Files
Aurora.3/code/_onclick/hud/parallax.dm
2017-12-17 11:37:16 +02:00

269 lines
8.1 KiB
Plaintext

/*
* This file handles all parallax-related business once the parallax itself is initialized with the rest of the HUD
*/
#define PARALLAX_IMAGE_WIDTH 8
#define PARALLAX_IMAGE_TILES (PARALLAX_IMAGE_WIDTH**2)
#define GRID_WIDTH 3
#define PARALLAX_SCALED_WIDTH (PARALLAX_IMAGE_WIDTH*WORLD_ICON_SIZE)
#define PARALLAX_SCALED_GRID_WIDTH (PARALLAX_SCALED_WIDTH*GRID_WIDTH)
/obj/screen/parallax
var/base_offset_x = 0
var/base_offset_y = 0
mouse_opacity = 0
icon = 'icons/turf/space.dmi'
icon_state = "blank"
name = "space parallax"
screen_loc = "CENTER,CENTER"
blend_mode = BLEND_ADD
layer = AREA_LAYER
plane = PLANE_SPACE_PARALLAX
var/parallax_speed = 0
/obj/screen/plane_master
appearance_flags = PLANE_MASTER
screen_loc = "CENTER,CENTER"
/obj/screen/plane_master/parallax_master
plane = PLANE_SPACE_PARALLAX
blend_mode = BLEND_MULTIPLY
color = list(
1,0,0,0,
0,1,0,0,
0,0,1,0,
0,0,0,0,
0,0,0,1
)
/obj/screen/plane_master/parallax_spacemaster //Turns space white, causing the parallax to only show in areas with opacity. Somehow
plane = PLANE_SPACE_BACKGROUND
color = list(
0,0,0,0,
0,0,0,0,
0,0,0,0,
1,1,1,1
)
/obj/screen/plane_master/parallax_spacemaster/New()
..()
overlays += image(icon = 'icons/mob/screen1.dmi', icon_state = "blank")
if(universe)
universe.convert_parallax(src)
/obj/screen/plane_master/parallax_dustmaster
plane = PLANE_SPACE_DUST
color = list(0,0,0,0)
/datum/hud/proc/update_parallax_existence()
if(!SSparallax.parallax_initialized)
return
initialize_parallax()
update_parallax()
update_parallax_values()
/datum/hud/proc/initialize_parallax()
var/client/C = mymob.client
if(!C.parallax_master)
C.parallax_master = new /obj/screen/plane_master/parallax_master
if(!C.parallax_spacemaster)
C.parallax_spacemaster = new /obj/screen/plane_master/parallax_spacemaster
if(!C.parallax_dustmaster)
C.parallax_dustmaster = new /obj/screen/plane_master/parallax_dustmaster
if(!C.parallax.len)
for(var/obj/screen/parallax/bgobj in SSparallax.parallax_icon)
var/obj/screen/parallax/parallax_layer = new /obj/screen/parallax
parallax_layer.appearance = bgobj.appearance
parallax_layer.base_offset_x = bgobj.base_offset_x
parallax_layer.base_offset_y = bgobj.base_offset_y
parallax_layer.parallax_speed = bgobj.parallax_speed
parallax_layer.screen_loc = bgobj.screen_loc
C.parallax += parallax_layer
if(bgobj.parallax_speed)
C.parallax_movable += parallax_layer
C.screen |= C.parallax_dustmaster
/datum/hud/proc/update_parallax()
var/client/C = mymob.client
if(C.prefs.toggles_secondary & PARALLAX_SPACE)
for(var/obj/screen/parallax/bgobj in C.parallax)
C.screen |= bgobj
C.screen |= C.parallax_master
C.screen |= C.parallax_spacemaster
if(C.prefs.toggles_secondary & PARALLAX_DUST)
C.parallax_dustmaster.color = list(
1,0,0,0,
0,1,0,0,
0,0,1,0,
0,0,0,1)
else
C.parallax_dustmaster.color = list(0,0,0,0)
else
for(var/obj/screen/parallax/bgobj in C.parallax)
C.screen -= bgobj
C.screen -= C.parallax_master
C.screen -= C.parallax_spacemaster
C.parallax_dustmaster.color = list(0,0,0,0)
/datum/hud/proc/update_parallax_values()
var/client/C = mymob.client
if(!SSparallax.parallax_initialized)
return
if (C.prefs.toggles_secondary & PARALLAX_IS_STATIC)
return
//ACTUALLY MOVING THE PARALLAX
var/turf/posobj = C.eye ? C.eye:loc : C.mob:loc
if (!isturf(posobj))
posobj = get_turf(posobj)
if(!posobj || (!(locate(/turf/space) in RANGE_TURFS(C.view, posobj)) && !(locate(/turf/simulated/open) in RANGE_TURFS(C.view, posobj))))
return
if(!C.previous_turf || (C.previous_turf.z != posobj.z))
C.previous_turf = posobj
//Doing it this way prevents parallax layers from "jumping" when you change Z-Levels.
