Files
vgstation13/code/_onclick/hud/parallax.dm
DeityLink cfef0afef0 the Space Parallax update (#10085)
* parallax1

* parallax2

* parallax3

* parallax4

* parallax6

* parallax7

* parallax8

* parallax9

* parallax11

* parallax12

* parallax13

* parallax14 and changelog

* parallax15

* parallax16

* parallax17

* parallax18

* parallax19

* parallax21

* parallax22

* parallax23

* fixing conflicts again

* Fixing that sqlite Error

* parallax25

* sql

* sql (reverted from commit 257cc728669d083118f15fe5cc3fb55fad62b1e6)

* sqlagain
2016-05-31 21:48:51 +02:00

253 lines
7.8 KiB
Plaintext

/*
* This file handles all parallax-related business once the parallax itself is initialized with the rest of the HUD
*/
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"
blend_mode = BLEND_ADD
layer = AREA_LAYER
plane = PLANE_SPACE_PARALLAX//changing this var doesn't actually change the plane of its overlays
globalscreen = 1
var/parallax_speed = 0
/obj/screen/parallax_master
plane = PLANE_SPACE_PARALLAX
screen_loc = "WEST,SOUTH to EAST,NORTH"
appearance_flags = PLANE_MASTER
blend_mode = BLEND_MULTIPLY
globalscreen = 1
/obj/screen/parallax_voidmaster
plane = PLANE_SPACE_BACKGROUND
color = list(0, 0, 0,
0, 0, 0,
0, 0, 0,
1, 1, 1) // This will cause space to be solid white
appearance_flags = PLANE_MASTER
screen_loc = "WEST,SOUTH to EAST,NORTH"
globalscreen = 1
/obj/screen/parallax_canvas
mouse_opacity = 0
icon = 'icons/turf/space.dmi'
icon_state = "white"
color = "#000000"
name = "space parallax"
blend_mode = BLEND_ADD
layer = AREA_LAYER
plane = PLANE_SPACE_PARALLAX
screen_loc = "WEST,SOUTH to EAST,NORTH"
globalscreen = 1
/obj/screen/parallax_dustmaster
plane = PLANE_SPACE_PARALLAX_DUST
screen_loc = "WEST,SOUTH to EAST,NORTH"
appearance_flags = PLANE_MASTER
blend_mode = BLEND_MULTIPLY
globalscreen = 1
/datum/hud/proc/update_parallax()
var/client/C = mymob.client
if(!parallax_initialized || C.updating_parallax) return
for(var/turf/T in range(get_turf(C.eye),C.view))
if(istype(T,/turf/space))
C.updating_parallax = 1
break
if(!C.updating_parallax)
return
//multiple sub-procs for profiling purposes
if(update_parallax1())
update_parallax2(0)
update_parallax3()
C.updating_parallax = 0
else
C.updating_parallax = 0
/datum/hud/proc/update_parallax_and_dust()
var/client/C = mymob.client
if(!parallax_initialized || C.updating_parallax) return
C.updating_parallax = 1
if(update_parallax1())
update_parallax2(1)
update_parallax3()
C.updating_parallax = 0
else
C.updating_parallax = 0
/datum/hud/proc/update_parallax1()
var/client/C = mymob.client
//DO WE UPDATE PARALLAX
if(C.prefs.space_parallax)//have to exclude Centcom so parallax doens't appear during hyperspace
parallax_on_clients |= C
else
for(var/obj/screen/parallax/bgobj in C.parallax)
C.screen -= bgobj
for(var/obj/screen/parallax/bgobj in C.parallax_nodust)
C.screen -= bgobj
parallax_on_clients -= C
C.screen -= C.parallax_master
C.screen -= C.parallax_canvas
C.screen -= C.parallax_voidmaster
C.screen -= C.parallax_dustmaster
return 0
if(!C.parallax_master)
C.parallax_master = getFromPool(/obj/screen/parallax_master)
if(!C.parallax_canvas)
C.parallax_canvas = getFromPool(/obj/screen/parallax_canvas)
if(!C.parallax_voidmaster)
C.parallax_voidmaster = getFromPool(/obj/screen/parallax_voidmaster)
