var/list/department_radio_keys = list(
":r" = "right ear", ".r" = "right ear",
":l" = "left ear", ".l" = "left ear",
":i" = "intercom", ".i" = "intercom",
":h" = "department", ".h" = "department",
":+" = "special", ".+" = "special", //activate radio-specific special functions
":c" = "Command", ".c" = "Command",
":n" = "Science", ".n" = "Science",
":m" = "Medical", ".m" = "Medical",
":e" = "Engineering", ".e" = "Engineering",
":k" = "Response Team", ".k" = "Response Team", //TFF 11/3/20 - Add Response Team to channels usable rather than resorting to :H or such.,
":s" = "Security", ".s" = "Security",
":w" = "whisper", ".w" = "whisper",
":t" = "Mercenary", ".t" = "Mercenary",
":x" = "Raider", ".x" = "Raider",
":u" = "Supply", ".u" = "Supply",
":v" = "Service", ".v" = "Service",
":p" = "AI Private", ".p" = "AI Private",
":y" = "Explorer", ".y" = "Explorer",
":R" = "right ear", ".R" = "right ear",
":L" = "left ear", ".L" = "left ear",
":I" = "intercom", ".I" = "intercom",
":H" = "department", ".H" = "department",
":C" = "Command", ".C" = "Command",
":N" = "Science", ".N" = "Science",
":M" = "Medical", ".M" = "Medical",
":E" = "Engineering", ".E" = "Engineering",
":k" = "Response Team", ".k" = "Response Team", //TFF 11/3/20 - Add Response Team to channels usable rather than resorting to :H or such.,
":S" = "Security", ".S" = "Security",
":W" = "whisper", ".W" = "whisper",
":T" = "Mercenary", ".T" = "Mercenary",
":X" = "Raider", ".X" = "Raider",
":U" = "Supply", ".U" = "Supply",
":V" = "Service", ".V" = "Service",
":P" = "AI Private", ".P" = "AI Private",
":Y" = "Explorer", ".Y" = "Explorer",
//kinda localization -- rastaf0
//same keys as above, but on russian keyboard layout. This file uses cp1251 as encoding.
":�" = "right ear", ".�" = "right ear",
":�" = "left ear", ".�" = "left ear",
":�" = "intercom", ".�" = "intercom",
":�" = "department", ".�" = "department",
":�" = "Command", ".�" = "Command",
":�" = "Science", ".�" = "Science",
":�" = "Medical", ".�" = "Medical",
":�" = "Engineering", ".�" = "Engineering",
":�" = "Security", ".�" = "Security",
":�" = "whisper", ".�" = "whisper",
":�" = "Mercenary", ".�" = "Mercenary",
":�" = "Supply", ".�" = "Supply",
)
var/list/channel_to_radio_key = new
proc/get_radio_key_from_channel(var/channel)
var/key = channel_to_radio_key[channel]
if(!key)
for(var/radio_key in department_radio_keys)
if(department_radio_keys[radio_key] == channel)
key = radio_key
break
if(!key)
key = ""
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
//Takes a list of the form list(message, verb, whispering) and modifies it as needed
//Returns 1 if a speech problem was applied, 0 otherwise
/mob/living/proc/handle_speech_problems(var/list/message_data)
var/list/message_pieces = message_data[1]
var/verb = message_data[2]
var/whispering = message_data[3]
. = 0
// Technically this rerolls the verb for as many say pieces as there are. _shrug_
for(var/datum/multilingual_say_piece/S in message_pieces)
if(S.speaking && (S.speaking.flags & NO_STUTTER || S.speaking.flags & SIGNLANG))
continue
if((HULK in mutations) && health >= 25 && length(S.message))
S.message = "[uppertext(S.message)]!!!"
verb = pick("yells","roars","hollers")
whispering = 0
. = 1
if(slurring)
S.message = slur(S.message)
verb = pick("slobbers","slurs")
. = 1
if(stuttering)
S.message = stutter(S.message)
verb = pick("stammers","stutters")
. = 1
message_data[1] = message_pieces
message_data[2] = verb
message_data[3] = whispering
/mob/living/proc/handle_message_mode(message_mode, list/message_pieces, verb, used_radios)
if(message_mode == "intercom")
for(var/obj/item/device/radio/intercom/I in view(1, null))
I.talk_into(src, message_pieces, verb)
used_radios += I
return 0
/mob/living/proc/handle_speech_sound()
var/list/returns[2]
returns[1] = null
returns[2] = null
return returns
/mob/living/proc/get_speech_ending(verb, var/ending)
if(ending == "!")
return pick("exclaims","shouts","yells")
if(ending == "?")
