Files
Polaris/code/defines/procs/icon_procs.dm
noisomehollow@lycos.com ca2af1cde2 Created new icon dmi for ai icons. Threw all AI- related stuff in there.
Replaced swat gear in assassin equip list with black gloves and shoes. CentCom Commander equip now includes a bullet-proof vest.
Upgraded holograms. It is now possible to create them dybamically through getHologramIcon(). If you want to tweak how they look, change that proc.
AI can now project holograms for anyone registered on the crew. Holograms that do no fit this category can also be added now (like the one the AI starts with).
Added generic holographic projection machinery category. Should now be possible to create wanted hologram projections and two-way communication using holograms. Unfinished but someone else can work on it.
Fixed regular cigar sprite from another commit.
Fixed deathsquad helmet down sprite. Also, adjusted it to look more unique.
Updated swat mask.
Made the swat boots use the jackboot sprite. Made swatboots actually as fast as other boots.
Added a Honker destroyed and open sprites.
Some misc icon tweaks.

Ninjas:
Adrenaline boost now resets player stat to 0. Due to lag, it was possible to adrenaline boost but remain helpless while life.dm resets stat. It's technically possible to come back from crit health (momentarily, before life.dm knocks you right back in crit) but I think it's a fair tradeoff.
Some minor fixes.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1769 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-05 04:41:35 +00:00

584 lines
18 KiB
Plaintext

/*
IconProcs
by Lummox JR
Check the icon_procs_readme.dm for how they work.
*/
#define TO_HEX_DIGIT(n) ascii2text((n&15) + ((n&15)<10 ? 48 : 87))
icon
// Multiply all alpha values by this float
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
proc/GrayScale()
MapColors(0.3,0.3,0.3, 0.59,0.59,0.59, 0.11,0.11,0.11, 0,0,0)
proc/ColorTone(tone)
GrayScale()
var/list/TONE = ReadRGB(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
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
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
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
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)
proc/UseAlphaMask(mask)
Opaque()
AddAlphaMask(mask)
proc/AddAlphaMask(mask)
var/icon/M = new(mask)
M.Blend("#ffffff", ICON_SUBTRACT)
// apply mask
Blend(M, ICON_ADD)
/*
HSV format is represented as "#hhhssvv" or "#hhhssvvaa"
Hue ranges from 0 to 0x5ff (1535)
0x000 = red
0x100 = yellow
0x200 = green
0x300 = cyan
0x400 = blue
0x500 = magenta
Saturation is from 0 to 0xff (255)
More saturation = more color
Less saturation = more gray
Value ranges from 0 to 0xff (255)
Higher value means brighter color
*/
proc/ReadRGB(rgb)
if(!rgb) return
// interpret the HSV or HSVA value
var/i=1,start=1
if(text2ascii(rgb) == 35) ++start // skip opening #
var/ch,which=0,r=0,g=0,b=0,alpha=0,usealpha
var/digits=0
for(i=start, i<=length(rgb), ++i)
ch = text2ascii(rgb, i)
if(ch < 48 || (ch > 57 && ch < 65) || (ch > 70 && ch < 97) || ch > 102) break
++digits
if(digits == 8) break
var/single = digits < 6
if(digits != 3 && digits != 4 && digits != 6 && digits != 8) return
if(digits == 4 || digits == 8) usealpha = 1
for(i=start, digits>0, ++i)
ch = text2ascii(rgb, i)
if(ch >= 48 && ch <= 57) ch -= 48
else if(ch >= 65 && ch <= 70) ch -= 55
else if(ch >= 97 && ch <= 102) ch -= 87
else break
--digits
switch(which)
if(0)
r = (r << 4) | ch
if(single)