if(!C.parallax_dustmaster)
C.parallax_dustmaster = getFromPool(/obj/screen/parallax_dustmaster)
C.parallax_master.appearance_flags = PLANE_MASTER
C.parallax_voidmaster.appearance_flags = PLANE_MASTER
C.parallax_dustmaster.appearance_flags = PLANE_MASTER
C.parallax_canvas.color = space_color
C.screen |= C.parallax_master
C.screen |= C.parallax_canvas
C.screen |= C.parallax_voidmaster
C.screen |= C.parallax_dustmaster
return 1
/datum/hud/proc/update_parallax2(forcerecalibrate = 0)
var/client/C = mymob.client
//DO WE HAVE TO REPLACE ALL THE LAYERS
if(!C.parallax.len)
var/list/wantDatParallax = list()
wantDatParallax |= space_parallax_dust_0 + space_parallax_dust_1 + space_parallax_dust_2
for(var/obj/screen/parallax/bgobj in wantDatParallax)
var/obj/screen/parallax/parallax_layer = getFromPool(/obj/screen/parallax)
parallax_layer.overlays |= bgobj.overlays
parallax_layer.base_offset_x = bgobj.base_offset_x
parallax_layer.base_offset_y = bgobj.base_offset_y
parallax_layer.plane = bgobj.plane
parallax_layer.parallax_speed = bgobj.parallax_speed
C.parallax |= parallax_layer
if(!C.parallax_nodust.len)
var/list/wantDatParallax = list()
wantDatParallax |= space_parallax_0 + space_parallax_1 + space_parallax_2
for(var/obj/screen/parallax/bgobj in wantDatParallax)
var/obj/screen/parallax/parallax_layer = getFromPool(/obj/screen/parallax)
parallax_layer.overlays |= bgobj.overlays
parallax_layer.base_offset_x = bgobj.base_offset_x
parallax_layer.base_offset_y = bgobj.base_offset_y
parallax_layer.plane = bgobj.plane
parallax_layer.parallax_speed = bgobj.parallax_speed
C.parallax_nodust |= parallax_layer
var/parallax_loaded = 0
for(var/obj/screen/S in C.screen)
if(istype(S,/obj/screen/parallax))
parallax_loaded = 1
break
if(forcerecalibrate || !parallax_loaded)
for(var/obj/screen/parallax/bgobj in C.parallax)
C.screen -= bgobj
for(var/obj/screen/parallax/bgobj in C.parallax_nodust)
C.screen -= bgobj
if(C.prefs.space_dust)
for(var/obj/screen/parallax/bgobj in C.parallax)
C.screen |= bgobj
else
for(var/obj/screen/parallax/bgobj in C.parallax_nodust)
C.screen |= bgobj
if(C.prefs.space_dust)
C.parallax_canvas.plane = PLANE_SPACE_PARALLAX_DUST
else
C.parallax_canvas.plane = PLANE_SPACE_PARALLAX
if(!C.parallax_offset.len)
C.parallax_offset["horizontal"] = 0
C.parallax_offset["vertical"] = 0
/datum/hud/proc/update_parallax3()
var/client/C = mymob.client
//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
if(C.prefs.space_dust)
for(var/obj/screen/parallax/bgobj in C.parallax)
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-7:[accumulated_offset_x],CENTER-7:[accumulated_offset_y]"
else
bgobj.screen_loc = "CENTER-7:[bgobj.base_offset_x],CENTER-7:[bgobj.base_offset_y]"
else
for(var/obj/screen/parallax/bgobj in C.parallax_nodust)
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-7:[accumulated_offset_x],CENTER-7:[accumulated_offset_y]"
else
bgobj.screen_loc = "CENTER-7:[bgobj.base_offset_x],CENTER-7:[bgobj.base_offset_y]"
/proc/calibrate_parallax(var/obj/screen/parallax/p_layer,var/i)
if(!p_layer || !i) return
/*
1 2 3
4 5 6
7 8 9
*/
switch(i)
if(1,4,7)
p_layer.base_offset_x = -480
if(3,6,9)
p_layer.base_offset_x = 480
switch(i)
if(1,2,3)
p_layer.base_offset_y = 480
if(7,8,9)
p_layer.base_offset_y = -480