Finishes work on sounds.

This commit is contained in:
Neerti
2018-12-20 20:19:00 -05:00
parent 5a983ef9f5
commit c2a2590c44
35 changed files with 246 additions and 55 deletions

View File

@@ -9,6 +9,9 @@
#define WEATHER_WINDY "windy"
#define WEATHER_HOT "hot"
#define WEATHER_BLOOD_MOON "blood moon" // For admin fun or cult later on.
#define WEATHER_EMBERFALL "emberfall" // More adminbuse, from TG. Harmless.
#define WEATHER_ASH_STORM "ash storm" // Ripped from TG, like the above. Less harmless.
#define WEATHER_FALLOUT "fallout" // Modified emberfall, actually harmful. Admin only.
#define MOON_PHASE_NEW_MOON "new moon"
#define MOON_PHASE_WAXING_CRESCENT "waxing crescent"

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@@ -10,6 +10,7 @@ SUBSYSTEM_DEF(mapping)
/datum/controller/subsystem/mapping/Initialize(timeofday)
if(subsystem_initialized)
return
world.max_z_changed() // This is to set up the player z-level list, maxz hasn't actually changed (probably)
maploader = new()
load_map_templates()

View File

@@ -1,47 +1,76 @@
/datum/looping_sound/outside_blizzard
mid_sounds = list(
'sound/effects/weather/snowstorm/outside/active_mid1.ogg'=1,
'sound/effects/weather/snowstorm/outside/active_mid1.ogg'=1,
'sound/effects/weather/snowstorm/outside/active_mid1.ogg'=1
'sound/effects/weather/snowstorm/outside/active_mid1.ogg' = 1,
'sound/effects/weather/snowstorm/outside/active_mid1.ogg' = 1,
'sound/effects/weather/snowstorm/outside/active_mid1.ogg' = 1
)
mid_length = 80
mid_length = 8 SECONDS
start_sound = 'sound/effects/weather/snowstorm/outside/active_start.ogg'
start_length = 130
start_length = 13 SECONDS
end_sound = 'sound/effects/weather/snowstorm/outside/active_end.ogg'
volume = 80
/datum/looping_sound/inside_blizzard
mid_sounds = list(
'sound/effects/weather/snowstorm/inside/active_mid1.ogg'=1,
'sound/effects/weather/snowstorm/inside/active_mid2.ogg'=1,
'sound/effects/weather/snowstorm/inside/active_mid3.ogg'=1
'sound/effects/weather/snowstorm/inside/active_mid1.ogg' = 1,
'sound/effects/weather/snowstorm/inside/active_mid2.ogg' = 1,
'sound/effects/weather/snowstorm/inside/active_mid3.ogg' = 1
)
mid_length = 80
mid_length = 8 SECONDS
start_sound = 'sound/effects/weather/snowstorm/inside/active_start.ogg'
start_length = 130
start_length = 13 SECONDS
end_sound = 'sound/effects/weather/snowstorm/inside/active_end.ogg'
volume = 60
/datum/looping_sound/outside_snow
mid_sounds = list(
'sound/effects/weather/snowstorm/outside/weak_mid1.ogg'=1,
'sound/effects/weather/snowstorm/outside/weak_mid2.ogg'=1,
'sound/effects/weather/snowstorm/outside/weak_mid3.ogg'=1
'sound/effects/weather/snowstorm/outside/weak_mid1.ogg' = 1,
'sound/effects/weather/snowstorm/outside/weak_mid2.ogg' = 1,
'sound/effects/weather/snowstorm/outside/weak_mid3.ogg' = 1
)
mid_length = 80
mid_length = 8 SECONDS
start_sound = 'sound/effects/weather/snowstorm/outside/weak_start.ogg'
start_length = 130
start_length = 13 SECONDS
end_sound = 'sound/effects/weather/snowstorm/outside/weak_end.ogg'
volume = 50
/datum/looping_sound/inside_snow
mid_sounds = list(
'sound/effects/weather/snowstorm/inside/weak_mid1.ogg'=1,
'sound/effects/weather/snowstorm/inside/weak_mid2.ogg'=1,
'sound/effects/weather/snowstorm/inside/weak_mid3.ogg'=1
'sound/effects/weather/snowstorm/inside/weak_mid1.ogg' = 1,
'sound/effects/weather/snowstorm/inside/weak_mid2.ogg' = 1,
'sound/effects/weather/snowstorm/inside/weak_mid3.ogg' = 1
)
mid_length = 80
mid_length = 8 SECONDS
start_sound = 'sound/effects/weather/snowstorm/inside/weak_start.ogg'
start_length = 130
start_length = 13 SECONDS
end_sound = 'sound/effects/weather/snowstorm/inside/weak_end.ogg'
volume = 30
/datum/looping_sound/wind
mid_sounds = list(
'sound/effects/weather/wind/wind_2_1.ogg' = 1,
'sound/effects/weather/wind/wind_2_2.ogg' = 1,
'sound/effects/weather/wind/wind_3_1.ogg' = 1,
'sound/effects/weather/wind/wind_4_1.ogg' = 1,
'sound/effects/weather/wind/wind_4_2.ogg' = 1,
'sound/effects/weather/wind/wind_5_1.ogg' = 1
)
mid_length = 10 SECONDS // The lengths for the files vary, but the longest is ten seconds, so this will make it sound like intermittent wind.
volume = 50
// Don't have special sounds so we just make it quieter indoors.
/datum/looping_sound/wind/indoors
volume = 30
/datum/looping_sound/rain
mid_sounds = list(
'sound/effects/weather/acidrain_mid.ogg' = 1
)
mid_length = 15 SECONDS // The lengths for the files vary, but the longest is ten seconds, so this will make it sound like intermittent wind.
start_sound = 'sound/effects/weather/acidrain_start.ogg'
start_length = 13 SECONDS
end_sound = 'sound/effects/weather/acidrain_end.ogg'
volume = 50
/datum/looping_sound/rain/indoors
volume = 30