r |= r << 4
++which
else if(!(digits & 1)) ++which
if(1)
g = (g << 4) | ch
if(single)
g |= g << 4
++which
else if(!(digits & 1)) ++which
if(2)
b = (b << 4) | ch
if(single)
b |= b << 4
++which
else if(!(digits & 1)) ++which
if(3)
alpha = (alpha << 4) | ch
if(single) alpha |= alpha << 4
. = list(r, g, b)
if(usealpha) . += alpha
proc/ReadHSV(hsv)
if(!hsv) return
// interpret the HSV or HSVA value
var/i=1,start=1
if(text2ascii(hsv) == 35) ++start // skip opening #
var/ch,which=0,hue=0,sat=0,val=0,alpha=0,usealpha
var/digits=0
for(i=start, i<=length(hsv), ++i)
ch = text2ascii(hsv, i)
if(ch < 48 || (ch > 57 && ch < 65) || (ch > 70 && ch < 97) || ch > 102) break
++digits
if(digits == 9) break
if(digits > 7) usealpha = 1
if(digits <= 4) ++which
if(digits <= 2) ++which
for(i=start, digits>0, ++i)
ch = text2ascii(hsv, i)
if(ch >= 48 && ch <= 57) ch -= 48
else if(ch >= 65 && ch <= 70) ch -= 55
else if(ch >= 97 && ch <= 102) ch -= 87
else break
--digits
switch(which)
if(0)
hue = (hue << 4) | ch
if(digits == (usealpha ? 6 : 4)) ++which
if(1)
sat = (sat << 4) | ch
if(digits == (usealpha ? 4 : 2)) ++which
if(2)
val = (val << 4) | ch
if(digits == (usealpha ? 2 : 0)) ++which
if(3)
alpha = (alpha << 4) | ch
. = list(hue, sat, val)
if(usealpha) . += alpha
proc/HSVtoRGB(hsv)
if(!hsv) return "#000000"
var/list/HSV = ReadHSV(hsv)
if(!HSV) return "#000000"
var/hue = HSV[1]
var/sat = HSV[2]
var/val = HSV[3]
// Compress hue into easier-to-manage range
hue -= hue >> 8
if(hue >= 0x5fa) hue -= 0x5fa
var/hi,mid,lo,r,g,b
hi = val
lo = round((255 - sat) * val / 255, 1)
mid = lo + round(abs(round(hue, 510) - hue) * (hi - lo) / 255, 1)
if(hue >= 765)
if(hue >= 1275) {r=hi; g=lo; b=mid}
else if(hue >= 1020) {r=mid; g=lo; b=hi }
else {r=lo; g=mid; b=hi }
else
if(hue >= 510) {r=lo; g=hi; b=mid}
else if(hue >= 255) {r=mid; g=hi; b=lo }
else {r=hi; g=mid; b=lo }
return (HSV.len > 3) ? rgb(r,g,b,HSV[4]) : rgb(r,g,b)
proc/RGBtoHSV(rgb)
if(!rgb) return "#0000000"
var/list/RGB = ReadRGB(rgb)
if(!RGB) return "#0000000"
var/r = RGB[1]
var/g = RGB[2]
var/b = RGB[3]
var/hi = max(r,g,b)
var/lo = min(r,g,b)
var/val = hi
var/sat = hi ? round((hi-lo) * 255 / hi, 1) : 0
var/hue = 0
if(sat)
var/dir
var/mid
if(hi == r)
if(lo == b) {hue=0; dir=1; mid=g}
else {hue=1535; dir=-1; mid=b}
else if(hi == g)
if(lo == r) {hue=512; dir=1; mid=b}
else {hue=511; dir=-1; mid=r}
else if(hi == b)
if(lo == g) {hue=1024; dir=1; mid=r}
else {hue=1023; dir=-1; mid=g}
hue += dir * round((mid-lo) * 255 / (hi-lo), 1)
return hsv(hue, sat, val, (RGB.len>3 ? RGB[4] : null))
proc/hsv(hue, sat, val, alpha)
if(hue < 0 || hue >= 1536) hue %= 1536
if(hue < 0) hue += 1536
if((hue & 0xFF) == 0xFF)
++hue
if(hue >= 1536) hue = 0
if(sat < 0) sat = 0
if(sat > 255) sat = 255
if(val < 0) val = 0
if(val > 255) val = 255
. = "#"
. += TO_HEX_DIGIT(hue >> 8)
. += TO_HEX_DIGIT(hue >> 4)
. += TO_HEX_DIGIT(hue)
. += TO_HEX_DIGIT(sat >> 4)
. += TO_HEX_DIGIT(sat)
. += TO_HEX_DIGIT(val >> 4)
. += TO_HEX_DIGIT(val)
if(!isnull(alpha))
if(alpha < 0) alpha = 0
if(alpha > 255) alpha = 255
. += TO_HEX_DIGIT(alpha >> 4)
. += TO_HEX_DIGIT(alpha)
/*
Smooth blend between HSV colors
amount=0 is the first color
amount=1 is the second color
amount=0.5 is directly between the two colors
amount<0 or amount>1 are allowed
*/
proc/BlendHSV(hsv1, hsv2, amount)
var/list/HSV1 = ReadHSV(hsv1)
var/list/HSV2 = ReadHSV(hsv2)
// add missing alpha if needed
if(HSV1.len < HSV2.len) HSV1 += 255
else if(HSV2.len < HSV1.len) HSV2 += 255
