Merge pull request #5064 from VOREStation/vs-port-3142

[PORT] Improved playsound and drop_location() from /tg
This commit is contained in:
Anewbe
2018-03-17 15:01:07 -05:00
committed by GitHub
15 changed files with 239 additions and 159 deletions

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@@ -248,23 +248,26 @@ var/list/mob/living/forced_ambiance_list = new
// If we previously were in an area with force-played ambiance, stop it.
if(L in forced_ambiance_list)
L << sound(null, channel = 1)
L << sound(null, channel = CHANNEL_AMBIENCE_FORCED)
forced_ambiance_list -= L
if(!L.client.ambience_playing)
L.client.ambience_playing = 1
L << sound('sound/ambience/shipambience.ogg', repeat = 1, wait = 0, volume = 35, channel = 2)
L << sound('sound/ambience/shipambience.ogg', repeat = 1, wait = 0, volume = 35, channel = CHANNEL_AMBIENCE)
if(forced_ambience)
if(forced_ambience.len)
forced_ambiance_list |= L
L << sound(pick(forced_ambience), repeat = 1, wait = 0, volume = 25, channel = 1)
var/sound/chosen_ambiance = pick(forced_ambience)
if(!istype(chosen_ambiance))
chosen_ambiance = sound(chosen_ambiance, repeat = 1, wait = 0, volume = 25, channel = CHANNEL_AMBIENCE_FORCED)
L << chosen_ambiance
else
L << sound(null, channel = 1)
L << sound(null, channel = CHANNEL_AMBIENCE_FORCED)
else if(src.ambience.len && prob(35))
if((world.time >= L.client.played + 600))
var/sound = pick(ambience)
L << sound(sound, repeat = 0, wait = 0, volume = 25, channel = 1)
L << sound(sound, repeat = 0, wait = 0, volume = 25, channel = CHANNEL_AMBIENCE)
L.client.played = world.time
/area/proc/gravitychange(var/gravitystate = 0, var/area/A)
@@ -318,3 +321,15 @@ var/list/mob/living/forced_ambiance_list = new
if(A && A.has_gravity())
return 1
return 0
/area/proc/shuttle_arrived()
return TRUE
/area/proc/shuttle_departed()
return TRUE
/area/AllowDrop()
CRASH("Bad op: area/AllowDrop() called")
/area/drop_location()
CRASH("Bad op: area/drop_location() called")

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@@ -502,3 +502,12 @@
if(A && A.has_gravity())
return TRUE
return FALSE
/atom/proc/drop_location()
var/atom/L = loc
if(!L)
return null
return L.AllowDrop() ? L : get_turf(L)
/atom/proc/AllowDrop()
return FALSE

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@@ -225,13 +225,12 @@
playsound(src.loc, 'sound/effects/splat.ogg', 50, 1)
operating = 0
for (var/obj/thing in contents)
// Todo: unify limbs and internal organs
for (var/obj/item/thing in contents)
// There's a chance that the gibber will fail to destroy some evidence.
if((istype(thing,/obj/item/organ) || istype(thing,/obj/item/organ)) && prob(80))
if(istype(thing,/obj/item/organ) && prob(80))
qdel(thing)
continue
thing.loc = get_turf(thing) // Drop it onto the turf for throwing.
thing.forceMove(get_turf(thing)) // Drop it onto the turf for throwing.
thing.throw_at(get_edge_target_turf(src,gib_throw_dir),rand(0,3),emagged ? 100 : 50) // Being pelted with bits of meat and bone would hurt.
update_icon()

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@@ -725,4 +725,7 @@
..()
if(open && contents.len)
var/display_item = contents[1]
to_chat(user, "<span class='notice'>\The [src] contains \the [display_item]!</span>")
to_chat(user, "<span class='notice'>\The [src] contains \the [display_item]!</span>")
/obj/item/weapon/storage/AllowDrop()
return TRUE

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@@ -415,3 +415,6 @@
/obj/structure/closet/onDropInto(var/atom/movable/AM)
return
/obj/structure/closet/AllowDrop()
return TRUE

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@@ -1,107 +1,50 @@
//Sound environment defines. Reverb preset for sounds played in an area, see sound datum reference for more.