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@@ -44,7 +44,7 @@ var/global/list/narsie_list = list()
..()
if(announce)
world << "<font size='15' color='red'><b>[uppertext(name)] HAS RISEN</b></font>"
world << sound('sound/effects/wind/wind_5_1.ogg')
world << sound('sound/effects/weather/wind/wind_5_1.ogg')
narsie_spawn_animation()

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@@ -206,7 +206,7 @@ var/list/sacrificed = list()
if(cultists.len >= 9)
if(!narsie_cometh)//so we don't initiate Hell more than one time.
world << "<font size='15' color='red'><b>THE VEIL HAS BEEN SHATTERED!</b></font>"
world << sound('sound/effects/wind/wind_5_1.ogg')
world << sound('sound/effects/weather/wind/wind_5_1.ogg')
SetUniversalState(/datum/universal_state/hell)
narsie_cometh = 1

View File

@@ -74,6 +74,17 @@ var/list/flooring_types
'sound/effects/footstep/snow4.ogg',
'sound/effects/footstep/snow5.ogg'))
/decl/flooring/snow
name = "water"
desc = "A layer of many tiny bits of frozen water. It's hard to tell how deep it is."
icon = 'icons/turf/snow_new.dmi'
icon_base = "snow"
footstep_sounds = list("human" = list(
'sound/effects/footstep/snow1.ogg',
'sound/effects/footstep/snow2.ogg',
'sound/effects/footstep/snow3.ogg',
'sound/effects/footstep/snow4.ogg',
'sound/effects/footstep/snow5.ogg'))
/decl/flooring/snow/snow2
name = "snow"

View File

@@ -32,22 +32,22 @@
"Beach" = new/datum/holodeck_program(/area/holodeck/source_beach),
"Desert" = new/datum/holodeck_program(/area/holodeck/source_desert,
list(
'sound/effects/wind/wind_2_1.ogg',
'sound/effects/wind/wind_2_2.ogg',
'sound/effects/wind/wind_3_1.ogg',
'sound/effects/wind/wind_4_1.ogg',
'sound/effects/wind/wind_4_2.ogg',
'sound/effects/wind/wind_5_1.ogg'
'sound/effects/weather/wind/wind_2_1.ogg',
'sound/effects/weather/wind/wind_2_2.ogg',
'sound/effects/weather/wind/wind_3_1.ogg',
'sound/effects/weather/wind/wind_4_1.ogg',
'sound/effects/weather/wind/wind_4_2.ogg',
'sound/effects/weather/wind/wind_5_1.ogg'
)
),
"Snowfield" = new/datum/holodeck_program(/area/holodeck/source_snowfield,
list(
'sound/effects/wind/wind_2_1.ogg',
'sound/effects/wind/wind_2_2.ogg',
'sound/effects/wind/wind_3_1.ogg',
'sound/effects/wind/wind_4_1.ogg',
'sound/effects/wind/wind_4_2.ogg',
'sound/effects/wind/wind_5_1.ogg'
'sound/effects/weather/wind/wind_2_1.ogg',
'sound/effects/weather/wind/wind_2_2.ogg',
'sound/effects/weather/wind/wind_3_1.ogg',
'sound/effects/weather/wind/wind_4_1.ogg',
'sound/effects/weather/wind/wind_4_2.ogg',
'sound/effects/weather/wind/wind_5_1.ogg'
)
),
"Space" = new/datum/holodeck_program(/area/holodeck/source_space,