var/usealpha = HSV1.len > 3
// normalize hsv values in case anything is screwy
if(HSV1[1] > 1536) HSV1[1] %= 1536
if(HSV2[1] > 1536) HSV2[1] %= 1536
if(HSV1[1] < 0) HSV1[1] += 1536
if(HSV2[1] < 0) HSV2[1] += 1536
if(!HSV1[3]) {HSV1[1] = 0; HSV1[2] = 0}
if(!HSV2[3]) {HSV2[1] = 0; HSV2[2] = 0}
// no value for one color means don't change saturation
if(!HSV1[3]) HSV1[2] = HSV2[2]
if(!HSV2[3]) HSV2[2] = HSV1[2]
// no saturation for one color means don't change hues
if(!HSV1[2]) HSV1[1] = HSV2[1]
if(!HSV2[2]) HSV2[1] = HSV1[1]
// Compress hues into easier-to-manage range
HSV1[1] -= HSV1[1] >> 8
HSV2[1] -= HSV2[1] >> 8
var/hue_diff = HSV2[1] - HSV1[1]
if(hue_diff > 765) hue_diff -= 1530
else if(hue_diff <= -765) hue_diff += 1530
var/hue = round(HSV1[1] + hue_diff * amount, 1)
var/sat = round(HSV1[2] + (HSV2[2] - HSV1[2]) * amount, 1)
var/val = round(HSV1[3] + (HSV2[3] - HSV1[3]) * amount, 1)
var/alpha = usealpha ? round(HSV1[4] + (HSV2[4] - HSV1[4]) * amount, 1) : null
// normalize hue
if(hue < 0 || hue >= 1530) hue %= 1530
if(hue < 0) hue += 1530
// decompress hue
hue += round(hue / 255)
return hsv(hue, sat, val, alpha)
/*
Smooth blend between RGB colors
amount=0 is the first color
amount=1 is the second color
amount=0.5 is directly between the two colors
amount<0 or amount>1 are allowed
*/
proc/BlendRGB(rgb1, rgb2, amount)
var/list/RGB1 = ReadRGB(rgb1)
var/list/RGB2 = ReadRGB(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)
proc/BlendRGBasHSV(rgb1, rgb2, amount)
return HSVtoRGB(RGBtoHSV(rgb1), RGBtoHSV(rgb2), amount)
proc/HueToAngle(hue)
// normalize hsv in case anything is screwy
if(hue < 0 || hue >= 1536) hue %= 1536
if(hue < 0) hue += 1536
// Compress hue into easier-to-manage range
hue -= hue >> 8
return hue / (1530/360)
proc/AngleToHue(angle)
// normalize hsv in case anything is screwy
if(angle < 0 || angle >= 360) angle -= 360 * round(angle / 360)
var/hue = angle * (1530/360)
// Decompress hue
hue += round(hue / 255)
return hue
// positive angle rotates forward through red->green->blue
proc/RotateHue(hsv, angle)
var/list/HSV = ReadHSV(hsv)
// normalize hsv in case anything is screwy
if(HSV[1] >= 1536) HSV[1] %= 1536
if(HSV[1] < 0) HSV[1] += 1536
// Compress hue into easier-to-manage range
HSV[1] -= HSV[1] >> 8
if(angle < 0 || angle >= 360) angle -= 360 * round(angle / 360)
HSV[1] = round(HSV[1] + angle * (1530/360), 1)
// normalize hue
if(HSV[1] < 0 || HSV[1] >= 1530) HSV[1] %= 1530
if(HSV[1] < 0) HSV[1] += 1530
// decompress hue
HSV[1] += round(HSV[1] / 255)
return hsv(HSV[1], HSV[2], HSV[3], (HSV.len > 3 ? HSV[4] : null))
// Convert an rgb color to grayscale
proc/GrayScale(rgb)
var/list/RGB = ReadRGB(rgb)
var/gray = RGB[1]*0.3 + RGB[2]*0.59 + RGB[3]*0.11
return (RGB.len > 3) ? rgb(gray, gray, gray, RGB[4]) : rgb(gray, gray, gray)
// Change grayscale color to black->tone->white range
proc/ColorTone(rgb, tone)
var/list/RGB = ReadRGB(rgb)
var/list/TONE = ReadRGB(tone)
var/gray = RGB[1]*0.3 + RGB[2]*0.59 + RGB[3]*0.11
var/tone_gray = TONE[1]*0.3 + TONE[2]*0.59 + TONE[3]*0.11
if(gray <= tone_gray) return BlendRGB("#000000", tone, gray/(tone_gray || 1))
else return BlendRGB(tone, "#ffffff", (gray-tone_gray)/((255-tone_gray) || 1))
/*
Get flat icon by DarkCampainger. As it says on the tin, will return an icon with all the overlays
as a single icon. Useful for when you want to manipulate an icon via the above as overlays are not normally included.
The _flatIcons list is a cache for generated icon files.
