Move ClassicFacingFudge support to Mods.Cnc
This moves the TD/RA-specific re-mapping of sprite facings and coordinates to Mods.Cnc.
This commit is contained in:
@@ -49,7 +49,7 @@ namespace OpenRA.Mods.Cnc.FileFormats
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Transforms[c + ids[k]] = s.ReadFloat();
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Array.Copy(Transforms, 16 * (LimbCount * j + i), testMatrix, 0, 16);
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if (Util.MatrixInverse(testMatrix) == null)
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if (OpenRA.Graphics.Util.MatrixInverse(testMatrix) == null)
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throw new InvalidDataException(
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"The transformation matrix for HVA file `{0}` section {1} frame {2} is invalid because it is not invertible!"
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.F(fileName, i, j));
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50
OpenRA.Mods.Cnc/Graphics/ClassicSpriteSequence.cs
Normal file
50
OpenRA.Mods.Cnc/Graphics/ClassicSpriteSequence.cs
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@@ -0,0 +1,50 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2020 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Graphics;
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namespace OpenRA.Mods.Cnc.Graphics
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{
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public class ClassicSpriteSequenceLoader : DefaultSpriteSequenceLoader
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{
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public ClassicSpriteSequenceLoader(ModData modData)
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: base(modData) { }
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public override ISpriteSequence CreateSequence(ModData modData, TileSet tileSet, SpriteCache cache, string sequence, string animation, MiniYaml info)
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{
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return new ClassicSpriteSequence(modData, tileSet, cache, this, sequence, animation, info);
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}
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}
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public class ClassicSpriteSequence : DefaultSpriteSequence
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{
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readonly bool useClassicFacings;
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public ClassicSpriteSequence(ModData modData, TileSet tileSet, SpriteCache cache, ISpriteSequenceLoader loader, string sequence, string animation, MiniYaml info)
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: base(modData, tileSet, cache, loader, sequence, animation, info)
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{
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var d = info.ToDictionary();
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useClassicFacings = LoadField(d, "UseClassicFacings", false);
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if (useClassicFacings && Facings != 32)
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throw new InvalidOperationException(
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"{0}: Sequence {1}.{2}: UseClassicFacings is only valid for 32 facings"
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.F(info.Nodes[0].Location, sequence, animation));
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}
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protected override int QuantizeFacing(int facing)
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{
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return OpenRA.Mods.Cnc.Util.ClassicQuantizeFacing(facing, Facings, useClassicFacings);
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}
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}
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}
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@@ -0,0 +1,92 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2020 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Graphics;
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namespace OpenRA.Mods.Cnc.Graphics
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{
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public class ClassicTilesetSpecificSpriteSequenceLoader : ClassicSpriteSequenceLoader
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{
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public readonly string DefaultSpriteExtension = ".shp";
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public readonly Dictionary<string, string> TilesetExtensions = new Dictionary<string, string>();
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public readonly Dictionary<string, string> TilesetCodes = new Dictionary<string, string>();
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public ClassicTilesetSpecificSpriteSequenceLoader(ModData modData)
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: base(modData)
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{
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var metadata = modData.Manifest.Get<SpriteSequenceFormat>().Metadata;
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MiniYaml yaml;
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if (metadata.TryGetValue("DefaultSpriteExtension", out yaml))
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DefaultSpriteExtension = yaml.Value;
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if (metadata.TryGetValue("TilesetExtensions", out yaml))
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TilesetExtensions = yaml.ToDictionary(kv => kv.Value);
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if (metadata.TryGetValue("TilesetCodes", out yaml))
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TilesetCodes = yaml.ToDictionary(kv => kv.Value);
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}
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public override ISpriteSequence CreateSequence(ModData modData, TileSet tileSet, SpriteCache cache, string sequence, string animation, MiniYaml info)
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{
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return new ClassicTilesetSpecificSpriteSequence(modData, tileSet, cache, this, sequence, animation, info);
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}
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}
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public class ClassicTilesetSpecificSpriteSequence : ClassicSpriteSequence
