//generic (by snowflake) tile smoothing code; smooth your icons with this! /* Each tile is divided in 4 corners, each corner has an appearance associated to it; the tile is then overlayed by these 4 appearances To use this, just set your atom's 'smooth' var to 1. If your atom can be moved/unanchored, set its 'can_be_unanchored' var to 1. If you don't want your atom's icon to smooth with anything but atoms of the same type, set the list 'canSmoothWith' to null; Otherwise, put all types you want the atom icon to smooth with in 'canSmoothWith' INCLUDING THE TYPE OF THE ATOM ITSELF. Each atom has its own icon file with all the possible corner states. See 'smooth_wall.dmi' for a template. DIAGONAL SMOOTHING INSTRUCTIONS To make your atom smooth diagonally you need all the proper icon states (see 'smooth_wall.dmi' for a template) and to add the 'SMOOTH_DIAGONAL' flag to the atom's smooth var (in addition to either SMOOTH_TRUE or SMOOTH_MORE). For turfs, what appears under the diagonal corners depends on the turf that was in the same position previously: if you make a wall on a plating floor, you will see plating under the diagonal wall corner, if it was space, you will see space. If you wish to map a diagonal wall corner with a fixed underlay, you must configure the turf's 'fixed_underlay' list var, like so: fixed_underlay = list("icon"='icon_file.dmi', "icon_state"="iconstatename") A non null 'fixed_underlay' list var will skip copying the previous turf appearance and always use the list. If the list is not set properly, the underlay will default to regular floor plating. To see an example of a diagonal wall, see '/turf/closed/wall/mineral/titanium' and its subtypes. */ //Redefinitions of the diagonal directions so they can be stored in one var without conflicts #define N_NORTH 2 #define N_SOUTH 4 #define N_EAST 16 #define N_WEST 256 #define N_NORTHEAST 32 #define N_NORTHWEST 512 #define N_SOUTHEAST 64 #define N_SOUTHWEST 1024 #define SMOOTH_FALSE 0 //not smooth #define SMOOTH_TRUE 1 //smooths with exact specified types or just itself #define SMOOTH_MORE 2 //smooths with all subtypes of specified types or just itself (this value can replace SMOOTH_TRUE) #define SMOOTH_DIAGONAL 4 //if atom should smooth diagonally, this should be present in 'smooth' var #define SMOOTH_BORDER 8 //atom will smooth with the borders of the map #define SMOOTH_QUEUED 16 //atom is currently queued to smooth. #define NULLTURF_BORDER 123456789 #define DEFAULT_UNDERLAY_ICON 'icons/turf/floors.dmi' #define DEFAULT_UNDERLAY_ICON_STATE "plating" /atom/var/smooth = SMOOTH_FALSE /atom/var/top_left_corner /atom/var/top_right_corner /atom/var/bottom_left_corner /atom/var/bottom_right_corner /atom/var/list/canSmoothWith = null // TYPE PATHS I CAN SMOOTH WITH~~~~~ If this is null and atom is smooth, it smooths only with itself /atom/movable/var/can_be_unanchored = FALSE /turf/var/list/fixed_underlay = null /proc/calculate_adjacencies(atom/A) if(!A.loc) return 0 var/adjacencies = 0 var/atom/movable/AM if(ismovableatom(A)) AM = A if(AM.can_be_unanchored && !AM.anchored) return 0 for(var/direction in GLOB.cardinals) AM = find_type_in_direction(A, direction) if(AM == NULLTURF_BORDER) if((A.smooth & SMOOTH_BORDER)) adjacencies |= 1 << direction else if( (AM && !istype(AM)) || (istype(AM) && AM.anchored) ) adjacencies |= 1 << direction if(adjacencies & N_NORTH) if(adjacencies & N_WEST) AM = find_type_in_direction(A, NORTHWEST) if(AM == NULLTURF_BORDER) if((A.smooth & SMOOTH_BORDER)) adjacencies |= N_NORTHWEST else if( (AM && !istype(AM)) || (istype(AM) && AM.anchored) ) adjacencies |= N_NORTHWEST if(adjacencies & N_EAST) AM = find_type_in_direction(A, NORTHEAST) if(AM == NULLTURF_BORDER) if((A.smooth & SMOOTH_BORDER)) adjacencies |= N_NORTHEAST else if( (AM && !istype(AM)) || (istype(AM) && AM.anchored) ) adjacencies |= N_NORTHEAST if(adjacencies & N_SOUTH) if(adjacencies & N_WEST) AM = find_type_in_direction(A, SOUTHWEST) if(AM == NULLTURF_BORDER) if((A.smooth & SMOOTH_BORDER)) adjacencies |= N_SOUTHWEST else if( (AM && !istype(AM)) || (istype(AM) && AM.anchored) ) adjacencies |= N_SOUTHWEST if(adjacencies & N_EAST) AM = find_type_in_direction(A, SOUTHEAST) if(AM == NULLTURF_BORDER) if((A.smooth & SMOOTH_BORDER)) adjacencies |= N_SOUTHEAST else if( (AM && !istype(AM)) || (istype(AM) && AM.anchored) ) adjacencies |= N_SOUTHEAST return adjacencies //do not use, use queue_smooth(atom) /proc/smooth_icon(atom/A) if(!A || !A.smooth) return A.smooth &= ~SMOOTH_QUEUED if (!A.z) return if(QDELETED(A)) return if((A.smooth & SMOOTH_TRUE) || (A.smooth & SMOOTH_MORE)) var/adjacencies = calculate_adjacencies(A) if(A.smooth & SMOOTH_DIAGONAL) A.diagonal_smooth(adjacencies) else cardinal_smooth(A, adjacencies) /atom/proc/diagonal_smooth(adjacencies) switch(adjacencies) if(N_NORTH|N_WEST) replace_smooth_overlays("d-se","d-se-0") if(N_NORTH|N_EAST) replace_smooth_overlays("d-sw","d-sw-0") if(N_SOUTH|N_WEST) replace_smooth_overlays("d-ne","d-ne-0") if(N_SOUTH|N_EAST) replace_smooth_overlays("d-nw","d-nw-0") if(N_NORTH|N_WEST|N_NORTHWEST) replace_smooth_overlays("d-se","d-se-1") if(N_NORTH|N_EAST|N_NORTHEAST) replace_smooth_overlays("d-sw","d-sw-1") if(N_SOUTH|N_WEST|N_SOUTHWEST) replace_smooth_overlays("d-ne","d-ne-1") if(N_SOUTH|N_EAST|N_SOUTHEAST) replace_smooth_overlays("d-nw","d-nw-1") else cardinal_smooth(src, adjacencies) return icon_state = "" return adjacencies //only walls should have a need to handle underlays /turf/closed/wall/diagonal_smooth(adjacencies) adjacencies = reverse_ndir(..()) if(adjacencies) var/mutable_appearance/underlay_appearance = mutable_appearance(layer = TURF_LAYER) var/list/U = list(underlay_appearance) if(fixed_underlay) if(fixed_underlay["space"]) underlay_appearance.icon = 'icons/turf/space.dmi' underlay_appearance.icon_state = SPACE_ICON_STATE underlay_appearance.plane = PLANE_SPACE else underlay_appearance.icon = fixed_underlay["icon"] underlay_appearance.icon_state = fixed_underlay["icon_state"] else var/turned_adjacency = turn(adjacencies, 180) var/turf/T = get_step(src, turned_adjacency) if(!T.get_smooth_underlay_icon(underlay_appearance, src, turned_adjacency)) T = get_step(src, turn(adjacencies, 135)) if(!T.get_smooth_underlay_icon(underlay_appearance, src, turned_adjacency)) T = get_step(src, turn(adjacencies, 225)) //if all else fails, ask our own turf if(!T.get_smooth_underlay_icon(underlay_appearance, src, turned_adjacency) && !get_smooth_underlay_icon(underlay_appearance, src, turned_adjacency)) underlay_appearance.icon = DEFAULT_UNDERLAY_ICON underlay_appearance.icon_state = DEFAULT_UNDERLAY_ICON_STATE underlays = U // Drop posters which were previously placed on this wall. for(var/obj/structure/sign/poster/P in src) P.roll_and_drop(src) /proc/cardinal_smooth(atom/A, adjacencies) //NW CORNER var/nw = "1-i" if((adjacencies & N_NORTH) && (adjacencies & N_WEST)) if(adjacencies & N_NORTHWEST) nw = "1-f" else nw = "1-nw" else if(adjacencies & N_NORTH) nw = "1-n" else if(adjacencies & N_WEST) nw = "1-w" //NE CORNER var/ne = "2-i" if((adjacencies & N_NORTH) && (adjacencies & N_EAST)) if(adjacencies & N_NORTHEAST) ne = "2-f" else ne = "2-ne" else if(adjacencies & N_NORTH) ne = "2-n" else if(adjacencies & N_EAST) ne = "2-e" //SW CORNER var/sw = "3-i" if((adjacencies & N_SOUTH) && (adjacencies & N_WEST)) if(adjacencies & N_SOUTHWEST) sw = "3-f" else sw = "3-sw" else if(adjacencies & N_SOUTH) sw = "3-s" else