//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 'smoothing_flags' 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 the smoothing groups you want the atom icon to smooth with in 'canSmoothWith', including the group of the atom itself. Smoothing groups are just shared flags between objects. If one of the 'canSmoothWith' of A matches one of the `smoothing_groups` of B, then A will smooth with B. 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_CORNERS' flag to the atom's smoothing_flags 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 NORTH_JUNCTION NORTH //(1<<0) #define SOUTH_JUNCTION SOUTH //(1<<1) #define EAST_JUNCTION EAST //(1<<2) #define WEST_JUNCTION WEST //(1<<3) #define NORTHEAST_JUNCTION (1<<4) #define SOUTHEAST_JUNCTION (1<<5) #define SOUTHWEST_JUNCTION (1<<6) #define NORTHWEST_JUNCTION (1<<7) DEFINE_BITFIELD(smoothing_junction, list( "NORTH_JUNCTION" = NORTH_JUNCTION, "SOUTH_JUNCTION" = SOUTH_JUNCTION, "EAST_JUNCTION" = EAST_JUNCTION, "WEST_JUNCTION" = WEST_JUNCTION, "NORTHEAST_JUNCTION" = NORTHEAST_JUNCTION, "SOUTHEAST_JUNCTION" = SOUTHEAST_JUNCTION, "SOUTHWEST_JUNCTION" = SOUTHWEST_JUNCTION, "NORTHWEST_JUNCTION" = NORTHWEST_JUNCTION, )) #define NO_ADJ_FOUND 0 #define ADJ_FOUND 1 #define NULLTURF_BORDER 2 #define DEFAULT_UNDERLAY_ICON 'icons/turf/floors.dmi' #define DEFAULT_UNDERLAY_ICON_STATE "plating" #define SET_ADJ_IN_DIR(source, junction, direction, direction_flag) \ do { \ var/turf/neighbor = get_step(source, direction); \ if(!neighbor) { \ if(source.smoothing_flags & SMOOTH_BORDER) { \ junction |= direction_flag; \ }; \ }; \ else { \ if(!isnull(neighbor.smoothing_groups)) { \ for(var/target in source.canSmoothWith) { \ if(!(source.canSmoothWith[target] & neighbor.smoothing_groups[target])) { \ continue; \ }; \ junction |= direction_flag; \ break; \ }; \ }; \ if(!(junction & direction_flag) && source.smoothing_flags & SMOOTH_OBJ) { \ for(var/obj/thing in neighbor) { \ if(!thing.anchored || isnull(thing.smoothing_groups)) { \ continue; \ }; \ for(var/target in source.canSmoothWith) { \ if(!(source.canSmoothWith[target] & thing.smoothing_groups[target])) { \ continue; \ }; \ junction |= direction_flag; \ break; \ }; \ if(junction & direction_flag) { \ break; \ }; \ }; \ }; \ }; \ } while(FALSE) ///Scans all adjacent turfs to find targets to smooth with. /atom/proc/calculate_adjacencies() . = NONE if(!loc) return for(var/direction in GLOB.cardinals) switch(find_type_in_direction(direction)) if(NULLTURF_BORDER) if((smoothing_flags & SMOOTH_BORDER)) . |= direction //BYOND and smooth dirs are the same for cardinals if(ADJ_FOUND) . |= direction //BYOND and smooth dirs are the same for cardinals if(. & NORTH_JUNCTION) if(. & WEST_JUNCTION) switch(find_type_in_direction(NORTHWEST)) if(NULLTURF_BORDER) if((smoothing_flags & SMOOTH_BORDER)) . |= NORTHWEST_JUNCTION if(ADJ_FOUND) . |= NORTHWEST_JUNCTION if(. & EAST_JUNCTION) switch(find_type_in_direction(NORTHEAST)) if(NULLTURF_BORDER) if((smoothing_flags & SMOOTH_BORDER)) . |= NORTHEAST_JUNCTION if(ADJ_FOUND) . |= NORTHEAST_JUNCTION if(. & SOUTH_JUNCTION) if(. & WEST_JUNCTION) switch(find_type_in_direction(SOUTHWEST)) if(NULLTURF_BORDER) if((smoothing_flags & SMOOTH_BORDER)) . |= SOUTHWEST_JUNCTION if(ADJ_FOUND) . |= SOUTHWEST_JUNCTION if(. & EAST_JUNCTION) switch(find_type_in_direction(SOUTHEAST)) if(NULLTURF_BORDER) if((smoothing_flags & SMOOTH_BORDER)) . |= SOUTHEAST_JUNCTION if(ADJ_FOUND) . |= SOUTHEAST_JUNCTION /atom/movable/calculate_adjacencies() if(can_be_unanchored && !anchored) return NONE return ..