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{
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public ClassicTilesetSpecificSpriteSequence(ModData modData, TileSet tileSet, SpriteCache cache, ISpriteSequenceLoader loader, string sequence, string animation, MiniYaml info)
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: base(modData, tileSet, cache, loader, sequence, animation, info) { }
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string ResolveTilesetId(TileSet tileSet, Dictionary<string, MiniYaml> d)
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{
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var tsId = tileSet.Id;
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MiniYaml yaml;
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if (d.TryGetValue("TilesetOverrides", out yaml))
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{
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var tsNode = yaml.Nodes.FirstOrDefault(n => n.Key == tsId);
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if (tsNode != null)
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tsId = tsNode.Value.Value;
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}
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return tsId;
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}
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protected override string GetSpriteSrc(ModData modData, TileSet tileSet, string sequence, string animation, string sprite, Dictionary<string, MiniYaml> d)
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{
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var loader = (ClassicTilesetSpecificSpriteSequenceLoader)Loader;
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var spriteName = sprite ?? sequence;
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if (LoadField(d, "UseTilesetCode", false))
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{
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string code;
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if (loader.TilesetCodes.TryGetValue(ResolveTilesetId(tileSet, d), out code))
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spriteName = spriteName.Substring(0, 1) + code + spriteName.Substring(2, spriteName.Length - 2);
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}
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if (LoadField(d, "AddExtension", true))
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{
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var useTilesetExtension = LoadField(d, "UseTilesetExtension", false);
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string tilesetExtension;
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if (useTilesetExtension && loader.TilesetExtensions.TryGetValue(ResolveTilesetId(tileSet, d), out tilesetExtension))
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return spriteName + tilesetExtension;
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return spriteName + loader.DefaultSpriteExtension;
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}
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return spriteName;
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}
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}
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}
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@@ -74,8 +74,8 @@ namespace OpenRA.Mods.Cnc.Graphics
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t[14] *= l.Scale * (l.Bounds[5] - l.Bounds[2]) / l.Size[2];
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// Center, flip and scale
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t = Util.MatrixMultiply(t, Util.TranslationMatrix(l.Bounds[0], l.Bounds[1], l.Bounds[2]));
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t = Util.MatrixMultiply(Util.ScaleMatrix(l.Scale, -l.Scale, l.Scale), t);
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t = OpenRA.Graphics.Util.MatrixMultiply(t, OpenRA.Graphics.Util.TranslationMatrix(l.Bounds[0], l.Bounds[1], l.Bounds[2]));
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t = OpenRA.Graphics.Util.MatrixMultiply(OpenRA.Graphics.Util.ScaleMatrix(l.Scale, -l.Scale, l.Scale), t);
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return t;
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}
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@@ -119,7 +119,7 @@ namespace OpenRA.Mods.Cnc.Graphics
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};
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// Calculate limb bounding box
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var bb = Util.MatrixAABBMultiply(TransformationMatrix(j, frame), b);
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var bb = OpenRA.Graphics.Util.MatrixAABBMultiply(TransformationMatrix(j, frame), b);
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for (var i = 0; i < 3; i++)
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{
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ret[i] = Math.Min(ret[i], bb[i]);
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@@ -77,8 +77,8 @@ namespace OpenRA.Mods.Cnc.Graphics
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var size = new Size(su, sv);
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var s = sheetBuilder.Allocate(size);
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var t = sheetBuilder.Allocate(size);
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Util.FastCopyIntoChannel(s, colors);
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Util.FastCopyIntoChannel(t, normals);
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OpenRA.Graphics.Util.FastCopyIntoChannel(s, colors);
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OpenRA.Graphics.Util.FastCopyIntoChannel(t, normals);
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// s and t are guaranteed to use the same sheet because
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// of the custom voxel sheet allocation implementation
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32
OpenRA.Mods.Cnc/Traits/ClassicFacingBodyOrientation.cs
Normal file
32
OpenRA.Mods.Cnc/Traits/ClassicFacingBodyOrientation.cs
Normal file
@@ -0,0 +1,32 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2020 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using OpenRA.Mods.Common.Traits;
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namespace OpenRA.Mods.Cnc.Traits
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{
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[Desc("Fudge the coordinate system angles like the early games (for sprite sequences that use classic facing fudge).")]
