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Yogstation/code/modules/mob/living/say.dm
2015-08-09 01:12:32 +03:00

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var/list/department_radio_keys = list(
":r" = "right hand", "#r" = "right hand", ".r" = "right hand",
":l" = "left hand", "#l" = "left hand", ".l" = "left hand",
":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",
":b" = "binary", "#b" = "binary", ".b" = "binary",
":a" = "alientalk", "#a" = "alientalk", ".a" = "alientalk",
":t" = "Syndicate", "#t" = "Syndicate", ".t" = "Syndicate",
":u" = "Supply", "#u" = "Supply", ".u" = "Supply",
":v" = "Service", "#v" = "Service", ".v" = "Service",
":o" = "AI Private", "#o" = "AI Private", ".o" = "AI Private",
":g" = "changeling", "#g" = "changeling", ".g" = "changeling",
":y" = "Centcom", "#y" = "Centcom", ".y" = "Centcom",
":R" = "right hand", "#R" = "right hand", ".R" = "right hand",
":L" = "left hand", "#L" = "left hand", ".L" = "left hand",
":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",
":B" = "binary", "#B" = "binary", ".B" = "binary",
":A" = "alientalk", "#A" = "alientalk", ".A" = "alientalk",
":T" = "Syndicate", "#T" = "Syndicate", ".T" = "Syndicate",
":U" = "Supply", "#U" = "Supply", ".U" = "Supply",
":V" = "Service", "#V" = "Service", ".V" = "Service",
":O" = "AI Private", "#O" = "AI Private", ".O" = "AI Private",
":G" = "changeling", "#G" = "changeling", ".G" = "changeling",
":Y" = "Centcom", "#Y" = "Centcom", ".Y" = "Centcom",
//kinda localization -- rastaf0
//same keys as above, but on russian keyboard layout. This file uses cp1251 as encoding.
":<3A>" = "right hand", "#<23>" = "right hand", ".<2E>" = "right hand",
":<3A>" = "left hand", "#<23>" = "left hand", ".<2E>" = "left hand",
":<3A>" = "intercom", "#<23>" = "intercom", ".<2E>" = "intercom",
":<3A>" = "department", "#<23>" = "department", ".<2E>" = "department",
":<3A>" = "Command", "#<23>" = "Command", ".<2E>" = "Command",
":<3A>" = "Science", "#<23>" = "Science", ".<2E>" = "Science",
":<3A>" = "Medical", "#<23>" = "Medical", ".<2E>" = "Medical",
":<3A>" = "Engineering", "#<23>" = "Engineering", ".<2E>" = "Engineering",
":<3A>" = "Security", "#<23>" = "Security", ".<2E>" = "Security",
":<3A>" = "whisper", "#<23>" = "whisper", ".<2E>" = "whisper",
":<3A>" = "binary", "#<23>" = "binary", ".<2E>" = "binary",
":<3A>" = "alientalk", "#<23>" = "alientalk", ".<2E>" = "alientalk",
":<3A>" = "Syndicate", "#<23>" = "Syndicate", ".<2E>" = "Syndicate",
":<3A>" = "Supply", "#<23>" = "Supply", ".<2E>" = "Supply",
":<3A>" = "changeling", "#<23>" = "changeling", ".<2E>" = "changeling"
)
var/list/crit_allowed_modes = list(MODE_WHISPER,MODE_CHANGELING,MODE_ALIEN)
/mob/living/say(message, bubble_type,)
message = trim(copytext(sanitize(message), 1, MAX_MESSAGE_LEN))
if(stat == DEAD)
say_dead(message)
return
if(check_emote(message))
return
if(!can_speak_basic(message)) //Stat is seperate so I can handle whispers properly.
return
var/message_mode = get_message_mode(message)
if(stat && !(message_mode in crit_allowed_modes))
return
if(message_mode == MODE_HEADSET || message_mode == MODE_ROBOT)
message = copytext(message, 2)
else if(message_mode)
message = copytext(message, 3)
if(findtext(message, " ", 1, 2))
message = copytext(message, 2)
if(handle_inherent_channels(message, message_mode)) //Hiveminds, binary chat & holopad.
return
if(!can_speak_vocal(message))
src << "<span class='warning'>You find yourself unable to speak!</span>"
return
if(message_mode != MODE_WHISPER) //whisper() calls treat_message(); double process results in "hisspering"
message = treat_message(message)
var/spans = list()
spans += get_spans()
if(!message)
return
//Log of what we've said, plain message, no spans or junk
say_log += message
var/message_range = 7
var/radio_return = radio(message, message_mode, spans)
if(radio_return & NOPASS) //There's a whisper() message_mode, no need to continue the proc if that is called
return
if(radio_return & ITALICS)
spans |= SPAN_ITALICS
if(radio_return & REDUCE_RANGE)
message_range = 1
//No screams in space, unless you're next to someone.
var/turf/T = get_turf(src)
var/datum/gas_mixture/environment = T.return_air()
var/pressure = (environment)? environment.return_pressure() : 0
if(pressure < SOUND_MINIMUM_PRESSURE)
message_range = 1
if(pressure < ONE_ATMOSPHERE*0.4) //Thin air, let's italicise the message
spans |= SPAN_ITALICS
send_speech(message, message_range, src, bubble_type, spans)
log_say("[name]/[key] : [message]")
return 1
/mob/living/Hear(message, atom/movable/speaker, message_langs, raw_message, radio_freq, list/spans)
if(!client)
return
var/deaf_message
var/deaf_type
if(speaker != src)
if(!radio_freq) //These checks have to be seperate, else people talking on the radio will make "You can't hear yourself!" appear when hearing people over the radio while deaf.
