#define TO_HEX_DIGIT(n) ascii2text((n&15) + ((n&15)<10 ? 48 : 87)) /icon/proc/MakeLying() var/icon/I = new(src,dir=SOUTH) I.BecomeLying() return I /icon/proc/BecomeLying() Turn(90) Shift(SOUTH,6) Shift(EAST,1) // Multiply all alpha values by this float /icon/proc/ChangeOpacity(opacity = 1.0) MapColors(1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,opacity, 0,0,0,0) // Convert to grayscale /icon/proc/GrayScale() MapColors(0.3,0.3,0.3, 0.59,0.59,0.59, 0.11,0.11,0.11, 0,0,0) /icon/proc/ColorTone(tone) GrayScale() var/list/TONE = rgb2num(tone) var/gray = round(TONE[1]*0.3 + TONE[2]*0.59 + TONE[3]*0.11, 1) var/icon/upper = (255-gray) ? new(src) : null if(gray) MapColors(255/gray,0,0, 0,255/gray,0, 0,0,255/gray, 0,0,0) Blend(tone, ICON_MULTIPLY) else SetIntensity(0) if(255-gray) upper.Blend(rgb(gray,gray,gray), ICON_SUBTRACT) upper.MapColors((255-TONE[1])/(255-gray),0,0,0, 0,(255-TONE[2])/(255-gray),0,0, 0,0,(255-TONE[3])/(255-gray),0, 0,0,0,0, 0,0,0,1) Blend(upper, ICON_ADD) // Take the minimum color of two icons; combine transparency as if blending with ICON_ADD /icon/proc/MinColors(icon) var/icon/I = new(src) I.Opaque() I.Blend(icon, ICON_SUBTRACT) Blend(I, ICON_SUBTRACT) // Take the maximum color of two icons; combine opacity as if blending with ICON_OR /icon/proc/MaxColors(icon) var/icon/I if(isicon(icon)) I = new(icon) else // solid color I = new(src) I.Blend("#000000", ICON_OVERLAY) I.SwapColor("#000000", null) I.Blend(icon, ICON_OVERLAY) var/icon/J = new(src) J.Opaque() I.Blend(J, ICON_SUBTRACT) Blend(I, ICON_OR) // make this icon fully opaque--transparent pixels become black /icon/proc/Opaque(background = "#000000") SwapColor(null, background) MapColors(1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,0, 0,0,0,1) // Change a grayscale icon into a white icon where the original color becomes the alpha // I.e., black -> transparent, gray -> translucent white, white -> solid white /icon/proc/BecomeAlphaMask() SwapColor(null, "#000000ff") // don't let transparent become gray MapColors(0,0,0,0.3, 0,0,0,0.59, 0,0,0,0.11, 0,0,0,0, 1,1,1,0) /icon/proc/UseAlphaMask(mask) Opaque() AddAlphaMask(mask) /icon/proc/AddAlphaMask(mask) var/icon/M = new(mask) M.Blend("#ffffff", ICON_SUBTRACT) // apply mask Blend(M, ICON_ADD) /proc/BlendRGB(rgb1, rgb2, amount) var/list/RGB1 = rgb2num(rgb1) var/list/RGB2 = rgb2num(rgb2) // add missing alpha if needed if(RGB1.len < RGB2.len) RGB1 += 255 else if(RGB2.len < RGB1.len) RGB2 += 255 var/usealpha = RGB1.len > 3 var/r = round(RGB1[1] + (RGB2[1] - RGB1[1]) * amount, 1) var/g = round(RGB1[2] + (RGB2[2] - RGB1[2]) * amount, 1) var/b = round(RGB1[3] + (RGB2[3] - RGB1[3]) * amount, 1) var/alpha = usealpha ? round(RGB1[4] + (RGB2[4] - RGB1[4]) * amount, 1) : null return isnull(alpha) ? rgb(r, g, b) : rgb(r, g, b, alpha) // Ported from /tg/station // Creates a single icon from a given /atom or /image. Only the first argument is required. /proc/getFlatIcon(image/A, defdir, deficon, defstate, defblend, start = TRUE, no_anim = FALSE) //Define... defines. var/static/icon/flat_template = icon('icons/effects/effects.dmi', "nothing") #define BLANK icon(flat_template) #define SET_SELF(SETVAR) do { \ var/icon/SELF_ICON=icon(icon(curicon, curstate, base_icon_dir),"",SOUTH,no_anim?1:null); \ if(A.alpha<255) { \ SELF_ICON.Blend(rgb(255,255,255,A.alpha),ICON_MULTIPLY);\ } \ if(A.color) { \ if(islist(A.color)){ \ SELF_ICON.MapColors(arglist(A.color))} \ else{ \ SELF_ICON.Blend(A.color,ICON_MULTIPLY)} \ } \ ##SETVAR=SELF_ICON;\ } while (0) #define INDEX_X_LOW 1 #define INDEX_X_HIGH 2 #define INDEX_Y_LOW 3 #define INDEX_Y_HIGH 4 #define flatX1 flat_size[INDEX_X_LOW] #define flatX2 flat_size[INDEX_X_HIGH] #define flatY1 flat_size[INDEX_Y_LOW] #define flatY2 flat_size[INDEX_Y_HIGH] #define addX1 add_size[INDEX_X_LOW] #define addX2 add_size[INDEX_X_HIGH] #define addY1 add_size[INDEX_Y_LOW] #define addY2 add_size[INDEX_Y_HIGH] if(!A || A.alpha <= 0) return BLANK var/noIcon = FALSE if(start) if(!defdir) defdir = A.dir if(!deficon) deficon = A.icon if(!defstate) defstate = A.icon_state if(!defblend) defblend = A.blend_mode var/curicon = A.icon || deficon var/curstate = A.icon_state || defstate if(!