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Paradise/code/modules/mob/living/say.dm
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AffectedArc07 a79724207d Merge pull request #12916 from farie82/pickle-whisperer
Makes whispering hide your voice. And deaf people now can't see your voice
2020-08-17 09:44:05 +01:00

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GLOBAL_LIST_INIT(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" = "Syndicate", "#t" = "Syndicate", ".t" = "Syndicate",
":u" = "Supply", "#u" = "Supply", ".u" = "Supply",
":z" = "Service", "#z" = "Service", ".z" = "Service",
":p" = "AI Private", "#p" = "AI Private", ".p" = "AI Private",
":x" = "cords", "#x" = "cords", ".x" = "cords",
":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" = "Syndicate", "#T" = "Syndicate", ".T" = "Syndicate",
":U" = "Supply", "#U" = "Supply", ".U" = "Supply",
":Z" = "Service", "#Z" = "Service", ".Z" = "Service",
":P" = "AI Private", "#P" = "AI Private", ".P" = "AI Private",
":$" = "Response Team", "#$" = "Response Team", ".$" = "Response Team",
":-" = "Special Ops", "#-" = "Special Ops", ".-" = "Special Ops",
":_" = "SyndTeam", "#_" = "SyndTeam", "._" = "SyndTeam",
":X" = "cords", "#X" = "cords", ".X" = "cords"
))
GLOBAL_LIST_EMPTY(channel_to_radio_key)
proc/get_radio_key_from_channel(var/channel)
var/key = GLOB.channel_to_radio_key[channel]
if(!key)
for(var/radio_key in GLOB.department_radio_keys)
if(GLOB.department_radio_keys[radio_key] == channel)
key = radio_key
break
if(!key)
key = ""
GLOB.channel_to_radio_key[channel] = key
return key
/mob/living/proc/binarycheck()
return FALSE
/mob/proc/get_default_language()
return null
/mob/living/get_default_language()
return default_language
/mob/living/proc/handle_speech_problems(list/message_pieces, var/verb)
var/robot = ismachineperson(src)
for(var/datum/multilingual_say_piece/S in message_pieces)
if(S.speaking && S.speaking.flags & NO_STUTTER)
continue
if((HULK in mutations) && health >= 25)
S.message = "[uppertext(S.message)]!!!"
verb = pick("yells", "roars", "hollers")
if(slurring)
if(robot)
S.message = slur(S.message, list("@", "!", "#", "$", "%", "&", "?"))
else
S.message = slur(S.message)
verb = "slurs"
if(stuttering)
if(robot)
S.message = robostutter(S.message)
else
S.message = stutter(S.message)
verb = "stammers"
if(cultslurring)
S.message = cultslur(S.message)
verb = "slurs"
if(!IsVocal())
S.message = ""
return list("verb" = verb)
/mob/living/proc/handle_message_mode(message_mode, list/message_pieces, verb, used_radios)
switch(message_mode)
if("whisper") //all mobs can whisper by default
whisper_say(message_pieces)
return 1
return 0
/mob/living/proc/handle_speech_sound()
var/list/returns[3]
returns[1] = null
returns[2] = null
returns[3] = null
return returns
/mob/living/say(var/message, var/verb = "says", var/sanitize = TRUE, var/ignore_speech_problems = FALSE, var/ignore_atmospherics = FALSE)
if(client)
if(client.prefs.muted & MUTE_IC)
to_chat(src, "<span class='danger'>You cannot speak in IC (Muted).</span>")
return
if(sanitize)
message = trim_strip_html_properly(message)
if(stat)
if(stat == DEAD)
return say_dead(message)
return
var/message_mode = parse_message_mode(message, "headset")
if(copytext(message, 1, 2) == "*")
return emote(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
var/list/message_pieces = parse_languages(message)
if(istype(message_pieces, /datum/multilingual_say_piece)) // Little quirk to just easily deal with HIVEMIND languages
var/datum/multilingual_say_piece/S = message_pieces // Yay BYOND's hilarious typecasting
S.speaking.broadcast(src, S.message)
return 1
if(!LAZYLEN(message_pieces))
log_runtime(EXCEPTION("Message failed to generate pieces. [message] - [json_encode(message_pieces)]"))
return 0
if(message_mode == "cords")
if(iscarbon(src))
var/mob/living/carbon/C = src
var/obj/item/organ/internal/vocal_cords/V = C.get_int_organ(/obj/item/organ/internal/vocal_cords)
if(V && V.can_speak_with())
