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Idea and instructions by @Razharas, many thanks.
This PR only implements the framework required to catalog as well as play the sounds. Their to_chat text, and icons (if any) are not included, are to be pushed in a separate PR.
This PR does not remove the old playsound_local system, it is kept for the sake of not necessitating a direct changeover of every single playsound in the code, which will surely cause a lot of merge conflicts. It does however, replace bike horns' and toy nukes' means of playback to this datum, purely as proof of concept.
Playsound_local may remain in the code to support playback of admin-uploaded sounds that do not have an inherent datum. Playsound will likely be renamed to something else in the next PR to reflect its new, more universal function. We will see.
New process for adding sounds:
Create a new datum/outputs subtype.
If you wish, write down some supporting text; this gives further meaning to the sound.
Add multiple sounds to the sounds list, and weight them as you wish. (New)
Add a sound icon if you wish, it defaults to a generic sound circle anyways though.
playsound(/datum/outputs/new_subtype, receiver), and it will deliver, icon, sound, and text to the receiver.
Maintaining implication is that from now on playsound should only be processing datum/outputs
This pr intends to gut to_chats that are added alongside playsounds in the code.
This pr eliminates the need to initialize sounds in a list so that you can weight them or have the game play them randomly from the list.
Sound Rings
Currently, only mobs with the audiolocation var may view them. Sound icons have an alpha that depends on the volume of the sound, louder sounds create a more opaque image
Sound rings are completely modular and may be changed to any image.
In addition to renaming playsound to reflect its new function. I intend to give blind people sound icons at the cost of their small view, but that is for another PR.
cl Basilman
refactor: refactored how sounds are stored and played
add: Added sound rings and supporting text
/cl
153 lines
5.0 KiB
Plaintext
153 lines
5.0 KiB
Plaintext
//Update this whenever the db schema changes
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//make sure you add an update to the schema_version stable in the db changelog
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#define DB_MAJOR_VERSION 5
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#define DB_MINOR_VERSION 0
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//Timing subsystem
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//Don't run if there is an identical unique timer active
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//if the arguments to addtimer are the same as an existing timer, it doesn't create a new timer, and returns the id of the existing timer
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#define TIMER_UNIQUE (1<<0)
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//For unique timers: Replace the old timer rather then not start this one
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#define TIMER_OVERRIDE (1<<1)
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//Timing should be based on how timing progresses on clients, not the sever.
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// tracking this is more expensive,
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// should only be used in conjuction with things that have to progress client side, such as animate() or sound()
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#define TIMER_CLIENT_TIME (1<<2)
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//Timer can be stopped using deltimer()
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#define TIMER_STOPPABLE (1<<3)
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//To be used with TIMER_UNIQUE
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//prevents distinguishing identical timers with the wait variable
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#define TIMER_NO_HASH_WAIT (1<<4)
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//Loops the timer repeatedly until qdeleted
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//In most cases you want a subsystem instead
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#define TIMER_LOOP (1<<5)
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#define TIMER_ID_NULL -1
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//For servers that can't do with any additional lag, set this to none in flightpacks.dm in subsystem/processing.
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#define FLIGHTSUIT_PROCESSING_NONE 0
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#define FLIGHTSUIT_PROCESSING_FULL 1
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#define INITIALIZATION_INSSATOMS 0 //New should not call Initialize
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#define INITIALIZATION_INNEW_MAPLOAD 2 //New should call Initialize(TRUE)
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#define INITIALIZATION_INNEW_REGULAR 1 //New should call Initialize(FALSE)
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#define INITIALIZE_HINT_NORMAL 0 //Nothing happens
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#define INITIALIZE_HINT_LATELOAD 1 //Call LateInitialize
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#define INITIALIZE_HINT_QDEL 2 //Call qdel on the atom
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//type and all subtypes should always call Initialize in New()
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#define INITIALIZE_IMMEDIATE(X) ##X/New(loc, ...){\
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..();\
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if(!(flags_1 & INITIALIZED_1)) {\
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args[1] = TRUE;\
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SSatoms.InitAtom(src, args);\
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}\
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}
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// Subsystem init_order, from highest priority to lowest priority
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// Subsystems shutdown in the reverse of the order they initialize in
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// The numbers just define the ordering, they are meaningless otherwise.