C.parallax_offset_x += posobj.x - C.previous_turf.x
C.parallax_offset_y += posobj.y - C.previous_turf.y
C.previous_turf = posobj
var/offsetx = C.parallax_offset_x * C.prefs.parallax_speed
var/offsety = C.parallax_offset_y * C.prefs.parallax_speed
for(var/thing in C.parallax_movable)
var/obj/screen/parallax/bgobj = thing
var/accumulated_offset_x = bgobj.base_offset_x - round(offsetx * bgobj.parallax_speed)
var/accumulated_offset_y = bgobj.base_offset_y - round(offsety * bgobj.parallax_speed)
if(accumulated_offset_x > PARALLAX_SCALED_WIDTH)
accumulated_offset_x -= PARALLAX_SCALED_GRID_WIDTH //3x3 grid, 15 tiles * 64 icon_size * 3 grid size
if(accumulated_offset_x < -(PARALLAX_SCALED_WIDTH*2))
accumulated_offset_x += PARALLAX_SCALED_GRID_WIDTH
if(accumulated_offset_y > PARALLAX_SCALED_WIDTH)
accumulated_offset_y -= PARALLAX_SCALED_GRID_WIDTH
if(accumulated_offset_y < -(PARALLAX_SCALED_WIDTH*2))
accumulated_offset_y += PARALLAX_SCALED_GRID_WIDTH
bgobj.screen_loc = "CENTER:[accumulated_offset_x],CENTER:[accumulated_offset_y]"
//Parallax generation code below
#define PARALLAX4_ICON_NUMBER 20
#define PARALLAX3_ICON_NUMBER 14
#define PARALLAX2_ICON_NUMBER 10
/proc/create_global_parallax_icons()
var/list/plane1 = list()
var/list/plane2 = list()
var/list/plane3 = list()
var/list/pixel_x = list()
var/list/pixel_y = list()
var/index = 1
for(var/i = 0 to (PARALLAX_IMAGE_TILES-1))
for(var/j = 1 to GRID_WIDTH**2)
plane1 += rand(1,26)
plane2 += rand(1,26)
plane3 += rand(1,26)
pixel_x += WORLD_ICON_SIZE * (i%PARALLAX_IMAGE_WIDTH)
pixel_y += WORLD_ICON_SIZE * round(i/PARALLAX_IMAGE_WIDTH)
for(var/i in 0 to ((GRID_WIDTH**2)-1))
var/obj/screen/parallax/parallax_layer = new /obj/screen/parallax
var/list/L = list()
for(var/j in 1 to PARALLAX_IMAGE_TILES)
if(plane1[j+i*PARALLAX_IMAGE_TILES] <= PARALLAX4_ICON_NUMBER)
var/image/I = image('icons/turf/space_parallax4.dmi',"[plane1[j+i*PARALLAX_IMAGE_TILES]]")
I.pixel_x = pixel_x[j]
I.pixel_y = pixel_y[j]
L += I
parallax_layer.overlays = L
parallax_layer.parallax_speed = 0
parallax_layer.calibrate_parallax(i+1)
SSparallax.parallax_icon[index] = parallax_layer
index++
for(var/i in 0 to ((GRID_WIDTH**2)-1))
var/obj/screen/parallax/parallax_layer = new /obj/screen/parallax
var/list/L = list()
for(var/j in 1 to PARALLAX_IMAGE_TILES)
if(plane2[j+i*PARALLAX_IMAGE_TILES] <= PARALLAX3_ICON_NUMBER)
var/image/I = image('icons/turf/space_parallax3.dmi',"[plane2[j+i*PARALLAX_IMAGE_TILES]]")
I.pixel_x = pixel_x[j]
I.pixel_y = pixel_y[j]
L += I
parallax_layer.overlays = L
parallax_layer.parallax_speed = 0.5
parallax_layer.calibrate_parallax(i+1)
SSparallax.parallax_icon[index] = parallax_layer
index++
for(var/i in 0 to ((GRID_WIDTH**2)-1))
var/obj/screen/parallax/parallax_layer = new /obj/screen/parallax
var/list/L = list()
for(var/j in 1 to PARALLAX_IMAGE_TILES)
if(plane3[j+i*PARALLAX_IMAGE_TILES] <= PARALLAX2_ICON_NUMBER)
var/image/I = image('icons/turf/space_parallax2.dmi',"[plane3[j+i*PARALLAX_IMAGE_TILES]]")
I.pixel_x = pixel_x[j]
I.pixel_y = pixel_y[j]
L += I
parallax_layer.overlays = L
parallax_layer.parallax_speed = 1
parallax_layer.calibrate_parallax(i+1)
SSparallax.parallax_icon[index] = parallax_layer
index++
SSparallax.parallax_initialized = 1
/obj/screen/parallax/proc/calibrate_parallax(var/i)
if(!i)
return
/* Placement of screen objects
1 2 3
4 5 6
7 8 9
*/
base_offset_x = -PARALLAX_IMAGE_WIDTH*WORLD_ICON_SIZE/2
base_offset_y = -PARALLAX_IMAGE_WIDTH*WORLD_ICON_SIZE/2
//TODO: switch to grid size defines... somehow
switch(i)
if(1,4,7) //1 mod grid_size
base_offset_x -= WORLD_ICON_SIZE*PARALLAX_IMAGE_WIDTH
if(3,6,9) //0 mod grid_size
base_offset_x += WORLD_ICON_SIZE*PARALLAX_IMAGE_WIDTH
switch(i)
if(1,2,3) //round(i/grid_size) = 0
base_offset_y += WORLD_ICON_SIZE*PARALLAX_IMAGE_WIDTH
if(7,8,9) //round(i/grid_size) = 2
base_offset_y -= WORLD_ICON_SIZE*PARALLAX_IMAGE_WIDTH
screen_loc = "CENTER:[base_offset_x],CENTER:[base_offset_y]"
/client/proc/cleanup_parallax_references()
parallax_dustmaster = null
parallax_master = null
parallax_spacemaster = null
LAZYCLEARLIST(parallax)
LAZYCLEARLIST(parallax_movable)
#undef PARALLAX4_ICON_NUMBER
#undef PARALLAX3_ICON_NUMBER
#undef PARALLAX2_ICON_NUMBER
#undef PARALLAX_IMAGE_WIDTH
#undef PARALLAX_IMAGE_TILES
#undef PARALLAX_SCALED_WIDTH
#undef PARALLAX_SCALED_GRID_WIDTH