View File

@@ -14,7 +14,7 @@
var/sun_position = 0 // 0 means midnight, 1 means noon.
var/list/sun = list("range","brightness","color","lum_r","lum_g","lum_b")
var/list/datum/lighting_corner/sunlit_corners = list()
var/expected_z_levels = list()
var/list/expected_z_levels = list()
var/turf/unsimulated/wall/planetary/planetary_wall_type = /turf/unsimulated/wall/planetary

View File

@@ -121,7 +121,10 @@ var/datum/planet/sif/planet_sif = null
WEATHER_RAIN = new /datum/weather/sif/rain(),
WEATHER_STORM = new /datum/weather/sif/storm(),
WEATHER_HAIL = new /datum/weather/sif/hail(),
WEATHER_BLOOD_MOON = new /datum/weather/sif/blood_moon()
WEATHER_BLOOD_MOON = new /datum/weather/sif/blood_moon(),
WEATHER_EMBERFALL = new /datum/weather/sif/emberfall(),
WEATHER_ASH_STORM = new /datum/weather/sif/ash_storm(),
WEATHER_FALLOUT = new /datum/weather/sif/fallout()
)
roundstart_weather_chances = list(
WEATHER_CLEAR = 30,
@@ -269,6 +272,8 @@ var/datum/planet/sif/planet_sif = null
transition_messages = list(
"The sky is dark, and rain falls down upon you."
)
// outdoor_sounds_type = /datum/looping_sound/rain
// indoor_sounds_type = /datum/looping_sound/rain/indoors
/datum/weather/sif/rain/process_effects()
..()
@@ -314,6 +319,8 @@ var/datum/planet/sif/planet_sif = null
"Loud thunder is heard in the distance.",
"A bright flash heralds the approach of a storm."
)
// outdoor_sounds_type = /datum/looping_sound/rain
// indoor_sounds_type = /datum/looping_sound/rain/indoors
transition_chances = list(
@@ -439,6 +446,10 @@ var/datum/planet/sif/planet_sif = null
if(show_message)
to_chat(H, effect_message)
// These never happen naturally, and are for adminbuse.
// A culty weather.
/datum/weather/sif/blood_moon
name = "blood moon"
light_modifier = 0.5
@@ -451,3 +462,103 @@ var/datum/planet/sif/planet_sif = null
transition_messages = list(
"The sky turns blood red!"
)
outdoor_sounds_type = /datum/looping_sound/wind
indoor_sounds_type = /datum/looping_sound/wind/indoors
// Ash and embers fall forever, such as from a volcano or something.
/datum/weather/sif/emberfall
name = "emberfall"
icon_state = "ashfall_light"
light_modifier = 0.7
light_color = "#880000"
temp_high = 293.15 // 20c
temp_low = 283.15 // 10c
flight_failure_modifier = 20
transition_chances = list(
WEATHER_EMBERFALL = 100
)
observed_message = "Soot, ash, and embers float down from above."
transition_messages = list(
"Gentle embers waft down around you like grotesque snow."
)
outdoor_sounds_type = /datum/looping_sound/wind
indoor_sounds_type = /datum/looping_sound/wind/indoors
// Like the above but a lot more harmful.
/datum/weather/sif/ash_storm
name = "ash storm"
icon_state = "ashfall_heavy"
light_modifier = 0.1
light_color = "#FF0000"
temp_high = 323.15 // 50c
temp_low = 313.15 // 40c
flight_failure_modifier = 50
transition_chances = list(
WEATHER_ASH_STORM = 100
)
observed_message = "All that can be seen is black smoldering ash."
transition_messages = list(
"Smoldering clouds of scorching ash billow down around you!"
)
// Lets recycle.
outdoor_sounds_type = /datum/looping_sound/outside_blizzard
indoor_sounds_type = /datum/looping_sound/inside_blizzard
/datum/weather/sif/ash_storm/process_effects()
..()
for(var/thing in living_mob_list)
var/mob/living/L = thing
if(L.z in holder.our_planet.expected_z_levels)
var/turf/T = get_turf(L)
if(!T.outdoors)
continue // They're indoors, so no need to burn them with ash.
L.inflict_heat_damage(rand(1, 3))
// Totally radical.
/datum/weather/sif/fallout
name = "fallout"
icon_state = "fallout"
light_modifier = 0.7
light_color = "#008800"
flight_failure_modifier = 30
transition_chances = list(
WEATHER_FALLOUT = 100
)
observed_message = "Radioactive soot and ash rains down from the heavens."
transition_messages = list(
"Radioactive soot and ash start to float down around you, contaminating whatever they touch."
)
outdoor_sounds_type = /datum/looping_sound/wind
indoor_sounds_type = /datum/looping_sound/wind/indoors
var/direct_rad_low = RAD_LEVEL_LOW
var/direct_rad_high = RAD_LEVEL_MODERATE
var/fallout_rad_low = RAD_LEVEL_HIGH
var/fallout_rad_high = RAD_LEVEL_VERY_HIGH
/datum/weather/sif/fallout/process_effects()
..()
for(var/thing in living_mob_list)
var/mob/living/L = thing
if(L.z in holder.our_planet.expected_z_levels)
irradiate_nearby_turf(L)
var/turf/T = get_turf(L)
if(!T.outdoors)
continue // They're indoors, so no need to irradiate them with fallout.
L.rad_act(rand(direct_rad_low, direct_rad_high))
// This makes random tiles near people radioactive for awhile.
// Tiles far away from people are left alone, for performance.
/datum/weather/sif/fallout/proc/irradiate_nearby_turf(mob/living/L)
if(!istype(L))
return
var/list/turfs = RANGE_TURFS(world.view, L)
var/turf/T = pick(turfs) // We get one try per tick.
if(!istype(T))
return
if(T.outdoors)
radiation_repository.radiate(T, rand(fallout_rad_low, fallout_rad_high))