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#define INIT_ORDER_TITLE 21
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#define INIT_ORDER_GARBAGE 20
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#define INIT_ORDER_DBCORE 19
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#define INIT_ORDER_BLACKBOX 18
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#define INIT_ORDER_SERVER_MAINT 17
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#define INIT_ORDER_INPUT 16
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#define INIT_ORDER_VIS 15
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#define INIT_ORDER_RESEARCH 14
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#define INIT_ORDER_EVENTS 13
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#define INIT_ORDER_JOBS 12
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#define INIT_ORDER_QUIRKS 11
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#define INIT_ORDER_TICKER 10
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#define INIT_ORDER_MAPPING 9
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#define INIT_ORDER_NETWORKS 8
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#define INIT_ORDER_ECONOMY 7
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#define INIT_ORDER_ATOMS 6
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#define INIT_ORDER_LANGUAGE 5
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#define INIT_ORDER_MACHINES 4
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#define INIT_ORDER_CIRCUIT 3
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#define INIT_ORDER_TIMER 1
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#define INIT_ORDER_DEFAULT 0
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#define INIT_ORDER_AIR -1
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#define INIT_ORDER_ASSETS -4
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#define INIT_ORDER_ICON_SMOOTHING -5
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#define INIT_ORDER_OVERLAY -6
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#define INIT_ORDER_XKEYSCORE -10
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#define INIT_ORDER_STICKY_BAN -10
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#define INIT_ORDER_LIGHTING -20
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#define INIT_ORDER_SHUTTLE -21
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#define INIT_ORDER_OUTPUTS -22
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#define INIT_ORDER_MINOR_MAPPING -40
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#define INIT_ORDER_PATH -50
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#define INIT_ORDER_PERSISTENCE -100
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// Subsystem fire priority, from lowest to highest priority
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// If the subsystem isn't listed here it's either DEFAULT or PROCESS (if it's a processing subsystem child)
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#define FIRE_PRIORITY_PING 10
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#define FIRE_PRIORITY_IDLE_NPC 10
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#define FIRE_PRIORITY_SERVER_MAINT 10
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#define FIRE_PRIORITY_RESEARCH 10
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#define FIRE_PRIORITY_VIS 10
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#define FIRE_PRIORITY_GARBAGE 15
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#define FIRE_PRIORITY_WET_FLOORS 20
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#define FIRE_PRIORITY_AIR 20
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#define FIRE_PRIORITY_NPC 20
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#define FIRE_PRIORITY_PROCESS 25
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#define FIRE_PRIORITY_THROWING 25
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#define FIRE_PRIORITY_SPACEDRIFT 30
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#define FIRE_PRIORITY_FIELDS 30
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#define FIRE_PRIOTITY_SMOOTHING 35
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#define FIRE_PRIORITY_NETWORKS 40
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#define FIRE_PRIORITY_OBJ 40
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#define FIRE_PRIORITY_ACID 40
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#define FIRE_PRIOTITY_BURNING 40
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#define FIRE_PRIORITY_DEFAULT 50
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#define FIRE_PRIORITY_PARALLAX 65
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#define FIRE_PRIORITY_FLIGHTPACKS 80
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#define FIRE_PRIORITY_MOBS 100
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#define FIRE_PRIORITY_TGUI 110
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#define FIRE_PRIORITY_TICKER 200
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#define FIRE_PRIORITY_OVERLAYS 500
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#define FIRE_PRIORITY_INPUT 1000 // This must always always be the max highest priority. Player input must never be lost.
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// SS runlevels
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#define RUNLEVEL_INIT 0
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#define RUNLEVEL_LOBBY 1
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#define RUNLEVEL_SETUP 2
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#define RUNLEVEL_GAME 4
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#define RUNLEVEL_POSTGAME 8
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#define RUNLEVELS_DEFAULT (RUNLEVEL_SETUP | RUNLEVEL_GAME | RUNLEVEL_POSTGAME)
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#define COMPILE_OVERLAYS(A)\
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if (TRUE) {\
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var/list/ad = A.add_overlays;\
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var/list/rm = A.remove_overlays;\
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var/list/po = A.priority_overlays;\
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if(LAZYLEN(rm)){\
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A.overlays -= rm;\
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rm.Cut();\
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}\
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if(LAZYLEN(ad)){\
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A.overlays |= ad;\
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ad.Cut();\
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}\
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if(LAZYLEN(po)){\
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A.overlays |= po;\
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}\
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for(var/I in A.alternate_appearances){\
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var/datum/atom_hud/alternate_appearance/AA = A.alternate_appearances[I];\
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if(AA.transfer_overlays){\
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AA.copy_overlays(A, TRUE);\
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}\
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}\
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A.flags_1 &= ~OVERLAY_QUEUED_1;\
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}
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