/hear_say.dm
Tigercat2000 b2868c31e0 Add [OPEN] option for AI in radio messages
Also mildly refactors hear_radio to kill those nasty istype(src)'s.

This makes an [OPEN] link appear on all radio messages the AI hears (to
the right of the follow link). When clicked, it allows the AI to open
the door nearest to the speaker (or, if it is a voice changer, the door
nearest to the poor sap who had his voice stolen)
2017-02-17 17:43:33 -08:00

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// At minimum every mob has a hear_say proc.
/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)
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 0
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
if(sleeping || stat == UNCONSCIOUS)
hear_sleep(message)
return 0
//non-verbal languages are garbled if you can't see the speaker. Yes, this includes if they are inside a closet.
if(language && (language.flags & NONVERBAL))
if(!has_vision()) //blind people can't see dumbass
message = stars(message)
if(!speaker || !(speaker in view(src)))
message = stars(message)
if(!say_understands(speaker, language))
if(isanimal(speaker))
var/mob/living/simple_animal/S = speaker
if(S.speak.len)
message = pick(S.speak)
else
message = stars(message)
else
if(language)
message = language.scramble(message)
else
message = stars(message)
var/speaker_name = speaker.name
if(ishuman(speaker))
var/mob/living/carbon/human/H = speaker
speaker_name = H.GetVoice()
if(italics)
message = "<i>[message]</i>"
var/track = null
if(isobserver(src))
if(italics && client.prefs.toggles & CHAT_GHOSTRADIO)
return
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 = "<b>[message]</b>"
if(!can_hear())
if(!language || !(language.flags & INNATE)) // 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(speaker == src)
to_chat(src, "<span class='warning'>You cannot hear yourself speak!</span>")
else
to_chat(src, "<span class='name'>[speaker_name]</span>[alt_name] talks but you cannot hear them.")
else
if(language)
to_chat(src, "<span class='game say'><span class='name'>[speaker_name]</span>[alt_name] [track][language.format_message(message, verb)]</span>")
else
to_chat(src, "<span class='game say'><span class='name'>[speaker_name]</span>[alt_name] [track][verb], <span class='message'><span class='body'>\"[message]\"</span></span></span>")
if(speech_sound && (get_dist(speaker, src) <= world.view && src.z == speaker.z))
var/turf/source = speaker? get_turf(speaker) : get_turf(src)
src.playsound_local(source, speech_sound, sound_vol, 1)
/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 = "", var/atom/follow_target)
if(!client)
return
if(sleeping || stat == UNCONSCIOUS) //If unconscious or sleeping
hear_sleep(message)
return
var/track = null
if(!follow_target)
follow_target = speaker
//non-verbal languages are garbled if you can't see the speaker. Yes, this includes if they are inside a closet.
if(language && (language.flags & NONVERBAL))
if(!has_vision()) //blind people can't see dumbass
message = stars(message)
if(!speaker || !(speaker in view(src)))
message = stars(message)
if(!say_understands(speaker, language))
if(isanimal(speaker))
var/mob/living/simple_animal/S = speaker
if(S.speak && S.speak.len)
message = pick(S.speak)
else
return
else
if(language)
message = language.scramble(message)
else
message = stars(message)
if(hard_to_hear)
message = stars(message)
var/speaker_name = handle_speaker_name(speaker, vname, hard_to_hear)
track = handle_track(message, verb, language, speaker, speaker_name, follow_target, hard_to_hear)
var/formatted
if(language)
formatted = language.format_message_radio(message, verb)
else
formatted = "[verb], <span class=\"body\">\"[message]\"</span>"
if(!can_hear())
if(prob(20))
to_chat(src, "<span class='warning'>You feel your headset vibrate but can hear nothing from it!</span>")
else if(track)
to_chat(src, "[part_a][track][part_b][formatted]</span></span>")
else
to_chat(src, "[part_a][speaker_name][part_b][formatted]</span></span>")
/mob/proc/handle_speaker_name(var/mob/speaker = null, var/vname, var/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(var/message, var/verb = "says", var/datum/language/language, var/mob/speaker = null, var/speaker_name, var/atom/follow_target, var/hard_to_hear)
return
/mob/proc/hear_signlang(var/message, var/verb = "gestures", var/datum/language/language, var/mob/speaker = null)
if(!client)
return
if(say_understands(speaker, language))
message = "<B>[src]</B> [verb], \"[message]\""
else
message = "<B>[src]</B> [verb]."
if(src.status_flags & PASSEMOTES)
for(var/obj/item/weapon/holder/H in src.contents)
H.show_message(message)
for(var/mob/living/M in src.contents)
M.show_message(message)
src.show_message(message)
/mob/proc/hear_sleep(var/message)
var/heard = ""
if(prob(15))
var/list/punctuation = list(",", "!", ".", ";", "?")
var/list/messages = splittext(message, " ")
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,lentext(heardword))
heard = "<span class = 'game_say'>...You hear something about...[heardword]</span>"
else
heard = "<span class = 'game_say'>...<i>You almost hear someone talking</i>...</span>"
to_chat(src, heard)