//TODO: Flash range does nothing currently #define CREAK_DELAY 5 SECONDS //Time taken for the creak to play after explosion, if applicable. #define DEVASTATION_PROB 30 //The probability modifier for devistation, maths! #define HEAVY_IMPACT_PROB 5 //ditto #define FAR_UPPER 60 //Upper limit for the far_volume, distance, clamped. #define FAR_LOWER 40 //lower limit for the far_volume, distance, clamped. #define PROB_SOUND 75 //The probability modifier for a sound to be an echo, or a far sound. (0-100) #define SHAKE_CLAMP 2.5 //The limit for how much the camera can shake for out of view booms. #define FREQ_UPPER 40 //The upper limit for the randomly selected frequency. #define FREQ_LOWER 25 //The lower of the above. /proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impact_range, flash_range, adminlog = 1, ignorecap = 0, flame_range = 0, silent = 0, smoke = 1, cause = null, breach = TRUE) epicenter = get_turf(epicenter) if(!epicenter) return // Archive the uncapped explosion for the doppler array var/orig_dev_range = devastation_range var/orig_heavy_range = heavy_impact_range var/orig_light_range = light_impact_range var/orig_max_distance = max(devastation_range, heavy_impact_range, light_impact_range, flash_range, flame_range) if(!ignorecap) // Clamp all values to MAX_EXPLOSION_RANGE devastation_range = min(GLOB.configuration.general.bomb_cap / 4, devastation_range) heavy_impact_range = min(GLOB.configuration.general.bomb_cap / 2, heavy_impact_range) light_impact_range = min(GLOB.configuration.general.bomb_cap, light_impact_range) flash_range = min(GLOB.configuration.general.bomb_cap, flash_range) flame_range = min(GLOB.configuration.general.bomb_cap, flame_range) var/max_range = max(devastation_range, heavy_impact_range, light_impact_range, flame_range) spawn(0) var/watch = start_watch() var/list/cached_exp_block = list() if(adminlog) message_admins("Explosion with size ([devastation_range], [heavy_impact_range], [light_impact_range], [flame_range]) in area [epicenter.loc.name] [cause ? "(Cause: [cause])" : ""] [ADMIN_COORDJMP(epicenter)] ") log_game("Explosion with size ([devastation_range], [heavy_impact_range], [light_impact_range], [flame_range]) in area [epicenter.loc.name] [cause ? "(Cause: [cause])" : ""] [COORD(epicenter)] ") var/x0 = epicenter.x var/y0 = epicenter.y var/z0 = epicenter.z // 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 * 15 far_dist += devastation_range * 20 if(!silent) var/frequency = get_rand_frequency() var/sound/explosion_sound = sound(get_sfx("explosion")) var/sound/far_explosion_sound = sound('sound/effects/explosionfar.ogg') var/sound/creaking_explosion_sound = sound(get_sfx("explosion_creaking")) var/sound/hull_creaking_sound = sound(get_sfx("hull_creaking")) var/sound/explosion_echo_sound = sound('sound/effects/explosion_distant.ogg') var/on_station = is_station_level(epicenter.z) var/creaking_explosion = FALSE if(prob(devastation_range * DEVASTATION_PROB + heavy_impact_range * HEAVY_IMPACT_PROB) && on_station) // Huge explosions are near guaranteed to make the station creak and whine, smaller ones might. creaking_explosion = TRUE // prob over 100 always returns true for(var/MN in GLOB.player_list) var/mob/M = MN // Double check for client var/turf/M_turf = get_turf(M) if(M_turf && M_turf.z == z0) var/dist = get_dist(M_turf, epicenter) var/baseshakeamount if(orig_max_distance - dist > 0) baseshakeamount = sqrt((orig_max_distance - dist) * 0.1) // If inside the blast radius + world.view - 2 if(dist <= round(max_range + world.view - 2, 1)) M.playsound_local(epicenter, null, 100, 1, frequency, S = explosion_sound) if(baseshakeamount > 0) shake_camera(M, 25, clamp(baseshakeamount, 0, 10)) // You hear a far explosion if you're outside the blast radius. Small bombs shouldn't be heard all over the station. else if(dist <= far_dist) var/far_volume = clamp(far_dist / 2, FAR_LOWER, FAR_UPPER) // Volume is based on explosion size and dist if(creaking_explosion) M.playsound_local(epicenter, null, far_volume, 1, frequency, S = creaking_explosion_sound, distance_multiplier = 0) else if(prob(PROB_SOUND)) // Sound variety during meteor storm/tesloose/other bad event M.playsound_local(epicenter, null, far_volume, 1, frequency, S = far_explosion_sound, distance_multiplier = 0) // Far sound else M.playsound_local(epicenter, null, far_volume, 1, frequency, S = explosion_echo_sound, distance_multiplier = 0) // Echo sound if(baseshakeamount > 0 || devastation_range) if(!baseshakeamount) // Devastating explosions rock the station and ground baseshakeamount = devastation_range * 3 shake_camera(M, 10, clamp(baseshakeamount * 0.25, 0, SHAKE_CLAMP)) else if(!isspaceturf(get_turf(M)) && heavy_impact_range) // Big enough explosions echo throughout the hull var/echo_volume = 40 if(devastation_range) baseshakeamount = devastation_range shake_camera(M, 