Files
OpenRA/OpenRA.Mods.Cnc/Util.cs

69 lines
2.1 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2020 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
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[] SpriteRanges =
{
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
};
// The actual facing associated with each sprite frame.
static readonly int[] SpriteFacings =
{
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)
{
if (numFrames == 32)
{
for (var i = 0; i < SpriteRanges.Length; i++)
if (facing < SpriteRanges[i])
return i;
return 0;
}
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);
}
}
}