deaf_message = "<span class='name'>[speaker]</span> [speaker.verb_say] something but you cannot hear them."
deaf_type = 1
else
deaf_message = "<span class='notice'>You can't hear yourself!</span>"
deaf_type = 2 // Since you should be able to hear yourself without looking
if(!(message_langs & languages) || force_compose) //force_compose is so AIs don't end up without their hrefs.
message = compose_message(speaker, message_langs, raw_message, radio_freq, spans)
show_message(message, 2, deaf_message, deaf_type)
return message
/mob/living/send_speech(message, message_range = 7, obj/source = src, bubble_type, list/spans)
var/list/listening = get_hearers_in_view(message_range, source)
for(var/mob/M in player_list)
if(M.stat == DEAD && M.client && ((M.client.prefs.chat_toggles & CHAT_GHOSTEARS) || (get_dist(M, src) <= 7)) && client) // client is so that ghosts don't have to listen to mice
listening |= M
var/rendered = compose_message(src, languages, message, , spans)
for(var/atom/movable/AM in listening)
AM.Hear(rendered, src, languages, message, , spans)
//speech bubble
var/list/speech_bubble_recipients = list()
for(var/mob/M in listening)
if(M.client)
speech_bubble_recipients.Add(M.client)
spawn(0)
flick_overlay(image('icons/mob/talk.dmi', src, "h[bubble_type][say_test(message)]",MOB_LAYER+1), speech_bubble_recipients, 30)
/mob/proc/binarycheck()
return 0
/mob/living/can_speak(message) //For use outside of Say()
if(can_speak_basic(message) && can_speak_vocal(message))
return 1
/mob/living/proc/can_speak_basic(message) //Check BEFORE handling of xeno and ling channels
if(client)
if(client.prefs.muted & MUTE_IC)
src << "<span class='danger'>You cannot speak in IC (muted).</span>"
return 0
if(client.handle_spam_prevention(message,MUTE_IC))
return 0
return 1
/mob/living/proc/can_speak_vocal(message) //Check AFTER handling of xeno and ling channels
if(disabilities & MUTE)
return 0
if(is_muzzled())
return 0
if(!IsVocal())
return 0
return 1
/mob/living/proc/check_emote(message)
if(copytext(message, 1, 2) == "*")
emote(copytext(message, 2))
return 1
/mob/living/proc/get_message_mode(message)
if(copytext(message, 1, 2) == ";")
return MODE_HEADSET
else if(length(message) > 2)
return department_radio_keys[copytext(message, 1, 3)]
/mob/living/proc/handle_inherent_channels(message, message_mode)
if(message_mode == MODE_CHANGELING)
switch(lingcheck())
if(2)
var/msg = "<i><font color=#800080><b>[mind.changeling.changelingID]:</b> [message]</font></i>"
log_say("[mind.changeling.changelingID]/[src.key] : [message]")
for(var/mob/M in mob_list)
if(M in dead_mob_list)
M << msg
else
switch(M.lingcheck())
if(2)
M << msg
if(1)
if(prob(40))
M << "<i><font color=#800080>We can faintly sense another of our kind trying to communicate through the hivemind...</font></i>"
return 1
if(1)
src << "<i><font color=#800080>Our senses have not evolved enough to be able to communicate this way...</font></i>"
return 1
if(message_mode == MODE_ALIEN)
if(hivecheck())
alien_talk(message)
return 1
return 0
/mob/living/proc/treat_message(message)
if(getBrainLoss() >= 60)
message = derpspeech(message, stuttering)
if(stuttering)
message = stutter(message)
if(slurring)
message = slur(message)
message = capitalize(message)
return message
/mob/living/proc/radio(message, message_mode, list/spans)
switch(message_mode)
if(MODE_R_HAND)
if (r_hand)
r_hand.talk_into(src, message, , spans)
return ITALICS | REDUCE_RANGE
if(MODE_L_HAND)
if (l_hand)
l_hand.talk_into(src, message, , spans)
return ITALICS | REDUCE_RANGE
if(MODE_INTERCOM)
for (var/obj/item/device/radio/intercom/I in view(1, null))
I.talk_into(src, message, , spans)
return ITALICS | REDUCE_RANGE
if(MODE_BINARY)
if(binarycheck())
robot_talk(message)
return ITALICS | REDUCE_RANGE //Does not return 0 since this is only reached by humans, not borgs or AIs.
if(MODE_WHISPER)
whisper(message)
return NOPASS
return 0
/mob/living/lingcheck() //Returns 1 if they are a changeling. Returns 2 if they are a changeling that can communicate through the hivemind
if(mind && mind.changeling)
if(mind.changeling.changeling_speak)
return 2
return 1
return 0
/mob/living/say_quote(input, list/spans)
var/tempinput = attach_spans(input, spans)
if (stuttering)
return "stammers, \"[tempinput]\""
if (getBrainLoss() >= 60)
return "gibbers, \"[tempinput]\""
return ..()