((noIcon = (!curicon)))) var/curstates = cached_icon_states(curicon) if(!(curstate in curstates)) if("" in curstates) curstate = "" else noIcon = TRUE // Do not render this object. var/curdir var/base_icon_dir //We'll use this to get the icon state to display if not null BUT NOT pass it to overlays as the dir we have // Use the requested dir or the atom's current dir curdir = defdir || A.dir //Try to remove/optimize this section ASAP, CPU hog. //Slightly mitigated by implementing caching using cached_icon_states //Determines if there's directionals. if(!noIcon && curdir != SOUTH) var/exist = FALSE var/static/list/checkdirs = list(NORTH, EAST, WEST) for(var/i in checkdirs) //Not using GLOB for a reason. if(length(cached_icon_states(icon(curicon, curstate, i)))) exist = TRUE break if(!exist) base_icon_dir = SOUTH // if(!base_icon_dir) base_icon_dir = curdir ASSERT(!BLEND_DEFAULT) //I might just be stupid but lets make sure this define is 0. var/curblend = A.blend_mode || defblend if(A.overlays.len || A.underlays.len) var/icon/flat = BLANK // Layers will be a sorted list of icons/overlays, based on the order in which they are displayed var/list/layers = list() var/image/copy // Add the atom's icon itself, without pixel_x/y offsets. if(!noIcon) copy = image(icon=curicon, icon_state=curstate, layer=A.layer, dir=base_icon_dir) copy.color = A.color copy.alpha = A.alpha copy.blend_mode = curblend layers[copy] = A.layer // Loop through the underlays, then overlays, sorting them into the layers list for(var/process_set in 0 to 1) var/list/process = process_set? A.overlays : A.underlays for(var/i in 1 to process.len) var/image/current = process[i] if(!current) continue if(current.plane != FLOAT_PLANE && current.plane != A.plane) continue var/current_layer = current.layer if(current_layer < 0) //if(current_layer <= -1000) //return flat current_layer = process_set + A.layer + current_layer / 1000 for(var/p in 1 to layers.len) var/image/cmp = layers[p] if(current_layer < layers[cmp]) layers.Insert(p, current) break layers[current] = current_layer //sortTim(layers, /proc/cmp_image_layer_asc) var/icon/add // Icon of overlay being added // Current dimensions of flattened icon var/list/flat_size = list(1, flat.Width(), 1, flat.Height()) // Dimensions of overlay being added var/list/add_size[4] for(var/image/I as anything in layers) if(I.alpha == 0) continue if(I == copy) // 'I' is an /image based on the object being flattened. curblend = BLEND_OVERLAY add = icon(I.icon, I.icon_state, base_icon_dir) else // 'I' is an appearance object. add = getFlatIcon(image(I), I.dir||curdir, curicon, curstate, curblend, FALSE, no_anim) if(!add) continue // Find the new dimensions of the flat icon to fit the added overlay add_size = list( min(flatX1, I.pixel_x+1), max(flatX2, I.pixel_x+add.Width()), min(flatY1, I.pixel_y+1), max(flatY2, I.pixel_y+add.Height()) ) if(flat_size ~! add_size) // Resize the flattened icon so the new icon fits flat.Crop( addX1 - flatX1 + 1, addY1 - flatY1 + 1, addX2 - flatX1 + 1, addY2 - flatY1 + 1 ) flat_size = add_size.Copy() // Blend the overlay into the flattened icon flat.Blend(add, blendMode2iconMode(curblend), I.pixel_x + 2 - flatX1, I.pixel_y + 2 - flatY1) if(A.color) if(islist(A.color)) flat.MapColors(arglist(A.color)) else flat.Blend(A.color, ICON_MULTIPLY) if(A.alpha < 255) flat.Blend(rgb(255, 255, 255, A.alpha), ICON_MULTIPLY) if(no_anim) //Clean up repeated frames var/icon/cleaned = new /icon() cleaned.Insert(flat, "", SOUTH, 1, 0) . = cleaned else . = icon(flat, "", SOUTH) else //There's no overlays. if(!noIcon) SET_SELF(.) //Clear defines #undef flatX1 #undef flatX2 #undef flatY1 #undef flatY2 #undef addX1 #undef addX2 #undef addY1 #undef addY2 #undef INDEX_X_LOW #undef INDEX_X_HIGH #undef INDEX_Y_LOW #undef