() ///do not use, use QUEUE_SMOOTH(atom) /atom/proc/smooth_icon() smoothing_flags &= ~SMOOTH_QUEUED flags_1 |= HTML_USE_INITAL_ICON_1 if (!z) CRASH("[type] called smooth_icon() without being on a z-level") if(smoothing_flags & SMOOTH_CORNERS) if(smoothing_flags & SMOOTH_DIAGONAL_CORNERS) corners_diagonal_smooth(calculate_adjacencies()) else corners_cardinal_smooth(calculate_adjacencies()) else if(smoothing_flags & SMOOTH_BITMASK) bitmask_smooth() else CRASH("smooth_icon called for [src] with smoothing_flags == [smoothing_flags]") SEND_SIGNAL(src, COMSIG_ATOM_SMOOTHED_ICON) update_appearance(~UPDATE_SMOOTHING) /atom/proc/corners_diagonal_smooth(adjacencies) switch(adjacencies) if(NORTH_JUNCTION|WEST_JUNCTION) replace_smooth_overlays("d-se","d-se-0") if(NORTH_JUNCTION|EAST_JUNCTION) replace_smooth_overlays("d-sw","d-sw-0") if(SOUTH_JUNCTION|WEST_JUNCTION) replace_smooth_overlays("d-ne","d-ne-0") if(SOUTH_JUNCTION|EAST_JUNCTION) replace_smooth_overlays("d-nw","d-nw-0") if(NORTH_JUNCTION|WEST_JUNCTION|NORTHWEST_JUNCTION) replace_smooth_overlays("d-se","d-se-1") if(NORTH_JUNCTION|EAST_JUNCTION|NORTHEAST_JUNCTION) replace_smooth_overlays("d-sw","d-sw-1") if(SOUTH_JUNCTION|WEST_JUNCTION|SOUTHWEST_JUNCTION) replace_smooth_overlays("d-ne","d-ne-1") if(SOUTH_JUNCTION|EAST_JUNCTION|SOUTHEAST_JUNCTION) replace_smooth_overlays("d-nw","d-nw-1") else corners_cardinal_smooth(adjacencies) return FALSE icon_state = "" return TRUE /atom/proc/corners_cardinal_smooth(adjacencies) var/mutable_appearance/temp_ma //NW CORNER var/nw = "1-i" if((adjacencies & NORTH_JUNCTION) && (adjacencies & WEST_JUNCTION)) if(adjacencies & NORTHWEST_JUNCTION) nw = "1-f" else nw = "1-nw" else if(adjacencies & NORTH_JUNCTION) nw = "1-n" else if(adjacencies & WEST_JUNCTION) nw = "1-w" temp_ma = mutable_appearance(icon, nw) nw = temp_ma.appearance //NE CORNER var/ne = "2-i" if((adjacencies & NORTH_JUNCTION) && (adjacencies & EAST_JUNCTION)) if(adjacencies & NORTHEAST_JUNCTION) ne = "2-f" else ne = "2-ne" else if(adjacencies & NORTH_JUNCTION) ne = "2-n" else if(adjacencies & EAST_JUNCTION) ne = "2-e" temp_ma = mutable_appearance(icon, ne) ne = temp_ma.appearance //SW CORNER var/sw = "3-i" if((adjacencies & SOUTH_JUNCTION) && (adjacencies & WEST_JUNCTION)) if(adjacencies & SOUTHWEST_JUNCTION) sw = "3-f" else sw = "3-sw" else if(adjacencies & SOUTH_JUNCTION) sw = "3-s" else if(adjacencies & WEST_JUNCTION) sw = "3-w" temp_ma = mutable_appearance(icon, sw) sw = temp_ma.appearance //SE CORNER var/se = "4-i" if((adjacencies & SOUTH_JUNCTION) && (adjacencies & EAST_JUNCTION)) if(adjacencies & SOUTHEAST_JUNCTION) se = "4-f" else se = "4-se" else if(adjacencies & SOUTH_JUNCTION) se = "4-s" else if(adjacencies & EAST_JUNCTION) se = "4-e" temp_ma = mutable_appearance(icon, se) se = temp_ma.appearance var/list/new_overlays if(top_left_corner != nw) cut_overlay(top_left_corner) top_left_corner = nw LAZYADD(new_overlays, nw) if(top_right_corner != ne) cut_overlay(top_right_corner) top_right_corner = ne LAZYADD(new_overlays, ne) if(bottom_right_corner != sw) cut_overlay(bottom_right_corner) bottom_right_corner = sw LAZYADD(new_overlays, sw) if(bottom_left_corner != se) cut_overlay(bottom_left_corner) bottom_left_corner = se LAZYADD(new_overlays, se) if(new_overlays) add_overlay(new_overlays) ///Scans direction to find targets to smooth with. /atom/proc/find_type_in_direction(direction) var/turf/target_turf = get_step(src, direction) if(!target_turf) return NULLTURF_BORDER var/area/target_area = get_area(target_turf) var/area/source_area = get_area(src) if((source_area.area_limited_icon_smoothing && !istype(target_area, source_area.area_limited_icon_smoothing)) || (target_area.area_limited_icon_smoothing && !istype(source_area, target_area.area_limited_icon_smoothing))) return NO_ADJ_FOUND if(isnull(canSmoothWith)) //special case in which it will only smooth with itself if(isturf(src)) return (type == target_turf.type) ? ADJ_FOUND : NO_ADJ_FOUND var/atom/matching_obj = locate(type) in target_turf return (matching_obj && matching_obj.type == type) ? ADJ_FOUND : NO_ADJ_FOUND if(!isnull(target_turf.smoothing_groups)) for(var/target in canSmoothWith) if(!(canSmoothWith[target] & target_turf.smoothing_groups[target])) continue return ADJ_FOUND if(smoothing_flags & SMOOTH_OBJ) for(var/am in target_turf) var/atom/movable/thing = am if(!thing.anchored || isnull(thing.smoothing_groups)) continue for(var/target in canSmoothWith) if(!(canSmoothWith[target] & thing.smoothing_groups[target])) continue return ADJ_FOUND return NO_ADJ_FOUND /** * Basic smoothing proc. The atom checks for adjacent directions to smooth with and changes the icon_state based on that. * * Returns the previous smoothing_junction state so the previous state can be compared with the new one after the proc ends, and see the changes, if any. * */ /atom/proc/bitmask_smooth() var/new_junction = NONE for(var/direction in GLOB.cardinals) //Cardinal case first. SET_ADJ_IN_DIR(src, new_junction, direction, direction) if(!(new_junction & (NORTH|SOUTH)) || !(new_junction & (EAST|WEST))) set_smoothed_icon_state(new_junction) return if(new_junction & NORTH_JUNCTION) if(new_junction & WEST_JUNCTION) SET_ADJ_IN_DIR(src, new_junction, NORTHWEST, NORTHWEST_JUNCTION) if(new_junction & EAST_JUNCTION) SET_ADJ_IN_DIR(src, new_junction, NORTHEAST, NORTHEAST_JUNCTION) if(new_junction & SOUTH_JUNCTION) if(new_junction & WEST_JUNCTION) SET_ADJ_IN_DIR(src, new_junction, SOUTHWEST, SOUTHWEST_JUNCTION) if(new_junction & EAST_JUNCTION) SET_ADJ_IN_DIR(src, new_junction, SOUTHEAST, SOUTHEAST_JUNCTION) set_smoothed_icon_state(new_junction) ///Changes the icon state based on the new junction bitmask. Returns the old junction value. /atom/proc/set_smoothed_icon_state(new_junction) . = smoothing_junction smoothing_junction = new_junction icon_state = "[base_icon_state]-[smoothing_junction]" /turf/closed/set_smoothed_icon_state(new_junction) . = ..() if(smoothing_flags & SMOOTH_DIAGONAL_CORNERS) switch(new_junction) if( NORTH_JUNCTION|WEST_JUNCTION, NORTH_JUNCTION|EAST_JUNCTION, SOUTH_JUNCTION|WEST_JUNCTION, SOUTH_JUNCTION|EAST_JUNCTION, NORTH_JUNCTION|WEST_JUNCTION|NORTHWEST_JUNCTION, NORTH_JUNCTION|EAST_JUNCTION|NORTHEAST_JUNCTION, SOUTH_JUNCTION|WEST_JUNCTION|SOUTHWEST_JUNCTION, SOUTH_JUNCTION|EAST_JUNCTION|SOUTHEAST_JUNCTION ) icon_state = "[base_icon_state]-[smoothing_junction]-d" if(!fixed_underlay && new_junction != .) // Mutable underlays? var/junction_dir = reverse_ndir(smoothing_junction) var/turned_adjacency = REVERSE_DIR(junction_dir) var/turf/neighbor_turf = get_step(src, turned_adjacency & (NORTH|SOUTH)) var/mutable_appearance/underlay_appearance = mutable_appearance(layer = TURF_LAYER, plane = FLOOR_PLANE) if(!neighbor_turf.get_smooth_underlay_icon(underlay_appearance, src, turned_adjacency)) neighbor_turf = get_step(src, turned_adjacency & (EAST|WEST)) if(!neighbor_turf.get_smooth_underlay_icon(underlay_appearance, src, turned_adjacency)) neighbor_turf = get_step(src, turned_adjacency) if(!neighbor_turf.get_smooth_underlay_icon(underlay_appearance, src, turned_adjacency)) if(!get_smooth_underlay_icon(underlay_appearance, src, turned_adjacency)) //if all else fails, ask our own turf underlay_appearance.icon = DEFAULT_UNDERLAY_ICON underlay_appearance.icon_state = DEFAULT_UNDERLAY_ICON_STATE underlays = list(underlay_appearance) /turf/open/floor/set_smoothed_icon_state(new_junction) if(broken || burnt) return return ..() //Icon smoothing helpers /proc/smooth_zlevel(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.smoothing_flags & (SMOOTH_CORNERS|SMOOTH_BITMASK)) if(now) T.smooth_icon() else QUEUE_SMOOTH(T) for(var/R in T) var/atom/A = R if(A.smoothing_flags & (SMOOTH_CORNERS|SMOOTH_BITMASK)) if(now) A.smooth_icon() 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 /// Internal: Takes icon states as text to replace smoothing corner overlays /atom/proc/replace_smooth_overlays(nw, ne, sw, se) clear_smooth_overlays() var/mutable_appearance/temp_ma temp_ma = mutable_appearance(icon, nw) nw = temp_ma.appearance temp_ma = mutable_appearance(icon, ne) ne = temp_ma.appearance temp_ma = mutable_appearance(icon, sw) sw = temp_ma.appearance temp_ma = mutable_appearance(icon, se) se = temp_ma.appearance var/list/new_overlays = list() top_left_corner = nw new_overlays += nw top_right_corner = ne new_overlays += ne bottom_left_corner = sw new_overlays += sw bottom_right_corner = se new_overlays += se add_overlay(new_overlays) /proc/reverse_ndir(ndir) switch(ndir) if(NORTH_JUNCTION) return NORTH if(SOUTH_JUNCTION) return SOUTH if(WEST_JUNCTION) return WEST if(EAST_JUNCTION) return EAST if(NORTHWEST_JUNCTION) return NORTHWEST if(NORTHEAST_JUNCTION) return NORTHEAST if(SOUTHEAST_JUNCTION) return SOUTHEAST if(SOUTHWEST_JUNCTION) return SOUTHWEST if(NORTH_JUNCTION | WEST_JUNCTION) return NORTHWEST if(NORTH_JUNCTION | EAST_JUNCTION) return NORTHEAST if(SOUTH_JUNCTION | WEST_JUNCTION) return SOUTHWEST if(SOUTH_JUNCTION | EAST_JUNCTION) return SOUTHEAST if(NORTH_JUNCTION | WEST_JUNCTION | NORTHWEST_JUNCTION) return NORTHWEST if(NORTH_JUNCTION | EAST_JUNCTION | NORTHEAST_JUNCTION) return NORTHEAST if(SOUTH_JUNCTION | WEST_JUNCTION | SOUTHWEST_JUNCTION) return SOUTHWEST if(SOUTH_JUNCTION | EAST_JUNCTION | SOUTHEAST_JUNCTION) return SOUTHEAST else return NONE //Example smooth wall /turf/closed/wall/smooth name = "smooth wall" icon = 'icons/turf/smooth_wall.dmi' icon_state = "smooth" smoothing_flags = SMOOTH_CORNERS|SMOOTH_DIAGONAL_CORNERS|SMOOTH_BORDER smoothing_groups = null canSmoothWith = null #undef NORTH_JUNCTION #undef SOUTH_JUNCTION #undef EAST_JUNCTION #undef WEST_JUNCTION #undef NORTHEAST_JUNCTION #undef NORTHWEST_JUNCTION #undef SOUTHEAST_JUNCTION #undef SOUTHWEST_JUNCTION #undef NO_ADJ_FOUND #undef ADJ_FOUND #undef NULLTURF_BORDER #undef DEFAULT_UNDERLAY_ICON #undef DEFAULT_UNDERLAY_ICON_STATE #undef SET_ADJ_IN_DIR