#define GENERIC 0
#define PADDED_CELL 1
#define ROOM 2
#define BATHROOM 3
#define LIVINGROOM 4
#define STONEROOM 5
#define AUDITORIUM 6
#define CONCERT_HALL 7
#define CAVE 8
#define ARENA 9
#define HANGAR 10
#define CARPETED_HALLWAY 11
#define HALLWAY 12
#define STONE_CORRIDOR 13
#define ALLEY 14
#define FOREST 15
#define CITY 16
#define MOUNTAINS 17
#define QUARRY 18
#define PLAIN 19
#define PARKING_LOT 20
#define SEWER_PIPE 21
#define UNDERWATER 22
#define DRUGGED 23
#define DIZZY 24
#define PSYCHOTIC 25
#define STANDARD_STATION STONEROOM
#define LARGE_ENCLOSED HANGAR
#define SMALL_ENCLOSED BATHROOM
#define TUNNEL_ENCLOSED CAVE
#define LARGE_SOFTFLOOR CARPETED_HALLWAY
#define MEDIUM_SOFTFLOOR LIVINGROOM
#define SMALL_SOFTFLOOR ROOM
#define ASTEROID CAVE
#define SPACE UNDERWATER
var/list/shatter_sound = list('sound/effects/Glassbr1.ogg','sound/effects/Glassbr2.ogg','sound/effects/Glassbr3.ogg')
var/list/explosion_sound = list('sound/effects/Explosion1.ogg','sound/effects/Explosion2.ogg','sound/effects/Explosion3.ogg','sound/effects/Explosion4.ogg','sound/effects/Explosion5.ogg','sound/effects/Explosion6.ogg')
var/list/spark_sound = list('sound/effects/sparks1.ogg','sound/effects/sparks2.ogg','sound/effects/sparks3.ogg','sound/effects/sparks5.ogg','sound/effects/sparks6.ogg','sound/effects/sparks7.ogg')
var/list/rustle_sound = list('sound/effects/rustle1.ogg','sound/effects/rustle2.ogg','sound/effects/rustle3.ogg','sound/effects/rustle4.ogg','sound/effects/rustle5.ogg')
var/list/punch_sound = list('sound/weapons/punch1.ogg','sound/weapons/punch2.ogg','sound/weapons/punch3.ogg','sound/weapons/punch4.ogg')
var/list/clown_sound = list('sound/effects/clownstep1.ogg','sound/effects/clownstep2.ogg')
var/list/swing_hit_sound = list('sound/weapons/genhit1.ogg', 'sound/weapons/genhit2.ogg', 'sound/weapons/genhit3.ogg')
var/list/hiss_sound = list('sound/voice/hiss1.ogg','sound/voice/hiss2.ogg','sound/voice/hiss3.ogg','sound/voice/hiss4.ogg')
var/list/page_sound = list('sound/effects/pageturn1.ogg', 'sound/effects/pageturn2.ogg','sound/effects/pageturn3.ogg')
var/list/fracture_sound = list('sound/effects/bonebreak1.ogg','sound/effects/bonebreak2.ogg','sound/effects/bonebreak3.ogg','sound/effects/bonebreak4.ogg')
var/list/casing_sound = list ('sound/weapons/casingfall1.ogg','sound/weapons/casingfall2.ogg','sound/weapons/casingfall3.ogg')
var/list/keyboard_sound = list ('sound/effects/keyboard/keyboard1.ogg','sound/effects/keyboard/keyboard2.ogg','sound/effects/keyboard/keyboard3.ogg', 'sound/effects/keyboard/keyboard4.ogg')
var/list/mechstep_sound = list('sound/mecha/mechstep1.ogg', 'sound/mecha/mechstep2.ogg')
var/list/bodyfall_sound = list('sound/effects/bodyfall1.ogg','sound/effects/bodyfall2.ogg','sound/effects/bodyfall3.ogg','sound/effects/bodyfall4.ogg')
var/list/can_sound = list('sound/effects/can_open1.ogg','sound/effects/can_open2.ogg','sound/effects/can_open3.ogg','sound/effects/can_open4.ogg')
var/list/geiger_sound = list('sound/items/geiger1.ogg', 'sound/items/geiger2.ogg', 'sound/items/geiger3.ogg', 'sound/items/geiger4.ogg', 'sound/items/geiger5.ogg')