return "asks"
return verb
/mob/living/say(var/message, var/whispering = 0)
//If you're muted for IC chat
if(client)
if(message)
client.handle_spam_prevention(MUTE_IC)
if((client.prefs.muted & MUTE_IC) || say_disabled)
to_chat(src, "You cannot speak in IC (Muted).")
return
//Redirect to say_dead if talker is dead
if(stat)
if(stat == DEAD && !forbid_seeing_deadchat)
return say_dead(message)
return
//Parse the mode
var/message_mode = parse_message_mode(message, "headset")
//Maybe they are using say/whisper to do a quick emote, so do those
switch(copytext(message, 1, 2))
if("*") return emote(copytext(message, 2))
if("^") return custom_emote(1, 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 if(message_mode == "whisper")
whispering = 1
message_mode = null
message = copytext(message, 3)
else
message = copytext(message, 3)
//Clean up any remaining space on the left
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 quark for dealing with hivemind/signlang languages.
var/datum/multilingual_say_piece/S = message_pieces // Yay for BYOND's hilariously broken typecasting for allowing us to do this.
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 you're muzzled, you can only speak sign language
// However, sign language is handled above.
if(is_muzzled())
to_chat(src, "You're muzzled and cannot speak!")
return
//Whisper vars
var/w_scramble_range = 5 //The range at which you get ***as*th**wi****
var/w_adverb //An adverb prepended to the verb in whispers
var/w_not_heard //The message for people in watching range
var/datum/multilingual_say_piece/first_piece = message_pieces[1]
var/verb = ""
//Handle language-specific verbs and adverb setup if necessary
if(!whispering) //Just doing normal 'say' (for now, may change below)
verb = say_quote(message, first_piece.speaking)
else if(whispering && first_piece.speaking.whisper_verb) //Language has defined whisper verb
verb = first_piece.speaking.whisper_verb
w_not_heard = "[verb] something"
else //Whispering but language has no whisper verb, use say verb
w_adverb = pick("quietly", "softly")
verb = first_piece.speaking.speech_verb
w_not_heard = "[first_piece.speaking.speech_verb] something [w_adverb]"
//For speech disorders (hulk, slurring, stuttering)
var/list/message_data = list(message_pieces, verb, whispering)
if(handle_speech_problems(message_data))
message_pieces = message_data[1]
whispering = message_data[3]
if(verb != message_data[2]) //They changed our verb
if(whispering)
w_adverb = pick("quietly", "softly")
verb = message_data[2]
//Whisper may have adverbs, add those if one was set
if(w_adverb)
verb = "[verb] [w_adverb]"
//If something nulled or emptied the message, forget it
if(!LAZYLEN(message_pieces))
return 0
//Radio message handling
var/list/used_radios = list()
if(handle_message_mode(message_mode, message_pieces, verb, used_radios, whispering))
return 1
//For languages with actual speech sounds
var/list/handle_v = handle_speech_sound()
var/sound/speech_sound = handle_v[1]
var/sound_vol = handle_v[2]
//Default range and italics, may be overridden past here
var/message_range = world.view
var/italics = 0
//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 = "[src] talks into [used_radios[1]]"
if(msg)
for(var/mob/living/M in hearers(5, src) - src)
M.show_message(msg)
if(speech_sound)
sound_vol *= 0.5
//Set vars if we're still whispering by this point
if(whispering)
italics = 1
message_range = 1
sound_vol *= 0.5
//Handle nonverbal languages here
for(var/datum/multilingual_say_piece/S in message_pieces)
if(S.speaking.flags & NONVERBAL)
custom_emote(1, "[pick(S.speaking.signlang_verb)].")
//These will contain the main receivers of the message
var/list/listening = list()
var/list/listening_obj = list()
//Atmosphere calculations (speaker's side only, for now)
var/turf/T = get_turf(src)
if(T)
//Air is too thin to carry sound at all, contact speech only
var/datum/gas_mixture/environment = T.return_air()
var/pressure = environment ? environment.return_pressure() : 0
if(pressure < SOUND_MINIMUM_PRESSURE)
message_range = 1
//Air is nearing minimum levels, make text italics as a hint, and muffle sound
if(pressure < ONE_ATMOSPHERE * 0.4)
italics = 1
sound_vol *= 0.5
//Obtain the mobs and objects in the message range
var/list/results = get_mobs_and_objs_in_view_fast(T, world.view, remote_ghosts = client ? TRUE : FALSE)
listening = results["mobs"]
listening_obj = results["objs"]
else
return 1 //If we're in nullspace, then forget it.