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@@ -13,8 +13,6 @@
var/atom/movable/weather_visuals/visuals = null
var/atom/movable/weather_visuals/special/special_visuals = null
var/list/clients_in_zlevels = list()
/datum/weather_holder/New(var/source)
..()
our_planet = source
@@ -35,7 +33,10 @@
next_weather_shift = world.time + rand(current_weather.timer_low_bound, current_weather.timer_high_bound) MINUTES
if(new_weather != old_weather)
if(istype(old_weather)) // At roundstart this is null.
old_weather.process_sounds() // Ensure that people who should hear the ending sound will hear it.
old_weather.stop_sounds()
current_weather.process_sounds() // Same story, make sure the starting sound is heard.
current_weather.start_sounds()
show_transition_message()
@@ -166,21 +167,33 @@
return
/datum/weather/proc/process_sounds()
for(var/i in holder.clients_in_zlevels)
var/client/C = i
var/mob/M = C.mob
var/turf/T = get_turf(M)
if(T.outdoors)
if(outdoor_sounds)
outdoor_sounds.output_atoms |= C
if(indoor_sounds)
indoor_sounds.output_atoms -= C
if(!outdoor_sounds && !indoor_sounds) // No point bothering if we have no sounds.
return
else
if(outdoor_sounds)
outdoor_sounds.output_atoms -= C
if(indoor_sounds)
indoor_sounds.output_atoms |= C
for(var/z_level in 1 to world.maxz)
for(var/a in GLOB.players_by_zlevel[z_level])
var/mob/M = a
// Check if the mob left the z-levels we control. If so, make the sounds stop for them.
if(!(z_level in holder.our_planet.expected_z_levels))
hear_indoor_sounds(M, FALSE)
hear_outdoor_sounds(M, FALSE)
continue
// Otherwise they should hear some sounds, depending on if they're inside or not.
var/turf/T = get_turf(M)
if(istype(T))
if(T.outdoors) // Mob is currently outdoors.
hear_outdoor_sounds(M, TRUE)
hear_indoor_sounds(M, FALSE)
else // Mob is currently indoors.
hear_outdoor_sounds(M, FALSE)
hear_indoor_sounds(M, TRUE)
else
hear_indoor_sounds(M, FALSE)
hear_outdoor_sounds(M, FALSE)
/datum/weather/proc/start_sounds()
if(outdoor_sounds)
@@ -194,6 +207,30 @@
if(indoor_sounds)
indoor_sounds.stop()
// Stop everything just in case.
for(var/z_level in 1 to world.maxz)
for(var/a in GLOB.players_by_zlevel[z_level])
hear_indoor_sounds(a, FALSE)
hear_outdoor_sounds(a, FALSE)
// Adds or removes someone from the outdoor list.
/datum/weather/proc/hear_outdoor_sounds(mob/M, adding)
if(!outdoor_sounds)
return
if(adding)
outdoor_sounds.output_atoms |= M
return
outdoor_sounds.output_atoms -= M
// Ditto, for indoors.
/datum/weather/proc/hear_indoor_sounds(mob/M, adding)
if(!indoor_sounds)
return
if(adding)
indoor_sounds.output_atoms |= M
return
indoor_sounds.output_atoms -= M
// All this does is hold the weather icon.
/atom/movable/weather_visuals
icon = 'icons/effects/weather.dmi'