var/list/geiger_weak_sound = list('sound/items/geiger_weak1.ogg', 'sound/items/geiger_weak2.ogg', 'sound/items/geiger_weak3.ogg', 'sound/items/geiger_weak4.ogg')
//var/list/gun_sound = list('sound/weapons/Gunshot.ogg', 'sound/weapons/Gunshot2.ogg','sound/weapons/Gunshot3.ogg','sound/weapons/Gunshot4.ogg')
/proc/playsound(var/atom/source, soundin, vol as num, vary, extrarange as num, falloff, var/is_global, var/frequency)
soundin = get_sfx(soundin) // same sound for everyone
/proc/playsound(atom/source, soundin, vol as num, vary, extrarange as num, falloff, is_global, frequency = null, channel = 0, pressure_affected = TRUE, ignore_walls = TRUE, preference = null)
if(isarea(source))
error("[source] is an area and is trying to make the sound: [soundin]")
throw EXCEPTION("playsound(): source is an area")
return
frequency = isnull(frequency) ? get_rand_frequency() : frequency // Same frequency for everybody
var/turf/turf_source = get_turf(source)
//allocate a channel if necessary now so its the same for everyone
channel = channel || open_sound_channel()
// Looping through the player list has the added bonus of working for mobs inside containers
for (var/P in player_list)
var/sound/S = sound(get_sfx(soundin))
var/maxdistance = (world.view + extrarange) * 3
var/list/listeners = player_list
if(!ignore_walls) //these sounds don't carry through walls
listeners = listeners & hearers(maxdistance,turf_source)
for(var/P in listeners)
var/mob/M = P
if(!M || !M.client)
continue
var/turf/T = get_turf(M)
var/distance = get_dist(T, turf_source)
var/distance = get_dist(M, turf_source)
if(distance <= (world.view + extrarange) * 3)
var/turf/T = get_turf(M)
if(distance <= maxdistance)
if(T && T.z == turf_source.z)
M.playsound_local(turf_source, soundin, vol, vary, frequency, falloff, is_global)
M.playsound_local(turf_source, soundin, vol, vary, frequency, falloff, is_global, channel, pressure_affected, S)
var/const/FALLOFF_SOUNDS = 0.5
/mob/proc/playsound_local(turf/turf_source, soundin, vol as num, vary, frequency, falloff, is_global, channel = 0, pressure_affected = TRUE, sound/S, preference)
if(!client || ear_deaf > 0)
return
if(preference && !client.is_preference_enabled(preference))
return
/mob/proc/playsound_local(var/turf/turf_source, soundin, vol as num, vary, frequency, falloff, is_global)
if(!src.client || ear_deaf > 0) return
soundin = get_sfx(soundin)
if(!S)
S = sound(get_sfx(soundin))
var/sound/S = sound(soundin)
S.wait = 0 //No queue
S.channel = 0 //Any channel
S.channel = channel || open_sound_channel()
S.volume = vol
S.environment = -1
if (vary)
if(vary)
if(frequency)
S.frequency = frequency
else
S.frequency = get_rand_frequency()
//sound volume falloff with pressure
var/pressure_factor = 1.0
if(isturf(turf_source))
// 3D sounds, the technology is here!
var/turf/T = get_turf(src)
//sound volume falloff with distance
@@ -109,24 +52,32 @@ var/const/FALLOFF_SOUNDS = 0.5
S.volume -= max(distance - world.view, 0) * 2 //multiplicative falloff to add on top of natural audio falloff.
