//TODO: Flash range does nothing currently /proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impact_range, flash_range, adminlog = 1, z_transfer = UP|DOWN, shaped) var/multi_z_scalar = CONFIG_GET(number/multi_z_explosion_scalar) spawn(0) var/start = world.timeofday epicenter = get_turf(epicenter) if(!epicenter) return // Handles recursive propagation of explosions. if(z_transfer && multi_z_scalar) var/adj_dev = max(0, (multi_z_scalar * devastation_range) - (shaped ? 2 : 0) ) var/adj_heavy = max(0, (multi_z_scalar * heavy_impact_range) - (shaped ? 2 : 0) ) var/adj_light = max(0, (multi_z_scalar * light_impact_range) - (shaped ? 2 : 0) ) var/adj_flash = max(0, (multi_z_scalar * flash_range) - (shaped ? 2 : 0) ) if(adj_dev > 0 || adj_heavy > 0) if(HasAbove(epicenter.z) && z_transfer & UP) explosion(GetAbove(epicenter), round(adj_dev), round(adj_heavy), round(adj_light), round(adj_flash), 0, UP, shaped) if(HasBelow(epicenter.z) && z_transfer & DOWN) explosion(GetBelow(epicenter), round(adj_dev), round(adj_heavy), round(adj_light), round(adj_flash), 0, DOWN, shaped) var/max_range = max(devastation_range, heavy_impact_range, light_impact_range, flash_range) // Play sounds; we want sounds to be different depending on distance so we will manually do it ourselves. // Stereo users will also hear the direction of the explosion! // Calculate far explosion sound range. Only allow the sound effect for heavy/devastating explosions. // 3/7/14 will calculate to 80 + 35 var/far_dist = 0 far_dist += heavy_impact_range * 5 far_dist += devastation_range * 20 var/frequency = get_rand_frequency() for(var/mob/M in player_list) if(M.z == epicenter.z) var/turf/M_turf = get_turf(M) var/dist = get_dist(M_turf, epicenter) // If inside the blast radius + world.view - 2 if(dist <= round(max_range + world.view - 2, 1)) M.playsound_local(epicenter, get_sfx("explosion"), 100, 1, frequency, falloff = 5) // get_sfx() is so that everyone gets the same sound var/mob/living/mL = M // CHOMPStation Edit: Ear Ringing/Deaf if(isliving(mL)) // CHOMPStation Edit: Fix mL.deaf_loop.start() // CHOMPStation Add: Ear Ringing/Deafness else if(dist <= far_dist) var/far_volume = CLAMP(far_dist, 30, 50) // Volume is based on explosion size and dist far_volume += (dist <= far_dist * 0.5 ? 50 : 0) // add 50 volume if the mob is pretty close to the explosion M.playsound_local(epicenter, 'sound/effects/explosionfar.ogg', far_volume, 1, frequency, falloff = 5) var/close = range(world.view+round(devastation_range,1), epicenter) // to all distanced mobs play a different sound for(var/mob/M in player_list) if(M.z == epicenter.z) if(!(M in close)) // check if the mob can hear if(M.ear_deaf <= 0 || !M.ear_deaf) if(!istype(M.loc,/turf/space)) M << 'sound/effects/explosionfar.ogg' if(adminlog) message_admins("Explosion with [shaped ? "shaped" : "non-shaped"] size ([devastation_range], [heavy_impact_range], [light_impact_range]) in area [epicenter.loc.name] ([epicenter.x],[epicenter.y],[epicenter.z]) (JMP)") log_game("Explosion with [shaped ? "shaped" : "non-shaped"] size ([devastation_range], [heavy_impact_range], [light_impact_range]) in area [epicenter.loc.name] ") var/approximate_intensity = (devastation_range * 3) + (heavy_impact_range * 2) + light_impact_range var/powernet_rebuild_was_deferred_already = defer_powernet_rebuild // Large enough explosion. For performance reasons, powernets will be rebuilt manually if(!defer_powernet_rebuild && (approximate_intensity > 25)) defer_powernet_rebuild = 1 if(heavy_impact_range > 1) var/datum/effect/system/explosion/E = new/datum/effect/system/explosion() E.set_up(epicenter) E.start() var/x0 = epicenter.x var/y0 = epicenter.y var/z0 = epicenter.z if(CONFIG_GET(flag/use_recursive_explosions)) var/power = devastation_range * 2 + heavy_impact_range + light_impact_range //The ranges add up, ie light 14 includes both heavy 7 and devestation 3. So this calculation means devestation counts for 4, heavy for 2 and light for 1 power, giving us a cap of 27 power. explosion_rec(epicenter, power, shaped) else for(var/turf/T in trange(max_range, epicenter)) var/dist = sqrt((T.x - x0)**2 + (T.y - y0)**2) if(dist < devastation_range) dist = 1 else if(dist < heavy_impact_range) dist = 2 else if(dist < light_impact_range) dist = 3 else continue if(!T) T = locate(x0,y0,z0) for(var/atom_movable in T.contents) //bypass type checking since only atom/movable can be contained by turfs anyway var/atom/movable/AM = atom_movable if(AM && AM.simulated) AM.ex_act(dist) T.ex_act(dist) var/took = (world.timeofday-start)/10 //You need to press the DebugGame verb to see these now....they were getting annoying and we've collected a fair bit of data. Just -test- changes to explosion code using this please so we can compare if(Debug2) to_world_log("## DEBUG: Explosion([x0],[y0],[z0])(d[devastation_range],h[heavy_impact_range],l[light_impact_range]): Took [took] seconds.") //Machines which report explosions. for(var/i,i<=doppler_arrays.len,i++) var/obj/machinery/doppler_array/Array = doppler_arrays[i] if(Array) Array.sense_explosion(x0,y0,z0,devastation_range,heavy_impact_range,light_impact_range,took) sleep(8) if(!powernet_rebuild_was_deferred_already && defer_powernet_rebuild) SSmachines.makepowernets() defer_powernet_rebuild = 0 return 1 /proc/secondaryexplosion(turf/epicenter, range) for(var/turf/tile in range(range, epicenter)) tile.ex_act(2)