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public class ClassicFacingBodyOrientationInfo : BodyOrientationInfo
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{
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public override int QuantizeFacing(int facing, int facings)
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{
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return OpenRA.Mods.Cnc.Util.ClassicQuantizeFacing(facing, facings, true) * (256 / facings);
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}
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public override object Create(ActorInitializer init) { return new ClassicFacingBodyOrientation(init, this); }
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}
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public class ClassicFacingBodyOrientation : BodyOrientation
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{
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public ClassicFacingBodyOrientation(ActorInitializer init, ClassicFacingBodyOrientationInfo info)
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: base(init, info) { }
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}
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}
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@@ -67,7 +67,7 @@ namespace OpenRA.Mods.Cnc.Traits
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if (IsTraitDisabled)
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return;
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var cash = Util.ApplyPercentageModifiers(amount, modifier);
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var cash = OpenRA.Mods.Common.Util.ApplyPercentageModifiers(amount, modifier);
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playerResources.GiveCash(cash);
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if (Info.ShowTicks && self.Info.HasTraitInfo<IOccupySpaceInfo>())
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@@ -134,7 +134,7 @@ namespace OpenRA.Mods.Cnc.Traits
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int MovementSpeed
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{
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get { return Util.ApplyPercentageModifiers(Info.Speed, speedModifiers); }
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get { return OpenRA.Mods.Common.Util.ApplyPercentageModifiers(Info.Speed, speedModifiers); }
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}
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public Pair<CPos, SubCell>[] OccupiedCells() { return new[] { Pair.New(TopLeft, SubCell.FullCell) }; }
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40
OpenRA.Mods.Cnc/Util.cs
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40
OpenRA.Mods.Cnc/Util.cs
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@@ -0,0 +1,40 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2020 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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namespace OpenRA.Mods.Cnc
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{
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public static class Util
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{
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public static int ClassicQuantizeFacing(int facing, int numFrames, bool useClassicFacingFudge)
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{
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if (!useClassicFacingFudge || numFrames != 32)
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return OpenRA.Mods.Common.Util.QuantizeFacing(facing, numFrames);
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// TD and RA divided the facing artwork into 3 frames from (north|south) to (north|south)-(east|west)
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// and then 5 frames from (north|south)-(east|west) to (east|west)
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var quadrant = ((facing + 31) & 0xFF) / 64;
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if (quadrant == 0 || quadrant == 2)
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{
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var frame = OpenRA.Mods.Common.Util.QuantizeFacing(facing, 24);
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if (frame > 18)
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return frame + 6;
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if (frame > 4)
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return frame + 3;
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return frame;
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}
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else
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{
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var frame = OpenRA.Mods.Common.Util.QuantizeFacing(facing, 40);
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return frame < 20 ? frame - 3 : frame - 8;
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}
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}
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}
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}
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@@ -95,11 +95,11 @@ namespace OpenRA.Mods.Common.Graphics
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{
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static readonly WDist DefaultShadowSpriteZOffset = new WDist(-5);
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protected Sprite[] sprites;
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readonly bool reverseFacings, transpose, useClassicFacingFudge;
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readonly bool reverseFacings, transpose;
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readonly string sequence;
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protected readonly ISpriteSequenceLoader Loader;
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readonly string sequence;
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public string Name { get; private set; }
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public int Start { get; private set; }
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public int Length { get; private set; }
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@@ -156,7 +156,6 @@ namespace OpenRA.Mods.Common.Graphics
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Tick = LoadField(d, "Tick", 40);
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transpose = LoadField(d, "Transpose", false);
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Frames = LoadField<int[]>(d, "Frames", null);
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useClassicFacingFudge = LoadField(d, "UseClassicFacingFudge", false);
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var flipX = LoadField(d, "FlipX", false);
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var flipY = LoadField(d, "FlipY", false);
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@@ -168,11 +167,6 @@ namespace OpenRA.Mods.Common.Graphics
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Facings = -Facings;
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}
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if (useClassicFacingFudge && Facings != 32)
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throw new InvalidOperationException(
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"{0}: Sequence {1}.{2}: UseClassicFacingFudge is only valid for 32 facings"
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.F(info.Nodes[0].Location, sequence, animation));