var/datum/gas_mixture/hearer_env = T.return_air()
var/datum/gas_mixture/source_env = turf_source.return_air()
//Atmosphere affects sound
var/pressure_factor = 1
if(pressure_affected)
var/datum/gas_mixture/hearer_env = T.return_air()
var/datum/gas_mixture/source_env = turf_source.return_air()
if (hearer_env && source_env)
var/pressure = min(hearer_env.return_pressure(), source_env.return_pressure())
if(hearer_env && source_env)
var/pressure = min(hearer_env.return_pressure(), source_env.return_pressure())
if(pressure < ONE_ATMOSPHERE)
pressure_factor = max((pressure - SOUND_MINIMUM_PRESSURE)/(ONE_ATMOSPHERE - SOUND_MINIMUM_PRESSURE), 0)
else //space
pressure_factor = 0
if (pressure < ONE_ATMOSPHERE)
pressure_factor = max((pressure - SOUND_MINIMUM_PRESSURE)/(ONE_ATMOSPHERE - SOUND_MINIMUM_PRESSURE), 0)
else //in space
pressure_factor = 0
if(distance <= 1)
pressure_factor = max(pressure_factor, 0.15) //touching the source of the sound
if (distance <= 1)
pressure_factor = max(pressure_factor, 0.15) //hearing through contact
S.volume *= pressure_factor
//End Atmosphere affecting sound
S.volume *= pressure_factor
//Don't bother with doing anything below.
if(S.volume <= 0)
return //No sound
if (S.volume <= 0)
return //no volume means no sound
//Apply a sound environment.
if(!is_global)
S.environment = get_sound_env(pressure_factor)
var/dx = turf_source.x - T.x // Hearing from the right/left
S.x = dx
@@ -136,58 +87,52 @@ var/const/FALLOFF_SOUNDS = 0.5
S.y = 1
S.falloff = (falloff ? falloff : FALLOFF_SOUNDS)
if(!is_global)
if(istype(src,/mob/living/))
var/mob/living/M = src
if (M.hallucination)
S.environment = PSYCHOTIC
else if (M.druggy)
S.environment = DRUGGED
else if (M.drowsyness)
S.environment = DIZZY
else if (M.confused)
S.environment = DIZZY
else if (M.sleeping)
S.environment = UNDERWATER
else if (pressure_factor < 0.5)
S.environment = SPACE
else
var/area/A = get_area(src)
S.environment = A.sound_env
else if (pressure_factor < 0.5)
S.environment = SPACE
else
var/area/A = get_area(src)
S.environment = A.sound_env
src << S
/proc/sound_to_playing_players(sound, volume = 100, vary)
sound = get_sfx(sound)
for(var/M in player_list)
if(ismob(M) && !isnewplayer(M))
var/mob/MO = M
MO.playsound_local(get_turf(MO), sound, volume, vary, pressure_affected = FALSE)
/proc/open_sound_channel()
var/static/next_channel = 1 //loop through the available 1024 - (the ones we reserve) channels and pray that its not still being used
. = ++next_channel
if(next_channel > CHANNEL_HIGHEST_AVAILABLE)
next_channel = 1
/mob/proc/stop_sound_channel(chan)
src << sound(null, repeat = 0, wait = 0, channel = chan)
/proc/get_rand_frequency()
return rand(32000, 55000) //Frequency stuff only works with 45kbps oggs.
/client/proc/playtitlemusic()
if(!ticker || !ticker.login_music) return
if(is_preference_enabled(/datum/client_preference/play_lobby_music))
src << sound(ticker.login_music, repeat = 0, wait = 0, volume = 85, channel = 1) // MAD JAMS
/proc/get_rand_frequency()
return rand(32000, 55000) //Frequency stuff only works with 45kbps oggs.