C.say(V.handle_speech(message), sanitize = FALSE, ignore_speech_problems = TRUE, ignore_atmospherics = TRUE)
V.speak_with(message) //words come before actions
return 1
var/datum/multilingual_say_piece/first_piece = message_pieces[1]
verb = say_quote(message, first_piece.speaking)
if(is_muzzled())
var/obj/item/clothing/mask/muzzle/G = wear_mask
if(G.mute == MUZZLE_MUTE_ALL) //if the mask is supposed to mute you completely or just muffle you
to_chat(src, "<span class='danger'>You're muzzled and cannot speak!</span>")
return
else if(G.mute == MUZZLE_MUTE_MUFFLE)
muffledspeech_all(message_pieces)
verb = "mumbles"
if(!ignore_speech_problems)
var/list/hsp = handle_speech_problems(message_pieces, verb)
verb = hsp["verb"]
// Do this so it gets logged for all types of communication
var/log_message = "[message_mode ? "([message_mode])" : ""] '[message]'"
create_log(SAY_LOG, log_message)
var/list/used_radios = list()
if(handle_message_mode(message_mode, message_pieces, verb, used_radios))
return 1
// Log of what we've said, plain message, no spans or junk
// handle_message_mode should have logged this already if it handled it
say_log += log_message
log_say(log_message, src)
var/list/handle_v = handle_speech_sound()
var/sound/speech_sound = handle_v[1]
var/sound_vol = handle_v[2]
var/sound_frequency = handle_v[3]
var/italics = 0
var/message_range = world.view
//speaking into radios
if(used_radios.len)
italics = 1
message_range = 1
if(first_piece.speaking)
message_range = first_piece.speaking.get_talkinto_msg_range(message)
var/msg
if(!first_piece.speaking || !(first_piece.speaking.flags & NO_TALK_MSG))
msg = "<span class='notice'>[src] talks into [used_radios[1]]</span>"
if(msg)
for(var/mob/living/M in hearers(5, src) - src)
M.show_message(msg)
if(speech_sound)
sound_vol *= 0.5
var/turf/T = get_turf(src)
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(!ignore_atmospherics)
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 = TRUE
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(ismob(I))
var/mob/M = I
listening += M
hearturfs += get_turf(M)
for(var/obj/O in M.contents)
listening_obj |= O
if(isobj(I))
var/obj/O = I
hearturfs += get_turf(O)
listening_obj |= O
for(var/mob/M in GLOB.player_list)
if(!M.client)
continue
if(isnewplayer(M))
continue
if(isobserver(M))
if(M.get_preference(CHAT_GHOSTEARS) && client) // The client check is so that ghosts don't have to listen to mice.
listening |= M
continue
if(message_range < world.view && (get_dist(T, M) <= world.view))
listening |= M
continue
if(get_turf(M) in hearturfs)
listening |= M
var/list/speech_bubble_recipients = list()
var/speech_bubble_test = say_test(message)
for(var/mob/M in listening)
M.hear_say(message_pieces, verb, italics, src, speech_sound, sound_vol, sound_frequency)
if(M.client)
speech_bubble_recipients.Add(M.client)
if(loc && !isturf(loc))
var/atom/A = loc //Non-turf, let it handle the speech bubble
A.speech_bubble("[A.bubble_icon][speech_bubble_test]", A, speech_bubble_recipients)
else //Turf, leave speech bubbles to the mob
speech_bubble("[bubble_icon][speech_bubble_test]", src, speech_bubble_recipients)
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_pieces, verb)
return 1
/obj/effect/speech_bubble
var/mob/parent
/mob/living/proc/GetVoice()
return name
/mob/living/emote(act, type, message, force) //emote code is terrible, this is so that anything that isn't already snowflaked to shit can call the parent and handle emoting sanely
if(client)
if(client.prefs.muted & MUTE_IC)
to_chat(src, "<span class='danger'>You cannot speak in IC (Muted).</span>")
return
if(stat)
return 0
if(..())
return 1
if(act && type && message) //parent call
log_emote(message, src)
for(var/mob/M in GLOB.dead_mob_list)
if(!M.client)
continue //skip monkeys and leavers
if(isnewplayer(M))
continue
if(isobserver(M) && M.get_preference(CHAT_GHOSTSIGHT) && !(M in viewers(src, null)) && client) // The client check makes sure people with ghost sight don't get spammed by simple mobs emoting.