//Remember the speech images so we can remove them later and they can get GC'd
var/list/images_to_clients = list()
//The 'post-say' static speech bubble
var/speech_bubble_test = say_test(message)
var/speech_type = speech_bubble_appearance()
var/image/speech_bubble = generate_speech_bubble(src, "[speech_type][speech_bubble_test]")
var/sb_alpha = 255
var/atom/loc_before_turf = src
while(loc_before_turf && !isturf(loc_before_turf.loc))
loc_before_turf = loc_before_turf.loc
sb_alpha -= 50
if(sb_alpha < 0)
break
speech_bubble.loc = loc_before_turf
speech_bubble.alpha = CLAMP(sb_alpha, 0, 255)
images_to_clients[speech_bubble] = list()
// Attempt Multi-Z Talking
var/mob/above = src.shadow
while(!QDELETED(above))
var/turf/ST = get_turf(above)
if(ST)
var/list/results = get_mobs_and_objs_in_view_fast(ST, world.view)
var/image/z_speech_bubble = generate_speech_bubble(above, "h[speech_bubble_test]")
images_to_clients[z_speech_bubble] = list()
for(var/item in results["mobs"])
if(item != above && !(item in listening))
listening[item] = z_speech_bubble
listening_obj |= results["objs"]
above = above.shadow
//Main 'say' and 'whisper' message delivery
for(var/mob/M in listening)
spawn(0) //Using spawns to queue all the messages for AFTER this proc is done, and stop runtimes
if(M && src) //If we still exist, when the spawn processes
var/dst = get_dist(get_turf(M),get_turf(src))
if(dst <= message_range || (M.stat == DEAD && !forbid_seeing_deadchat)) //Inside normal message range, or dead with ears (handled in the view proc)
if(M.client)
var/image/I1 = listening[M] || speech_bubble
images_to_clients[I1] |= M.client
M << I1
M.hear_say(message_pieces, verb, italics, src, speech_sound, sound_vol)
if(whispering && !isobserver(M)) //Don't even bother with these unless whispering
if(dst > message_range && dst <= w_scramble_range) //Inside whisper scramble range
if(M.client)
var/image/I2 = listening[M] || speech_bubble
images_to_clients[I2] |= M.client
M << I2
M.hear_say(stars_all(message_pieces), verb, italics, src, speech_sound, sound_vol*0.2)
if(dst > w_scramble_range && dst <= world.view) //Inside whisper 'visible' range
M.show_message("[name] [w_not_heard].", 2)
//Object message delivery
for(var/obj/O in listening_obj)
spawn(0)
if(O && src) //If we still exist, when the spawn processes
var/dst = get_dist(get_turf(O),get_turf(src))
if(dst <= message_range)
O.hear_talk(src, message_pieces, verb)
//Remove all those images. At least it's just ONE spawn this time.
spawn(30)
for(var/img in images_to_clients)
var/image/I = img
var/list/clients_from_image = images_to_clients[I]
for(var/client in clients_from_image)
var/client/C = client
if(C) //Could have disconnected after message sent, before removing bubble.
C.images -= I
qdel(I)
//Log the message to file
if(whispering)
log_whisper(message, src)
else
log_say(message, src)
return 1
/mob/living/proc/say_signlang(var/message, var/verb="gestures", var/datum/language/language)
var/turf/T = get_turf(src)
//We're in something, gesture to people inside the same thing
if(loc != T)
for(var/mob/M in loc)
M.hear_signlang(message, verb, language, src)
//We're on a turf, gesture to visible as if we were a normal language
else
var/list/potentials = get_mobs_and_objs_in_view_fast(T, world.view)
var/list/mobs = potentials["mobs"]
for(var/hearer in mobs)
var/mob/M = hearer
M.hear_signlang(message, verb, language, src)
var/list/objs = potentials["objs"]
for(var/hearer in objs)
var/obj/O = hearer
O.hear_signlang(message, verb, language, src)
return 1
/obj/effect/speech_bubble
var/mob/parent
/mob/proc/GetVoice()
return name
/mob/living/emote(var/act, var/type, var/message) //emote code is terrible, this is so that anything that isn't
if(stat) //already snowflaked to shit can call the parent and handle emoting sanely
return FALSE
if(..(act, type, message))
return TRUE
if(act && type && message)
log_emote(message, src)
for(var/mob/M in dead_mob_list)
if(!M.client)
continue
if(isnewplayer(M))
continue
if(isobserver(M) && M.is_preference_enabled(/datum/client_preference/ghost_sight))
M.show_message(message)
switch(type)
if(1) // Visible
visible_message(message)
return TRUE
if(2) // Audible
audible_message(message)
return TRUE
else
if(act == "help")
return // Mobs handle this individually
to_chat(src, "Unusable emote '[act]'. Say *help for a list.")
/mob/proc/speech_bubble_appearance()
return "normal"