Reimplement ClassicQuantizeFacing using a look-up-table.

This commit is contained in:
Paul Chote
2020-05-02 23:25:52 +01:00
committed by atlimit8
parent 552bceb07c
commit afd620b092

View File

@@ -13,28 +13,30 @@ namespace OpenRA.Mods.Cnc
{
public static class Util
{
// TD and RA used a nonlinear mapping between artwork frames and unit facings for units with 32 facings.
// 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 =
{
5, 14, 22, 33, 39, 46, 53, 60,
67, 74, 81, 88, 96, 104, 113, 122,
133, 142, 151, 161, 167, 174, 181, 188,
195, 202, 209, 216, 224, 232, 241, 250
};
public static int ClassicQuantizeFacing(int facing, int numFrames, bool useClassicFacingFudge)
{
if (!useClassicFacingFudge || numFrames != 32)
return OpenRA.Mods.Common.Util.QuantizeFacing(facing, numFrames);
if (useClassicFacingFudge && numFrames == 32)
{
for (var i = 0; i < SpriteFacings.Length; i++)
if (facing < SpriteFacings[i])
return i;
// TD and RA divided the facing artwork into 3 frames from (north|south) to (north|south)-(east|west)
// and then 5 frames from (north|south)-(east|west) to (east|west)
var quadrant = ((facing + 31) & 0xFF) / 64;
if (quadrant == 0 || quadrant == 2)
{
var frame = OpenRA.Mods.Common.Util.QuantizeFacing(facing, 24);
if (frame > 18)
return frame + 6;
if (frame > 4)
return frame + 3;
return frame;
}
else
{
var frame = OpenRA.Mods.Common.Util.QuantizeFacing(facing, 40);
return frame < 20 ? frame - 3 : frame - 8;
return 0;
}
return Common.Util.QuantizeFacing(facing, numFrames);
}
}
}