Change QuantizeFacing to return a facing instead of an index.
This commit is contained in:
@@ -44,7 +44,7 @@ namespace OpenRA.Mods.Cnc.Graphics
|
||||
|
||||
protected override int GetFacingFrameOffset(WAngle facing)
|
||||
{
|
||||
return Util.ClassicQuantizeFacing(facing.Facing, Facings, useClassicFacings);
|
||||
return useClassicFacings ? Util.ClassicIndexFacing(facing.Facing, Facings) : Common.Util.IndexFacing(facing.Facing, Facings);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -18,7 +18,7 @@ namespace OpenRA.Mods.Cnc.Traits
|
||||
{
|
||||
public override int QuantizeFacing(int facing, int facings)
|
||||
{
|
||||
return OpenRA.Mods.Cnc.Util.ClassicQuantizeFacing(facing, facings, true) * (256 / facings);
|
||||
return Util.ClassicQuantizeFacing(facing, facings);
|
||||
}
|
||||
|
||||
public override object Create(ActorInitializer init) { return new ClassicFacingBodyOrientation(init, this); }
|
||||
|
||||
@@ -17,7 +17,7 @@ namespace OpenRA.Mods.Cnc
|
||||
// This table defines the exclusive maximum facing for the i'th sprite frame.
|
||||
// i.e. sprite frame 1 is used for facings 5-13, sprite frame 2 for 14-21, and so on.
|
||||
// Sprite frame 0 is used for facings smaller than 5 or larger than 249.
|
||||
static readonly int[] SpriteFacings =
|
||||
static readonly int[] SpriteRanges =
|
||||
{
|
||||
5, 14, 22, 33, 39, 46, 53, 60,
|
||||
67, 74, 81, 88, 96, 104, 113, 122,
|
||||
@@ -25,18 +25,44 @@ namespace OpenRA.Mods.Cnc
|
||||
195, 202, 209, 216, 224, 232, 241, 250
|
||||
};
|
||||
|
||||
public static int ClassicQuantizeFacing(int facing, int numFrames, bool useClassicFacingFudge)
|
||||
// The actual facing associated with each sprite frame.
|
||||
static readonly int[] SpriteFacings =
|
||||
{
|
||||
if (useClassicFacingFudge && numFrames == 32)
|
||||
0, 10, 18, 28, 36, 43, 50, 57,
|
||||
64, 71, 78, 85, 92, 100, 109, 118,
|
||||
128, 138, 147, 156, 164, 171, 178, 185,
|
||||
192, 199, 206, 213, 220, 228, 237, 246
|
||||
};
|
||||
|
||||
/// <summary>
|
||||
/// Calculate the frame index (between 0..numFrames) that
|
||||
/// should be used for the given facing value, accounting
|
||||
/// for the non-linear facing mapping for sprites with 32 directions.
|
||||
/// </summary>
|
||||
public static int ClassicIndexFacing(int facing, int numFrames)
|
||||
{
|
||||
for (var i = 0; i < SpriteFacings.Length; i++)
|
||||
if (facing < SpriteFacings[i])
|
||||
if (numFrames == 32)
|
||||
{
|
||||
for (var i = 0; i < SpriteRanges.Length; i++)
|
||||
if (facing < SpriteRanges[i])
|
||||
return i;
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
return Common.Util.QuantizeFacing(facing, numFrames);
|
||||
return Common.Util.IndexFacing(facing, numFrames);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Rounds the given facing value to the nearest quantized step,
|
||||
/// accounting for the non-linear facing mapping for sprites with 32 directions.
|
||||
/// </summary>
|
||||
public static int ClassicQuantizeFacing(int facing, int steps)
|
||||
{
|
||||
if (steps == 32)
|
||||
return SpriteFacings[ClassicIndexFacing(facing, steps)];
|
||||
|
||||
return Common.Util.QuantizeFacing(facing, steps);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -395,7 +395,7 @@ namespace OpenRA.Mods.Common.Graphics
|
||||
|
||||
protected virtual int GetFacingFrameOffset(WAngle facing)
|
||||
{
|
||||
return Util.QuantizeFacing(facing.Facing, Facings);
|
||||
return Util.IndexFacing(facing.Facing, Facings);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -176,7 +176,7 @@ namespace OpenRA.Mods.Common.Traits
|
||||
var sequence = a.Info.MuzzleSequence;
|
||||
|
||||
if (a.Info.MuzzleSplitFacings > 0)
|
||||
sequence += Util.QuantizeFacing(muzzleFacing, a.Info.MuzzleSplitFacings).ToString();
|
||||
sequence += Util.IndexFacing(muzzleFacing, a.Info.MuzzleSplitFacings).ToString();
|
||||
|
||||
var muzzleFlash = new AnimationWithOffset(muzzleAnim,
|
||||
() => PortOffset(self, port),
|
||||
|
||||
@@ -52,7 +52,7 @@ namespace OpenRA.Mods.Common.Traits
|
||||
|
||||
public virtual int QuantizeFacing(int facing, int facings)
|
||||
{
|
||||
return Util.QuantizeFacing(facing, facings) * (256 / facings);
|
||||
return Util.QuantizeFacing(facing, facings);
|
||||
}
|
||||
|
||||
public override object Create(ActorInitializer init) { return new BodyOrientation(init, this); }
|
||||
|
||||
@@ -79,7 +79,7 @@ namespace OpenRA.Mods.Common.Traits.Render
|
||||
|
||||
var sequence = a.Info.MuzzleSequence;
|
||||
if (a.Info.MuzzleSplitFacings > 0)
|
||||
sequence += Util.QuantizeFacing(getFacing().Facing, a.Info.MuzzleSplitFacings).ToString();
|
||||
sequence += Util.IndexFacing(getFacing().Facing, a.Info.MuzzleSplitFacings).ToString();
|
||||
|
||||
visible[barrel] = true;
|
||||
anims[barrel].Animation.PlayThen(sequence, () => visible[barrel] = false);
|
||||
|
||||
@@ -46,13 +46,23 @@ namespace OpenRA.Mods.Common
|
||||
return facing + turn;
|
||||
}
|
||||
|
||||
public static int QuantizeFacing(int facing, int numFrames)
|
||||
/// <summary>
|
||||
/// Calculate the frame index (between 0..numFrames) that
|
||||
/// should be used for the given facing value.
|
||||
/// </summary>
|
||||
public static int IndexFacing(int facing, int numFrames)
|
||||
{
|
||||
var step = 256 / numFrames;
|
||||
var a = (facing + step / 2) & 0xff;
|
||||
return a / step;
|
||||
}
|
||||
|
||||
/// <summary>Rounds the given facing value to the nearest quantized step.</summary>
|
||||
public static int QuantizeFacing(int facing, int steps)
|
||||
{
|
||||
return IndexFacing(facing, steps) * (256 / steps);
|
||||
}
|
||||
|
||||
/// <summary>Wraps an arbitrary integer facing value into the range 0 - 255</summary>
|
||||
public static int NormalizeFacing(int f)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user