Files
Paradise/code/modules/mob/hear_say.dm

184 lines
6.3 KiB
Plaintext

// 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 = "<span class='message'><span class='body'>[piece]</span></span>"
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(var/list/message_pieces, var/verb = "says", 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(multilingual_to_message(message_pieces))
return 0
var/speaker_name = speaker.name
if(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 = "<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())
// 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, "<span class='warning'>You cannot hear yourself speak!</span>")
else
to_chat(src, "<span class='name'>[speaker_name]</span>[speaker.GetAltName()] talks but you cannot hear [speaker.p_them()].")
else
to_chat(src, "<span class='game say'><span class='name'>[speaker_name]</span>[speaker.GetAltName()] [track][message]</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(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, "<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][message]</span></span>")
else
to_chat(src, "[part_a][speaker_name][part_b][message]</span></span>")
/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,lentext(heardword))
heard = "<span class='game say'>...<i>You hear something about<i>... '[heardword]'...</span>"
else
heard = "<span class='game say'>...<i>You almost hear something...</i>...</span>"
else
heard = "<span class='game say'>...<i>You almost hear someone talking</i>...</span>"
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 = "<span class='game say'><span class='name'>[name]</span> [message]</span>"
to_chat(src, rendered)