INDEX_Y_HIGH #undef BLANK #undef SET_SELF /proc/getIconMask(atom/A)//By yours truly. Creates a dynamic mask for a mob/whatever. /N var/icon/alpha_mask = new(A.icon,A.icon_state)//So we want the default icon and icon state of A. for(var/I in A.overlays)//For every image in overlays. var/image/I will not work, don't try it. if(I:layer>A.layer) continue//If layer is greater than what we need, skip it. var/icon/image_overlay = new(I:icon,I:icon_state)//Blend only works with icon objects. //Also, icons cannot directly set icon_state. Slower than changing variables but whatever. alpha_mask.Blend(image_overlay,ICON_OR)//OR so they are lumped together in a nice overlay. return alpha_mask//And now return the mask. //getFlatIcon but generates an icon that can face ALL four directions. The only four. /proc/getCompoundIcon(atom/A) var/icon/north = getFlatIcon(A,defdir=NORTH) var/icon/south = getFlatIcon(A,defdir=SOUTH) var/icon/east = getFlatIcon(A,defdir=EAST) var/icon/west = getFlatIcon(A,defdir=WEST) //Starts with a blank icon because of byond bugs. var/icon/full = icon('icons/effects/effects.dmi', "icon_state"="nothing") full.Insert(north,dir=NORTH) full.Insert(south,dir=SOUTH) full.Insert(east,dir=EAST) full.Insert(west,dir=WEST) qdel(north) qdel(south) qdel(east) qdel(west) return full /proc/downloadImage(atom/A, dir) var/icon/this_icon = getFlatIcon(A,defdir=dir) usr << ftp(this_icon,"[A.name].png") /mob/proc/AddCamoOverlay(atom/A)//A is the atom which we are using as the overlay. var/icon/opacity_icon = new(A.icon, A.icon_state)//Don't really care for overlays/underlays. //Now we need to culculate overlays+underlays and add them together to form an image for a mask. //var/icon/alpha_mask = getFlatIcon(src)//Accurate but SLOW. Not designed for running each tick. Could have other uses I guess. var/icon/alpha_mask = getIconMask(src)//Which is why I created that proc. Also a little slow since it's blending a bunch of icons together but good enough. opacity_icon.AddAlphaMask(alpha_mask)//Likely the main source of lag for this proc. Probably not designed to run each tick. opacity_icon.ChangeOpacity(0.4)//Front end for MapColors so it's fast. 0.5 means half opacity and looks the best in my opinion. for(var/i=0,i<5,i++)//And now we add it as overlays. It's faster than creating an icon and then merging it. var/image/I = image("icon" = opacity_icon, "icon_state" = A.icon_state, "layer" = layer+0.8)//So it's above other stuff but below weapons and the like. switch(i)//Now to determine offset so the result is somewhat blurred. if(1) I.pixel_x-- if(2) I.pixel_x++ if(3) I.pixel_y-- if(4) I.pixel_y++ overlays += I//And finally add the overlay. /proc/getHologramIcon(icon/A, safety=1, no_color = FALSE)//If safety is on, a new icon is not created. var/icon/flat_icon = safety ? A : new(A)//Has to be a new icon to not constantly change the same icon. /* VOREStation Removal - For AI Vore effects if(!no_color) flat_icon.ColorTone(rgb(125,180,225))//Let's make it bluish. flat_icon.ChangeOpacity(0.5)//Make it half transparent. */ //VOREStation Removal End var/icon/alpha_mask = new('icons/effects/effects.dmi', "scanline")//Scanline effect. flat_icon.AddAlphaMask(alpha_mask)//Finally, let's mix in a distortion effect. return flat_icon //For photo camera. /proc/build_composite_icon(atom/A) var/icon/composite = icon(A.icon, A.icon_state, A.dir, 1) for(var/image/I as anything in A.overlays) composite.Blend(icon(I.icon, I.icon_state, I.dir, 1), ICON_OVERLAY) return composite GLOBAL_LIST_EMPTY(icon_state_lists) /proc/cached_icon_states(var/icon/I) if(!I) return list() var/key = I var/returnlist = GLOB.icon_state_lists[key] if(!returnlist) returnlist = icon_states(I) if(isfile(I)) // It's something that will stick around GLOB.icon_state_lists[key] = returnlist return returnlist /proc/expire_states_cache(var/key) if(GLOB.icon_state_lists[key]) GLOB.icon_state_lists -= key return TRUE return FALSE