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S.P.L.U.R.T-Station-13/code/game/say.dm

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/*
Miauw's big Say() rewrite.
This file has the basic atom/movable level speech procs.
And the base of the send_speech() proc, which is the core of saycode.
*/
GLOBAL_LIST_INIT(freqtospan, list(
"[FREQ_SCIENCE]" = "sciradio",
"[FREQ_MEDICAL]" = "medradio",
"[FREQ_ENGINEERING]" = "engradio",
"[FREQ_SUPPLY]" = "suppradio",
"[FREQ_SERVICE]" = "servradio",
"[FREQ_SECURITY]" = "secradio",
"[FREQ_COMMAND]" = "comradio",
"[FREQ_HOTEL]" = "servradio", //SPLURT EDIT ADDITION
"[FREQ_AI_PRIVATE]" = "aiprivradio",
"[FREQ_SYNDICATE]" = "syndradio",
"[FREQ_CENTCOM]" = "centcomradio",
"[FREQ_CTF_RED]" = "redteamradio",
"[FREQ_CTF_BLUE]" = "blueteamradio"
))
/atom/movable/proc/say(message, bubble_type, var/list/spans = list(), sanitize = TRUE, datum/language/language = null, ignore_spam = FALSE, forced = null)
if(!can_speak())
return
if(message == "" || !message)
return
spans |= speech_span
if(!language)
language = get_selected_language()
send_speech(message, 7, src, , spans, message_language=language)
/atom/movable/proc/Hear(message, atom/movable/speaker, message_language, raw_message, radio_freq, list/spans, message_mode, atom/movable/source)
SEND_SIGNAL(src, COMSIG_MOVABLE_HEAR, args)
/atom/movable/proc/bark(list/hearers, distance, volume, pitch, queue_time)
if(queue_time && vocal_current_bark != queue_time)
return
if(SEND_SIGNAL(src, COMSIG_MOVABLE_BARK, hearers, distance, volume, pitch))
return //bark interception. this probably counts as some flavor of BDSM
if(!vocal_bark)
if(!vocal_bark_id || !set_bark(vocal_bark_id)) //just-in-time bark generation
return
volume = min(volume, 100)
var/turf/T = get_turf(src)
for(var/mob/M in hearers)
M.playsound_local(T, vol = volume, vary = TRUE, frequency = pitch, max_distance = distance, falloff_distance = 0, falloff_exponent = BARK_SOUND_FALLOFF_EXPONENT(distance), S = vocal_bark, distance_multiplier = 1)
/atom/movable/proc/can_speak()
return TRUE
/atom/movable/proc/send_speech(message, range = 7, atom/movable/source = src, bubble_type, list/spans, datum/language/message_language = null, message_mode)
var/rendered = compose_message(src, message_language, message, , spans, message_mode, source)
var/list/hearers = get_hearers_in_view(range, source)
for(var/_AM in hearers)
var/atom/movable/AM = _AM
AM.Hear(rendered, src, message_language, message, , spans, message_mode, source)
if(SEND_SIGNAL(src, COMSIG_MOVABLE_QUEUE_BARK, hearers, args) || vocal_bark || vocal_bark_id)
for(var/mob/M in hearers)
if(!M.client)
continue
if(!(M.client.prefs.toggles & SOUND_BARK))
hearers -= M
var/barks = min(round((LAZYLEN(message) / vocal_speed)) + 1, BARK_MAX_BARKS)
var/total_delay
vocal_current_bark = world.time //this is juuuuust random enough to reliably be unique every time send_speech() is called, in most scenarios
for(var/i in 1 to barks)
if(total_delay > BARK_MAX_TIME)
break
addtimer(CALLBACK(src, PROC_REF(bark), hearers, range, vocal_volume, BARK_DO_VARY(vocal_pitch, vocal_pitch_range), vocal_current_bark), total_delay)
total_delay += rand(DS2TICKS(vocal_speed / BARK_SPEED_BASELINE), DS2TICKS(vocal_speed / BARK_SPEED_BASELINE) + DS2TICKS(vocal_speed / BARK_SPEED_BASELINE)) TICKS
/atom/movable/proc/compose_message(atom/movable/speaker, datum/language/message_language, raw_message, radio_freq, list/spans, message_mode, face_name = FALSE, atom/movable/source)
if(!source)
source = speaker
//This proc uses text() because it is faster than appending strings. Thanks BYOND.
