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fixes map rendering by sorting planes correctly (#17679)
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DrCelt authored and Probe1 committed Mar 2, 2018
1 parent 3b95256 commit e6c80a0
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Showing 5 changed files with 27 additions and 117 deletions.
16 changes: 15 additions & 1 deletion __DEFINES/planes+layers.dm
Expand Up @@ -249,4 +249,18 @@ var/obj/abstract/screen/plane_master/clickmaster/clickmaster = new()
appearance_flags = 0
plane = BASE_PLANE

var/obj/abstract/screen/plane_master/clickmaster_dummy/clickmaster_dummy = new()
var/obj/abstract/screen/plane_master/clickmaster_dummy/clickmaster_dummy = new()

// returns a list with the objects sorted depending on their layer, with the lowest objects being the first in the list and the highest objects being last
/proc/plane_layer_sort(var/list/to_sort)
var/list/sorted = list()
for(var/current_atom in to_sort)
var/compare_index
for(compare_index = sorted.len, compare_index > 0, --compare_index) // count down from the length of the list to zero.
var/atom/compare_atom = sorted[compare_index] // compare to the next object down the list.
if(compare_atom.plane < current_atom:plane) // is this object below our current atom?
break
else if((compare_atom.plane == current_atom:plane) && (compare_atom.layer <= current_atom:layer)) // is this object below our current atom?
break
sorted.Insert(compare_index+1, current_atom) // insert it just above the atom it was higher than - or at the bottom if it was higher than nothing.
return sorted // return the sorted list.
61 changes: 2 additions & 59 deletions code/libs/Get Flat Icon/Get Flat Icon.dm
Expand Up @@ -56,7 +56,6 @@ var/list/exception = list(
proc/getFlatIcon(atom/A, dir, cache=1, exact=0) // 1 = use cache, 2 = override cache, 0 = ignore cache //exact = 1 means the atom won't be rotated if it's a lying mob/living/carbon


var/list/layers = list() // Associative list of [overlay = layer]
var/hash = "" // Hash of overlay combination

if(is_type_in_list(A, directional)&&!is_type_in_list(A, exception))
Expand All @@ -82,65 +81,9 @@ proc/getFlatIcon(atom/A, dir, cache=1, exact=0) // 1 = use cache, 2 = override c
var/image/copy = image(icon=A.icon,icon_state=A.icon_state,layer=A.layer,dir=dir)
initialimage[copy] = A.layer


// Loop through the underlays, then overlays, sorting them into the layers list
var/list/process = A.underlays // Current list being processed
var/processSubset=0 // Which list is being processed: 0 = underlays, 1 = overlays

var/currentIndex=1 // index of 'current' in list being processed
var/currentOverlay // Current overlay being sorted
var/currentLayer // Calculated layer that overlay appears on (special case for FLOAT_LAYER)

var/compareOverlay // The overlay that the current overlay is being compared against
var/compareIndex // The index in the layers list of 'compare'

var/list/underlaysort = list()
var/list/overlaysort = list()
var/list/sorting = underlaysort

while(TRUE)
if(currentIndex<=process.len)
//All this does is find the appropriate layer and image
currentOverlay = process[currentIndex]
currentLayer = currentOverlay:layer
if(currentLayer<0) // Special case for FLY_LAYER
ASSERT(currentLayer > -1000)
if(processSubset == 0) // Underlay
currentLayer = A.layer+currentLayer/1000
else // Overlay
currentLayer = A.layer+(1000+currentLayer)/1000

//Next is a simple sort algorithm to place the overlay by layer
if(!sorting.len)
sorting[currentOverlay] = currentLayer
currentIndex++
continue

for(compareIndex=1,compareIndex<=sorting.len,compareIndex++)
compareOverlay = sorting[compareIndex]
if(currentLayer < sorting[compareOverlay]) // Associated value is the calculated layer
sorting.Insert(compareIndex,currentOverlay)
sorting[currentOverlay] = currentLayer
break
if(compareIndex>sorting.len) // Reached end of list without inserting
sorting[currentOverlay]=currentLayer // Place at end

currentIndex++

if(currentIndex>process.len)
if(processSubset == 0) // Switch to overlays
currentIndex = 1
processSubset = 1
process = A.overlays
sorting = overlaysort
else // All done
break