M.show_message(message)
switch(type)
if(1) //Visible
visible_message(message)
return 1
if(2) //Audible
audible_message(message)
return 1
else //everything else failed, emote is probably invalid
if(act == "help")
return //except help, because help is handled individually
to_chat(src, "<span class='notice'>Unusable emote '[act]'. Say *help for a list.</span>")
/mob/living/whisper(message as text)
message = trim_strip_html_properly(message)
//parse the language code and consume it
var/list/message_pieces = parse_languages(message)
if(istype(message_pieces, /datum/multilingual_say_piece)) // Little quirk to just easily deal with HIVEMIND languages
var/datum/multilingual_say_piece/S = message_pieces // Yay BYOND's hilarious typecasting
S.speaking.broadcast(src, S.message)
return 1
// Log it here since it skips the default way say handles it
create_log(SAY_LOG, "(whisper) '[message]'")
whisper_say(message_pieces)
// for weird circumstances where you're inside an atom that is also you, like pai's
/mob/living/proc/get_whisper_loc()
return src
/mob/living/proc/whisper_say(list/message_pieces, verb = "whispers")
if(client)
if(client.prefs.muted & MUTE_IC)
to_chat(src, "<span class='danger'>You cannot speak in IC (Muted).</span>")
return
if(stat)
if(stat == DEAD)
return say_dead(message_pieces)
return
if(is_muzzled())
if(istype(wear_mask, /obj/item/clothing/mask/muzzle/tapegag)) //just for tape
to_chat(src, "<span class='danger'>Your mouth is taped and you cannot speak!</span>")
else
to_chat(src, "<span class='danger'>You're muzzled and cannot speak!</span>")
return
var/message = multilingual_to_message(message_pieces)
say_log += "whisper: [message]"
log_whisper(message, src)
var/message_range = 1
var/eavesdropping_range = 2
var/watching_range = 5
var/italics = 1
var/adverb_added = FALSE
var/not_heard //the message displayed to people who could not hear the whispering
var/datum/multilingual_say_piece/first_piece = message_pieces[1]
if(first_piece.speaking)
if(first_piece.speaking.whisper_verb)
verb = first_piece.speaking.whisper_verb
not_heard = "[verb] something"
else
var/adverb = pick("quietly", "softly")
adverb_added = TRUE
verb = "[first_piece.speaking.speech_verb] [adverb]"
not_heard = "[first_piece.speaking.speech_verb] something [adverb]"
else
not_heard = "[verb] something"
var/list/hsp = handle_speech_problems(message_pieces, verb)
verb = hsp["verb"]
if(verb == "yells loudly")
verb = "slurs emphatically"
else if(!adverb_added)
var/adverb = pick("quietly", "softly")
verb = "[verb] [adverb]"
var/atom/whisper_loc = get_whisper_loc()
var/list/listening = hear(message_range, whisper_loc)
listening |= src
var/list/hearturfs = list()
// Pass whispers on to anything inside the immediate listeners.
// This comes before the ghosts do so that ghosts don't act as whisper relays
for(var/atom/L in listening)
if(ismob(L))
for(var/mob/C in L.contents)
if(isliving(C))
listening += C
hearturfs += get_turf(L)
if(isobj(L))
hearturfs += get_turf(L)
// Loop through all players to see if they need to hear it.
for(var/mob/M in GLOB.player_list)
if(!M.client)
continue
if(isnewplayer(M))
continue
if(isobserver(M))
if(M.get_preference(CHAT_GHOSTEARS)) // The client check is so that ghosts don't have to listen to mice.
listening |= M
continue
if(message_range < world.view && (get_dist(whisper_loc, M) <= world.view))
listening |= M
continue
if(get_turf(M) in hearturfs)
listening |= M
//pass on the message to objects that can hear us.
for(var/obj/O in view(message_range, whisper_loc))
spawn(0)
if(O)
O.hear_talk(src, message_pieces, verb)
var/list/eavesdropping = hearers(eavesdropping_range, whisper_loc)
eavesdropping -= src
eavesdropping -= listening
var/list/watching = hearers(watching_range, whisper_loc)
watching -= src
watching -= listening
watching -= eavesdropping
//now mobs
var/list/speech_bubble_recipients = list()
var/speech_bubble_test = say_test(message)
for(var/mob/M in listening)
M.hear_say(message_pieces, verb, italics, src, use_voice = FALSE)
if(M.client)
speech_bubble_recipients.Add(M.client)
if(eavesdropping.len)
stars_all(message_pieces) //hopefully passing the message twice through stars() won't hurt... I guess if you already don't understand the language, when they speak it too quietly to hear normally you would be able to catch even less.
for(var/mob/M in eavesdropping)
M.hear_say(message_pieces, verb, italics, src, use_voice = FALSE)
if(M.client)
speech_bubble_recipients.Add(M.client)
speech_bubble("[bubble_icon][speech_bubble_test]", src, speech_bubble_recipients)
if(watching.len)
var/rendered = "<span class='game say'><span class='name'>[name]</span> [not_heard].</span>"
for(var/mob/M in watching)
M.show_message(rendered, 2)
return 1
/mob/living/speech_bubble(bubble_state = "", bubble_loc = src, list/bubble_recipients = list())
var/image/I = image('icons/mob/talk.dmi', bubble_loc, bubble_state, FLY_LAYER)
I.appearance_flags = APPEARANCE_UI_IGNORE_ALPHA
INVOKE_ASYNC(GLOBAL_PROC, /.proc/flick_overlay, I, bubble_recipients, 30)