GLOBAL_LIST_EMPTY(cached_examine_icons) /proc/set_cached_examine_icon(var/atom/A, var/icon/I, var/expiry = 12000) GLOB.cached_examine_icons[weakref(A)] = I if(expiry) addtimer(CALLBACK(GLOBAL_PROC, .proc/uncache_examine_icon, weakref(A)), expiry, TIMER_UNIQUE) /proc/get_cached_examine_icon(var/atom/A) var/weakref/WR = weakref(A) return GLOB.cached_examine_icons[WR] /proc/uncache_examine_icon(var/weakref/WR) GLOB.cached_examine_icons -= WR /proc/adjust_brightness(var/color, var/value) if (!color) return "#FFFFFF" if (!value) return color var/list/RGB = rgb2num(color) RGB[1] = CLAMP(RGB[1]+value,0,255) RGB[2] = CLAMP(RGB[2]+value,0,255) RGB[3] = CLAMP(RGB[3]+value,0,255) return rgb(RGB[1],RGB[2],RGB[3]) /proc/sort_atoms_by_layer(var/list/atoms) // Comb sort icons based on levels var/list/result = atoms.Copy() var/gap = result.len var/swapped = 1 while (gap > 1 || swapped) swapped = 0 if(gap > 1) gap = round(gap / 1.3) // 1.3 is the emperic comb sort coefficient if(gap < 1) gap = 1 for(var/i = 1; gap + i <= result.len; i++) var/atom/l = result[i] //Fucking hate var/atom/r = result[gap+i] //how lists work here if(l.layer > r.layer) //no "result[i].layer" for me result.Swap(i, gap + i) swapped = 1 return result /proc/gen_hud_image(var/file, var/person, var/state, var/plane) var/image/img = image(file, person, state) img.plane = plane //Thanks Byond. img.layer = MOB_LAYER-0.2 img.appearance_flags = APPEARANCE_UI return img /** * Animate a 'halo' around an object. * * This proc is not exactly cheap. You'd be well advised to set up many-loops rather than call this super-often. getCompoundIcon is * mostly to blame for this. If Byond ever implements a way to get something's icon more 'gently' than this, do that instead. * * @param A This is the atom to put the halo on * @param simple_icons If set to TRUE, will just perform a very basic icon and icon_state steal. DO USE when possible. * @param color This is the color for the halo * @param anim_duration This decides how fast (or slow) the animation plays * @param offset Mysterious variable that determines size of the halo's gap from icon * @param loops How many times the animation loops * @param grow_to Relative to the size of the icon, how big the halo grows while fading (don't use negatives for inward halos, use < 1) * @param pixel_scale If you'd like the halo to use pixel scale or the default 'fuzzy' scale */ /proc/animate_aura(var/atom/A, var/simple_icons, var/color = "#00FF22", var/anim_duration = 5, var/offset = 1, var/loops = 1, var/grow_to = 2, var/pixel_scale = FALSE) ASSERT(A) //Take a guess at this, if they didn't set it if(isnull(simple_icons)) if(ismob(A)) simple_icons = FALSE else simple_icons = TRUE //Get their icon var/icon/hole if(simple_icons) hole = icon(A.icon, A.icon_state) else hole = getCompoundIcon(A) hole.MapColors(0,0,0, 0,0,0, 0,0,0, 1,1,1) //White. //Make a bigger version var/icon/grower = new(hole) var/orig_width = grower.Width() var/orig_height = grower.Height() var/end_width = orig_width+(offset*2) var/end_height = orig_height+(offset*2) var/half_diff_width = (end_width-orig_width)*0.5 var/half_diff_height = (end_height-orig_height)*0.5 //Make icon black grower.SwapColor("#FFFFFF","#000000") //Black. //Scale both icons big so we don't have to deal with low-pixel garbage issues grower.Scale(orig_width*10,orig_height*10) hole.Scale(orig_width*9,orig_height*9) //Blend the hole in grower.Blend(hole,ICON_OVERLAY, x = ((orig_width*10-orig_width*9)*0.5)+1, y = ((orig_height*10-orig_height*9)*0.5)+1) //Swap white to zero alpha grower.SwapColor("#FFFFFF","#00000000") //Color it grower.SwapColor("#000000",color) //Scale it to final height grower.Scale(end_width,end_height) //Flick it onto them var/image/img = image(grower,A) if(pixel_scale) img.appearance_flags |= PIXEL_SCALE img.pixel_x = half_diff_width*-1 img.pixel_y = half_diff_height*-1 flick_overlay_view(img, A, anim_duration*loops, TRUE) //Animate it growing animate(img, alpha = 0, transform = matrix()*grow_to, time = anim_duration, loop = loops)