Files
vgstation13/code/_onclick/hud/parallax.dm
clusterfack 131f5659fc Some different parallax shit (#10858)
* Some different parallax shit

Fixes parallax not letting your view reduce below size 7
Removes parallax forcing you to see things over walls
Fixes whatever other seeing space bugs there are

* Some code improvements
Fixes hyperspace transit layering bug
2016-07-08 23:16:09 -05:00

250 lines
7.3 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 15
#define PARALLAX_IMAGE_TILES (PARALLAX_IMAGE_WIDTH**2)
var/list/parallax_on_clients = list()
/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
globalscreen = 1
var/parallax_speed = 0
/obj/screen/plane_master
appearance_flags = PLANE_MASTER
screen_loc = "1,1"
globalscreen = 1
/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,
0,0,0,0,
1,1,1,1)
/obj/screen/plane_master/parallax_dustmaster
plane = PLANE_SPACE_DUST
color = list(0,0,0,0)
/datum/hud/proc/update_parallax_existence()
if(!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 = getFromPool(/obj/screen/plane_master/parallax_master)
if(!C.parallax_spacemaster)
C.parallax_spacemaster = getFromPool(/obj/screen/plane_master/parallax_spacemaster)
if(!C.parallax_dustmaster)
C.parallax_dustmaster = getFromPool(/obj/screen/plane_master/parallax_dustmaster)
if(!C.parallax.len)
for(var/obj/screen/parallax/bgobj in parallax_icon)
var/obj/screen/parallax/parallax_layer = getFromPool(/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
if(!C.parallax_offset.len)
C.parallax_offset["horizontal"] = 0
C.parallax_offset["vertical"] = 0
C.screen |= C.parallax_dustmaster
/datum/hud/proc/update_parallax()
var/client/C = mymob.client
if(C.prefs.space_parallax)
parallax_on_clients |= C
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.space_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
parallax_on_clients -= C
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(!parallax_initialized)
return
if(!(locate(/turf/space) in trange(C.view,get_turf(C.eye))))
return
//ACTUALLY MOVING THE PARALLAX
var/turf/posobj = get_turf(C.eye)
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["horizontal"] += posobj.x - C.previous_turf.x
C.parallax_offset["vertical"] += posobj.y - C.previous_turf.y
C.previous_turf = posobj
for(var/obj/screen/parallax/bgobj in C.parallax_movable)
if(bgobj.parallax_speed)//only the middle and front layers actually move
var/accumulated_offset_x = bgobj.base_offset_x - round(C.parallax_offset["horizontal"] * bgobj.parallax_speed * (C.prefs.parallax_speed/2))
var/accumulated_offset_y = bgobj.base_offset_y - round(C.parallax_offset["vertical"] * bgobj.parallax_speed * (C.prefs.parallax_speed/2))
while(accumulated_offset_x > 720)
accumulated_offset_x -= 1440
while(accumulated_offset_x < -720)
accumulated_offset_x += 1440
while(accumulated_offset_y > 720)
accumulated_offset_y -= 1440
while(accumulated_offset_y < -720)
accumulated_offset_y += 1440
bgobj.screen_loc = "CENTER:[accumulated_offset_x],CENTER:[accumulated_offset_y]"
else
bgobj.screen_loc = "CENTER:[bgobj.base_offset_x],CENTER:[bgobj.base_offset_y]"
//Parallax generation code below
#define PARALLAX4_ICON_NUMBER 20
#define PARALLAX3_ICON_NUMBER 14
#define PARALLAX2_ICON_NUMBER 10
/datum/controller/game_controller/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 9)
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 8)
var/obj/screen/parallax/parallax_layer = getFromPool(/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)
parallax_icon[index] = parallax_layer
index++
for(var/i in 0 to 8)
var/obj/screen/parallax/parallax_layer = getFromPool(/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 = 1
parallax_layer.calibrate_parallax(i+1)
parallax_icon[index] = parallax_layer
index++
for(var/i in 0 to 8)
var/obj/screen/parallax/parallax_layer = getFromPool(/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 = 2
parallax_layer.calibrate_parallax(i+1)
parallax_icon[index] = parallax_layer
index++
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 = -7*world.icon_size
base_offset_y = -7*world.icon_size
switch(i)
if(1,4,7)
base_offset_x -= world.icon_size*PARALLAX_IMAGE_WIDTH
if(3,6,9)
base_offset_x += world.icon_size*PARALLAX_IMAGE_WIDTH
switch(i)
if(1,2,3)
base_offset_y += world.icon_size*PARALLAX_IMAGE_WIDTH
if(7,8,9)
base_offset_y -= world.icon_size*PARALLAX_IMAGE_WIDTH
screen_loc = "CENTER:[base_offset_x],CENTER:[base_offset_y]"
#undef PARALLAX4_ICON_NUMBER
#undef PARALLAX3_ICON_NUMBER
#undef PARALLAX2_ICON_NUMBER
#undef PARALLAX_IMAGE_WIDTH
#undef PARALLAX_IMAGE_TILES