//Get flat icon previously understood layers as interspersing
//and could render overlays above the atom's icon before this following modification
layers = underlaysort
var/list/layers = plane_layer_sort(A.underlays)
layers += initialimage
layers += overlaysort
layers += plane_layer_sort(A.overlays)

if(cache!=0) // If cache is NOT disabled
// Create a hash value to represent this specific flattened icon
Expand Down
30 changes: 3 additions & 27 deletions code/modules/paperwork/photography.dm
Expand Up @@ -32,7 +32,7 @@
var/icon/img //Big photo image
var/scribble //Scribble on the back.
var/blueprints = FALSE //Does it include the blueprints?
var/info //Info on the camera about mobs or some shit
var/info //Info on the camera about mobs or some shit

autoignition_temperature = 530 // Kelvin
fire_fuel = TRUE
Expand Down Expand Up @@ -259,21 +259,9 @@
continue
atoms.Add(A)

var/list/sorted = list()
var/j
for(var/i = 1 to atoms.len)
var/atom/c = atoms[i]
for(j = sorted.len, j > 0, --j)
var/atom/c2 = sorted[j]
if(c2.plane < c.plane)
break
else if((c2.plane == c.plane) && (c2.layer <= c.layer))
break
sorted.Insert(j+1, c)

var/icon/res = get_base_photo_icon()

for(var/atom/A in sorted)
for(var/atom/A in plane_layer_sort(atoms))
var/icon/img = getFlatIcon(A,A.dir,0)
if(istype(A, /mob/living) && A:lying)
img.Turn(A:lying)
Expand Down Expand Up @@ -310,21 +298,9 @@
else
atoms.Add(A)

var/list/sorted = list()
var/j
for(var/i = 1 to atoms.len)
var/atom/c = atoms[i]
for(j = sorted.len, j > 0, --j)
var/atom/c2 = sorted[j]
if(c2.plane < c.plane)
break
else if((c2.plane == c.plane) && (c2.layer <= c.layer))
break
sorted.Insert(j+1, c)

var/icon/res = get_base_photo_icon()

for(var/atom/A in sorted)
for(var/atom/A in plane_layer_sort(atoms))
var/icon/img = getFlatIcon(A,A.dir,0)
if(istype(A, /mob/living) && A:lying)
img.Turn(A:lying)
Expand Down
37 changes: 7 additions & 30 deletions maprendering/maprendering.dm
Expand Up @@ -69,41 +69,16 @@
if(!allturfcontents.len)
continue

//Initializing our layer sorting variables
var/list/sorting = list()
var/atom/currentAtom = allturfcontents[1]
var/currentLayer
sorting[allturfcontents[1]] = currentAtom.layer
allturfcontents -= currentAtom
var/currentIndex = 1
var/compareIndex = 1

if(allturfcontents.len)
//Simple insertion sort, simple variant of the form in getflaticon
while(currentIndex <= allturfcontents.len)
currentAtom = allturfcontents[currentIndex]
currentLayer = currentAtom.layer

for(compareIndex=1,compareIndex<=sorting.len,compareIndex++)
if(currentLayer < sorting[sorting[compareIndex]])
sorting.Insert(compareIndex,currentAtom)
sorting[currentAtom] = currentLayer
break
if(compareIndex>sorting.len)
sorting[currentAtom]=currentLayer

currentIndex++

//Preparing to blend get flat icon of
for(var/atom/A in sorting)
var/icon/icontoblend = getFlatIcon(A = A, dir = A.dir, cache = 0)
for(var/A in plane_layer_sort(allturfcontents))
var/icon/icontoblend = getFlatIcon(A,A:dir, cache = 0)
map_icon.Blend(icontoblend, ICON_OVERLAY, ((a-1)*WORLD_ICON_SIZE)+1, ((b-1)*WORLD_ICON_SIZE)+1)
sleep(-1)

for(var/atom/A in pixel_shift_objects)
var/icon/icontoblend = getFlatIcon(A = A, dir = A.dir, cache = 0)
for(var/A in pixel_shift_objects)
var/icon/icontoblend = getFlatIcon(A, A:dir, cache = 0)
//This part is tricky since we've skipped a and b, since these are map objects they have valid x,y. a and b should be the modulo'd value of x,y with icon_size
map_icon.Blend(icontoblend, ICON_OVERLAY, (((A.x % icon_size)-1)*WORLD_ICON_SIZE)+1+A.pixel_x, (((A.y % icon_size)-1)*WORLD_ICON_SIZE)+1+A.pixel_y)
map_icon.Blend(icontoblend, ICON_OVERLAY, (((A:x % icon_size)-1)*WORLD_ICON_SIZE)+1+A:pixel_x, (((A:y % icon_size)-1)*WORLD_ICON_SIZE)+1+A:pixel_y)

if(y >= world.maxy)
map_icon.DrawBox(rgb(255,255,255,255), x1 = 1, y1 = 1, x2 = WORLD_ICON_SIZE*icon_size, y2 = WORLD_ICON_SIZE*(icon_size-world.maxy % icon_size))
Expand All @@ -119,3 +94,5 @@
if(fexists(resultpath))
fdel(resultpath)
fcopy(result_icon, resultpath)
to_chat(world, "<b>The map has been rendered successfully<b>")
src << sound('sound/effects/maprendercomplete.ogg')
Binary file added sound/effects/maprendercomplete.ogg
Binary file not shown.

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