//Basic span
var/spanpart1 = "<span class='[radio_freq ? get_radio_span(radio_freq) : "game say"]'>"
//Start name span.
var/spanpart2 = "<span class='name'>"
//Radio freq/name display
var/freqpart = radio_freq ? "\[[get_radio_name(radio_freq)]\] " : ""
//Speaker name
var/namepart = "[speaker.GetVoice()][speaker.get_alt_name()]"
if(face_name && ishuman(speaker))
var/mob/living/carbon/human/H = speaker
namepart = "[H.get_face_name()]" //So "fake" speaking like in hallucinations does not give the speaker away if disguised
//End name span.
var/endspanpart = "</span>"
//Message
var/messagepart = " <span class='message'>[lang_treat(speaker, message_language, raw_message, spans, message_mode)]</span></span>"
var/languageicon = ""
var/datum/language/D = GLOB.language_datum_instances[message_language]
if(istype(D) && D.display_icon(src))
languageicon = "[D.get_icon()] "
return "[spanpart1][spanpart2][freqpart][languageicon][compose_track_href(speaker, namepart)][namepart][compose_job(speaker, message_language, raw_message, radio_freq)][endspanpart][messagepart]"
/atom/movable/proc/compose_track_href(atom/movable/speaker, message_langs, raw_message, radio_freq)
return ""
/atom/movable/proc/compose_job(atom/movable/speaker, message_langs, raw_message, radio_freq)
return ""
/atom/movable/proc/say_mod(input, message_mode)
var/ending = copytext_char(input, -1)
if(copytext_char(input, -2) == "!!")
return verb_yell
else if(ending == "?")
return verb_ask
else if(ending == "!")
return verb_exclaim
else
return verb_say
/atom/movable/proc/say_quote(input, list/spans=list(speech_span), message_mode)
if(!input)
input = "..."
if(copytext_char(input, -2) == "!!")
spans |= SPAN_YELL
var/spanned = attach_spans(input, spans)
return "[say_mod(input, message_mode)][spanned ? ", \"[spanned]\"" : ""]"
// Citadel edit [spanned ? ", \"[spanned]\"" : ""]"
/// Transforms the speech emphasis mods from [/atom/movable/proc/say_emphasis] into the appropriate HTML tags. Includes escaping.
#define ENCODE_HTML_EMPHASIS(input, char, html, varname) \
var/static/regex/##varname = regex("(?<!\\\\)[char](.+?)(?<!\\\\)[char]", "g");\
input = varname.Replace_char(input, "<[html]>$1</[html]>&#8203;") //zero-widht space to force maptext to respect closing tags.
/// Scans the input sentence for speech emphasis modifiers, notably |italics|, +bold+, and _underline_ -mothblocks
/atom/movable/proc/say_emphasis(input)
ENCODE_HTML_EMPHASIS(input, "\\|", "i", italics)
ENCODE_HTML_EMPHASIS(input, "\\+", "b", bold)
ENCODE_HTML_EMPHASIS(input, "_", "u", underline)
var/static/regex/remove_escape_backlashes = regex("\\\\(_|\\+|\\|)", "g") // Removes backslashes used to escape text modification.
input = remove_escape_backlashes.Replace_char(input, "$1")
return input
#undef ENCODE_HTML_EMPHASIS
/// Quirky citadel proc for our custom sayverbs to strip the verb out. Snowflakey as hell, say rewrite 3.0 when?