10, clamp(baseshakeamount * 0.25, 0, SHAKE_CLAMP)) echo_volume = 60 M.playsound_local(epicenter, null, echo_volume, 1, frequency, S = explosion_echo_sound, distance_multiplier = 0) if(creaking_explosion) // 5 seconds after the bang, the station begins to creak addtimer(CALLBACK(M, /mob/proc/playsound_local, epicenter, null, rand(FREQ_LOWER, FREQ_UPPER), 1, frequency, null, null, FALSE, hull_creaking_sound, 0), CREAK_DELAY) if(heavy_impact_range > 1) var/datum/effect_system/explosion/E if(smoke) E = new /datum/effect_system/explosion/smoke else E = new E.set_up(epicenter) E.start() var/list/affected_turfs = spiral_range_turfs(max_range, epicenter) if(GLOB.configuration.general.reactionary_explosions) for(var/A in affected_turfs) // we cache the explosion block rating of every turf in the explosion area var/turf/T = A cached_exp_block[T] = 0 if(T.density && T.explosion_block) cached_exp_block[T] += T.explosion_block for(var/obj/O in T) var/the_block = O.explosion_block cached_exp_block[T] += the_block == EXPLOSION_BLOCK_PROC ? O.GetExplosionBlock() : the_block CHECK_TICK for(var/A in affected_turfs) var/turf/T = A if(!T) continue var/dist = HYPOTENUSE(T.x, T.y, x0, y0) if(GLOB.configuration.general.reactionary_explosions) var/turf/Trajectory = T while(Trajectory != epicenter) Trajectory = get_step_towards(Trajectory, epicenter) dist += cached_exp_block[Trajectory] var/flame_dist = 0 // var/throw_dist = max_range - dist if(dist < flame_range) flame_dist = 1 if(dist < devastation_range) dist = 1 else if(dist < heavy_impact_range) dist = 2 else if(dist < light_impact_range) dist = 3 else dist = 0 //------- TURF FIRES ------- if(T) if(flame_dist && prob(40) && !istype(T, /turf/space) && !T.density) new /obj/effect/hotspot(T) //Mostly for ambience! if(dist > 0) if(istype(T, /turf/simulated)) var/turf/simulated/S = T var/affecting_level if(dist == 1) affecting_level = 1 else affecting_level = S.is_shielded() ? 2 : (S.intact ? 2 : 1) for(var/atom in S.contents) //bypass type checking since only atom can be contained by turfs anyway var/atom/AM = atom if(!QDELETED(AM) && AM.simulated) if(AM.level >= affecting_level) AM.ex_act(dist) else for(var/atom in T.contents) //see above var/atom/AM = atom if(!QDELETED(AM) && AM.simulated) AM.ex_act(dist) CHECK_TICK if(breach) T.ex_act(dist) else T.ex_act(3) CHECK_TICK var/took = stop_watch(watch) //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(GLOB.debug2) log_world("## 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/array in GLOB.doppler_arrays) if(!array) continue if(istype(array, /obj/machinery/doppler_array)) var/obj/machinery/doppler_array/Array = array Array.sense_explosion(x0,y0,z0,devastation_range,heavy_impact_range,light_impact_range,took,orig_dev_range,orig_heavy_range,orig_light_range) if(istype(array, /obj/item/clothing/head/helmet/space/hardsuit/rd)) var/obj/item/clothing/head/helmet/space/hardsuit/rd/Helm_Array = array Helm_Array.sense_explosion(x0,y0,z0,devastation_range,heavy_impact_range,light_impact_range,took,orig_dev_range,orig_heavy_range,orig_light_range) return 1 /proc/secondaryexplosion(turf/epicenter, range) for(var/turf/tile in spiral_range_turfs(range, epicenter)) tile.ex_act(2) /client/proc/check_bomb_impacts() set name = "Check Bomb Impact" set category = "Debug" var/newmode = alert("Use reactionary explosions?","Check Bomb Impact", "Yes", "No") var/turf/epicenter = get_turf(mob) if(!epicenter) return var/dev = 0 var/heavy = 0 var/light = 0 var/list/choices = list("Small Bomb","Medium Bomb","Big Bomb","Custom Bomb") var/choice = input("Bomb Size?") in choices switch(choice) if(null) return 0 if("Small Bomb") dev = 1 heavy = 2 light = 3 if("Medium Bomb") dev = 2 heavy = 3 light = 4 if("Big Bomb") dev = 3 heavy = 5 light = 7 if("Custom Bomb") dev = input("Devestation range (Tiles):") as num heavy = input("Heavy impact range (Tiles):") as num light = input("Light impact range (Tiles):") as num var/max_range = max(dev, heavy, light) var/x0 = epicenter.x var/y0 = epicenter.y var/list/wipe_colours = list() for(var/turf/T in spiral_range_turfs(max_range, epicenter)) wipe_colours += T var/dist = HYPOTENUSE(T.x, T.y, x0, y0) if(newmode == "Yes") var/turf/TT = T while(TT != epicenter) TT = get_step_towards(TT,epicenter) if(TT.density) dist += TT.explosion_block for(var/obj/O in T) var/the_block = O.explosion_block dist += the_block == EXPLOSION_BLOCK_PROC ? O.GetExplosionBlock() : the_block if(dist < dev) T.color = "red" T.maptext = "Dev" else if(dist < heavy) T.color = "yellow" T.maptext = "Heavy" else if(dist < light) T.color = "blue" T.maptext = "Light" else continue sleep(100) for(var/turf/T in wipe_colours) T.color = null T.maptext = "" #undef CREAK_DELAY #undef DEVASTATION_PROB #undef HEAVY_IMPACT_PROB #undef FAR_UPPER #undef FAR_LOWER #undef PROB_SOUND #undef SHAKE_CLAMP #undef FREQ_UPPER #undef FREQ_LOWER