/proc/get_sfx(soundin)
if(istext(soundin))
switch(soundin)
if ("shatter") soundin = pick(shatter_sound)
if ("explosion") soundin = pick(explosion_sound)
if ("sparks") soundin = pick(spark_sound)
if ("rustle") soundin = pick(rustle_sound)
if ("punch") soundin = pick(punch_sound)
if ("clownstep") soundin = pick(clown_sound)
if ("swing_hit") soundin = pick(swing_hit_sound)
if ("hiss") soundin = pick(hiss_sound)
if ("pageturn") soundin = pick(page_sound)
if ("fracture") soundin = pick(fracture_sound)
if ("canopen") soundin = pick(can_sound)
if ("mechstep") soundin = pick(mechstep_sound)
//if ("gunshot") soundin = pick(gun_sound)
if("geiger") soundin = pick(geiger_sound)
if("geiger_weak") soundin = pick(geiger_weak_sound)
if ("shatter") soundin = pick('sound/effects/Glassbr1.ogg','sound/effects/Glassbr2.ogg','sound/effects/Glassbr3.ogg')
if ("explosion") soundin = pick('sound/effects/Explosion1.ogg','sound/effects/Explosion2.ogg','sound/effects/Explosion3.ogg','sound/effects/Explosion4.ogg','sound/effects/Explosion5.ogg','sound/effects/Explosion6.ogg')
if ("sparks") soundin = pick('sound/effects/sparks1.ogg','sound/effects/sparks2.ogg','sound/effects/sparks3.ogg','sound/effects/sparks5.ogg','sound/effects/sparks6.ogg','sound/effects/sparks7.ogg')
if ("rustle") soundin = pick('sound/effects/rustle1.ogg','sound/effects/rustle2.ogg','sound/effects/rustle3.ogg','sound/effects/rustle4.ogg','sound/effects/rustle5.ogg')
if ("punch") soundin = pick('sound/weapons/punch1.ogg','sound/weapons/punch2.ogg','sound/weapons/punch3.ogg','sound/weapons/punch4.ogg')
if ("clownstep") soundin = pick('sound/effects/clownstep1.ogg','sound/effects/clownstep2.ogg')
if ("swing_hit") soundin = pick('sound/weapons/genhit1.ogg', 'sound/weapons/genhit2.ogg', 'sound/weapons/genhit3.ogg')
if ("hiss") soundin = pick('sound/voice/hiss1.ogg','sound/voice/hiss2.ogg','sound/voice/hiss3.ogg','sound/voice/hiss4.ogg')
if ("pageturn") soundin = pick('sound/effects/pageturn1.ogg', 'sound/effects/pageturn2.ogg','sound/effects/pageturn3.ogg')
if ("fracture") soundin = pick('sound/effects/bonebreak1.ogg','sound/effects/bonebreak2.ogg','sound/effects/bonebreak3.ogg','sound/effects/bonebreak4.ogg')
if ("canopen") soundin = pick('sound/effects/can_open1.ogg','sound/effects/can_open2.ogg','sound/effects/can_open3.ogg','sound/effects/can_open4.ogg')
if ("mechstep") soundin = pick('sound/mecha/mechstep1.ogg', 'sound/mecha/mechstep2.ogg')
if ("geiger") soundin = pick('sound/items/geiger1.ogg', 'sound/items/geiger2.ogg', 'sound/items/geiger3.ogg', 'sound/items/geiger4.ogg', 'sound/items/geiger5.ogg')
if ("geiger_weak") soundin = pick('sound/items/geiger_weak1.ogg', 'sound/items/geiger_weak2.ogg', 'sound/items/geiger_weak3.ogg', 'sound/items/geiger_weak4.ogg')
return soundin
//Are these even used?
var/list/casing_sound = list ('sound/weapons/casingfall1.ogg','sound/weapons/casingfall2.ogg','sound/weapons/casingfall3.ogg')
var/list/keyboard_sound = list ('sound/effects/keyboard/keyboard1.ogg','sound/effects/keyboard/keyboard2.ogg','sound/effects/keyboard/keyboard3.ogg', 'sound/effects/keyboard/keyboard4.ogg')
var/list/bodyfall_sound = list('sound/effects/bodyfall1.ogg','sound/effects/bodyfall2.ogg','sound/effects/bodyfall3.ogg','sound/effects/bodyfall4.ogg')

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@@ -283,3 +283,6 @@ var/const/enterloopsanity = 100
if(isliving(AM))
var/mob/living/M = AM
M.turf_collision(src, speed)
/turf/AllowDrop()
return TRUE