/atom/movable/proc/quoteless_say_quote(input, list/spans = list(speech_span), message_mode)
if((input[1] == "!") && (length_char(input) > 1))
return ""
var/pos = findtext(input, "*")
return pos? copytext(input, pos + 1) : input
/atom/movable/proc/lang_treat(atom/movable/speaker, datum/language/language, raw_message, list/spans, message_mode, no_quote = FALSE)
if(has_language(language))
var/atom/movable/AM = speaker.GetSource()
raw_message = say_emphasis(raw_message)
if(AM) //Basically means "if the speaker is virtual"
return no_quote ? AM.quoteless_say_quote(raw_message, spans, message_mode) : AM.say_quote(raw_message, spans, message_mode)
else
return no_quote ? speaker.quoteless_say_quote(raw_message, spans, message_mode) : speaker.say_quote(raw_message, spans, message_mode)
else if(language)
var/atom/movable/AM = speaker.GetSource()
var/datum/language/D = GLOB.language_datum_instances[language]
raw_message = D.scramble(raw_message)
if(AM)
return no_quote ? AM.quoteless_say_quote(raw_message, spans, message_mode) : AM.say_quote(raw_message, spans, message_mode)
else
return no_quote ? speaker.quoteless_say_quote(raw_message, spans, message_mode) : speaker.say_quote(raw_message, spans, message_mode)
else
return "makes a strange sound."
/proc/get_radio_span(freq)
var/returntext = GLOB.freqtospan["[freq]"]
if(returntext)
return returntext
return "radio"
/proc/get_radio_name(freq)
var/returntext = GLOB.reverseradiochannels["[freq]"]
if(returntext)
return returntext
return "[copytext_char("[freq]", 1, 4)].[copytext_char("[freq]", 4, 5)]"
/atom/movable/proc/attach_spans(input, list/spans)
if((input[1] == "!") && (length(input) > 2))
return
var/customsayverb = findtext(input, "*")
if(customsayverb)
input = capitalize(copytext(input, customsayverb + length(input[customsayverb])))
if(input)
return "[message_spans_start(spans)][input]</span>"
else
return
/proc/message_spans_start(list/spans)
var/output = "<span class='"
for(var/S in spans)
output = "[output][S] "
output = "[output]'>"
return output
/proc/say_test(text)
var/ending = copytext_char(text, -1)
if (ending == "?")
return "1"
else if (ending == "!")
return "2"
return "0"
/atom/movable/proc/GetVoice()
return "[src]" //Returns the atom's name, prepended with 'The' if it's not a proper noun
/atom/movable/proc/IsVocal()
return TRUE
/atom/movable/proc/get_alt_name()
//HACKY VIRTUALSPEAKER STUFF BEYOND THIS POINT
//these exist mostly to deal with the AIs hrefs and job stuff.
/atom/movable/proc/GetJob() //Get a job, you lazy butte
/atom/movable/proc/GetSource()
/atom/movable/proc/GetRadio()
//VIRTUALSPEAKERS
/atom/movable/virtualspeaker
var/job
var/atom/movable/source
var/obj/item/radio/radio
INITIALIZE_IMMEDIATE(/atom/movable/virtualspeaker)
/atom/movable/virtualspeaker/Initialize(mapload, atom/movable/M, radio)
. = ..()
radio = radio
source = M
if (istype(M))
name = M.GetVoice()
verb_say = M.verb_say
verb_ask = M.verb_ask
verb_exclaim = M.verb_exclaim
verb_yell = M.verb_yell
// The mob's job identity
if(ishuman(M))
// Humans use their job as seen on the crew manifest. This is so the AI
// can know their job even if they don't carry an ID.
var/datum/data/record/findjob = find_record("name", name, GLOB.data_core.general)
if(findjob)
job = findjob.fields["rank"]
else
job = "Unknown"
else if(iscarbon(M)) // Carbon nonhuman
job = "No ID"
else if(isAI(M)) // AI
job = "AI"
else if(iscyborg(M)) // Cyborg
var/mob/living/silicon/robot/B = M
job = "[B.designation] Cyborg"
else if(istype(M, /mob/living/silicon/pai)) // Personal AI (pAI)
job = "Personal AI"
else if(isobj(M)) // Cold, emotionless machines
job = "Machine"
else // Unidentifiable mob
job = "Unknown"
/atom/movable/virtualspeaker/GetJob()
return job
/atom/movable/virtualspeaker/GetSource()
return source
/atom/movable/virtualspeaker/GetRadio()
return radio