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var offset = LoadField(d, "Offset", float3.Zero);
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var blendMode = LoadField(d, "BlendMode", BlendMode.Alpha);
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@@ -384,7 +378,7 @@ namespace OpenRA.Mods.Common.Graphics
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protected virtual Sprite GetSprite(int start, int frame, int facing)
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{
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var f = Util.QuantizeFacing(facing, Facings, useClassicFacingFudge);
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var f = QuantizeFacing(facing);
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if (reverseFacings)
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f = (Facings - f) % Facings;
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@@ -398,5 +392,10 @@ namespace OpenRA.Mods.Common.Graphics
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return sprites[j];
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}
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protected virtual int QuantizeFacing(int facing)
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{
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return Util.QuantizeFacing(facing, Facings);
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}
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}
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}
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@@ -17,25 +17,22 @@ namespace OpenRA.Mods.Common.Traits
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{
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public class BodyOrientationInfo : ITraitInfo
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{
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[Desc("Number of facings for gameplay calculations. -1 indicates auto-detection from another trait")]
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[Desc("Number of facings for gameplay calculations. -1 indicates auto-detection from another trait.")]
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public readonly int QuantizedFacings = -1;
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[Desc("Camera pitch for rotation calculations")]
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[Desc("Camera pitch for rotation calculations.")]
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public readonly WAngle CameraPitch = WAngle.FromDegrees(40);
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[Desc("Fudge the coordinate system angles like the early games.")]
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[Desc("Fudge the coordinate system angles to simulate non-top-down perspective in mods with square cells.")]
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public readonly bool UseClassicPerspectiveFudge = true;
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[Desc("Fudge the coordinate system angles like the early games.")]
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public readonly bool UseClassicFacingFudge = false;
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public WVec LocalToWorld(WVec vec)
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{
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// Rotate by 90 degrees
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if (!UseClassicPerspectiveFudge)
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return new WVec(vec.Y, -vec.X, vec.Z);
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// RA's 2d perspective doesn't correspond to an orthonormal 3D
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// The 2d perspective of older games with square cells doesn't correspond to an orthonormal 3D
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// coordinate system, so fudge the y axis to make things look good
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return new WVec(vec.Y, -CameraPitch.Sin() * vec.X / 1024, vec.Z);
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}
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@@ -53,12 +50,12 @@ namespace OpenRA.Mods.Common.Traits
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return new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(facing));
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}
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public int QuantizeFacing(int facing, int facings)
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public virtual int QuantizeFacing(int facing, int facings)
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{
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return Util.QuantizeFacing(facing, facings, UseClassicFacingFudge) * (256 / facings);
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return Util.QuantizeFacing(facing, facings) * (256 / facings);
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}
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public object Create(ActorInitializer init) { return new BodyOrientation(init, this); }
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public virtual object Create(ActorInitializer init) { return new BodyOrientation(init, this); }
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}
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public class BodyOrientation : ISync
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@@ -53,30 +53,6 @@ namespace OpenRA.Mods.Common
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return a / step;
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}
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public static int QuantizeFacing(int facing, int numFrames, bool useClassicFacingFudge)
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{
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if (!useClassicFacingFudge || numFrames != 32)
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return Util.QuantizeFacing(facing, numFrames);
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// TD and RA divided the facing artwork into 3 frames from (north|south) to (north|south)-(east|west)
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// and then 5 frames from (north|south)-(east|west) to (east|west)
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var quadrant = ((facing + 31) & 0xFF) / 64;
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if (quadrant == 0 || quadrant == 2)
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{
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var frame = Util.QuantizeFacing(facing, 24);
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if (frame > 18)
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return frame + 6;
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if (frame > 4)
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return frame + 3;
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return frame;
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}
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else
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{
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var frame = Util.QuantizeFacing(facing, 40);
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return frame < 20 ? frame - 3 : frame - 8;
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}
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}
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/// <summary>Wraps an arbitrary integer facing value into the range 0 - 255</summary>
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public static int NormalizeFacing(int f)
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{
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