if(adjacencies & N_WEST) sw = "3-w" //SE CORNER var/se = "4-i" if((adjacencies & N_SOUTH) && (adjacencies & N_EAST)) if(adjacencies & N_SOUTHEAST) se = "4-f" else se = "4-se" else if(adjacencies & N_SOUTH) se = "4-s" else if(adjacencies & N_EAST) se = "4-e" var/list/New if(A.top_left_corner != nw) A.cut_overlay(A.top_left_corner) A.top_left_corner = nw LAZYADD(New, nw) if(A.top_right_corner != ne) A.cut_overlay(A.top_right_corner) A.top_right_corner = ne LAZYADD(New, ne) if(A.bottom_right_corner != sw) A.cut_overlay(A.bottom_right_corner) A.bottom_right_corner = sw LAZYADD(New, sw) if(A.bottom_left_corner != se) A.cut_overlay(A.bottom_left_corner) A.bottom_left_corner = se LAZYADD(New, se) if(New) A.add_overlay(New) /proc/find_type_in_direction(atom/source, direction) var/turf/target_turf = get_step(source, direction) if(!target_turf) return NULLTURF_BORDER var/area/target_area = get_area(target_turf) var/area/source_area = get_area(source) if(source_area.canSmoothWithAreas && !is_type_in_typecache(target_area, source_area.canSmoothWithAreas)) return null if(target_area.canSmoothWithAreas && !is_type_in_typecache(source_area, target_area.canSmoothWithAreas)) return null if(source.canSmoothWith) var/atom/A if(source.smooth & SMOOTH_MORE) for(var/a_type in source.canSmoothWith) if( istype(target_turf, a_type) ) return target_turf A = locate(a_type) in target_turf if(A) return A return null for(var/a_type in source.canSmoothWith) if(a_type == target_turf.type) return target_turf A = locate(a_type) in target_turf if(A && A.type == a_type) return A return null else if(isturf(source)) return source.type == target_turf.type ? target_turf : null var/atom/A = locate(source.type) in target_turf return A && A.type == source.type ? A : null //Icon smoothing helpers /proc/smooth_zlevel(var/zlevel, now = FALSE) var/list/away_turfs = block(locate(1, 1, zlevel), locate(world.maxx, world.maxy, zlevel)) for(var/V in away_turfs) var/turf/T = V if(T.smooth) if(now) smooth_icon(T) else queue_smooth(T) for(var/R in T) var/atom/A = R if(A.smooth) if(now) smooth_icon(A) else queue_smooth(A) /atom/proc/clear_smooth_overlays() cut_overlay(top_left_corner) top_left_corner = null cut_overlay(top_right_corner) top_right_corner = null cut_overlay(bottom_right_corner) bottom_right_corner = null cut_overlay(bottom_left_corner) bottom_left_corner = null /atom/proc/replace_smooth_overlays(nw, ne, sw, se) clear_smooth_overlays() var/list/O = list() top_left_corner = nw O += nw top_right_corner = ne O += ne bottom_left_corner = sw O += sw bottom_right_corner = se O += se add_overlay(O) /proc/reverse_ndir(ndir) switch(ndir) if(N_NORTH) return NORTH if(N_SOUTH) return SOUTH if(N_WEST) return WEST if(N_EAST) return EAST if(N_NORTHWEST) return NORTHWEST if(N_NORTHEAST) return NORTHEAST if(N_SOUTHEAST) return SOUTHEAST if(N_SOUTHWEST) return SOUTHWEST if(N_NORTH|N_WEST) return NORTHWEST if(N_NORTH|N_EAST) return NORTHEAST if(N_SOUTH|N_WEST) return SOUTHWEST if(N_SOUTH|N_EAST) return SOUTHEAST if(N_NORTH|N_WEST|N_NORTHWEST) return NORTHWEST if(N_NORTH|N_EAST|N_NORTHEAST) return NORTHEAST if(N_SOUTH|N_WEST|N_SOUTHWEST) return SOUTHWEST if(N_SOUTH|N_EAST|N_SOUTHEAST) return SOUTHEAST else return 0 //SSicon_smooth /proc/queue_smooth_neighbors(atom/A) for(var/V in orange(1,A)) var/atom/T = V if(T.smooth) queue_smooth(T) //SSicon_smooth /proc/queue_smooth(atom/A) if(!A.smooth || A.smooth & SMOOTH_QUEUED) return SSicon_smooth.smooth_queue += A SSicon_smooth.can_fire = 1 A.smooth |= SMOOTH_QUEUED //Example smooth wall /turf/closed/wall/smooth name = "smooth wall" icon = 'icons/turf/smooth_wall.dmi' icon_state = "smooth" smooth = SMOOTH_TRUE|SMOOTH_DIAGONAL|SMOOTH_BORDER canSmoothWith = null