*/
// Associative list of [md5 values = Icon] for determining if the icon already exists
var/list/_flatIcons = list()
proc
getFlatIcon(atom/A, dir, cache=1) // 1 = use cache, 2 = override cache, 0 = ignore cache
// Layers will be a sorted list of icons/overlays, based on the order in which they are displayed
var/list/layers = list()
var/hash = "" // Hash of overlay combination
// Add the atom's icon itself
if(A.icon)
// Make a copy without pixel_x/y settings
var/image/copy = image(icon=A.icon,icon_state=A.icon_state,layer=A.layer,dir=A.dir)
layers[copy] = A.layer
// dir defaults to A's dir
if(!dir) dir = A.dir
// Loop through the underlays, then overlays, sorting them into the layers list
var
list/process = A.underlays // Current list being processed
pSet=0 // Which list is being processed: 0 = underlays, 1 = overlays
curIndex=1 // index of 'current' in list being processed
current // Current overlay being sorted
currentLayer // Calculated layer that overlay appears on (special case for FLOAT_LAYER)
compare // The overlay 'add' is being compared against
cmpIndex // The index in the layers list of 'compare'
while(TRUE)
if(curIndex<=process.len)
current = process[curIndex]
currentLayer = current:layer
if(currentLayer<0) // Special case for FLY_LAYER
ASSERT(currentLayer > -1000)
if(pSet == 0) // Underlay
currentLayer = A.layer+currentLayer/1000
else // Overlay
currentLayer = A.layer+(1000+currentLayer)/1000
// Sort add into layers list
for(cmpIndex=1,cmpIndex<=layers.len,cmpIndex++)
compare = layers[cmpIndex]
if(currentLayer < layers[compare]) // Associated value is the calculated layer
layers.Insert(cmpIndex,current)
layers[current] = currentLayer
break
if(cmpIndex>layers.len) // Reached end of list without inserting
layers[current]=currentLayer // Place at end
curIndex++
if(curIndex>process.len)
if(pSet == 0) // Switch to overlays
curIndex = 1
pSet = 1
process = A.overlays
else // All done
break
if(cache!=0) // If cache is NOT disabled
// Create a hash value to represent this specific flattened icon
for(var/I in layers)
hash += "\ref[I:icon],[I:icon_state],[I:dir ? I:dir : dir],[I:pixel_x],[I:pixel_y];_;"
hash=md5(hash)
if(cache!=2) // If NOT overriding cache
// Check if the icon has already been generated
for(var/h in _flatIcons)
if(h == hash)
// Icon already exists, just return that one
return _flatIcons[h]
var
// We start with a blank canvas, otherwise some icon procs crash silently
icon/flat = icon('effects.dmi', "icon_state"="nothing") // Final flattened icon
icon/add // Icon of overlay being added
// Current dimensions of flattened icon
flatX1=1;flatX2=flat.Width();flatY1=1;flatY2=flat.Height()
// Dimensions of overlay being added
addX1;addX2;addY1;addY2
for(var/I in layers)
if(I:icon)
if(I:icon_state)
// Has icon and state set
add = icon(I:icon, I:icon_state)
else
if(A.icon_state in icon_states(I:icon))
// Inherits icon_state from atom
add = icon(I:icon, A.icon_state)
else
// Uses default state ("")
add = icon(I:icon)
else if(I:icon_state)
// Inherits icon from atom
add = icon(A.icon, I:icon_state)
else
// Unknown
continue
// Find the new dimensions of the flat icon to fit the added overlay
addX1 = min(flatX1, I:pixel_x+1)
addX2 = max(flatX2, I:pixel_x+add.Width())
addY1 = min(flatY1, I:pixel_y+1)
addY2 = max(flatY2, I:pixel_y+add.Height())
if(addX1!=flatX1 || addX2!=flatX2 || addY1!=flatY1 || addY2!=flatY2)
// Resize the flattened icon so the new icon fits
flat.Crop(addX1-flatX1+1, addY1-flatY1+1, addX2-flatX1+1, addY2-flatY1+1)
flatX1=addX1;flatX2=addX2
flatY1=addY1;flatY2=addY2
// Blend the overlay into the flattened icon
flat.Blend(add,ICON_OVERLAY,I:pixel_x+2-flatX1,I:pixel_y+2-flatY1)
if(cache!=0) // If cache is NOT disabled
// Cache the generated icon in our list so we don't have to regenerate it
_flatIcons[hash] = flat
return flat
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.
/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 -= 1
if(2)
I.pixel_x += 1
if(3)
I.pixel_y -= 1
if(4)
I.pixel_y += 1
overlays += I//And finally add the overlay.
/proc/getHologramIcon(icon/A, safety=1)//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.
flat_icon.ColorTone(rgb(125,180,225))//Let's make it bluish.
flat_icon.ChangeOpacity(0.5)//Make it half transparent.
var/icon/alpha_mask = new('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/O in A.overlays)
var/image/I = O
composite.Blend(icon(I.icon, I.icon_state, I.dir, 1), ICON_OVERLAY)
return composite